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Version 1.57 The NNN Release
Incremental Releases:     157.1

Yet another huge release is coming your way, with some major system overhauls, new mechanics, a brand new minigame in the fertility system, and another 75K new words for good measure.

I went a little overboard again, it seems. I finally got to introduce the Effects system, which is a major overhaul of how various aspects of the game affect your character. It not only centralizes and merges these things, it also allows us to do a lot more than we could previously. It'll be great for the transformatives that'll be coming soon.

I've finished my work with the sleep system and daily processing, which comes along with a overhaul of how fatigue and energy work. Sleeping is now both more realistic and freeform, and lets your character sleep how they want to. We've also got stimulants in the form of a bunch of caffeinated beverages.

A major item this release is the introduction of the Nekomatics Nanobot Network, a minigame where you defend your eggs from fertilization (or help get yourself extra pregnant). It's pretty fun if I say so myself, with a lot of depth and variation, all tied into the fertility system. It's an opt-in system, you have to go participate in the trial at Nekomatics (which has a bunch of content too). It only appears when you ovulate and there are sperm around to fertilize your eggs, so it's not going to be a constant thing during a normal game.

Another notable item is that we've started work on overhauling the sex card game. It was originally built as a quick and dirty demo, with plenty of Besty Spaghetti, so it has suffered from reliability issues. This release includes the first work at rebuilding the card game engine. Work will continue on the game for version 1.58 to make it better than ever, with better AI, card mechanics, and overall gameplay. Please excuse any mess you find, we just managed to get it to this point where we were comfortable releasing it, but there's a lot more work in store for the AWCG.

There's also a bunch of other smaller things you can find in the change log below. Thanks a bunch for your support, we all hope you enjoy this release!

ThaumX ~ Your faithful erolich

Change Log

Words:  4,806,542 (32,563,186 characters)
Code:  236,741 lines of TypeScript (plus plenty of other stuff, of course)

New Effects System

Complete rework of Fatigue and Energy

New Drinks

New Adverts and Medical Posters

  • A series of new images can be found around Appletree, usually in places that didn't have a unique location image already.
    • A billboard you can spot from the Bullseye parking lot, a church poster near the Church of the Holy Phallus, or near the AppleCare building, for example.
  • In Doctor Weiner's clinic:
    • you can now see some magazines on a table in the waiting room.
    • There's a "Family Planning" wall in the lobby with some helpful medical posters on modern contraception methods that you can puruse.
    • These are meant to be sexy for those catching the bad advice, and not actually accurate medical information... I hope nobody out there actually believes it...

Major Sleep System Work

  • Sleep is now completely separated from time, and has been tested a lot.
    • You can sleep at any point in the day you'd like.
      • If you work as a stripper or escort, for example, you could shift your sleep times to better correspond with your work.
    • The quick action button to sleep will now appear when your fatigue is high, rather than strictly at a certain time of day.
    • A new nap quick action button has been made to allow easy napping when fatigue is high enough.
  • Mechanics for determining how long the PC sleeps have been heavily updated.
    • Sleep duration now heavily depends on fatigue level, rather than a generic target sleep time.
    • Still accounts for a variety of other conditions such as health, disease, etc.
  • Sleep now heavily tied to fatigue, as fatigue is the driver for the need to sleep in the first place.
    • Recovers fatique in a way to mimic real life, which involves some gain curves and math bullshit.
    • Some factors can influence how fatigue is recovered to a forgiving degree, fairly common-sense stuff like being wasted.
    • Sleep pressure is now the primary mechanic for determining when you wake up on your own, and also how likely you are to oversleep.
      • The more tired you are, both before starting sleep and when the alarm goes off, impacts the odds of you oversleeping.
    • Sleeping without an alarm will generally remove most of your fatigue, but as with real life, you don't always get the amount of rest you should with a single night's sleep.
    • Using an alarm to wake up can cause you to accumulate a sleep debt. Basically, you have higher fatigue when you start your day because sleep only restored some of it.
      • Sleep debt can build up slowly (or rapidly if you're really harsh with your alarm), adding a few points of fatigue per day until you find yourself ending the day with fatigue over 100.
  • New alarm setup.
    • The "Phone Alarm" now looks more like a proper thing than just some simple buttons.
    • Allows you to set an independant alarm for each day of the week.
      • Change the single hour/min display, then you can quickly click "set" for all the days you want at that time... It's not that common setup in twine games where you have to take forever setting your alarms...
  • You can now "sleep" even if you aren't tired.
    • Some new "tossing and turning" videos/content for sleeping when you aren't very tired.
  • New nap system.
    • Naps are now a lot more useful.
    • Fairly effective at reducing fatigue.
      • Longer naps do recover more fatigue, but the best gains happen in the first hour or so.
    • There's now a quick alarm setting before starting a nap, to wake yourself up after a set time.
    • If you take a nap when very tired, there is a chance you will oversleep and a full sleep session will start instead.
  • I went through and tested a lot with sleep and daily processing, and did hardening against potential edge along with just fixing the bugs I found.
    • It should work reliably pretty much all the time, and when it doesn't it'll still do most of its job correctly.
    • Autosave system seems to be properly reliable again. I'd recommend against using an old version autosave though, just to be safe.

Daily Processing and Week Planner

  • Daily processing has been further separated from sleep, and now runs very reliably regardless of your sleep status.
    • If you happen to be asleep during the time daily processing occurs (1AM), daily processing will occur integrated into your sleep session (the progress bar that fills below your dream description)
    • Otherwise, processing will occur on its own with a small popup that blocks further activity.
      • I've done a good amount of code fuckery to streamline and speed up processing, so the duration of the interruption should be fairly short unless you're using a potato. When you're sleeping, it seems to finish before you can really digest the info on the sleep screen.
    • Sleeping without processing works exactly the same as normally, except it won't make you wait the few seconds before clicking the "AWAKEN" button to continue.
  • More daily processing work, some improvement to resiliency, and better console logging on NPC sim processing.
  • The week planner is now directly connected to daily processing and not sleep.
    • If daily processing occurs by itself at 1AM monday morning, the week planner will appear after it is finished automatically.
    • If sleeping during the processing, the week planner will appear after you wake up like it did previously.

Brand New Nanobot Contraception Minigame!

  • Called the Nekomatics Nanobot Network, or NNN for short.
    • The NNN was on purpose, but I insist it stands for Nonstop-Nutting-November, not that horrible No-Nut-November bullshit.
  • I was inspired by the game in X-Change Life, and thought I could make something similar but more detailed and tied into our extensive fertility system.
    • I did add a few references to XCL and Aphrodite into the game ;)
  • Involves a detailed defense of one or more of your eggs from attacking sperm.
    • The minigame changes dynamically in many ways based on a whole bunch of influences from the wider game.
    • The eggs float around being eggs. You place nanobots around them strategically to kill sperm.
    • Two types of nanobots, unique interactions between nanobots of different kinds and themselves, and even malfunctioning nanobots.
    • Players could choose to help sperm instead.
      • Nanobots make zygotes susceptible to splitting, so there's a lot that can go on there for players who want to get pregnant.
      • detailed mechanics for playing the game this way, so it's not just a avoid-pregnancy game, it's also a "get-more-pregnant" game depending on what you want.
    • Some of the sperm's AI is pretty darn smart.
    • Several special sperm types.
      • The amount that appear is tied into their donors...
      • Two types of rare sperm can appear from special donors (such as our favorite goth futa, for example).
    • A lot of performance optimization work to allow for fun game stuff without slowing down to a crawl, even a 4x time speedup.
      • drops frames to keep things smooth while still aiming for 30fps. simplifies visual effects (like moving sperm tails) if that isn't enough, and also will start spawning "two sperm" versions that behave as if two independent sperm but only need to render as 1.
    • There's seriously way too much to this game to cover here to cover in the change log.
    • The game will launch automatically when the fertility simulation processes your ovulation/s during daily processing. You only defend your eggs when you ovulate and sperm is there to fertilize them.
      • If you want to play outside of ovulation, you can purchase a turn at a demo game at the Nekomatics Building.
  • Tutorial page (in the minigame, also available in the encyclopedia) has a ton of information, from in-world lore to detailed mechanics and strategy notes.
  • Zygote splits can really increase the size of your eventual pregnancy. Currently this works in addition to other zygote splitting mechanics, so you can wind up with some crazy numbers if you really aim for it. We'll probably balance this aspect out later.
  • Game must be played independently for each womb ovulation event, in the case two different wombs happen to ovulate on the same day.
  • In cases where the player has more than 8 zygotes to confirm/deny (eggs in the minigame), a max of 8 is used and then the results are applied proportionally. So if you had 20 eggs, you'd play with 8. If 2 zygotes resulted from the game (1/4 of 8), you'd wind up with 5 zygotes (1/4 of 20).
  • Users must take a daily maintenance pill 21 days of the month.
    • Obtain free refills from Nekomatics, but only after enough time has passed. You get 21 for every 28 days.
    • Missing pills will decrease nanobot strength, making the game harder up to a point, depending on how long it's been since your last dose.
    • Pills can be auto-taken, or taken manually from inventory.
    • Overdosing on any NNN pills doesn't do anything.
  • Several scenes and content related to this new minigame.
    • Lots of nanobot-centered content with the receptionist at Nekomatics.
    • A whole thing with signing up for the trial and getting the nanobots installed.
      • cool images for the NNN system, receptionist, doctor, tech guy, and other stuff.
    • Buy some upgrades for your nanobots.
      • Comes in pill form, with an element of planning involved.
    • New scene at progenerate if you have nanobots.
      • medium length with a couple images.
      • Progenerate will corrupt your NNN system, forcing you to play in "Breeder Mode"
    • You can microwave yourself at home.
    • Right now, nobody will ask you to disable your nanobots, or otherwise interfere with them... but I imagine that happening will just be a matter of time...
  • Cheats build+ You can enable "dev mode" in the fertility tab of the cheats menu. This lets you change a lot of stuff before the minigame starts.

Misc Changes

  • Update to the encyclopedia to improve appearance and readability.
    • Several updated entries, particularly for changed systems.
  • Scaled arousal to work on a 0-120 scale instead of a 0-12 scale.
    • (scale gets the +20 points from certain character items like being a super slut. typically a 0-100 scale.)
    • Finer resolution allows for finer-grained and more reliable arousal changes without depending on RNG to implement differences from the character like personality etc.
    • Operates externally pretty much like it did before, but you'll see a smoother arousal level.
  • Improved the way that status effect items are displayed in the main UI.
    • Now status effects with the same icon are condensed to show under a single icon instead of repeating it for multiple status effects.
    • When hovering over the icon, the tooltip text now shows information on all the condensed items.
    • Should declutter the status effects when the PC has a lot of them going on.
  • The player avatar will no longer show pussy wetness or leaking cum while a pussy seal is being worn.
    • I should really go back and add some things like that to the avatar when I get a chance... pussy seal, cocksock, fertility seal, etc.
  • replaced health in the status bars section of the main UI to display fatigue instead. Allows overflow (similar to milk) so that values over 100 can be displayed as a red bar.
  • Status pane now includes the current health value, some other minor UI tweaks.
  • Church of the Holy Phallus moved out of the Adult district to make it more obviously a real (if rather unique) religion.
  • Hardening and failsafe work on the Jobbing system to improve resilience/reliability.
    • Found a couple minor bugs causing unintentional (but largely unnoticeable & minor) behavior, so it should work more as intended.
    • Fixes the "00" value for perfect+ performance display bug.
    • Updated job performance logic to work better with new skill system.
  • Nekomatics location in the medical district has been expanded into a proper location.
    • Has a cute cheerful receptionist you can talk to.
    • Will be a good place to sign up for medical trials (other than the nanobots).
  • Improved how notifications happen when the PC's clothes get dirty.
    • Now only tells you about a garment getting dirty if it's the first time that substance gets on that garment... no more repeated notifications every time more cum leaks into your panties.
  • When looking around in the Gestique clinic, there's a new scene that can happen.
    • It's either-or with the overly pregnant patient scene, and looking around twice will show you both (no RNG shenanigans).
    • Two young women are discussing Nekomatics nanobots. Includes a unique image.
  • Fixed several bugs, like edge case item duplication in the home inventory.
    • Fixed an issue where the female-start PC wouldn't be able to find Lily's house even though she gave her address.
    • Fixed issue that would set PC's open/closed trait to closed.
    • Fixed an issue where job performance could show up as 00

Schedule System

  • Full rewrite
  • Unified dates, hangouts, school, work shifts, quests, reminders and holidays to use a single system
    • Calendar now also shows the correct in-game dates
  • Updated date and hangout scheduling
    • Now accounts for the NPC's work hours, and your other social plans
  • Made reminders more consistent and sensible
    • If you somehow skip both the time at which a reminder would happen, and the event itself, no reminder is shown
  • Added work shifts to the calendar
    • You may also ask for days off right in there
    • [Cheats only] Added cheats for additional days off

Card game rework

  • Debestification of the card game spaghetti
    • The card game has been rewritten from zero
  • All functionality should be preserved
    • This is still a somewhat beta-feature, so please report any issues
  • Bugs fixed:
    • Cards sometimes not having any effect (especially on the NPC side)
    • Being able to draw cards at full hand
    • Unclear error messages
  • NPCs should now play cards better matching their traits and personality
  • Lightly simplified the summary screen

Barren Bottoms Liberation!

  • Two more meetings added, bringing the total number of the events to 8.
  • The graduation scene and our first ever 11-people orgy in the game!
  • Five "outreach" scenes after the graduation available now too - just visit the BBL at the same day of the week to participate.
  • Overall 120 000 characters of new anal related content!
  • Choose your dialogue options closely as they can lead to some character changes, in example getting a buttslut kink.
  • Also it is one of the most effective ways to stretch your character orifice as for now.
  • With this the BBL chain of events is considered finished for now. There may be a deeper exploration of the theme and we have ideas about some secrets related to the BBL foundation and may return to it later.
  • Reach to us if you liked BBL and want more of it!

Hucow route

  • New jobbing scenes for the COOP hucow job.
  • Mostly various stretching events - both with the toys and with "hired specialists".
  • But also it includes more sensual and even art-related classes.
  • 40 000 characters of content.
  • This one is a leftover from the Hucow DLC time. Expect about 3 or 4 additional things regarding COOP content until we finally implement everything we have considering that route.

Bugs

  • Some minor stuff was fixed regarding the furniture warning button.
  • Also a number of typos in the prologue.

Version 1.57.1

Fixed some bugs, added some cheats, and did some behind-the-scenes work to improve stability. The most notable thing is that we've finally got an android build! It's been quite a while to get it working, but it's been a popular request for ages. See the details below.