Yaffaif 0.46 2021-10-16 and 0.47 (Early Access)
Posted 4 years agoThe magic shop in Twizelford is now open for potion sales. Its
proprietor is more than happy to discuss your needs, and has
wares that cause permanent changes. He can also help with any
unfortunate transformations you've picked up on your travels!
There is a male to female potion type that is partly finished
available in the shop (if you are male). I left it in as
it would have delayed the release to unpick it. It's primary
function works, but the side-effects are not there yet.
If you encounter errors when playing please do report them to me!
New stuff:
* Added magic shop and proprietor
* You need to talk to him to unlock his various wares
* Added purification potion
* Experimental/unfinished male to female potion
User interface stuff:
* No changes this release
Other bits:
* Fixed an error in character descriptions for open garments with no fasteners
* Quashed a few other bugs.
Metrics:
* 115 different locations (and another 126 in the advent dream)
* 29 NPC characters
* 6 quests (2 unfinished)
* 1604 Java classes (280k+ lines, 6.4Mbytes of source code)
* 67 Story files (17k+ lines, 422kbytes)
* 883 Unit tests
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.47 (Patreon Early Access) includes:
* Fat melting potion
* More work on MtF potion
* Custom classes for hats, dresses, gloves, glasses
* A new custom character
* Fix for body proportions not correctly working on arms
* Fix for errors confusing body fat percentage and body fat multiple
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    proprietor is more than happy to discuss your needs, and has
wares that cause permanent changes. He can also help with any
unfortunate transformations you've picked up on your travels!
There is a male to female potion type that is partly finished
available in the shop (if you are male). I left it in as
it would have delayed the release to unpick it. It's primary
function works, but the side-effects are not there yet.
If you encounter errors when playing please do report them to me!
New stuff:
* Added magic shop and proprietor
* You need to talk to him to unlock his various wares
* Added purification potion
* Experimental/unfinished male to female potion
User interface stuff:
* No changes this release
Other bits:
* Fixed an error in character descriptions for open garments with no fasteners
* Quashed a few other bugs.
Metrics:
* 115 different locations (and another 126 in the advent dream)
* 29 NPC characters
* 6 quests (2 unfinished)
* 1604 Java classes (280k+ lines, 6.4Mbytes of source code)
* 67 Story files (17k+ lines, 422kbytes)
* 883 Unit tests
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.47 (Patreon Early Access) includes:
* Fat melting potion
* More work on MtF potion
* Custom classes for hats, dresses, gloves, glasses
* A new custom character
* Fix for body proportions not correctly working on arms
* Fix for errors confusing body fat percentage and body fat multiple
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Yaffaif 0.43 2021-06-10 and 0.44 (Early Access)
Posted 4 years agoAfter enjoying a skinful in Beers, Darthen now makes his way to a nearby
alley. Follow him to confront him about your parents. The simple path is
implemented, and progress the parents quest and gets you access to the
guard building.
For those using debug/console commands multiple commands can be posted into
the command text field. They need to be separated with ';' characters. The
box ignores newlines, so a simple approach is to write the commands in a
text editor and add a ';' at the end of each one. Then copy-n-paste several
lines into the text field.
New stuff:
* Darthen's "job" to relieve himself
* Added the alley next to Beers
* Some more Arthur dialog variations for NPCs
* Arthur sells half pints
User interface stuff:
* Fix autocomplete text box exception with later Java 8
* Multiple console commands, ';' separated, can be pasted into the command window
Other bits:
* Many changes to the Yaffaif script language to support planned plot:
- added block statements, variables, new, method invocations
* Added facility for custom stand action for furniture
* Fixed problem with corpse "flavours"
* Fix error in calculation of corpse calories and weight
* Refactored jobs to make location handling consistent
* Fixed JobGuardBase not clearing the met map.
* Added shout QnA style
* Fixed error in faction membership using group only and no condition
* Added Civilian Guard faction
* Twizelford bounds excludes the dark alley
* Added location exclusions to bounds
* Idle actors will try to return to their bounds if defined
* Added text substitutions to project dictionary
* Fix error in JobList.hasIdle
* Add boozeMinCash and foodMinCash to JobIdle
* Fixed messages about fit of NPCs hidden clothing
* Add setLikes to character's mind
Metrics:
* 109 different locations (and another 126 in the advent dream)
* 28 NPC characters
* 6 quests (2 unfinished)
* 1561 Java classes (268k+ lines, 6.1Mbytes of source code)
* 61 Story files (15k+ lines, 378kbytes)
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.44 (Patreon Early Access) includes:
* Darthen pardon quest route available.
* A second way to get into the staff areas of the Civilian Guard building.
* "Guards" expected to be in uniform
* Multiple bug/typo fixes in NPC talk, and a null pointer exception on player "death"
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    alley. Follow him to confront him about your parents. The simple path is
implemented, and progress the parents quest and gets you access to the
guard building.
For those using debug/console commands multiple commands can be posted into
the command text field. They need to be separated with ';' characters. The
box ignores newlines, so a simple approach is to write the commands in a
text editor and add a ';' at the end of each one. Then copy-n-paste several
lines into the text field.
New stuff:
* Darthen's "job" to relieve himself
* Added the alley next to Beers
* Some more Arthur dialog variations for NPCs
* Arthur sells half pints
User interface stuff:
* Fix autocomplete text box exception with later Java 8
* Multiple console commands, ';' separated, can be pasted into the command window
Other bits:
* Many changes to the Yaffaif script language to support planned plot:
- added block statements, variables, new, method invocations
* Added facility for custom stand action for furniture
* Fixed problem with corpse "flavours"
* Fix error in calculation of corpse calories and weight
* Refactored jobs to make location handling consistent
* Fixed JobGuardBase not clearing the met map.
* Added shout QnA style
* Fixed error in faction membership using group only and no condition
* Added Civilian Guard faction
* Twizelford bounds excludes the dark alley
* Added location exclusions to bounds
* Idle actors will try to return to their bounds if defined
* Added text substitutions to project dictionary
* Fix error in JobList.hasIdle
* Add boozeMinCash and foodMinCash to JobIdle
* Fixed messages about fit of NPCs hidden clothing
* Add setLikes to character's mind
Metrics:
* 109 different locations (and another 126 in the advent dream)
* 28 NPC characters
* 6 quests (2 unfinished)
* 1561 Java classes (268k+ lines, 6.1Mbytes of source code)
* 61 Story files (15k+ lines, 378kbytes)
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.44 (Patreon Early Access) includes:
* Darthen pardon quest route available.
* A second way to get into the staff areas of the Civilian Guard building.
* "Guards" expected to be in uniform
* Multiple bug/typo fixes in NPC talk, and a null pointer exception on player "death"
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Yaffaif Release 0.38 2021-02-10 and 0.39 (Patreon Early A...
Posted 4 years agoNew locations have been added to the village and Twizzleford, though it
is a bit of a tease preparing for upcoming quest lines. Doors and locks
have been re-worked, and the player can now examine locks revealing
what is known about them. The player can also open and close doors
without passing through. Fetishes, such as the statue, can affect all
people in a room if they are not carried - so have fun with that one.
New stuff:
* New parts of the village
* New parts of Twizzleford
* Opening and closing exits
* Looking at locks
* Fetishes take effect when left in a room
User interface stuff:
* Actions on exits available in the Location tab
Other bits:
* Fixed characters not sleeping in their beds
* Fix exit names and prototypes
* NPCs looking at items is mentioned to player
Metrics:
* 89 different locations (and another 126 in the advent dream).
* 25 NPC characters.
* 1470 Java classes (246k+ lines, 5.6Mbytes of source code).
* 51 Story files (13k+ lines, 330kbytes).
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.39 (Patreon Early Access) includes:
* Healing potions available from the nurse
* Village shop is now offering laundry, repairs and alterations
* Village shop will buy unwanted items
* Kerry's place now has a kitchen and bedroom
* Kerry has downtime, and sleeps at night
* Kerry has some additional dialogue
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    is a bit of a tease preparing for upcoming quest lines. Doors and locks
have been re-worked, and the player can now examine locks revealing
what is known about them. The player can also open and close doors
without passing through. Fetishes, such as the statue, can affect all
people in a room if they are not carried - so have fun with that one.
New stuff:
* New parts of the village
* New parts of Twizzleford
* Opening and closing exits
* Looking at locks
* Fetishes take effect when left in a room
User interface stuff:
* Actions on exits available in the Location tab
Other bits:
* Fixed characters not sleeping in their beds
* Fix exit names and prototypes
* NPCs looking at items is mentioned to player
Metrics:
* 89 different locations (and another 126 in the advent dream).
* 25 NPC characters.
* 1470 Java classes (246k+ lines, 5.6Mbytes of source code).
* 51 Story files (13k+ lines, 330kbytes).
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.39 (Patreon Early Access) includes:
* Healing potions available from the nurse
* Village shop is now offering laundry, repairs and alterations
* Village shop will buy unwanted items
* Kerry's place now has a kitchen and bedroom
* Kerry has downtime, and sleeps at night
* Kerry has some additional dialogue
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Yaffaif Release 0.36 2020-11-21 (Public) and 0.37 (Patreo...
Posted 5 years agoThe core of this release is a new engine component that allows one character
to "order" another to do something. It is intended to cover everything from
polite requests through to commands, dom/sub behaviour and potentially mind
control. This was rather more complex than I originally expected! At the moment
it is only exercised in Bluebelle's job to take care of a soaked player; she
asks you to follow her. The farmhouse has been opened up and some rooms have
been added.
New stuff:
* First set of rooms added to the farmhouse.
* Added Bluebelle a worker at the farm.
* If you arrive at the farm via the river route then Bluebelle will help you with your soaked clothing.
User interface stuff:
* Option to obey an NPC added to that NPC on the person tab.
* Doing as an NPC asks via other controls correctly interpreted as obeying.
* When an NPC leaves your location you are told which way they went.
Other bits:
* "Orders" component added to game engine.
* Utility methods for talking and waiting built into the JobBase class.
* Fixed plurality of panties, underpants, shorts, trousers.
* Fixed a bug in DirtyArrayList that caused various subtle faults.
* Fixed combat not recognising when one combatant is in a closed container and the other is not.
* Fixed an error where the combat component could involve hidden characters on a critical miss.
* Fixed the PastryBag clone/destroy error that would break Nug.
* Fixed an error where enemies could get an extra hit in after you died.
* Fixed the pain-au-chocolate having zero volume so you could eat them indefinitely.
Metrics:
* 79 different locations (and another 126 in the advent dream).
* 25 NPC characters.
* 1435 Java classes (240k+ lines, 5.5Mbytes of source code).
* 49 Story files (13k+ lines, 319kbytes).
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.37 (Patreon Early Access) includes:
* Kobold transformation now includes skin colour change.
* Completed transformation of arm length, neck length and head size.
* Potions indicate when you haven't consumed the whole potion.
* Rework of body to correctly scale minimum sizes.
* Fixed eels incorrectly damaging tattoos and brands.
* Many updates and bug fixes in transformation and body code.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    to "order" another to do something. It is intended to cover everything from
polite requests through to commands, dom/sub behaviour and potentially mind
control. This was rather more complex than I originally expected! At the moment
it is only exercised in Bluebelle's job to take care of a soaked player; she
asks you to follow her. The farmhouse has been opened up and some rooms have
been added.
New stuff:
* First set of rooms added to the farmhouse.
* Added Bluebelle a worker at the farm.
* If you arrive at the farm via the river route then Bluebelle will help you with your soaked clothing.
User interface stuff:
* Option to obey an NPC added to that NPC on the person tab.
* Doing as an NPC asks via other controls correctly interpreted as obeying.
* When an NPC leaves your location you are told which way they went.
Other bits:
* "Orders" component added to game engine.
* Utility methods for talking and waiting built into the JobBase class.
* Fixed plurality of panties, underpants, shorts, trousers.
* Fixed a bug in DirtyArrayList that caused various subtle faults.
* Fixed combat not recognising when one combatant is in a closed container and the other is not.
* Fixed an error where the combat component could involve hidden characters on a critical miss.
* Fixed the PastryBag clone/destroy error that would break Nug.
* Fixed an error where enemies could get an extra hit in after you died.
* Fixed the pain-au-chocolate having zero volume so you could eat them indefinitely.
Metrics:
* 79 different locations (and another 126 in the advent dream).
* 25 NPC characters.
* 1435 Java classes (240k+ lines, 5.5Mbytes of source code).
* 49 Story files (13k+ lines, 319kbytes).
Known bugs:
* Bandits becoming unreasonably horny while you are caged by Nug.
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.37 (Patreon Early Access) includes:
* Kobold transformation now includes skin colour change.
* Completed transformation of arm length, neck length and head size.
* Potions indicate when you haven't consumed the whole potion.
* Rework of body to correctly scale minimum sizes.
* Fixed eels incorrectly damaging tattoos and brands.
* Many updates and bug fixes in transformation and body code.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Release 0.34 2020-08-19 (Public) and 0.35 (Patreon Early ...
Posted 5 years agoThis release sees the farm shop opening, and a new bovine shopkeeper.
New stuff:
* Farm shop open.
* Cow girl shopkeeper.
* Bovine species.
* A chest you can pick in the bandit camp if you've the skill.
User interface stuff:
* You can now eat from a carried food supply like the bag of pastries.
* During character creation the body shape settings have proper names and
shouldn't lock out after changing sex.
Other bits:
* Fixes for the Kobold cook's job so he doesn't get stuck.
* Fixes for food supply items so no more error messages about duplicate ID's
Metrics:
* 74 different locations (and another 126 in the advent dream).
* 24 NPC characters.
* 1442 Java classes (238k+ lines, 5.4Mbytes of source code).
* 47 Story files (12k+ lines, 305kbytes).
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.35(Patreon Early Access) includes:
* Milk and another pastry available from the farm shop.
* Breast feeding in the farm shop.
* Horn and tail transformations.
* Bovines as a playable species.
* Wait 5 mins button.
* Imperial (freedom) units now show fractional parts instead of decimals.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    New stuff:
* Farm shop open.
* Cow girl shopkeeper.
* Bovine species.
* A chest you can pick in the bandit camp if you've the skill.
User interface stuff:
* You can now eat from a carried food supply like the bag of pastries.
* During character creation the body shape settings have proper names and
shouldn't lock out after changing sex.
Other bits:
* Fixes for the Kobold cook's job so he doesn't get stuck.
* Fixes for food supply items so no more error messages about duplicate ID's
Metrics:
* 74 different locations (and another 126 in the advent dream).
* 24 NPC characters.
* 1442 Java classes (238k+ lines, 5.4Mbytes of source code).
* 47 Story files (12k+ lines, 305kbytes).
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.35(Patreon Early Access) includes:
* Milk and another pastry available from the farm shop.
* Breast feeding in the farm shop.
* Horn and tail transformations.
* Bovines as a playable species.
* Wait 5 mins button.
* Imperial (freedom) units now show fractional parts instead of decimals.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Yaffaif Release 0.32 (Public) and 0.33 (Patreon Early Acc...
Posted 5 years agoThis release reveals the first two gods in Yaffaif world, or at least
their influence. Donating to a God, or carrying one of their fetishes
can (arguably) have a beneficial effect on a character. Though it
would be more accurate to say they are likely beneficial for the God in
question.
New stuff:
* Gods, shrines, and fetishes.
* Road to Twizelford now open with two paths and the bandit camp.
* First rough of the farm.
* Village bandit quest can now be completed.
* Fertility statue now "works".
* Advent dream now room-complete, but not puzzle complete.
User interface stuff:
* English units include handling of yards and miles.
* Metric units now handle kilometres.
* Fixed occasional bizarre unit changes in some messages.
* Looking at containers and composites will reveal contents if appropriate.
* People have tool-tips that reveal their full name (if known).
Other bits:
* NPCs that have no sleep "job" no longer require sleep.
* NPCs that cannot search for food no longer need it.
* Gods can affect physical attributes and stats.
* Gods can provide hints in locations.
* Support for HTML Latin entities by name.
* Complete re-work of "containment" ie. what is in/on where.
* Initial wielded weapon fixed.
* Added "decorations" - things you can (just) look at in game.
* Added "mention" flag to items and exits so they don't get listed if they are already covered by the long room description.
* Fixed "There is" preamble where the item is a multiple, like trousers.
* Added conditions to using exits, and a carrying-item trap
* Format error reporting on messages.
* Fixed time handling in composites.
* Ironed out many minor niggles, typos, and bugs.
Metrics:
* 66 different locations (and another 126 in the advent dream).
* 19 NPC characters.
* 1373 Java classes (228k+ lines, 5.1Mbytes of source code).
* 43 Story files (11k+ lines, 280kbytes).
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.33(Patreon Early Access) includes:
Added a third route to Twizelford.
Game over possible in Twizelford Road area.
New "death" recovery for the Twizelford Road area leads to PC capture.
Possibility of learning lock pick skill.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    their influence. Donating to a God, or carrying one of their fetishes
can (arguably) have a beneficial effect on a character. Though it
would be more accurate to say they are likely beneficial for the God in
question.
New stuff:
* Gods, shrines, and fetishes.
* Road to Twizelford now open with two paths and the bandit camp.
* First rough of the farm.
* Village bandit quest can now be completed.
* Fertility statue now "works".
* Advent dream now room-complete, but not puzzle complete.
User interface stuff:
* English units include handling of yards and miles.
* Metric units now handle kilometres.
* Fixed occasional bizarre unit changes in some messages.
* Looking at containers and composites will reveal contents if appropriate.
* People have tool-tips that reveal their full name (if known).
Other bits:
* NPCs that have no sleep "job" no longer require sleep.
* NPCs that cannot search for food no longer need it.
* Gods can affect physical attributes and stats.
* Gods can provide hints in locations.
* Support for HTML Latin entities by name.
* Complete re-work of "containment" ie. what is in/on where.
* Initial wielded weapon fixed.
* Added "decorations" - things you can (just) look at in game.
* Added "mention" flag to items and exits so they don't get listed if they are already covered by the long room description.
* Fixed "There is" preamble where the item is a multiple, like trousers.
* Added conditions to using exits, and a carrying-item trap
* Format error reporting on messages.
* Fixed time handling in composites.
* Ironed out many minor niggles, typos, and bugs.
Metrics:
* 66 different locations (and another 126 in the advent dream).
* 19 NPC characters.
* 1373 Java classes (228k+ lines, 5.1Mbytes of source code).
* 43 Story files (11k+ lines, 280kbytes).
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.33(Patreon Early Access) includes:
Added a third route to Twizelford.
Game over possible in Twizelford Road area.
New "death" recovery for the Twizelford Road area leads to PC capture.
Possibility of learning lock pick skill.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Yaffaif Release 0.31(Public) and 0.32(Patreon Early Acces...
Posted 5 years agoRelease 0.31 2020-05-08 (Sleep)
This release adds a new fatigue mechanic that is based on how well rested
you are, and the time of day. Getting fatigued will negatively impact combat,
but can be reset with a good night's sleep. Sleeping in your own bed will
give you a small bonus against becoming fatigued.
When you sleep there's a chance you may dream. You, the player, remain
in control of the dreaming player character, and get to explore various
dream scenarios. Some of these will be just "regular" kinds of dreams
(or nightmares), others re-live times past or potentially presage the future.
Dreams end after a certain amount of time, when you meet a condition, or if
the dreamer dies (not ideal). Depending on how the dream ends it can have
an impact on the fatigue stat for the following day.
The first dream you are likely to have is a flashback, that begins to exercise
the underlying engine, creating characters on the fly. It also introduces
the first part of the main quest line.
I've also managed to achieve "parser singularity", which was a personal goal
for my own sanity and to improve productivity. Up to this point there have been
four parsers in the game, one dealing with text substitutions and three with
expressions. Due to, well, bugs, these weren't equivalents to one another,
meaning there were subtle differences in the syntax that caught me out because
I couldn't remember which one was being used where. There is now just one core
one, so there's only one syntax to remember (and document), and one set of code
to maintain, and a better set of error handling for when I mess up.
New stuff:
* Sleeping, dreaming, and fatigue.
* Added three dreams.
* First part of main quest.
* Additional dialog with some villagers.
* Added goats as a starting species.
User interface stuff:
* First custom character in game.
* Fixed some issues in the character creator.
Other bits:
* Achieved expression and text substitution parser singularity.
* Fixed an issue with looking at socks on the floor.
* Added horns, fixed the bodge around noses.
* Story text is now echoed to the output stream, allowing cut-n-paste if the
game is run from a console.
* Further refinement of the combat engine.
* Fixed a serialization error on an un-searched corpse that was breaking saves.
* Full cloning of in game items.
* Partial loading and re-loading of game XML.
* First steps to allow other games to be built on top of Yaffaif's engine.
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon
where there are a number of different rewards, including walk-throughs, developer documentation, early access, and more...
Release v0.32 (Patreon Early Access) includes:
* Gods, shrines, and fetishes.
* Road to Twizelford now open with two paths and the bandit camp.
* First rough of the farm.
* Village bandit quest can now be completed.
* Fertility statue now "works".
* Advent dream now room-complete, but not puzzle complete.
Alternatively, if Patreon isn't your thing I have a tip jar onko-fi.
    This release adds a new fatigue mechanic that is based on how well rested
you are, and the time of day. Getting fatigued will negatively impact combat,
but can be reset with a good night's sleep. Sleeping in your own bed will
give you a small bonus against becoming fatigued.
When you sleep there's a chance you may dream. You, the player, remain
in control of the dreaming player character, and get to explore various
dream scenarios. Some of these will be just "regular" kinds of dreams
(or nightmares), others re-live times past or potentially presage the future.
Dreams end after a certain amount of time, when you meet a condition, or if
the dreamer dies (not ideal). Depending on how the dream ends it can have
an impact on the fatigue stat for the following day.
The first dream you are likely to have is a flashback, that begins to exercise
the underlying engine, creating characters on the fly. It also introduces
the first part of the main quest line.
I've also managed to achieve "parser singularity", which was a personal goal
for my own sanity and to improve productivity. Up to this point there have been
four parsers in the game, one dealing with text substitutions and three with
expressions. Due to, well, bugs, these weren't equivalents to one another,
meaning there were subtle differences in the syntax that caught me out because
I couldn't remember which one was being used where. There is now just one core
one, so there's only one syntax to remember (and document), and one set of code
to maintain, and a better set of error handling for when I mess up.
New stuff:
* Sleeping, dreaming, and fatigue.
* Added three dreams.
* First part of main quest.
* Additional dialog with some villagers.
* Added goats as a starting species.
User interface stuff:
* First custom character in game.
* Fixed some issues in the character creator.
Other bits:
* Achieved expression and text substitution parser singularity.
* Fixed an issue with looking at socks on the floor.
* Added horns, fixed the bodge around noses.
* Story text is now echoed to the output stream, allowing cut-n-paste if the
game is run from a console.
* Further refinement of the combat engine.
* Fixed a serialization error on an un-searched corpse that was breaking saves.
* Full cloning of in game items.
* Partial loading and re-loading of game XML.
* First steps to allow other games to be built on top of Yaffaif's engine.
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon
where there are a number of different rewards, including walk-throughs, developer documentation, early access, and more...
Release v0.32 (Patreon Early Access) includes:
* Gods, shrines, and fetishes.
* Road to Twizelford now open with two paths and the bandit camp.
* First rough of the farm.
* Village bandit quest can now be completed.
* Fertility statue now "works".
* Advent dream now room-complete, but not puzzle complete.
Alternatively, if Patreon isn't your thing I have a tip jar onko-fi.
Release 0.30 (Public) and 0.31 (Patreon Early Access)
Posted 5 years agoThe public v0.30 release sees the first shop being opened for business. If you've been having wardrobe malfunctions, this will help if you have the coin. Shops restock over time if they've cash to pay suppliers. The game also gets a working economy, or at least a tax and support system, so that wealth can be redistributed amongst NPCs. 
Digestion gets an overhaul, adding an energy store to the body that has to be filled or emptied before fat is added/consumed. The hunger meter behaves in a more realistic way, depending on both reserves and fullness.
New stuff:
* Added a stew pot to the mine's kitchen that's topped up by Frank.
* Idling NPCs now eat and drink as they wish.
* You can work at the smithy to build strength (up to a point currently).
* Village shop open for purchases.
User interface stuff:
* Added a shop tab for buying (and, in future, selling).
* Added tool tips to the action menus and buttons. Hover over an item to see its description.
Other bits:
* Created a version of the one-true-parser that can handle text substitutions.
* Fixed an issue when defining factions in the game.
* Fixed an issue when "deep-setting" values in the game's XML.
* Added a condition to NPCs drinking desire.
* Fixed NPCs clothing messages.
* Fixed pronouns in "lock after" message
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.31 (Patreon Early Access) includes:
* Sleeping, dreaming, and fatigue.
* First three dreams.
* First part of main quest.
* Additional dialogue with some villagers.
* Goats as a starting species.
It would be really appreciated as I have very limited income at the moment.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    Digestion gets an overhaul, adding an energy store to the body that has to be filled or emptied before fat is added/consumed. The hunger meter behaves in a more realistic way, depending on both reserves and fullness.
New stuff:
* Added a stew pot to the mine's kitchen that's topped up by Frank.
* Idling NPCs now eat and drink as they wish.
* You can work at the smithy to build strength (up to a point currently).
* Village shop open for purchases.
User interface stuff:
* Added a shop tab for buying (and, in future, selling).
* Added tool tips to the action menus and buttons. Hover over an item to see its description.
Other bits:
* Created a version of the one-true-parser that can handle text substitutions.
* Fixed an issue when defining factions in the game.
* Fixed an issue when "deep-setting" values in the game's XML.
* Added a condition to NPCs drinking desire.
* Fixed NPCs clothing messages.
* Fixed pronouns in "lock after" message
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... .
Release v0.31 (Patreon Early Access) includes:
* Sleeping, dreaming, and fatigue.
* First three dreams.
* First part of main quest.
* Additional dialogue with some villagers.
* Goats as a starting species.
It would be really appreciated as I have very limited income at the moment.
Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Release 0.29 2020-04-08 (Public release)
Posted 5 years agoDescriptions have changed a lot in this release, adding more detail, as I revised things to be able to handle more species and colour transformations. I also changed the size reporting from BMI to Body Fat Percentage (BFP) as it is a lot more reliable for heights outside normal human ranges.
New stuff:
* Added the village gate, side street, and guard's house
* Added a new character Alexis Ward who guards the gate to the village
* Alexis can start the incomplete Village Bandits quest
* You can get beer from the bar in the kobold mine
* Added Body Fat Percentage (BFP) and use this instead of BMI to describe characters
* Added descriptions of head and body including fur colouring and patterns
* Added skunk as a starting species as requested by the first Genetic Engineer patron
User interface stuff:
* Added a credits tab for the people who have helped support the project
* Added pre-built characters (there are none so far) to the Patreon build
* Added a skin colour customisation in the character builder
* Show colours in some kind of order
* Fixed a layout issue in the divider between status and controls
* Fixed the initialisation of the character builder so the initial height and weight are correct
Other bits:
* When talking to a character questions can have a cool down before they can be asked again
* Talking to a character can build trust and friendship
* Added xkcd colours to the list of colours the engine knows about
* Fixed a bug where the description would only mention one thigh
* Fixed a bug where sex experience was not being awarded
* Fixed a null pointer exception in Debug mode
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... . It would be really appreciated as I have very limited income at the moment. Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    New stuff:
* Added the village gate, side street, and guard's house
* Added a new character Alexis Ward who guards the gate to the village
* Alexis can start the incomplete Village Bandits quest
* You can get beer from the bar in the kobold mine
* Added Body Fat Percentage (BFP) and use this instead of BMI to describe characters
* Added descriptions of head and body including fur colouring and patterns
* Added skunk as a starting species as requested by the first Genetic Engineer patron
User interface stuff:
* Added a credits tab for the people who have helped support the project
* Added pre-built characters (there are none so far) to the Patreon build
* Added a skin colour customisation in the character builder
* Show colours in some kind of order
* Fixed a layout issue in the divider between status and controls
* Fixed the initialisation of the character builder so the initial height and weight are correct
Other bits:
* When talking to a character questions can have a cool down before they can be asked again
* Talking to a character can build trust and friendship
* Added xkcd colours to the list of colours the engine knows about
* Fixed a bug where the description would only mention one thigh
* Fixed a bug where sex experience was not being awarded
* Fixed a null pointer exception in Debug mode
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more... . It would be really appreciated as I have very limited income at the moment. Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Release 0.30 2020-04-07 (Patreon Early Access))
Posted 5 years agoYaffaif build 0.30 is now available to Patreons with early access. Release 0.29 will be publicly available tomorrow - post to follow once I’ve updated the website.
This release sees the first shop being opened for business. If you've been having wardrobe malfunctions, this will help if you have the coin. Shops restock over time if they've cash to pay suppliers. The game also gets a working economy, or at least a tax and support system, so that wealth can be redistributed amongst NPCs.
Digestion gets an overhaul, adding an energy store to the body that has to be filled or emptied before fat is added/consumed. The hunger meter behaves in a more realistic way, depending on both reserves and fullness.
New stuff:
* Added a stew pot to the mine's kitchen that's topped up by Frank.
* Idling NPCs now eat and drink as they wish.
* You can work at the smithy to build strength (up to a point currently).
* Village shop open for purchases.
User interface stuff:
* Added a shop tab for buying (and, in future, selling).
* Added tool tips to the action menus and buttons. Hover over an item to see
its description.
Other bits:
* Created a version of the one-true-parser that can handle text substitutions.
* Fixed an issue when defining factions in the game.
* Fixed an issue when "deep-setting" values in the game's XML.
* Added a condition to NPCs drinking desire.
* Fixed NPCs clothing messages.
* Fixed pronouns in "lock after" message
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more.. It would be really appreciated as I have very limited income at the moment. Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
    This release sees the first shop being opened for business. If you've been having wardrobe malfunctions, this will help if you have the coin. Shops restock over time if they've cash to pay suppliers. The game also gets a working economy, or at least a tax and support system, so that wealth can be redistributed amongst NPCs.
Digestion gets an overhaul, adding an energy store to the body that has to be filled or emptied before fat is added/consumed. The hunger meter behaves in a more realistic way, depending on both reserves and fullness.
New stuff:
* Added a stew pot to the mine's kitchen that's topped up by Frank.
* Idling NPCs now eat and drink as they wish.
* You can work at the smithy to build strength (up to a point currently).
* Village shop open for purchases.
User interface stuff:
* Added a shop tab for buying (and, in future, selling).
* Added tool tips to the action menus and buttons. Hover over an item to see
its description.
Other bits:
* Created a version of the one-true-parser that can handle text substitutions.
* Fixed an issue when defining factions in the game.
* Fixed an issue when "deep-setting" values in the game's XML.
* Added a condition to NPCs drinking desire.
* Fixed NPCs clothing messages.
* Fixed pronouns in "lock after" message
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
* Starting character sizes may be a little off after changes and need some further tuning
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-thoughs, early access, developer documentation, and more.. It would be really appreciated as I have very limited income at the moment. Alternatively, if Patreon isn't your thing I have a tip jar on ko-fi.
Yaffaif Release 0.27 2020-02-17 (giving the UI some love)
Posted 5 years agoTaking a break after finishing up the kobold mine quests I have been working on the user interface which has remained largely unchanged for several years.
New stuff:
* Most UI buttons and drop downs now have icons as well as text
* Quests tab - keeps track of your quest progress
* Clothing tab sorts clothing, putting worn items first then working by layer, outer garments first, top to bottom, and within that by fit
* Clothing icons indicate if you are wearing it, if it is tight or loose, and whether it is broken
* The barman and the smith now have "trade jobs" that provide a bit of colour while they work
Other bits:
* Fixed some problems with Orion's dialogue once you've completed his quest
* Fixed the "actVis" error when consuming items from your inventory
* Fixed a problem around death in combat
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you can support me on ko-fi, it would be really appreciated as I have very limited income at the moment.
    New stuff:
* Most UI buttons and drop downs now have icons as well as text
* Quests tab - keeps track of your quest progress
* Clothing tab sorts clothing, putting worn items first then working by layer, outer garments first, top to bottom, and within that by fit
* Clothing icons indicate if you are wearing it, if it is tight or loose, and whether it is broken
* The barman and the smith now have "trade jobs" that provide a bit of colour while they work
Other bits:
* Fixed some problems with Orion's dialogue once you've completed his quest
* Fixed the "actVis" error when consuming items from your inventory
* Fixed a problem around death in combat
Known bugs:
* Kobold guards have been caught eating their own "weapons" - it's emergent behaviour (sort of)
* If the player dies the game pauses briefly as it runs several in-game hours of "simulation"
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you can support me on ko-fi, it would be really appreciated as I have very limited income at the moment.
Release 0.26 2019-11-27 (yes, content!)
Posted 6 years agoI think I've finally got enough bits in place so that Orion's quest can now not only be completed, but completed in several different ways (and failed in a couple of others). Let's see if you can find the different paths and outcomes...
This is a bit of a milestone in the development as there has been a lot of work under the covers to get here. The flip side is there are a lot more moving parts doing stuff, so the potential for odd behaviours.
New stuff:
* The obvious - a few new rooms, the kobold Queen and Orion's partner
* All the NPCs now have names
* Most mine NPCs now have jobs, go to sleep, and do other things when idle - don't leave stuff you want to keep lying about in the rooms there!
* You should be able to reach experience level 2
Other bits:
* Fixed a long standing problem where your weight could fall below the minimum.
* Fixed another long standing problem which stopped eating custard transforming you more than once.
* Transformations now affect your body length, as well as your legs
* Fixed mysterious blank lines in the story pane - tracked down to male genitalia
* Fixed being able to hear NPCs talking in other rooms
* Fixed third person singular verb generation (and learnt something in the process)
* Fixed yet more save game/serialisation errors
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you can support me on ko-fi, it would be really appreciated as I have very limited income at the moment.
    This is a bit of a milestone in the development as there has been a lot of work under the covers to get here. The flip side is there are a lot more moving parts doing stuff, so the potential for odd behaviours.
New stuff:
* The obvious - a few new rooms, the kobold Queen and Orion's partner
* All the NPCs now have names
* Most mine NPCs now have jobs, go to sleep, and do other things when idle - don't leave stuff you want to keep lying about in the rooms there!
* You should be able to reach experience level 2
Other bits:
* Fixed a long standing problem where your weight could fall below the minimum.
* Fixed another long standing problem which stopped eating custard transforming you more than once.
* Transformations now affect your body length, as well as your legs
* Fixed mysterious blank lines in the story pane - tracked down to male genitalia
* Fixed being able to hear NPCs talking in other rooms
* Fixed third person singular verb generation (and learnt something in the process)
* Fixed yet more save game/serialisation errors
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you can support me on ko-fi, it would be really appreciated as I have very limited income at the moment.
Yaffaif Release 0.25 2019-11-10 (-ing Windows)
Posted 6 years agoI was holding off on this one until I managed to do all the work to complete Orion’s quest, but hopefully this intermediate release will help fix the issues people are having getting the game to run on Windows:
* Added a `start.bat` script (inspired by Schattenjaeger) which checks for a Java install and then runs the game leaving a command window open so you can see any output that normally goes to `stdout`. If you are having trouble on Windows, try executing this instead. Don’t close the command window or it will take the game with it. I don’t think any dumb archivers think they are the correct program to run a .bat.
* Similarly, there’s now a `startDebug.bat` which will force the game to start up in debug mode. Expect lots of console output with that one.
* I’ll do a similar shell script for unicies in due course.
* Corrected (or at least changed) some of the behaviour around fatal errors, so the game may not close and you have a chance to see the error.
New stuff:
* There’s another kobold guard in the mine. He’s the first to fully utilise the job system, so he patrols at night, sleeps during the day, and gets on with other things during his downtime. In time all the NPCs will work this way, so they don’t just stand around in one place waiting for you to chance upon them. It’s … not perfect yet - let me know here of any oddities.
* The text parser now understands the verbs “buy” and “purchase” when interacting with NPCs.
* The “My first weapon” quest has had some bug fixes. Quests got broken out into separate files to make developing them easier.
* Emergency undergarments can now be found in the still hut in the forest. This will be the case until I get the shop working for alterations and replacements.
* There are some new materials, so your panties/underwear should now be stretchier (which can only be a good thing).
Other bits:
* The parser for conditionals in quests and jobs has been rebuilt because it wasn’t adequate for what I was trying to do. It can now handle more complex expressions.
* As a side effect this also changes the way console commands are handled. I think all the existing documented console hacks should still work. Again, let me know if you find anything that doesn’t. It should provide more useful output for things it doesn’t understand. Stupid things like/=1+2 now evaluate correctly.
As usual, download from the usual place, and start a new game.
Thanks to the folks who support me on ko-fi, it is really appreciated as I have very limited income at the moment. Unfortunately I didn’t realise the messages were ending up in my spam folder (now fixed). I’ll get back to you individually where I can.
Right, back to those guards and that quest code…
    * Added a `start.bat` script (inspired by Schattenjaeger) which checks for a Java install and then runs the game leaving a command window open so you can see any output that normally goes to `stdout`. If you are having trouble on Windows, try executing this instead. Don’t close the command window or it will take the game with it. I don’t think any dumb archivers think they are the correct program to run a .bat.
* Similarly, there’s now a `startDebug.bat` which will force the game to start up in debug mode. Expect lots of console output with that one.
* I’ll do a similar shell script for unicies in due course.
* Corrected (or at least changed) some of the behaviour around fatal errors, so the game may not close and you have a chance to see the error.
New stuff:
* There’s another kobold guard in the mine. He’s the first to fully utilise the job system, so he patrols at night, sleeps during the day, and gets on with other things during his downtime. In time all the NPCs will work this way, so they don’t just stand around in one place waiting for you to chance upon them. It’s … not perfect yet - let me know here of any oddities.
* The text parser now understands the verbs “buy” and “purchase” when interacting with NPCs.
* The “My first weapon” quest has had some bug fixes. Quests got broken out into separate files to make developing them easier.
* Emergency undergarments can now be found in the still hut in the forest. This will be the case until I get the shop working for alterations and replacements.
* There are some new materials, so your panties/underwear should now be stretchier (which can only be a good thing).
Other bits:
* The parser for conditionals in quests and jobs has been rebuilt because it wasn’t adequate for what I was trying to do. It can now handle more complex expressions.
* As a side effect this also changes the way console commands are handled. I think all the existing documented console hacks should still work. Again, let me know if you find anything that doesn’t. It should provide more useful output for things it doesn’t understand. Stupid things like/=1+2 now evaluate correctly.
As usual, download from the usual place, and start a new game.
Thanks to the folks who support me on ko-fi, it is really appreciated as I have very limited income at the moment. Unfortunately I didn’t realise the messages were ending up in my spam folder (now fixed). I’ll get back to you individually where I can.
Right, back to those guards and that quest code…
Weight Gaming forums are back up
Posted 7 years agoJust putting this out there as it might be of interest to some, and unless you are on the discord channel or just happen to try accessing the page you wouldn't know.
The story is (I'm not an admin, so this is second hand) that the hosting company trashed the server applying a bios upgrade I think. After several weeks they weren't able to recover it. A new set of forum software was set up on a new host by new admins and it's back up. The bad news is that the backups on the old server hadn't been working/were not recoverable, so everything after roughly March 2017 has been lost.
If your account is older than that you can just go through the recover password route (no passwords were migrated). Otherwise you need to (re-)create your account.
Please, come join us!
http://weightgaming.com/
    The story is (I'm not an admin, so this is second hand) that the hosting company trashed the server applying a bios upgrade I think. After several weeks they weren't able to recover it. A new set of forum software was set up on a new host by new admins and it's back up. The bad news is that the backups on the old server hadn't been working/were not recoverable, so everything after roughly March 2017 has been lost.
If your account is older than that you can just go through the recover password route (no passwords were migrated). Otherwise you need to (re-)create your account.
Please, come join us!
http://weightgaming.com/
Yaffaif 0.23 (updated 2017-12-10) - Bug Fixes
Posted 8 years agoIt's been an interesting few days, with over 1,000 downloads and plenty of bug reports. Some were quite severe problems that I'd missed, others I suspect have been broken for a while. So, a big round of bug fixing:
add look at money so money is always shown in inventory
fixed actions related to money
fixed Rochaine wandering off if you wait at the throne room door
fixed female sex toys being available to males
fixed take from animals/people available once sexy times started
fixed flirt not available once sex started
fixed talk not available once sex started
fixed transformation items not working
In passing I also did the following:
removed the testing box from burnt out bedroom
arousal has minor detrimental effect on combat
drunkeness has detrimental effect on combat
hypertrophic body parts have a detrimental effect on combat
    add look at money so money is always shown in inventory
fixed actions related to money
fixed Rochaine wandering off if you wait at the throne room door
fixed female sex toys being available to males
fixed take from animals/people available once sexy times started
fixed flirt not available once sex started
fixed talk not available once sex started
fixed transformation items not working
In passing I also did the following:
removed the testing box from burnt out bedroom
arousal has minor detrimental effect on combat
drunkeness has detrimental effect on combat
hypertrophic body parts have a detrimental effect on combat
Yaffaif 0.22 (updated 2017-12-05)
Posted 8 years agoAfter a truely epic delay, there's a new release. This has been a load of work, and it isn't finished, but there's enough to get going with and it really needs some player testing. So much has been changed there's a good chance of wierd behaviour, despite all the testing I've done.
The big change is that NPCs can be defeated by raising their arousal to the max. They then do whatever they need to to deal with that problem. As your "flirt" option is likely to get you dead before they succumb I've added a max strength lust potion for testing in the forest shack. If you get a few of these (they respawn like the others there), wield them, and fight your selected NPC then fun times should happen.
Other changes:
Kissing
Breast fondling
Cock sucking
Sleep on floor
A throwable lust potion
NPCs have sexual preferences
Custard pie making fix
Console command fixes
Savegame fixes, and automated tests
Text generator/formatter fixes
Common text parser (there were three!)
Got rid of blank lines in output I hope
Known Issues:
Save games don't carry over from previous releases - start a new game *
NPCs don't have the sense to get dressed afterwards, and remain semi-naked!
Nothing in the game checks to see if the NPC is asleep
As usual most of the text is rather simple, this will get changed once things are more stable
The sexy times options are rather limited, both to you and NPCs, this will change
The game doesn't handle the case where two people orgasm at the same time
The next thing I'm going to do is integrate some of the writing I've been sent. I was tempted to do this before the release, but it needs more changes and would break some of the tests - so one thing at a time.
So, have fun, and please report anything that looks like a bug (even if it's a typo) not covered by the above list. You can comment on this post, send me a message, or if you are into this kind of game take a look at Weight Gaming and use the bug reports board.
* Well, they do and they don't. It really isn't worth trying.
    The big change is that NPCs can be defeated by raising their arousal to the max. They then do whatever they need to to deal with that problem. As your "flirt" option is likely to get you dead before they succumb I've added a max strength lust potion for testing in the forest shack. If you get a few of these (they respawn like the others there), wield them, and fight your selected NPC then fun times should happen.
Other changes:
Kissing
Breast fondling
Cock sucking
Sleep on floor
A throwable lust potion
NPCs have sexual preferences
Custard pie making fix
Console command fixes
Savegame fixes, and automated tests
Text generator/formatter fixes
Common text parser (there were three!)
Got rid of blank lines in output I hope
Known Issues:
Save games don't carry over from previous releases - start a new game *
NPCs don't have the sense to get dressed afterwards, and remain semi-naked!
Nothing in the game checks to see if the NPC is asleep
As usual most of the text is rather simple, this will get changed once things are more stable
The sexy times options are rather limited, both to you and NPCs, this will change
The game doesn't handle the case where two people orgasm at the same time
The next thing I'm going to do is integrate some of the writing I've been sent. I was tempted to do this before the release, but it needs more changes and would break some of the tests - so one thing at a time.
So, have fun, and please report anything that looks like a bug (even if it's a typo) not covered by the above list. You can comment on this post, send me a message, or if you are into this kind of game take a look at Weight Gaming and use the bug reports board.
* Well, they do and they don't. It really isn't worth trying.
Yaffaif 0.20, Breaking chairs
Posted 9 years agoAnother long gap, another pile of hidden work. However for WG fans the game now has breakable furniture!
I know this doesn't seem much after many months, but things are being lined up for more interesting changes.
Yaffaif now has a dedicated forum on Weight Gaming, including a bug reporting area:
http://www.weightgaming.com/forum/i.....php?board=36.0
    I know this doesn't seem much after many months, but things are being lined up for more interesting changes.
Yaffaif now has a dedicated forum on Weight Gaming, including a bug reporting area:
http://www.weightgaming.com/forum/i.....php?board=36.0
This seems to have missed the furry radar...
Posted 9 years ago«Sheep and Wolves» — new 3D animation feature based on original script.
Interested only in merry-making and chasing sheep, the young wolf Grey is afraid of responsibility and has no desire to become the leader of his pack. Grey is convinced that all a wolf really needs is a spot in the sun and a sheep or two in the belly. That is, until Grey wakes up one morning in the skin of a ram and finds himself surrounded by a flock of sheep...
https://youtu.be/0JNgjy9OZ2s
    Interested only in merry-making and chasing sheep, the young wolf Grey is afraid of responsibility and has no desire to become the leader of his pack. Grey is convinced that all a wolf really needs is a spot in the sun and a sheep or two in the belly. That is, until Grey wakes up one morning in the skin of a ram and finds himself surrounded by a flock of sheep...
https://youtu.be/0JNgjy9OZ2s
Yaffaif 0.19, Under the covers
Posted 10 years agoThis update has been a long time coming. Things have been a bit unsettled and I'll admit that both the time and the inclination have been lacking over the months. Having said that it, there's been a lot of code changes under the covers.
And talking of under the covers, the placeholder message for various kinds of masturbation has been removed and there's now something more interesting. Not finished yet, but more interesting. Expect more work in this area in the future. For the girls there are also some toys to find and play with.
There's now a mechanism for NPCs to find their way around the world, although none actually do yet, that's coming. And with this in mind, there are now locks and keys in the game, so you can (try) to prevent any unintended visitors to your home when you're ... otherwise engaged.
I don't have to remind you not to lose your front door key do I?
One last thing. Since the my last release Windows 10 has happened. The game does not work on Windows 10.
    And talking of under the covers, the placeholder message for various kinds of masturbation has been removed and there's now something more interesting. Not finished yet, but more interesting. Expect more work in this area in the future. For the girls there are also some toys to find and play with.
There's now a mechanism for NPCs to find their way around the world, although none actually do yet, that's coming. And with this in mind, there are now locks and keys in the game, so you can (try) to prevent any unintended visitors to your home when you're ... otherwise engaged.
I don't have to remind you not to lose your front door key do I?
One last thing. Since the my last release Windows 10 has happened. The game does not work on Windows 10.
Konig.demon.co.uk - end of service
Posted 10 years agoFor many years (since 1200baud dial up) Demon Internet have been my ISP and hosted my web pages since I first started hand writing them in VI. But they've been acquired, by successively incompetent companies, and then the service outsourced. I've had enough and moved on.
Typically, the old website is still on their servers, despite not being paid for. I had planned to clear it down, but access got cut off sooner than expected. I can't update it any more though. All the pages are now here:
http://wolfnose.org/
If you've an email address for me at konig, that also won't work, or at least can't be read by me. Drop me a note if you don't have my gmail.
    Typically, the old website is still on their servers, despite not being paid for. I had planned to clear it down, but access got cut off sooner than expected. I can't update it any more though. All the pages are now here:
http://wolfnose.org/
If you've an email address for me at konig, that also won't work, or at least can't be read by me. Drop me a note if you don't have my gmail.
ConFuzzled 2015
Posted 10 years ago1. What is your name?
David. Con badge will show "Dingotush".
Will answer to Dave or Kibble, or just Oi!
2. What is your gender?
Feel free to use male pronouns to discuss me when I'm not there.
3. How old are you?
49 for just one more month.
4. How tall are you?
6' 1" or 1m85.
5. Are you in a relationship?
Yes, and it's not in a good place. Moving on...
6. Where are you staying?
At the Hilton Metropole because that's where the con is.
I normally try to avoid Hiltons.
7. What day are you getting there?
Friday.
8. Who will you be with?
This will obviously vary. Deez is a good bet. Star, Yag, Ed,
Lone, Rakhan...
9. Do you have art in the art show?
No, I've never done that.
10. What suit(s) will you have?
Kibble, who has been at every CFz, and probably my Caitian partial.
11. Can I dance with you?
Yes, if you wish. It's not like it's Strictly.
12. Can I touch you?
Handshakes and hugs are equally welcome in and out of suit.
Anything else depends on level of frienship and intoxication.
Please be aware I have a healing scar on my chest, so no scritches there!
13. Can I talk to you?
Yes, please do.
14. Can I hug you?
Yes, but no surpise pounce-hugs thank you.
15. Can I take photos of you/with you?
Yes.
15b. Can I take photos of you/with you with a selfie-stick?
Yes.
16. Can I buy you lots of drinks?
Drinks are welcome. I prefer an equitable rather than one-sided arrangement.
17. Do you drink Alcohol/Smoke?
Yes to alcohol, no to smoking.
18. Can I give you lots of money?
I'm not selling anything.
19. Can I hang out with you?
Yes.
20. How will I recognize you?
In this crowd my age probably gives me away.
21. Where will you be most of the time during the con?
I'm not doing anything specific, so in the lounge/bar area,
attending a panel or show, at a dance, in the fursuit lounge.
May go off-site for food.
22. Who are you rooming with?
Sandro/Deez
23. Attending any events?
Yes, but have no firm plans which ones.
24. How can I find you at the con?
SMS, call, twitter-DM, or just wonder around looking.
25. Are you doing anything in line with the theme?
No.
26. How are you getting to the con?
By car.
    David. Con badge will show "Dingotush".
Will answer to Dave or Kibble, or just Oi!
2. What is your gender?
Feel free to use male pronouns to discuss me when I'm not there.
3. How old are you?
49 for just one more month.
4. How tall are you?
6' 1" or 1m85.
5. Are you in a relationship?
Yes, and it's not in a good place. Moving on...
6. Where are you staying?
At the Hilton Metropole because that's where the con is.
I normally try to avoid Hiltons.
7. What day are you getting there?
Friday.
8. Who will you be with?
This will obviously vary. Deez is a good bet. Star, Yag, Ed,
Lone, Rakhan...
9. Do you have art in the art show?
No, I've never done that.
10. What suit(s) will you have?
Kibble, who has been at every CFz, and probably my Caitian partial.
11. Can I dance with you?
Yes, if you wish. It's not like it's Strictly.
12. Can I touch you?
Handshakes and hugs are equally welcome in and out of suit.
Anything else depends on level of frienship and intoxication.
Please be aware I have a healing scar on my chest, so no scritches there!
13. Can I talk to you?
Yes, please do.
14. Can I hug you?
Yes, but no surpise pounce-hugs thank you.
15. Can I take photos of you/with you?
Yes.
15b. Can I take photos of you/with you with a selfie-stick?
Yes.
16. Can I buy you lots of drinks?
Drinks are welcome. I prefer an equitable rather than one-sided arrangement.
17. Do you drink Alcohol/Smoke?
Yes to alcohol, no to smoking.
18. Can I give you lots of money?
I'm not selling anything.
19. Can I hang out with you?
Yes.
20. How will I recognize you?
In this crowd my age probably gives me away.
21. Where will you be most of the time during the con?
I'm not doing anything specific, so in the lounge/bar area,
attending a panel or show, at a dance, in the fursuit lounge.
May go off-site for food.
22. Who are you rooming with?
Sandro/Deez
23. Attending any events?
Yes, but have no firm plans which ones.
24. How can I find you at the con?
SMS, call, twitter-DM, or just wonder around looking.
25. Are you doing anything in line with the theme?
No.
26. How are you getting to the con?
By car.
Yaffaif 0.18, Character generator
Posted 10 years agoThe most obvious change in this version is the ability to customise your character at the start of the game. The usual tabs at the bottom are replaced with ones to set up different aspects of your character. Press the "Finish" button when things are how you like. Some choices, notably sex, have an impact on the options in the other drop downs.
There's one "problem" I'm aware of: the character description of pudginess is based of the pseudo-BMI of the character model. The drop downs for and height weight based are centered on average sizes. This has the consequence that an average female will be described as fat, which is technically correct, but unhelpful.
There are a bunch of changes in the text command parser, which means it can now handle prepositions. Things like "put beer in cupboard" will now work, as well as talking to NPCs with "ask x about y", "ask for", "tell about" and so on.
The game hosting has been changed, "wolfnose.org" is the primary, and "konig.demon.co.uk" will remain for a while. It's time to finally leave the ISP I've been using since 300baud dial up. After a series of increasingly crappy acquisitions, and poor architectural choices, they are getting out of the consumer market.
    There's one "problem" I'm aware of: the character description of pudginess is based of the pseudo-BMI of the character model. The drop downs for and height weight based are centered on average sizes. This has the consequence that an average female will be described as fat, which is technically correct, but unhelpful.
There are a bunch of changes in the text command parser, which means it can now handle prepositions. Things like "put beer in cupboard" will now work, as well as talking to NPCs with "ask x about y", "ask for", "tell about" and so on.
The game hosting has been changed, "wolfnose.org" is the primary, and "konig.demon.co.uk" will remain for a while. It's time to finally leave the ISP I've been using since 300baud dial up. After a series of increasingly crappy acquisitions, and poor architectural choices, they are getting out of the consumer market.
Yaffaif 0.17, Auto-complete
Posted 11 years agoText adventures, welcome to the 21st Century!
Okay, a little late, but this is something I've been wanting to be able to do for a long time, and part of the reason for building an engine myself. Text input can now auto-complete in a context sensitive way, just like the web has for years. no more struggling with spelling awkward words.
The flip side is that the custom control used to do this means I have to settle on JavaFX 8 and can no longer support Java 7 with JavaFX 2.2. This shouldn't be much of a pain as 8 has been around for 9 months, and 7 is nearing retirement.
    Okay, a little late, but this is something I've been wanting to be able to do for a long time, and part of the reason for building an engine myself. Text input can now auto-complete in a context sensitive way, just like the web has for years. no more struggling with spelling awkward words.
The flip side is that the custom control used to do this means I have to settle on JavaFX 8 and can no longer support Java 7 with JavaFX 2.2. This shouldn't be much of a pain as 8 has been around for 9 months, and 7 is nearing retirement.
Yaffaif 0.15, Java 8
Posted 11 years agoJust a quick note that Yaffaif has been updated to work with Java 8, which is being rolled out instead of upgrades to 7. Linux users who don't get auto-updates will have to do a little more work (see my website) but it's worthwhile as 8 fixes the annoying drop-down menu selection issue.
    Yaffaif 0.14, Playing as a male
Posted 11 years agoNew version is out, and the website has been updated to provide better help for downloading, playing, fixing Java issues, and messing with the debugger.
The game is going to get a character generator, but it isn't the top priority. For those not wanting to play as a female, or as a fox, there are some instant-transform potions if the upstairs bedroom of the house you start in.
One will make you male, the other will make you human. There are also some male clothes; or you can run around in a skirt and panties if you wish.
    The game is going to get a character generator, but it isn't the top priority. For those not wanting to play as a female, or as a fox, there are some instant-transform potions if the upstairs bedroom of the house you start in.
One will make you male, the other will make you human. There are also some male clothes; or you can run around in a skirt and panties if you wish.
 
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