Changelog: v0.1.12


Major gameplay update!

- New (experimental) gameplay mechanic: Skirmish! The base now gets attacked every 20 days, challenging the main character and his girls in every stat. At least 3 victories out of 6 are needed to win the Skirmish, receiving skillpoints to spend among the MC and the residents as a reward. Defeat will take away some resources (NOT Essence), but don't worry - losing a Skirmish will never result in game over.

- Added Active Talents! Spend resources to modify and augment the skills of residents in interesting ways. Active Talents are unlocked by building 'Living Quarters'.

- The player and residents start with 10 skillpoints to spend by default.

- New skill graphics for the residents screen. Girl skills now have a maximum limit of 100 by default.

- The Dice have fallen. The first event where the MC struggles with his depression is now in the game.

- Added new random daily event: Traveling Merchant (can appear from day 50)
- Added the option to show resources during events.
- Changed the "Accident" event to only appear after 25 days have passed (previously 5)
- To reduce early grinding, the day 2 'Cellar' event now gives more resources. Resources gained from the repeatable adventure events were also greatly increased.
- Increased the cost of some buildings (Essence Nets, etc) and reduced the cost of some other buildings (Smelter, etc).
- Slightly increased the game's base volume.
- Searching in cities is now twice as fast.
- Added a notification if New Rozan discounts are already active (they cannot be stacked)
- New visuals for tutorials.
- Fixed some tooltip display bugs.
- Added the Credits screen! Patreon supporters now get recognition ingame. Love you guys <3

Note: There's a few things to address about Skirmish.

1) Balance is highly subject to change - feedback is everything. Please let me know what you liked, disliked, and what changes you think would make this feature a better experience.
2) You are not supposed to win every Skirmish. Sometimes it's better to accept defeat ahead of time and mitigate the resource loss by spending as much as you can beforehand.
3) Skirmish was designed with Active and Passive Talents in mind, but Passive Talents are not in the game yet. I'm working hard to make this a reality as soon as possible.

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