Yeah... I should probably revisit that stuff. So the sequence was put it before a lot of leveling was possible. It unlocks at like Lani lvl 2 or 3, then Martin gives you a warning about Miri, then once you level up some more, she arrives. At the time, the only monsters were basic wolves, so leveling took a while, which is no longer the case.
The Shrine Token will unlock the second story dungeon (under the potion shop), but it's not ready. The town dungeon is what will progress the story for the princess.
Both patreon and itch have feature parity (the difference is release priority). The option to purchase clothes at the shop is currently limited only to Lani's lingerie, so if you already have that, there won't be any option to purchase additional clothes. I have additional clothing purchases on my work list for this release "if I have time", and I don't think I'll have time. It will probably need to wait until after this next one.
Pretty sure I know the answer, however I thought I'd get the official word from the Developer.
I decided hey I'm going to try something new, so I totally ignored Lani and I focused on Marla.
No more cuddle time, after a LONG while there was a scene where Lani gives advice, followed by meeting up at the library.
However nothing between "us" happens after that (I know it is mentioned that the conversation is "saved and meant to be used in a future update" however I'm still banned from cuddle time.
I know that if I did enough Lani stuff eventually we would come together, getting closer together.
But I was kinda hoping that Lani would suggest MC being included in cuddle time again for the sake of Marla. After all in the other games she mentions that she actually fell in love with MC before they even formed a party.
And that spending more time with the MC only deepened the feelings. Meaning there would be 2 ways to possibly end with with Lani, one of them the "Normal Way" and the other a simi more traditional way (talking, going on dates, taking walks, sleeping under the tree), might also be fun to see Lani acting more cat like in some cases (such as preferring to be naked outside, and being scolded for doing so by Luna. Maybe even using it to either embarrass or judge MC reaction to her body.
Though there is another scene you might want to change up, the dungeon fountain, after all of MC and Lani are actively having sex it makes no sense whatsoever to have her tell him to "Turn around and No Peeking" shouldn't they be in that fountain together at least playing...
If you did that then you could also have at least 4 versions of the fountain scene for the "succubus trial" depending on his relationships. If close to Marla but not Lani, if close to Lani and not Marla, if close to both and if not particularly involved with either. (Again just suggestions feel free to ignore them)
Honestly I wish I had the tools, knowledge and talent needed to make games like these, I always have so many ideas (some great, some good, some just barely passable) but none I'll ever be able to actualize due to lacking all of those things.
These are things that turn into crazy serial killer wall montages... there are so many different versions of events to consider.
A lot of things are dictated by the need to allow for a Marla solo route. In the current alpha, I've expanded a lot of Marla's content and allowed some choices for Liam to make in that regard, but having one of the girls always pushing into a poly relationship limits player choice too much.
Basically, as long as Marla doesn't know abou Lani's racial curse, she will push for poly UNLESS Liam has specifically said he wants a monogamous relationship. If she enters into the relationship before learning abou Lani, she realizes that something is strange about Lani's curse, etc
As for the dungeon expansion, that's on my list. At least partially... I hope to add at least a small amount into the succubus dungeon variations. All of that was written before it was possible to enter into a relationship at all.
Curious why is the guild keeper so biased against MC? Doesn't invite the Veteran Adventurer to the guild unless Lani is in your party... Not like telling Veteran Adventurer hey, you know the people who took you in an trained you... Have a new trainee that is here wouldn't have caused her to at least meet MC... Especially if it were mentioned he was their kid.
Also ask Lani if she remembers where the knife is hidden in case he tries anything...
If the dude really adventured with MC's parents why wouldn't he treat him more like family?
As an adventurer I walk into the guild (The first day you can) I talk to the guild master who "I've met for the very first time" and say "Hey can you upgrade my tent" he looks at my upgraded tent and says
A) Actually you have a pretty nice tent yourself I don't think I could make something better then that If I tried
B) Did you steal that from my back room? I put numbers on them you know?
C) Now what do we have here, I recognize that work that's one of mine how did you get it, I don't remember giving you one...
D) Now what do we have here, I recognize that work that's one of mine how did you get it, I Know I Didn't give it to you, where did you get it?
Like I said random thoughts, would be funny to see in game though
You could add random encounters during after battle and before the next one such as adventures came across your camp (asking for food, attacks you, attempts to steal from you,) assassins attack (if you get far enough that perhaps people have heard of you) or even wild animals attack for whatever reason...
This is similar to some of my far-off plans. There are supposed to be scenes and stories related to each of the boss monsters, but I've not even done those yet... lots of stuff to do.
Quick search for exploration? It should pop up as 'collect all' when you go to a location that you've completed in a past life.
This has special content if Lani is in your party, but only on the first map (more scenes are planned, but I don't think I'll get the chance in this coming version). The second map is currently just a click followed by some code, and then you get your items and move on.
I managed to get the second banner but it doesn't seem to work with either book icons or weight icons, so I'm wondering what it works with? Or is it's broken
Not yet. 5-star dungeon rewards will include the ability to unlock the maximum skill level of a skill tree. These additional overflow points are saved by the game so that they can be spent on those future levels when the feature is available.
I'd like to suggest a slight change to something (only cause I find it a bit annoying and insulting as the MC) My character has gourmet rank two or three and Lani is saying my food taste bad (because it's the same dialogue from the first time around) so please consider doing an alternate dialogue using a simple title check. As I put this is only a suggestion but in my opinion it breaks immersion and not in a good way, I worked hard for that title it would be awesome for her to acknowledge it.
This is another one that I'm actively working on. Cooking is planned for a (relatively small) dialogue update and some quality of life improvements (one-click recipes, an indicator of Lani's mood, etc). I'm also intending to add in some recipe status effects, like battle buffs or xp boosts. Eventually, hidden scenes will be attached to various recipes, but that will not be in the next version.
The magician title is locked and can't be maximized until the Academy update. The Academy is the next major development milestone, and will be labeled as version 0.4 (where we currently live is v0.3). Right now, it's possible to raise Magician to... I believe level 6 the usual way, and then up to level 8 using dungeon rewards.
I tried an entire "life" using nothing but magic attacks and it didn't get raised at all, the only way I found to raise the magic stat is the 2 books in the library and once I lucked out and one was worth 2 points for a lifetime max of 10.
I have the last reward (before newest update) from the 6 Star Dungeon core and neither can be equipped on me or Lani... and when I'm in the 6 star dungeon MC doesn't mention he has them to his friends so they can't use them either.
Meaning I can't use the to prevent the memory wipe of either of the girls. Nor does the MC mention them so that Marla so that she will suggest to use them.
Yeah, this is the end of that storyline in this version (I know, it sucks... but I had to draw the line somewhere, as the dungeon story had taken an ungodly amount of time by this point).
Dungeon Tents are a large part of the next update, so I'm planning to lump in at least a small expansion to the succubus dungeon along with all of that new dungeon content. Hopefully we'll at least get to the point that players can equip the girls with the items.
If possible would you mind clarifying something for me...
Is it better to raise stats (Strength, Intelligence, Endurance, Agility) before leveling up or does it matter?
As in do the values get factored in as you gain them or when you level up.
For example if I'm level 1 and I have earned 1,500 strength when I reach level 2, will I have more strength then if I reached level 2 and then raised my strength to 1,500 or would the result be identical?
(Sorry about all of the replies just very curious about this game have been playing it exclusively for the last 3 or 4 days) Not even my Normal games like Fallout 76...lol
Doesn't matter. Your final combat values are a calculation based on your stat points and your level independent of which was higher first.
Strategically, it would be better to up your stats before raising your level in order to gain a higher rank in the Challenger title so that you can fight stronger enemies in the future. If you've already maxed that title, then it's entirely up to personal preference.
Of the 3 rewards 2 of them are upgrade a title one I have showing as that (says upgrade a title level 1 or higher but less then level 2) and the other shows as ??????? But if picked says "You don't have any titles that meet the requirements"
There are two title options for dungeon rewards: 'upgrade a specific title' and 'upgrade a random title' (and any reward that you've not selected in the past is hidden until you select it). In this instance, the ??? reward is likely the random title upgrade, but you don't currently have any level 1 titles to upgrade, so it sends back an error to select again.
Have you made upgrades for the titles that MC's Mother and Father have yet? I've almost doubled my stats (around 3k each now) and on a test none of those leveled this time.
All of the titles related to stats are maxed out once you get to 900. In the next version, there will be hidden scenes and conversations in various locations if you've exceeded that number (the highest required scene is locked behind endurance of 5020+), but in the current version, the only value of additional stats is combat.
Okay I've made it to where I got "Night Watch", #1 but it doesn't seem to want to progress from there (I've played in the past and reached the point where everyone is on the same page so to speak) proved that I was doing "Night Watch" correctly.
I even tried adding multiple aphrodisiacs to help the situation... And nothing happens
Now 25 days straight off camping after leaving from the 1st "Night Watch"
So camp scene 6 (first scene requiring the upgraded tent, first mention of night watch), will flow directly into camp scene 7 without any outside conversations. Camp 8 requires a conversation outside of camping, as does 9, and then 10, and then 11, and so on.
(I have a much improved scene gallery and hint system in the alpha version, so hopefully confusion over how to get scenes will be a thing of the past)
Boulders can be rough, since they work on a percentage of the player's max health as a base number. The higher the star rating, the higher the percentage. When you add in elemental damage, it can roll out of control (pun intended).
Trap damage is still a work in progress, though. All of the battle numbers were recalibrated in the most recent release version, which includes trap damage. They'll be tweaked over the next few versions based on player feedback.
Post up a log or a screengrab of the error if you see it again, and I'll try to get it worked out. Maybe it's because you meet the qualifications for emergency response but don't actually have the items...?
I had the magic spell and mana requirements for the heal spell (which when I have a team mate is offered as emergency response) I'm still curious why the titles do the exact same between them.
So both arrow and boulder traps have two types of damage. If there is a magical element to it (like a fire boulder), the trap damage is calculated twice: once as a boulder and once as a magical trap. The physical title halves the physical damage, while the magical title halves the magical damage.
I currently have a small group that has been testing with me for a little under a year now (and they're pretty great), so I'm not looking for any additional helpers at the moment. I do appreciate the offer, though.
I don't know if this is how the game is or if a map is missing, I have forest, forest 2 and dungeons. I've completed forest 2 (Orc Village) 100% but I thought I saw a message about a new area.
The 'new area' message is coded into everything once you finish and doesn't actually check if there is another area to unlock... I should probably change that... I'm hoping to add a 3rd exploration zone in this next update, but I'm not sure if I'll have time. It's at the bottom of the list.
Could you change and add scenes when it comes to the initial training days with MC Father? As an example after every training right now I'm getting 60 points whether it be strength, endurance or agility... So after the first training with my characters father he should seem a lot more impressed and maybe decide that the huge pebble is the one I need to start with instead of the medium sized. After all the way the character's father is speaking 20 is a normal adult strength so 60 should be something far beyond that, especially when by the second training those stats would be 120 each.
Yeah, I'm actually working on this today. I've prioritized expansion on the general daily activity conversations, and this has been mentioned as a necessary addition. There's also the impact of Vint's Blessing, which could have the player start on day 1 with over 100 stat points in each category.
I read that you plan on releasing for paying people first then two weeks later releasing here (for your next update) so I'm wondering when/if you plan on updating the free version here to the 3.2.4 international one?
Yeah, essentially everything will move to the higher version number at the same time. Once the paid version is updated to the newest version, the current paid version will become the free version. This is the plan for the foreseeable future.
Just curious are you willing to provide tips/hints on how to raise luck (literally at 5 and have been since I started) I know how to occasionally get magic increased... (1 location) Which makes leveling up Magician dreadfully slow.
Luck is a locked stat at the moment (and doesnt get referenced in general gameplay at this point anyway... though it's supposed to impact lots of stuff in the future). Lani does get luck boosts, but it only lightly impacts her crit chance.
It is intended to have luck largely impacted only through equipment or temporary boosts (like potions or cooking).
If you'd like to manually alter it (and are on pc), you can open the console (shift + O) and type in: player.luk=50 to get 50 luck for Liam. Or any other number.
You may also consider (just throwing this out there) an incentive program for people willing to bug test.
As an example in the game I've gotten to the point where I am told (for Marla) "try talking to her in the evenings" the only thing that happens is she wants to join me for a nap( instead of the implied event of her being at a lesson with my "mother" and staying behind to clean up )and I get some endurance points. Versus the continuation of her path (as indicated by the game). Further despite having beaten Lani in around 8 matches I am unable to unlock the massage scenes (it mentions affection has increased and wonder what will happen tonight). The reason I know about said massage is due to a previous round where I had "gotten all of the scenes currently available".
Now I am truly curious about two things, they don't say specifically either way, so I made sure (trying not to give spoilers) that we spoke to the family friend at the guild before any contact, she has made her feelings known... However there seems no way to actually respond to her feeling and reciprocate or not, without allowing for the camping scenes (so I'm left to wonder is there a way to acknowledge how you feel without that or is it mandatory?)
The other thing is in the statistics it counts the fight you have with her to have her join your party as you "Killing" Lani, even though she specifically mentions not even needing healing.
Just so you know when I mentioned heal spells earlier in the game I'm not talking any huge amount of hp, a potion would heal more then the spell and of course If you ran out of mana you'd still need potions anyway (in fact you could even add magic potions to be sold in the store) which would help for the guild to have more inventory, and with the buying title as well as the potion drinking title. Just a thought
It might be helpful to either provide an NPC that can sell you recipes or at least give hints on possible dishes. Since after playing long enough to get all gods to level 5 the church to level 6, the guild to level 6 and over 1,000 points in strength, endurance, intelligence, agility. I've still only found out 2 of all of the recipes. (not the real name as to not give hints hopefully enough for you to realize though Double trouble and Flora power). Loved Lani's reaction to the recipe of the second one... I don't believe you I'll make it myself.... Yep it's real
I am a bit confused about some things though (stealth) how does it fool a cats nose?
(traps), why can't I attempt to disarm them if they have been smelled out?
In the next version, i have a hint system in place to give players a better idea of what scenes require which interactions (and this also gives a listing of all scenes, so players know that there is or is not more content to find). This is an extension of a much-needed replay gallery.
The Lani kill count is an oddity that popped up because her left-facing version needs to be classified as an enemy and is populated into the kill list just like all of the other enemies. It made me giggle so I kept it in there.
Currently, there is no way to move forward with Lani other than the camping scenes (locked behind the various tent versions). The affection stats aren't currently implemented, so instead of quantity/quality of interactions, the relationship status of the characters is locked behind specific interactions. I intend to change this to affection points to better reflect title buffs and give more freedom and visibility to relationship status, but that's probably not coming in the next version.
The next version has recipes hidden in the library! I'm really happy to fibally have a magical recipe book available instead of just expecting players to guess stuff.
As for stealth... I'll say it fools noses the same way it fools visibility. The skill creates a physical boundary between the user and the outside world that blocks perception.
Liam should automatically start attempting to disable traps once he has the title for it. That title is a bit broken, though... it's fixed in Mt alpha code, but it won't increase level correctly in the current version. If you push the title level to 2 using dungeon rewards, it will start to level up correctly.
the issue I'm having .. I have the second version of the tent. Finished with the 1st "Night Watch" Feet. But it doesn't progress. In one game I had it finished before the guild Master invited the family friend.. but the last two times it doesn't progress past either the 1st or 2nd "Night Watch" I've tried first 1 and 2 as well as guild quest requiring me to camp all with the 2nd tent.
The camping is slightly broken. I do 4 rounds of fighting...
My chance is "-8%" on my last round completed it says "Hidden Items are now 9% easier to find" when I get back to camp it says "-7%" so how is 9% easier to find equal to a 1% increase chance of finding it?
So, this is more a problem in communication (still a problem, though) .
The value shown in the camping window is your base % chance (it goes up by 1% ever day that you spend in that specific location).
The value given to you after every consecutive battle is in addition to this base number, but is not saved for the next day. So, with these screens as an example, the base search chance is -8% (so zero), and the consecutive battle modifier is 9, pushing the player up to 1%. After your last battle of the day, the game checks to see if you hit the 1% chance, tells you the result, and then promptly forgets your battle modifier ever existed. The increase you see on the camping screen after battle is the daily tick to increase the base percentage.
As I'm writing this, I'm wondering how to better explain the jist of it to the player, and I'm not entirely sure. Part of me wants to use Kermit to just explain things in plain language, but I don't want to over use him. I could potentially add a visual to the search code to physically show the numbers changing and then going away after the end of the fights. I'll think on it some more.
I have a good question, if you die by poison you gain poison resistance but if you die by a flame boulder, flame arrows or flame pit you don't gain any fire resistance. I'm wondering why not? I mean you have that whole scene asking about fire resistance (at the camp stirring food)
I think it would be funny if you had a scene where the MC saying, wait now that you mention it I do have a title like that... Also Blood magic (Since you have blood magic stones with a description of being a catalyst for blood magic) would be nice to be seen added to the game. You have water magic (for enemies), Blood magic (for enemies), decay magic (for enemies), shadow magic (for enemies) but the MC can only learn light magic? Please consider the repurposing that magic for use with the main character.
A good question. The statistics to calculate the fire resistance title are saved, but the title itself is not currently in the game (it was just cut because I was sick and tired of developing dungeons and wanted to boot that out the door even 10 seconds faster...). At this point, adding fire resistance isnt something that would take more than a few hours, so I'll pencil that into the schedule for the upcoming version. Honestly, I had forgotten all about it, so I appreciate the reminder.
Things like the blood stones and shadow stones are certainly planned to be future consumables for special-type magics (more skills will unlock as you use them, requiring more stones in turn). The issue on this one is really just a question of priority: do I spend my dev time expanding combat and dynamic content like additional dungeon types/explore locations, or do I spend it on story content? I'm trying to do small increments on both, but it sort of leaves every aspect of the game feeling unfinished, right? Questions and comments like these are largely what I use to help decide the priority on smaller game additions (smaller being new titles or quality of life changes, vs larger updates, like adding status effects to cooking).
not sure if this bug was reported but if you are in the dungeon and Lani is knocked out and you hurry and tap the red cross while walking like suring a cut scene (which if she is knocked out doesn't really make sense) you can give her a potion ams she will be fit for battle however she will be invisible for that point on until you either reach a healing spring or finish the dungeon however she is till able to attack. I'm also curious as to a few things such as how long till the alchemist shop opening and why a healing spell only is gained after all of that attack magic (most games have heal at a very low level like level 2) my biggest gripe is no way to leave a dungeon once you enter. After all if I enter a dungeon if I need 12k to get behind a door it would be nice if I could leave raise the funds and return. Oh yeah almost forgot dungeons... I've unlocked them in this play through but am being told "have not found any dungeons on this date"
You may want to also consider a way to remove items from the "Soul Box" in case someone accidentally puts something in it they didn't mean to or rethought their choices
Just remembered, I noticed that if I'm a a location (Forest as an example) and I've been there 5 days (increased my chances for loot to drop) leave, when I come back (even on the same play through) suddenly it has been reset to the default.
Also the dude with "Variable Inventory" I bought all of his inventory on 1 day, 6 days later it hasn't restocked anything at all.
I also feel the dungeon drop rate is a bit low. As an example one wanted 100 of an item and after 30 minutes I still didn't have 1 of it, nor did I meet an enemy that seemed like it should drop it.
You may want to add information on how to gain different magic (other then light) assuming there is currently a way.
Whew, ok, thank you for the feedback. I'm going to try to address all of these.
I am aware of Lani's disappearing act in combat, and I'll be fixing that in the next version.
Alchemy was initially intended to come in the next version change, but it's been pushed back in favorbof an earlier release date. I'm hoping to have it in version 0.3.4.
Healing magic is relatively rare in this world. Personally, I've never understood the justification for every beginning magician in the world being able to heal life-threatening wounds as their first ability. I also needed a money sink, so potions are the primary healing option in early and mid-game.
Dungeons only remain in one location for a few days and then moves on, so once you've found a dungeon, the game records the date, then makes that dungeon available to the player withing 5 days of that date in future play-throughs. It's possible to have infinite dates recorded for any of the dungeons as they move around.
Generally, dungeons are intended to be a semi-planned system. Not every door can be unlocked by the items available in It's dungeon, so the hope is that the player will see a door they can't open currently and collect those key items for future lives.
The soul box should definitely have an option to remove items. I'll look into that for the next one.
Currently, all of the search numbers are refreshed when leaving a location. I could probably save those... I'll pose the thought to the playtesters and see their opinions on it.
The beast merchant is still in his placeholder stage, but he's intended to have rotating inventory and time-specific items. Right now, he only has two inventory sets: days 1-10 and day 11+.
Light magic and sneak are currently the only skill sets available, but more are coming. One (Defence) is going to be readily available in the same way as Light, while the other currently planned branch is going to be semi-hidden until the player has progressed.
There is technically no limit (each new level will require 180% of the points required for the previous level until the end of numbers), but rewards stop after level 6. I intend to add more rewards in the next version, but it's not going to a huge expansion.
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Guild leader "I have a friend that will be stopping by in a few weeks" literally the next day This is who I was telling you about...
Yeah... I should probably revisit that stuff. So the sequence was put it before a lot of leveling was possible. It unlocks at like Lani lvl 2 or 3, then Martin gives you a warning about Miri, then once you level up some more, she arrives. At the time, the only monsters were basic wolves, so leveling took a while, which is no longer the case.
Android bug in dungeon (not sure what activated it)
BBcode
[code]
I'm sorry, but an uncaught exception occurred.
While running game code:
Exception: String u"dfu'.$t wwertlk[4" ends with an open format operation.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "exploration.rpyc", line 33, in script call
File "dungeons.rpyc", line 56, in script call
File "dungeons_choices.rpyc", line 1815, in script
File "renpy/ast.py", line 2557, in execute
File "renpy/ast.py", line 615, in execute
File "renpy/exports.py", line 1493, in say
File "renpy/character.py", line 1379, in __call__
File "renpy/character.py", line 1293, in prefix_suffix
File "renpy/character.py", line 1273, in sub
File "renpy/substitutions.py", line 368, in substitute
File "renpy/substitutions.py", line 49, in interpolate
File "renpy/substitutions.py", line 249, in parse
Exception: String u"dfu'.$t wwertlk[4" ends with an open format operation.
[/code]
This is an issue with me being foolishly artistic with dialogue. It's safe to skip, and I've corrected it in alpha.
You don't have any indicator letting people know that this will lead to any event.
Specifically the rooster one.
I'm pretty sure the new scheduler corrects this problem, but I'll check.
I know this is probably something you're aware of, but this is why I mentioned needing to update scene somewhat
Yet...
I noticed there is nothing you can do with the shrine token, Liam doesn't even show it to his dad.
The Shrine Token will unlock the second story dungeon (under the potion shop), but it's not ready. The town dungeon is what will progress the story for the princess.
You mentioned something about being able to go back and buy all of the other outfits is that only on the patreon version?
Both patreon and itch have feature parity (the difference is release priority). The option to purchase clothes at the shop is currently limited only to Lani's lingerie, so if you already have that, there won't be any option to purchase additional clothes. I have additional clothing purchases on my work list for this release "if I have time", and I don't think I'll have time. It will probably need to wait until after this next one.
Pretty sure I know the answer, however I thought I'd get the official word from the Developer.
I decided hey I'm going to try something new, so I totally ignored Lani and I focused on Marla.
No more cuddle time, after a LONG while there was a scene where Lani gives advice, followed by meeting up at the library.
However nothing between "us" happens after that (I know it is mentioned that the conversation is "saved and meant to be used in a future update" however I'm still banned from cuddle time.
I know that if I did enough Lani stuff eventually we would come together, getting closer together.
But I was kinda hoping that Lani would suggest MC being included in cuddle time again for the sake of Marla. After all in the other games she mentions that she actually fell in love with MC before they even formed a party.
And that spending more time with the MC only deepened the feelings. Meaning there would be 2 ways to possibly end with with Lani, one of them the "Normal Way" and the other a simi more traditional way (talking, going on dates, taking walks, sleeping under the tree), might also be fun to see Lani acting more cat like in some cases (such as preferring to be naked outside, and being scolded for doing so by Luna. Maybe even using it to either embarrass or judge MC reaction to her body.
Though there is another scene you might want to change up, the dungeon fountain, after all of MC and Lani are actively having sex it makes no sense whatsoever to have her tell him to "Turn around and No Peeking" shouldn't they be in that fountain together at least playing...
If you did that then you could also have at least 4 versions of the fountain scene for the "succubus trial" depending on his relationships. If close to Marla but not Lani, if close to Lani and not Marla, if close to both and if not particularly involved with either. (Again just suggestions feel free to ignore them)
Honestly I wish I had the tools, knowledge and talent needed to make games like these, I always have so many ideas (some great, some good, some just barely passable) but none I'll ever be able to actualize due to lacking all of those things.
These are things that turn into crazy serial killer wall montages... there are so many different versions of events to consider.
A lot of things are dictated by the need to allow for a Marla solo route. In the current alpha, I've expanded a lot of Marla's content and allowed some choices for Liam to make in that regard, but having one of the girls always pushing into a poly relationship limits player choice too much.
Basically, as long as Marla doesn't know abou Lani's racial curse, she will push for poly UNLESS Liam has specifically said he wants a monogamous relationship. If she enters into the relationship before learning abou Lani, she realizes that something is strange about Lani's curse, etc
As for the dungeon expansion, that's on my list. At least partially... I hope to add at least a small amount into the succubus dungeon variations. All of that was written before it was possible to enter into a relationship at all.
Curious why is the guild keeper so biased against MC? Doesn't invite the Veteran Adventurer to the guild unless Lani is in your party... Not like telling Veteran Adventurer hey, you know the people who took you in an trained you... Have a new trainee that is here wouldn't have caused her to at least meet MC... Especially if it were mentioned he was their kid.
Also ask Lani if she remembers where the knife is hidden in case he tries anything...
If the dude really adventured with MC's parents why wouldn't he treat him more like family?
Just a random thought....
As an adventurer I walk into the guild (The first day you can) I talk to the guild master who "I've met for the very first time" and say "Hey can you upgrade my tent" he looks at my upgraded tent and says
A) Actually you have a pretty nice tent yourself I don't think I could make something better then that If I tried
B) Did you steal that from my back room? I put numbers on them you know?
C) Now what do we have here, I recognize that work that's one of mine how did you get it, I don't remember giving you one...
D) Now what do we have here, I recognize that work that's one of mine how did you get it, I Know I Didn't give it to you, where did you get it?
Like I said random thoughts, would be funny to see in game though
You could add random encounters during after battle and before the next one such as adventures came across your camp (asking for food, attacks you, attempts to steal from you,) assassins attack (if you get far enough that perhaps people have heard of you) or even wild animals attack for whatever reason...
Also Mimics... You could add them...lol
This is similar to some of my far-off plans. There are supposed to be scenes and stories related to each of the boss monsters, but I've not even done those yet... lots of stuff to do.
Has the "quick search" mechanic been implemented yet?
Quick search for exploration? It should pop up as 'collect all' when you go to a location that you've completed in a past life.
This has special content if Lani is in your party, but only on the first map (more scenes are planned, but I don't think I'll get the chance in this coming version). The second map is currently just a click followed by some code, and then you get your items and move on.
I managed to get the second banner but it doesn't seem to work with either book icons or weight icons, so I'm wondering what it works with? Or is it's broken
It only doubles skill points earned outside of books. In this version, that only applies to nighttime sneaking.
I'd like to know if this part has actually beven implemented yet...
Not yet. 5-star dungeon rewards will include the ability to unlock the maximum skill level of a skill tree. These additional overflow points are saved by the game so that they can be spent on those future levels when the feature is available.
I'd like to suggest a slight change to something (only cause I find it a bit annoying and insulting as the MC) My character has gourmet rank two or three and Lani is saying my food taste bad (because it's the same dialogue from the first time around) so please consider doing an alternate dialogue using a simple title check. As I put this is only a suggestion but in my opinion it breaks immersion and not in a good way, I worked hard for that title it would be awesome for her to acknowledge it.
Like I said rank 2 or 3 in gourmet cooking...
This is another one that I'm actively working on. Cooking is planned for a (relatively small) dialogue update and some quality of life improvements (one-click recipes, an indicator of Lani's mood, etc). I'm also intending to add in some recipe status effects, like battle buffs or xp boosts. Eventually, hidden scenes will be attached to various recipes, but that will not be in the next version.
Did I miss an explanation on how to rise the magicians title or was there just not one there?
The magician title is locked and can't be maximized until the Academy update. The Academy is the next major development milestone, and will be labeled as version 0.4 (where we currently live is v0.3). Right now, it's possible to raise Magician to... I believe level 6 the usual way, and then up to level 8 using dungeon rewards.
How do you level it up to 6? (without dungeons)
I tried an entire "life" using nothing but magic attacks and it didn't get raised at all, the only way I found to raise the magic stat is the 2 books in the library and once I lucked out and one was worth 2 points for a lifetime max of 10.
I have the last reward (before newest update) from the 6 Star Dungeon core and neither can be equipped on me or Lani... and when I'm in the 6 star dungeon MC doesn't mention he has them to his friends so they can't use them either.
Meaning I can't use the to prevent the memory wipe of either of the girls. Nor does the MC mention them so that Marla so that she will suggest to use them.
Yeah, this is the end of that storyline in this version (I know, it sucks... but I had to draw the line somewhere, as the dungeon story had taken an ungodly amount of time by this point).
Dungeon Tents are a large part of the next update, so I'm planning to lump in at least a small expansion to the succubus dungeon along with all of that new dungeon content. Hopefully we'll at least get to the point that players can equip the girls with the items.
If possible would you mind clarifying something for me...
Is it better to raise stats (Strength, Intelligence, Endurance, Agility) before leveling up or does it matter?
As in do the values get factored in as you gain them or when you level up.
For example if I'm level 1 and I have earned 1,500 strength when I reach level 2, will I have more strength then if I reached level 2 and then raised my strength to 1,500 or would the result be identical?
(Sorry about all of the replies just very curious about this game have been playing it exclusively for the last 3 or 4 days) Not even my Normal games like Fallout 76...lol
Doesn't matter. Your final combat values are a calculation based on your stat points and your level independent of which was higher first.
Strategically, it would be better to up your stats before raising your level in order to gain a higher rank in the Challenger title so that you can fight stronger enemies in the future. If you've already maxed that title, then it's entirely up to personal preference.
Of the 3 rewards 2 of them are upgrade a title one I have showing as that (says upgrade a title level 1 or higher but less then level 2) and the other shows as ??????? But if picked says "You don't have any titles that meet the requirements"
There are two title options for dungeon rewards: 'upgrade a specific title' and 'upgrade a random title' (and any reward that you've not selected in the past is hidden until you select it). In this instance, the ??? reward is likely the random title upgrade, but you don't currently have any level 1 titles to upgrade, so it sends back an error to select again.
Have you made upgrades for the titles that MC's Mother and Father have yet? I've almost doubled my stats (around 3k each now) and on a test none of those leveled this time.
All of the titles related to stats are maxed out once you get to 900. In the next version, there will be hidden scenes and conversations in various locations if you've exceeded that number (the highest required scene is locked behind endurance of 5020+), but in the current version, the only value of additional stats is combat.
Okay I've made it to where I got "Night Watch", #1 but it doesn't seem to want to progress from there (I've played in the past and reached the point where everyone is on the same page so to speak) proved that I was doing "Night Watch" correctly.
I even tried adding multiple aphrodisiacs to help the situation... And nothing happens
Now 25 days straight off camping after leaving from the 1st "Night Watch"
So camp scene 6 (first scene requiring the upgraded tent, first mention of night watch), will flow directly into camp scene 7 without any outside conversations. Camp 8 requires a conversation outside of camping, as does 9, and then 10, and then 11, and so on.
(I have a much improved scene gallery and hint system in the alpha version, so hopefully confusion over how to get scenes will be a thing of the past)
Is this trap really supposed to be this lethal?
Meaning around 862 hp damage for a single trap? This is in a 2 star dungeon
Boulders can be rough, since they work on a percentage of the player's max health as a base number. The higher the star rating, the higher the percentage. When you add in elemental damage, it can roll out of control (pun intended).
Trap damage is still a work in progress, though. All of the battle numbers were recalibrated in the most recent release version, which includes trap damage. They'll be tweaked over the next few versions based on player feedback.
Both flexible and rubber titles only reduce falling boulder damage by 1/2,
The same with potential protagonist and protagonist title... Only 1/2 damage off from each
Also sometimes if I do get defeated in a dungeon by myself where I would normally get the options for emergency response sometimes I get an error.
Post up a log or a screengrab of the error if you see it again, and I'll try to get it worked out. Maybe it's because you meet the qualifications for emergency response but don't actually have the items...?
I had the magic spell and mana requirements for the heal spell (which when I have a team mate is offered as emergency response) I'm still curious why the titles do the exact same between them.
So both arrow and boulder traps have two types of damage. If there is a magical element to it (like a fire boulder), the trap damage is calculated twice: once as a boulder and once as a magical trap. The physical title halves the physical damage, while the magical title halves the magical damage.
I get that the physical title reduces by 1/2 but shouldn't it be that the stronger physical title reduces it even further like to 1/4 damage?
I'd love to help you test the game out when you release updates, but I'm guessing you get volunteers all of the time.
I currently have a small group that has been testing with me for a little under a year now (and they're pretty great), so I'm not looking for any additional helpers at the moment. I do appreciate the offer, though.
I don't know if this is how the game is or if a map is missing, I have forest, forest 2 and dungeons. I've completed forest 2 (Orc Village) 100% but I thought I saw a message about a new area.
The 'new area' message is coded into everything once you finish and doesn't actually check if there is another area to unlock... I should probably change that... I'm hoping to add a 3rd exploration zone in this next update, but I'm not sure if I'll have time. It's at the bottom of the list.
I realize this ask might be a bit of a hassle...
Could you change and add scenes when it comes to the initial training days with MC Father? As an example after every training right now I'm getting 60 points whether it be strength, endurance or agility... So after the first training with my characters father he should seem a lot more impressed and maybe decide that the huge pebble is the one I need to start with instead of the medium sized. After all the way the character's father is speaking 20 is a normal adult strength so 60 should be something far beyond that, especially when by the second training those stats would be 120 each.
Yeah, I'm actually working on this today. I've prioritized expansion on the general daily activity conversations, and this has been mentioned as a necessary addition. There's also the impact of Vint's Blessing, which could have the player start on day 1 with over 100 stat points in each category.
I thought you should know on Android this text style maybe hard or impossible to read for some people
It is impossible for me but I'm near sighted with diabetes and a bit of double vision.
Possible bug
Changed into
Possible bug went from Heart of Stone III To Man
of Stone IV versus saying it evolved to Man of Stone instead of going through ranks I, II, III before reaching rank IV
It in turn Evolved into Man of Iron
Typo, good catch, I'll get it fixed.
Found a bug
New scheduler corrects this problem of having people at 2 places at once. (sorry it took so long to reply, I forgot about Itch over the weekend)
I'm guessing this screen isn't updated until after you die?
The reason I'm guessing that is because this is my current stats
Yeah, all of the 'highest this or that' is calculated at the time of death and then used to reward titles.
I read that you plan on releasing for paying people first then two weeks later releasing here (for your next update) so I'm wondering when/if you plan on updating the free version here to the 3.2.4 international one?
Yeah, essentially everything will move to the higher version number at the same time. Once the paid version is updated to the newest version, the current paid version will become the free version. This is the plan for the foreseeable future.
Just curious are you willing to provide tips/hints on how to raise luck (literally at 5 and have been since I started) I know how to occasionally get magic increased... (1 location) Which makes leveling up Magician dreadfully slow.
Luck is a locked stat at the moment (and doesnt get referenced in general gameplay at this point anyway... though it's supposed to impact lots of stuff in the future). Lani does get luck boosts, but it only lightly impacts her crit chance.
It is intended to have luck largely impacted only through equipment or temporary boosts (like potions or cooking).
If you'd like to manually alter it (and are on pc), you can open the console (shift + O) and type in: player.luk=50 to get 50 luck for Liam. Or any other number.
You may also consider (just throwing this out there) an incentive program for people willing to bug test.
As an example in the game I've gotten to the point where I am told (for Marla) "try talking to her in the evenings" the only thing that happens is she wants to join me for a nap( instead of the implied event of her being at a lesson with my "mother" and staying behind to clean up )and I get some endurance points. Versus the continuation of her path (as indicated by the game). Further despite having beaten Lani in around 8 matches I am unable to unlock the massage scenes (it mentions affection has increased and wonder what will happen tonight). The reason I know about said massage is due to a previous round where I had "gotten all of the scenes currently available".
Now I am truly curious about two things, they don't say specifically either way, so I made sure (trying not to give spoilers) that we spoke to the family friend at the guild before any contact, she has made her feelings known... However there seems no way to actually respond to her feeling and reciprocate or not, without allowing for the camping scenes (so I'm left to wonder is there a way to acknowledge how you feel without that or is it mandatory?)
The other thing is in the statistics it counts the fight you have with her to have her join your party as you "Killing" Lani, even though she specifically mentions not even needing healing.
Just so you know when I mentioned heal spells earlier in the game I'm not talking any huge amount of hp, a potion would heal more then the spell and of course If you ran out of mana you'd still need potions anyway (in fact you could even add magic potions to be sold in the store) which would help for the guild to have more inventory, and with the buying title as well as the potion drinking title. Just a thought
It might be helpful to either provide an NPC that can sell you recipes or at least give hints on possible dishes. Since after playing long enough to get all gods to level 5 the church to level 6, the guild to level 6 and over 1,000 points in strength, endurance, intelligence, agility. I've still only found out 2 of all of the recipes. (not the real name as to not give hints hopefully enough for you to realize though Double trouble and Flora power). Loved Lani's reaction to the recipe of the second one... I don't believe you I'll make it myself.... Yep it's real
I am a bit confused about some things though (stealth) how does it fool a cats nose?
(traps), why can't I attempt to disarm them if they have been smelled out?
In the next version, i have a hint system in place to give players a better idea of what scenes require which interactions (and this also gives a listing of all scenes, so players know that there is or is not more content to find). This is an extension of a much-needed replay gallery.
The Lani kill count is an oddity that popped up because her left-facing version needs to be classified as an enemy and is populated into the kill list just like all of the other enemies. It made me giggle so I kept it in there.
Currently, there is no way to move forward with Lani other than the camping scenes (locked behind the various tent versions). The affection stats aren't currently implemented, so instead of quantity/quality of interactions, the relationship status of the characters is locked behind specific interactions. I intend to change this to affection points to better reflect title buffs and give more freedom and visibility to relationship status, but that's probably not coming in the next version.
The next version has recipes hidden in the library! I'm really happy to fibally have a magical recipe book available instead of just expecting players to guess stuff.
As for stealth... I'll say it fools noses the same way it fools visibility. The skill creates a physical boundary between the user and the outside world that blocks perception.
Liam should automatically start attempting to disable traps once he has the title for it. That title is a bit broken, though... it's fixed in Mt alpha code, but it won't increase level correctly in the current version. If you push the title level to 2 using dungeon rewards, it will start to level up correctly.
the issue I'm having .. I have the second version of the tent. Finished with the 1st "Night Watch" Feet. But it doesn't progress. In one game I had it finished before the guild Master invited the family friend.. but the last two times it doesn't progress past either the 1st or 2nd "Night Watch" I've tried first 1 and 2 as well as guild quest requiring me to camp all with the 2nd tent.
Well you could optionally have a "duel" statistic and have it populated with Lani and maybe future challengers who fight MC to see their skill?
A Camp Bug
The camping is slightly broken. I do 4 rounds of fighting...
My chance is "-8%" on my last round completed it says "Hidden Items are now 9% easier to find" when I get back to camp it says "-7%" so how is 9% easier to find equal to a 1% increase chance of finding it?
Before going
While there
After returning
Note the days to verify number spent fighting
So, this is more a problem in communication (still a problem, though) .
The value shown in the camping window is your base % chance (it goes up by 1% ever day that you spend in that specific location).
The value given to you after every consecutive battle is in addition to this base number, but is not saved for the next day. So, with these screens as an example, the base search chance is -8% (so zero), and the consecutive battle modifier is 9, pushing the player up to 1%. After your last battle of the day, the game checks to see if you hit the 1% chance, tells you the result, and then promptly forgets your battle modifier ever existed. The increase you see on the camping screen after battle is the daily tick to increase the base percentage.
As I'm writing this, I'm wondering how to better explain the jist of it to the player, and I'm not entirely sure. Part of me wants to use Kermit to just explain things in plain language, but I don't want to over use him. I could potentially add a visual to the search code to physically show the numbers changing and then going away after the end of the fights. I'll think on it some more.
I have a good question, if you die by poison you gain poison resistance but if you die by a flame boulder, flame arrows or flame pit you don't gain any fire resistance. I'm wondering why not? I mean you have that whole scene asking about fire resistance (at the camp stirring food)
I think it would be funny if you had a scene where the MC saying, wait now that you mention it I do have a title like that... Also Blood magic (Since you have blood magic stones with a description of being a catalyst for blood magic) would be nice to be seen added to the game. You have water magic (for enemies), Blood magic (for enemies), decay magic (for enemies), shadow magic (for enemies) but the MC can only learn light magic? Please consider the repurposing that magic for use with the main character.
A good question. The statistics to calculate the fire resistance title are saved, but the title itself is not currently in the game (it was just cut because I was sick and tired of developing dungeons and wanted to boot that out the door even 10 seconds faster...). At this point, adding fire resistance isnt something that would take more than a few hours, so I'll pencil that into the schedule for the upcoming version. Honestly, I had forgotten all about it, so I appreciate the reminder.
Things like the blood stones and shadow stones are certainly planned to be future consumables for special-type magics (more skills will unlock as you use them, requiring more stones in turn). The issue on this one is really just a question of priority: do I spend my dev time expanding combat and dynamic content like additional dungeon types/explore locations, or do I spend it on story content? I'm trying to do small increments on both, but it sort of leaves every aspect of the game feeling unfinished, right? Questions and comments like these are largely what I use to help decide the priority on smaller game additions (smaller being new titles or quality of life changes, vs larger updates, like adding status effects to cooking).
Is there a discord for this game?
Yes! You're welcome to join, we have a very friendly group.
https://discord.com/invite/PAB4fpZnWQ
not sure if this bug was reported but if you are in the dungeon and Lani is knocked out and you hurry and tap the red cross while walking like suring a cut scene (which if she is knocked out doesn't really make sense) you can give her a potion ams she will be fit for battle however she will be invisible for that point on until you either reach a healing spring or finish the dungeon however she is till able to attack. I'm also curious as to a few things such as how long till the alchemist shop opening and why a healing spell only is gained after all of that attack magic (most games have heal at a very low level like level 2) my biggest gripe is no way to leave a dungeon once you enter. After all if I enter a dungeon if I need 12k to get behind a door it would be nice if I could leave raise the funds and return. Oh yeah almost forgot dungeons... I've unlocked them in this play through but am being told "have not found any dungeons on this date"
You may want to also consider a way to remove items from the "Soul Box" in case someone accidentally puts something in it they didn't mean to or rethought their choices
Just remembered, I noticed that if I'm a a location (Forest as an example) and I've been there 5 days (increased my chances for loot to drop) leave, when I come back (even on the same play through) suddenly it has been reset to the default.
Also the dude with "Variable Inventory" I bought all of his inventory on 1 day, 6 days later it hasn't restocked anything at all.
I also feel the dungeon drop rate is a bit low. As an example one wanted 100 of an item and after 30 minutes I still didn't have 1 of it, nor did I meet an enemy that seemed like it should drop it.
You may want to add information on how to gain different magic (other then light) assuming there is currently a way.
Whew, ok, thank you for the feedback. I'm going to try to address all of these.
I am aware of Lani's disappearing act in combat, and I'll be fixing that in the next version.
Alchemy was initially intended to come in the next version change, but it's been pushed back in favorbof an earlier release date. I'm hoping to have it in version 0.3.4.
Healing magic is relatively rare in this world. Personally, I've never understood the justification for every beginning magician in the world being able to heal life-threatening wounds as their first ability. I also needed a money sink, so potions are the primary healing option in early and mid-game.
Dungeons only remain in one location for a few days and then moves on, so once you've found a dungeon, the game records the date, then makes that dungeon available to the player withing 5 days of that date in future play-throughs. It's possible to have infinite dates recorded for any of the dungeons as they move around.
Generally, dungeons are intended to be a semi-planned system. Not every door can be unlocked by the items available in It's dungeon, so the hope is that the player will see a door they can't open currently and collect those key items for future lives.
The soul box should definitely have an option to remove items. I'll look into that for the next one.
Currently, all of the search numbers are refreshed when leaving a location. I could probably save those... I'll pose the thought to the playtesters and see their opinions on it.
The beast merchant is still in his placeholder stage, but he's intended to have rotating inventory and time-specific items. Right now, he only has two inventory sets: days 1-10 and day 11+.
Light magic and sneak are currently the only skill sets available, but more are coming. One (Defence) is going to be readily available in the same way as Light, while the other currently planned branch is going to be semi-hidden until the player has progressed.
What is the max level for the temple and the guild?
There is technically no limit (each new level will require 180% of the points required for the previous level until the end of numbers), but rewards stop after level 6. I intend to add more rewards in the next version, but it's not going to a huge expansion.
Does that include devout title? I grinded level 10 of the church and got no upgrade to my title