Changelog 7

The end of November has arrived! Here’s a new changelog for you to look over, assuming that you don’t need to continue keeping an eye on the overfed kobolds from Thanksgiving a few days ago.

This month’s changelog is a bit shorter than usual, but fear not that’s due to some writing work being done in the background.

Project D.R.A.G.O.N. now has a SubscribeStar! There’s a free tier for anyone that wishes to show their interest, along with paid tiers for those that would like to support development in a monetary fashion. You can find it here: https://subscribestar.adult/alpha-fenrir

  • Replaced some instances of player head count logic to use an existing variable tasked with updating its contents based on whether the plural ‘s’ should be used in a specific text. This has resulted in the removal of duplicate text that are only different in their usage of this letter. This also has the added benefit of making the game’s word count slightly more accurate.
  • Added a watersports event variant with Obsoletem that the player can run into when surrendering to the dominant type muskox.
  • Added some lewd text variants for the combat loss against the male wolf based on the player’s top/bottom personality stat.
  • Added a submission increase when begging for food from Glacias.

  • Overhauled game logic for the units of measure used for body size, dick length, dick girth, ball size, and ball capacity.

    • The player’s body size base unit has been changed from meters to centimeters, permitting players to become drastically smaller than the previous minimum limit.

    • The yards unit of measure has been added.

    • The highest units of measure for body part sizes has been increased further, for metric kilometers has been added, while imperial has miles.

    • For ball capacity, the highest unit of measure has been increased to megaliter.

    • In line with previous behavior, the units of measure used will be based on what is most appropriate for the body part’s current value.

  • Finished setting up the basics for SubscribeStar which covers the various tiers, their rewards, and some goals.

  • Added an extra metal door sound to the game for extra variety.

  • Drew a placeholder background for the corridor exit.

  • Overhauled how legs and hands are managed to allow for these counts to be tracked separately.

  • Modified wing logic to allow for numerical amounts. This should grant greater diversity in the event that the player wants a nonstandard quantity of wings, while opening the possibility for events to be created that are capable of giving or removing wings from the player.

  • Modified some minimum limb code to allow for having one leg or one hand for players that would like to have only one of these limbs for better roleplaying.

  • Added variants for existing text to better account for the amount of hands the player has.

  • Updated logic for tracking the player’s flight capabilities when the wing count changes.

  • Added checks to fix negative counts of wings/hands/legs in preparation of future events that modify these values.

  • Drew and added a placeholder for [redacted] that the player inspects during the intro.

  • Updated audio credits.

  • Tweaked some conditionals to use an equivalent version to maintain internal logic consistency.

  • Added head, wing, hand, and leg counts to the player body data screen.

  • Refactored racial and general perks to use arrays. This has allowed for the consolidation of perk code, and drastic code simplification now that they’re not being tracked as separate variables.

  • Refactored the inventory system to use arrays. As part of this refactor, the logic used for player equipment has been modified to allow for multiple copies of these items.

  • Tweaked the formula used for calculating the player’s max health to account for the new base unit so that it no longer gives the player absurdly high hp.

  • Refactored the skill system to use an array. This has allowed for significant code consolidation.
  • Refactored the elemental resistance/weakness system to use an array. This has drastically cut down the number of variables used for tracking these values for enemies and players. This change has also simplified the internal logic used for resetting these values when generating a new enemy.
  • Refactored the variables used for managing quest data into an array. As part of this, the logic used for the quest log has been updated and has resulted in a version with reduced upkeep since its logic no longer needs to be manually expanded when new quests are made in order to maintain the conditional for determining when the ‘Nothing at the moment…’ message appears.
  • Tweaked text in the player equipment section to have a larger font to match the other category headers.
  • Tweaked the call for the elemental effectiveness of spells to receive a string containing the current skill’s element to determine which resistance/weakness checks should be made.
  • The player's elemental resistance/weakness data is now displayed on the stat screen.