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Feb2025 DevBuild #1

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Version: dev_25_02_10aFirst off. All save files from previous versions will not be compatible with this version or any newer version going forward.I'm sorry if that bums some people out but there have been just too many foundational changes made. It would take me a long time to figure out how to convert old saves and considering the game doesn't have much of a plot anyway at the moment, not much reward for all that effort.This is gonna be a bumpy update. So, sorry in advance. A lot has been changed. The entire game on almost every level has seen major alterations. Every single interaction needed to be sifted through and tested as the changes broke every single one of them.

I have not tested Gwen and Roxanne's dining event, yet. They are likely broken to some degree. I expect to post another update that fixes more bugs sometime this week.

There are also many other changes not fully explained or listed here as there are just too many of them to list them all. There are some scenes that have experienced major changes to them, but, I am sorry to say, there are no truly new events to explore.

These changes needed to happen. I feel the game is in a much more balanced and focused state. Everything has been made simpler, both mechanically for the player and on my side in the actual godot engine. That being said, I understand that this really has to be the last major tweak to mechanics. I don't know if I could muster another push to overhaul the game's code, to be quite honest. Feels like burning rubber and going nowhere.

Going forward will be the real test of whether this game is ready to expand into more content, gameplay, and plot or if I've just wasted my time and made a mess of code that will ceaselessly be broken. So, here's to hoping for the former! Summary Changelog:Upgraded to Godot 4.3

Weight limit has been removed

Levels and Experience have been removed

Stats have been heavily simplified

Health has been replaced with a Heart system where each Heart is worth 4 HP. 

Attack is just straight damage possible

Dexterity lowers stamina costs and increases evasion chance

Agility determines turn order and aids in disengaging foes

Armor is the same, a strict percentage reduction in physical damage taken

Sorcery reduces non-physical damage taken and is useful with some types of weapons (this is late game stuff, though)

Dice rolls have been heavily altered

Successful dice rolls will still cost stamina

If you're low on stamina, minimum dice roll will increase

Nat 20s restore your stamina to full

Nat 1s can increase damage or, in some cases, lead to worst case outcomes, usually death if applicable

You can choose to submit instead of rolling dice, leaving your fate up to the giantess. In most situations, this usually means death or whatever the worst case scenario is

There are other options that will be unlockable in the future but are mostly coded already

The climbing system has been simplified

Giant encounters have been replaced with scripted events that function much the same without the turn-based restriction. This allows more freedom and diversity of interactions.

Emphasis on party building has been completely removed

Completely gutted and rewrote how ailments/buffs/debuffs are handled

Player character's first and last names are now limited to 8 characters each

Upgraded Drawing Room background images along with several others

Fixed bug with "give_all_items" command

Upped maximum limit of items in a single slot from 99 to 999

Necklaces, Gloves, and Belts can now only be equipped one at a time

Stances are now party-wide effects and have been simplified

Any character can order a stance change in battle

Stance changes take effect before combat order and after tactics selection

Some enemies will now chase you when aggro'd

Aggro'd enemies tend to be those you engage and then run away from

Aggressive enemies no longer naturally despawn until you leave a zone

Varying troops now have a chance of becoming aggro for each turn a player is in the same area as it. Troops can still spawn in as immediately aggressive, but this is a rare behavior reserved for especially dangerous enemies or events

KO'd party members will revive after battle with 1 HP and the malaise status effect

Ailments are now referred to as status effects

Stamina is recovered after winning a battle

Stamina is not recovered when fleeing a battle

Stamina recovering items now only recover up to a certain amount

Inversely, stamina damaging items reduce stamina to a certain amountDownload links can be found on the Discord Channel and, as always... Expect Bugs...Report bugs! 

One Inch PATREON 152 favs
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POSTEDFeb 11, 2025
ARCHIVEDJun 10, 2026