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February 16, 2017

V0.3 - Team Battles!

Download LINK.


Team Mode is finally here! 

For team battles it is recommended to try a different camera mode than camera B and dont forget to set the "Targetting" key under options! If you feel like to play outnumbered (and not trying to lose) it is recommended to give yourself a character level advantage. Happy to hear any feedback/suggestions but just know that the majority of effort is going to be on the new girl for the near future.


Patch notes:

  • new grapple system;

    • during a move:

      • characters no longer free themselves automatically when the bar is full

      • there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>

      • the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.

      • the timing window for <reversal> is 50ms, or about 3 frames

      • should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar     duration by deliberately failing, but that is already accounted for.

      • players can also <breakfree> of the hold anytime by spending special meter

    • when grabbed:

      •  same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting

  • - new team battle/orgy mode (experimental!):

    • there is now a target selection key, default "M" 

    • characters are invulnerable to outside damage in these states: grabbed, victim of a move, when climaxing, forcing the climax, throwing, being thrown

    •  you may attack the character that is applying grab/move to your ally to help her escape quicker

    • each hit reduces the escape difficulty, if the escape difficulty is reduced to <= 2.0 sec, then the victim will be freed

    •  hitting an enemy performing a pin instantly stops the pin

    • victim is also freed if HP of the character that is applying grab/move is reduced to 0; however attacks does reduced damage to those characters

    • throws does an aoe attack on impact that knocksback nearby foes

    • two victory conditions 

      • Elimination -> must knockout the entire enemy team before pin

      • First pin -> first team with a member that got knockedout and pinned loses

    •  lengthened the after-battle-punishment scene

  • new feature: camera shake!

  • new feature: bouncy ropes and ring floor!

  • new engine feature: engine can now handle adding more keys that works smoothly with customizeable controls!

    •  there will be a default setup for the new keys, such as "M" or "Z", etc. If that key is currently unused, then the new key will be to use the default automatically.

    • f the default key is currently used elsewhere, then players need to input a key manually under control options.

  • upgraded AI to handle multiple foes

  • escape bar is now vertical for better visibility

  • decreased the eye tracking bound pyramid to reduce the "side glare" effect

  • the character applying the hold will try to look at the victim's face

  • reduced the sweat shininess effect as it was a bit too much

  • renamed the move "Spunking" to "Spanking"

  • fixed futa dick disappearing when "banana split" is performed on the character

  • enlarged the size of futa dick

  • fixed game crush when entering exhibition -> toggle futa on/off -> re-entering exhibition

  • characters are now knocked into air when their stagger meter is reduced to 0 to prevent being infinitely staggered on the ground

  • added 20.0 sec non-reducible cooldown for <breakfree> (spend meter to escape grab)

  • cooldown for wake up kick is not-reducible

  • dexterity CDR gain from 15% to 10% per point

  • might strike damage increase from 10% to 7% per point

  • reduced base stamina and stamina regen by about 30%

  • changed lower AI grace period to react when grabbed/grabbing to only apply if the player is not knocked out

  • Lucia's panty and skirt is now 2 separate pieces instead of 1

  • decreased run stamina drain rate

  • AI should prioritize H-moves more often on defeated foes

  • armor strip does its damage quicker; but lasts shorter

  • knockedout (when green bar reduced 0) recovery duration on the ground takes longer