TimeStop Isekai V0.1.3
Hello Everyone! How are you all? The next version is finally here, and there's a lot of new features (mostly UI rework, and improvements to existing systems). I'm also making a few changes to the Patreon Tiers, so even supporters will have access to this version, and the next version (what exactly will be in it will depend on the poll), will be available. I plan to stagger the releases by like a week between each tier.
Also, I added a Linux version, although, I'm not sure if it'll work as intended, since I used the export preset, and can't test it myself. Do let me know if there are any issues. And next is the changelog, but if you just want the game and polls, you can skip to the end.
Changelog:
Combat:
Damage has types
Every attack now has a type, and every character has resistances, weaknesses and affinities against or for those types. (Still need to add items for full control of affinities and resistances during gameplay)
Statuses can be inflicted and cured
Burning and freezing are the first two, both pure damage over time. More will be added with skills. The spells are fire bolt and fire lance, which only NPC mages (enemies or allies) can acquire.
Parties, and everyone acts at once
Your slaves can now fight with you against several enemies. You need to give every ally an order, press End Turn, and everything happens at once. The attack turns are the numbers next to names, and stopping time makes it so only you can act that round.
Weapons
Weapons have been implemented, and can be bought from the shop, or taken from defeated enemies. Not all of them have assets yet though, but they do work. Their damage type is shown in their tooltip.
Grappling
During combat, you can now grapple. This is a binding status, that disables a lot of the enemies moves (along with yours), and you can perform sexual acts on them during it. Keep in mind, you can still be attacked, and the enemy can injure you during it.
Added recommended levels and enemy level in map tooltip
In the map, for areas with enemies, there's a tooltip for enemy level ranges, as well as the recommended level for going there. I've also done some balancing to stats, so combat shouldn't be as impossible (albeit, very easy to lose if you're not careful).
After the fight:
The options to kill, loot, have sex with, or just leave the enemy are now available. Each enemy must be processed individually
Classes:
When characters reach the appropriate level, their class can be evolved from their management menu.
Implemented new classes for the heroes and the royal family (but still flavor for now, and royal classes are hidden)
NPCs:
Implemented a relationship/training system, that's still mostly incomplete. It has love, slave, and lust routes, and by completing some milestones (name in the character sheet), you can increase the exp of the associated routes. Even how you treat the NPC can change these 3 stats.
Moods are now discrete levels now, which show intensity and effect more clearly
Work and Skills:
A new general skills sections, which are how good an NPC is at a specific job. They gain exp from jobs, and increase how much an NPC earns.
Guild and Quests:
You can now commission a slave from the slaver's guild. This includes race, gender, and more specific details as you rank up in the guild.
Quests can be abandoned from the pause menu, as well as tracked there.
Improved selling. Added an appraisal, which let's you see why your slave is worth however much they are. This also includes archetypes, which can be given to a slave that meets the conditions, and boost their value (currently just for value, but special effects planned).
Implemented conditions for selling a slave, which fixes the issue of just kidnapping them and selling them off for cash. I plan to implement other uses for unwanted slaves,
Changes and Bugfixes:
Stalls didn't restock, which has been fixed now.
Clothes now can spawn with random colors, and enemies spawn with clothes now (although, unfortunately, most don't have assets).
And many other balancing changes, such as TSP for sex is priced by the type of action, instead of the default 1. And it increases in price when used on NPC's significantly higher levelled than you.
And yeah... that's most of the stuff. I probably missed a few, but discovery is part of the fun... right? And lastly... a poll! What would you like to see most in the next version? A map rework, or potions that allow for transformations and other effect (would probably come with a crafting system). I'll still be working on fixing stuff and finishing up the current rework, but yeah... hopefully you enjoy this update😁.
Comments (5)
错误的格式例如:一个女性化的人类。 其他字都是正常翻译为我的语言,但是,一个(a)这个单词依旧是英文
希望有翻译的接口,我使用一些专门翻译游戏的软件,发现会产生字符错乱,感觉作品很棒,可惜游玩有些困难
I haven't considered localisations at the moment since there's still a lot of stuff I'm working on. Probably once there's more content
50 50
Yep. Had a feeling it'd end like this, so i tried both. Tge map rework was needed anyway fir foraging ingrefients, so in the end... right call
