v13.1 New Content: * Added 6 new jiggies created for folks who participated in the second Community Outfit Contest * Made the three jiggies made for the first Community Outfit Contest winners usable Other changes: * Khanna's angel scene now plays as long as the Angelic Robes and Angel Wings are worn. The halo and the cock ring are no longer required. * Deity and Khanna now give more hints about how to unlock their new content, including where to dig for Deity's artifact. * Magazine pages can now be saved to the scrapbook by clicking them. * Added the Batch 6 Collector and Batch 7 Collector trophies. The Batch Collector trophies now only appear when the Content Restoration Mod is installed. Bugfixes: * Fixed a bug where specific trust values with Riley would prevent you from asking him about the artifact. * Fixed an issue that was increasing the initial load time of the game by 1000%. * Fixed a grotto room's option (like the pool's bath) showing up in the next room you walked into instead of in its own room. * Fixed restarting without refreshing sometimes keeping your old progress, and story progress from one save carrying into another save loaded in the same session. * The artifact you find in the grotto now shows up in your inventory, including on saves that already found it. * Fixed a Genital Ring that was moved in front of the Hyper Penis going back behind it every time the game loaded. * Fixed buying a DOA Fashion Set from Lamy throwing you out of the grotto. * Fixed the grotto shrine going to a blank screen when you investigated it. * Fixed magazines staying locked in the collection room while the "Even the Funko Pops" cheat was on. * Fixed some community outfits drawing pieces in the wrong order, such as Lilac Lies showing its fishnets over the loincloth. Honeycomb changes (the big ones): * Added three new lust events for Brienne. * Added five new lust events for Cassadora. * All six main characters now have completely new card pools, including for default outfits and the forms the cards take while broken. * Reworked nearly every alternate outfit's passive effects. * Replaced every relic with a full new set: 60 artifacts and 15 pieces of equipment. * Completely reworked every enemy, elite and boss so that every encounter has a stronger identity and is better balanced. Also overhauled their sprites and added several new enemies. * New card frames make starter, common, uncommon and rare cards visually distinct. Also added a new effect for cards belonging to broken characters. * Added mobile-specific landscape styling to make the game more playable on mobile devices. * Reworked the game's UI on taller screens to make the game playable in portrait mode. * Alternate outfits are locked for now. Each one has a button that explains they use placeholder sprites, and pressing it unlocks all of them at once if you want to play with them. * Nettle is now legally defined as an Elf. * Enemy cards that summon something now no longer spoil the secret character, tooltips as a whole have been overhauled. * Added a proper title logo and loading screen. * Cards that rely on a mechanic unlocked through the progression tree no longer appear until that progression node is unlocked, and I've improved the way each of these mechanics is tracked and displayed. * Poison now halves each time it activates. Nettle's cards were balanced around this, and her new mechanic gives her another way to build up large amounts of poison. Other status effects have been reworked from scratch as well. * Poison's tint on a character is now a mild green, where it used to recolour the whole picture. * Added Heat, a new debuff. Each stack gives 1 Lust whenever that fighter plays a card. Heat loses 1 stack when the fighter is moved toward the back, or ends their turn at the back of their line. * Draining no longer counts as dealing damage. It directly steals health and ignores Strength and Sundered. * Overhauled the compendium, card lists and bestiary. * Overhauled the game's sound effects. Each character now uses multiple sounds, and several annoying ones were removed. * Overhauled the way the game draws the battlefield. There is less UI overlap, and very large battles let you pan from side to side. * Boss health bars and intent cards moved to the top of the screen, so bosses no longer block the view of other enemies. * All broken characters now move to the back of their party, and fixed a bug allowing broken enemies to attack * While aiming a card, moving the mouse over the held card makes it see-through, so it no longer hides anything behind it. * Improved the card queue for more responsive controls. * Improved card formatting, such as by adding bullet points to Choose One cards. * Added new backgrounds to make each route in Act 1-2 feel different. * Fixed a bug where enemy attack sounds would desynchronize from their attack animations. * Fixed every event showing its last page a second time after the last button. * Fixed Nettle's First Rites blocking more than the first debuff of a fight. * The default outfit's three random cards are now always commons from its core card list, which makes dud cards at the start less likely. * The Charm and Restraint lust weaknesses have been removed. The official standalone demo will just have Venom, Exposure, Heat, and a few scenes for Masochism and Penance. * Lust weaknesses are weaker. At max rank lust now increases 1.5x instead of double, and each weakness has a unique effect once max rank is reached. * Almost every card in all six new card pools, and the neutral cards, has an upgraded + version, for rest sites and Tempering. * When several of the same enemy fight together, they no longer all play the same card on the same turn. * The arrow that shows which way a card moves its owner now sits beside the type ribbon instead of on the art. * The party window has been optimized to show more information more clearly. * Every map node has its name under it, and the legend is gone. Every map starts from a single campfire. Elite nodes are purple. * Fixed the question mark on event nodes having a piece missing, the "Next move" tag hiding behind its card in an enemy's move list, and the darkening behind an event stopping short of the text window. * A Sporeling's Sporeburst now poisons the whole party in one go when it dies, where it used to go around the party once for each stack. Other slow status applications have been fixed as well. * A summoned enemy now appears straight away. It used to wait off screen while each of its starting statuses played. * The deck window and the draw, discard and exhaust windows show whole cards in a grid, where they used to show only names. The whole window scrolls, so the filter buttons no longer squish the cards. * A run no longer repeats a fight or an event until it has run out of other options for that part of the map. * Cards in the shop now show their cost and rules text, so you can read them before buying. * Added a fallback screen in case Honeycomb fails to load. * Shop cards are now bought by dragging them onto the party member who will own them, or by tapping the card and then the member. Neutral cards and equipment can go to anyone. * Hits on temporary health now actually show the damage dealt. * A shop now removes one card per visit, and each removal raises the price for the rest of the run. * The compendium now has a page for neutral cards, and a Relics page with every artifact and piece of equipment found so far. * The Dandy now changes her outfit to match the trend she calls for with her own special animation. * And many, many, many other changes too small to list here. I really tried to condense that other changes section as much as I could. The new jiggies are for Community Contest Participant outfits, here's one of them for you all now: Hopefully a shot like this makes it clear I could never give up on Syrup Town. Honeycomb being normal-people friendly is nice, but I'd never get to do something this weird in a game meant to be released on steam. I took so long to judge the contest that I decided to give everyone who participated this time a reward! A few people chose new outfits, it'll take a little bit longer to finish those up, they'll be in v14. As for Honeycomb, lust events will make up the real meat of the game's content, so I'm happy I got more of those done: But despite the new events and the mile-long changelist, there's still a boatload more to do! I'm working very hard to improve the game further so that when the game stands on its own it has a lot of content. My next big goal will be card art for the base set, as in the cards used by the default outfits. I'm no expert in making art that'll be visible on a super tiny frame, but I do know from testing I gotta exaggerate the heck out of these bad boys: On top of that, the game still needs proper generic map events, many more lust events, alt costumes, I want to add mod support (should be relatively easy given the game's built in Syrup Town), and I gotta test the absolute tits out of this game to get it properly balanced and the engine running smooth as buttered legs. Sorry I wasn't able to do a mobile version in the first concept build of Honeycomb. Mobile players are a really big part of my playerbase, so I not only improved the game's landscape UI, but I also made a portrait version too: I have a lot left to do, I'll keep working hard, even through my PC falling apart. I really hope it'll be a big success, I wanna keep making games forever! A hundred years of Noodle Jacuzzi! A million years, Syrup Town v69420! You guys have stuck by me so I'll keep making big butts for you!