Contact Me


Please feel free to contact me about anything!

Email:
anonymousynn@gmail.com


Apr 25, 2017

AMS 0.9.3A (Hotfix)

I posted a Hotfix just now with the following changes....

 - Fixed not being able to give the Dark Brown Box to Rold. Apparently, I marked the wrong box! Oops! I also needed to change up the coding of the box considering the way the Duplication System works. You now need to “Give” the box to Rold once you return to the room. I’ve tested it a few times and it works perfectly now.

- I eliminated some old script which read, "Your pockets are absolutely full! Try putting something in your backpack for safe keeping..." and I changed it to “You’re overburdened” so as not to confuse the player.

 - Fixed the grammar in having your Sexuality increased. You’re to Your. “You're experience with Hannah has increased your homosexuality.”

 - Added the name of Quest 1: Withered Residents and Quest 2: Waterworks to the dialogue of receiving the quest. This essentially replaces the older messages.

Let me know if it works! Appreciate you guys!

Anonynn.

Apr 24, 2017

AMS (Apocamorphosis) v0.9.3A - Improved ChangeLog, Bug Fixes (of course), Night and Day Travel Mini-Events + Major Event Plan Log, Chapter 2: Winding Wood Room Completion, More Cow-Taur, Quest Rework + New Quests, New Player Descriptions (Status, Head and Torso), New Patreon Rewards + New Patron Items: WWW (Wingless World Warper), PBB (Patron Bottomless Bag), SMB (Stat Manipulation Button), 3 More Pregnancy Turns, New Command: Rest, Weapon Attack Dialogue Added: Sword of Demonslaying, New Race: Bee-Taur, St.Jude's Donation

Hey all!

So here's the update! I apologize about the delay but I really wanted that error fixed before I did the release. I HATE bugs if you didn't already know that about me, and having such a blatant one made me feel inadequate xD not to mention I don't like looking lazy especially because of how hard I work on the game day in and day out. So that was my reasoning behind that! With that said, I'll just jump into things because there is a lot to cover! I hope you all enjoy this release. I apologize for the late release today as well but I've been in class all day ^_^

Improved ChangeLog:
I know, I know---my previous change-logs have looked absolutely atrocious and to be honest were generally placed in the order that I worked on things, but while that particular aspect is still a staple, I wanted to change the format of the change-log so that it appears more organized, not to mention makes it easier to read and follow without going cross-eyed. Let me know what you guys think! Feedback would be great because then I can tailor the change-log to be more user-friendly. Check it out below.

Bug Fixes:
So this is probably becoming a regular thing at this point, but I like a bug-free game and strive to eliminate every single error that I possibly can. Unfortunately, I only have two eyes and the bigger the game gets the harder it is for me to sweep for errors. The more time I spend doing that, is less time I have to add more content or remaster older content---both of which are on the forefront of my mind all the time. So anyway, I fixed the Cow-Taur necklace "cursecount" error that kept popping up every single turn that the player wore it, I THINK I fixed Rold's mini retrieval quest with the Box and not being able to give it to him or proceed and the undroppable box error that was happening with it (I haven't had time to test it though so if someone could check for me that would be peachy and much appreciated), I also THINK I fixed a Resist problem in the Western Bookcase (apparently it wasn't registering that the player had resist?) so again, if someone could check that, I would greatly appreciate it. I also found and fixed several flag errors in a few rooms, fixed tons of errors with the new Night and Day Travel mini-event Functions and the movement issue that was happening too. There were also some errors in the Winding Wood room that needed tending to as well particularly with the zombies added there. There are several more as well but they aren't really worth going into.

Night and Day Travel Mini-Events + Major Event Plan Log:
This is going to be a HUGE category. Brace yourselves...

I created a Night Travel Mini-Event Feature, which will give the player a choice about moving at night (instead of the original plan of outright denying them (as most games do)). The player (you) will be prompted about whether, or not you want to continue on to travel or to stay put. If you decide to move at night from your current location, there are A LOT of variables that get taken into account and a bit of randomness mixed in there as well. There are essentially 5 Scenarios: Damage Scenario, Trap/Pitfall Scenario, Loot Scenario, Enemy Scenario, No Scenario --- and all but the very last, have four sub-scenarios within each that you have a certain chance to proc. I will explain them in further detail below. Some of them are finished, some of them are placeholders. They are appropriately marked as such.

1. Damage Scenario: 25% of the time you’ll receive this scenario. There is a chance that you can lose health, more health if it's raining and even more health if it's storming; there are four possibilities of health loss each has a 25% chance if this particular category procs. R = Rain, S = Storm, N = Night. The number next to the letter is the health you could potentially lose;
Scenario 1: R 4 S 6 N 2
Scenario 2: R 5 S 7 N 3
Scenario 3: R 6 S 8 N 4
Scenario 4: R 7, S 9, N 5.
(if you have a Defense of 5 or greater however, you will gain back +1 health from all scenarios)
A placeholder for Clothing Damage has been placed in this scenario as well.
25% of the time you’ll also wind up at a random place on the current area’s entire map, 25% of the time you’ll wind up right back where you started, and the rest of the time, you’ll reach the destination you intended! This is assuming you are traveling without a light of some kind. Having a light will ALWAYS bring you where you want to go without health loss. These scripts have been implemented.
**However: the lost scenario currently leads you to the destination you intended and will do so until more rooms of the “Whispering Thicket” are implemented. This scenario is mostly completed.

2. Trap/Pitfall Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into various traps or pitfalls (including sexual traps and pitfalls!). This scenario is currently a placeholder. I don't have any sub-categories of this one yet, but they are a-brewin'

3. Loot Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into something useful.
Scenario 1: Dead Body + Loot. Finished --- You can get up to 3 “Loot” rolls. 1 you always get. 50% of the time you’ll get the second. And 25% of the time you’ll get the third too. You also lose -5 “health” (-4 if you have a “Defense over +5) at the end of the scenario.
Scenario 2: Small Clearing/Dropped Item. Placeholder
Scenario 3: A Crate Box/Box Changes Conditions. Placeholder
Scenario 4: Happenchance Loot *placeholder*

4. Enemy Scenario
: 25% of the time you’ll receive this scenario. 25% chance to run into some kind of enemy for the current area. This scenario is currently a placeholder. I don't have any sub-categories of this one yet. Essentially, this means they will show up in the next room with you though.

5. No Scenario: Most Common Scenario. Finally you successfully travel to the next spot without anything happening at all. This scenario is finished. You will lose -4 health as usual for hiking all night and not sleeping.

Note: It's important to know that you will ALWAYS lose some small amount of health when traveling at night because your character is foregoing sleep.

--------

I believe this is the first time I'm mentioning this publicly but I liked the idea of the Night Travel Mini-Events so much that I wanted to expand it into some Day Traveling Events as well. So I present to you Day Traveling Mini-Events Feature (morning-evenings). I’ll be adding onto it as we go just like the Night Travel Features so stayed tuned for more details. Right now, there are 5 planned scenarios: Revitalization Scenario, Enemy Scenario, Loot Scenario, Performance/Skill Scenario, No Scenario. Each of these, like the Night Events will have 4 subcategories each each with a 25% chance to proc.

1. Revitalization Scenario: 25% of the time you’ll receive this scenario. 25% chance to find an inspiring/beautiful area or fairy-folk or something that gives you back some health. This scenario is currently a placeholder. It has 4 placeholders that you have another 25% chance to encounter.
Scenario 1: Helpful Healer – a 25% chance to run into a helpful healer or people at a picnic or something and getting some health back for free. Placeholder.
Scenario 2: Nap – a 25% chance to find a nice spot to settle down in and take a quick nap. Placeholder.
Scenario 3: Inspiring View/Scenery – a 25% chance to find a beautiful view or inspiring scenery that makes you feel great. Placeholder.
Scenario 4: Meet and Greet – You meet a nice random traveler who you spend some time talking too. Placeholder.

2. Enemy Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into some kind of enemy for the current area. This scenario is currently a placeholder.

3. Loot Scenario: 25% of the time you’ll receive this scenario. 25% chance to come across some loot to obtain. This scenario is currently a placeholder.
Scenario 1: Run across a random traveling merchant or someone who is over-burdered and decides to give you a free random item to help lighten your load. Placeholder.
Scenario 2: Come across a crate/box/chest that may have some free loot for you to take. Placeholder.
Scenario 3: Find a random item on the ground for the taking. Placeholder.
Scenario 4: Magical Rune item creator which works once every 24 hours. Placeholder.

4. Performance/Skill Scenario: Gives the “Player” the choice to show-case a skill and potentially earn gold with. “Player” will pick their desired skill. Placeholder.

5. No Scenario: Obviously the most common scenario. Nothing happens. You just move in your desired direction. This scenario is finished.

Note: Just to clarify, you DO NOT lose health when traveling during the day and there will be no damage scenario for it.

These are also subject to change but I'm pretty sure that they won't unless someone suggests something particular awesome, or I think of something better for a particular category. The idea was that the Night Time Travel Events and the Day Time Travel Events would vastly differ from one another. 

 -----------

 I think I have the first 20 major randomized events mapped out for the following rooms: West Byway, Whispering Wood 3, Vaughan Pass, Old Canopy Road, Hyhot Steppes. There won't be a lot of details provided yet, but I have basic names for these events. One I implement them, the player will receive 1 of these major events per room (where major events are designated). The rooms and the events corresponding to them are listed below (these are NOT implemented yet) --- I just wanted to run the list by everyone to see what you guys think.


West Byway
:
1. Reverse Side; Succubus-Futa Caves (sounds) (morning-night)
2. Old Hag Fortune-Teller (warning) (morning-evening)
3. Group of Travelers (morning-night) (if night; camping)
4. Relaxing River (morning-night)

Whispering Wood 3
:
1. Shadow In The Trees Watching (morning-evening, sounds at night) Male Elven/Human Investigation .
2. Abandoned Shelter or Cabin (morning-night)
3. Alaraune Trap Encounter (slow TF) (morning-night)
4. Bee-Taur Encounter (morning-night)

Vaughan Pass
:
1. Robbery Trap-Possible Sex (evening-night)
2. Guard Check-Point (morning-night)
3. Religious Protest; Assimilants (1) (morning-evening)
4. Lost Goo/Slime (girl or boy) (morning-night)

Old Canopy Road
:
1. Bartering Caravan (morning-evening)
2. Bimbo/Gimbo Trap--- (morning-night)
3. Drider Web; Dead Body (morning-night)
4. Goblin Raid Party (evening-night)

Hyhot Steppes
:
1. Rockslide Clean-Up/Guard Encounter (morning-evening) (if night; one guard).
2. Fruit Climb Event (morning-evening) (night too dangerous)
3. Goblin Merchant (morning-evening)
4. Beautiful Rock Event (evening)


Chapter 2: Winding Wood Room Completion:
The Winding Wood room is finished; essentially the introduction to Chapter 2. The room’s basic description, which takes weather and time of day into account. I’ve also added scripting for 11 male and female zombies; each having a 50% chance to appear once your character wakes up. These zombies cannot attack you. Some of them are already dead and are ready for looting and others are struggling on the brink of death, upon which your character has a choice of unleashing the coup de grâce or letting them suffer through their agony. If you kill them, you can loot them these are labeled No Mercy (leaving them alive) and Mercy Kill (putting them out of their misery). If you decide on a Mercy Kill --- you get a chance to loot the corpse and find any items that you would normally find if you had actually killed and defeated the monster. If you decide on No Mercy, you will have a 50% chance to gain +3 Corruption and a 50% chance to gain +1 Resist. All of these interactions have unique descriptions as well; both the living and dead zombies. They essentially give you a little insight into what transpired while your character was knocked unconscious and how lucky you were to survive (assuming you did)! But if you're character dies, you can imagine what happened to some of the zombies probably would have happened to you.

Anyway, when you pillage/search the area you have a 25% chance to anything from the pool of existing items in the game x2, another 25% chance to find anything from the pool of existing items x2, a 25% chance to find 3 small sticks” and 3 pieces of torn cloth (to help stock up on supplies) and a chance to find something from the pool of existing items, and then finally, you have a 25% chance to find a good ole-fashioned beating stick weapon. I have added a reminder to the player about the Rest Command and some of its basic functions. There’s also an ambient effect that activates 35% of the time, which is the Player scaring off various animals upon waking. You also have a 25% chance to regain +15 health upon waking, a 25% chance to regain +10 health, a 25% chance to regain +5 health or a 25% chance to regain +3 health --- but rest assured you will always gain something back upon waking. And last but not least, you automatically accept the quest #4.

More Cow-Taur:
I've added some new variations to the slow Cow-Taur transformation and some new turns as well. On Turn 50, you’ll have a 25% chance if you’re Sexy/Sarcasm Mood Dominant to increase your breastsize (if you’re female) and increase your penis size if you’re male. If that event procs, you’ll have another 50% chance to increase those respective sizes again. On Turn 80, you’ll have a 25% chance if you’re Sexy/Sarcasm Mood Dominant to increase your butt and hip sizes if you’re female, and if you’re male, a chance to increase your butt size. If that event procs, you’ll have another 50% chance to increase both categories again if you’re female and the one category if you’re male. I've also added Turn 300. Which is a mouth and tongue transformation. You’ll also gain +4 strength, +4 corruption and -4 intelligence. If you’re Sexy/Sarcasm Mood Dominant you’ll also gain +5 lust. There is a separate variable for if you already have this transformation as well. I've also partially began Turn 340. Which is be a tail and leg transformation.  Currently the tail transformations are finished and take into account whether or not you have a tail to begin with, and whether or not it’s a cow-taur tail. It also has different tail variables. That leaves the feet transformation to finish for this turn, the hand and ears for the next turn and then slow cow-taur transformation will be finished. 

Quest Rework + New Quests:
I've added Quest 3: Silent Light --- and Quest 4: Smoke Signals. I’ve also renamed Quest 1: Withered Residents and Quest 2: Waterworks. Each quest will now give a very, very brief explanation of what you’re supposed to do to complete it to help remind the player. The quest rewards have been modified to reflect the new rewards that were changed a while back (with the changes to resist). As a reminder though, you cannot level up skills unless a specific reward has tested that particular skill. Quest 4 has been added to the Winding Wood room as well as mentioned above.

New Player Descriptions (Status, Head and Torso):
I began completely remastering the player description. So far the player’s name and current status have been rewritten and so have all the head, horn and general face descriptions. I've also completely remastered the torso and wing descriptions too. All of these now include all current race descriptions including: human, elven, dwarven, dragon-descended, halfling, orc-descended, gnome, dark elf, goblin, high-demon, alaraune, demon, cow-taur, dryad, goo, naga, centaur, neko, wolf-taur, dragon, orc, doll and bee-taur. It also includes the charm skill appearance descriptions (meaning the higher your charm the more attractive you look). The upper torso descriptions will now change slightly based on the player’s dominant mood: Sexy/Sarcasm will give a more perverse description and Sympathy/Serious will give more modest descriptions. As mentioned, all wing types have been added to the description too: dragon, high-demon(succubus/incubus) and bee-taur. Different fields are also hidden inside these descriptions, for example; player strength can be described as “an average build of muscle, which your small pecks rest upon.” These descriptions vary depending on whether or not you’re male or female and they depend on your dominant mood. Piercings are hidden until you get something pierced.

New Patreon Rewards + New Patron Items:
These were announced a little less than a month ago, but just in case new people or older visitors who haven't seen the game in the while decide to stop on by, I wanted to mention this one more time to get them up to date. Patron rewards have changed for the better and for the most part I think everyone really, really likes them. If you haven't checked them out, you should do so!

1) Cowardly Caravaners
*Personalized Thank You Email.
*Early Access to Patron Betas.
*Basic Item Suggestion (suggest items at will).

3) Zombie Chow
*Access to the DDI (Donator's Debug Item; Debug Just About Everything!)
*Special Mention in the Game Credits.
And All Previous Tier Rewards!

5) Goblin Family Friend
*A Patron Only "Undo Button".
*24/7 Personal Skype Time with Yours Truly.
And All Previous Tier Rewards!

10) Wilderness Wanderer
*Access to the PVM (Patron Vending Machine; Get All Clothing, Weapons and Items).
And All Previous Tier Rewards!

15) Drunk n' Disorderly
*Access to the WWW (Wingless World Warper; Fast Travel Without Wings).
*Premade Character; Background, Skills and Stats ((suggest these at will)!
And All Previous Tier Rewards!

20) Corrupt Champion
*Access to the PBB (Patron Bottomless Bag; Endless Storage Space As Needed).
*Transformation Item and Body Mod Suggestion (suggest these items at will).
And All Previous Tier Rewards!

30) Auvorian Advocate
*Access to the SMB (Stat Manipulation Button; Manipulate Stats As Needed).
*Random Event Suggestion (suggest random events at will). 
And All Previous Tier Rewards!

And here are the new items associated with the rewards which were mentioned above.
New $15 Patron Item: WWW (Wingless World Warper; Allows you to fast travel without wings). New $20 Patron Item: PBB (Patron Bottomless Bag; Allows player to increase storage capacity at will) and finally, new $30 Patron Item: SMB (Stat Manipulation Button; Allows player to increase and decrease their stats at will).

3 More Pregnancy Turns:
Due to the wide-range of diverse responses and great suggestions in the pregnancy poll, I’ve decided that in order to be fair to everyone given how close it was, you’ll each get to choose between 4 different options, which will indicate your character’s pregnancy duration: Pregnancy Duration 500 Turns, Pregnancy Duration 1000 Turns, Pregnancy Duration 1500 Turns, Pregnancy Duration 2000 Turns. This won’t be in effect until pregnancy is finished and until the new character creation process is added to the game but I’ve already set up the coding for it so it’s ready to go once the other two things are complete. With that said, I also worked on pregnancy itself some more. Specifically I wrote the contraction scripts since they were quick and easy to knock out. They typically take place during Turn 980, Turn 985 and Turn 995. All three also contain a 25% chance for the player to lactate uncontrollably. The scripts also change depending on if you’ve given birth or not, and if you’re experiencing the scripts the second time around. Turn 995 also has baby kicking!

New Command: Rest:
I've added a new command at the player's disposal although at the moment it's very, very minimalistic. It transitions the player from night to morning essentially, but eventually there will be several "scenarios" that will play out. These will be mini-events although they won't go into as much depth as the Day/Night Travel Features. The command does work though!

Weapon Attack Dialogue Added: Sword of Demonslaying:
Not much to say about this. I added the Sword of Demonslaying descriptions to the male/female zombies, both versions of the pale abomination and to the minotaur.

New Race: Bee-Taur:
Again, not much to say about this. There is a new race added to the game, Bee-Taur. Now I've gotten a lot of questions about what a bee-taur is! Well, essentially it's a standard bee-girl, bee-boy --- hive dwelling creature. Make sense? If not, just ask questions and I'll answer them as best I can. They basically have wings, antennae, a big abdomen butt, chitin, fuzz etc.

St.Jude's Donation:

I just realized I forgot to do the addition for the St.Jude’s donation in March and April. So I’ll add the current donation right now for both months, which came out to be...$31.81 for Feb-April so another St.Jude’s Pledge is ready to go! Thank you everyone! You guys are the absolute best! That makes 3 donations now and almost $100 raised since the game began. Thank you all for being so selfless and helping those children and their families through these incredibly tough times in their lives ^_^ ! I’ll be sure to show you guys the certificate for donation asap, probably on Easter Sunday when the release happens. Just wanted to share the great news!! 


COMING UP

Hopefully finishing another Cow-Taur turn, or completely finishing it, finishing more pregnancy scripts so that all that's left is the birthing. For the most part though this is going to be a sex update as that content has been lacking for the most part. I want to get some Entice scenes written for males and females with male and female enemies, another Masturbate scene written, some sex traps/events for the Day and Night time mini-events, I want to get the mirror remastered in the house, and I want to get the basic descriptions for the five new rooms down. That's the aim! Wish me luck. 

Next Update: 15MAY17

Now I'm going to take a couple of days off and then see you guys for the next progress report! Ciao! Hope you guys are excited for everything coming up!

Anonynn.


ChangeLog - v0.9.3A Public


Bug Fixes
- Fixed this error on the “Ornate Bell Necklace”: Error running script: Error compiling expression 'player.cursecount = 300': CompareElement: Operation 'Equal' is not defined for types 'Object' and 'Int32
- Fixed the multitude of Boxes from “Rold’s Mini-Quest” being “Undroppable”. They actually aren’t even supposed to appear in your inventory at all! Now they shouldn’t and should be properly removed when picked.
J
- Fixed “the Box” you’re supposed to give “Rold” not disappearing from your inventory --- nor activating the last event in the “Withered Snag” – This seemed to be caused by the “Duplication System”.
- Apparently “Resist” was having some problems in the “Western Bookcase” so I changed the coding just slightly. Let’s see if that works!
- “Apocamorphosis” now uses the latest “Quest v5.7” this may come with unexpected bugs! So keep an eye out for weirdness.
- Fixed some errors from the “Quest 5.7” upgrade having to do with “Male Zombies”.
- Fixed a Flag Error in “The Edge” and several more errors that had to do with a small coding thing I had changed about the room.
- Fixed some minor bugs in the new “Player Description”
- Fixed some bugs and description orders with the “Winding Wood” and the living zombies there as well.
- Fixed a “Night Travel” bracket error.
- Fixed a “Night Travel” Function error which was happening when the player got turned around and ended up where they started. I also added a script to return the player to the same room whereas before, it would have just guided them to the next room they were planning on going.
- Fixed another “Night Travel” Function error, which was still preventing the player from moving, this should be the last one for it---Once I fix the DayTime Travel one that’s keeping the player immobile that should be all the errors.  
- Fixed the “Day Travel” bracket error. And another one.
- Fixed one last error with the “Night Travel” Function that kept popping up causing the player to have to click an exit twice. All the issues seem to be solved
😊
- Fixed a bracket error with the “Day Travel” Function
- Fixed a parenthesis error with the “Night Travel” Function
- Fixed a “Quest Log” error. Apparently, I dropped the wrong quest; “Quest 3” with “Quest 4” in the “Winding Wood”.
- Fixed a spacing error in the “Night Travel” Script.

Combat
- Added the “Sword of Demonslaying” descriptions to the “Male/Female Zombies”, both versions of the “Pale Abomination” and to the “Minotaur”.

Transformations

- Added “Bee-Taur” antennae to the “Horn-Type” descriptions.
- Added “Bee-Taur” to the DDI.
- Added more “Cow-Taur” Transformations: Added Turn 300. Which is a mouth and tongue transformation. You’ll also gain +4 “Strength”, +4 “Corruption” and -4 “Intelligence”. If you’re “Sexy/Sarcasm Mood Dominant” you’ll also gain +5 “Lust”. There is a separate variable for if you already have this transformation as well.
- Added another “Cow-Taur” variation transformation. On Turn 50, you’ll have a 25% chance if you’re “Sexy/Sarcasm Mood Dominant” to increase your “Breastsize” (if you’re “Female”) and increase your “Penis” size if you’re “Male”. If that event procs, you’ll have another 50% chance to increase those respective sizes again. I’ll be adding more scripts like that throughout the transformation.
- Added another “Cow-Taur” variation transformation. On Turn 80, you’ll have a 25% chance if you’re “Sexy/Sarcasm Mood Dominant” to increase your “Butt” and “Hip” sizes if you’re “Female”, and if you’re “Male, a chance to increase your “Butt” size. If that event procs, you’ll have another 50% chance to increase both categories again if you’re “Female” and the one category if you’re “Male”.
-Partially Added “Cow-Taur” Turn 340. Which will be a “Tail” and “Leg” transformation.  Currently the “Tail” transformations are finished and take into account whether or not you have a “Tail”, and whether or not it’s a “Cow-Taur Tail”. It also has different tail variables. That leaves the feet transformation, the hand and ears and then “Cow-Taur” will be finished. 

Stats

- Instead of “Health” the player loses -4 “Maximum Health” for leaping off “The Edge”, and -1 “Maximum Health” for not passing the “Strength” check for the alternate path, and then -2 “Maximum Health” for failing both “Strength” and “Agility” checks. I did this it stops damage from showing up on the title of Chapter 2. I thought of removing damage altogether, but it makes the situation less serious and the choices you have to make less weighty. Only very, very traumatic physical damage will cause you to lose maximum health so it’ll be a rare thing.

Sex
- Due to the wide-range of diverse responses, and great suggestions in the “Pregnancy Poll”, I’ve decided that in order to be fair to everyone given how close it is, you’ll each get to choose between 4 different options, which have to do with your character’s pregnancy duration: Pregnancy Duration 500, Pregnancy Duration 1000, Pregnancy Duration 1500, Pregnancy Duration 2000. This won’t be in effect until pregnancy is finished, and the new Character Creation process is added to the game but I’ve already set up the coding for it so it’s ready to go once the other two things are complete. 
- Added “masturbate” to the “Winding Wood Room” for both “Sexy and Sarcasm Moods”. (you can’t do it there given you’re surrounded by rotten corpses). I also added “masturbate” to the other rooms as well; “West Byway”, “Whispering Wood 3”, “Vaughan Pass”, “Old Canopy Road”, “Hyhot Steppes” --- all of which can be masturbated in. Oh, I also added the “masturbate” option to the “Chapter 2 Title Page” (and no you can’t “Masturbate” there) Haha!

Travel

-I’ve begun working on the “Whispering Wood” room. Finished its introduction, essentially the “Chapter 2” introduction and the room’s basic description, which takes “Weather” and “Time of Day” into account. I’ve also added scripting for 11 “Male and Female Zombies”; each having a 50% chance to appear once your character wakes up. No worries though! These zombies cannot attack you. Some of them are already dead and are ready for “Looting” and others are struggling on the brink of death, upon which your character will unleash the coup de grâce. After which, you can “Loot” them. All the “Dead Zombies” are finished. The “Living Zombies” will give you a choice about whether or not you want to kill them or leave them alive to suffer through their death; these are labeled “No Mercy” (leaving them alive) and “Mercy Kill” (putting them out of their misery). If you decide on a “Mercy Kill” --- you get a chance to loot the corpse and find any items that you would normally find if you had actually killed and defeated the monster. If you decide on “No Mercy” you will have a 50% chance to gain +3 “Corruption” and a 50% chance to gain +1 “Resist”. All of these interactions have unique descriptions. When you “Pillage/Search” the area you have a 25% chance to anything from the pool of existing items x2, another 25% chance to find anything from the pool of existing items x2, a 25% chance to find 3 “Small Sticks” and 3 pieces of “Torn Cloth” (to help stock up on supplies) and a chance to find something from the pool of existing items, and then finally, you have a 25% chance to find a “Beating Stick” weapon. I have added a reminder to the player about the “Rest Command” and some of its basic functions. The “Winding Wood” now has some ambient descriptions which will greatly depend on “Weather” and “Time of Day”. There’s also another ambient effect that activates 35% of the time, which is the “Player” scaring off various animals upon waking. You also have a 25% chance to regain +15 “Health” upon waking, a 25% chance to regain +10 “Health”, a 25% chance to regain +5 “Health” or a 25% chance to regain +3 “Health” --- but rest assured you will always gain something upon waking.
- I created a “Night Travel” Function, which will give the player a choice about moving at “Night” (instead of the original plan of outright denying them).  (the player will be prompted about whether or not they want to continue).
1. Damage Scenario: 25% of the time you’ll receive this scenario. There is a chance that you can lose health, more health if it's raining and even more health if it's storming; there are four possibilities of health loss each has a 25% chance if this particular category procs. R = Rain, S = Storm, N = Night. The number next to the letter is the health you could potentially lose;
Scenario 1: R 4 S 6 N 2
Scenario 2: R 5 S 7 N 3
Scenario 3: R 6 S 8 N 4
Scenario 4: R 7, S 9, N 5.
(if you have a Defense of 5 or greater however, you will gain back +1 health from all scenarios)
A placeholder for “Clothing Damage” has been placed in this scenario as well.
25% of the time you’ll also wind up at a random place on the current area’s entire map, 25% of the time you’ll wind up right back where you started, and the rest of the time, you’ll reach the destination you intended! This is assuming you are traveling without a light of some kind. Having a light will ALWAYS bring you where you want to go without health loss. These scripts have been implemented.
**However: the lost scenario currently leads you to the destination you intended and will do so until more rooms of the “Whispering Thicket” are implemented. This scenario is mostly completed.
2. Trap/Pitfall Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into various traps or pitfalls (including sexual traps and pitfalls!). This scenario is currently a placeholder.
3. Loot Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into something useful.
Scenario 1: Dead Body + Loot *Finished* --- You can get up to 3 “Loot” rolls. 1 you always get. 50% of the time you’ll get the second. And 25% of the time you’ll get the third too. You also lose -5 “health” (-4 if you have a “Defense over +5) at the end of the scenario.
Scenario 2: Small Clearing/Dropped Item *placeholder*
Scenario 3: A Crate Box/Box Changes Conditions *placeholder*
Scenario 4: Happenchance Loot *placeholder*
4. Enemy Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into some kind of enemy for the current area. This scenario is currently a placeholder.
5. No Scenario: Most Common Scenario. Finally you successfully travel to the next spot without anything happening at all. This scenario is finished. You will lose -4 health as usual for hiking all night and not sleeping.
So far all of it is about 50,000+ words.
Note: It's important to know that you will ALWAYS lose some small amount of health when traveling at night because your character is foregoing sleep.
- I have added the “Night Travel Function” to the following rooms: “West Byway”, “Whispering Wood 3”, “Vaughan Pass”, “Old Canopy Road”, and “Hyhot Steppes” – These subsequent rooms also have had the “Night Travel Function” added onto the returning exits to the “Winding Wood” as well. 
- For now all “Night Travel” scenarios will lead you to your correct destination. Placeholders have been added for several scenarios.
- The opposing scenario of deciding against traveling at night is finished. The “Player” can alternatively use their “Rest Command”.
- I’m adding extensive coding to ensure that the “Night Travel” Function works properly as it’s extremely involved.
- I added “Defense” to the “Light-Guided Night Travel” so now you’ll only lose -1 “Health” if your “Defense” is above 5 instead of -2 “Health”.
- I added a prompt at the end of the current story (when the player passes out) in the “Withered Snag” asking if the “Player” would like to continue on and see the rest of the game’s content (outside of the “Withered Snag”). Upon saying yes, the “Player” will be moved to “Sudden Death” and upon no, the game will finish.
- I’ve decided to give daytime travelling (morning-evenings) some randomized mini-events as well, just like night time travel is receiving. Although, the day time ones will be a little more simple I think, and I’ll be adding onto it as we go. Right now, there are 5 empty scenarios to be filled with a 25% of each one to proc, so if you think of something cool, let me know. Also, these DO NOT effect the big travel events planned for specific rooms either. It’s just something to add a little variety to your unique adventure. Here are a few of the planned scenarios for day time travel, which I will elaborate on as time goes on.
1. Revitalization Scenario: 25% of the time you’ll receive this scenario. 25% chance to find an inspiring/beautiful area or fairy-folk or something that gives you back some health. This scenario is currently a placeholder. It has 4 placeholders that you have another 25% chance to encounter.
Scenario 1: Helpful Healer – a 25% chance to run into a helpful healer or people at a picnic or something and getting some health back for free. Placeholder.
Scenario 2: Nap – a 25% chance to find a nice spot to settle down in and take a quick nap. Placeholder.
Scenario 3: Inspiring View/Scenery – a 25% chance to find a beautiful view or inspiring scenery that makes you feel great. Placeholder.
Scenario 4: Meet and Greet – You meet a nice random traveler who you spend some time talking too. Placeholder.
2. Enemy Scenario: 25% of the time you’ll receive this scenario. 25% chance to run into some kind of enemy for the current area. This scenario is currently a placeholder.
3. Loot Scenario: 25% of the time you’ll receive this scenario. 25% chance to come across some loot to obtain. This scenario is currently a placeholder.
Scenario 1: Run across a random travelling merchant or someone who is over-burdered and decides to give you a free random item to help lighten your load. Placeholder.
Scenario 2: Come across a crate/box/chest that may have some free loot for you to take. Placeholder.
Scenario 3: Find a random item on the ground for the taking. Placeholder.
Scenario 4: Magical Rune item creator which works once every 24 hours. Placeholder.
4. Performance/Skill Scenario: Gives the “Player” the choice to show-case a skill and potentially earn gold with. “Player” will pick their desired skill. Placeholder.
5. No Scenario: Obviously the most common scenario. Nothing happens. You just move in your desired direction. This scenario is finished.
* Just to clarify, you do not lose “Health” when travelling during the day and there will be no damage scenario for it.
- I decided to improve the default “DayTravel” Function message so that it covers all weather and all times of day. Originally, it was just a vague message about traveling. Now it goes into depth about your surrounding conditions coupled with the time of day.
- Reduced the encounter of the “Day Travel” Function by 15% --- 25 down to 10%. Each subsequent event inside of these sections however remains at 25% between them.
- Reduced the encounter rate of the “Night Travel” Function by 10% --- 25 down to 15%. Each subsequent event of each section however remains at 25% between them.
- I think I have a draft of the first 20 major travel events mapped out.
West Byway:
1. Reverse Side; Succubus-Futa Caves (sounds) (morning-night)
2. Old Hag Fortune-Teller (warning) (morning-evening)
3. Group of Travelers (morning-night) (if night; camping)
4. Relaxing River (morning-night)
Whispering Wood 3:
1. Shadow In The Trees Watching (morning-evening, sounds at night) Male Elven/Human Investigation .
2. Abandoned Shelter or Cabin (morning-night)
3. Alaraune Trap Encounter (slow TF) (morning-night)
4. Bee-Taur Encounter (morning-night)
Vaughan Pass:
1. Robbery Trap-Possible Sex (evening-night)
2. Guard Check-Point (morning-night)
3. Religious Protest; Assimilants (1) (morning-evening)
4. Lost Goo/Slime (girl or boy) (morning-night)
Old Canopy Road:
1. Bartering Caravan (morning-evening)
2. Bimbo/Gimbo Trap--- (morning-night)
3. Drider Web; Dead Body (morning-night)
4. Goblin Raid Party (evening-night)
Hyhot Steppes:
1. Rockslide Clean-Up/Guard Encounter (morning-evening) (if night; one guard).
2. Fruit Climb Event (morning-evening) (night too dangerous)
3. Goblin Merchant (morning-evening)
4. Beautiful Rock Event (evening)

Patreon/Patron

- Added “Sohrit” and “WPG” to the game’s “Thank You Page”
- Proposed the New Patron Rewards. Hopefully everyone likes them as I feel the give the player more for their donation.
- Added new $15 Patron Item: WWW (Wingless World Warper; Allows you to fast travel without wings).
- Added new $20 Patron Item: PBB (Patron Bottomless Bag; Allows player to increase storage capacity at will).
- Added new $30 Patron Item: SMB (Stat Manipulation Button; Allows player to increase and decrease their stats at will).
- As per results of the Rewards Poll: Here are the new Patron Rewards effective immediately:
1) Cowardly Caravaners
*Personalized Thank You Email.
*Early Access to Patron Betas.
*Basic Item Suggestion (suggest items at will).
3) Zombie Chow
*Access to the DDI (Donator's Debug Item; Debug Just About Everything!)
*Special Mention in the Game Credits.
And All Previous Tier Rewards!
5) Goblin Family Friend
*A Patron Only "Undo Button".
*24/7 Personal Skype Time with Yours Truly.
And All Previous Tier Rewards!
10) Wilderness Wanderer
*Access to the PVM (Patron Vending Machine; Get All Clothing, Weapons and Items).
And All Previous Tier Rewards!
15) Drunk n' Disorderly
*Access to the WWW (Wingless World Warper; Fast Travel Without Wings).
*Premade Character; Background, Skills and Stats ((suggest these at will)!
And All Previous Tier Rewards!
20) Corrupt Champion
*Access to the PBB (Patron Bottomless Bag; Endless Storage Space As Needed).
*Transformation Item and Body Mod Suggestion (suggest these items at will).
And All Previous Tier Rewards!
30) Auvorian Advocate
*Access to the SMB (Stat Manipulation Button; Manipulate Stats As Needed).
*Random Event Suggestion (suggest random events at will). 
And All Previous Tier Rewards!

St.Judes
-I just realized I forgot to do the addition for the St.Jude’s donation in March and April. So I’ll add the current donation right now for both months, which came out to be...$31.81 for Feb-April so another St.Jude’s Pledge is ready to go! Thank you everyone! You guys are the absolute best! That makes 3 donations now and almost $100 raised since the game began. Thank you all for being so selfless and helping those children and their families through these incredibly tough times in their lives ^_^ ! I’ll be sure to show you guys the certificate for donation asap, probably on Easter Sunday when the release happens.

Other

- Worked on “Pregnancy” more. I went ahead and did the contraction scripts since they would be easy to knock out. They typically take place during Turn 980, Turn 985 and Turn 995. All three also contain a 25% chance for the player to “Lactate” uncontrollably. The scripts also change depending on if you’ve given “Birth” or not, and if you’re experiencing the scripts the second time around. Turn 995 also has baby kicking! These three scripts turned out to be about 15k words.
- I began remastering the “Player Description”. So far the player’s “Name” and current “Status” have been rewritten. I’ve completely remastered all the “Head”, “Horn” and general “Face” descriptions, and all current races have been added to that section including: human, elven, dwarven, dragon-descended, halfling, orc-descended, gnome, dark elf, goblin, high-demon, alaraune, demon, cow-taur, dryad, goo, naga, centaur, neko, wolf-taur, dragon, orc, doll and bee-taur. “Charm Skill” descriptions have been added as well to the player’s appearance. I’ve begun the “Upper Torso” descriptions now which will change slightly based on the player’s dominant “Mood”; “Sexy”, “Sarcasm”, “Sympathy” and “Serious” modifications are finished. All “Wing” types have been added to the description: dragon, high-demon(succubus/incubus) and bee-taur. There’s not really much to say about this particular field other than that, all the “Breastsize” for “Males” and “Females” have been remastered with completely changed descriptions. Different fields are also hidden inside these descriptions, for example; player strength can be described as “an average build of muscle, which your small pecks rest upon.” These descriptions vary depending on whether or not you’re “Male” or “Female” and depending on your dominant “Mood”. Like with the “Head” descriptions, piercings are hidden until you get something pierced. “Agility” will likely be added in another section. Now onto the “Lower Abdomen/Pelvis” area.
- Added “Quest 3: Silent Light” --- and “Quest 4: Smoke Signals”. I’ve also renamed “Quest 1: Withered Residents” and “Quest 2: Waterworks” Each “Quest” will now give a very, very brief explanation of what you’re supposed to do to complete it to help remind the player. The “Quest Rewards” have been modified to reflect the new rewards that were changed a while back (with the changes to “Resist”). You cannot “Level Up” “Skills” unless a specific reward has tested that particular “Skill”. “Quest 4” has been added to the “Winding Wood”
- I've added the “Rest Command” to help transition “Night” to “Morning”. 
- I added “Non-Find” descriptions for when you auto-loot an enemy (just so the player knows they didn’t find anything).
- Added the “Rest Command” to the “Help Guide-Basic Commands”
- Loot for MOST of the game at this point on will rely on the giant loot table already established (instead of me picking and choosing which items to put where. This will only occur in outside rooms). The new regular loot table will have benefits for “Big Savers” just like the “Double Search” does. I’m thinking with the new Regular Loot Table, “Big Savers” will have a 45% chance to discover an item, while everyone else will have a 25% chance (just like in (Chapter 1”). This differs from the Secondary Loot Table as “Big Saver” have a 25% chance to find a secondary item, while everyone else has a 15% chance. Inside both however there is a 25% chance to loot from any category. This gives the “Player” a great chance of finding all sorts of new items.
- “West Byway”, “Whispering Wood 3”, “Vaughan Pass”, “Canopy Road”, “Hyhot Steppes” all have their “Search/Pillage” scripts implemented.
- I have the “Equipment Viewer” main template almost finished and the “Male” and “Female” silhouettes will be inked and right behind it soon enough.
- I removed all the “Cow-Taur” test messages except for the very last turn. I’ll probably end up regretting that though. @_@