v0.0.9 changelog


Getting pretty close to the v0.1 release. The majority of work left is mostly QoL features and polishing some edges.

New things in this version are mostly related to AI: in bed, in social interactions, and in the map in general. I hope they surprise you!

AI

- Updated NPCs' Sex Scene AI. Instead of just randomly choosing actions weighted towards their preferences, NPCs may now take specific routes of actions, such as "Make Kneel" -> "Get blowjob". This should make their behavior feel more coherent overall. This currently works in a fixed, non-modular way, so I'll rewrite this code when Sex Scenes receive more content. NPCs will now masturbate in non-scripted scenes.
- NPCs are now able to reject conversations. They may do this depending on their mood, their relationship with the offering character, and the current time of the day.

- NPCs now have a global AI, which sets mid-term goals and evaluates whether these goals should be immediately pursued or not, and communicates this information to its own map AI.
- Global AI now evaluates training missions and whether it should rest or not.

- NPCs now have a social AI, which determines the attitude "strategy" they will follow in relation to other characters. This is re-evaluated daily. This system is still in diapers and will see further work after v0.1.
- NPC Candidates will choose a romance target each day, based on their own opinions of each Candidate and the Candidate's stats. NPC Candidates will be more likely to pursue socializing and sex with their romance target. They may also choose enemy targets, which they will be more likely to avoid.

-NPCs' map AIs are now able to pursue a character that is moving across multiple rooms. This allows NPCs to pursue goals relative to non-static NPCs, which was a requirement for the AIs to interact with each other under realistic circumstances. NPCs will give up chasing characters when the total amount of traversed rooms doubles the initially expected amount of rooms required to reach the target.

- NPCs will now choose specific social interactions depending on their goals with their current target.
- NPCs may now choose to leave a conversation if their social drive gets too low.
- NPCs now invite other characters to have sex. Val took Padmiri to her room while I was fondling her during tests :(

SYSTEM

- Added extra functionality to interrupt system events and make them act in different ways. This should smooth the development of character interactions on map.
- Added functionality for NPCs to initiate social interactions with each other.
- Added functionality for the player to join already stablished social interactions between NPCs.
- Added functionality for NPCs to ask the player to join them in social interactions.
- Added functionality for NPCs to invite to have sex with each other.
- Added functionality for NPCs to invite the player to have sex.

UI

- Some texts through the game now have received a different formatting.
- Set a background image. This is a test and opinions are most welcome.

FIXES

- Fixed issue that would cause simulation periods not to finish at their exact time.
- Fixed issue that caused events not get sorted correctly when they were added to ongoingEvents in the middle of advanceTime()
- A long bug-hunting session. Would could have imagined that when you create several systems that interact with each other in unexpected ways you would find bugs in long sessions that you wouldn't in small tests?

And have (one of) the function(s) that makes characters accept or reject sex:


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