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Wicked Island [v0.8.4.8 Hotfix] [RawDarkness]

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Wicked Island Download Latest Version

Wicked Island Download F95Zone Walkthrough + Mod Apk For PC Windows, Mac, Android – Adult open world survival with sex defeat system.

Developer: RawDarkness – Subscribestar – Steam
Censored: No
Version: 0.8.4.8 Hotfix
OS: Windows
Language: English
Genre: 3d game, female protagonist, vaginal sex, bestiality, big ass, big tits, creampie, rape, combat, ugly bastard

Wicked Island Overview


Adult open world survival with sex defeat system, pregnancy, player building and much more. Combat horny monsters, build your home, craft your gear, customize your character and ride dragons! Fight your way trough dungeons, caves, and ruins across the map.

Adult open world survival with sex defeat system.
Combat horny monsters, build your home, craft your gear, customize your character, ride dragons and create your pack of pets!

FEATURES

* Detailed sex animations with different monsters
* Build your own home, anywhere you like
* Fly dragons and immolate your enemies
* Gather creatures that follow you and fight for you
* Rescue slaves and breed them with your creatures
* Sex defeat system (optional)
* Pregnancy with explicit birth (optional)
* Futa NPC’s (optional)
* Cum inflation (optional)
* Get ambushed while sleeping or during night time
* Extensive character customization
* Action based combat
* Resource gathering and crafting
* Open world with dungeons, caves, ruins, different biomes etc
* Day/night cycle with dynamic weather effects

CHANGELOG

v0.8.4.8 Hotfix

Fixed
Textures on wooden buildings
reduced volume on some enemy moans
fixed isabells werewolf quest being impossible to turn in
fixed an issue with an infinite loop locking the game when spawning enemies inside dungeons from cheat menu
fixed jumping granting exp even if energy is too low
changed how defeat points are calculated, also made it so the max amount is visible with gray hearts and pink hearts indicate current points

v0.8.4.8

Added:
Reworked the levelling system to be activity based. Running will make the running skill increase, using swords will make the sword skill increase etc.
All skills have an attribute tied to them. Levelling up a skill will eventually increase the attribute (every 5 levels of a skill).
Skills give a bonus to their respective area (sword will make hitting harder with swords), attributes have general bonuses.
For example, levelling sword to level 50 will increase might by 10, each point in might will increase carry weight by 10, so 100 added carry weight + a 50% increase in sword damage (as sword increases damage by 1% per skill level).
The overall player level is calculated based on the experience from all skills combined. This means killing enemies no longer grant exp, but hitting them with a sword will.

Preservation box, prevents food spoiling while stored in this container
Farming plots and a planting system for planting seeds in the plots. Add fertilizer(spoiled food) and seeds to a plot and it will start growing. Once grown you can harvest it.
Also added wheat seeds as an item that drops from wheat.

Castle building pieces for building large stone structures

A system where enemy attributes are randomized and each enemy is assigned random traits that alter behaviour and stats. These will play a bigger role later as they will be inherited to offspring.

Taming, having sex with an enemy 3 times will make them your servant and follower. The pink progress bar below their HP indicates progress.

A radial menu for performing different actions. Things such as sleeping, masturbating, sitting and giving your followers orders are done with the radial menu (F key by default to open).

19 new makeup masks in character customization
11 new hairstyles

Added AMD FSR support and changed how upscaling is handled under settings. It now uses common dropdowns and checkboxes, automatically using whatever mode is supported. Also made it so both frame generation and DLSS/FSR upscaling is enabled by default. This should increase performance on all systems without having to go into settings as well as enable frame generation for all GPU’s, not just Nvidia 4xxx series.

Health and energy potions can now be crafted from the cauldron
Sliders in cheat menu to set exp gain rate, harvesting amount, enemy and player damage rate.
Added crystals as an item, can be found in dungeons. Will be used for upgrading gear
Bronze, iron, steel, royal and legendary armors can now be upgraded to tier 2 and tier 3 versions (each one doubles previous armor stat). This will require crystals and gear is upgraded on the anvil
Added color grading to open world post processing for a slightly different look
Changed:
Reworked the save/load system from the ground up.
Respawning on death will no longer reload the level, which means shorter load times when dying
Reworked the layout for the main menu, this was necessary due to save system change
Increased max stack size for spoiled food to 500
Player health should be set to a higher value after defeat scenes to prevent dying right after scene ends
Enemy appearance will now be randomized (skin texture and skin tint). Later these traits will be inherited to offspring.
Inflations can now stack, but they only last for 2 minutes so better be quick about it!
Changed formatting of sex journal
Rewrote the backend for sex to work better for npcs (masturbation, pregnancy supported) as well as group scenes. These are just enabling features, its not in the game yet but should now be easier to add.
Reworked graphical settings menu options and added a few new ones
New custom mouse cursor icon
Sleep buff will disappear faster than before, the more well rested, the longer it lasts
Added all creatures in the game to cheat menu spawn list, but added a check to prevent spawning only allowed creatures in demo build
Removed non-working items from cheat menu
Changed minimum pregnancy duration multiplier to 0.1 instead of previous .5
Changed autosave default to never as the game locks up for a second when saving, player can still chose to set autosave interval in options
Added cinematic graphical preset (please be aware this will run slow on pretty much any system)
Enemy arrows will now stick to player
Changed branches model to make it easier to pick
Changed carrot model
Added more fog to world (with volumetric fog this can sometimes look strange, working on a fix for this)
Increased density of grass in leaf tree biome
Added cooked meat/feral meat/fish into cauldron recipes
Increased stamina cost for all actions and added stamina cost for normal attacks back
Modified foods into stamina and hp buffing, both kinds should be allowed at once now, but only 1 of each type
Doubled the stamina buff from food
Increased respawn time for all trees, collectibles and mines (1h real time for trees/mines, 30minutes for collectibles)
Tweaked lighting in dungeons
Esc now closes HUD if open, cancels sitting and masturbating, also ends sex scenes/ends free camera

Fixed:
Kerangor tweaked some locomotions anims to have less leg cross
Containers being destroyed should no longer push player through the ground (the pieces wont have collisions anymore)
Equipped weapon will now drop in loot chest
Added collisions to all items, preventing some items from dropping through the ground
Fixed textures on some drop items
Potentially fixed player place in strange places after scenes, especially indoor or in dungeons
AI will no longer loose track off you when outside of their vision range and just next to them.
AI should now properly react to sounds and go to investigate, this did not work as expected previously
Nightmare sometimes inverting during animations
Satyr animations not working
Icons in map not rendering
Character widget displaying momentarily in distance when AI are spawned
Quest progress saving/loading fixed
Added a check to prevent sleeping in dungeons to prevent a locked game state

Performance:
Reduced memory usage by about 9gb when loading a game, should result in quicker load times and possibly better performance
Aggressively Reduced texture size on lots of meshes (this should hopefully make a big performance difference)
Enabled nanite on several meshes
Converted a majority of textures to use a different streaming method, which should reduce gpu ram usage greatly but slightly increase gpu calculations.
Disabled grass/foliage wind at a certain distance to save shadow calculation costs
Skeletal meshes (like the player character and its armors) will scale in detail level based on render settings, low will pick a much lower detail mesh etc. This should help with performance on lower end systems

Known Issues:
map and landmarks still not fixed, multiple issues with it, no need to report bugs related to it
journal displays message for all previous entries when loading a save
Dialogue menu only accepts mouse selecting option, will revamp dialogue menu in the future to make it better.

v0.8.4.6

Added

  • falling through the map should now teleport you back to start of map. Preferably you shouldn’t be able to fall through the world, but shit happens torches
  • codex input mapping under inputs menu
  • ability to change building height (shift + scroll)
  • added black birds circling overhead of most points of interests (dungeon entrances, camps etc)
  • All trees will procedurally spawn a stump when cut and will spawn logs when falling to the ground. Also added effect for tree trunk shrinking when cut as well as tree falling.
  • added some more coal to palces missing it
  • stun as a status effect
  • power attacks that will stun enemies but cost stamina (attack + ctrl)
  • dash attack will stun enemies in its path
  • 2 troll animations that for some reason wasnt added before
  • Quest descriptions for each stage of quests
  • ability to spawn specific item in cheat menu
  • Actor count in cheat menu, this is for debugging purposes, it counts all actors across the map and displays the count goats

Changed

  • Removed stamina cost of normal weapon attacks
  • Interaction text to be in the middle of the screen
  • reduced size of some text widgets
  • increased out of combat stamina regen
  • nightly spawns should no longer appear near buildings
  • hid pubic hair options in menu as they don’t currently work
  • replaced all ruins with new meshes and made them much bigger (and added a new one as well)
  • replaced graycott village with a much larger and more detailed village
  • replaced stonhelm castle with a much larger and more detailed castle
  • disabled several unused plugins
  • changed so that the mouse should always be locked to viewport, even after alt tabbing
  • replaced the model of coal ore and the item description
  • increased respawn duration all ores
  • increased size of iron ore
  • increased time before cooked food spoils (from 15 to 30min for standard tier and to 45min for high tier foor)
  • added a delay between an item drops and before it is auto picked up
  • removed mallet from crafting list as its not used for anything currently
  • changed the model of branches to make them easier to spot
  • changed the model for wheat
  • Reworked UI design across the game
  • Journal and codex are now in the same UI, also changed the look of how quests are tracked
  • naming the character will now prompt you before starting a new game, to prevent players missing it
  • enemies with weapons will have the weapons hidden during scenes
  • changed face light to be rectangular for better eye reflections
  • changed default keys for dodge, jump and toggle walk (jump = space, dodge = alt, walk = f)
  • tweaked jumping to feel better overall and made jump height higher
  • quests will now look if item already exist in inventory as well as if its being added when checking for collection/crafting/giving birth
  • made limbs harder to cut off enemies and made feet cuttable before death
  • tweaked AI to be better at detecting the player and not getting random blackouts mid fight
  • Changed AI flocking behaviour to only affect certain AI,s the others will instead have a home location they go back to
  • location of character presets, this means some presets will be added by default to all installs. To move your old presets, copy them from %LocalAppData%\UnrealEngine\5.3\Saved to you game folder\WickedIslandFull\Windows\WickedIsland
  • Renamed weregoat baby to satyr
  • horse is now summoned by a warhorn (item) rather than a key
  • Changed horse model and mount system completely to be more fluid in movement and nicer to control
  • Disabled enemies/POIs on compass/map until i get it sorted properly
  • removed skillpoint gain from discovering landmarks until load/save of them can be fixed

Fixed

  • Unable to eat cooked meat
  • Can now repair bows
  • unable to build after closing build menu using the close button instead of right mouse button
  • You should no longer be able to randomly end up on top of dungeons after scenes
  • load button sometimes now spawning in main menu even when a save game exists
  • NPCs walking away during dialogue (RUDE!)
  • unable to sleep unless jumping
  • building inside houses should no longer be counted as unstable and break placed object, same goes for cliffs
  • cancelling sleep blocking inputs
  • trees turning completely invisible at large distances
  • presets now work properly without having to spam to add morphs (randomly, thanks unreal, i guess..)
  • enemies/npcs sometimes not spawning correctly after level transitions
  • blacksmith dialogue not continuing (this prevented initiating trade, which should now work as well)
  • name of mayors quest missing
  • fixed tattoo intensity to default to higher, making tattoos more visible, also increased max intensity
  • items should be refunded when placing a building that instantly breaks
  • Isabell quest should now be able to turn in
  • rabbit and pig ragdoll
  • item auto pickup covering entire map when loading a game
  • some followers/pets not following the player (werewolf/werebear/nightmare/drake/minotaur should now follow player)
  • being able to sit while swimming
  • Minotaur offspring
  • Mount point dragon
  • build placed sound now playing where building placed, not in a distant galaxy

Performance

  • refactored code running on tick to running event based in multiple places
  • enabled nanite on more meshes
  • tweaked grass for better performance
  • optimized sky for medium or lower settings, should add some performance boost
  • removed several unoptimized prop meshes that could tank performance for non-nanite systems
  • optimized a few shaders to be more performant
  • optimized some code for the dragon to make it run in a separate thread

v0.8.4.4

Added

  • Follower UI (u button to open) that tracks every one that you have as a follower. You can drag them from the ui into the world to put them in that location. This does not mean all of them will be following you, this is just an overview of your current “flock”. This will be used more in the future for other systems.
  • Slaves freed in dungeons will be available for you to spawn from the follower UI when in the open world, allowing you to bring them out of the dungeons.
  • Stranger wandering around the island that might randomly appear in a few different areas
  • Several NPC’s to village, dialogue/personalities will be added in the future
  • birds
  • enemy dismemberment
  • Enemies spawned during night will disappear come morning
  • bronze axe/pickaxe
  • outline to notify texts for better visibility
  • greatswords as craftables as well as legendary armor
  • New enemy AI system built from the ground up. Converting over all the AI will take some time and be done gradually. New system uses calculation to take the best action based on context. Will use jump attacks, block, dodge, chase, investigate, flee. Also calculates sleep/hunger/social/sex need and when out of combat will take actions based on these, as well as walk up to points of interest to interact with them. The simulation part needs to be expanded and will be limited at first. Also has behaviour to stick together in groups when multiple of the same type of ai is close to each other.
  • Pigs
  • rabbits
  • water interaction
  • some ambient sounds in confier forest

Changed

  • Overhauled how stamina works to make it more vital and decisions surrounding it more meaningful, as an effort to make combat more decision based. It wont go up with level, nor will it be as easy to buff up.
  • Attributes (endurance/determination) no longer increase stamina and stamina regen
  • Rebalanced all status effects that affects stamina to have a lesser effect (both buffs and debuffs)
  • Slaves and female NPC’s will now maintain the same customizations across loading/saving
  • Slaves and female NPC’s random appearances will now include random hair, haircolor, skin color and makeup
  • reduced the size of the main island to make each area more unique and making it feel less empty, this will be ongoing work to populate the map more
  • Repair kits will now repair 100%
  • Removed Futa option from menu as well as in game as they need a rework if they should be brought back
  • Fisherman appearance upgraded
  • bread now also bakeble in cauldron
  • tweaked cauldron fire look and made it so its only active while crafting
  • daytime is now 15minutes, night time 5 minutes
  • Reworked the code for applying damage, added a friendly fire check for some AI enemies, tweaked hitstop effect, enemies can now also apply bleeding/stagger
  • Changed blocking into parrying (right mouse button), which is limited to a very short time frame but will break the enemies attack and stagger them if successful
  • Dialogue UI to match rest of other UI in style
  • Tweaked (increased) energy use of several actions
  • increased sprint speed from 600 to 800
  • changed dash into a dash attack
  • tweaked damage/durability values of all axe/pickaxes
  • tweaked some dialog replies to use short form when selecting to prevent ui issues, full reply will be shown after selecting item
  • Background music should now change according to day or night time
  • reordered workbench crafting items to make it easier to find stuff
  • player will now gain exp from crafting even when not at crafting station
  • increased animation speed of mining and wood cutting
  • autosaves will now save with a time suffix, also fixed auto saves not working
  • changed icon for spoiled food and dragon scales
  • reduced drop rate for collectibles/ore
  • text of sex journal
  • tweaked hit reactions to look less borked
  • tweaked physics assets of all enemies to work better for ragdoll/hit reactions
  • removed fog of war from map
  • Changed AI to anew AI system for several enemies (RIP kung fu werewolf!)
  • Enemies changed: Werewolf, werebear, Deer, Stag, nightmare (even scarier now!), boar, drake, vampire, minotaur
  • Changed mesh of boars
  • changed mesh of bears
  • Drakes will breath fire on you
  • new water system at lake
  • made caves brighter
  • added minotaurs guarding all cave entrances
  • increased dragon max flight speed
  • increased horse max speed
  • required resources when building will show red if requirements not met
  • disabled automatic penetration detection as it is not ready yet

Fixed

  • Sitting no longer bugs out attacking
  • Bed not acting as respawn point
  • Mouse cursor not visible when sleep dialogue appeared
  • Toggle clothes button not working in main menu
  • ocean sounds respecting audio settings
  • potentially fixed baby items falling through the world
  • Sky/weather not loading properly on level transitions resulting in permanent night time
  • green dragon not mountable through dialogue
  • slaves not starting dialogue
  • Vampires spawning as cubes in caves after loading a save
  • spawns not being disabled when close to buildings (foundations)
  • Some foods not giving correct buffs
  • removed all metal robot characters from the map
  • Auto pickup after killing enemies autopickup now works
  • hp widget no longer shows when mounted
  • male wildling armor without texture
  • censor boxes scaling and being applied properly to all creatures
  • mounting horse should work better
  • Vampires should work this time around and not be werewolves.
  • Shadows “skipping” during sunset/sunrise
  • game locking when pressing start in main menu
  • Auto targeting now works again
  • unsummoning horse while mounted no longer possible to prevent bugging out the game
  • Fixed multiple enemy kill exp being incorrect
  • “Enemies approach” text appearing even when none where spawned
  • An issue where building piece locations would be offset at a distance on older GPU’s
  • Fixed snapping on some crafting stations that was off
  • Items dropped at death being capped at 15 items
  • Minor adjustment on cloth loincloth
  • rotten food no longer turns into spoiled meat after a while
  • potions will no longer decompose over time
  • dealing damage twice of first hit on trees/mines
  • babies never spawned after birth
  • quick saving not working
  • ragdolls only simulating half the body
  • collisions in steneby
  • lods of locked chests and tent that was sunken into the ground
  • vampires in caves are no longer small boxes running around on the floor
  • riding anim on dragon
  • spawning dragon from console will now spawn the correct character
  • music not playing properly
  • constantly being counted as in combat (preventing saving in some isntances)
  • horse tooltip staying after dismounting
  • fixed tattoos not working as well as not being saved across save/loads
  • fixed multiple hairstyles to have the same material

Performance

  • Further tweaked some underbrush shadow performance
  • Tweaked max distance lights are visible to increase performance
  • Optimized some texture sizes
  • Added LOD’s for many items lacking them as well as adding more LODS for existing models for better performance
  • Enabled nanite on lots of meshes lacking it
  • optimized landscape texture
  • consolidated and removed multiple spawnpoints
  • optimized some code to not run on tick
  • optimized UI performance to not calculate hidden widget
INSTALLATION
  1. Extract
  2. Play the game

Wicked Island Download


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