💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
September 3, 2026

Build Notes 1.15.14

Link to download post

What's new in this build

  • Character origins roughly implemented. Will allow for choosing the characters background, starting location, and starting attributes.

  • Character editor polish with new HSV sliders.

  • Eyebrows are now higher resolution while using less texture space.

  • Character skills + leveling. These are partially implemented. Things like strength and skill level will change the damage the player does with certain weapons.

  • Optimization + LODs across a bunch of environment assets

  • The Reeve's manor exterior has a proper model now. The grounds still need some love though.

  • Lockpicks will be used from the player's inventory and it is possible to run out.

  • Mushroom animation sets. The mushroom people have one defeated animation scene finally.

  • A new shop that specializes in selling seeds and farming tools is now open in the center of Redtree.

  • A handful of the shops in Redtree now have proper interior models.

  • The female imp now has a set of defeated scene animations to peruse.

  • Chickens have a basic set of animations!!!

  • Crime mechanics! These are still heavily a work in progress but the basics should be there. Steal from a shop, have the shopkeeper call the guards, then get throw into a cell. Pick the lock, or serve your sentence! (I left collision on the cell bars off while testing, just so I don't hard lock anyone in jail with a bug!)

  • Scene FX actor and fanciness. This is shown in the new inquisition scene. I'm trying to unify the presentation for fog, floating text, audio, fog, vfx all in one place and make it easier to script moving forward. To check this out there's a room in the monastery that the guards drop you in when you're trespassing. There's only a wooden chair called an "interrogation chair". Use that and wait for a little while and the scene should trigger.

  • Spawner logic update. I'm switching over the interior areas to the updated spawn points logic (this is a process and I haven't gotten to everything yet). This should make interior spawns more stable.

  • Idle animation chonk support. This is going to take me a while but I'm going to start trying to support the larger body types better in animations. Currently this is only applied to the standing idle. But it should make it so the characters hands don't instantly clip once the character has a thicker body type.

  • The twisty trees got a bit of a visual update to their trunks. They still need some more love and some better LODs!

  • Windmills got an art pass! The blades (is that the term?) still need some work though. But they're no longer just gray boxes!

  • Bow and arrow stuff. Bows will visually use the arrows from the equipped quiver. The bow string will also animate during firing. Damage calculations will use the arrows from the equipped quiver. (I've still left the bow to have infinite ammo even after running out of arrows just because I haven't updated the loot tables enough to support full time archery)

The biggest thing is probably the skill system update in this build. This is going to start tying systems together, give a sense of progression, and also give player's the option of using different builds. I'm going to keep chipping away at this and implement the rest of the skill checks (things like stealth and dialogue aren't in yet) and then I can start working on balancing combat.

Alright, as usual let me know if you run into any giant game breaking or annoying bugs and I'll start get working on a hotfix if it's necessary.

So the goal for the next build is not to take quite so long in getting it released. This build got derailed time-wise by that contract work I picked up right in the middle of it. But so hopefully I'll be able to focus on Feign and jam through and get the next build in your hands in a more timely manner.

Alright, I'm going to take a day and catch up on sleep. Then it's back to work.