The thing standing out most in this release is the support for user created arena mods. To create arena mods you will need to be familiar with Blender (or any other 3d software that can import/export .glb files). See the end of this post for a few more details.
Performance guide
One more update is that I've purchased a laptop that I can use to test the game in low performance / integrated gpu conditions. One conclusion is clear - the game can be pretty demanding in terms of graphic resources, at least when it comes to running on an integrated gpu in full screen / very high resolution.
If you're right on the verge of having decent fps, but not quite there, it's probably a good idea to first make use of the FSR options / and/or the Retro pixel art mode, then maybe try to lower texture sizes for Dirt/Cum/Lactation. These will get into into the realm of decent.
If however you're at a level where the gpu is really struggling, the nuclear and very effective option is to run the game using the hi_perf_and_BFP_intel_card_fix.bat file. This will switch to using the mobile renderer, which is a lot more optimized and geared towards less powerful hardware. The fps difference can be staggering (2-3x or even higher fps using this method in most cases).
Note that if you use the .bat file and go back to regular, you will need to reselect some of the options that aren't supported by the mobile renderer and get turned off (e.g. SSAO/SSIL/SDFGI etc.)
Changelog:
Actions:
New actions / animations (8 animations): straddling_face_sit_genital_milking (6 animations), straddling_bottom_to_sitting, kneeling_to_sitting, standing_bearhug_to_missionary_reverse_body_scissors, side struggle kiss (2 animations)
Improved side struggle / kissing (added the two extra variants above and updated all existing animations), as the previous animations felt a bit wooden
Smoothed out all transitions to the face sit actions
Updated skeleton to fix eye rotation (i.e. eyes popping out, or sinking back in their sockets on rotation - visible especially during the tribbing dominant actions, and preventing me from properly animating the eyes). Updated and re-exported all animations and body type definitions to make use of the change
Stages / arenas:
Stage / arena mods can now be created. Please reach out to me on Discord for support, if you want to try to create one
One example arena mod is now included for Windows: Oil pool. For Android a separate download is needed (see below)
Wearables and appearance:
Reworked back of the High twin tails (with and without bangs) hairstyles, to make them look less like helmets
Mechanics:
Highlight the opponent's side of the effort bar in orange if there is a danger they could spring a surprise on the player. In such situations it's good to try and keep the effort as high as possible, as their chances of turning the tables on the player decrease the higher the player's effort
Other:
Drastically improved performance when switching between characters in the editor
Android only: Vibrate slightly when adjusting effort to provide feedback to the player
The dirt accumulation shaders now correctly handle transparent dirt materials such as oil
Oil material added
Min camera height parameter added to arena definitions. It eliminates clipping in certain situations and can be used to raise the camera above a ledge if needed (e.g. in the oil pool)
Added information re: the effects of Attitude, Disposition and Style
Updated the OptionPicker (the dropdown menu) to support details inside its item list (used for explaining options)
Fixes:
Fix incorrect expose data on Dasha body type legwear, preventing condition has_exposed_vagina() from evaluating to true even when it should
Fix localized opacity increase on transparent objects caused by dirt material accumulation gradients
Fixed characters not being able to orgasm during the straddling_bearhug_fuck action
Downloads
This version is no longer available. Please download one of the newer versions (check this Post for the latest version).
Example stage mod for Android, featuring the simple oil wrestling arena (you don't need to download it on Windows, as it's already included): https://mega.nz/file/0ppHyRrY#KZAnBYcbzkGew-7Li0cqKsI7SniWvgOXBuKYYVAPhkoDownload it, and use the File manager under Options to import the zip into the game user folder. Extract the contents (use the Extract option), then go into the newly created example_stage_mod folder, select the example folder inside and press Cut. Go up, and make sure you have the following structure in the user folder: .mods/stages. If either or both of these folders are missing, create them manually (using the New folder button at the top). Go inside .mods/stages, and select Paste. You should now have the example folder inside ./mods/stages. Remember to delete the empty example_stage_mod folder left behind from extracting the zip file. Restart the game. You should now see the new stage at the bottom of the stage/arena selection screen
Alternative .APK build for people experiencing issues with the new Godot engine (had two reports of freezes / crashes, both concerning lower end devices). You do not need this if the regular .apk behaves normally. Otherwise, please let me know. I am trying to keep track of how many people are affected by this issue.
Arena modding basics
The workflow should be pretty simple - you can use the included example arena mod as a starting point. The .glb file contains two character bodies for reference, aligned with the game starting point. That should act as the center of your new arena, with the characters' feet resting on the ground. Add the new arena geometry and lights (for lights, start with an energy around 0.001 - 0.002 - due to the way Godot imports them, a value of 1 is totally blinding and washes out everything), then export as .glb (make sure to not export the reference characters too). A new arena goes into .mods/stages/arena_id.
There are two more files to include: the definition.json and the environment.tres file.
In defintion.json you can name your new arena, specify which glb file to use, and tune other paramters.
Environment.tres is actually a Godot resource file. It should be pretty self explanatory overall. The tricky thing is to keep in mind that the background and ambient settings produce different effects depending on the player having enabled SDFGI or not in their setting (mobile also counts as not having SDFGI on). As such - you will need to test the arena illumination in both situations and adjust the values accordingly. Also note that volumetric fog does not work with the mobile renderer.
If you want to try modding, please reach out to me on Discord if you need support or want to ask questions.