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v3.

2:
The Finale

Additions:
-Added ending cinematic after reaching the end of the game.

Changes:
-Removed crashdumper

v3.1:
Lonely Rolling Mask

Changes:
-Removed Ko-Fi splash screen
-Made level sizes 5x5 and 7x7
-Added another custom control cheatcode.
-Replaced Ko-Fi link with an itch.io link
-Buffed every enemy and boss.

Fixes:

>Fixed issue with accessing non-existent rooms


>Fixed issue with the game trying to fade non-existent music
>Fixed an issue with map generation, that sometimes causes crashing
>Fixed an issue with Gelly and RFB animations
>Fixed issue with RowFlicker flickering non-existent entities.
>Fixed issue with Ashley's death crashing the game sometimes.

v3.0:
Thirstchasm: Final Chung Edition

Additions:
-New splash screen thanking Ko-Fi supports for getting TC this far.
-New Wolf Pack ambush room.
-Props that spawn on the ground
-Know-it-All and Monstermind skills
-Naughtilis Boss Fight
-New NPC mechanic, with NPC negotiation and dialogue.
-Bryan and Ashley (NPCs)

Changes:
-Made the Tentacle ambush exclusive to the Factory level.
-Blunt Blows now topples enemies for a longer time.
-Balanced the Alpha Wolf boss fight.
-Secondary levels are now 8x8, instead of 9x9
-Killing toppled/stunned enemies rewards the player with 1 EXP.
-Defeating bosses rewards the player with 3 EXP.
-First time being hit in a new room will topple the player.
-There is now text telling whether an enemy is toppled or stunned.
-Distinct sound when an enemy is about to attack.
-Boss rooms now spawn adjacent to the ending room, and no longer spawn on the main
path.
-Passive enemies now have a chance of walking around aimlessly.
-Minor improvements to map generation.
-Keeping your clothes on doubles the EXP you earn.

Bugfixes:
-Fixed the problem with ambush room QTEs allowing you to press RIGHT and not lose.
-Fixed a problem with pressing the action button when prompted, and causing the
player to use their active ability at the same time.
-Fixed issue with destroying two enemies with one dom.
-Fixed an issue with leaving a room not returning the player's sword
-Fixed an issue with being knocked out of the room while out of HP.
-Fixed garbage collection issue. (Finally.)

_____________________________________________________
v2.1:
Off of hiatus - a small update to clean up for v3.0

Additions:
-Custom controls

Changes:
-Changed the QTE in ambush rooms, it now shows general direction arrows rather than
telling you which key to press. (In order to be less confusing)
-Made unobtainable enemy animations more apparent in the Gallery menu.
-The game is now Flash-friendly again, meaning it's e621 compatible!

Bugfixes:
-Fixed the loop point on the main BGM (was looping incorrectly before, according to
Dino.)
-Fixed the memory issue when doing multiple runs within a single session.
-Fixed the notification text getting stuck when pausing the game.

_____________________________________________________
v2.0:
Solidifying the game's design

Additions:

-Added a more procedural cumsplatter system, that randomly spawns small


cumsplatters on the ground. Big cumsplatters now spawn under the player after
fucking an enemy. If the player walks over a big cum splatter, they trail cum for a
little while.
-Added passive enemies in trap rooms, attacking them makes them aggressive.
-Added EXP points, earned by either dominating enemies or winning ambush rooms.
-Added a skill system.
-Added 8 new passive skills, and 3 new active skills.
-Added a boss battle system.
-Added the Alpha Wolf boss fight.
-Added the Factory level
-Added a new ambush room
-Added the Gallery (accessible from the main menu)
-Added sound effects
-Added a new OST (composed by A Dinosaur, https://modarchive.org/index.php?
request=view_by_moduleid&query=183868)

Changes:

-Winning an ambush room no longer rewards the player with Energy.


-Losing an ambush room now rewards the player with Energy instead.
-Removed static cumstains baked directly into the tilemap
-Special rooms (Such as ambushes, the start room, boss rooms, etc.) now connect to
all adjacent rooms. (Before they had a chance of walling themselves off from
eachother, like how empty rooms do.
-Optimized the map generation code
-Ambush rooms are now completely optional, and no longer spawn on the main path
between the start and exit.
-Game overs now play the submissive loop of the last enemy to attack the player.
(Which means the original game over loop has been removed from the game - it isn't
that good anyway, trust me.)

Bugfixes:

-Fixed a bug where when walking out of a room, if you turn around quick enough it
causes the game to load the incorrect room.
-Fixed a minor bug where if you held up and down on a menu it'd cause some pretty
funky animation problems
-Fixed a bug where the player was invulnrable while swinging their sword

_____________________________________________________
v1.1:
Fixing up the game for v2.0

Changes:

-Changed the hitboxes on the player's sword, making combat more "realistic" (rather
than being able to hit enemies that are nowhere close to your sword)
-Shortened how long enemies stay toppled/stunned for.
-Changed the Kobold's attack hitbox, making it able to hit the player without
needing to actually be overlapping the player.

Bugfixes:

-Fixed bug where enemies despawn when touching a toppled player, despite not
triggering a scene.
-Fixed bug where ambush room quicktime events would generate the same keypress
twice in a row, making it so that there were less actual keypresses needed. (Aka
when you would get ambushes that'd only need 2 or 3 presses)
-Fixed bug where starting a new game too quickly would cause the game to softlock
-Enemies no longer stay toppled/stunned (among other things) when leaving and re-
entering rooms
-Fixed bug where the player would continue to see ambush loops that they've already
fully seen
-Fixed issue that caused everyone's antivirus to flip out. (a.k.a. I had to remove
the exit button from the start menu)

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