Scarlet Moon 3.0.9

Spankers, Spankees, and Switches of All Ages (18 and above),

Got a new build up. This is mostly a cleanup release. It adds a few tweaks to
the UI that should hopefully make it suck slightly less. In particular, it
hopefully provides some options to help people get the combat UI to fit
reasonably well, even if their resolution isn’t particularly close to mine.

Yeah, the player shouldn’t have to fiddle with setti:engs to get the UI to look
nice.

PASSION PROJECT I’M DOING FOR FREE!

There. You’re no longer allowed to criticize anything about the UI ever again.

Ever. Again.

Actually, that’s a lie. I welcome any and all constructive criticism. For one
thing, it helps me decide what to prioritize (would people rather have a slick
UI, or more content?).

Anyway, the changes in this new build:

1. Your statistics and outfit are now displayed on the story screen. We had all
that wonderful space on the right side of the screen, so I figured I’d use it.
You can’t currently change your outfit on the story screen (you still need to
go into the (C)haracter screen). That’s on my roadmap, it’s just a bit more
work than flinging it up there to see. I figure the statistics in particular
will help when you have statistic-incrementing choices, or for checking your
energy before you make the choice that *obviously* sends you into battle.

2. The combat screen is now more compact. I’ve increased the maximum length of
each line for combat status (right side of the screen), and reduced the space
between the combat log and the status. This should hopefully make the status
more compact. Note: You *may* not see less wrapping even with the longer maximum
line. The game calculates how many characters you can fit on your screen, and
uses that for wrapping. The maximum is only used if your screen is huge, and
would result in painfully long lines.

3. Two new commands are added to the combat UI. The first, `(+/-) Status Font`,
allows you to increase or decrease the font size of the combat status right
there in combat. Before, you could only change the combat font from the Options
menu, which is only accessible in the story mode. You can’t access the Options
in the combat mode because of an architectural snarl that I need to sit down
and figure out.

The second is `(Tab) Concise`. This toggles the combat status between a
verbose mode (what you see now) and a concise mode. The concise mode uses only
a few characters for each character (typically the first few characters of their
name), and only a few characters for each status. This should help when you
want to investigate powers in a battle with lots of characters.

4. A new command was added to the Story UI. `(+/-) Story Font` that allows
you to increase the size of the story text. This also affects the combat log
(left side of the screen), since they both use the same font.

5. F5 now saves, while F9 loads. This is apparently the same as is used by
Skyrim (and various other games I believe, including the Spiderweb games). Since
the keys are farther apart, this should also hopefully protect against pressing
(L)oad when you intended (S)ave.

6. For some reason, sometimes the player’s combat name wasn’t getting set
correctly. I haven’t been able to duplicate it, but I have seen it in some of
my older saves, and other people’s saves. I’ve thrown in a hack to update the
player’s combat name when loading a game if you’re on episode 2 and your combat
name isn’t “ScarletMoon.” Hopefully that should fix any bugged saves out there,
and we’ll have to see if anybody finds their combat name not being set (or
saved) properly when they play episode 1.

7. Did a bit of cleanup that should hopefully improve performance in combat
and on the character modification screen.

8. Fixed a bug in combat undo. The player was able to undo from one round to
the previous, and you’re not supposed to be able to do that (since at that
point you know what the enemy is going to do).

9. Fixes a crash pointed out by an Anonymous fan when starting the final battle
with Succubus for episode 2.

10. The title screen commands are now *above* the image. There were some
problems where some users had the buttons pushed right off the screen by the
image. Yeah, I know this is the ultimate copout. The GUI toolkit I’m using
doesn’t provide very much for working with images, so I haven’t found a way
to dynamically scale the image to fit on a screen, and creating multiple
resolution versions sounds like a headache in arbitrary “let’s see if this
works!” At least this way if the title doesn’t fit, you should still be able
to see the commands.

11. Fixes a bug where if you defeat Succubus in the restaurant, the game acted
like you’d lost. You should now see the correct content when you defeat her.

12. Fixes some typos.

13. Added a new (meaningless) choice where the Vanessa asks them if they’re
nervous about their new job at the start of episode 2. This was done to make
sure people don’t miss the fact that they got a job at some point between
episodes 1 and 2, so that they’re not caught off-guard. Vanessa was already
making an off-hand comment about it, but it was easily missed.

14. Juliana is now referred to only as Juliana. The name Generalissima isn’t
established the end of episode 2, and only if she’s getting spanked by
Clemency. Before, the game was just referring to her as ‘Generalissima’
without any establishment at all. The third episode will introduce her as
well, for those of you who don’t go sneaking into rich people’s houses.

Many thanks to Anonymous for the crash report, and 42idiot for some very
good criticism of the UI that inspired many of these tweaks. Also for pointing
out some typos, and the bug with the game not recognizing that you’ve defeated
Succubus, and finally for pointing out the flaws in how the story is presented
that inspired the last two changes.

Get it at the Downloads section!

AKA

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