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Old 7th March 2020, 23:46  
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New Release: v0.123! Whoa!

Hey everyone!

We've got another new weekly build for you, this time with a comfortable blend of secret, invisible math and much more interesting, perfectly visible new character dialogue.

The cove is a crowded place now, and adding everyone in to the new areas and giving so many characters the chance to go deeper into their backstories was fun and rewarding, but also time-consuming!

Not much to say about the build beyond that. Things are shaping up, and we're chipping away at the big pieces little by little.

Thanks for the support!

- Nym

New to the game? Try the public build or become a patron-- http://patreon.com/indoorminotaur

Version 0.123 - 3-6-2020
  • Added virtually every possible cove resident to the new packed-up cove areas with hundreds of lines of new dialogue and back-story
  • Began the calculations for Oldlight’s attacking strength based on your choices until now, and how those calculations will match up against your unit distribution scores
  • Fixed some passability errors
  • Fixed some typos and text runoff errors
  • Fixed an issue where some characters in the cove could appear or trigger cutscenes/dialogue even if they were supposed to be dead
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Old 14th March 2020, 21:51  
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New Release: Version 0.124!!!

Hey everyone! We're back again with a cool new release, featuring a surprise new WIP area I'm excited to share.

It's been a lot of work on sprites and tiles this week for the mapping, but I mostly like how it came out in the end and I'm excited to keep building on this area further, since it's interesting and reveals a lot of new lore.

We'll be back next week, so stay safe in the meantime, hunker down with Daughter of Essence, and for God's sake, wash your hands often and thoroughly.

New to the game or want to be a patron? The public build and patron rewards are at http://patreon.com/indoorminotaur

Version 0.124 - 3-13-2020
  • Added a brand new dungeon area to the game (WIP)
  • Added several new mini-boss encounters to the game (WIP)
  • Added new lore segments to the game in the new dungeon area
  • Added a new cutscene to the cove
  • Added more characters to the final cove areas
  • Fixed an issue with an image overlay in the final cove area
  • Fixed an issue where Ralph could appear in the cove even if he wasn’t recruited
  • Fixed an issue where Brandis could appear in the cove even if he had died in the siege
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Old 17th March 2020, 23:21  
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Hey folks! We have a weird special giveaway for you!

Reply to the tweet (link below) with pic or video of you washing your hands, and we'll send you a free copy of the latest patron release of our erotic RPG, Daughter of Essence!

Share & Follow for a chance to win BONUS game content!

http://twitter.com/IndoorMinotaur/s...331780610?s=20
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Old 21st March 2020, 22:52  
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New Weekly & Alpha v.0.125: The Breakening

Hi everyone, hope you're hanging in there and staying safe.

New to the game or want to access the newest builds? Visit http://patreon.com/indoorminotaur to become a patron or download the public build.

I've got a big ol' sloppy patch for you that's going to need a lot of careful testing, so I hope some of y'all will come through for me.

The big project for this week has been preparing for a future html & mobile build, which has entailed a full overhaul for file naming conventions.

Thanks for playing, thanks for your patience, and we'll see you next week!

Version 0.125 - 3-20-2020
  • Added a new main boss encounter
  • Added new parameters to all enemy AIs, ensuring they will correctly attack when afflicted with Berserk or Enrage states
  • Disabled all sex toys in the mystery realm
  • Aded new cutscenes and story content
  • Skill cooldowns are now tick-based instead of turn-based (this should help improve enemy AI as well, but it’s still experimental)
  • Fixed an issue where the Silas & Agatha scene image would not display in certain conditions
  • Fixed a tile issue in Seth’s realm
  • Fixed an issue where Tafo’s scene image would not display in certain conditions
  • Combed through the game and began the process of renaming files for browser/mobile pathing compatibility. Please report any issues this causes!
  • Fixed an issue where Mercy could descend into the Grey Clarion Grotto while riding Orus
  • Mercy can now correctly ride Orus at the Fort Wilkes gate
  • Fixed an issue where loading a game in some interior areas wouldn’t correctly play the region’s BGM or BGS
  • Fixed a lighting issue when exiting the grotto in Mar’Liore
  • Fixed the Lion Beetle’s AI
  • Giantslayer damage ticks now have an animation to make it more obvious
  • Absolution of the Sea now removes the states it was previously missing
  • Orus is now 75% resistant to Moon Poison
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Old 4th April 2020, 22:29  
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New Release: The Fixening (v0.126)

Well, I survived the dreaded corona.

Thanks to everyone for the patience and support--I didn't get bad enough to go to the hospital, but I was pretty out of commission for a week and change. Fortunately, I'm feeling better and was able to get some important work done this week, finally wrapping up all the behind-the-scenes math and tallying for the siege outcome.

It was tricky, because the siege is a surprisingly complex system:

First, it tallies up your unit scores, which are decided both by your choices of unit composition, any upgrades they had, and any reinforcements you give them.

Then, it talles up Oldlight's unit scores in opposition to your own. This is decided by all manner of different variables and choices made throughout the game, so it's not just a fixed value.

And lastly, it pits all these opposing values against each other in a fairly sophisticated way, with a lot of different scores spilling over into different categories as reinforcements or gaps in defense, etc.

The final effort has been measuring the degrees of success or failure for these values and determining what that means for the final result: who lives, who dies, whether you win or lose, and how good or bad things turn out for everyone in the end.

I'm doing a ton of work on making it feel dynamic, because it's the culmination of years of planning and preparation not just from me, but also for anyone following along with the story expecting some sort of payout for their choices.

Anyway, one week at a time! Thanks again, and see you next week!

Want to try the public build or become a patron? Visit http://patreon.com/indoorminotaur

Version 0.126 - 4-3-2020
  • Finished tallying Oldlight’s total force strength based on choices made up til now
  • Pitted yours and Oldlight’s scores together for the final battle results (WIP)
  • Added the post-siege battlefield maps (WIP)
  • Slightly tweaked some cove residents’ stats for better aptitude for at least one task
  • Fixed a file reference issue in the Carvannah Aqueducts
  • Implemented a new system to track which residents of the cove fall during the siege based on their resilience and the final tallies of the unit to which they were assigned.
  • Made a change to the extra reinforcements to the main force so that they are correctly tracked in the battle’s aftermath (this change won’t take effect for saves past the unit selection portion, meaning some residents could inadvertently dodge death).
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