К странице... |
---|
Pure Onyx (Eromancer) (ENG+RUS) [L]
![]() |
Список форумов Tapochek.net » Игры для PC » Эротические игры » Эротические |
|
Автор | Сообщение |
---|---|
Pure Onyx [ver. 0.109.0 Rus] Год выпуска: 2024 Версия: 0.109.0 Rus Жанр: 3d game, 3dcg, Animated, Big Tits, Combat, Creampie, Female Protagonist, Groping, Monster, Multiple Penetration, Rape, Side-Scroller Цензура: Отсутствует Разработчик: Eromancer Издательство: Eromancer Перевод: Argengenius Тип издания: Лицензия Движок: UNITY 3D Язык интерфейса: Английский / Русский / Язык текста: Английский / Русский / Таблэтка: не требуется Системные требования:
Описание: Pure Onyx - это классическая игра beat ‘em up с элементами RPG, действие которой разворачивается в мире нашей флагманской игры Malise and the Machine. Сюжет строится вокруг героини Оникс, пробирающейся по мрачным улицам Нового Вавилона, где она столкнется с бандами, преступными синдикатами, коррумпированной полицией и биоинженерными ужасами коварной корпорации Babel. Игра имеет полностью анимированное 3D-арты и стилизована под киберпанк-аниме 80-х годов. Pure Onyx содержит внутриигровой, полностью анимированный H-контент. v0.109.0 - 2024-07-27 The following is only a list of player-facing changes, unless otherwise noted. Added Charger + Onyx H Scene to both gallery and gameplay Added H attack version of Charge ability to Charger Added backend capability for enemy H attacks to damage environment objects and/or deal friendly fire damage to enemies Added Chinese translation to Language options (images containing text yet to be updated) Added Spanish (Spain) translation to Language options (images containing text yet to be updated) Fixed major issue with some ultra widescreen displays displaying incorrectly Upgraded FemCop's portraits Added proximity ambush traps (for now just to Outskirts). These trigger a single Vioreaper ambush when Onyx moves on top of them. Upgraded Red-Light (Dancefloor) map's background art / environment FX Added reflections to Red-Light (Dancefloor) map Fixed blending mode and floor clipping issues on fire trap FX Fire trap FX no longer move out of position when the camera is zoomed in Characters once again have the correct animation playback speed when moving vertically v0.108.0 Added ambush and enemy spawn event system. Added Vioreaper ambush traps to Outskirts. Fixed FK-Doll's bare shoulders being scrunched into her body when Jacket is removed in Runt Handjob scene + during Idle animations Fixed FK-Doll's jacket collar clipping with her face throughout the Runt Handjob scene Fixed looping issue in Ring Girl + Thug finisher animation + fixed her boob anim in outro Vioreapers and Larva/Crawlers are no longer vulnerable to acid damage Added Loop Toggle functionality to animation gallery Pressing X (keyboard) / Y (XB) / Triangle (PS) by default now toggles Loop Mode during a scene in gallery Added FK-Doll + Runt Handjob scene to animation gallery Added Ghoul Shambler enemy + portrait. They will currently appear in survival wave missions. Added Acid Spit attack for Ghouls. Ghoul packs create pools of acid under them when aggro'd, making the area more dangerous over time. Added backend damage resistance system (currently for Fire and Acid). Ghouls are resistant to their own acid attacks. Ground fire (and similar damage) no longer randomly causes knockdown Ground fire (and similar damage) no longer causes knockdown while jumping Reduced sluggishness of Onyx beginning her walk animation and returning to idle animation Added Ring Girl disk portrait Updated Onyx's loot window and HP gauge portraits Added shader-based animated background FX system to Spider Caverns, Slums Street, and Slums Basement maps Fixed foreground FX clipping with the floor plane in Spider Caverns Fixed some masking issues with the loot window artwork v0.104.0 - 2024-05-01 - The ring girl h-scene updated - Now , the DK and FK doll have face expressions while h-scenes - Added a new location , Outskirts - Added a new enemy , brown vioreaper - The male police have electric aura around his stick v0.102.0 Added Rough variant of Onyx + Semi Scene Extended Vanilla Onyx + Semi Scene Added Ring Girl character to the gallery Added early version of Ring Girl + Thug SignPost background scene to gallery Added additional SFX for Onyx + Male Cops scene Fixed missing Thrust SFX at intro in Onyx + Thug scene Added SFX to intro & mid-scene transition of Onyx + Thug and Runt vanilla scene Added SFX for fire and slash damage FX Added new title screen SFX Fixed Onyx flipping out at the end of Push attack / punch combo Fixed weird actor placement after struggle / H scenes Added manual port assignment to Lovense device settings Reworked Lovense section in Options UI. Temporarily removed auto scan and connect Fixed issue created in last release where shop UI opens twice when shop is interacted with. Fixed enemies that aren't Brute playing the Defend FX / SFX twice when blocking. Added DK-Doll character to gallery Added DK-Doll + Thug Lift (Futa) H scene to gallery Added DK-Doll + Thug Lift H scene to gallery Added Onyx + Male Cops (Rough) variant H scene Added LOD (optimized) model for FK-Doll Visual equipment system added to FK-Doll / bukkake FX (liquid build-up) added Reduced input latency on attacks by 50-125 ms (3-7 frames approximately) Fixed issues with combo system dropping some input during combo chains if timed a specific way (next attack in combo would fail to fire) Added floating damage numbers Added toggle for floating damage numbers to Options Added manual IP entry for Lovense config Fixed possible soft crash caused by bugged Crawler spitballs Fixed Brute walk in place caused by turn after ran out of stamina from chasing Onyx werk Added FX for Crawler spit cannon explosion Pressing Escape while in command console now closes the console window. Brute's Punch attacks now have a better hurtbox Items are no longer skipped over when you quickly spam the pick-up button Fixed blendshape normals (fixes shadow glitches) for Semi You can once again change direction mid combo Hit/damage VFX now determined by the attack that was thrown Blade Bunny's attacks now play a slash FX when they strike Onyx Added fire hit/damage FX to ground fire and fire traps Added floating Stagger gauge on/off option in Options Added floating Stagger gauge setting that only shows the gauge when Stagger is > 0 (new default). Enemies can no longer be hit twice or more simultaneously. Prevents damage/FX/SFX stacking from multiple environment damage sources. Increased ground fire damage from 1-3 to 3-5 to balance the above (also makes fire appropriately threatening to player now) New Known Issues If you mash attacks mid-dodge it can prevent Onyx from turning in the held direction when she lands (thus causing attack to fire in wrong direction). Onyx plays the wrong turning animation in some situations. Fire Hit FX move out of position on some animations like Knockdown. This is due to needing a more advanced FX locator system. v0.100.0 Added FK-Doll character to gallery Added FK-Doll + Thug Lift H scene to gallery Upgraded Lovense device scan to more reliably connect / work on more networks Reworked Game Over backend to prevent possible soft-locks. Player no longer blinks out during Gane Over -- is now visually distinct from a K.O. where the player has another life Upgraded backend localization framework for future Chinese/Japanese translation Added safeguards to prevent a specific bug from preventing wave progression Add flash FX to Stamina gauge and Onyx when she uses a move and is out of stamina Brute now properly defends attacks Fixed issue with Brute's turn animation Added combat FX for Brute's Punch, Leap Slam, and Ground Stomp Improved font for narrator system text Fixed Main Menu disappearing when an option is chosen from it Made female eyelash meshes double-sided Added WIP animation to Score numbers and Extra Lives star icons Lovense electronic toy integration! Added first iteration of visual clothing damage to Bunnies Added futa enemy variant for Blade Bunny Enabled enemy variant spawn filter in Options menu (can disable futa enemy spawns) Added dong animation to the futa Blade Bunny's combat animations Added rough version of Brute Bearhug scene Upgraded animation / added physics for Brute's slow sex loop Added liquid FX and basic SFX to Onyx + Male Cops scene Fixed Transition in Onyx + Male Cops scene where cop badly clips with Onyx Fixed issue with FemCop's outfit state during struggle section of FemCop + Vioreaper (Torn Bodysuit) scenes Vastly improved stagger system with rebalanced Poise values for Brute + Bosses Added floating Stagger gauges for enemies that can be stunned (Brute, Charger, Wraxe) Kicks and Heavy Punch special (D key by default) now deal much greater Poise damage (stagger) against Brute/Bosses, making them much more useful. Increased Brute's stun duration when he's staggered Explosive barrels now deal more poise damage (stagger) Added first iteration of narrator text system Added new Onyx portrait to Status (pause) Menu Added animation to graphics elements during Title Screen Post processing now works during game startup. No longer turns on instantly after title screen. Disk space optimization from removing redundant animations due to visual equipment system handling clothes now v0.95 - 2024-01-12 The following is only a list of player-facing changes, unless otherwise noted. Added damaged Bodysuit version for each of FemCop's H Scenes Added outro animations to Onyx + Brute Scene Added additional bearhug loop to Brute H scene for improved variety Improved animation on / fixed clipping on fast sex loop for Brute + added partial physics Added Onyx + Thug mid scene transition Added additional SFX for Onyx + Brute scene Added SFX for Onyx + Semi scene Added SFX for Onyx + Thug new intro Added hit effect overlay system (characters now flash a color when damaged) Fixed issue with H bystanders that could result in invisible enemies / soft-locking wave progression Fixed visual glitches / potential soft-locks where enemies could be placed outside the playable area after grapple / H scenes Skipping a scene in-game will now consistently add H liquid from skipped animations to Onyx Skipping a scene will now properly trigger events on frame 0 of animations later in the scene (adding H liquid, breaking clothes, etc) Skipping a scene in gallery will no longer add H liquid from skipped animations to female actors Fixed various cases of enemies getting stuck in walking animation Redid Onyx's feet for visual equipment system so they are part of her body mesh instead of separate. Fixes seam between body and feet. Fixed blendshape normals for Onyx (shading issues during blendshape animations such as jiggles) Fixed zipper material assignment and UV issues on Onyx's shorts and shirts Added outlines / texture to FemCop's damaged suit mesh Fixed a bunch of issues with metal pieces on FemCop's suit and jacket Fixed visual issue with kanji on Chain Splicer's jacket that originated with last month's rig update Known Issues Brute's ground stomp combo is now too slow due to turning animation (will be fixed in next update) Crawler (big larva) can get hung up on barrels if he falls or is knocked down on top of one. Onyx can glitch out for a frame after her Push attack if she's standing still Onyx can respawn in knockdown pose if she is K.O.'d in the air. Thug, Blade Bunny, Looter are missing new portraits and are using Chain Splicer, Bat Bunny, Runt respectively BatBunny H liquid can appear floating above Onyx at end of Onyx + Bunnies scene if BatBunny + Vioreaper scenes were played first Enemies can't defend while winding up to attack. Wraxe will perform his shorts pull animation during H scene even if Onyx has no shorts on. Some visual glitches involving the fire traps on Red-Light test mission. Barrels are apparently still able to spawn inside each other. Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations. Sounds are improperly playing during loading currently. Destructible objects don't receive environment lighting or cast reflections yet. Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors. Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball. FemCop's force field doesn't emit light properly when the scene is mirrored. It's possible for FemCop's forcefield to spawn on top of bystander enemies. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. v2023-07-28 ======== v2023-02-28 (** indicates items added since the February 20 Inner Circle test release. The following is only a list of player-facing changes, unless otherwise noted): ** Added Bat Bunny w/ 2x Vioreaper H scene ** Visual equipment system now functions on the World Map ** Added new attacks for Bat Bunny ** Bat Bunny now actually dodges instead of cartwheels in place. ** Improved enemy AI ability selection algorithm ** Lowered amount of Stamina gained per level Added Bat Bunny w/ 1x Vioreaper H scene Improved anims and added missing physics to Onyx w/ 1x Vioreaper H scene Added feet mesh and rig update to Onyx + improved Onyx's abdomen texture Enabled Onyx's feet for use with the visual equipment system Fixed issue with visual equipment system that would cause nipples to clip with ground/objects they are pressed up against Wraxe no longer spins like a top if you walk past him back and forth quickly Fixed Charger not playing turn animation after breath attack, stomp, and roar Splicer Thug no longer stalls out for 10 frames after standing up Fixed issue with money/exp etc. on left side of screen flipping out when playing in Windowed Mode Added additional debugging tools that can provide us with more actor / AI / combat information when players report bugs. Loot can no longer spawn behind shop Known Issues Here are the newest/most relevant known issues. Onyx's feet disappear during solo Splicer Thug scene. Due to legacy rig, will be fixed in the future. A few glitched frames on Bat Bunny w/ 1x Vioreaper H Scene Ugly environment collision interactions possible on the Spider Caverns map Wraxe will still perform his shorts pull animation during H scene even if Onyx has no shorts on. Onyx's visual equipment state isn't updated on the world map. Some visual glitches involving the new traps. Barrels are apparently still able to spawn inside each other. Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations. Some new occurrences of enemies walking in place. Charger may slide around if stunned at a very specific time. Sounds are improperly playing during loading currently. Destructible objects don't receive environment lighting or cast reflections yet. Vioreapers are extra buzzy at the moment (even while knocked down). It's possible to make Onyx invisible through some combination of opening console / enabling God Mode while Onyx is flashing due to respawning Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. We're working on a fix ^-^. Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors. Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball. FemCop's force field doesn't emit light properly when the scene is mirrored. It's possible for FemCop's forcefield to spawn on top of bystander enemies. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. October 25 2022 N/A November 31 2021 • Initial itch.io release • Added early version of a Bunny Girl vs Bunny Girl H scene to the gallery. • Fixed a very nasty hitbox issue that went under the radar since late October. It effectively increased all enemies' attack and grab ranges, making the game significantly harder / more frustrating. • Removed colliders from larva (the small worms). This prevents Onyx from nudging them around when trying to stomp on them, making them less frustrating to hit. • Reworked physics to prevent Onyx from jittering or slingshotting when colliding with objects and playing field boundaries. • Charger boss now properly detects props and stops charging upon collision if he cannot reach his destination. • Fixed the wacky wavy inflatable henchmen (Runt and Thug no longer inflate/deflate during bystander idles) • Improved chest open animations. • Added a safeguard to help prevent enemies improperly leaving the playing field and glitching stuff up. • Holding 'Up' against the shop while jumping will no longer make Onyx hang out in the air • The Charger's hitbox for Breath Attack no longer sits around for a full second after the energy beam graphic dies out. • Fixed issue where Onyx couldn't do a power attack (heavy punch) after jabs 2, 4, etc. • Completed Interactions system overhaul. Loot lying around now causes less of a performance hit + items are less likely spawn on top of each other. • Fixed an integer overflow issue that could result in the Wave #rolling over into the negatives if the player set the wave to a very high value via console. • The setwave command can no longer be invoked with negative values. • Debug renderer (F1 key) properly shows enemy agro range again • Added secondary motion (jiggles/physics) + fixed/improved animations for entire Onyx vs Cop Double Team H scene • Added liquid FX and post H scene liquid to the Onyx vs Cop Double Team H scene • Added loot chests! Bigger chests = better loot. These will get fancier in future releases • Added example events in Sewers and Skyline wave missions where chests become unlockable at certain waves. • Completed partial overhaul of interactable system (allows for interaction cursor to appear properly on chests) • Completed internal overhaul of all player and enemy attacks. This adds attacks and related data to our game database, making them much easier to add/edit, but the transition is a major one and has the potential to create bugs with existing attacks, so please be on the lookout. • Added optimized standard and low poly models for Street Lord Wraxe • Added optimized low poly model for Male Cop Fixed missing helmet meshes / untextured eyes underneath helmet on Male Cop • Fixed the color of Male Cop's tralala -- his ding ding dong. • Added new FemCop grenade model + finished animations/FX for forcefield deployment during H scene October 31 2021 October Patched Change Log Multi-team H scenes now play in-game again. Bosses no longer get stuck in temporary walk loops after being struck Fixed missing SFX and electricity FX from Onyx vs FemCop H scene loop and finisher. Fixed FemCop's forcefield opening after pushing Onyx against it when the previous animations are skipped. ** Fixed issue for some players where loading screen skipped its transition animation when loading into the World Map / a new mission. ** Fixed issue where text/logo on loading screen would appear scrunched together when using a lower game resolution than desktop while fullscreen is enabled. (** indicates items added or being added since the October 18 Inner Circle test release): ** Added the second part of Onyx vs FemCop + MaleCop H Scene (additional SFX and liquid FX coming soon). ** Fixed runtime exception related to custom game resolution handling resulting in game being unresponsive at "Press any key" screen with certain display setups. ** Added Options feature to change default display that the game starts up on. ** Added SFX to the first part of Onyx vs FemCop + MaleCop H Scene. ** God mode now affects Stamina and Exhaustion pools in addition to HP ** Fixed stomach bulge shape during Onyx vs FemCop Baton scene. ** If an enemy spawns outside of or escapes the playing area, a message will now appear to notify you. Let us know if this happens to you so we can document it! ** Fixed missing skin/geo on the Chain Splicer's LOD model (his junk was floating mid-air, spooky) ** Fixed missing SFX when Onyx is impacted directly with Crawler's spitball ** Fixed issue where Crawler's spit projectile would freeze in the air before impacting the ground ** Increased Crawler agro distance (actually, fixed an issue that prevented him from agroing) and Spit attack range. ** Hitting a Crawler will now agro both him and his swarm. ** Fixed floating Larva/Crawlers during combat. ** Added louder Crawler projectile splash SFX. ** Added electrical FX when FemCop's forcefield spawns. ** Crawlers will no longer face backwards when spitting at Onyx. Added early version of FemCop + MaleCop vs Onyx H Scene to the Gallery. Expect a significantly extended version + SFX and improved anims in the end-of-month release! Added optimized (LOD) model for Onyx (should be a solid FPS boost during H scenes). Changed key toggling in-game console to use key to the left from the 1 key on every keyboard layout. This should resolve difficulties that AZERTY/QWERTZ (French/German) users had with finding the open/close console key. Surveillance disks no longer drop if you already have the scene unlocked Fixed critical issue that could bug out (heh) Larva/Crawler enemies, preventing their AI from restarting and making them un-killable. Added SFX to Larva/Crawler enemies Added splat FX when Larva enemies are squished. Added Bite animation + improved GroundHit animation for Larva/Crawler enemies. Larva/Crawler enemies will no longer "walk" backwards. Added Spit attack to Crawlers Added Ground Slam attack to Crawlers Added time system. In-game time (shown in top-right of menu) now passes when Onyx travels between areas (distance-based), and after H Scene fade-outs. Day/Night artwork hasn't been added yet. FemCop can no longer be hit while winding up to perform her Mule Kick counterattack Eliminated nasty flickering shadow artifacts that often appear at edges of shadows on Onyx and FemCop Improved Debug Viewer (F1 key) so that collider meshes are actually representative of the enemy's physics colliders + update in real-time. Console command history may now be accessed via the up/down arrow keys (while console is open). Console message log now scrolls using the Page Up/Down keys instead of up/down arrow keys. Console commands may now be autocompleted/selected via Intellisense with the Tab key. Shift+Tab selects in reverse. Improved console text and color formatting Overhauled code services/subsystems; mostly backend benefits but performance gains are possible for lower-end hardware FemCop's forcefield now casts a reflection Known Issues Here are the newest/most relevant known issues. Due to some code changes, Street Lord Wraxe can currently get stuck navigating around Onyx and the shop. Still have to add some SFX + liquid FX for the latest H Scene. Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. We're working on a fix ^-^. Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors. Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball. FemCop's force field doesn't emit light properly when the scene is mirrored. Reflection on Onyx's shorts looks weird during FemCop H scene. Will fix in next update (I failed >_> soon)! It's possible for FemCop's forcefield to spawn on top of bystander enemies. Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. September 30 2021 ** Patched a major issue that was causing left-facing animations to desync characters in the Gallery. ** Disabling adult content will now hide liquid without clearing it (It will reappear in its correct state when adult content is turned back on). Added first iteration of Larva enemies (Larva and Crawler) to the game for combat testing (use Stomp or the forward punch combo finisher, Push, to hit the small ones; you can also knock them out of the air). Added swarm AI behavior (currently in use by the Larva/Crawler enemies) Added a fun surprise that has a chance to occur at the beginning of each wave in Skyline/Sewers. Watch out >.> Added secondary motion (hair, clothing animation, and jiggles) to FemCop + Onyx H scene. Added boob squish + additional face animations + clipping and popping fixes to the FemCop + Onyx H scene . Improved / better emphasized shorts pull-down and barrier grenade throw animations during FemCop H scene. Increased FemCop's H attack wind-up animation from 20 frames to 40 frames Fixed position of FemCop's "EyeShine" FX (H attack cue) Player can now move / reset camera position in H scene gallery. Restored feature to Gallery where foreground layers are hidden during H scene playback Loot containers are now hidden during H scenes since they can obscure visibility. Fixed issue with Wraxe's hitboxes that allowed for an exploit where Onyx could be positioned so she's never hit. Remixed the entire game's audio Added new combat SFX and skid SFX for Onyx Reduced automatic knockdown rate on Onyx (expect fewer knockdowns) Added adult content filter system (can filter all content or by fetish; more will be added as we add content to the game). Added adult content filtering settings to Options screen Known Issues Here are the newest/most relevant known issues. Despite their name, Crawlers can sometimes float above the ground -- still investigating details. Larva / Crawlers' Bite animation is a placeholder since we don't have one for it yet (the one where they raise up then slam down) Larva / Crawlers have no SFX/VFX yet. FemCop's force field doesn't emit light properly when the scene is mirrored. Reflection on Onyx's shorts looks weird during FemCop H scene. Will fix in next update (I failed >_> soon)! It's possible for FemCop's forcefield to spawn on top of bystander enemies. A blocky shading artifact will appear on FemCop's skin if she's covered in liquid while lit up by her forcefield during her H scene. Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene. At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear. Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. August 31 2021 Test Release This release adds the first Femcop and Onyx H scene, which I think many of you have been excited for ( ͡° ͜ʖ ͡°). You can expect an improved version of it next month, with more secondary motion (jiggles) and improved FX. We're also working on two multi-team FemCop scenes, one of which I'm hopeful we'll also have ready next month. We've also managed to sneak in a really significant mechanic called the Exhaustion system. Grapples now increase Onyx's Exhaustion over time, which makes grappling more difficult. Exhaustion also increases by a small amount at the completion of H scenes (but not during, meaning you aren't rushed while viewing it). This system will be wired into the RPG framework more in the future to make it more interesting. Currently, the mission will end when Onyx reaches max Exhaustion, but this may change later as we continue to develop the Mission/Events system. Onyx's Exhaustion can be removed simply by visiting The Hub on the world map -- it's automatically removed there. We could use feedback on Exhaustion system balancing, so please let us know what you think! Changelog (** indicates items added or being added since the August 16 Inner Circle test release): ** Added first FemCop + Onyx H scene. ** Added an H grab variant of the Flip Kick skill to FemCop. ** Added placeholder 2nd armor damage level for FemCop ** Added initial version of the Exhaustion system. Grapples increase Onyx's Exhaustion over time, which makes grappling more difficult. Exhaustion increases by a small amount at the end of H scenes (not during). ** When Onyx is completely exhausted, missions now end and she is returned to the Hub. Ending a mission manually will also remove Onyx's Exhaustion. ** Added a placeholder Exhaustion meter to the game screen. ** The Exhaustion gauge in the status menu is now functional. ** Player now receives a warning if Onyx's Exhaustion is high when returning to the world map. ** Exhaustion is automatically removed when Onyx visits The Hub on the world map. ** Chain Splicer now has the "eyeshine" cue before launching an H attack ** FIxed clipping on FemCop's bodysuit shoulders ** Fixed an issue where changing key-bindings would cause the game to freeze Added Thug section to the Chain Splicer H scene. Added additional SFX to the Runt section of the Chain Splicer H scene Added the capability for Onyx to travel between maps / exit to the World Map Added basic event system, including enemy encounters, triggers, temporary wall colliders to limit encounter areas, and "Go!" indicator to guide Onyx Added an arrow indicator to guide player toward map exits/transitions. Overhauled camera math to accommodate multiple aspect ratios without breaking enemy encounters. Added Test Mission to show off the new map/mission features Added first iteration of enemy clothing damage / graphics transformation system Added first level armor damage to FemCop (jacket destroyed when hit with heavy attack) Added LOD (optimized) model for FemCop Added Mule Kick ability to FemCop (she will now counter attack from knockdown) Added SFX to FemCop's Backstep ability Completed rework/upgrade of FemCop's genitals rigging Massively reduced chance of firefly artifacts appearing (white flashing circles -- visual giltch some players have) appearing. FX no longer incorrectly continue playing after an H animation / H scene has been skipped or an attack has been canceled. Runt's box and Ball Drone will no longer fail to appear during Runt's section of the Chain Splicer H scene. Charger can no longer improperly change facing direction after winding up for Ground Stomp Wraxe no longer pre-emptively flickers away before his Death animation can complete Fixed textures on Ball Drone that were missing after LOD revamp Ball Drone is no longer missing its eye during Runt's section of the Chain Splicer H scene. Zoom now functions in the gallery when a scene is not active. Game database split in two so that only system data is initialized at startup (will allow for loading animation instead of black screen) May 31st Test Release as mentioned in the progress update earlier this month, a major goal since the Inner Circle release was to polish up the Chain Splicer H scene. We've added a ton of SFX, animation fixes, secondary motion (jiggles/hair), liquid FX for the outro, and a better viewing angle. We've also added a lot of new SFX to the Runt/Thug double team scene. The Chain Splicer now has a much more performant chain weapon, so you should see some performance boost if you had lag issues with him before. We've also added a performance option to disable post processing. Continue to expect additional performance options in the future ![]() ![]() Changelog (** indicates items added since the April 17 Inner Circle test release): ** Improved viewing angle for the Chain Splicer H Scene ** Added secondary motion (jiggles, hair and clothing animation) and a ton of fixes to all Chain Splicer H scene animations ** Added liquid FX finisher to the Chain Splicer H scene animation ** Added many more detailed sound FX for Runt/Thug double team scene. ** Added even more detailed sound FX for the new Chain Splicer scene. ** Added oral, H insertion, and H pullout SFX. ** Improved CPU/GPU performance for Chain Splicer during combat / grapple ** Added Post Processing Disable/Enable option to the Options menu (good option for those looking to increase their performance). ** Upgraded Unity version ** Fixed issue where sorting inventory doesn't update currently selected item (would cause incorrect item to be used directly after sorting) ** Clean Rag item can now actually be used (woops) Added Chain Splicer + Onyx H scene to the game and to the gallery. New belly bulge for Onyx added to Street Lord Wraxe H scenes. Onyx's belly piercing no longer gets absorbed into her when her stomach bulges >_>. Added the first version of the new loading screen. Upgraded basic Hit FX graphics. Wraxe can now summon Chain Splicers Wraxe now summons more minions at once, but his summon skill has a longer cooldown. Street Lord Wraxe should no longer get stuck in place when walking. Vioreaper no longer spams stingers. Onyx will no longer get a weird burst of speed when skidding to a stop after dashing. Actor State Viewer (debug text above characters' heads) will no longer appear backwards in the Sewer map. Street Lord Wraxe now steps back properly after missing a grab instead of sliding across the ground Removed stop-motion ("lag") from Wraxe's grab animation Fixed glitchy liquid pooling on the Runt+Thug double team outro Increased footstep volume Known Issues Here are the newest/most relevant known issues. Still have a few fixes/improvements to make on the Chain Splicer H scene anims, especially to the second part of the intro. There are some minor issues with the chains due to having to use a slightly older rig for compatibility. Will be fixed in next update! The Chain Splicer currently has no unique H attack animation. His windup animation will receive new FX soon to distinguish between an H attack and regular attack. New loading screen may have issues with 3:2 aspect ratio. We're working on a fix. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Chain Splicer can immediately hit Onyx after an H scene if he had wound up to attack before the H scene began. Kanji on the Chain Splicer's jacket is backwards when he faces left (will be fixed in next update). Street Lord Wraxe can dash backwards if he begins his dash at the far right side of the map. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Spamming attack/jump while Onyx is knocked down can sometimes produce a glitchy animation just before she gets back up, which can affect her next combo. Street Lord Wraxe's hitbox is not good, especially during his attack animations (Onyx's hits will usually miss when it looks like they should land). He's the first enemy to move a lot from his origin during animations, and this separates him from his collider. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. Console Commands The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help. You can use console commands for this while the game is still rough around the edges. Press the ` (backtick/tilde) key to open the console. Type any of the commands below and press enter. Press ` again to close the console. godmode on/off - Makes Onyx indestructible. onepunchmode on/off - Gives Onyx the ability to kill anything with one attack. setwave # - Sets the enemy wave to the number specified. Changes will not be reflected in enemies until the current wave is wiped out. If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies. setgamespeed # - Multiplies the game speed by the number specified. April 29th Test release The big change since the April 17 Inner Circle release is that we've added the Chain Splicer for combat testing. We've also added a consumable to the shop that can clean Onyx up once she gets sloppy, and added a function to do the same to the gallery. This release also contains the biggest number of bug fixes I think we've ever had in a single release o_o. If you haven't checked out the April 17 release yet, then you'll also be seeing the second Splicer Boss vs FemCop gallery H scene (with bodysuit variants) and Brum's character/object reflection FX system for the first time. Here's the whole changelog! Changelog (** indicates items added since the April 17 Inner Circle test release): ** Added Chain Splicer enemy for combat testing. ** Added the Clean Rag consumable item to the shop for cleaning up Onyx >_>. ** Added ability to clean characters off in Gallery Mode. ** Female characters are now visible as a preview before initiating a scene in Gallery Mode. ** Facing direction of H scenes can now be changed in Gallery Mode. ** Characters no longer improperly collide with item pickups. ** Enemies no longer get pushed up off the ground by tiny amounts when hit. ** Knocked down enemies will no longer slide around on the ground in weird directions. ** Enemies will no longer "airwalk" while they are being knocked down. ** H scene bystanders will no longer stand on top of each other. ** Backwards-facing Runt during H scene is really really fixed this time. ** Charger will no longer go to sleep right in the middle of an H scene. ** The Charger will no longer snap from Idle to Asleep after being a bystander to an H scene. ** Onyx will no longer slide for infinity upon K.O. (0 HP) at low FPS. ** Turning Debug View (F1 key) on/off will no longer result in crazy white sparkles all over the screen. ** Fixed an item randomization issue with the shop's restock function. ** Improved physics/combat collision masking yields a CPU performance boost. ** Revamped AI combat zones system. Instead of constructing AI zones of engagement via code, they now use collider shapes similar to hitboxes. ** Enemies now properly use their internal "reaction time" parameter, and now have a "post-nudge wait timer" (causes them to wait to make a decision -- important for difficulty / balancing) ** Fixed scaling issue with most enemy attack FX where they'd appear larger when the enemy is facing left. ** Gallery Mode scene now utilizes reflection FX system ** Fixed out of sync SFX in new FemCop vs Wraxe H scene ** Enemies now spawn playing their idle animation instead of T-pose. Added Femcop vs Street Lord Wraxe "Lift" H scene to the gallery. Added bodysuit variants of FemCop H scenes to the gallery. Added Brum's character/object reflection FX system. Added Reflection FX on/off toggle and quality settings to Options menu. Splicer Thug + Runt double team scene now adds liquid to Onyx's head zone (it's complete overkill and will be split up later ![]() Here are the newest/most relevant known issues. Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however. Chain Splicer can immediately hit Onyx after an H scene if he had wound up to attack before the H scene began. Kanji on the Chain Splicer's jacket is backwards when he faces left (will be fixed in next update). Street Lord Wraxe can dash backwards if he begins his dash at the far right side of the map. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Spamming attack/jump while Onyx is knocked down can sometimes produce a glitchy animation just before she gets back up, which can affect her next combo. Street Lord Wraxe's hitbox is not good, especially during his attack animations (Onyx's hits will usually miss when it looks like they should land). He's the first enemy to move a lot from his origin during animations, and this separates him from his collider. Street Lord Wraxe may become stuck while walking. He can be knocked out of it however. (May be fixed, let us know if you see this one!) Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander. April 17 ** Adding Chain Splicer enemy for combat testing ** Potentially have fixed the issue where enemies slide around after having been knocked down (still testing the fix). ** Added a consumable item for cleaning up Onyx >_> ** Added ability to clean characters off in Gallery Mode ** Characters no longer improperly collide with item pickups ** Improved physics/combat collision masking yields a CPU performance boost. ** H scene bystanders should no longer stand on top of each other ** Revamped AI combat zones system. Instead of constructing AI zones of engagement via code, they now use collider shapes similar to hitboxes. ** Enemies now properly use their internal "reaction time" parameter, and now have a "post-nudge wait timer" (causes them to wait to make a decision -- important for difficulty / balancing) Added Femcop vs Street Lord Wraxe "Lift" H scene to the gallery. Added bodysuit variants of FemCop H scenes to the gallery. Added Brum's character/object reflection FX system. Added Reflection FX on/off toggle and quality settings to Options menu. Splicer Thug + Runt double team scene now adds liquid to Onyx's head zone (it's complete overkill and will be split up later ![]() February 24 ** Added outro animations to the Splicer Thug + Runt H scene. ** H scenes should no longer break by pressing jump just as a grapple starts or during transition into an H scene. ** Fixed an issue where liquid graphics on Onyx could display improperly during Street Lord Wraxe's H scenes. ** Made a heap of back-end updates to the game database and preparations for saving/loading game data Fixed an issue where none of the controls worked for some players due to the Settings.ini file not being properly generated. Added the first double team H scene for the Splicer Thug and Runt. Fixed consumable item price not taking used charges into consideration Added an option to specify gamepad type for display purposes - input indicators, controls sheet, etc. Some additional functional and accessibility changes semi-related to the above Changed what happens when error occurs during ini loading - instead of breaking the game, it now correctly aborts ini loading, leaving default values for all options Added enforced encoding to ini saving/loading just in case Added inventory autosort functionality Added Item Sorting Order options to the Options screen Added sorting shop inventory on restock Overrode item/shop screen's reorder mode toggle input to auto-sort all containers instead Split Shop window into Shop and Repair Repair window now only shows damaged equipment Added gamepad key binding for Equipment Compare input action Fixed issue with stage menu navbar vanishing when resolution is changed in Options screen (still one artifact left to fix) Added redesigned/improved FPS counter Added debug key [F4] allowing switching minimum framerate between default 30 and 10, which should allow us to better gauge the performance on some user configurations Runts will panic less now. Fixed an issue that could cause an actor to face the wrong direction during an H scene involving Runts Added layer override functionality during H scenes for removing unwanted shadows on characters. Gameplay time clock is now functional (bottom left of status menu) New Babylon (in-game time) clock now functional (top right of status menu) Known issues Here are the newest/most relevant known issues. Splicer Runts can (rarely) face the wrong direction during H scenes. Let us know if you see this issue. The new double-team H scene will leave liquid on Onyx's face in the next release. Game Over screen background is not tiling correctly currently. Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly. Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon. The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it. Street Lord Wraxe's standing-from-behind H scene should actually only occur when Onyx is on the ground -- we just haven't had time to add this mechanic yet. Spamming attack/jump while Onyx is knocked down can sometimes produce a glitchy animation just before she gets back up, which can affect her next combo. Street Lord Wraxe's hitbox is not good, especially during his attack animations (Onyx's hits will usually miss when it looks like they should land). He's the first enemy to move a lot from his origin during animations, and this separates him from his collider. Street Lord Wraxe may become stuck while walking. He can be knocked out of it however. Due to Wraxe's large size, Runts bumping into him may push him upwards since they can get underneath his collider. Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements). Splicer Runts and Thugs may float if Onyx knocks them back a lot while they are defending or de-aggro'd. They may also airwalk when knocked down. Charger doesn't move out of the way when he's a bystander during an H scene. He just kinda goes to sleep right in the middle of it all x_x. And Street Lord Wraxe sometimes blocks the view of the H scene with his big fat wraxe. August 31 N/A CHANGELOG / FIXED BUGS (since May 7 test release) Added basic versions of the Chain Splicer enemy and the first boss. They currently have limited move sets and are not yet rigged for full animation. Added a new H scene for the Splicer Thug (this is an updated version of the animation released in the May 11 Inner Circle release). Onyx's real skeleton has been added, allowing for Spine animations during regular gameplay. There's still work to do to get animation blending behaving properly on her though, so we've disabled it for now. Added Onyx's Idle animation and updated the Walk animation. Updated Onyx's move set artwork. Now that Onyx has a shadow, we've removed the colored markers from below the characters. Redid the services that reset game data when the level loads, and re-enabled 'Return to Main Menu' in the pause menu. Resolved some of the AI hang-up issues. Draw order for characters engaged in an H scene is now correct Input now works for keyboards on the Game Over screen Added various sound effects Improved the code for spawning enemies to accommodate the new variety, and for enemy reinforcements mid-wave. Added code for updating enemy portrait The camera now centers on the action during H scenes.
17.08.2024 - игра обновлена до русской версии 0.109.0! |
|
![]() ![]() |
|
Тут драться надо, или героиню просто насилуют во все щели?
|
|
akwave писал(а): Тут драться надо, или героиню просто насилуют во все щели? _________________ [♣¤†MeMeNT0 M0®I...†¤♣] |
|
Тот самый момент, когда выражение "опять вы..бли в катке" обретает буквальный смысл
_________________ 🏿 [Intel Core i5 13600k] / 🎞️ [MSI RTX 3070 Ti] / 📋 [MSI Z790 Edge Wi-Fi] / 🔗 [32Gb DDR-5 Kingston Fury Renegade 6000 MHz] / 🗄️ [Samsung 980 PRO 1TB NVMe] / 💾 [WD Black 7200 rpm 1TB] / 🖥️ [Samsung UHD 28"] Вы хотите войны, дети? Я и есть война.. |
|
зачот
![]() _________________ Радетель за правду |
|
akwave писал(а): Тут драться надо, или героиню просто насилуют во все щели? _________________ i7 CPU 860 @ 2.80 GHz; Kingston HyperX Fury (8 GB x 2) DIMM DDR3 1600 MGHz; GeForce GTX 1060 MSI 6 GB OC; Gigabyte H55M-S2H; SSD Kingston 120 GB; Windows 10 Pro |
|
Важный вопрос: можно ли играть в игру одной рукой?
|
|
dagonka33 писал(а): Важный вопрос: можно ли играть в игру одной рукой? ![]() |
|
dagonka33 писал(а): Важный вопрос: можно ли играть в игру одной рукой? _________________ r7 7800x3D /6400cl30 2x16/RTX 4090 Aorus Master/ 2560х1440 165hz/ Quest 2 Собираю минусы от нищих умом |
|
А в этой игре ANALity и ORALity присутствуют?
|
|
а как порноту на полэкрана (дебагер или консоль) отключить? Оно ж весь вид перекрывает!
|
|
|
|
CJloHuK писал(а):
Код: [General] Language=Ru FromLanguage=En UPD: Разобрался, в инструкции регистр не правильный, надо с маленькой буквы писать ru и en. Перевод странновато выглядит, на ходу текст переводится. Судя по названию это автоматический промтовый перевод. Крутая штука, было бы супер если бы во все игры такое можно было добавлять _________________ Процессор: Intel Core i5 13600k Видеокарта: NVidia GTX 3070 ОЗУ: 32GB RAM DDR4 3600 Монитор: 21:9 3440х1440 Геймпад: Microsoft Xbox One Controller, Gamesir T4 Cyclone Pro VR: Oculus Quest 2 Клавиатура: Durgod Taurus K320 Brown Мышь: Razer DeathAdder V2 Mini |
|
SkyJoker писал(а): CJloHuK писал(а):
Код: [General] Language=Ru FromLanguage=En UPD: Разобрался, в инструкции регистр не правильный, надо с маленькой буквы писать ru и en. Перевод странновато выглядит, на ходу текст переводится. Судя по названию это автоматический промтовый перевод. Крутая штука, было бы супер если бы во все игры такое можно было добавлять _________________ PSOne Fat || DC+GDEmu ||PS2 Fat 1st Jpn Series || PS2 Fat+160GB HDD+FBLMC || PS2 Slim ModChip|| PS3 Fat CFW Rebug 4.82 || PS3 Slim CFW Rebug 4.82 || PS4 Pro 5.05 OFW\HEN + PS VR 3.10 || PSP Fat & Slim || PS Vita Fat & Slim || XBOX360 Slim Freeboot || Nintendo Wii U || Nintendo Switch || Nintendo 3DS XL B9S+Luma || New Nintendo 3DS XL B9S+Luma+GW || PC [i7-3930K | 64GB | GTX780ti] |
|
У меня только один вопрос - на скринах героиня выигрывает или проигрывает? Ну просто серьёзно не догоняю, это типа фишка в виде хитов по гг или так и происходит геймплей в случае удачных действий?
Ну скажем так - и не то и не другое, просто анимации для развлечений. Как битемап - крайне средний) |
|
а не забросил ли автор проект? обновы будут?
|
|
встаньте на раздачу пожалуйста
|
|
подскажите. спасибо. где лежат сохранения?
|
|
Страница 1 из 1 |
![]() |
Список форумов Tapochek.net » Игры для PC » Эротические игры » Эротические |
Текущее время: 08-Сен 03:55
Часовой пояс: GMT + 4
Вы не можете начинать темы
Вы не можете отвечать на сообщения Вы не можете редактировать свои сообщения Вы не можете удалять свои сообщения Вы не можете голосовать в опросах Вы не можете прикреплять файлы к сообщениям Вы не можете скачивать файлы |