Content
-Temple Dungeon Content
-One
last minor boss before the final boss, including numerous sex and dialogue
scenes for them.
-The
final boss of the temple dungeon is now able to be fought! And the dungeon can
now be completed! (Hard mode of the fight might be too hard, so let me know!)
-Kotone’s
side quest can now be completed. But there may be some inconsistencies in her
content I missed, as well as more fluffy content that needs to be added still.
-The kunoichi on the mountain now has new tricks up her
skin-tight sleeves, one of which requires your character to have a foot fetish.
She also has two new loss scenes.
-Some tweaks to the oni brothel event to have better
continuity.
Art
-The imp now has art by houpo!
-Elly now has art by Jiffic!
Modding
-Counter attack skills can now properly function for
monsters. Check KunoichiCombatEvents.json for an example.
-Added CallMonsterAttack combat function for in case a
counter attack set up fails. Can also be used for other means, such as repeated
attacks in a row via event if you want them to be different random attacks.
-Added SetSkipMonsterAttack combat function, which sets the
focused monster’s attacks to be skipped until they are resumed.
-SetResumeMonsterAttack is called to resume the focused
monsters attacks.
-Added SaveNextLine function, used for displaying the next
line in a menu if the way to that menu is complex, aka temple random
encounters.
-Added ChoiceToDisplayPlayer and ChoiceToDisplayMonster – Sets the choice to display for the player or monster slot base on
an existing choice slot’s text, primarily used for nick names or changing a
monster name to something else, eg genric species to actual name. Requires use
of a text function, and is not reset until used again, so be sure to call it at
the start of your event.
- Added
ChoiceToDisplayPlayerFromOtherEvent and ChoiceToDisplayMonsterFromOtherEvent –
same as above but checks a different event.
-Added text functions {displayPlayerChoice} and {displayMonsterChoice}
for use with the prior event functions related to them.
-SetChoiceToPlayerName and
SetChoiceToPlayerNameFromOtherEvent – For the above as well, set the selected
choice to the player’s name. In case you want to add romantic/pet name options
for events. There is also “SetChoiceTo PlayerName” to have it set to the
players name with a space at the start for specific instances.
-Added SetFlexibleSpeaker and FlexibleSpeaks, First one can
be set for any speaker for the event, and the second one uses the set speaker,
is used for niche cases where you want to change the speaker, but not the
entire dang scene for it.
-Added "ClearFightForVictory", and "EndCombat" functions to easily
clear and end a combat and give proper rewards for it.
-Rehauled how the “Menu” function tracks the requirements so
they can be used in any order before the menu option.
-HideOptionOnRequirementFail can now be called before a menu
option with a requirement to make it not display it’s requirements.
-IfMonsterSpiritGone – Combat function to go to a scene if
the focused monster is out of spirit.
-RefreshMonster – Combat function to completely heal a
monster and remove all status effects.
-ChangeMonsterLevel – Changes the focused monster’s level.
-ChangeMonsterErosDrop and ChangeMonsterExpDrop – Change the
respective drop for the monster.
-Added the RemovePerk function! It removes perks!
Fixes
-Fixed an issue where NPCAdditions with no items or skills
would grab one anyways.
-Fixed an issue where the player could use skills from the
character menu infinitely even if they lacked the energy to do so.
-Temple room descriptions now display post combat.
-You can now use Deep kiss on someone making out with you
while someone else is giving you a blowjob.
-An issue with the unbounded perk not ending restraints for
the player should be fixed.
-Fixed items the player has equipped not updating correctly
so you could theoretically get permanent negative or positive stats when items
were updated/changed.
-The trance status effect can now properly stun the player
more than one time.
-Mimic’s sub expression is now the correct size.
-Fixed a potential crash when super surrendering, and an
issue where it could grab a monster from your last combat for the loss scene if
you used it immediately.
-Fixed a numbering issue with the AddMonsterToEncounter
function.
-Enemies no longer try to pose provocatively or be unsure
what to do if restrained or stunned.
-Fixed an issue where the AI wouldn’t use stance starting
skills in group combat if it wasn’t the first enemy to go.
-Fixed enemy end of round function calls getting the wrong monster
in group encounters.
-The SkipPlayerAttack function now works for the entire
players turn and not just for monster counters.
-Enemies should no longer respond to attacks from the player
that have been interrupted.
-Enemies use trance related skills even if the player is at
maximum trance.
-Perk choice on level up will no longer stick around the
next time you get a perk. For real this time.
-DefeatMonster function no longer crashes the game if used
in multi enemy fights.
-Calling a monster name for a team attack that doesn’t
require the attacking monster to be in a stance but the other monster to be in
one will now properly fetch the name.
-The lion’s pride equipment perk now has the correct
description.
-WilliamTheShatner has finished editing Kotone’s hypnosis
room content, the power trials, the glade event, and more!
Save Integrity: Good, probably. Make sure
to load your old save in town!
Mod Integrity: Goodish. -Reminder to manually update
your save in options while in town, if you want to use an old save when you add
mods.