Trap Quest Release 10 Version 1.0
Hey all! It's been a while since the last public version. I'm sorry for that! If you've been following my blog posts you'll know that I've been working hard to overcome some limitations with the old version of the compiler that we were working on, and then also working on a huge GUI update now that the code can handle graphical hyperlinks.
I personally feel that the work I've done over the last couple of months has been really fruitful, and I think the new default settings are especially excellent for anyone who's never played the game before, and so has nothing that they're used to yet. However I am acutely aware that for a lot of people who've been playing the game for a long time, this will be about 25% nice graphical updates and 75% awful graphical updates. This is partly because everyone hates change (how many of you joined a '1 million people against the new Facebook layout' or similar at some point in the past decade and then had forgotten all about it a week later?) and partly because some people hate clutter. Therefore it's important that you're all aware that the graphics settings are very customisable; just go into IMAGE AND LAYOUT SETTINGS and change the bottom option from NEWEST NYMPHO to CLASSIC COCKSUCKER to get your old screen back. However I think you'll find that if you play with the new GUI for a few hours and get used to it, you won't be able to go back.
Lag is still an issue and something that I'm actively working on addressing. The weirdest thing is that the lag seems to come and go, and seems to be way more severe in some playthroughs than others, suggesting that the random state of the game universe has a significant impact on lag. I have found that whether the graphics and hyperlinks are enabled or not has very minimal impact on the lag - the most common things I've found that help are restarting my PC or closing applications that are taking up a lot of CPU power. Saving and restoring seems to help sometimes too.
The other thing to note is that all this graphics and GUI stuff is still very much in development. You will almost certainly encounter bugs, limitations, edge cases and so on that are undesirable, so please just bear in mind that this is a work-in-progress and if you make me aware of these issues, I'll consider them when developing future iterations of this GUI. There's still a few items with no image yet, and still hundreds of placeholder images which I'm gradually commissioning art for, but overall I hope that you can see the direction we're heading in and how excitingly awesome it'll be once it's there. The ultimate dream would be turning TQ into a proper one-handed experience, so that your other hand can be busy playing a different sort of game.
Please go here and download the hotfix instead.
- Aika: Loads of work on the Graphical User Interface and more:
- Loads more windows! Each can be opened and closed at will: Inventory window (has several different 'tabs'), Graphical Inventory window, Graphical Clothing Window, Graphical Location & Cutscene window
- These windows work in tandem, so if some are closed then others will pick up the slack in the most appropriate way possible
- They have clickable buttons!!! So each item can be clicked on to examine it, and interacted with (at least in the most common ways)
- NPCs have visible health bars
- The player has visible health and fatigue bars, and status icons, which are all clickable to find out what they mean
- Map window has clickable buttons for navigation and common actions
- Map window has stickmen that indicate stance (and you can click it to stand or kneel)
- Map window has zoom
- When the player is stuck in a unique situation / location, the map window shows a graphic to illustrate this, along with a wait button
- Similarly the map window takes control of clickable input for yes/no decisions.
- Internal windows resize themselves immediately upon you resizing the game window
- Pretty much every verb has a graphical clickable 'button' coded for it, and rules for when and where it should be displayed.
- Pretty much every single item and environmental object has an image (but many are placeholders)
- Items have a few handy icons to remind you of their state and you can click on these icons to see what they mean
- Aika: "Roguelike Permadeath Mode" where the game automatically saves every turn and won't let you keep multiple saves
- Aika: Began work on a big project - item themes. I'm gradually tagging each item with all the different themes it has, everything from colour and style to brands or animals or whatever. The item's description will let you know what themes it's been tagged with. The idea is that after I've done this, it'll be much easier to specify what items inspire what tattoos, and what items certain NPCs are interested in. And...
- Fashion bonuses and penalties! The game will reward you for wearing things that go together (i.e. share a theme) and punish fashion blunders like wearing a skirted item over trousers.
- I haven't got much done yet, but so far we have the following bonuses (and when you examine an item it'll tell you if you have any active bonuses relevant to its themes):
- Each bear themed item you're wearing after the first grants +1 strength
- Each exercise themed item you're wearing after the first grants +1 dexterity
- Each flower themed item you're wearing after the first grants -1 sex addiction
- Each tartan themed item you're wearing after the first halves the time that crafting bowls take to recharge
- Each yellow item you're wearing after the first reduces the chances of gaining semen taste addiction (if watersports is enabled, this instead reduces the changes of gaining urine taste addiction)
- There are now also the following fashion penalties:
- Wearing a skirted item and a trousers item at the same time reduces both strength and dexterity by 2! What a huge fashion blunder.
- Wearing clothing on top of certain underwear reduces intelligence by 2. It's a slutty bikini for a reason, it's meant to be seen!
- Aika: [Pregnancy] Retweaked the different pregnancy rates. It's hopefully now more clear how they work and they're in order of gestation speed.
- The 'sometimes instant to full term, always slow to pop' option has been replaced with a 'superfast gestation' option. Gestation occurs every other turn for some really fast but not quite instant growth.
- The two slower pregnancy options have been sped up a bit as well, as they were overall too slow.
- The fertility goddess bonuses now scale with the speed of pregnancies, so they're no longer underpowered with slow pregnancies and overpowered with fast pregnancies.
- Similarly, the 'permanent fake pregnancy' epilogue outcome which beforehand just required a flat 4 children, now requires more children the faster your pregnancies are.
- Aika: [Lactation] Additional cutscene images for Teagan (one of the patron created NPCs) by Icarus.
- Aika: Barbara's various images have been recreated by Icarus.
- Aika: New image for Demon Lord Xavier by Icarus.
- Aika: Pacifying NPCs with valuable items is now more difficult if you've hurt them.
- Aika: The player can no longer carry jewellery at all. Unless the player intends to wear it, the game universe somehow makes jewellery impossibly heavy.
- This is intended as a balancing mechanic to stop some players getting overloaded with jewellery.
- Aika: Bags of holding get hungry over time again (this was briefly introduced at one point and then removed because players didn't like losing clothing without any control over which one). The difference this time, is that you are warned a number of turns before it's going to take an item, and this gives you a chance to choose which item you lose.
- As before, the more items of clothing it's holding the faster it gets hungry, and it'll always choose the most outrageous, embarrasing item it's holding if you don't choose yourself.
- Aika: I've had to remove the rollerskates double-move code because it was causing so very many glitches!
- Aika: You can now wash your face in bodies of water without putting your whole body in.
- Aika: Stockings now have much lower variance and range on their magic modifier.
- Aika: Suspenders' knee damage modifier is no longer dependent on the magic modifier of the stockings. It's just a flat +2/+1/+0 depending on B/U/C, as long as a pair of stockings is worn.
- Aika: You can now choose to have a minimal status line or no status line at all. Having none looks nice but currently means you can't see your title, strength, dex, intelligence, or appearance.
- Aika: The hotel map now uses the pink walls which are easier to see.
- Aika: Fixed a bug where Barbara didn't actually give you the items the game claimed she did when you saved her from the vines at the last moment.
- Aika: School rework:
- A portal no longer spawns in the room you're in when it's time for class.
- The stairs down to the hotel from the school has been replaced with a permanent portal.
- The portal in the dungeon is now active from the start and takes the player to the school, so you can access the lessons straight from the start of the game. The sapphire lessons are designed for low-sluttified players and so it makes more sense to access them early rather than as the final region after you've already become shameless and sex addicted.
- Each portal has a lever that lets you switch between the two possible places it could take you to. You can't go to the hotel until you've discovered it normally.
- Most lessons now give you something of value just for participating, if you're not promoted, and sometimes even if you get promoted. For example the heel walking class gives you a level in heel skill, and the make up class gives you a make up kit.
- Aika: New emerald lesson - butt plugs:
- Each student is given a choice of which plug, out of a selection of various sizes, to wear. The larger the plug, the higher their chance of being the one who gets promoted, as long as they can actually get it in.
- Assuming the player successfully gets theirs in, it is cursed with a unique quest - the 'next lesson' quest which triggers each time you attend a class.
- Aika: [Alcohol] Each alcohol level increases the arousal rate by approximately 20%.