Public changelog of No escape: Game edition! (V0.23.1)
Heya guys, attached is the public changelog of V0.23.1! ^^
V0.23.1
ADDITIONS:
- Added 150+ new images to the game!
- Gave the entire desert VR-world a new coat of paint; replacing the old tile-set with an entirely new one! Be sure to check it out as it has changed the aesthetic of the desert world significantly. 😉
*The new tileset is as much as an one-on-one replacement I could make it; to reduce the chances of players getting stuck inside a wall (or other things) when porting old saves from inside the desert. Try using saves made outside of the desert VR-world as much as possible. If you do get stuck do not fret, since there’s a pretty easy fix: Take note of your surroundings in the new version, move Kathleen to a place (in the old version) where she wouldn’t be stuck/clipping in the new version’s wall/item, and afterwards port the “adjusted” save to the new version. I apologize for the inconvenience! ;0
- Gave the yellow goop mini-boss a small overhaul! Cleaned up the entire event and implemented new sprite-work. Also expanded the goop fail-state (inside the pyramid) with some small “struggle animation” sprites (like the ones introduced in the previous update). ^^
- Extended/expanded the rubber golem fail-state with a long overdue sex scene! Finally showing off the hot action golem Kat receives at the rubber golem barracks. Also added some more SFX/polish to the entire fail-state to give it a bit more flavor. ;3
- Added the guardian jackal mini-boss, fail-state(s) & treasure room to the pyramid! To access it just have a chat with Goddess after either serving/fighting her and ask for some more help with getting through the simulations. (You can exchange the dagger for something more useful at the trader’s tent in the base camp!)
- Added new self-made custom sprite work to the desert VR-world: (Finally) replacing the placeholder rubber statues in both the forgotten corridor and throne room with “proper” (read: squeaky and sexy) sprites. Also made custom sprite-work for the rubber kitties in the “playable” bandit camp fail-state (see the header bandit camp below), and some other minor things (gooped gate, tile-set adjustments tec.)
Bandit camp:
- Added the desert bandit camp to the desert VR-world: You can access it by getting captured by the bandits or walking into it from the desert. Be careful with the latter because the bandits don’t mind easy prey walking into their territory, and Kathleen isn’t equipped to deal with more than one at a time!
- Expanded the desert bandit’s fail-state into a playable one, making it the second “playable” fail-state of the game! Experience life as a brainwashed rubber bondage kitty, doing (sexy) kitty things and not slacking off in the tent’s shade all day like real cats do.
- Added three different day tasks to the bandit’s playable fail-state! Hunting toy mice, “servicing” bandits and delivery duty!
-Added two rewards and two punishment scenes for succeeding/failing the above tasks! The punishment scenes see kitty Kat either in the “BOX” or “CAGE”, whilst the reward scenes consist of either dildo play or face sitting!
- Changed/expanded the desert bandit escape sequence into a “sneaking” mini-game! Now you actually have to sneak out of the bandit camp to continue Kathleen’s quest. ;3
- Rose can now be found inside the desert bandit camp after she’s been sold to them! However she’s got some quality “attitude adjustments” since arriving, so you might have some difficulty recognizing her underneath all of that rubber…
BUGFIXES:
- Moreeee typo corrections.
- Fixed a nasty bug inside the tutorial fight that caused the tutorial to run wild during the explanation of the QTE/capture mechanics; resulting in a (way to quick) fully captured Kathleen!
- Re-aligned the naked Kathleen & Jack portraits.
- Locked some of the “new” level 3+ skills during the maid-suit fight.
- Fixed the stealth/hiding aspect of the areas filled with common enemies; making hiding a lot less obtuse when trying to sneak past these enemies. Areas in which the enemies aren’t supposed to see you (sideways and such) now actually prevent the enemies from spotting you, as it turned out the base chase plugin I used before didn’t prevent enemies from seeing you through walls… Do note that standing on spots where the enemy gets very close (like corners) does allow them to see you!
- Adjusted the desert bandit’s Line of Sight; making it slightly longer & larger.
COMBAT CHANGES:
- All previous “mini-bosses” (yellow goop and maid suit) now have (and use) a special (one-time) attack during their fights (akin to the security drone mini-boss introduced in the previous update). This should spice up their battles a bit and set them more apart from the “common” enemies.
- Rebalanced the yellow goop mini-boss; making it slightly more challenging.
QUALITY OF LIFE
- Added a sun-glare-bloom effect to the outside locations in the desert world; making the whole place look as hot as it’s supposed to be! ;3
- Replaced the “thirty horses” riddle inside the sphinx with another (less obtuse) one from the Hobbit.
- Escaping the golem capture sequence now transfers Kathleen to a more fitting/logical place instead of “magically” teleporting her back to the start of the crypts (with no apparent way as to where Kathleen came from).
- Updated the gateways with the new tile-sets to make them more in-line with the aesthetics of the world found within.
- Added a small (more obvious hint) in the factory’s offices as to what kind of “code-phrase” to use on the security bot at the transport line.
- Added various new rubber SFX in the new events; giving more variation in these (very important) sounds. (Might retroactively change/add these sounds to older events as well.)
- During playable fail-states auto-save will henceforth be disabled; to prevent soft-locking people’s auto-saves.
- Restructured part of the goddess dialogue when you revisit her and added an option of asking her to take you as a devoted handmaiden (if she’s given you the option after serving her).
- Re-aligned the icon-set and gave the QTE arrows & bar a small overhaul.
- Gave the enemy’s health bars a small revamp; custom-made by yours truly and now they’re colored to the enemy’s “type” (red/orange for humans, blue/cyan for robotics, purple/pink for rubber creatures). This should help make it more clear what they’re strong/weak against concerning items/attacks.
CONTINUITY ERRORS:
- Kathleen will now no longer ask goddess about Rose’s amulet if Rose’s already been given said amulet.
- The worker that takes over Fara’s tent will no longer say he was put there by Rose, if she’s already been sold to the desert bandits.
- Kathleen will no longer remark when entering Goddesses throne room for the first time that she should’ve taken her chances with the metal spikes, if she’’ already done so with the maid suit boots.
SYSTEM CHANGES:
- Added new plugin(s): Olivia_BrightEffects.js, YEP_X_EventChaseStealth.js, CaeF_YEP_EventChaseStealthFix.js
- Restructured some lingering spaghetti code/mislabeled images in the tomb/nexus area(s).
- Renamed some ancient image assets to better organize the picture folder.
- Removed some unnecessary Rpgmaker MV base images (like the SV-actors and unused faces) from the game files.
- Rebuilt both Rose and Fara’s old dialogue system (heavily outdated; spread over multiple events) into the current centralized (and cleanly coded) common event dialogue system.