Changelog v0.9.6
Changed the level up HP addition from +5 every 2 levels to +10 every 2 - Per Pallington A1
Fixed the Leak spell from describing the scene with player pronouns instead of the target's pronouns - Reported by Banana
Added in a few missed lines from Bugfix in Mansion.gd (end of day, rebuild slave list, removequest) - Reported/Fixed by Ank
Increased Ballless Futa's cum production amount to 3, default set in expansion.gd > settings
Sell and Buy prices are now fixed for the Breeder specialization price modification - Reported by Pall/Redle
Unborn babies don't show in relatives panel anymore - Reported by Banana
Changed if k != null && globals.state.unstackables[k].code == 'acctravelbag': maxweight += 20 to if k != null && globals.state.unstackables[k].code.find('travelbag') != -1: maxweight += 20 in globals.gd per Pallington A1
Fixed He to $He typos regarding cum inside - Reported by Bananaman
Changed outside.gd addbuttons() to refresh town screens and not increase the visible hotkey when buttons are added - Reported by Redle, Fix by Ankmaidor
Changed person.checkFetish to have a 3rd modifier, "increase" which will determine whether the fetish increases on successful checks.
Killed all of the tomboys (no more males with vaginas) - Reported by Banana, fixed by Ank/Pallington
Fixed the 'futa' to 'futanari' issue that caused futa issues - Reported/Fixed by Centerflag982
Changed the TitsGrow feature in pregnancies to cap at vanilla sizes unless you give the girl Hyperlactation potions, so even if she's bred again before the pregnancy breasts have a chance to shrink it'll still keep from debilitating her. - Reported by Bananaman
Fixed the "snail breeding" toggle not ever re-enabling once disabled.
New Cheat Button options to debug pregnancies
Deviate Changes
Implimented v2 of Deviate's code
Rewrote the Genealogy code. Removed the restrictions on common/uncommon races interbreeding, weighted the changes via variables in expansion.gd>settings, and changed it to a slightly more streamlined code. Also added 3 basic "primary" genealogy types, Purebreed, Primary_Mixed, and Primary. Purebreed is always 100 and will be applied to all unique slaves, the player, Slimes, and has a chance in settings (default 10). Purebreed Mixed is all Halfkins or with a chance of default 30 and can have the primary go down to 50% (losing the primary race bonus), and Primary works the same with a base of 70 guaranteeing a primary race with that bonus.
Changed the Ovulation Cycles to the following: Live Birth and Egg Cycles. They are both calculated based on a specific time cycle (Default of 14 days to match the default pregnancy cycle) and if they are below the specific percentage of the time (default of 60%) they are fertile, if above it they are not. All of this is edittable within expansion.gd > settings
Removed the "Races can only breed with the same races" penalty. It breaks breeder playstyles and player choice
Changed the constructor newbaby female check to random to apply sexes correctly - Reported by Banana
Fixed the Wanted Pregnancy issue as it wasn't adding in. It'll trigger per egg fertilized instead of on Impregnation (as impregnation just adds the semen into the womb now). Resolved for player, breeder, and incest breeder consents.
Multiple Births is fixed - Helped by Ank, Pallington, and Banana
Baths now clear out Semen from wombs
Modified Racial Stat Bonuses
This entire system can be disabled by turning globals.expansion.settings.racialstatbonuses to false. If set to true (per default), an explanation of the racial stat bonuses can be found in the Library. This system can be safely disabled/reenabled midgame (everyone will update per the next End of Day) or when Interacted with.
All penalties have been removed, all randomization of the Racial stat bonuses have been removed, and each have been simplified down to the following formula.
If a racial genealogy is over 70%, it will provide up to a +2 in one stat, +1 in 2 Stats, or a Mental/Beauty/Fertility bonus. If it is over 50% instead, it will provide up to +1 in 1 stat, and either a minor mental bonus or a partial increase in another (.4). If over 30%, it will provide a flat +1 to a Stat. Finally, for any that are under 30% but over 0%, they will provide a .2 increase in their primary stat.
Everything is rounded before being applied, so theoretically a "mixed" race with a lot of geneologies in their background can still get an increase in another stat.
Note: This is not 100% determined that it is how it'll stay and may be subject to rebalancing
Crystal Changes
Added in a check so the Crystal can revert to light IF it has positive lifeforce and no hunger. It will gain 1 hunger each day while dark, however, and 2 additional hunger each day to restore 1 lifeforce automatically with an 80% chance by default (changable via crystallifeforcerestorechance).
Added the "Understanding Sacrifice" ability (discovered via Dark Crystal research or via Sacrificing)
Bloody Good Taste
I never thought we'd have this discussion...but apparently the names 'fanny', 'cunny', 'todger', and other britishisms for body parts is distracting for some. So if any bloody Yanks want to admit that they have terrible taste in names for genitals, you can go into 'expansion.gd' > settings > Find 'ihavebloodygoodtaste' and set it to false. For you would be admitting to NOT having good taste in naming schemes. I added a proper execution as well to the post-combat scene.
But for real, it'll turn those off. It's on by default (and might be a little over the top silly with Britishisms). I will assume that most of you have bloody good taste, but feel free to turn it off for more serious terminology in gameplay.
New Writer: Kiroberos
Library racial descriptions for the Lamia, Slimes, and all Beastkin races were provided by Kiroberos