BFP v1.0.0 is now available for Supporters. Mechanics and UI/UX improvements
1.0.0 is finally here. And it's a bit of a big thing, and at the same time it's not :) It's almost exactly one year since I uploaded the game to Itch (that was on March 14, and the game was one and a half months old at that time). It's been a pretty long journey, but I won't bore you with all the details. A lot of them you probably know already :)
I just want to say a big, heartfelt thank you for supporting and sticking with me, for being patient, and for offering your honest thoughts and feedback. A lot of the nice things that are in the game today are due to the community.
So why isn't it a big deal? you might ask. Well, because the versioning system is totally arbitrary. I picked #.#.#, and the first two # ended up being just a counter for each release (the last one I saved for hotfixes). So while this is a pretty stable version, and most big issues are gone (fingers crossed, let me know otherwise :) ), and it's got a good bit of content, it's not a proper, by-the-book v1.0. To be perfectly honest, I didn't have anything clear in mind for v1.0. My thinking has always revolved around iterating and improving the game. In that sense it would probably never be done. But I will probably stop after I have completed the things I have listed in one of my previous posts.
In short, v1.0.0 is just a milestone. Development continues as before.
Anyways, enough waxing lyrical and philosophically around v1.0, and on to the changes.
This one's pretty big. The TLDR is this: major mechanics refinements and changes, updates to the anger mechanics and more clarity for the effort controls. And QoL stuff and fixes. And a few animations.
Anger has always been a thing - initially it was designed to prevent the player spamming the same actions over and over (even in a non consecutive form). Then I expanded it a bit, adding a slight anger increase if being in the target role during consecutive actions. Now, anger becomes a core mechanics, adding on top per-action increases, where it makes sense (i.e. actions that can be perceived as having a humiliation dimension).
The effort bar has been improved with additional information and a lot more clarity with regards to what is happening. I'll let you discover the new things (and read about them in the changelog).
One thing I'd like to note: the balancing has changed slightly - my hope is that it's for the better. Stamina recovery has been refined and improved. You will still have to do the effort/stamina juggling (as it's part of the core gameplay), but hopefully it will feel better overall.
I'd also recommend re-trying all difficulty levels before settling on one (they're under Options).
And please let me know how the gameplay feels for you.
Happy playing, and have a really nice weekend!
Changelog:
Actions:
New: standing_lock_up (3 animations)
Added post defeat kneeling doggy and kneeling doggy hair pull
Improved various transitions / animation parameters
Make it more likely that certain intents take precedence over others in certain conditions, when they share the same strategy (e.g. 'fuck' over 'to_missionary' while in sitting_reverse_fuck; 'fuck' over 'bearhug_crush' while in standing_bearhug)
Orgasm conditions for standing_bearhug_dominant_fuck now match the ones in standing_bearhug_fuck
The cock / pussy milking choice no longer allows an orgasm to happen while it is active. As the only action of type choice (meaning the Intent selector could be visible for the player), it was a complete exception in terms of allowing orgasms (and as such wins) to happen without any sort of user intervention, creating complex issues under the hood. In order to achieve the orgasm, the Keep milking [...] action needs to be manually selected
Wearables and appearance:
Fixed seams between various body parts (weight painting fixes and improvements)
Mechanics:
Balancing:
Lowered player stamina consumption while making a choice
Lowered willpower impact on stamina recovery rate, and added a base stamina recovery rate (in addition to the character stamina recovery stat) that is difficulty level dependent and varies between PC / NPC
Refined effort controls:
The effort bar becomes available only after an action starts, not at the end of the previous one
The opponent is no longer able to do surprise effort increases in the final split second before the end of the action
Clearer action outcomes
Fixed an inconsistency where the winner of an action could be reassigned when the list of choices was shown, due to erroneously recalculating the effort and including any modifiers from the current actions (such as weight penalties) on action end
Removed the flashing due to being slightly confusing
Fixes to the effort increase algorithm for NPCs. Previously the algorithm didn't consider anger and any modifiers pertaining to the action (such as weight penalties)
The equal effort (center) marker turns into a range when the action requires the effort to be outside an 'equal' range for one of the characters to win the action
The effort bar will now show a warning if surprise reversals are possible during the current action, and advise you to keep the effort up
Show a message when a reversal happens
The effort bar will not show during reversals where the new actions offers no choices for either of the opponents
Characters will show a ^ next to their effort value (e.g. 7.5^) for as long as their anger is larger than 0
Revised anger mechanics:
Anger changes due to an action are now being calculated as soon as the action starts, not at the end (this fixes some hidden inaccuracies / surprises in calculating the effort / outcome for that particular action)
Contests, transitions / actions with no obvious damage inflicted generate no anger (inconsistencies present before)
Being on the receiving end generates anger (random value in a given range). This has been present, but has now been tuned, and now only occurs if being the target for at least two consecutive actions. On its own, this one tends to accumulate slower and subsides quickly as soon as the tables are turned
Humiliation actions will generate additional anger for the target. Actions that are humiliating: obviously humiliating actions as well as very dominant / brazen actions or actions where the target can be seen as helpless and taking damage (e.g. face sitting, face fucking, tit fucking, face / breast slapping when not part of an ongoing contest, behind / prone / doggy fucking, ankle hold foot rubs, painful genital attacks, reverse fucking, breast smothering, breast mauling, genital milking, groin busting)
Humiliation actions will also decrease the actor's anger (at the same time as they increase the target's)
Player anger decrease per turn is now difficulty level dependent (before, anger always decreased slower for the player)
Failed actions generate no anger
Other:
Show the characters' stats bars in the Gallery using Ctrl+Shift+F1 (Windows only)
Any character displayed anywhere across the UI can be saved by moving the mouse cursor on top and pressing Shift+Right click (Windows), or by a 4s long-touch (Android). There is a brief flash on the character to confirm that it has been saved. It will automatically be named 'Saved #####', and you will find it in the list. You then can edit and rename it as desired. Note that if for some reason you decide to save the character showing in the character selection screen, it will only show up in the list when you next return to that screen
Slightly reduced font size for the Intent selector on Windows in order to accommodate 4 lines instead of 3
Pressing Restart in the Gallery will restore default willpower, stamina and arousal levels on the involved characters
The previously used stage / arena is kept selected on the stage selection screen
Support assigning weight multipliers to choices / intents in the action definition
Support 'on_every_turn_end' event list in actions
Support for 'decrease_anger_on_humiliating_opponent' and 'increase_anger_on_being_humiliated' events
Fixes:
Fix weird timeline behavior in Gallery
Fix slight animation / event desync in some cases
Fix unable to press End on Android when the Intent selector is visible
Downloads:
This version is no longer available. Please download one of the newer versions (check this Post for the latest version).
EDIT: I have added an alternative for the Android .APK, by attaching it to this post, for people who have issues with MEGA. I have checked now, and the problems we had before with .APK attachments seems to be gone. Historically, downloading an .APK directly from a Patreon post has had a problem when doing so from a mobile device, where a .ZIP extension was added automatically to the .APK. You had to then use a file manager to remove this .ZIP extension, after which the .APK could be installed normally. This no longer seems to be the case.