New monster, Lamia
ModelTexture- Animations (
idle1,idle2,move,attack, masturbate, sex) Program New Attacks (Poison Dart, and Tail Whip)Complete visit requirementsComplete resident requirements
Tiles with water over them should become "Sand" tiles after 2 daysAdd new tree, Cactus, drops item Cactus PearAdd new tree, Maple treeCertain tiles, once a day, will have a 5% chance to generate clutter, flowers, or trees depending on the tile. For example, a sand tile each day has a 5% chance to begin growing a cactus, as long as it is not submerged. This occurs at noon every day.Add flowers to save systemAllow flowers to spawn when making new gardensMake fences destroyable with the axeAdded text render to show the name of a hovered item before you pick it upBattle Arena menu now displays Monster Name instead of species and levelAdd decorations (fences at the moment) to save systemNew items; Harpy Cum, Snake Oil, Cactus PearAdd combat state; Poisoned (this deals damage equal to 25% of the initial poisoning damage every time the poisoned monster attacks)Complete MP system (cost/regen)Changed gender spawn frequency; female 50%, male 41.6%, futa 8.3%, will still probably tweak these in the futureGet monster skill system ready for changing skill loadoutsTweaked collision while buying land, can now detect tiles through obstructionsThe game needs to keep detailed information on Monster interactions, right now it only remembers how many times each monster has masturbated, fucked, or been fucked. This needs to be more detailed, keeping records of number of fucks, rapes, and fight victories/losesFor now offspring will not be created if one of the parents is a visitor. Eventually if one parent is a visitor and the other is a resident, the child will only take its species from the resident parentAdd audio prompts for monsters entering garden (thanks again, interLewd!)Considering reducing Neko visit/reside requirements from 20/50 to 15/30Redo tool system. The new system will work like this: The player is using a tool, or an item, or nothing.Tool will pull out the tool, and use will use the tool. When holding something B or Right Click will put the item or tool away. When not holding anything A will interact with monsters, or pick up items, depending on if the player is locked to a monster or not. Hoe will be added, removing Alternate tool use, Shovel will only dig.Items will pull out the item and use will drop them until quantity is zero; all items work like grass bagsFix a problem where monsters can fall into the river and become irretrievable, as well as the player (pointed out by a patron)Added a function where monsters who somehow become trapped outside the garden can temporarily phase through fences to get back in. This will only ever occur if the game detects that they are standing above a tile which is not owned- A couple "male" on female animations
- Add Skill stat, program chance to dodge
- Adding tool levels; each tool will only swing 1 time, different amounts of swings will be needed to accomplish different goals, i.e. chop a tree down is 10 swings. Higher tool levels will deal more damage. Higher shovel level will play the dig animation faster. Higher hoe level will clear tiles in a line, the length equal to the tools level (bronze will clear 1 square, silver 2, gold 3, and ruby 4, in a straight line)