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SBQ 3.2 overall progress

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I feel like its been so long I should write some refresher on the overall progress of things that have happened over the months in whatever bursts of energy that I did getNaga is what won the last poll for a new race, I programmed in a new type of transformation potion, that when it changes your species, it can inherit customization values from the previous species to make a hybrid. Essentially this means that, as long as the species you were originally was humanoid in shape (most races are) then it would copy that top half for the naga. Why is naga still a separate race internally as far as the game is concerned? Why isn't it just a different tail toggle? Because of how animations are loaded, I could get into more detail on that but thats too much to explain. I made some base sprites for the Naga that haven't been animated yet, Zovoroth helped and drew a much better expanded belly state than the one I initially drew, I have to animate them all still, which is, the main thing holding the Naga back. Art has been, very hard lately, just, something with how my brain works, its, much easier to get something programmed over multiple sessions than it is to, make myself sit down and do art. I'm not sure what to do, I have moments where I feel good and get something done, I just wish they were more frequent.There's been some misc small bug fixes that weren't anything hugely game breaking, as well as a bunch of small changes because of strings that weren't referencing the translation file, so I hadn't bothered to push out any version increments, even just minor ones. There's been a few species compatibility patches added in, so I probably should do one soon anyway.As for, little things I've done along the way that were, small things when I was struck with inspiration and just wanted to do something quick and easy I could do in a day. I have added a number of "hazards" and I kind of want to do some more if anyone has any other ideas in a similar vein. Placeable objects that trigger systems that are already within SBQ.First of the "hazards" I made some glowing rocks that emit "radiation" that TFs you. Therianizing, Genderizing, Feminizing, MasculinizingTherianizing will TF you into a random feral race that is available, currently that only means Vaporeon and Flareon, but the list will be expanded as more are made or become compatible and added to the list.Genderizing can randomly switch your gender, the other two rocks two are self explanatory.I have also added Shrink and Growth Ray traps, they're recolored versions of the beam traps in the Avian temple, except they shrink and grow targets rather than damage them of course, wireable in the same way.The Nominomicon has had its functionality expanded to be able to configure these new objects as well, and the tool that was originally used for the mouse holes has been removed and its functionality has been given to the Nominomicon.The Nominomicon will now indicate which nearby entities can be configured while it is held by drawing a gear over them, this will make it much easier to identify compatible NPCs as wellThe beam traps can have their beam length configured, and have limits on the min/max scale they can apply, so if one wanted to say, make a field that set someone to a specific scale on passing through, you can do that.The TF rocks can also be configured for how many invisible projectiles they release, and what identity values they apply, though you will have to know a little bit about what you're doing when entering that data.Oh right, here's an edit because I forgot since it wasn't in the SBQ edit history, I have been working on the OSB fork that will end up replacing SBQ engine once I have ported over all the features that SBQ engine uses among other things.

LokiVulpix PATREON 138 favs
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POSTEDJul 6, 2025
ARCHIVEDJun 10, 2026