v0.95 - 2024-01-12 The following is only a list of player-facing changes, unless otherwise noted. Added damaged Bodysuit version for each of FemCop's H Scenes Added outro animations to Onyx + Brute Scene Added additional bearhug loop to Brute H scene for improved variety Improved animation on / fixed clipping on fast sex loop for Brute + added partial physics Added Onyx + Thug mid scene transition Added additional SFX for Onyx + Brute scene Added SFX for Onyx + Semi scene Added SFX for Onyx + Thug new intro Added hit effect overlay system (characters now flash a color when damaged) Fixed issue with H bystanders that could result in invisible enemies / soft-locking wave progression Fixed visual glitches / potential soft-locks where enemies could be placed outside the playable area after grapple / H scenes Skipping a scene in-game will now consistently add H liquid from skipped animations to Onyx Skipping a scene will now properly trigger events on frame 0 of animations later in the scene (adding H liquid, breaking clothes, etc) Skipping a scene in gallery will no longer add H liquid from skipped animations to female actors Fixed various cases of enemies getting stuck in walking animation Redid Onyx's feet for visual equipment system so they are part of her body mesh instead of separate. Fixes seam between body and feet. Fixed blendshape normals for Onyx (shading issues during blendshape animations such as jiggles) Fixed zipper material assignment and UV issues on Onyx's shorts and shirts Added outlines / texture to FemCop's damaged suit mesh Fixed a bunch of issues with metal pieces on FemCop's suit and jacket Fixed visual issue with kanji on Chain Splicer's jacket that originated with last month's rig update Known Issues Brute's ground stomp combo is now too slow due to turning animation (will be fixed in next update) Crawler (big larva) can get hung up on barrels if he falls or is knocked down on top of one. Onyx can glitch out for a frame after her Push attack if she's standing still Onyx can respawn in knockdown pose if she is K.O.'d in the air. Thug, Blade Bunny, Looter are missing new portraits and are using Chain Splicer, Bat Bunny, Runt respectively BatBunny H liquid can appear floating above Onyx at end of Onyx + Bunnies scene if BatBunny + Vioreaper scenes were played first Enemies can't defend while winding up to attack. Wraxe will perform his shorts pull animation during H scene even if Onyx has no shorts on. Some visual glitches involving the fire traps on Red-Light test mission. Barrels are apparently still able to spawn inside each other. Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations. Sounds are improperly playing during loading currently. Destructible objects don't receive environment lighting or cast reflections yet. Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors. Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball. FemCop's force field doesn't emit light properly when the scene is mirrored. It's possible for FemCop's forcefield to spawn on top of bystander enemies. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. 2023-05-27 Added first iteration of Onyx w/ Bunnies (futa version) H scene to gallery Added first iteration of new title screen sequence (main menu still needs revamp) Added Mr. Black as new H Scene Disk shopkeeper in Slums Street Onyx no longer catches against environment colliders when moving diagonally against them. Onyx no longer majorly speeds up or is moved backwards at silly speeds when moving against environment colliders. Improved Onyx's diagonal motion so that player maintains horizontal speed Added unique loot container graphic for H scene unlock disks + thickened outlines on loot containers The green car in Slums Street map can now be destroyed (more interactive version with visual damage states coming soon) Extended right side of map (tunnel area) on Slums Street + updated background art details New more detailed environment colliders on Slums Street allow for more exploration Can no longer see black bar at top of Slums Street when camera shakes Improved camera tracking position on Slums Street map Can now see characters/objects moving behind car windows on Slums Street. Charger added to ability system (improved logic for choosing abilities) Improved rock fall FX so that rock mesh doesn't grow as it falls, but rock's shadow grows properly and at correct position Added rock fall as a trap + telegraph trigger FX/SFX Improved falling rock hurtboxes Shop system upgrades to handle long item names + instant-use items Stamina no longer regenerates during running jumps 2023-04-30 Added Onyx w/ Thug retargeted H scene + improvements (New outfits / LOD model for performance / feet / H liquid will now work on this scene) Added SFX for BunnyBlade w/ BunnyBat standing pole H scene Added hit stops, camera shakes, and actor shake FX to combat Improved walk/run animations for more enemies with foot tracking. Improved look of knockdowns. They now transition smoothly / no longer pop the character up in an ugly way. Fixed instances of enemies becoming stuck in DefendHit animation Fixed instances of Larva walking backwards Added backend framework for events based on the result of attacks (hit, blocked, knockedown, etc). In the future can be used for parries/counterattacks/and more. Leaping Larva will now bounce off Onyx if she blocks them. Added ambient Spider Cavern SFX Added SFX for Male Cop Added new SFX for Charger's rock fall ability Dynamic physics improvements on Onyx to fix clipping + improve motion Fixed initial animation on actors being delayed at spawn (actors no longer spawn in T pose) v2023-02-28 Changelog (** indicates items added since the February 20 Inner Circle test release. The following is only a list of player-facing changes, unless otherwise noted): ** Added Bat Bunny w/ 2x Vioreaper H scene ** Visual equipment system now functions on the World Map ** Added new attacks for Bat Bunny ** Bat Bunny now actually dodges instead of cartwheels in place. ** Improved enemy AI ability selection algorithm ** Lowered amount of Stamina gained per level Added Bat Bunny w/ 1x Vioreaper H scene Improved anims and added missing physics to Onyx w/ 1x Vioreaper H scene Added feet mesh and rig update to Onyx + improved Onyx's abdomen texture Enabled Onyx's feet for use with the visual equipment system Fixed issue with visual equipment system that would cause nipples to clip with ground/objects they are pressed up against Wraxe no longer spins like a top if you walk past him back and forth quickly Fixed Charger not playing turn animation after breath attack, stomp, and roar Splicer Thug no longer stalls out for 10 frames after standing up Fixed issue with money/exp etc. on left side of screen flipping out when playing in Windowed Mode Added additional debugging tools that can provide us with more actor / AI / combat information when players report bugs. Loot can no longer spawn behind shop Known Issues Here are the newest/most relevant known issues. Onyx's feet disappear during solo Splicer Thug scene. Due to legacy rig, will be fixed in the future. A few glitched frames on Bat Bunny w/ 1x Vioreaper H Scene Ugly environment collision interactions possible on the Spider Caverns map Wraxe will still perform his shorts pull animation during H scene even if Onyx has no shorts on. Onyx's visual equipment state isn't updated on the world map. Some visual glitches involving the new traps. Barrels are apparently still able to spawn inside each other. Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations. Some new occurrences of enemies walking in place. Charger may slide around if stunned at a very specific time. Sounds are improperly playing during loading currently. Destructible objects don't receive environment lighting or cast reflections yet. Vioreapers are extra buzzy at the moment (even while knocked down). It's possible to make Onyx invisible through some combination of opening console / enabling God Mode while Onyx is flashing due to respawning Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. We're working on a fix ^-^. Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors. Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball. FemCop's force field doesn't emit light properly when the scene is mirrored. It's possible for FemCop's forcefield to spawn on top of bystander enemies. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. November 31 2021 • Initial itch.io release • Added early version of a Bunny Girl vs Bunny Girl H scene to the gallery. • Fixed a very nasty hitbox issue that went under the radar since late October. It effectively increased all enemies' attack and grab ranges, making the game significantly harder / more frustrating. • Removed colliders from larva (the small worms). This prevents Onyx from nudging them around when trying to stomp on them, making them less frustrating to hit. • Reworked physics to prevent Onyx from jittering or slingshotting when colliding with objects and playing field boundaries. • Charger boss now properly detects props and stops charging upon collision if he cannot reach his destination. • Fixed the wacky wavy inflatable henchmen (Runt and Thug no longer inflate/deflate during bystander idles) • Improved chest open animations. • Added a safeguard to help prevent enemies improperly leaving the playing field and glitching stuff up. • Holding 'Up' against the shop while jumping will no longer make Onyx hang out in the air • The Charger's hitbox for Breath Attack no longer sits around for a full second after the energy beam graphic dies out. • Fixed issue where Onyx couldn't do a power attack (heavy punch) after jabs 2, 4, etc. • Completed Interactions system overhaul. Loot lying around now causes less of a performance hit + items are less likely spawn on top of each other. • Fixed an integer overflow issue that could result in the Wave #rolling over into the negatives if the player set the wave to a very high value via console. • The setwave command can no longer be invoked with negative values. • Debug renderer (F1 key) properly shows enemy agro range again • Added secondary motion (jiggles/physics) + fixed/improved animations for entire Onyx vs Cop Double Team H scene • Added liquid FX and post H scene liquid to the Onyx vs Cop Double Team H scene • Added loot chests! Bigger chests = better loot. These will get fancier in future releases • Added example events in Sewers and Skyline wave missions where chests become unlockable at certain waves. • Completed partial overhaul of interactable system (allows for interaction cursor to appear properly on chests) • Completed internal overhaul of all player and enemy attacks. This adds attacks and related data to our game database, making them much easier to add/edit, but the transition is a major one and has the potential to create bugs with existing attacks, so please be on the lookout. • Added optimized standard and low poly models for Street Lord Wraxe • Added optimized low poly model for Male Cop Fixed missing helmet meshes / untextured eyes underneath helmet on Male Cop • Fixed the color of Male Cop's tralala -- his ding ding dong. • Added new FemCop grenade model + finished animations/FX for forcefield deployment during H scene October 31 2021 (** indicates items added or being added since the October 18 Inner Circle test release): ** Added the second part of Onyx vs FemCop + MaleCop H Scene (additional SFX and liquid FX coming soon). ** Fixed runtime exception related to custom game resolution handling resulting in game being unresponsive at "Press any key" screen with certain display setups. ** Added Options feature to change default display that the game starts up on. ** Added SFX to the first part of Onyx vs FemCop + MaleCop H Scene. ** God mode now affects Stamina and Exhaustion pools in addition to HP ** Fixed stomach bulge shape during Onyx vs FemCop Baton scene. ** If an enemy spawns outside of or escapes the playing area, a message will now appear to notify you. Let us know if this happens to you so we can document it! ** Fixed missing skin/geo on the Chain Splicer's LOD model (his junk was floating mid-air, spooky) ** Fixed missing SFX when Onyx is impacted directly with Crawler's spitball ** Fixed issue where Crawler's spit projectile would freeze in the air before impacting the ground ** Increased Crawler agro distance (actually, fixed an issue that prevented him from agroing) and Spit attack range. ** Hitting a Crawler will now agro both him and his swarm. ** Fixed floating Larva/Crawlers during combat. ** Added louder Crawler projectile splash SFX. ** Added electrical FX when FemCop's forcefield spawns. ** Crawlers will no longer face backwards when spitting at Onyx. Added early version of FemCop + MaleCop vs Onyx H Scene to the Gallery. Expect a significantly extended version + SFX and improved anims in the end-of-month release! Added optimized (LOD) model for Onyx (should be a solid FPS boost during H scenes). Changed key toggling in-game console to use key to the left from the 1 key on every keyboard layout. This should resolve difficulties that AZERTY/QWERTZ (French/German) users had with finding the open/close console key. Surveillance disks no longer drop if you already have the scene unlocked Fixed critical issue that could bug out (heh) Larva/Crawler enemies, preventing their AI from restarting and making them un-killable. Added SFX to Larva/Crawler enemies Added splat FX when Larva enemies are squished. Added Bite animation + improved GroundHit animation for Larva/Crawler enemies. Larva/Crawler enemies will no longer "walk" backwards. Added Spit attack to Crawlers Added Ground Slam attack to Crawlers Added time system. In-game time (shown in top-right of menu) now passes when Onyx travels between areas (distance-based), and after H Scene fade-outs. Day/Night artwork hasn't been added yet. FemCop can no longer be hit while winding up to perform her Mule Kick counterattack Eliminated nasty flickering shadow artifacts that often appear at edges of shadows on Onyx and FemCop Improved Debug Viewer (F1 key) so that collider meshes are actually representative of the enemy's physics colliders + update in real-time. Console command history may now be accessed via the up/down arrow keys (while console is open). Console message log now scrolls using the Page Up/Down keys instead of up/down arrow keys. Console commands may now be autocompleted/selected via Intellisense with the Tab key. Shift+Tab selects in reverse. Improved console text and color formatting Overhauled code services/subsystems; mostly backend benefits but performance gains are possible for lower-end hardware FemCop's forcefield now casts a reflection Known Issues Here are the newest/most relevant known issues. Due to some code changes, Street Lord Wraxe can currently get stuck navigating around Onyx and the shop. Still have to add some SFX + liquid FX for the latest H Scene. Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. We're working on a fix ^-^. Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors. Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball. FemCop's force field doesn't emit light properly when the scene is mirrored. Reflection on Onyx's shorts looks weird during FemCop H scene. Will fix in next update (I failed >_> soon)! It's possible for FemCop's forcefield to spawn on top of bystander enemies. Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. Console Commands The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help. You can use console commands for this while the game is still rough around the edges. Press the ` (backtick/tilde) key to open the console. Type any of the commands below and press enter. Press ` again to close the console. godmode on/off - Makes Onyx indestructible and impervious to Exhaustion. onepunchmode on/off - Gives Onyx the ability to kill anything with one attack. setwave # - Sets the enemy wave to the number specified. Changes will not be reflected in enemies until the current wave is wiped out. If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies. setgamespeed # - Multiplies the game speed by the number specified. September 30 2021 ** Patched a major issue that was causing left-facing animations to desync characters in the Gallery. ** Disabling adult content will now hide liquid without clearing it (It will reappear in its correct state when adult content is turned back on). Added first iteration of Larva enemies (Larva and Crawler) to the game for combat testing (use Stomp or the forward punch combo finisher, Push, to hit the small ones; you can also knock them out of the air). Added swarm AI behavior (currently in use by the Larva/Crawler enemies) Added a fun surprise that has a chance to occur at the beginning of each wave in Skyline/Sewers. Watch out >.> Added secondary motion (hair, clothing animation, and jiggles) to FemCop + Onyx H scene. Added boob squish + additional face animations + clipping and popping fixes to the FemCop + Onyx H scene . Improved / better emphasized shorts pull-down and barrier grenade throw animations during FemCop H scene. Increased FemCop's H attack wind-up animation from 20 frames to 40 frames Fixed position of FemCop's "EyeShine" FX (H attack cue) Player can now move / reset camera position in H scene gallery. Restored feature to Gallery where foreground layers are hidden during H scene playback Loot containers are now hidden during H scenes since they can obscure visibility. Fixed issue with Wraxe's hitboxes that allowed for an exploit where Onyx could be positioned so she's never hit. Remixed the entire game's audio Added new combat SFX and skid SFX for Onyx Reduced automatic knockdown rate on Onyx (expect fewer knockdowns) Added adult content filter system (can filter all content or by fetish; more will be added as we add content to the game). Added adult content filtering settings to Options screen Known Issues Here are the newest/most relevant known issues. Despite their name, Crawlers can sometimes float above the ground -- still investigating details. Larva / Crawlers' Bite animation is a placeholder since we don't have one for it yet (the one where they raise up then slam down) Larva / Crawlers have no SFX/VFX yet. FemCop's force field doesn't emit light properly when the scene is mirrored. Reflection on Onyx's shorts looks weird during FemCop H scene. Will fix in next update (I failed >_> soon)! It's possible for FemCop's forcefield to spawn on top of bystander enemies. A blocky shading artifact will appear on FemCop's skin if she's covered in liquid while lit up by her forcefield during her H scene. Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. Console Commands The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help. You can use console commands for this while the game is still rough around the edges. Press the ` (backtick/tilde) key to open the console. Type any of the commands below and press enter. Press ` again to close the console. godmode on/off - Makes Onyx indestructible. onepunchmode on/off - Gives Onyx the ability to kill anything with one attack. setwave # - Sets the enemy wave to the number specified. Changes will not be reflected in enemies until the current wave is wiped out. If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies. setgamespeed # - Multiplies the game speed by the number specified. August 31 2021 Test Release This release adds the first Femcop and Onyx H scene, which I think many of you have been excited for ( ͡° ͜ʖ ͡°). You can expect an improved version of it next month, with more secondary motion (jiggles) and improved FX. We're also working on two multi-team FemCop scenes, one of which I'm hopeful we'll also have ready next month. We've also managed to sneak in a really significant mechanic called the Exhaustion system. Grapples now increase Onyx's Exhaustion over time, which makes grappling more difficult. Exhaustion also increases by a small amount at the completion of H scenes (but not during, meaning you aren't rushed while viewing it). This system will be wired into the RPG framework more in the future to make it more interesting. Currently, the mission will end when Onyx reaches max Exhaustion, but this may change later as we continue to develop the Mission/Events system. Onyx's Exhaustion can be removed simply by visiting The Hub on the world map -- it's automatically removed there. We could use feedback on Exhaustion system balancing, so please let us know what you think! Changelog (** indicates items added or being added since the August 16 Inner Circle test release): ** Added first FemCop + Onyx H scene. ** Added an H grab variant of the Flip Kick skill to FemCop. ** Added placeholder 2nd armor damage level for FemCop ** Added initial version of the Exhaustion system. Grapples increase Onyx's Exhaustion over time, which makes grappling more difficult. Exhaustion increases by a small amount at the end of H scenes (not during). ** When Onyx is completely exhausted, missions now end and she is returned to the Hub. Ending a mission manually will also remove Onyx's Exhaustion. ** Added a placeholder Exhaustion meter to the game screen. ** The Exhaustion gauge in the status menu is now functional. ** Player now receives a warning if Onyx's Exhaustion is high when returning to the world map. ** Exhaustion is automatically removed when Onyx visits The Hub on the world map. ** Chain Splicer now has the "eyeshine" cue before launching an H attack ** FIxed clipping on FemCop's bodysuit shoulders ** Fixed an issue where changing key-bindings would cause the game to freeze Added Thug section to the Chain Splicer H scene. Added additional SFX to the Runt section of the Chain Splicer H scene Added the capability for Onyx to travel between maps / exit to the World Map Added basic event system, including enemy encounters, triggers, temporary wall colliders to limit encounter areas, and "Go!" indicator to guide Onyx Added an arrow indicator to guide player toward map exits/transitions. Overhauled camera math to accommodate multiple aspect ratios without breaking enemy encounters. Added Test Mission to show off the new map/mission features Added first iteration of enemy clothing damage / graphics transformation system Added first level armor damage to FemCop (jacket destroyed when hit with heavy attack) Added LOD (optimized) model for FemCop Added Mule Kick ability to FemCop (she will now counter attack from knockdown) Added SFX to FemCop's Backstep ability Completed rework/upgrade of FemCop's genitals rigging Massively reduced chance of firefly artifacts appearing (white flashing circles -- visual giltch some players have) appearing. FX no longer incorrectly continue playing after an H animation / H scene has been skipped or an attack has been canceled. Runt's box and Ball Drone will no longer fail to appear during Runt's section of the Chain Splicer H scene. Charger can no longer improperly change facing direction after winding up for Ground Stomp Wraxe no longer pre-emptively flickers away before his Death animation can complete Fixed textures on Ball Drone that were missing after LOD revamp Ball Drone is no longer missing its eye during Runt's section of the Chain Splicer H scene. Zoom now functions in the gallery when a scene is not active. Game database split in two so that only system data is initialized at startup (will allow for loading animation instead of black screen) Console Commands The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help. You can use console commands for this while the game is still rough around the edges. Press the ` (backtick/tilde) key to open the console. Type any of the commands below and press enter. Press ` again to close the console. godmode on/off - Makes Onyx indestructible. onepunchmode on/off - Gives Onyx the ability to kill anything with one attack. setwave # - Sets the enemy wave to the number specified. Changes will not be reflected in enemies until the current wave is wiped out. If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies. setgamespeed # - Multiplies the game speed by the number specified