Overview:
Agent Romanov is an active Agent of Heels and takes part in missions every now and then. Some of them end up slightly worse than anticipated, but she has never found herself in a situation she couldn’t handle on her own… not until now that is.
Help Agent Romanov choose the right decisions (or not) as she discovers and interacts with a new life form. See her freed from the struggle of a really… really invasive parasite or help her get more and more powerful as she loses what’s left of her humanity. The story is yours; we just take care of the writing. The story will develop as the users ask for it, so you can make your own decisions inside and out the game. The story is obviously already written but nothing is carved on stone. If you have a big enough chisel, you’ll find the stone you need in this Patreon polls and posts.
v0.25.0 Patch Notes
SPOILER
- Technical information
⦁ Version: 0.25.0
⦁ Weight: 3.52 GB
⦁ Weight Packed: 3.49 GB
- Content
This version is the opening movements in a multi-phase End Game final Mission #3 for Natasha and the initial Agents of Heels instalment. Its content is solely dedicated to “Heels Nat”, the paths of Good Nat and the Corrupt Nats that did not side with Ivy/Maeda previously. Later updates will cover the remaining Nats mission Intros.
A total of 7 new Main Story Scenes for Heels Nat, and 4 scene variants, all as a part of Mission #3. Unlike previous updates, this final Mission runs in sequence, as these smaller scenes are blended one after the other to make on large meta-scene that is the Mission. This scene will also blend with the end of the Mission #3 preamble scenes as well.
2 Introduction routes to the mission action, dictated by Nat’s personality, Good or Corrupt, with a Corrupt Variant for one depending on Mission #1 decisions.
2 Perimeter Action routes, again dictated by Nat’s personality, Good or Corrupt, with distinct x-rated results based on the path.
1 Initial Assault scene, common to both Good and Corrupt Nat, with each getting its own text variants on the experience.
2 Inflection Point routes to end Phase 1 of Heel’s Nat’s mission, dictated by the player’s previous side content completion efforts and choices. Each of these two routes come in two text variants, one each for Good and Corrupt Nat, making it 4 scenes in total. X-rated content is also found here, though vary in intensity across the paths. Heels Nat’s Phase 2 will pick up directly after both these points in a later release.
4 mix-and-match paths through the first phase of Mission #3 for Heels Nat, as past consequences, new decisions, and potential allies all come to bear on Nat as she makes her way to her biggest battle yet. That’s 2 distinct possible mid-mission outcomes attainable for Good Nat and Corrupt Nat (same set for both), decided by the player’s previous actions to date.
Among the new scenes added, there is included notable length 2 x-rated sequences of mid-mission sexual encounters. These are tailored to fit the narrative and the feel of a mission as best suited.
2 new outfit variants, as 2 of our more iconic looks reappear with custom made, semi-permanent clothing damage effects. Additionally, there are 2 new male outfits as well. Jymes’ British Bulldog battle clothes (and exercise gear), and Heels Sec defender armour set #1.
⦁ There is no added time in playable days to this version, as the game is in its final stretch now. Revamps and improvements to the gameplay sections will come post Mission #3.
⦁ 113 new CGs, ~55,000 words of new text. (That’s 40-80% additional content over a standard release).
- Features
⦁ This version contains all the first phase of Mission #3 for Heels Nat, the combination of Good and Corrupt Nat who have stayed loyal to the Heels Agency. All new content is focused entirely on Nat’s counter-assault on Heels’ enemies forces. Some of the scenes / paths are mutually exclusive due to previous decisions or paths in the game!
⦁ 2 Distinct introduction routes for previously Good Nats and Corrupt Nats each, as important elements of her past decisions come into play from the very start.
⦁ This new section of the game largely takes place in one super-environment, an outdoor NYC street system, with over 100+ manually set props, 150+ custom textures, 100+ shaders, numerous weapons effects (from electricity to heavy artillery fire) and a new dedicated lighting rig for the scene.
A newly developed clothing damage designer system as implemented by us for the first time. 2 of our most favourite mission outfits take cumulative trauma and fabric damage through mission work (et all), and so we’ve reflected tearing, ripping, cutting and burning effects on tough materials, resulting in 2 new “Outfit Variants”. This is a very first Alpha test for our abilities in this regard, and something unique we’ve not seen in contemporary games so far, so while we are highly excited by this prospect and it’s first results, it is still a long-term “work in progress” as we find opportunities to use this appropriately in future releases/games
- Community Feedback
⦁ We’ve become aware of an important bug in our decision/path tracking after Mission #2 which was an important goof on out part. For those who ended Mission #2 with a blown up boat, the main story would stall for some folks on the Bad Nat path. We’ve gone back and made the needed fixes, so hopefully things will run well again there. Do let us know if you experience this again in future. Thanks to all those who pointed these out to us!– Do they need to start over? Are saves fine? Does this fix the Good/Bad Nat bleed over?
⦁ We’ve also become aware during the above investigation on a similar set of variables, we’ve discovered and fixed issues with Corrupt Nat seeing scenes meant exclusively for Good Nat, based on a misread of variables during Mission #2. We made the silly mistake of accounting for the path there and not later actions taken into account, and there for players who went from Good to Corrupt during Mission #2 would trigger things like the vaccine creation scene before Mission #3.
⦁ One more small bug fix we’ve uncovered from this same original prompt, now the mini-scenes with Catwoman caught by the monster will play in the correct order and not be pre-empted by scenes that should come after.
- Known Issues
⦁ There is an issue with Mac OS's Catalina which is not addressable by us on the developer side, but can be worked around on the user's end. "Problem is specifically with the guardian system that won't let un-noterized applications run on Catalina. The solution is to chmod -R 777 "/appdirectory/" from the terminal as the application did not have the executable flag set. (Example: chmod -R 777 ~/Desktop/AoH_023_Mac). After this guardian catches it and control clicking on the app lets it be opened." Repeat: Then you've got to CONTROL+Click (not double click like normal). That should allow the app package to run, if not, please tell us!
⦁ We have one Known Issue with the Gallery UI which will be taken care of in future versions, when time permits. The scenes listed in the UI all come with a colour coded icon in the top left which denotes which version of Nat it corresponds too (Standard/Common path, Good, Corrupt and Bad). However, for now this icon is only denoting Standard/Common for all scenes, which will need to be manually fixed for each scene in future. For now, the scene name text label denotes which path the scene should correspond to.
⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright?
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