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Version 0.1.5 Main changes
 * Updated to 0.3.8.6!
 * Araki mode now is not tied to game mode anymore. You can enable and disable it at your leisure through game's settings.
 * Reworked Stands. Added a "Mastery" system: The more you use a Stand the more it can do, both in and out of combat. Some abilities now require a certain level of mastery to be used. If you don't use your Stand in any way during the day, you'll lose 5% of your current mastery at midnight. A Stand's potential will decrease if they gain a new ability via mastery (this can be checked in the Characteristics menu). The starting Stand "Action points" (now canonical name, stands for the counter used in abilities) at each battle now depend solely on mastery. They no longer count as a transformation. They have their separate damage and tease formulas, that use their stats and mastery instead of your character's physique and skills. Reduced willpower required to manifest a Stand from 715 (tenacious) to 572 (determined) and the skill requirements for naming them from 701 (B+ 1%) to 500 (C+) (For school Stands, class skill B 50% or more). They now take some time to manifest the nameless form.
 * Added the Athletics category for Stands. Chariot is no longer a Swimming skill, but now a Athletics skill Stand, with low submissiveness. Added two new Stands (one to replace Chariot in swimming and one to complete the athletics):
 * Fingers: Athletics with high submissiveness. A decently powerful Stand that can disable certain body parts from the opponent. Outside of combat it open ways through solid objects (like doors and walls).
 * ???????: Swimming with low submissiveness. Doesn't have a physical form. Instead, protects the user and enhance their physical capabilities. Also protects the user from cold.
 * Star is now exclusive to Joestars. Another Stand of the same type will take its place for the non-Joestars...
 * World: Same as Star, except with more range, less precision and a different 1-cost ability (which has to do with knives. Lots of them).
 * Added new abilities to compensate for the mastery requirements for the following Stands
 * Star's and World's time stopping powers now last longer the more Mastery you have. Star Finger increases in range and power.
 * Diamond now has "Disfiguration" and "Fix", exclusive to molestation and consensual encounters respectively. Only affect humans. Cost 1 Action point. Also, it can fix clothes on any "wardrobe-like" place (it takes some time with low experience and it may not be able to fully restore the cloth piece. Only 1 at a time).
 * Haze has been heavily changed: Now it needs to be summoned manually into combat. While not summoned, it will stay hidden inside your soul. Only 6 viruses can be released every certain time (once each virus bulb), this time determined by Mastery. While low on Mastery the Stand will act on its own; with a little higher Mastery you are able to influence its decisions; with high Mastery it will obey you most of the time. Three different punch options can now be selected, from weak to strong; the stronger the punch the more viruses released on it (from none to 2 bulbs). Viruses now need to infect someone to deal damage; they are released in the air and nearby people will be infected (including you); once infected, there's no salvation; if the viruses are exposed to sunlight they will die and render useless. Added the "Bulb shot" ability (cost 1), which lets you release viruses from a safe distance (thus not infecting you). Distortion is not an ability anymore: instead it's a mode you can enter (from the Characteristics menu, comes with a different sprite). Viruses released by Distortion will resist sunlight a bit, but do eat themselves gradually. They don't heal you anymore, but can eat other viruses infecting you thus disinfecting you (needs Mastery). Both versions of the virus deal tremendously more damage, and can potentially destroy NPC's limbs; you CAN die from your own viruses' infection. The hospital can treat your infection or sell medication for it.
 * Chili now has a cap on power instead of how many charges it can have, and charging become more efficient the more Mastery you have. With high enough mastery it won't need to recharge anymore while inside the town. Now it can also charge off of machines (causing damage to the machine). Also gained the ability to check through the map for known named NPCs (Option available at any street, alley and at home), however your character will be rendered vulnerable. Also gained a simple punch barrage (because, why not).
 * Magician's Mastery increases its Flame Hurricane damage and reduces both Flame Hurricane's and Red Bind's costs.
 * Echos now got its Acts 1 and 2! You can change which one to use mid-combat or at the Characteristics menu. The Stand starts at its Act 1 form and evolves with mastery. Act 3 received huge buffs stats-wise to compensate for its increase in difficulty to get.
 * Hermit has also been heavily changed: Now it can act on multiple targets and with multiple actions per turn, based on how many vines you can control. Available vines increase with Mastery (max 10). Gained the "Vine Armor" ability, which allows you to cover yourself in 4 vines so that whoever touches you suffers damage back.

All Barrage attacks have reduced cost the more Mastery you have.
 * You can now nickname your Stand yourself, when you get it! (Careful: the nickname cannot be changed without the use of cheats. If left in blank, the Stand will be referred simply as "Stand")
 * Reworked the Vampire pain/stress/trauma system when exposed to sunlight: Now all the parameters increase at the same time, instead of having a pain and trauma delay; different times of the day are differently harmful. During the morning the sun is tamer, during the day it's harsher and during twilight it's less harsh; clear weather is significantly more harmful than it used to be, whilst overcast and rain are a little milder. Snow is effectively the same as rain; added sun-blocking capabilities to all clothes. These capabilities reduce the effects of sunlight; using less clothes/more revealing clothes instead of more clothes/less revealing clothes under sunlight is more punitive than the previous default; unprotected areas will get bruised.

Small changes
 * Hamon is not a transformation anymore.
 * Transforming into a Vampire while already having a Stand is not a pleasant experience.
 * Remade the Jotaro Cap sprite. Thanks to Hero.
 * Renamed the "Disable" actions for Echoes and Magician to "Crush" and "Bind" respectively.
 * Rearranged the "mod info" and "more mod info" tabs to make them more convenient.
 * Updated the info in the main menu tab, and added the bruise system specifics to it.
 * Moved the "Stand user" feat from Transformation category to Special.
 * Added the option to cut your world short, if there is still some time left. Doing so will recover 1 action point.
 * The huge red text that appears on top of the screen when Vampires go out in the sun now only happens once per day. Instead, just a quick pain/stress/trauma alert will be shown.
 * Added some new death scenes for Vampires, should they be overly stupid. Also added a quick and painful reminder to Vampires who try to bask in the sun at the orphanage.
 * Reworked the difficulty for Vampires to grab and absorb blood in combat. It's now much more forceful, meaning it uses physique more than skill/trust/anger. Added the proper difficulty indicator for the actions.
 * Added a little scene for Vampire characters who haven't met the waterfall ghost.
 * Revamped how targeting for Stands work (to fit the new target system).
 * (Araki mode only) Bleeding from bruises will stop at the first sign of healing. If even after the heal bruises are still bad enough to cause bleeding, they will start bleeding once more at the slightest touch.
 * Jojo clothes now have an icon for them, thanks to Bathory666 for the sprite.
 * Stalking: being a Vampire with full Blood thirst forces you to confront the stalker.
 * Removed "Free yourself" actions (Vampire users exclusive). Now "Struggle" actions will be guaranteed to work for Vampire users.
 * Removed some very specific comments made during your world.
 * Killer's first bomb (Bomb Transmutation) now deals damage based on the target's maximum health. 2/5 of their health pool at low Mastery, 4/5 at medium Mastery, and 1/1 at high Mastery.
 * Spice's Soften ability now increases enemy arousal for enemy actions as well, and also increases the effectiveness of control actions (meaning more arousal reduction when using "edging" actions).
 * Moved the in-game Mod Info button to below the Stats/Feats. This way it's more visible.
 * Thanks to Bathory666 for the icon sprite for the "Bizarre" clothing trait.
 * The feats "The Famous Unknown", "Ghost From the Past", "Hamon master" and "Walk Like an Egyptian" are now secret.
 * Changed some feats' categories and positions.
 * The "starting kills" feat boost has been changed: Now it enables high kill potential when selected, and removes the trauma and stress gain when killing someone. Costs 10.
 * Added an optional checkbox to the options menu that makes the Tips displayed only show the mod's tips.
 * Improved the code for the midnight Stand-get scene. This should decrease loading time significantly.

Balancing
 * Stands are no longer restricted by the user's pain.
 * Chili can now charge during consensual encounters.
 * Headband, Karate trousers, and Karate jacket are now considered "scrapping" clothing.
 * Diamond doesn't reduce stress gain nor control loss anymore.
 * Increased damage dealt when biting a penis while being a vampire in Araki mode by 20%. Increased bleeding damage per turn from 1 to 20.
 * Your world now can only be re-used 2 turns after time moves again.
 * Redistributed Hamon attractiveness gain. Now it boosts increasingly every 2 prowess. Max prowess attractiveness unchanged.
 * The Stone mask can now easier be found the deeper you go into the forest. Harvester doubles your odds to finding it.
 * Vampires now don't need to breathe.
 * Strong Stands can break Chastity devices at any "wardrobe-like" place, and Diamond can fix them as well.
 * Due to popular demand, bruises will heal hourly instead of daily. Hamon users heal bruises 10x faster (instead of the previous 24x) (Diamond users still heal 2x faster).
 * Vampires now heal from bruises per minute, not hour. They heal for less when their bloodthirst is higher than 1200 (drooling or worst), and not heal at all after 2000 bloodthirst (losing control over thirst).
 * Due to the previous balancing, bruises have been slightly changed. Now the max amount of bruises in each body part is 200 and different bruise texts have been spaced better.
 * Scarred (previous Bleeding in Araki mode) threshold from 60 to 150.
 * Swollen threshold from 40 to 100.
 * Hurt threshold from 20 to 40.
 * Red unchanged. Stays Red from 1 to 39.
 * Changed starting Action points for combats:
 * Old: Mastery divided by 200, rounds up.
 * New: Mastery divided by 100, rounds down. Caps at 10.
 * Only 10 points can be kept from previous combats (unchanged).
 * Killing now prevents the Angel transformation.
 * Spice's softness now only prevent some damage when your virginity is about to be taken (still preserves virginity).
 * Vampires cannot grab other people's throats if their head is too far or their throats already occupied. To make up for this, vampires' actions in combat became easier to accomplish.
 * Magician's Red Bind can now be kept for as long as the Action points support (costs 1 per turn regardless of Mastery). Deals double the initial damage. NPCs struggling against the chains also take a little damage.
 * Chili's Overcharge's minimum turn count increased from 1 to 2, plus: if your charge is maxed and the amount of overcharge turns is 3 or less, overcharge lasts 2 more turns.
 * Killer's second bomb (Sheer Heart Attack) can no longer be deployed underwater.
 * Nerfed Chariot's multihit chance. By how much still TBD.
 * Reverted change where enemy damage was reduced.
 * Reverted change where pain would overwhelm the player at 10% higher than usual.
 * Increased the chance of finding the Stone Mask:
 * Old:
 * Outskirts = 1%
 * Midway = 2%
 * Deep = 5%
 * New:
 * Outskirts = 2%
 * Midway = 5%
 * Deep = 9%

Bug fixes
 * Hermit's and Killer's descriptions now show their intended submissiveness likelihood (Hermit is "low" and Killer is "medium").
 * Extra Mod Info will no longer show a red error message.
 * The barrage option will not appear in consensual encounters anymore.
 * Chilli can no longer infinitely charge.
 * Fixed an error message found when using promiscuous 1 actions in combat.
 * Absorbing someone's blood from their penis works again.
 * Softening your body now preserves your virginity in struggle encounters.
 * Vampires will now only tire after getting thirsty.
 * Various text output fixed.
 * Fixed some visual and text issues with bruises.
 * Fixed Schrödinger's time stop softlock.
 * Fixed a little wording order with multiple enemies targeting.
 * Bruises will now properly show up in the Game Over screen.
 * Removed hotkey biding from battle related links, those being:
 * Escaping with World/Star
 * Activating Bites the Dust
 * Switching Acts with Echos
 * Chili's Overcharge ability cannot be used more than once per combat.
 * Fixed an exploit when acquiring a Stand.


 * Developer note: Activating debug mode now prevents a save file from being deleted due to character's death.
 * Developer note 2: As a way to balance the high chance of Haze doing nothing early on, the player receives 1 Mastery per turn while it is active.
 * Developer note 3: Coming up with a full remake of the game's state for Hermit's new style ended up in me adding a full on Target system for the game, which was basically done when I went to implement it. It took a lot of learning, sweat and tears. Hope it's good enough.