Category: FetishQuest

  • Stop Killing Games, and JasX

    With the Stop Killing Games movement gaining traction again, I thought I should make it more clear which games are considered purchases, and which are considered licenses. As such, I’ve added icons on the jasx.org store page that shows what you’re actually getting including if a game is:

    • X-rated.
    • Played inside of Second Life.
    • A live service game (you’re buying a license, not a game).
    • Open Source (Server).
    • Open Source (Client).

    The main thing is if they’re considered a live service license, as in you’re paying for a license to use the game vs buying the game itself.

    The list of JasX games that are live service licenses:

    • BARE
    • TiS (No longer sold, but I’m maintaining the server)
    • Woohoo
    • jFish
    • Fright

    GoThongs is a bit special in that it relies on the JasX server to run. However the HUD is open source (other than the bridge package script), but the header file for the bridge is open source, meaning anyone with a bit of time on their hands could build their own GoThongs server, should something ever happen to mine. GoThongs is also entirely free.

    FetishQuest is free, fully open source, and can be entirely self hosted.

    That said, I don’t have any plans of going full “The Crew” on any JasX services anytime soon. The server requirements are very light, and self-hosting means the hosting cost is nearly free. This blogpost was mainly a bit of introspection since it hit me while signing the EU petition for Stop Killing Games that I’ve made live service games too.

    I likely won’t make more live service games in the future, because I hate the format. I can think of many live service games that would be more fun if they weren’t, since the format doesn’t lend itself to modding.

    And I want y’all to mod my games, which is why I’ve been doing exclusively open source for the past 10 years. Now go make some mods, I want to play something lewd where I don’t know the outcome beforehand!

  • FetishQuest Build b326 – Jiggles

    I’ve pushed the Dev branch to stable once more! This is a smaller update compared to previous ones. But it comes with a lot of nice stuff:

    Content

    • Added a new mod that adds 4 followers to Yuug along with a short quest for each one. Note that this mod is best in single-player, but I didn’t add any restrictions on player numbers. Download it from the mods tab!
    • New quest that starts in the Borm tavern kitchen, and fleshes out Borm a bit more.
    • Added talents. Not used in the main game, but can be used for slottable passives in mods.
    • New system: Runeforging, can be done at a blacksmith. Requires new reagents which can be found throughout the land.
    • New soundtracks.
    • Added jiggle physics.
    • Replaced the player templates in the main game to support character expressions and jiggle physics.
    • Generated images for most of the characters you encounter.
    • Removed the old Character Editor. Use the dev tools to create a character mod instead, since characters have so many more features than the old editor supports. You can use the template character and replace its art layers if you want quick n dirty character art in your game, then use the DM tools to edit your character.
    • New meshes.
    • Player characters now start with an extra ability based on their role. Other players can get these abilities at trainer.
    • Removed the old characters that didn’t have art layers.
    • Added VibHub support (still working on it, next revision, I swear!)
    • Fights with more than 2 teams shows a horizontal bar between players separated by team.
    • Physical damage now has a chance of adding block to the caster, instead of doing extra damage.
    • Defeated player portraits are now smaller.
    • Improved mini map with tooltips and showing services.
    • Mobs are now forced to attack at 9 or more momentum, down from 13.
    • Cast-time actions that can’t be interrupted now display a grey border.

    Dev Tools

    • New feature: Wrapper mods. Lets you reuse base wrappers in actions but modify stuff such as stacks, duration, target etc.
    • Wrappers can now stack on time instead of stacks.
    • Going forward, most art should be 6:10 aspect ratio.
    • The help button now takes you to a relevant wiki page, describing the asset type in more detail.
    • Wrapper type GameActions can n ow be used to remove wrappers.
    • Added a way for RPs to set tags on players, mainly used for facial expressions.
    • setDvar math function can now accept an empty dungeon label to target the active dungeon.
    • Merged the game-icons.net icon library (27th march).
    • New condition: actionInterruptable
    • New game event: hpDamageDone
    • Added option to not proxy images on players, allowing for faster load times if the resource has correct CORS headers (such as the JasX CDN), or if you want to use local images (still requires SSL though).
    • New story setting: no_soft_start. Disables the enemy difficulty reduction at low levels.
    • Re-added the @ system to let you use non-player-specific dungeon vars in texts.
    • Added background overrides for advanced art layers on layer -1.
    • Added automatic build dates to mods.
    • Added math var for nr damaging attacks received since battle start.
    • Added regex support for tags when using the fast facial expressions feature in advanced art layers.
    • Added an “Add generic humanoid tags” button to players to automatically add common tags.
    • Added a bunch of functions to math scripts.
    • New condition: actionRipostable
    • New effect: turnStartRerolls, modify how many rerolls you get on turn start.
    • New condition: tagNumber, checks nr of times a player has a tag.
    • Added a playerTemplate modifier to modify player template settings in an encounter.
    • Encounters can now use a setting for templates_exact to use the exact specified player templates.
    • Added completion_game_actions to quest objectives. These are run when the objective is completed.
    • Player templates now support teams.
    • New condition: questNrObjectivesCompleted
    • Added feature to set y position offsets in portraits.

    Bug Fixes

    • Fixed a bunch of issues related to procedural dungeons.
    • Fixed multiple random encounter stuckages.
    • Fixed an issue where CSS effects may shown on the wrong target.
    • Fixed an issue preventing saving mod settings in devtools.
    • Added a potential fix for stuckage caused by FPS meter.
    • Fixed multiple issues with modding existing roleplays.
    • Fixed multiple issues with incorrect dungeon var loading.
    • Invisible players should no longer have 3d markers.
    • Fixed armor dye system.
    • Fixed an issue causing tooltips to break.
    • Fixed an issue causing looted item links to break.
    • Fixed a bunch of bot code.
    • Fixed texts not triggering correctly for effects that are both passive and active.
    • Fixed stack sizes showing twice in shops.
    • Fixed an issue where enemies wouldn’t use detrimental actions with a smart heal component.
    • Momentum-leeching effects now actually work.
    • Fixed a couple of issues with quest completion game actions.
    • Removed the out of combat player chat reaction limitation. NPCs can now chat at any time while not in a roleplay.