Github Patch

Back to changelog

Version 0.1.5 After several months, a burnout and an administration thesis, I'm back! I sincerely and deeply apologize for all of you who have waited so long for this moment. And it is with uttermost joy that I present to you the biggest patch to this day!

Main changes
 * 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 Traits menu). The starting Stand points 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.
 * ???????: Swimming with low submissiveness.
 * Star P. is now exclusive to Joestars. Another Stand of the same type will take its place for the non-Joestars...
 * World: Same as Star P., 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 (renamed from "Star P.") and World's time stopping powers now last longer the more Mastery you have.
 * Diamond (renamed from "C. 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 (renamed from "P. 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 Traits 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 (renamed from "Chilli P.") 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.

All Barrage attacks have reduced cost the more Mastery you have.
 * Reworked the Stand's damage formula: Now every Stand uses its upgrade skill to deal damage regularly, and this damage is not affected by the PC's physique in any way.
 * 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 ability counter.
 * 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.
 * S. Finger's Arrivederci and the last use of Zipper (when the enemy doesn't have any more body parts) now deduct health from the opponents equivalent to one of them, ie. the one person you retired will have its health taken away from the total health amount (this makes multiple enemies combats last shorter and 1 on 1 combats end immediately).
 * (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.

Balancing
 * Chili P. can now charge during consensual encounters.
 * Headband, Karate trousers, and Karate jacket are now considered "athletic" clothing.
 * C. 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 mas can now easier be found the deeper you go into the forest. (Hierophant?? and ) 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 C. 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) (C. 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 sparsed 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 Stand 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.

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 P. 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


 * 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.