Kolren - Domination Quest - Version 0.13.4
Developer / Publisher: Kolren
Tags: kolren, female protagonist, femdom, futa, futaxmale,
Size: In Download.
Domination Quest follows the adventures of Asus, daughter of a retired adventurer that wants to follow her mother's footsteps and become the greatest adventurer out there. After years training with her mother, she and her childhood friend Mile are ready to set off but a thunder gets their attention. After investigating the site, they discover a badly injured succubus called Alisa that informs Asus about the plans of the demonic overlords: infiltrated the mortal races and take them over. Now knowing about the demon's plot Asus makes a pact with Alisa, allowing her to reside inside her, while she and Mile try to uncover the demons plans and stop the takeover.
- Two visual bugs fixed;
- Removing old doodads;
- Setting a few tilesets correctly.
- Small modifications for the roads connecting to Riverbank;
- Fixed one of the crystals in Lust Palace.
- Fixed the teleport's location when entering Riverbank;
- Fixed the movements routes at Riverbank's tavern's basement scene.
- Revamped the Hideout maps;
- Added the CG for Maradan's Verdant scene;
- Updated the reward text for some quests.
And here's the first batch of re-worked maps for the game. This update is fairly small, as expected, with the maps for the region of Bordon being replaced by the new versions. The next release will happen once the next area of maps is done.
Short fix patch to correct a crash that was happening when trying to return from Verdant to Bordon. Now the transfer event should be working properly. I'm also working on a new patch module, where instead of uploading the entire game again for the fixing patches I'll just upload the files that need to be replaced, to install it just grab the content from the patch and throw it in your game's folder. There's one patch version for each system for an easier time.
Small changes for this release, but quite the important ones. The maps for the region of Verdant have been revamped with the new versions and a few rewards texts have been changed to reflect the real rewards. But the biggest inclusion is the first art piece by Lily. If you've already seen Leia's scene in Verdant you can see the image in either of the Memory events at Lust Palace or, if you haven't got the scene yet, just go to Verdant and Talk with Leia after the main quest there. The work in the next CG has already begun.
A few fixes for Merilyn's quest. Now you shouldn't get stuck in a black screen when having a dinner at her farm and the entire quest should play out without any issue.
- Changed the maps for the region of Bordon;
- Fixed the transport from Verdant to Bordon;
- Revamped the maps of Verdant and Bordon's regions;
- Changed a few rewards texts;
- Added the CG for Leia's Verdant scene;
- Fixed a few bugs with Merilyn's quest.
- Fixed bug with Rock Shatter Fort's main quest;
- Fixed a bug with Gentle Breeze's side quest.
- Added one new side quest to Gentle Breeze;
- Three new H scenes added;
- Fixed the party NPCs being visible on the ceiling when talking to the Smuggler Boss;
- You should properly fight the Smuggler Boss instead of him disappearing after you talk with him;
- Completing Maradan's pet quest won't lock "Map form the Past" anymore;
- Two items from Gentle Breeze's item shop shouldn't be placeholders anymore;
- The inns of Whitestone and Gentle Breeze should send you back to the right maps when visiting Lust Palace;
- The guard at Salt Palace should say the right noble that you choose in Brightfish when first arriving;
- "Shady Deals" should be properly completed after you see the scene with Albana now;
- You won't get locked inside the blacksmith at the fort anymore;
- The mysterious figure in the fort should disappear after the event;
- Added a missing audio file;
- The screen should fade back in after the event at the ruins.
This version should fix two bugs that would impede the player's progress: one at the Pet Quest for Leia at Whitestone that made it impossible to progress in the quest after a certain point, and one at the Fort of Greed quest that trapped the player inside of a loop. A calibration event that should free any player already locked at the loop was added, though I do recommend using a save from before you got closed as it might cause further bugs down the game.
And we already have an update to V0.9. Thanks to David's feedback we identified the cause and fixed a game-breaking bug that made the game crash when trying to open up the menu or do anything related to the Guest Log. It's a small fix for such a huge problem, but the rest of the game should be working normally. Sorry it took so long for uploading the fixes and if any of you come across any other bug do report it.
This update doesn't have any new "playable content" outside of what was added in v0.9, instead much of the work put into this one was directed into fixing a few things that annoyed me during the development, as of trying to get the game balance a bit more right so battles aren't as much of a chore. While the balance its still not where I want it to be, it should be a lot more rewarding now. The attributes have been reworked to be a bit more simple in its works, so random enemies won't do things like reflecting your spells in regular basis (I can't speak for a large number of misses, as in play tests the accuracy was pretty good but it might've been just luck). Enemies attributes have also been reworked to match the new characters style.
The biggest change you guys will notice is one of the main focus of the update, the monetary inflation. As I felt like the speed in which players could get money and the costs of the items and equipment weren't lining up. So all the monsters gold rewards have been changed so it follows the price table of the current "armor tier" of the game area. The second biggest change levels. Instead of the classic incremental experience values needed to up a level now, every single one requires 100 experience points. Each main quest grants one new level and each side quest will grand 25 points, so one extra level per 4 side quests. The plan is for players only doing the main quests reaching level 30 while side quests will give the extra 10 for the level cap of 40. Monsters and bosses have also been balanced as if the player is only doing main quests and wearing the most advanced equipment for that region, so the game is both fair to those that aren't interested in the extra content but also rewarding those who are with a little hand in money and levels. Quests experience rewards have been changed to match this new system, but the gold reward wasn't, as I'd prefer to adjust them after playing through each area of the game and getting the feeling of how many golds in average the player will get.
If you have an existing save your character will probably be way above the designed level for the region you are, as the level progression a lot slower in this new way. After a bit testing to make sure everything will work well I'll make a calibration event to set those who desire it to their intended levels in the new system, but it shouldn't cause any problem if you desire to keep your character the way it is.
The engine itself has been updated to its beta version, 1.6.1, and a bunch of plugins has also been updated. Between them a better-looking options menu. I don't know if the new version will cause any game-breaking problem, but if it does I'll make a roll-back to the 1.5.2 and see if it fixes it.
And that's it for this new version. As I said, no new playable content, but it took some time to plan all these numeric changes and then some more to get them implemented and tested. The original plan was for a mid-month release, but it just took more time than originally thought. Now, for the download links.
- Salt Castle added to the game.
- One new main quest and two new side quests.
- One new party member.
- Two new futa scenes.
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