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BFP v1.0.0 changelog

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BFP v1.0.0 changelog
DESCRIPTION

Before going into the changelog, please have a look at this post: https://www.patreon.com/posts/bfp-v1-0-0-is-ui-152935144 for an extra bit of information.

Changelog:

Actions:

New: standing_lock_up (3 animations)

Added post defeat variants for some of the actions I've added recently

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

Winning is no longer possible during a choice action without any sort of user intervention. We had one such action, and it was the only one of this sort (meaning the Intent selector could be visible for the player). It was a complete exception, creating complex issues under the hood. I have now changed it so the user is required to select an option that can lead to a win

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 part of this collection: well, the obvious ones, as well as very dominant / brazen actions or actions where the target can be considered helpless and taking damage

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

dna PATREON 265 favs
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POSTEDMar 13, 2026
ARCHIVEDMar 13, 2026