Churn Vector
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Churn Vector

Prison Break
Showing 1-8 of 8 entries
Update: 20 Jul @ 8:47pm

- Added the ability for predators to use breeding stands.

- Fuckable NPCs should no longer stand idle after being fully used.

- Predators should now move around if they can no longer find someone to CV, as opposed to staying idle.

- All fuckable NPCs now have two uses, rather than ranging between 3 and 15. (It should now be possible to 100% clear the map, though you should prioritize using NPCs before using breeding stands where possible.)

- Added some additional breeding stands to the control room on the first floor.

- Fixed a few lighting issues.

Update: 30 May @ 9:14pm

- Predators should no longer get stuck when their balls are on another floor. (Yikes)

- Improved controller support for the keypad, and made it less error-prone.

- AI that are sitting now detect the player in the proper direction.

- Improved AI interaction with doors.

- Increased the amount of prisoners in cells, replaced some with breedable characters, and added predator Giraffes, Sharks, and Kangas to the prisoner options.

- Replaced a few normal Giraffes, Sharks, and Kangas with predator variants on both floors. (UB and Futa)

- Added some optional objectives:
- Escape without being detected
- CV the Warden
- "Escort" a VIP to the end of the level

- Added translations for the available in-game languages

Update: 21 May @ 3:45pm

Completely rebuilt the second floor. It is now larger, and offers more avenues for stealth and CV "activities".

- Revamped the cell block. Some cells contain prisoners, while others have been let out to roam.

- Added vents that connect some of the cells together.

- Updated guard patrol paths, giving more time to bypass them.

- Revamped the control room, similarly to the previous update to the lower floor.

- Added additional rooms prior to the end of the level: Mess Hall, Kitchen, Medical Bay, Office, Computer Lab, Lobby and Elevators (The new exit point)

- Added some additional optional rooms that provide some extra safe spaces (and something useful): Bathrooms x2, Showers, Warden's Office

- Cells can now be opened in the cell block, causing the prisoners to go after the guards. It is locked behind a keypad.

- Added hints to uncover the code. Have fun :)

- First floor: Adjusted the NPCs in the control room, and added a vent to make it a bit less chaotic.

Update: 7 May @ 3:12pm

Rebuilt the first floor of the level. The general layout and overall level flow should be about the same.

- Shortened the hall to the exit elevator, and added an extra side room before the exit.

- Prisoners should no longer be able to escape their cells early, and AI should no longer open locked doors.

- Added roof collision.

- Added a couple vents for more movement options.

- Added lockers throughout the first floor. (Maybe too many, who knows.)

- Revamped the server room for the door terminal.

- Revamped the control room for unlocking the cells.

- Prisoners should no longer stay in their cells after unlocking them.

Update: 30 Apr @ 11:02am

- Resolved some more pathing issues.

Update: 30 Apr @ 10:16am

- Fixed an issue with a faulty navmesh that overrided the new navmesh.

Update: 29 Apr @ 9:21pm

- Fixed an issue where some doors lost collision.

Update: 29 Apr @ 8:07pm

- Initial Release