Update 1.0!
Hello everyone!
[p align="start"]I hope you've been well since the last update :)
[p align="start"]Roughly 3 years later, the Goblin Burrow has reached the state at which it's worthy of not being called an "Alpha", at least in my eyes. It now has everything I originally wanted it to have and more, thanks to your ideas and support I got it to this stage. Thank you :)
[p align="start"]Here is what's new in the v1.0:
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Bridges update:
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Added connections to BJ room
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Added connections to Werehound room
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Fixed few bridges' bugs
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Health detection
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Pregnancy detection
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New option in the bridges' settings to help with preventing the "blockade"
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New options for character types
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Changes to corridors:
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Now available in main branch exe
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4 New corridors
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Changed length of some corridors
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Updated visuals
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Updated animations:
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Death Hound animations
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Death Were Hound animations
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Lord's animations
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Glory hole animations
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Male sex animations in cells
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Audio changes:
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Added Hounds SFX
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New BG music
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SFX for blow job climax
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Changes to the slaves' hovering UI:
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Added more details to male's UI
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Disabling the hovering slaves' UI will now make it appear when mouse is over a slave
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Added scale change settings
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Improved the fairy "mini games":
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Updated animations
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SFX
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Camera change in Hand job game
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Improved the selection tool:
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Added sorting to the selected list
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Added option to deselect with RMB on icon
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Added option to drag out one of the selected
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Added traits to goblins:
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Random traits will be given to a newly spawned goblin
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More traits are unlocked with more goblins in the inventory
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New goblin variants "Runebound":
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Very low chance of spawning
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Used for new set of spells
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If used at Sacrificial Chamber they provide extra boost to chances
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Can be removed from burrow by enabling it in settings
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New room for the Runebound goblins and spells:
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Resurrection
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Secret spell (Requires the Witch character)
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Sandbox conversion
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Added new room for Mushroom Gathering
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Placed slaves will gather food over time
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Special mushroom will spawn that can be clicked on for extra food
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Larvae is present at the room to distract the gatherers
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6 New slaves. 5 of these slaves can be acquired by completing the "Adventurers' Attack" mini game
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Big thank you to everyone who participated with the votes :)
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The attack is triggered by requesting the hunt on certain race (humans excluded)
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The Adventurers' Attack mini game was updated
- The Death Were hound support requests now should be more usable
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Other:
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Slave's main stats are now slightly randomized
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Fixed Lord's new born bug
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Added visuals inside cells to inform of acquired resources. Can be turned off/on in settings
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Added setting option to decide when a near death notification is showed for a favourite slave
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Updated parts of the tutorial
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Translated missing UI texts
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The High Elf special slave can now be acquired by completing the "Adventurers' Attack" mini game instead of having certain amount of hunt requests
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Added new "Exit Cell" which works just like the centre hall
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Hounds will now correctly save and load if they are at bridges
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The virgin clothes can now be disabled/enabled and they are more properly shown in the room
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Now with the full obedience, the basic stats of the characters are increased by 5%
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[p align="start"]What's next:
[p align="start"]This game will continue to receive bug fixes, I plan on adding more achievements and possibly an update to the Nepenthes. I wanted to include it in this update, but decided to skip it since it had already been quite a long time since the previous update.
[p align="start"]Thank you for your support and stay safe :)
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