Update Day! Wee! Several Bug Fixes, New Sudden Death, Fixed/Adjusted Combat + Health Recharge Upon Defeat, New Player "Attack" Verb: Entice, New Second Search, Armed/Unarmed Attack Scripts, Forging Placeholder + New Item, Two New Rooms, New Player Status'/Conditions, Save/Load System, Stacking Items, New Enemy Loot Tables, Two New Pregnancy Turns, Updated/Fixed DDI, New "Wait 10" Command, Player UI Adjustments, Cow-Taur TF, Changed Big Saver and Pack Rat Specialities, New Character Creation Ideas, Equipmen
 
 

Hello everyone!

As you can see there is A LOT to  discuss today, so I'll try to keep things simple. Also, remember that  "AMS" is "Apocamorphosis' abbreviation" when you look for it in the  downloads just in case we have any newcomers today. Anyway! Without  further adieu let's get started! 

Several Bug Fixes

Lots  and lots of bug fixes both big and small. There are so many of these to  list so as I mentioned above, I'll try to summarize a few of them: The  Piercer Test Item has been fixed. It now works properly. Hannah's  conversation topic errors have been fixed, including the strange error  script, several spelling/grammatical errors have been fixed throughout  various sections of the game, the Storage Room errors have been fixed,  Fixed the Hallow's Pumpkin loot problem (apparently there was a single  empty spot where I forgot text and several people were getting it---What  are the odds? I fixed and adjusted the Character Creation Stat  Description so that they match the new adjusted stats, fixed the Pink  Apron verbs, fixed Cursed Outfits/Items which stopped working for some  reason, fixed several bracket errors, fixed some height errors in the  player description, removed the "No Value" messages from the Save/Load  System, fixed spacing errors in several areas of the game (there were  three), fixed the “Failed Quest” messages that weren’t appearing because I was a dummy who accidentally slipped in an apostrophe when writing the code. I also arranged it so that if you do not have a quest, you cannot fail it --- like prematurely leaving the “Withered Snag” used to fail the 1st AND 2nd Quests but now it only fails them if you enter the house and get them first. Fixed the Miracle Grow item errors as well.  

I  also adjusted Towels, Blankets, Washcloth scripts in the closet so that you can go back and take them later if you want. This was  suggested by someone in the forums, so I completely rewrote the scripts. Now when you  search each individual category, you’ll discover at least one towel,  one face cloth and one blanket, which will be moved into the closet for  your convenience to take (if you want). Taking one like before will give you  +1 Corruption” though. 

And many more! 

New Sudden Death

I  expanded “Sudden Death” room and made it so that you have to defeat a certain number of enemies  to get away and move on (which means the timer and the bad end have been  removed. The bad end will make it's way back in as "Entice"). Anyway,  the amount of enemies you have to defeat to move on are 3 enemies on Regular Difficulty and 6 on the Noble Difficulty. The main  description has also changed. There are two new exits as well. To the South is the 2nd and final Sudden Death room which is called Sudden Death 2 where you’ll have a few more zombies to fight (which also depends on your difficulty setting) and to the West. I’ll have the option for the player engaging in a big zombie battle royale for items and achievements (once those are implemented).

Fixed/Adjusted Combat + Health Recharge Upon Defeat:

Combat  had a mini-overhaul. Player and enemy attacks will miss FAR less  (unless you have high agility) and whenever you attack or are attacked,  attacks will display "damage done" and "health remaining" so you don't  have to keep checking all the enemy descriptions unless you want to.  Monster's also have "defense" although all monsters are set to 0 at the  moment. Enemies also have the ability to have special attacks but none  are programmed yet. Also, no matter what your defense is now, enemies  cannot heal you when they attack you! Upon being defeated you still lose  -3 maximum health but now your health will recharge to full. Direct “Agility” now subtracts away from the chance to hit.  

New Player Attack Verb- Entice:  

Added a new verb: Entice which will depend on your dominant Mood but it will more or less tease enemies, and activate sex-scenes sometimes; but keep in mind this is a penalty, not a reward (in most cases) although it can help you in battle. You can also get pregnant this way as well if you aren’t careful. It’s now set up to take horniness into account and if your lust is 10 or not. If neither of these cases are true, you’ll have the ability to choose what you want to do with the enemy, otherwise it’s forced upon you. When clicked it will give a general menu for enemies but for each enemy type it’ll have unique descriptions and occurrences. This new verb isn’t ready yet but the bare bones are in place. I may need to redesign it but for now this is the current version. Sympathy and Serious moods are finished. I also have tests set up for the Sexy and Sarcasm moods. Using Entice doesn’t take a turn either. 

New Second Search

After  a suggestion in the forums, I decided to make the chance of finding a second item in room Pillage/Searches ---  but this is only in the room searches not secondary object searches like a dresser or something like that. If you have the Big Saver Speciality  then you have a 15% chance to get a second item. With any other speciality you  have a 5% chance. These are items that are obtainable by all the specialities:  +1 gold, +2 gold, +3 gold, +4 gold, +5 gold, a piece of torn cloth, a  small health potion, a large health potion, an old spoon, a dilapidated brush, or an oil cartridge. Obviously, more items will be added to this  list as the game gets larger. Oh, and rooms that you couldn’t previously  search in before still can’t be searched. I fixed a coding problem with the  non-Big Saver Speciality searches. 

Armed/Unarmed Attack Scripts:

I  have added attack scripts personalized to weapons (or being weaponless) against the zombies, and soon-to-be attack scripts toward the player. This will eventually extend to all monsters  to make combat feel more lively and fun! So far I have scissors, beating stick,  rickety machete, frying pan, whip, spellbook, pumpkin blade, noble pumpkin blade, candy corn shiv and the noble candy corn shiv --- which means all the current weapons are finished. The noble versions of  weapons will likely have the same descriptions as it isn’t really necessary to have an  entirely new set of descriptions. Now onto the unarmed, which will be based on height, whether or not you have a tail, horns and nails/claw length. Basic attacks will be based around punches, and if you meet the criteria will deviate into a combat with nails or claws (depending on what type you have) and then the combo will continue if you have horns (and what type of horns and your gender) and will finish with tails (which takes into account tail type and gender). Altogether the attack script is about 5k+ words now.   

Forging Placeholder +  New Item:  

There  is a new placeholder for a Forging Skill that will eventually be in the  game. It will work exactly like Tailoring does, but will instead be for  forging new weapons or even armor. I have a new item to help with this  called "scrap metal" which you can collect. The higher your Forging  Skill and the more scrap metal you have the better weapon you can make!  All coming soon!

Two New Rooms

As  mentioned above there are two new rooms outside beyond the Sudden Death  room. One is "Sudden Death 2" where a smaller final battle with the  horde will take place before Chapter 2 begins. The other is "Rolling  Hilsl Redeux" which will be a non-canon fight to the death with the  entire Horde remaining. This will be a completely optional fight where  you can gain more supplies and eventually an achievement. Both of these  rooms have their own descriptions and entering intros. I hope you guys  are excited! Keep in mind though that there is no return from them once  you go out there. After the battles you'll be trapped for the time  being. In the Rolling Hills Redeux, there are 7 zombies  for the Regular Difficulty and 15 zombies for the Noble Difficulty --- I further reduced enemy damage in this area to “1” damage per hit as well. In Sudden Death  2, there are 2 (I think) on Regular Difficulty and 4 on Noble  Difficulty. 

New Player Status'/Conditions

There  are new player status' conditions which can change depending on  weather, combat and event situations. You can be healthy, cold, sick,  and poisoned for the time being. I will attempt to explain them now: 

Healthy – If you are healthy, nothing bad is happening to your character. So you will have no penalties at all. This is how you begin the game. 

Cold – You can develop a cold condition by being out in a storm or rain without a fire, or by swimming in a cold place, or going up too high in mountains etc, typical places you’d get cold. If you get cold, you will be immediately notified and the countdown will begin. The countdown starts at 150 turns and will dwindle. If you don’t find a place to rest or get warm by a fire, then when the countdown hits 1 you will become sick and lose -1 maximum health. If you do manage to find warmth or rest, you will return to a healthy status. Sick – If you become sick, you will automatically but TEMPORARILY lose -5 strength, -5 agility, -5 intelligence and -3 resist. From there the countdown will begin which again starts at 150 turns. If you rest you will automatically return to a healthy status and all your stats you lose will immediately return. If the sick turns reach 1 --- then you will regain all of your stats as usual, but you will also lose -1 maximum health as well. 

Poisoned – If you become poisoned, you will lose -1 health per turn until you are dead, or until you find an Antidote or until you rest. Upon doing the two latter, you will be returned to a healthy status/condition. 

These explanations have been added to the Help Guide as well. Refer to them later if you need to. There might be more to come too!

Save/Load System: 

The  Save/Load System has moved into the testing phase which means that now  you'll be able to save your game and use that same save across future  versions of the game---so no more starting over again and again with  every new update. :) Right now Apocamorphosis is the only Quest game  capable of this! Exciting! I need you guys to find all the bugs though! 

Stacking Items:   

Stacking is now available for ALL eligible items. They act as mini-storage containers inside of your inventory and are broken up into 6 categories: 

TF Inv - (which is where all major tf items will be placed). 

Hair Dye Inv - (which is where all hair dye will be placed). 

Body Mod Inv - (which is where all body modification items will be placed). 

Stat Manip Inv -  (which is where all stat manipulation items will be placed).
Survival Inv - (which is where health potions and outdoor survival items will be placed). 

Misc Inv - which is where some miscellaneous items will be placed). 

Items that aren’t stackable will just be placed in your regular inventory ^_^ This solves half of the problem with items so far. Next will be duplication so that you can carry more than 1 item of said items at a time. For example, two red_hair_dyes, two small health potions and so on. This is coming soon!

New Enemy Loot Tables

I have changed the loot table for common enemies (not bosses or specials); There is a lot there --- so I’ve divided it into sections: Gold Section, Health Potion Section, Supplies Section, Hair Dye Section (Ha! hair dissection!), Potions/Body Mod Section, and Misc Section. Basically, you have a 15% chance to get any of these sections, and 15% chance not to get anything at all and within each section you have a chance not to get anything. If you don’t win anything, no message will appear when you kill an enemy and you won’t loot/find anything.  

Gold Section” you have a chance to win +1 - +5 Gold, or +8 or +10 gold. But the chances are lower for the two latter. 

Health Potion Section” you can win a small health potion or a large health potion with a lower chance. 

Supplies Section” you can win a small stick, piece of torn cloth or a piece of scrap metal. 

Hair Dye Section” you can win any of the current hair dyes. Green, Red,  Black, Pink, Dirty Blonde, Dark Red, Silver, White, Rainbow, Brunette,  Platinum Blonde, Purple, Blue, Orange, Ombre, Neon and Pastel. 

Potions/Body Mod Section” you can win miracle grow hair,  miracle grow nails, bottle of purification, vial of corruption,  shortification elixir, tallification elixir, slimification elixir, magic donut, bimbo draught, prudgilentalisis, nympholent, mega miracle grow nails and mega miracle grow for hair.  

Misc Section”  you can win soup mix, a dilapidated brush, a small sack of gold, a  medium sack of gold, any one of the four decursers, an oil cartridge, an any of the  Lockpick kits (although the higher they go the harder they are to get)  or any of the Lockpicking Guides (again, the higher they go the harder they are  to get).

 

Two New Pregnancy Turns:

There  are two more pregnancy turns ready for testing: Pregnancy Turn 640 and  690 --- That means we’re 1 turn away from 8 Months pregnant! So close!  In Turn 690, you have a 35% chance to increase your weight and a 35% chance to increase your butt-size if they are not  max sized already. Almost there! 

Updated/Fixed DDI

I have completely updated the DDI and all the subsequent coding therein. It should be 100% bug-free (fingers crossed) because I went through and fixed all the errors that were blatantly obvious, or some that just needed updating to actually work. If you do happen to notice anything weird happening though, please let me know. I also added three more categories to it; horns, conditions and penis-size.

New "Wait 10" Command

I added "Wait 10” to the game. If you type wait 10 --- the game will automatically take 10 turns for you. It’s also designed so that if you “wait 10” and something important happens on one of the turns between 1-10 (like turn 4 or 6, for example), it will halt the wait 10 on that specific turn. I’ve added help on using it in the basic commands of the Help Guide.

Player UI Adjustments:

I added feet and metric examples for height in the Character Creation and the Player Descriptions. The Player Inventory Pane and the Surroundings Pane now have a reduced font size --- There is no way for the player to set this themselves though, but if everyone agrees on a certain size, I’ll be able to adjust it to that. Let me know what you guys think! I also redesigned the Compass and added some of the game’s Commands to the pane. The new buttons are: "stats" which works the same way that it does when it’s typed, it shows your current stats. There is “?” which is the Help Guide. There is “Search”, which is the standard room search, there is “look” which is the standard look, and then there is "Quests” which accesses your quest-log. The alternative is that you can type all these out if you want, I just wanted to create an ease-of-access sort of scenario for the player to utilize. The buttons are black too. 

Cow-Taur TF

This  isn't complete yet but you guys can test it if you like! The item  "Ornate Silver Necklace" is located in the new "Test Item Cache" in the  Waterhole. I barely got into the Cow-Taur TF's though but you can at  least experience horns at the moment. There is still a lot of work to do  on this item. 

Changed Big Saver and Pack Rat Specialities

I  combined the Pack-Rat and the Big Saver specialities and made them into a bigger/better speciality ---(which is  still called) (drum roll) “Big Saver”. You start with both speciality benefits  which persist through the game. You start with 30 gold and all the material  possessions (just as the pack-rat did) and have a 25% chance to get an extra item when you search. This does NOT include clothing, just item items. Big Saver  Speciality changes: You now have a 10% chance to get a large sack container, 25% chance to get a  medium-sized sack container or if you get neither of those, you will  receive a small sack container in the beginning. You also have a 25% chance to  get an extra +15 gold, a 25% chance to get an extra +10 gold or a 25%  chance to get an extra +5 gold at the start. If you don’t get any extra gold, you will still  start with +30 gold as usual. You now have a 25% chance to obtain an  expensive hairbrush and a 25% chance to obtain a dilapidated hairbrush which used to be a  norm. You now have a 25% chance to obtain a large health potion or if you  don’t, you’ll still receive the small health potion as default. I lowered all  the hair-dye chances to 15% so that you have a better chance of  receiving ones further down the list. You will now ALWAYS receive a hair dye, red hair  dye being the default if all others fail. 

New Character Creation Ideas:

So  before I posted some ideas I had toward the new Character Creation  process that I've been working on. I just wanted to share what I have so  far and get feedback toward what works and what doesn't. The whole  format of the creation will be different too once it gets implemented. I  think you guys will like it a lot. I have 3 sections sort-ish done as  well as their intros. They will be listed below. 

     We’re all surrounded by echoes; faint whispers in the dark;  remnants---fragments of friends and family, feelings, smells---all  speaking to us beneath dense clusters of distant ghosts residing in the  night sky; familiar faces of those we know and those who’ve passed away,  or moved on from here etched in a molten prison. The fire intensifies  these echoes and helps us explore our fragile mortality while at the  same time quieting our thoughts and focusing them so that we can listen  and inherit the wisdom that gives us our strength in dancing ash and  flame.

     But sometimes memories and echoes aren't enough, no matter how  vivid they may be, they can never replace a loved one, nor a friendly  smile from a kind neighbor. And yet, night after night, the flames of  yesterday indulge us creating twisted, gnarled labyrinths of thought  that force us trudge on again and again. Unfortunately, the familiar  paths they guide us down have long since overgrown and the once lush landscapes of  reflection have become lost. 

     The world continues on growing leaving  us desperate---clinging to our memories and youth; static moments in  time that are stuck in an endless loop. The cycle must be broken if we  are to survive. We must forge new memories, new experiences in order to  adapt while at the same time drawing strength from the echoes of the  long distant past…

For starters you were born a…

1) Girl +1 MX HLTH, +1 AGL

2) Boy +1 MX CRRY, +1 STR

With… (hair color/length category).
And… (eye category).

And the prominent heritage in your DNA was…

1) that of a common Human with their grand civilizations. +1 MX HLTH, +1 STR.

2) that of the swift Elven tribes who were both cunning and elusive. +1 +1 MX HLTH, +1 AGL.

3) that of the strong Dwarves clans known for their superior physical prowess. +1 MX CRRY, +1 STR.

4) that of the rare Dragon-Descended people whom are few but proud. +1 DEF.

5) that of the honorable Orc-Descended people who are brave and courageous. +1 MX CRRY,+1 AGL

6) that of the Gnome whose vast intellect has built incredible marvels. +2 INT.

7) that of the childlike Halflings who value a balance of hard work and equal relaxation above all else. +1 MX CRRY, +1 MX HLTH.

Which is why you were named…

(Alias here). 

And what were your parents like?

1) I had a very supportive mother and father. +1 STR, +1 AGL, +1 INT, -1 DEF.

2) I had a very supportive mother but I never knew my father. +3 AGL, -3 STR.

3) I had a very supportive father but I never knew my mother. +3 STR, -3 AGL.

4)  My mother and father were very important and neglectful, so I was  mostly raised by a caretaker; a nanny, butler, grandparent etc. +3 INT.,  -1 DEF.

5) My mother and father were very strict and protective. +2 DEF, +10 COR, -1 STR, -1 AGL.

6) My mother was very strict and protective. I never knew my father. +1 DEF, +1 AGL, +5 COR, -2 MX CRRY.

7) My father was very strict and protective. I never knew my mother. +1 DEF, +1 STR, +5 COR, -2 MX HLTH.

8)  I never knew either of my parents. I was raised by another family  member who was very cruel to me. +1 DEF, +1 INT, +3 COR, -1 MX HLTH, -1  MX. CRRY

9) I never knew either of my parents. I was raised by  another family member who was very loving to me. +1 MX HLTH, +2 INT, -1  STR, - 1 AGL.

How wealthy were you? 

1) Extremely wealthy.  Multi-room mansion, multiple houses; multiple maids, butlers, personal  servants, etc. Anything you wanted you got. +50 Gold, +1 STR, +1 AGL, -1  INT.

2) Very wealthy. One large, multi-floor house. Huge pool and yard, a maid and butler, etc. You could practically have  whatever you wanted. +40 Gold, +1 MX HLTH, +1 STR, +1 AGL, -1 MX CRRY.

3)  Wealthy Upper Class. Large house, good-sized pool and yard. A maid,  etc. You could have a few expensive things now and then. +30 Gold, +2 MX  HLTH, +1 STR, +1 AGL, -1 DEF.

4) Upper Middle Class. Fairly sized, 2  floor house, small pool and yard. You could have an expensive gift once  a year. +20 Gold, +3 MX HLTH, +2 INT, -1 STR, -1 AGL.

5) Middle  Class. Fairly sized, 2 floor house, decent yard. You could afford luxury  every couple of years or so. +3 MX HLTH, +3 INT, -2 STR.

6) Lower  Middle Class. Fairly sized house, small yard. You could never afford  true luxury but you managed to get by with plenty of food and nice new  clothing.  +3 INT, +3 AGL, -2 MX HLTH.

7) Poor Wealth. Small house no real yard. Sometimes you went a  day or two without eating a big meal but you still managed to eat  regularly and have new clothes now and then. +3 INT, +3 STR, -2 MX HLTH.

8)  Very Poor. Very small house. Sleeping in the same room with family, or  caretakers. You had to go a day or two without eating or got by on  scraps. Clothes are hand-me-downs and/or donated. +3 INT, +1 DEF, -1  STR, -1 AGL.

9) Extremely Poor. Your family or caretaker barely had a  house, let alone a yard or food. But you had each other. +3 MX HLTH, +1  DEF, -2 MX CRRY.

-----------------------------

     Although, we must  be careful that the memories we draw our strength from are substantial  enough to help us carry the weight of our future, that they keep us above the abyss of disorientation. The foundation of our entire being  relies on us being full of genuine experience and unbridled passion.  The measure of our past and future can sometimes be measured by our  introspection as well, but as the old proverb states; stare into the  abyss for long enough---and the abyss will stare right back. 

     That’s  why it’s important not to live in the past too long. It’s easy to get  trapped there and to focus on the trivial aspects of our lives and avoid  that with carries our greatest pain and triumphs. This is why the  journey forward is needed now more than ever before. Unfortunately,  these memories aren’t enough. Gender? Wealth? Heritage? Not all of these  qualities define who we become. They carry weight, but we must delve  deeper to that which carries significance and purpose.

As you grew into a child, what were the values you held closest to your heart?

1) Being Yourself/Authentic. -3 CORR, +1 MX HLTH, -1 MX CRRY.

2) Maintaining Balance. +1 STR, +1 AGL, -2 INT.

3) Exploring Your Curiosity. +2 INT, +2 LST, -1 STR, -1 AGL.

4) Being A Leader. +1 INT, +1 STR, -2 AGL.

5) Blending In. +1 MX CRRY, +1 INT, -2 MX HLTH.

6) Being Beautiful/Handsome. +5 CORR, +3 MX HLTH, +2 LST, -2 MX CRRY.

7) Having Religious Faith. +1 MX HLTH, +1 DEF, +3 CORR, -1 STR.

8) Belief in Scientific Discovery. +2 INT, -3 CORR, -1 STR, -1 AGL.

9) Having Honor and Discipline. -3 CORR, +1 MX CRRY, -2 INT.

10) You valued Friends and Family Wellbeing. +2 MX HLTH, -1 STR, -1 AGL.

And how did you spend most of your free time?

1) I loved reading or studying. +2 INT, -1 STR, -1 AGL.

2) I loved playing sports. +1 STR, +1 AGL, -2 INT.

3) I loved fighting/training. +2 STR, -2 INT.

4) I loved primping myself and eating right. +2 MX HLTH, -2 MX CRRY.

5) I loved collecting knickknacks or objects. +2 MX CRRY, -2 STR.

6) I loved playing practical jokes. +1 INT, +1 AGL, -2 MX HLTH.

7) I loved volunteering. +1 INT, +1 STR, -1 DEF.

8) I loved taking care of animals. +1 MX HLTH, +1 AGL, -2 INT.

9) I loved climbing, hiking and exploring. +1 MX HLTH, +1 AGL, -1 DEF.

10) I loved writing and drawing/being creative. +1 MX HLTH, +1 INT, -1 STR, -1 AGL.

And what did you want to be when you grew up?

1) Career? Adulthood? I never thought about that stuff, I was too busy being a kid for crying out loud! -3 CORR, +1 MX HLTH.

2) You didn’t care too much, whatever made the most money. +3 CORR, +30 GOLD, +1 INT.

3) Something that would challenge your brain. +2 INT.

4) Something that would challenge your body. +1 MX CRRY, +1 STR.

5) Something that could stimulate both your mind and body. +1 INT, +1 MX CRRY.

6) Something that would allow you to help people or animals. -3 CORR, +1 AGL.

7) You never could make up your mind. -6 CORR.

8) Maybe a superhero, or something like that would be cool. +1 DEF.

9) Maybe becoming a model would be nice. +2 LST, +3 CORR, +2 MX HLTH.

What was your metabolism like?

1) I was a human vacuum with a hollow leg. +VRY THN.

2) It was average. I ate what I wanted without worry. +AVG THN.

3) It was moderate. I was a bit chubby but still thinish. +SLILY OVRWGT.

-----------------------------

     This  is a step in the right direction because these kinds of memories are  powerful and can be a beacon shining light when other lights have all  but extinguished. These memories also carry an immeasurable weight that  will help guide you toward your dreams and your future. They resonate  deep inside your heart and remain there tucked away; protected from the  harsh reality of the world.

     As we grow, we become more ambitious,  confident and courageous. We experiment with our identity, all while  driving closer each and every day toward the distant horizon where the  unknown of tomorrow  waits to guide our trembling hands. We must remember who were back then  if we are to grow beyond the stagnant wall that blocks our vision of  the road ahead...

Looking back, as a teenager, what kind of reputation did you have?

1) I was very flirtatious all the time and adored getting attention. +5 SXY, +2 LST.

2) I was well-known for being empathetic and understanding. +5 SYMP.

3) I was pretty much a loner and had a rep of not giving a damn. +5 SARC, +2 LST.

4) I took everything pretty seriously; dating, studies, work, family and so on. +5 SRS.

5)  Meh. I didn’t have a reputation. Sometimes I flirted, sometimes I was a  loner, sometimes I took my responsibilities seriously and sometimes I  was a strong shoulder for my friends to cry on. +1 SRS, +1 SXY, +1 SARC,  +1 SYMP.

6) I was well-known for being a slacker and/or playing games all the time. NP.

What was the best advice you’ve ever heard as a teenager?

1) A rolling stone gathers no moss. +2 INT.

2) A closed mouth does not get fed. +2 STR. 

3) A picture is worth a thousand words. +5 CORR, +3 MX HLTH. 

4) Absence makes the heart grow fonder. +2 MX CRRY. 

5) Actions speak louder than words. +1 STR, +1 AGL.

6) Fortune favors the bold. +30 GOLD.

7) Don’t judge a book by its cover. +2 MX HLTH.

8) The early bird gets the worm. +2 AGL.

9) When the going gets tough, the tough get going. +1 DEF.

10) I never received any good advice. I just did my best. -6 CORR.

You prided yourself most on your...

1) Appearance. +3 CORR, +2 LST, +3 MX HLTH

2) Brains. +2 INT.

3) Brawn. +2 STR.

4) Inner Strength. +2 MX CRRY.

5) Willpower. +2 RST.

6) Fortitude. +2 MX HLTH.

7) Flexibility. +2 AGL.

8) Fortune. +20 GLD.

9) Toughness. +1 DEF.

10) Anger. +15 CORR, +1 STR, +1 AGL, +1 INT, +1 MX CRRY, +1 MX HLTH.

11) Purity. -6 CORR.

But what was your biggest weakness?

1) Lust. +3 CORR, +5 LST.

2) Greed. +3 CORR, -15 GLD.

3) Wrath. +3 CORR, -1 STR, -1 AGL.

4) Gluttony. +3 CORR, -2 MX CRRY.

5) Sloth. +3 CORR, -2 MX HLTH.

6) Envy. +6 CORR. No Penalty.

7) Pride. +3 CORR, -1 DEF.

8) None of these. +15 CORR, +1 STR, +1 AGL, +1 INT.

Were you a promiscuous teenager (have you had sex)?

1) All the time. As much as I could get. -VIR, +6 CORR, +5 SXS, +5 SARC, +5 LST. +2 STR, +2 AGL, +1 MX HLTH.

2) Definitely. Rarely though.  -VIR, +2 LST, +3 SXY, +3 SARC.

3) No way. I’m saving myself. +VIR, +3 SRS, +3 SYMP

Who’d you find yourself attracted to?

1) Meh. No one really. +ASXL.

2) Definitely girls all the way. +HET (boy), +HMO (girl).

3) Definitely boys...er men. +1 HMO (boy), +HET (girl).

4) I found both girls and boys equally attractive. +BISXL.

5) Primarily to girls but some boys too. +BICRS (boy), +BISXL HMO (girl).

6) Primarily to boys but some girls too. +BISXL HMO (boy), +BICRS (girl).

Keep  in mind I'm working on the 4 section but I'm continuously tweaking the  others above. These are not set in stone and are WIPs. If you like  something or don't like something, please let me know!

Equipment Viewer Models:

I  have some of the basic sketches ready which will be an easier way of  viewing equipment and transitioning later into the character viewer.  What do you guys think? I'm not sure how splitting them up between male  and female will go --- the standard default might just be male for  everyone, but if it can be done I'll definitely do it :) Keep in mind  too these are sketches and will be subject to change for the final  "look" The first picture are the slots that will overlay the character  viewer models. The models will go in the center and your equipment will  be labeled on either side. ((You can see them on the blog)) 

Milestone Note:

Because of the new Milestone reached on Patreon (WOOHOO BTW),  I will no longer be tutoring at during each semester. In short, this  means I'll be able to focus more of my time on Apocamorphosis and  expanding the world! Isn't that great! 

Version Update

I  updated Apocamorphosis' quest-file which can be found in the download  button. I'm not sure if you all need to update as well to play the new  version, but it might be a good idea to do so anyway. :)

Coming Up

More  Cow-Taur TF, Hannah Remaster, Body Mod Item Remaster, More Entice Work,  Chapter 2 Progression, More Pregnancy Progression, Item Duplication. 

NEXT UPDATE: 29DEC16 

Here's hoping for a bug-free release! (yeah right) e____________e

Anonynn. 

Change-Log: v0.9.2A

- I fixed “the Piercer” item. It now works properly, and I redesigned the menu so that it’s easier to use.
- I fixed the problem I created with “Hannah”’s conversation topic. I removed some of the previous conversation topic, but apparently, they were tied to the conversation itself. Stupid libraries e____e I know about the “error running script” thing with her, but it shouldn’t affect the conversation topic at all. I’ll have that fixed asap though. The error script message has also been fixed.
- David, one of the patrons also pointed out some spelling/grammatical errors in several rooms which are now fixed as well.
- I also fixed several items appearing in the “Storage” area rather than inventory.
- Fixed the error happening with the “Miracle Grow for Nails” --- error compiling expression. I also fixed the “Mega” version, and both “hair” versions. I left out a tiny important piece of code, but they should work now.
- Doubled Checked the “Hallow’s Pumpkin” loot system, because some people are getting errors or blanks regarding it. I actually found that there was one tiny script (which had an extremely low chance of firing) that was supposed to be filled out but was accidentally left blank, but a few people were getting it. Only me. Fixed.
- Removed the description that the regular “Maid and Butler” outfits are cursed. Easy fix!
- Fixed the “Character Creation” descriptions to match the new “Stats”. Instead I just erased the “stats” that it says you receive because I’m working on a new “Character Creation System v1.5”
- Fixed the “Pink Apron”. Apparently, the player couldn’t pick it up! Darn it all! After checking the code though, the item is “takeable” I see though that the verb “take” just doesn’t appear. So I’ve added it to remove any confusion J
- Adjusted “Towels, Blankets, Washcloth” scripts so that you can go back and take them later if you want. This was suggested by someone in the forums, so I completely rewrote the scripts. Now when you “search” each individual category, you’ll discover at least one “towel”, one “face cloth” and one “blanket” which will be moved into the closet for your convenience to take (if you want). Taking one like before will give you +1 “Corruption” though. I rewrote all the coding for it too.
- Added a “12-inch” Penis to the “Justanx” premade character.
- Fixed a bracket error in the “Storage Facility” description (when it’s dark).
- Removed “Thief” from the player description when depicting your experience.
- Fixed the new item “cursed_cow_bell” from appearing in “Storage”
- Fixed the “cursed_cow_bell”, and the “black satin maid and butler outfits”. Apparently, they weren’t working at all anymore.
- Modified “Combat” so that having a “high defense” doesn’t mean weak monsters will heal you. From now on if your “defense” is far above the monster’s damage ability it’ll just have a 50% chance to hit you for “1” or “0”. Monster’s and Player Attacks should also happen far more often (less misses). Direct “Agility” now subtracts away from the chance to hit.
- I’m working on expanding the “Sudden Death” room and making it so that you have to defeat a certain number of enemies to get away and move on (which means I’ll be removing the timer soon). “3” enemies on “Regular Difficulty” and “6” on the “Noble Difficulty”. I added “gold” drops to the “female zombies”; which range from 1, 2 or 3 “gold” per kill (but there’s also a chance they won’t drop anything). I increased the “Noble Difficulty” zombies (which are the males) “health” by 10. They now have “35” health. I also added “gold” or “small health potion” or a piece of “torn cloth” drop for them. You can get +3 or +4 “gold” from their kills or possibly nothing at all. The main description has also changed. There are two new exits as well. To the “South” is the 2nd and final “Sudden Death” room where you’ll have a few more zombies to fight (which also depends on your difficulty setting) and to the “West” I’ll have the option for the player engaging in a big zombie battle royale for items and achievements (once those are implemented). Fixed a few bugs with trapping the player in the room until enough zombies are beaten (depending on the difficulty). Naturally, while those are fixed, the combat dialogue isn’t working yet. Ugh. I hate coding sometimes. Did some trouble shooting and it still isn’t fixed yet. Finally, the few remaining errors with the scripting was fixed. Fixed a couple of bracket and coding errors within the “Unarmed Attack Dialogue”. I left out “Dragon-Descended” tail attacks on accident, so those have been added in as well. That should do it for the Unarmed attacks. Checking the weapon dialogue. Aside from some small spacing problems in some sentences but overall it turned out pretty great!
- Adding a new verb: “Entice” which will depend on your dominant “Mood” but it will more or less “tease” enemies and activate sex-scenes sometimes; but keep in mind this is a penalty, not a reward (in most cases) although it can help you in battle. You can also get pregnant this way as well if you aren’t careful. It’s now set up to take “horniness” into account and if your “lust” is 10 or not. If neither of these cases are true, you’ll have the ability to choose what you want to do, otherwise it’s forced upon you. Unfortunately, this doesn’t work as a Command, so instead I’m moving it to the “Inherited Types” on monsters as a verb. When clicked it will give a “general menu” for enemies but for each enemy type it’ll have unique descriptions. This new verb isn’t ready yet but the bare bones are in place. I may need to redesign it but for now this is the current version. “Sympathy” and “Serious” moods are finished. I also have tests set up for the “Sexy” and “Sarcasm” moods. Using “Entice” doesn’t take a turn either.  
- “Player” and “Monster” attacks will now display “damage done” and “remaining health” so you don’t have to keep looking at them to see how much health they have left.
- “Monsters” now have “defense” although until combat is more balanced and fleshed out that attribute is set to “0”. Monster’s also now have a special attack.
- I combined the “Pack-Rat” and the “Big Saver” specialities and made them into a bigger/better speciality ---(which is still called) “Big Saver”. You start with both speciality benefits which persist through the game. You start with 30 “gold” and all the material possessions (just as the “pack-rat” did) and have a 25% chance to get an extra item when you search. This does NOT include clothing, just item, items. This aspect hasn’t been added yet but will be soon.
- I split up the “lantern” and the “oil cartridge” in the beginning of the game. There is a 25% chance to get both like it’s always been, but you also have a 25% chance to get just the “lantern” and a 25% chance to just get the “oil cartridge”. There’s also the same chance of not getting either items as well. That will help prevent “save-scumming” …although, I’m still not quite sure what that means lol.
- You now have a 25% chance to get the “Brown Cotton Cargo Shorts” at the beginning of the game for “male” players. You fail this chance, you will now ALWAYS get a pair of pants---specifically the “ragged jeans”.
- “Big Saver” speciality: A few changes: You now have a 10% chance to get a “large sack container”, 25% chance to get a “medium-sized sack container” or if you get neither of those, you will receive a “small sack container”. You also have a 25% chance to get an extra +15 “gold”, a 25% chance to get an extra +10 “gold” or a 25% chance to get an extra +5 “gold.” If you don’t get any extra gold, you will still start with +30 “gold” as usual. You now have a 25% chance to obtain an “expensive hairbrush” and a 25% chance to obtain a “dilapidated hairbrush” which used to be a norm. You now have a 25% chance to obtain a “large health potion” or if you don’t, you’ll still receive the “small health potion” as default. I lowered all the “hair-dye” chances to 15% so that you have a better chance of receiving ones further down the list. You will now ALWAYS receive a hair dye, “red hair dye” being the default if all others fail.
- Okay, after a suggestion in the forums, I decided to make the chance of finding a second item in room “Pillage/Searches” --- but this is only in the “room searches” not “secondary object searches” like a dresser or something like that. If you have the “Big Saver Speciality” then you have a 15% chance to get a second item. With any other “speciality” you have a 5% chance. These are items that are obtainable by all the “specialities”: +1 “gold”, +2 “gold”, +3 “gold”, +4 “gold”, +5 “gold”, a piece of “torn cloth”, a “small health potion”, a “large health potion”, an “old spoon”, a “dilapidated brush”, or an “oil cartridge”. Obviously, more items will be added to this list as the game gets larger. Oh, and rooms that you couldn’t previously search in before still can’t be searched. I fixed a coding problem with the non-Big Saver speciality searches.
- Reduced the “Stats” you lose when you are pregnant and miscarry from being defeated in battle. Instead of -2 defence, -2 agility, and -2 strength, you now only lose -1 defence, -1 agility, and -1 strength.
- I believe the “Player Current Health” has been adjusted to full recharge after being defeated --- you’ll still lose -3 Maximum Health, but you should go back to having full health when that happens.
- Fixed the closet “search” you could do it more than once! >.< !
- I have added “attack scripts” personalized to weapons (or being weaponless) against the zombies, and soon-to-be attack scripts toward the player. This will eventually extend to all monsters to make combat feel more lively and fun! So far I have “scissors”, “beating stick”, “rickety machete”, “frying pan”, “whip”, “spellbook”, “pumpkin blade”, “noble pumpkin blade”, “candy corn shiv” and the “noble candy corn shiv” --- which means all the weapons are finished. The noble versions of weapons will likely have the same descriptions as it isn’t really necessary to have an entirely new set of descriptions. Now onto the unarmed, which will be based on height, whether or not you have a tail, horns and nails/claw length. Basic attacks will be based around punches, and if you meet the criteria will deviate into a combat with nails or claws (depending on what type you have) and then the combo will continue if you have horns (and what type of horns and your gender) and will finish with tails (which takes into account tail type and gender). Altogether the attack script is about 5k+ words now.  
- Added the “Hallow’s Shroud” weapon attacks in Hannah’s “Attack Option” script.
- I went back to the Double Search thing and decided to make it a Function instead meaning in the code it has to be called upon. Originally, it was attached directly to the “item searches” themselves, which would make it hard to go back later on to change them or add things to them. This way the script is in one place and I can forever add to it without muddling up the rest of the code. It’s pretty handy! I probably should have done this in the first place but I didn’t think about it until afterward. This should reduce a tiny bit of lag as well J
- Added “Search” messages/search items to the “the Shroud” dungeon rooms.
- Fixed it so that if you’re “horny” or have any “lust” when you switch moods to “sympathy” or “serious” from “sarcasm” or “sexy”, you lose your “horny” status and all the “lust” you have acquired.
- Added the “Forging” placeholder to the player’s “Skill” set.
- Added “Pregnancy; Turn 640” to the game so now players can experience being “6 months pregnant” without being “maternal.” “Pregnancy” currently stops at “Turn 680”.
- Continued more “Cow-Taur” transformation. I rewrote several of the passages because I wasn’t happy with them, but the transformation aspect is far from complete. Check again in the next few updates!
- The “Save System” and “Load System” are now working at 100%. They have both moved into the “testing phase.” I changed the beginning message as well to reflect the news.
- Created an item called “Test Item Cache” where all items currently in “testing phase” will be stored. It can be found in the “Waterhole”.
- Redesigned the “Compass” and added some of the game’s “Commands” to the pane. The new buttons are: “stats” which works the same way that it does when it’s typed, it shows your current stats. There is “?” which is the “Help Guide”. There is “Search”, which is the standard room search, there is “look” which is the standard look, and then there is “Quests” which accesses your quest-log. The alternative is that you can type all these out if you want, I just wanted to create an ease-of-access sort of scenario for the player to utilize. I still have to make them black and orange as well and fix a few errors that are occurring with them J . So the buttons are black, the spacing between letters is fixed, now one last thing remains and that’s connecting the buttons to the commands. The “buttons” have been connected to the “commands”.
- Added two new rooms outside; “Rolling Hill Redeux” where the big zombie battle achievement will happen and “Sudden Death 2” which is another smaller fight before you finally reach the “Whispering Thicket Forest”. Before I add that however, I’ll need to create the “Weather System”
- Added new “supply item”: “scrap metal”.
- Player should now gain full health upon game Load. I removed the “No Value” messages as well upon “Load”.
- The “Player Inventory Pane” and the “Surroundings Pane” now have a reduced “font size” --- There is no way for the player to set this themselves though, but if everyone agrees on a certain size, I’ll be able to adjust it to that. Let me know what you guys think!
- Fixed the Error happening the Hannah conversation.
- Fixed a spacing error in the player description skills.
- Reduced the “Female Zombies” health. “25” down to “20”. Reduced “Male Zombie” health. “35” down to “30”. I reduced “female zombie” attack from “5” to “4” and “male zombie” attack power from “7” to “6”. Let me know if those adjustments make the fights easier.
- Added the “Attack Dialogue” to the other female zombies. I have begun adjusting it to the male zombies now as well. That is done. All the male and female zombies now have the appropriate “player attack” scripts. Let me know if I missed any though!
- Added “Player Status Conditions” to the game which will based around turn-scripts. You can be “healthy”, “cold”, “sick”, and “poisoned” for the time being. I will attempt to explain them now: “Healthy” – If you are healthy, nothing bad is happening to your character. So you will have no penalties at all. This is how you begin the game. “Cold” – You can develop a cold condition by being out in a storm or rain without a fire, or by swimming in a cold place, or going up too high in mountains etc, typical places you’d get cold. If you get cold, you will be immediately notified and the countdown will begin. The countdown starts at “150 turns” and will dwindle. If you don’t find a place to “rest” or get “warm” by a fire, then when the countdown hits “1” you will become “sick” and lose -1 “maximum health”. If you do manage to find “warmth” or “rest” you will return to a “healthy status”. “Sick” – If you become sick, you will automatically but TEMPORARILY lose “-5 strength”, “-5 agility”, “-5 intelligence” and “-3 resist”. From there the countdown will begin which again starts at “150 turns”. If you “rest” you will automatically return to a “healthy status” and all your stats you lose will immediately return. If the sick turns reach “1” --- then you will regain all of your stats as usual, but you will also lose “-1 maximum health” as well. “Poisoned” – If you become poisoned, you will lose “-1 health” per turn until you are dead, or until you find an “Antidote” or until you “rest”. Upon doing the two latter, you will be returned to a “healthy status/condition”. That’s it! These explanations have been added to the “Help Guide” as well. Refer to them later if you need to. All the counts and statuses have been added to the “Save/Load System” as well.
- Created the “Rolling Hills Redeux”, “Zombie Horde” and the “Sudden Death 2”, “Zombie Group”
- Worked on the transition script for “Sudden Death” i.e if you go inside the “Withered Snag” and then choose to leave. The errors have been fixed as well and the scripts have been reorganized and the errors with being stuck until you defeat enough zombies, depending on the “Difficulty” you have the game set on.
- Fixed the “Failed Quest” messages that weren’t appearing because I was a dummy who accidentally slipped in an apostrophe. e_____e I also arranged it so that if you do not have a Quest, you cannot fail it --- like prematurely leaving the “Withered Snag” used to fail the 1st AND 2nd Quests but now it only fails them if you enter the house and get them first.
- Began work on the new “Sudden Death 2” room. I wrote the first-time entrance into that room and the basic description. I’ve also added the scripts for the zombies to appear as well, but right now there is no exit out of the room as I have not created the Whispering Thicket Forest yet, nor the event the leads to it. That’ll be in the update after this one.
- I have changed the loot table for common enemies (not bosses or specials); There is a lot there --- so I’ve divided it into sections: “Gold Section”, “Health Potion Section”, “Supplies Section”, “Hair Dye Section (Ha! hair dissection!)”, “Potions/Body Mod Section”, and “Misc Section”. Basically, you have a 15% chance to get any of these sections, and 15% chance not to get anything at all and within each section you have a chance not to get anything. If you don’t win anything, no message will appear when you kill an enemy and you won’t loot/find anything. In the “Gold Section” you have a chance to win +1 - +5 Gold, or +8 or +10 gold. But the chances are lower for the two latter. In the “Health Potion Section” you can win a “small health potion” or a “large health potion” with a lower chance. In the “Supplies Section” you can win a “small stick”, “piece of torn cloth” or a “piece of scrap metal”. In the “Hair Dye Section” you can win any of the current hair dyes. “Green”, “Red”, “Black”, “Pink”, “Dirty Blonde”, “Dark Red”, “Silver”, “White”, “Rainbow”, “Brunette”, “Platinum Blonde”, “Purple”, “Blue”, “Orange”, “Ombre”, “Neon” and “Pastel”. In the “Potions/Body Mod Section” you can win, “miracle grow hair”, “miracle grow nails”, “bottle of purification”, “vial of corruption”, “shortification elixir”, “tallification elixir”, “slimification elixir”, “magic donut”, “bimbo draught”, “prudgilentalisis”, “nympholent”, “mega miracle grow nails” and “mega miracle grow for hair”.  In the “Misc Section” you can win, “soup mix”, “a dilapidated brush”, “a small sack of gold”, “a medium sack of gold”, “any one of the four “decursers”, an “oil cartridge”, an “any of the “Lockpick kits (although the higher they go the harder they are to get)” or any of the “Lockpicking Guides (again, the higher they go the harder they are to get)”. That’s it!
- All current common enemies now have the common loot table instead of their old loots tables --- even the “Horde Battle” you can fight.
- All “Horde Battle Zombies” have had their damage reduced: They each do “2 damage” per hit. No bonus damage or anything. There are “7” zombies for the “Regular Difficulty” and “15” zombies for the “Noble Difficulty” --- I further reduced enemy damage in this area to “1” damage per hit.
- The “Rolling Hills Redeux” room has had the enemy scripts added to it, so they are ready to fight. But once you enter the room you are trapped for the time being since that’s the end of this updates progression. The main description and the first-time entrance into the room are written and finished. They take a couple of variables in mind too such as if you met Hannah or not and your race. Good luck in the fight! You’ll need it! But you may just get some supplies that help with each kill!
- I shrunk and condensed the font of the “Help Guide” so that it’s easier to read and follow. Let me know if you guys like the changes.
- “Pregnancy; Turn 690” --- That means we’re 1 Turn from “8 Months”! So close! In “Turn 690” you have a 35% chance to increase your “weight” and a 35% chance to increase your “buttsize” if they are not max sized already.
- Added a new patron name to the game’s “Thank you Page”, Flame1200.
- I have completely updated the “DDI” and all the subsequent coding therein. It should be 100% bug-free (fingers crossed) because I went through and fixed all the errors that were blatantly obvious, or just needed updating to actually work. If you do happen to notice anything weird happening though, please let me know. I also added two more categories to it; “horns” and “conditions”. Hope you guys like it!
- Stacking is now available for ALL eligible items. They act as mini-storage containers inside of your inventory and are broken up into 6 categories: “TF Inv” (which is where all major tf items will be placed), “Hair Dye Inv” (which is where all hair dye will be placed), “Body Mod Inv” (which is where all body modification items will be placed), “Stat Manip Inv” (which is where all stat manipulation items will be placed), “Survival Inv” (which is where health potions and outdoor survival items will be placed), “Misc Inv” which is where some miscellaneous items will be placed). Items that aren’t stackable will just be placed in your regular inventory ^_^ Still working out very minor bugs will two of the “stack” categories: “Misc and Survival” but so far everything works. These two categories of stacking have been fixed. This solves half of the problem with items so far. Next will be duplication so that you can carry more than 1 item of said item at a time. For example, two red_hair_dyes, two small health potions and so on.
- Removed “AnonymousMan’s game “Cursed” from my “Recommended Links!”--- I figure his game is famous enough that he doesn’t need help advertising, but I’ll put it back if people want me to! ^_^
- Added “Mario is Missing: Peach’s Untold Tale” to my “Recommended Links!” --- Honestly, this guy (Ivan Aedler) has put so much work toward his game. I am thoroughly impressed on all levels. If you haven’t heard of it, check it out immediately. Not only is he a great game developer but his team are some of the nicest people around. A+.
- Added “Penis Size” to the “DDI” and the metric conversions as well. I’ll be doing the same for “height” too. “Height” now has metric conversions in the DDI.  
- Fixed an error with the DDI – “wings” on the “high-demon” race!
- Added feet and metric examples for “height” in the “Character Creation”.
- Fixed “Height” in the “Player Description”. Apparently, I have 4.5, 5.5, 6.5 when they were supposed to be 4.6, 5.6, 6.6 --- otherwise they wouldn’t show up at all. I also removed the “inches” measurement. Meters has also been shortened.
- Added “Wait 10” to the game. If you type “wait 10” --- the game will automatically take “10 turns” for you. J Still a minor bug or two to work out until the script is working though. It’s also being designed so that if you “wait 10” and something important happens on one of the turns between 1-10 (like turn 4 or 6, for example), it will halt the wait 10 on that specific turn. But again still bugs to work out. Okay! It works. I’ve added help on using it in the “basic commands” of the “Help Guide”
- I have removed the choices that don’t work yet from Hannah. Okay, I can’t do this without destroying the entire script so I’ll try something else J I’ll make the “incompletes in red” --- it does make them stand out a bit more too. Let me know what you guys think.
- I rewrote the initial entry description of the “Rolling Hills Redeux” because I wasn’t happy with the first. This one feel much better.  
- I lowered the “Pale Abomination’s” health (regular) from 220 down to 175 and lowered his attack power to 4 – and the “Noble Pale Abomination’s” attack power from 7 to 6.
- I lowered all the “Hallows Shroud’s” Boss Healths – “Headless Horseman”, 300 down to 250, “Pumpkin King” 250 down to 200, “Hag Face” 200 down to 150, “Wretched Soul” 150 down to 100, and “Burning Man” 100 down to 50. Their subsequent health scripts have been adjusted as well. That should make them a little easier to defeat considering “Regular” is the normal difficulty.
- The “Undo Button” and the “DDI” codes have been updated for this coming version.
- Removed “Fuck Hannah” from the Command List and moved it her “Chat Compliment” area instead. Although it will need tweaking.