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Apocamorphosis (AMS)
Synopsis: The manifestation of hatred, lust and corruption has spread across the entire planet like a plague; erasing memories, twisting identities and mutating every living organism in it's path. As the last of the free races band together to hold this entity from invading northern Auvora, frightened refugees flee to the southwest for safety...
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Welcome


Recent posts

4be78ee4 6d37 4fdc a628 11e4e03c3081 120x120 5x5 40x40
Apocamorphosis (AMS)
Hey everyone ^_^ 
I apologize about the two day delay of the release but for the past two weeks or so we've been moving to another place and getting into our new rental. We've been so busy unpacking and setting things up, fixing things, buying supplies and organizing. I've also been transferring bills over, paying off old ones that no longer apply. It's been exhausting to say the least. Not to mention getting to know the new town. 
I literally just got my computer back up and running last night and internet like an hour before that. 

Before I get into the news though, I'm going to try something different regarding meeting patrons and welcome back old ones as well! Please give a warm welcome to the following individuals. This update is dedicated to them. 

Special Thanks To: Michael J.K, FauxFox, Bill, Jesse, Speedy, Quagg, Bobby H., Christian I., Snaxey, Danny B., WRcross, Umbreil45, Joshua V., JSMou, Kardius, Patrick L. and Mario K.

Thank you all so much for contributing toward the development of the game. My family and I greatly appreciate it as any financial help is a godsend! Your generosity goes a long way so I just wanted to personally thank each of you---and everyone else who continually push to make the game better. 

You all should be receiving a Benefits Email as well which will contain all of your codes and how to use them as well as any other benefits you've earned. If you have any questions regarding any of them or questions about the game in general you can reach me in the following ways: 

Public Discord:
https://discord.gg/y3V4hbN 

Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis

Thank you all again for your generosity. I hope I am meeting or exceeding your expectations, and I hope that the game is getting better and better as time goes on. If you would like to discuss something regarding it, please get in contact with me. ^_^ 

News:
Alright!

1) So I've got some good news. I found a secondary programmer who can help with the Save/Load System. We were both in the middle of a move when we contacted each other so things got delayed slightly, but we're back in communication again and hashing out the details of what I'm looking for and what we can do with the system. It's looking pretty good!

2) Although I wasn't able to work on the game directly while I was in the middle of the move for the last two weeks or so, I have been hard at work writing the specialized events on my phone. I have completed the main event dialogue for 2 of them and I am almost finished with a 3rd. This does not include the variations of those events (although I have made notes within each).

Through these events the player will be exposed to a variety story-lines happening throughout the forest simultaneously and sometimes you will be offered glimpses into what's to come and other times, you'll be offered Quests with the right decisions or companions with other decisions. I'm very excited for these as I've been waiting to write them for quite a long time. 

Unfortunately, they will not make it into this update as I haven't been able to code them into the game, I've only been able to write the story-lines. I'm hoping to add the details and variables into each by the 15th-17th of this month so $5 patrons can test them for me. But they should be available during the next update. 
The three events are: 
The Warrior's Memory Loss
The Robbery
The Shadows in the Trees

*See Details in the Changelog* 
With that said, let's get to the changelog and the update itself so you guys can see what has changed for this version. 

UPDATE
AMS v0.34C
Changelog
v0.34C
Bug Fixes/Changes
- Player Race now gets properly updated along with Body Parts like it’s supposed to! 
- Fixed Worn Out Shoes being Unremovable. 
- Fixed: an Index Error with the Rest Command regarding building Shelters
- Added Rold's Sex variable. 
- Fixed a couple of spelling errors and grammar mistakes here and there throughout the Rest Command. Nothing major, just a couple of minor things from typing too fast >.< . If you see anymore, let me know.
- Removed the Flirt Verb with Rold and replaced it with Proposition (which will allow you to have sex with Rold if you haven't yet, or to repeat sex with him if you want to). This means there are roughly three variations of this scene. Obviously, you must meet the right parameters by being Female as he will reject Male companionship. This option is available for all Dominant Moods. You cannot use this option until you have actually met Rold. You will earn +2 Relationship Points with him per bang. Remember the scenario slightly changes based on several factors including how much Lust and how Horny you are. 
- Changed the Chit Chat Verb with Rold and replaced it with Idle Conversation. This verb is repeatable to an extent. Each time you use it, there's a 50% chance that it'll be removed from available topics. But when you use it, you have a 50% chance to gain +5 Relationship Points with him, or a 33% chance to lose -3 Relationship Points with him. There's also a third scenario where neither scenario happens (which will NOT trigger the topic removal). You can repeat this until the topic is removed by the proc. Probably a good thing since you shouldn't bother Rold more than you have to! You cannot use this option until you have actually met Rold. 
- I greatly reduced the size of the game file, hopefully this will allow me to start uploading to Quest Text Adventures again. If not, well, smaller game means easier to load and less prone to crashing! Hurrah! 
- Fixed a missing script with Rold's, Flirt With Him Scenario for Sexy Dominant Mood Males. I guess during the massive rehaul when that entire script was throwing a Memory Error that one script got lost somewhere! It has been restored. 
- Having Sex with Rold is now properly updated in the Player's Stats. 
- Fixed a couple of expression errors with Jensen. Let's see if they stay fixed this time >.< ! These expressions sometimes cause errors to pop up. 
- "Chapter 2: Into the Wild" has been changed to "Chapter 2: The Pebble and the Pond". This title suggests that actions you've already taken have started their ripple across the game's world and that the more choices you make the more of an impact you will have on the world surrounding the Player. And it's foreshadowing that consequences that don't seem like a big deal now, will be. 
- I think I finally fixed this: Error running script: Error compiling expression 'player.lust=7': CompareElement: Operation 'Equal' is not defined for types 'Boolean' and 'Int32' - when speaking with Jensen. Thanks to a very detailed explanation from Quagg, I was able to narrow down the exact place that the error was coming from and I have tested it 5 different times/playthroughs without coming across the error again. Basically, there was no specific place where Lust was being turned into a boolean but when it did, the turnscript for Lust would try to find an integer but wouldn't be able to, thus the turnscript would throw that error again and again. I found a place in Jensen's interaction that had: "player.lust = player.lust = 0" <--- which is wrong. This specific code is what I use for reducing a stat or increasing a stat; for example, player.strength=player.strength + 1. The correct format for this particular piece of code is: player.lust = 0. So let me know if it happens again, but I'm pretty sure I caught this in every instance and I haven't been able to replicate the error anymore since fixing it. 
- I've greatly sped up the rolling text dialogue from Callie (35ms to 80ms). Let me know if it's still too slow.
- The Player's Dialogue now has a color (NavajoWhite) that separates it from the rest of the description text so that it stands out and from the other character/NPC text. It's sort of a unique color in the game, so hopefully it'll always catch your attention without blinding you. This was about 10 hours straight and I scoured through 60,000 lines of code, so if I missed something or dialogue isn't showing up right in an instance or two. Let me know so I can fix it. 
- The Test Item Cache was sending items to it's original location, The Waterhole. This is fixed. It will now place items in the Caravan Room. 
- I fixed Aaleahya's scripts in both the Storage Facility and in the Guest Bedroom. Apparently, I had the scripts set-up to proc if she was in the Kitchen with the Player and Hannah. This means they wouldn't have been showing up. 
- Corrected several grammar and bracket mistakes throughout the Player Dialogue recoloring. Nothing major. 
- Attempted to fix some of the "Bimbo Talk" if your Intelligence is low though I think some more work needs to be done on it but now it shouldn't be so buggy and annoying. 
- I realized why Jensen's Waive Fee, Give Him What He Wants Scenario for Sexy and Sarcasm Dominant Moods don't show up sometimes. Apparently, I didn't create a variable on the off-chance that the Player uses this scenario but meets none of Jensen's requirements for being attractive, having big breasts or a big ass, for example. So now an entirely new dialogue has been added about him calling you ugly and then pretending you don't exist. If you receive this dialogue message, Jensen will be removed from the caravan and will no longer interact with you.
- The "AMS Walkthrough + Troubleshooting Guide" file has been separated into 2 stand-alone files: "AMS Troubleshooting Guide" and "AMS Chapter 1 Beginner Walkthrough." 
- The "AMS Troubleshooting Guide" file has been updated, and formatted for easier reading. 
- The "AMS READ ME" file has been renamed, "AMS Stat Guide" and I have formatted it for easier reading. 
- The "AMS Chapter 1 Beginner Walkthrough" file has been completely redone/updated for Player convenience. Obviously, there is far too much content for me to go into detail about in some sections, especially all the different scenarios and how those scenarios are affected by Dominant Mood and Player Choices, but I have provided a basic overview of the Chapter that beginners should (hopefully) find helpful.  

Game Expansion
- The Rest Command, Scavenge Scenario recode and rewrites are fully completed. Let me know if you run across any bugs. 
- The Rest Command, Shelter Scenarios have been completely recoded and rewritten. Again, let me know if you run across any wonkiness while using them. 
- The Day/Night Travel Command has it's general Night Time description finished, which takes into account Weather and Season. 
- Event: "Warrior Memory Loss" has been written but is not coded into the game yet. 
- Event: "Shadows in the Trees" has been written but is not coded into the game yet. 
- Event: "Robbery" has been mostly written but is not coded into the game yet. 

Transformations
- I have completely restructured the Goblin Transformation from top to bottom and made it more Gender neutral as well (meaning I can use this script for both Male and Female characters). This restructuring removes the randomness of the transformation process (meaning every single time you have sex with a Goblin (or in the future take a Goblin Potion) you will encounter a different transformation (if you have 0 Resist). You might also have a possible randomized stat variable as well that goes in line with a goblin's nature such as Corruption etc.

Sex
- Rold's sex scenes are now repeatable (once you have met him) via the Proposition verb. You can also have sex with him for the first time with this verb as well. I rewrote several scripts for this so that the lead up makes sense in this context. Pregnancy and Transformations can be procced during this.

Travel
- I have written the main story-line dialogue for three major events while I was in the middle of moving. Obviously, the variables haven't been added into them yet and they haven't been coded into the game. But I would like to provide some summary of each and some of the choices that will be offered once they are ready (which should be around the 15-18th of September). 
Event 1: The Warrior's Memory Loss
Location: ROCKY CLIFFSIDES  (EAST)
Summary: You can choose to investigate the sounds of struggle. When you arrive, if you choose you meet a warrior who is fighting invisible monsters and seems to be struggling with memory loss. Depending on your Dominant Mood and other factors, you can uncover some information from him or he will attack you. You do have the option of killing him too depending on the circumstances! How will you react to him?
Event 2: The Shadow In The Trees
Location: EAST BYWAY (SOUTHEAST)
Summary: As you walk along you suddenly notice that the entire area of forest around you has become abnormally quiet. Upon glancing up, you see a pair of gleaming eyes watching you from the trees...How will you react? Is this perhaps a second companion or an enemy watching you from the shadows and waiting to strike...
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner. 
**In any case, I'm hoping to have the variables for these written and all of them coded into the game by the 15-18th for the Mid-Month Beta Update. In the meantime, I will be writing more of them at night ^_^ ** 

Other
- I've continued tinkering around with the Rest Command again.
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge. Scavenging has a 50% chance to take 1 Time of Day Cycle and can be done infinitely too (just watch your Health)! 
If you successfully scavenge; You have a 50% chance to find both a Small and a Large Stick or if that doesn't proc, a 25% chance to find a Large Stick and if that doesn't proc, you will find a Small Stick. You will also lose between 1-3 Health with every scavenge. 
If you fail your scavenge; you will lose betwee 1-3 Health and obviously come up empty-handed in your search. Don't be discouraged though! You can always try again. (You failing does not mean your allies will either (explained below))!
You also have the choice to send allies, like Aaleahya, out to Scavenge as well. This has a 20% success rate toward finding extra loot/supplies at the cost of 1-3 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. 
If Aaleahya successfully scavenge; she will have a 50% chance to bring you either a Large Stick or a Small Stick. 
If Aaleahya fails her scavenge; She will lose between 1-3 Health. 
((Other allies might have the ability to hunt for supplies OR sticks but that will be decided later)). 
*The Construct A Shelter scenario has been completely redone and now takes into account a number of new variables that it didn't have before, although they are different between having No Shelter and having a shelter and so are the rewards. Right off the bat, shelters no longer restore Health. Instead, they give the Player Resist (for the first two scenarios, No Shelter and Debris Shelter) and stat increases for the latter (Lean and Sub Shelters). The difference Chance outcomes between No Shelter and the rest of the scenarios are as follows: 
No Shelter: has no predetermined conditions and starts at a base 75% chance of success. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -20%. As for Weather conditions; Rain -30% chance, Storm -40% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -40% chance and all other months will give a +5% chance. So every little bit counts when dealing with the No Shelter scenario. There are definitely times when you should use it and times when you shouldn't. Having a success will advance the TOD by one. 
Success: This scenario now includes all Weather, TOD and Calendar Month variables. Though even with a success, if you try to rest without a Shelter in Winter Months (January, February, December), you have a 50% chance to lose between -1 and -5 Health. A success will grant a 75% chance to gain +1 Resist too. 
Failure: Same situation as above except you have no chance to gain +1 Resist.
WTDebris Shelter: has some predetermined conditions that must be met before a Shelter can be constructed. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large Sticks is reduced. Without it, you need, 4 Small Sticks and 5 Large Sticks. With it, you need 2 Small Sticks and 3 Large Sticks. Without the correct amount of sticks you will not be able to construct this Shelter. There is no Intelligence minimal for this Shelter either. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
Success: A success will grant a 100% chance to gain between +1 to +3 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 1% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
Failure: You will be given back a Small Stick and a Large Stick but no chance to gain any Resist or any other stat advancement.
WTLeanShelter: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 5 Small Sticks and 10 Large Sticks. With it, the cost will be 3 Small Sticks and 7 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
Success: A success will grant a 100% chance to gain between +3 to +6 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 30% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
Failure: You will be given back a 2 Small Sticks and 2 Large Sticks but no chance to gain any Resist or any other stat advancement. 
WTSubShelther: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 10 Small Sticks and 15 Large Sticks. With it, the cost will be 7 Small Sticks and 10 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -25% chance, Storm -35% chance (since rain + subterreanean shelter = bad idea) and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
Success: A success will grant a 100% chance to gain between +6 to +10 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 75% chance to gain either; +2 Maximum Health, +2 Strength, +2 Agility, +2 Intelligence, +1 Defense, or +2 Maximum Carry. You will also gain +3 Relationship Points for all current companions that are with you.
Failure: You will be given back a 3 Small Sticks and 3 Large Sticks but no chance to gain any Resist or any other stat advancement. 
- The Day/Night Travel Command has it's main Night Time description finished, which takes into account Weather and Season. It also provides a lot more hints and other options that the Player can do to help pass the time to avoid traveling at night. It also offers alternatives by way of traveling with a light at night (hah rhyme). In addition, the script foreshadows different events that could possibly happen to the player if they choose to ignore the warnings. All of these pertain to the Whispering Thicket area.  
- Caravan, Nieva's pictures have been added to the game; both the Sympathy/Serious versions and the Sexy/Sarcasm versions. Thank you to our amazing character and background artist, Alexis Rillera. 
- I have commissioned the next character; Caravan, Freya. 

COMING UP:
1) Coding and adding variables to the three new events: 
The Warrior's Memory Loss, The Shadow in the Trees and The Robbery. 
2) Writing more event/story-line dialogue. 
3) Whatever is decided upon in the Poll. Check it out and vote!

Next Update:
03OCT19 
October, 3rd 2019

Poll
I decided to make a poll since there are a lot of directions we can possibly go right now in terms of the next few months of development. 

1) Focusing on Events in Chapter 2: I, at least, want 10 starting events at the beginning (2 for each of the five rooms) and 2 for day travel and 2 for night travel. Meaning 14 total events before moving on.

2) Item/Clothing Remaster: Getting Items and Clothing completely up-to-date. A lot of it has older code, especially some of the items and need a general recoding. This includes the transformation items. I've redone the Goblin Sex Transformations and I think they work a lot better now, so I may use that format for the rest of the transformation items as well. 

3) Creating all the known Enemies and their Entices. 

4) A little bit of each from above. 

5) My Original Plan: Complete the 14 travel events, go back and remaster items and clothing, revamp the transformations (close out Chapter 1) and then create all the known enemies for Chapter 2.

You can Vote HERE

So let me know what you guys think. ^_^
 Anonynn.  
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Apocamorphosis (AMS)
Hey everyone!
I'm sorry about the delayed update! I was supposed to do it yesterday but I was just completely exhausted and couldn't sit at the computer long enough to concentrate on it @[email protected] Now then, without further adieu, let's get started!

New Patrons
Before the update though, let's introduce some new Patrons; both new and returning, to the mix and get to know some of them before we start hazing them, bwahahahaha! 

New Patrons: Ghostrunner13113, Alejandro C., Asger N., Douglas K., Daniel M., Vionnox, Scott D B., Joe P. and Frick,

Returning Patrons: Robert S., Daposer and Tresage

Welcome all you newcomers and welcome back oldies! I just wanted to personally thank you for your very generous donations both big and small and I hope that I will get to know each and everyone of you over the course of the game's development. So be sure to shoot me a thank you message if you have time. I like it when people say hello ^_^ 

I also wanted to let you know that I will be sending out your Benefit Emails today, which will contain all of your codes and instructions on how to use them, so keep an eye on your email addresses! If you have absolutely any questions at all regarding them or the game's development please contact me in any way that is convenient for you. Here are some ways below...

Or you can comment on this post or send me a PM via Patreon. 

Thank you all again for your generosity, my family and I greatly appreciate your continued support and I hope that the game continues to immerse and draw you into it's story! 

News
So I'm still in the process of looking for a secondary programmer to help fix the Save System. I've posted on numerous forums and am now waiting for responses. Hopefully someone will come forward since I'm offering like 200-$300 to the person that fixes it. ^_^ 

Also, the character art for Nieva is almost finished and I'll be commissioning the Chapter 2 background art after that. 

In addition, Studio Cafafo are finishing up the main ambient music for Chapter 2 and have offered to make some sound effects for the game; for example, sounds for opening and closing the menus, opening up the stats page and that sort of thing. So that's pretty exciting! 

Also, the end of this month/beginning of next might get a little hectic for me as I will be moving to a new city and working at a new job. This shouldn't affect my work on the game too much except for the days that I will be actually moving and setting up furniture. I'll let you guys know when it's happening but during that time if you don't hear from me for a few days, it'll be because I don't have internet. I should still be on Twitter though and able to answer emails from my phone ^_^ 

Update AMS 0.34C-Beta Release

Welcome to the first ever, 0.34C-Beta Release. 

This is the Mid-Month Beta for $5+ Patrons as a little thank you from me for supporting the game. Here is the changelog so far for what's different/added/fixed for this version. 

v0.34C-Beta Release
Bug Fixes/Changes
- Fixed: an Index Error with the Rest Command regarding building Shelters.
- Added Rold's Sex variable. 
- Fixed a couple of spelling errors and grammar mistakes here and there throughout the Rest Command. Nothing major, just a couple of minor things from typing too fast >.< . If you see anymore, let me know.
- Removed the Flirt Verb with Rold and replaced it with Proposition (which will allow you to have sex with Rold if you haven't yet, or to repeat sex with him if you want to). This means there are roughly three variations of this scene. Obviously, you must meet the right parameters by being Female as he will reject Male companionship. This option is available for all Dominant Moods. You cannot use this option until you have actually met Rold. You will earn +2 Relationship Points with him per bang. Remember the scenario slightly changes based on several factors including how much Lust and how Horny you are. 
- Changed the Chit Chat Verb with Rold and replaced it with Idle Conversation. This verb is repeatable to an extent. Each time you use it, there's a 50% chance that it'll be removed from available topics. But when you use it, you have a 50% chance to gain +5 Relationship Points with him, or a 33% chance to lose -3 Relationship Points with him. There's also a third scenario where neither scenario happens (which will NOT trigger the topic removal). You can repeat this until the topic is removed by the proc. Probably a good thing since you shouldn't bother Rold more than you have to! You cannot use this option until you have actually met Rold. 
- I greatly reduced the size of the game file, hopefully this will allow me to start uploading to Quest Text Adventures again. If not, well, smaller game means easier to load and less prone to crashing! Hurrah! 
- Fixed a missing script with Rold's, Flirt With Him Scenario for Sexy Dominant Mood Males. I guess during the massive rehaul when that entire script was throwing a Memory Error that one script got lost somewhere! It has been restored. 
- Having Sex with Rold is now properly updated in the Player's Stats. 
- Fixed a couple of expression errors with Jensen. Let's see if they stay fixed this time >.< ! These expressions sometimes cause errors to pop up. 

Game Expansion
- The Rest Command, Scavenge Scenario recode and rewrites are fully completed. Let me know if you run across any bugs. 
- The Rest Command, Shelter Scenarios have been completely recoded and rewritten. Again, let me know if you run across any wonkiness while using them. 

Transformations
- I have completely restructured the Goblin Transformation from top to bottom and made it more Gender neutral as well (meaning I can use this script for both Male and Female characters). This restructuring removes the randomness of the transformation process (meaning every single time you have sex with a Goblin (or in the future take a Goblin Potion) you will encounter a different transformation (if you have 0 Resist). You might also have a possible randomized stat variable as well that goes in line with a goblin's nature such as Corruption etc.

Sex
- Rold's sex scenes are now repeatable (once you have met him) via the Proposition verb. You can also have sex with him for the first time with this verb as well. I rewrote several scripts for this so that the lead up makes sense in this context. Pregnancy and Transformations can be procced during this. 

Other
- I've continued tinkering around with the Rest Command again.
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge. Scavenging has a 50% chance to take 1 Time of Day Cycle and can be done infinitely too (just watch your Health)! 
 If you successfully scavenge; You have a 50% chance to find both a Small and a Large Stick or if that doesn't proc, a 25% chance to find a Large Stick and if that doesn't proc, you will find a Small Stick. You will also lose between 1-3 Health with every scavenge. 
 If you fail your scavenge; you will lose betwee 1-3 Health and obviously come up empty-handed in your search. Don't be discouraged though! You can always try again. (You failing does not mean your allies will either (explained below))!
 You also have the choice to send allies, like Aaleahya, out to Scavenge as well. This has a 20% success rate toward finding extra loot/supplies at the cost of 1-3 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. 
 If Aaleahya successfully scavenge; she will have a 50% chance to bring you either a Large Stick or a Small Stick. 
 If Aaleahya fails her scavenge; She will lose between 1-3 Health. 
 ((Other allies might have the ability to hunt for supplies OR sticks but that will be decided later)). 
 *The Construct A Shelter scenario has been completely redone and now takes into account a number of new variables that it didn't have before, although they are different between having No Shelter and having a shelter and so are the rewards. Right off the bat, shelters no longer restore Health. Instead, they give the Player Resist (for the first two scenarios, No Shelter and Debris Shelter) and stat increases for the latter (Lean and Sub Shelters). The difference Chance outcomes between No Shelter and the rest of the scenarios are as follows: 
 No Shelter: has no predetermined conditions and starts at a base 75% chance of success. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -20%. As for Weather conditions; Rain -30% chance, Storm -40% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -40% chance and all other months will give a +5% chance. So every little bit counts when dealing with the No Shelter scenario. There are definitely times when you should use it and times when you shouldn't. Having a success will advance the TOD by one. 
 Success: This scenario now includes all Weather, TOD and Calendar Month variables. Though even with a success, if you try to rest without a Shelter in Winter Months (January, February, December), you have a 50% chance to lose between -1 and -5 Health. A success will grant a 75% chance to gain +1 Resist too. 
 Failure: Same situation as above except you have no chance to gain +1 Resist. 
 WTDebris Shelter: has some predetermined conditions that must be met before a Shelter can be constructed. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large Sticks is reduced. Without it, you need, 4 Small Sticks and 5 Large Sticks. With it, you need 2 Small Sticks and 3 Large Sticks. Without the correct amount of sticks you will not be able to construct this Shelter. There is no Intelligence minimal for this Shelter either. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
 Success: A success will grant a 100% chance to gain between +1 to +3 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 1% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
 Failure: You will be given back a Small Stick and a Large Stick but no chance to gain any Resist or any other stat advancement. 
 WTLeanShelter: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 5 Small Sticks and 10 Large Sticks. With it, the cost will be 3 Small Sticks and 7 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
 Success: A success will grant a 100% chance to gain between +3 to +6 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 30% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
 Failure: You will be given back a 2 Small Sticks and 2 Large Sticks but no chance to gain any Resist or any other stat advancement. 
 WTSubShelther: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 10 Small Sticks and 15 Large Sticks. With it, the cost will be 7 Small Sticks and 10 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -25% chance, Storm -35% chance (since rain + subterreanean shelter = bad idea) and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
 Success: A success will grant a 100% chance to gain between +6 to +10 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 75% chance to gain either; +2 Maximum Health, +2 Strength, +2 Agility, +2 Intelligence, +1 Defense, or +2 Maximum Carry. You will also gain +3 Relationship Points for all current companions that are with you.
 Failure: You will be given back a 3 Small Sticks and 3 Large Sticks but no chance to gain any Resist or any other stat advancement. 


--------------------------------------------------------------
That's pretty much it for the time being! 
If you have any issues, let me know and I'll be happy to help!
BE SURE TO REPORT ANY BUGS YOU COME ACROSS SO I CAN FIX THEM. Just type "Anonynn" (without quotations) into the Command Bar and it will bring up a link to my email. ^_^ 


Anonynn. 
4be78ee4 6d37 4fdc a628 11e4e03c3081 120x120 5x5 40x40
Apocamorphosis (AMS)
Hey everyone :D 

I hope you've all been having a wonderful month and if not, well, I'm always around to talk if you need it (and no, it doesn't need to be about the game)!
Anyway, let's stop the dilly-dally and get on with this update. 

Patrons:------------------------
So before announcing who the new people are and hazing them. Bwahah! I need to remind everyone as per discussed in the last two discussion posts/updates, this month the game is moving from $1 for the newest version to $3 and $5 and above will get Mid-Month Beta Releases. Previous versions will still be free.

If you need to discuss this with me, please do so by all means.

Anyway! Let's meet the newbies since we don't have any returning Patrons this month. Please give a warm welcome to the following individuals and let's keep the hazing to a minimum! ^_~  

Newbies: Dragonin, Samuel P., Duncan F., Nathaniel K. and Fenrir22
Welcome welcome welcome! 

First off, as always, I want to personally thank you for your contributions/donations toward the game's development. Without people like you, I couldn't spend so much of my day developing and writing, so for that, my family and I thank you from the bottom of our hearts. Thank you!

With that said, if you absolutely need anything at all, please don't hesitate to contact me, especially if you are alone around the holiday seasons. You can get in touch in a variety of ways. See below...

EMAIL:
[email protected]



All of these are also found on the game's front page of Patreon as well ^_^
Also, if you are waiting for your codes, I should be sending out the Benefit Emails tomorrow at some point. It will contain all the codes and explanations on how to use them, as well as everything that your donation came with. Keep in mind, Patreon itself controls declined payments and all that jazz, so if something hasn't been processed, it might not allow you access to the download links, etc. If you have any problems just let me know and I'll do my best to help you.

Anyway, thank you all again for your generosity. It is very much appreciated. And thank you for believing enough in the game to donate toward it's continued development. :D

News:------------------------
*I haven't been able to find a secondary programmer yet to help fix up and update the Save/Load System. I have sent messages to numerous programmers though and am waiting to hear back from them. I'll continue the search until we find a trustworthy one who has the time/commitment needed for AMS. Just hold onto your butts for the time being, you guys will know something the moment I do. 

*In other news, I have commissioned another piece of music from Studio Cafafo. It will be the Whispering Thicket's main ambient theme! I can't wait to see what they develop and I can't wait for you all to hear it as well!

*Because of my vacation (first one ever) earlier this month, I lost about a week and a half toward development---I don't think it hindered things too much but keep in mind that I will be moving sometime this month and have been looking for work in the new cities we plan to live in. Until the game makes enough to support me full-time this is a necessary evil we'll have to deal with. x) 

I think that's about it regarding the major news. Now, let's get onto the changelog for this update. If you are confused about anything in it, please contact me
 AMS v0.34B ChangeLog:------------------------ 
Bug Fixes/Changes
- I've rewritten the main Waterhole room description so it's more race friendly and a little less clunky. I've also added in Weather/Season effects to help with continuity and immersion (since it didn't have Weather/Season effects before). The arrival scripts have been slightly changed as well to reflect the newly implemented (to that room) Weather/Season scripts. I've adjusted the Search percentages for that room as well so now they correctly have an even chance. The Waterhole, Dirty Pond, Fill Container verb, the Drink verb and the Wade and Bathe verbs will no longer show up in the Winter Seasons either. In the Winter Season, a new verb 'Settle in the Snow' will replace Wade and Bathe; which will take Dominant Mood, Weight, Lust, Horny and Nakedness into account. TOD in that room has been statically set to Early Afternoon as well. Doing this will allow me to finally write the different directions the Player can go when leaving the Caravan and once I complete the Day/Night travel scripts, I'll add it to each of them. 

- I've reworked all of the Exits/Directions and their descriptions in the Winding Wood so now they correctly correspond to the new room reworks and Exits.
The West Byway has become the East Byway
The Hyhot Steppes has become Hyhot Pass
Old Canopy Road has become Canopy Pass
Whispering Wood 2 has become the Rocky Cliffsides
Vaughan Pass has become the Middle Fork
Whispering Wood 3 has become completely deleted. 
This is because I've reworked the Whispering Thicket Map so that it more directly reflects the shape of the main Auvora Map. ^_^
- To lessen the strain on Quest when trying to load the gigantic Rest Command script; I've broken even single script into it's own separate function. This will help reduce errors, help me catch errors more easily if any crop up and will speed up the response/load time once that Command is called. It should be a significant improvement. 
- To lessen the strain on Quest when trying to load the huge Day/Night Travel Mini-Events and the general Room Events which will be giant in their own rights. Like, the Rest Command, I've broken even single Event Script into it's own separate function. This will help reduce errors, help me catch errors more easily (if any crop up) and will speed up the response/load time once that Command is called. It should be a significant improvement. 
- Rabbit Meat has become Generic Meat. And instead of restoring between 1-3 Health, consuming it now restores between 5-10 (meaning food and water can be sustainable sources of Health). I wanted to move away from specifically named meat so that I can use this meat in a variety of locations without needing to suspend one's disbelief about finding a specific animal in a specific place. Plus, this allows the Player to use their imagination. In addition, increasing the amount of Health you get from this meat makes it extremely viable to collect during Trapping, especially when Health Potions are scarce. 
- I've removed all types of Meat from the game except for two types: Generic Meat and Quality Meat. (I may add fish in there too eventually but I want it to be separate from the Rest Command).


Game Expansion
- New Caravan NPC named, Devin Kraninski. See details in "Other". 
- The 5 rooms; The East Byway, Hyhot Pass, Canopy Pass, Middle Fork and the Rocky Cliffsides surrounding the Winding Wood in the Whispering Thicket of Chapter 2 have been renamed and their directional Exits reworked. The Winding Wood description of these Exits now match the rooms and the new Whispering Thicket Map as well.  
- DayNight Travel general descriptions in the Whispering Thicket have been completed for all TOD and Weather/Season scenarios. The only section that still needs work is the Nighttime Travel General Description. 
-Most sections of the Rest Command has been revamped/rewritten/recoded and now accounts for all TOD/Weather/Seasons. The only one that still needs a little work is the Build a Shelter Scenario and the Scavenge Scenario.


Travel
- Remastered the Rest Command as it was in need of a slight/minor update (there is still one little section to go). 
- I've rewritten the Regular Day/Night Travel Function's general description to include; Morning, Afternoon, Evening time of day's in accordance to all seasons, including: Spring, Summer, Fall and Winter. Aaleahya is also a variable assuming she is with you and alive. But anyway, in addition to certain rooms throughout Chapter 2 having random scenarios of their own known as Room Events, there will be this function which will proc 10% of the time in the Day and 100% at Night which will provide additional scenarios for the Player to encounter (they just aren't as grand in scope as the specific Room Events). Day and Night have their own unique but separate scenarios that can happen in the few hours of travel between each room in the Whispering Thicket. 
Day Procs have 4 Scenarios; 
REVITALIZATION
A chance to gain back some health or gain other stats. 4 Scenarios. Incomplete.
ENEMY SCENARIO
A chance to encounter a random enemy native to the area. 4 Scenarios. Incomplete.
LOOT SCENARIO
A chance to find loot from any loot table. 4 Scenarios. Incomplete.
PERFORMANCE/SKILL SCENARIO
A chance to earn some gold/lodging/sex and other prizes depending on your entertainment skills, like Juggling for example. 4 Scenarios. Incomplete.
****
Night Procs have 4 Scenarios (assuming you choose to travel at Night) *these procs are skipped if you have a light on, ie Lantern or Aaleahya*; 
TRAP/PITFALL SCENARIO
A chance to fall into some kind of trap which may cause Resist/Health loss or transformations. 4 Scenarios. Incomplete. 
ENEMY SCENARIO
A chance to encounter a random enemy native to the area. 4 Scenarios. Incomplete.
LOOT SCENARIO
A chance to find loot from any loot table (although in more creepy ways). 4 Scenarios. Incomplete. 
LOST/HURT SCENARIO
A chance to lose health/resist and recieve clothing damage. 4 Scenarios. Incomplete. 
This totals about 32 possible scenarios which are also affected by TOD and Weather and other Player Stats. More details will come as they are written. 
These are NOT ROOM EVENTS. Random Room Events are something completely different for each set of Rooms.


Patreon/Patron/SubcscribeStar/Twitter
- I have added "Master Dahmer" to the game's Help Guide, thank you page. Thank you again for your wonderful donation! ^_^
- I have added "Yuki the Yeen" to the game's Help Guide, thank you page. I appreciate your generosity! 
- I have added "Arsenal" to the game's Help Guide, thank you page. Thanks again for your support! It's a big help!
- I have created a Twitter account to help connect me to fans of the game (so if I'm out of the house, there is still a way to contact me directly). Hopefully, it'll allow me to answer questions/inqueries on-the-go as well. In any case, I'll try to post there regularly to keep everyone updated on my work. You can find the game's Twitter at the address below. https://twitter.com/Anonynn1 
- I have requested another piece of music for the game: It will be the main theme for Chapter 2 and will be forest ambience. Thank you Studio Cafafo! 
- Game has a new and upcoming website that I designed from the ground up. You can find it below. This will eventually replace the Blog (in the future). Also, I would like to acknowledge the original version of the website by NBD.
www.txtams.com


Other
- I have added several more questions to the game's FAQ (which comes with the game when you download it). Check them out if you're interested in commonly asked questions regarding development and all that jazz. 
- I've added a new Caravan NPC named, Devin Kraninski. He has a minor Corruption variable and his description changes slightly with Dominant Mood (the same as the others). He does not care whether you are Naked (top or bottom) and will speak with you just the same. He is often found reading poetry and gives the Player advice via poetry. If you can unravel what he's saying, it may help you on your journey. 
- I've started tinkering around with the Rest Command again and getting it ready for all Weather/TOD descriptions. At the moment I've fixed/improved the general stopping descriptions and included Aaleahya in them if she is in your party. She has anywhere between 6-10 reactions for each time you stop. I may add more later but for the time being those will be enough. Other companions will be added as the game continues. Failing or Succeeding in any task will automatically recall the Rest Menu as well. All fires have a chance to cure Cold Status Ailments and Sick Status Ailments and have a chance to heal the Player.  
*The Build A Fire scenario has been completely changed and will no longer be a fixed random chance (it was a fixed 20% chance of failure before). It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. 
Farmer or Explorer Backgrounds earn you a +3, a Monkish speciality will give you a +3, and if the Player's Forgeskill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. However, if it's Raining you will lose -40% to that chance and -50 if it's Storming. So every little bit counts. 
A Small Fire has a base 75% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 1-3 Health Gain.
Costs 3 Small Sticks and 0 Large Sticks
A Group Fire has a base 65% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 4-10 Health Gain.
Costs 6 Small Sticks and 1 Large Stick
A Large Fire has a base 55% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 5-15 Health Gain.
Costs 9 Small Sticks and 3 Large Sticks
Small Fires: 10% to cure Cold Status Ailments.
10% to cure Sick Status Ailments. 5% to gain +1 Maximum Health. 
Group Fire: 25% to cure Cold Status Ailments.
25% to cure Sick Status Ailments. 15% to gain +1 Maximum Health. 
Large Fire: 75% to cure Cold Status Ailments.
75% to cure Sick Status Ailments. 45% to gain +1 Maximum Health. 
*The Construct A Rain Catch scenario has been completely redone and now takes into account a number of variables. It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. The Player will not be able to Construct a Rain Catch during Winter Months; January/February and December nor will they be able to construct one if it isn't Raining or Storming. If the rest of the conditions apply, it will cost 1 Small Stick. There is 65% base chance to succeed but the factors below can help boost or lower that chance. 
Instructor or Explorer Backgrounds earn you a +3, a Fashionable speciality will give you a +3, and if the Player's TailorSkill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. If the Player is Sick, Poisoned, Cold, or Shocked they will lose -5% but if the Player is Healthy they will gain +5%. So every little bit counts. 
If you successfully create a Rain Catch, you will be able to find it in the "Surroundings Pane". It also has roughly 5 uses before being completely destroyed. It can also hold up to 3 uses of water (unless it's Raining or Storming then the uses of water are infinite). Using the Rain Catch in any way (unless it's dry) dimishes it's durability by 20% each and everytime. You can find out the condition of your Rain Catch and how many uses your Rain Catch has left in it's general description. The Rain Catch cannot be taken with you.Verbs found below...
*Drink: If you drink from the Rain Catch, you reduce it's durability by 20% but if it is Raining or Storming, the amount of Water inside will NOT decrease. You can also between 1 and 3 Health. In addition, you have a 1% chance to cure the Sick Ailment.
*Collect: If you Collect from the Rain Catch (like in your Waterskin, for example), you can store the contents for a later use.
*Disassemble: If you opt to dis your raincatch before the weather and durability take it's toll, you have a 50% chance to retrieve the Small Stick needed for it's construction.  
*The Build A Trap scenario has been completely redone and now takes into account a number of variables. You still need an Intelligence of 5 or greater to be able to construct Traps. It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. Hunter earns you +15% chance and Explorer Backgrounds earn you a +3% chance. a Warrior at Heart speciality will give you a +3, and if the Player's Meditation Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. However, if it's Raining you will lose -30% to that chance and -40% if it's Storming but if neither of these Weather effects are happening you will gain a +3%. Seasons also play a role; Winter Months (January, February, December) will cause a 10% chance reduction but all other months will cause a +10% chance increase. If the Time of Day is Night, you will gain a +5 for trapping as well. So every little bit counts. All Traps take two Time of Day cycles. 
A Small Trap has a base 60% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 
Costs 3 Small Sticks and 0 Large Sticks. You have a 20% chance to catch an additional animal as well, which will yield Generic Meat. ((Generic Meat is all you can obtain from Small Traps)). This trap takes 2 Time of Day cycles. 
The Prey for Three has a base 50% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 
Costs 6 Small Sticks and 3 Large Stick. You have two 20% chance(s) to catch an additional animals as well, which will yield either Quality Meat or Generic Meat (50/50 chance). This trap takes 2 Time of Day cycles. 
A Large Trap has a base 45% chance to Succeed. But factors mentioned above will either increase or decrease that chance.
Costs 9 Small Sticks and 6 Large Sticks. You have four 20% chance(s) to catch an additional animal as well, which will yield only Quality Meat. This trap takes 3 Time of Day cycles. 
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge but it will effect Health which will be an extra -2 Health per Scavenge during Winter Seasons (this is a 50% chance affect). So every little bit counts. Scavenging takes no Time of Day Cycles and can be done infinitely too. 
You also have the choice to send allies, like Aaleahya, for example, out to collect supplies too. This is a 20% success rate toward finding extra loot/supplies at the cost of -2 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. (You failing does not mean your allies will either)!
- New Object: "Rain Catch" which you construct via the Rest Command. It has a Durability of 100 and up to 3 uses for obtaining Fresh Water. If it's Raining or Storming, the uses get replenished infinitely. Every use of the Rain Catch reduces it's durability by 20%. The Small Stick used to create it also has a chance of being recovered as well. 
- New Object: "Quality Meat" which you can receive while Building A Trap with the Rest Command. Consuming Quality Meat can increase your Health between 11-20. You'll also have a 3% chance to increase your Maximum Health by +1 as well. 
NEXT UPDATE: ------------------------  
9/5/2019
September 3rd 2019 
COMING UP: ------------------------  
*Last touches to the Rest Command (Shelters)
*Last touches to the minor Travel Event Functions (Night time descriptions)
* Brand New Major Room Events + Minor Day/Night Travel Events
(there are roughly 32 possible events which are also affected by TOD and Weather and other Player Stats. I'm hoping to have at least 3 - 5 finished for both the Major Room Events and the Minor Day/Night Travel Events). So that means I'm aiming to get 10 events written.

I think that's about it....If you have any questions/comments/concerns etc, just let me know and I'll respond ASAP. See you around the 15th!

Anonynn.  


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Apocamorphosis (AMS)
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Anonynn. 

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the Goal
So, for the time being I've removed all the game's goals simply because I add things to it or fix older things in whenever I see that they need updating or improvement. Money shouldn't be an incentive to improve one's work and it isn't what drives me to work on the game. With that said though, if we happen to reach this goal, I will end up making this my full-time career which is what I've always wanted. Thank you for the donations!

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