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LUMMI - 0.14 Early Access & Playtest
About This Title
Hello, authorized sinners!First of all, thank you for supporting me!So, briefly, here’s what’s new:
New enemy combat logic.Enemies can now have their own skills, and each enemy type has its own set. I also added passives that you can read about in their statuses.
Each enemy now gets a clear desire preference, so it should be easier to plan which kinds of attacks you need to defend against.
There’s also no longer a strict enemy type = one specific scene rule. Scenes are now shared between compatible enemy groups, like humans. And since pretty much everyone we have right now is human, their scene pool is shared.
Well, except for the Nameless Brothers. They have their own scene because of their... particular preferences.
Enemies also now have traits like strong, smart, agile, and so on, mostly just for variety.
And yes — the “one-eyed” enemies now actually have one eye on their portrait
Interface.There was a bug where actions simply stopped fitting on the screen because there were too many skills.
The old interface couldn’t really solve that problem in a nice way, so combat actions now have a completely new interface. And honestly, it just looks better.
As a bonus, it can now support hotkeys. I’ll create a permanent discussion thread on Discord where you can suggest which combat hotkeys you want.
For now:
Esc presses Return.
B does the same on controllers.
1–2–3–4 select the corresponding dialogue/event choices.
Hotkeys. What can you do
New enemies and a sublevel.After the night prayer in the Underdecks, you can now unlock exploration of a deeper Underdecks sublevel.
Yes. A purge after a purge.
All of this is part of something bigger that will come later, but for now the area includes a new enemy type with its own — and only its own — scene, as well as illustrated exploration events.
The level itself is also no longer completely fixed. It is generated dynamically, more like a roguelite, which is actually how I originally planned the game.
Based on your feedback, I’ll see how much you like this approach. If the response is positive, the other locations will gradually move toward the same system.
That was the original plan from the beginning, but I rushed things a bit, so it wasn’t there before.
I’d also like to eventually add some kind of “item” mechanic, like you see in various roguelikes, but I think it’s still too early for that.
New scenes.There’s one new scene for the new enemy, plus one new general defeat scene.
There are now two defeat scenes, and one is chosen randomly at the start of combat, mostly just for variety.
And since enemies of the same group now share a scene pool, I’ll keep expanding that pool in the next updates so there are several variations for each desire.
Statuses.I added text labels to statuses so it’s easier to understand what an enemy wants, or what role/position they’ve taken during an event.
Investigation text cleanup.There was a lot of repeated text in the investigation, so I trimmed some of the unnecessary parts.
Old save support.I’m moving in that direction too, so older saves should keep working on newer versions.
There still may be some problems here and there — maybe, maybe not — but in general I’m keeping an eye on it and trying not to forget anything.
Also, as promised, I made an extra version for those supporting at the Confessor tier — https://www.patreon.com/hilummi/posts/extended-version-173390799
Full changelog:Locations and Story
Added exploration of the cult hideout: randomized routes, new rooms, illustrations, and encounters.
Added 11 repeatable events with different choices, stat checks, battles, and consequences for the heroine.
Added six unique story reports. Their progress is saved between visits.
Progress toward finding the cult leader now comes from gathering information and winning encounters inside the hideout.
Added an encounter with the cult’s Father: introduction, conversations about his followers and what is happening on the ship, reveal of his true form, and later evening visits.
Added a stacking haze effect: it reduces maximum stamina and resistance to temptation. At critical levels, the heroine is forced to leave the hideout.
Access to the hideout is unlocked by holding a sermon in the Underdecks.
Traders now have more varied responses and preferences during conversations in the Black Market investigation.
Combat and Enemies
Reworked enemy action selection: enemies now consider mood, available abilities, ally states, and the current combat situation.
Added individual personality traits and personal preferences that influence enemy behavior.
Added unique abilities for beggars, robbers, bandits, cultists, the Nameless Brother, and the boss.
Added group passive effects: crowd advantages, defensive auras, ally support, healing, and additional actions triggered by commands.
Reworked encounter compositions and the reinforcement system. Enemies can now arrive in multiple waves depending on difficulty and expedition progress.
Improved wave transitions: mass attacks no longer affect enemies that have not yet entered combat.
Fixed issues with enemy intents, ability cooldowns, mood changes, and turn completion.
New Scenes and Interactions
Added a second defeat-scene variant. In normal battles, the version is selected randomly.
Added a new close-interaction scene involving breast play, multiple participant roles, and different action options.
Added options during the continuation of the rite: actively helping, waiting, changing clothes, and waiting for the ritual to finish.
Added new illustrations, hand animations, facial expressions, and visual consequences of interactions.
Intimate scene selection now takes available options and the enemy’s current preferences into account.
Fixed participant assignment, conflicting actions, image layering, backgrounds, and scene completion.
Interface and Presentation
Updated the action menu with new graphical elements, button styling, scrolling, and ability cost display.
Action Points are now shown as separate icons above the menu; the Return option has been moved to the top of submenus.
Updated enemy cards: portraits, emotions, hit reactions, and element placement.
Added status and passive ability icons with tooltips; improved the readability of abbreviations.
Updated cinematic scene presentation: highlighted names, clearer separation between dialogue and narration, and compact stat-change blocks.
Added numbered dialogue options and keyboard controls using 1–9 and 0.
Added a new presentation for exploration events with illustrations, results, and indicators for unmet requirements.
Translations and Saves
Expanded translations for all supported languages, including new events, dialogue, abilities, and statuses.
Updated names, descriptions, abbreviations, and punctuation.
Added sequential migration of older saves to the new version, updating all required data.
Fixed issues when loading older Black Market investigation saves.
Added localized error handling for failed save loading.
Save structure changes now account for new exploration events and the updated enemy scene selection system.Links:pcmacandroid
Hello, authorized sinners!First of all, thank you for supporting me!So, briefly, here’s what’s new:
New enemy combat logic.Enemies can now have their own skills, and each enemy type has its own set. I also added passives that you can read about in their statuses.
Each enemy now gets a clear desire preference, so it should be easier to plan which kinds of attacks you need to defend against.
There’s also no longer a strict enemy type = one specific scene rule. Scenes are now shared between compatible enemy groups, like humans. And since pretty much everyone we have right now is human, their scene pool is shared.
Well, except for the Nameless Brothers. They have their own scene because of their... particular preferences.
Enemies also now have traits like strong, smart, agile, and so on, mostly just for variety.
And yes — the “one-eyed” enemies now actually have one eye on their portrait
Interface.There was a bug where actions simply stopped fitting on the screen because there were too many skills.
The old interface couldn’t really solve that problem in a nice way, so combat actions now have a completely new interface. And honestly, it just looks better.
As a bonus, it can now support hotkeys. I’ll create a permanent discussion thread on Discord where you can suggest which combat hotkeys you want.
For now:
Esc presses Return.
B does the same on controllers.
1–2–3–4 select the corresponding dialogue/event choices.
Hotkeys. What can you do
New enemies and a sublevel.After the night prayer in the Underdecks, you can now unlock exploration of a deeper Underdecks sublevel.
Yes. A purge after a purge.
All of this is part of something bigger that will come later, but for now the area includes a new enemy type with its own — and only its own — scene, as well as illustrated exploration events.
The level itself is also no longer completely fixed. It is generated dynamically, more like a roguelite, which is actually how I originally planned the game.
Based on your feedback, I’ll see how much you like this approach. If the response is positive, the other locations will gradually move toward the same system.
That was the original plan from the beginning, but I rushed things a bit, so it wasn’t there before.
I’d also like to eventually add some kind of “item” mechanic, like you see in various roguelikes, but I think it’s still too early for that.
New scenes.There’s one new scene for the new enemy, plus one new general defeat scene.
There are now two defeat scenes, and one is chosen randomly at the start of combat, mostly just for variety.
And since enemies of the same group now share a scene pool, I’ll keep expanding that pool in the next updates so there are several variations for each desire.
Statuses.I added text labels to statuses so it’s easier to understand what an enemy wants, or what role/position they’ve taken during an event.
Investigation text cleanup.There was a lot of repeated text in the investigation, so I trimmed some of the unnecessary parts.
Old save support.I’m moving in that direction too, so older saves should keep working on newer versions.
There still may be some problems here and there — maybe, maybe not — but in general I’m keeping an eye on it and trying not to forget anything.
Also, as promised, I made an extra version for those supporting at the Confessor tier — https://www.patreon.com/hilummi/posts/extended-version-173390799
Full changelog:Locations and Story
Added exploration of the cult hideout: randomized routes, new rooms, illustrations, and encounters.
Added 11 repeatable events with different choices, stat checks, battles, and consequences for the heroine.
Added six unique story reports. Their progress is saved between visits.
Progress toward finding the cult leader now comes from gathering information and winning encounters inside the hideout.
Added an encounter with the cult’s Father: introduction, conversations about his followers and what is happening on the ship, reveal of his true form, and later evening visits.
Added a stacking haze effect: it reduces maximum stamina and resistance to temptation. At critical levels, the heroine is forced to leave the hideout.
Access to the hideout is unlocked by holding a sermon in the Underdecks.
Traders now have more varied responses and preferences during conversations in the Black Market investigation.
Combat and Enemies
Reworked enemy action selection: enemies now consider mood, available abilities, ally states, and the current combat situation.
Added individual personality traits and personal preferences that influence enemy behavior.
Added unique abilities for beggars, robbers, bandits, cultists, the Nameless Brother, and the boss.
Added group passive effects: crowd advantages, defensive auras, ally support, healing, and additional actions triggered by commands.
Reworked encounter compositions and the reinforcement system. Enemies can now arrive in multiple waves depending on difficulty and expedition progress.
Improved wave transitions: mass attacks no longer affect enemies that have not yet entered combat.
Fixed issues with enemy intents, ability cooldowns, mood changes, and turn completion.
New Scenes and Interactions
Added a second defeat-scene variant. In normal battles, the version is selected randomly.
Added a new close-interaction scene involving breast play, multiple participant roles, and different action options.
Added options during the continuation of the rite: actively helping, waiting, changing clothes, and waiting for the ritual to finish.
Added new illustrations, hand animations, facial expressions, and visual consequences of interactions.
Intimate scene selection now takes available options and the enemy’s current preferences into account.
Fixed participant assignment, conflicting actions, image layering, backgrounds, and scene completion.
Interface and Presentation
Updated the action menu with new graphical elements, button styling, scrolling, and ability cost display.
Action Points are now shown as separate icons above the menu; the Return option has been moved to the top of submenus.
Updated enemy cards: portraits, emotions, hit reactions, and element placement.
Added status and passive ability icons with tooltips; improved the readability of abbreviations.
Updated cinematic scene presentation: highlighted names, clearer separation between dialogue and narration, and compact stat-change blocks.
Added numbered dialogue options and keyboard controls using 1–9 and 0.
Added a new presentation for exploration events with illustrations, results, and indicators for unmet requirements.
Translations and Saves
Expanded translations for all supported languages, including new events, dialogue, abilities, and statuses.
Updated names, descriptions, abbreviations, and punctuation.
Added sequential migration of older saves to the new version, updating all required data.
Fixed issues when loading older Black Market investigation saves.
Added localized error handling for failed save loading.
Save structure changes now account for new exploration events and the updated enemy scene selection system.Links:pcmacandroid
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