Hey all :)
It's Update Day *blows trumpet* and boy oh boy there are a lot of things to talk about, so I'm just going to get right into it (mostly because I have homework and studying to do and it's almost noon)! This update will likely break any old saves that you have. Sorry!
Cow-Taur Horn TF:
Cow-Taur TF, Turn 220 has been completely rewritten. Turn 250 Sexy Mood and Sarcasm Moods are finished, which have a Horny variable, which makes the scenes change slightly. It also has a Gender variable and changes the scenes based on if you don’t have horns already, if you do but they aren’t Cow-Taur Horns with unique descriptions for Dragon Horns, High-Demon Horns (incubus/succubus) and Demon Horns, and a scene for if you already have Cow-Taur Horns. You also gain, +1 health for being Horny because of Masturbation, you also gain + 3 Corruption, +3 Strength and lose -4 Intelligence. The Sympathy and Serious Moods are much different, instead of being pleasurable it's described as hurting really, really bad. Essentially this means the biggest script of the Cow-Taur transformation is complete, which means it's smooth sailing from here for this TF item.
3 Pregnancy Turns + News:
Pregnancy Turn 735, Turn 755 and Turn 795 are done. The first and the last talk about womb warmth in various descriptions, so it’ll likely be different every single time you get to either one of those scripts. You also gain +5 health back for each of them too. Turn 795 is also the first “8 Month Pregnant” script. Turn 755 however, is the transition to the next level of pregnancy. If the player has a Maternal Speciality this transition will drop them in Extremely Pregnant (the very last pregnancy stage) and in Turn 950. If the player is a non-Maternal speciality, this transition will bring them up to 8 Months Pregnant. I also have Placeholders in for the rest of the turns up to Giving Birth and to be honest, there aren’t many left. We have three major turns left in 8 Months with child movement and Lactation, 1 major turn left in Extremely Pregnant dealing with movement and Lactation again, and then three mini contraction turns and then finally birth! So we’re coming up on the end of the Pregnancy Scripts! Then I’ll move onto Lactation and then Secondary Pregnancy (which is closer to Egg Birthing for Males and Females. Secondary Pregnancy will have at least half the length of normal pregnancy). I’ll end up creating a Poll about Pregnancy soon too once it’s fully implemented so I can get some feedback on it. Hold onto your butts!
7 Whispering Thicket Races Ready:
Not much to say about this but there are now 7 major races you can expect to cross paths with---Goo, Bee-Taur, Demon and High-Demon, Drider, Goblin, Wolf-Taur and Centaur. The major races for the area will be: Goo, Drider and Goblin, which means you'll potentially find villages and multiple encounters. Minor races you'll run into are the: Bee-Taur, Wolf-Taur, Demon/High-Demon, and Centaur---which generally means you'll run into at least 1 of each and/or will be able to take Quests from them.
Skill Descriptions + Passive Abilities Applied:
Thief Skill remains the same. Check the "Help Guide" for more details. With that said, all of these exact descriptions have been added to the "Help Guide" as well! ^_^ The BOLD sections are the parts that have already been applied to the game, which is mostly what I've been focused on.
Tailoring Skill: Higher Tailoring = fixing damaged clothing (when implemented), creating clothing from simple to complicated (when implemented), increasing agility. Tailoring is rated between "0-10". If your tailoring skill is less than or equal to "3" you're a Novice Tailor. If your tailoring skill is between "4-6" you're labeled as an Experienced Tailor. A tailoring skill of "7-9" will make you an Expert Tailor and if you have a tailor skill of "10" you're a Master Tailor. A tailoring skill of "10" means you can create entire outfits, fix clothing of any type with less supplies like torn cloth for example. create clothing with less of a chance to fail, and your overall agility will be improved by 20%.
Forging Skill: Higher Forging = fixing damaged weapons or armor (when implemented), creating weapons and armor from simple to complicated (when implemented), increasing strength. Forging is rated between "0-10". If your forging skill is less than or equal to "3" you're a Novice Forger. If your forging skill is between "4-6" you're labeled as an Experienced Forger. A forging skill of "7-9" will make you an Expert Forger and if you have a forger skill of "10" you're a Master Forger. A forging skill of "10" means you can create entire armor sets, fix armor of any type with less supplies like scrap metal or scrap leather for example. create armor with less of a chance to fail, and your overall strength will be improved by 20%.
Juggling Skill: Higher Juggling = earning quick gold from performing (when implemented), increasing maximum carry. Juggling is rated between "0-10". If your juggle skill is less than or equal to "3" you're a Novice Juggler. If your juggle skill is between "4-6" you're labeled as an Experienced Juggler. A juggle skill of "7-9" will make you an Expert Juggler and if you have a juggle skill of "10" you're a Master Juggler. A juggle skill of "10" means you can earn 10 times the amount of gold per performance with less of a chance to fail and your overall maximum carry will be improved by 20%.
Alchemy Skill: Higher Alchemy = creating your own potions from simple to complicated (when implemented), increasing intelligence. Alchemy is rated between "0-10". If your alchemy skill is less than or equal to "3" you're a Novice Alchemist. If your alchemy skill is between "4-6" you're labeled as an Experienced Alchemist. An alchemy skill of "7-9" will make you an Expert Alchemist and if you have an alchemy skill of "10" you're a Master Alchemist. An alchemy skill of "10" means you can create any potion combination in the game with less of a chance to fail, use less supplies when creating, and your overall intelligence will be improved by 20%.
Charm Skill: Higher Charm = extra points with relationships, less detriment when failed (when implemented), more jobs available to the player which means earning money easier, increased Entice ability, increased seduction. Charm is rated between "0-10". If your charm skill is less than or equal to "3" you're a Novice Charmer. If your charm skill is between "4-6" you're labeled as an Experienced Charmer. A charm skill of "7-9" will make you an 'Expert Charmer' and if you have a charm skill of "10" you're a Master Charmer. A charm skill of "10" means you can earn 10 times the amount of relationship points with most npcs (when good looks matter), you'll reduce the amount of relationship points you lose with negative choices/decisions (when looks matter to the npc), your overall Entice will be vastly improved and your success with getting jobs or earning gold through seduction will vastly improve as well. The negative side of this skill is that the more attractive you are, the more enemies (depending on your dominant mood) will want you in a sexual manner (not including "Sympathy" or "Serious" Moods). Some NPCs also won't take you seriously if you're too attractive or charming meaning you won't be able to get into relationships with those NPCs, but the ones that do value appearance, you'll be much better off earning relationship points with them. Charm may also help you get out of traps----and into traps depending on the situation, and will also give you improved maximum health by 20%
Meditation Skill: Higher Meditation = improved resting; better chance for health restore, better chance for resist to regenerate (when implemented), increasing defense, increased chance to remove negative Status'. Meditation is rated between "0-10". If your meditation skill is less than or equal to 3 you're a Novice Meditator. If your meditation skill is between "4-6" you're labeled as an Experienced Meditator. A meditation skill of "7-9" will make you an Expert Meditator and if you have a meditation skill of "10" you're a Master Meditator. A meditation skill of "10" means you can regen health quicker, possibly remove negative status effects when Resting (not implemented), and your overall defense will be improved by 10%.
((((A little more elaboration of the regen effects of the Meditation skills can be found below! Here’s the difference you’ll see in the four randomly chosen scripts. Before it was a health regeneration of +1, +2, +3, or +4 per 100 turns.
Now in the First Chance, it’ll depend on where your Meditation Skill. As you can see, the better your Meditation Skill the higher health regen you’ll possibly have per 100 turns. The chance to start boost skills will be soon added to the skeleton structure of the new character creation system coming soon.))))
One ---- Two ----- Three ----- Four
Med Skill 0-3: 1 2 3 4
Med Skill 4-6: 2 3 4 5
Med Skill 7-9: 3 4 5 6
Med Skill 10: 4 5 6 7
This is just a test. I may add more health or adjust it later, although there are no plans to at the moment.
Hannah Greeting Conversation Finished:
Okay! So great news! The Hannah remaster is officially completed (assuming there aren't any bugs or anything to fix). What this means is all of her conversation topics are finished in the initial conversation. It turned out to be about 45-46k words. Whew! That's half a novel! Anyway, my aim for the initial conversation is that I wanted the information presented to change a little per play-through so that you learn something different about Hannah and Rold; in one play-through you might learn about goblin biology and such, in another you might learn a little bit about their relationship, in another you might learn about West Haven (the first village you come across), etc. Hopefully that comes across! Anyway, so I'll be introducing new side conversations as the game progresses in regular intervals. ^_^
Modified Player Question Choice Layout:This is one change I'm particularly excited about although not all of the scenarios are finished yet. I have two of the bigger ones done though; the Laboratory Entrance and the West Hallway entrance. These questions were originally, "How would you like to respond; Sexy, Sympathy, Sarcasm, Serious." --- But to be honest, I was never satisfied with these as some of them didn't really make sense in the context I presented them, and others were awkward at times. I always felt they broke immersion to the story too because I was putting Mood Attributes right out there in the open instead of disguising them as they are meant to do. So they have been changed. For example!
When you first enter the Laboratory...it asked...
"You open the door of the laboratory and are greeted with a solid stone stairwell that's completely unlike the rest of the house. It's really bizarre actually and strongly resembles a cave of sorts, almost like you stepped into a different world. How do you respond to this?"
and then it was like "Sexy", "Sympathy", "Sarcasm", "Serious"
So now it reads this...
You open the door of the laboratory and are greeted with a solid stone stairwell that's completely unlike the rest of the house. It's really bizarre actually and strongly resembles a cave of sorts, almost like you stepped into a different world. How do you respond to this?
1) This is kind of sexy in a weird BSDM kind of way.
2) Okay, I'm officially freaking out...
3) I can't even...What in the nine hells is this doing here?
4) I wasn't exactly expecting a fairytail dungeon, but here I am.
^ and you get the Mood Points based off your responses (which will sometimes be mixed up). So pick the response that fits your character best in that given scenario. Pretty cool, huh?
I also fixed the presentation of these questions and broke up the text a bit to make it easier to read! Weee!
New Lantern/Oil Cartridge Design:
I redid the entire Lantern/Oil Cartridge code and how it works. I essentially wanted to improve how the item functioned and give the player the chance to turn it off and save the oil they collect/use etc. So now you’re able to refill the oil straight on the lantern itself and you can turn it off anytime and save the time remaining in case you need it later! Right now the turns don’t count down though, that will be addressed later. You also can't use the Oil Cartridges yet, BUT the lantern works if you switch it on. It starts with 15 turns of oil :)
Relationship System v2.5:
I’ve decided to revamp and improve the Relationship System and at the same time make it a lot more simple cause I have to admit, 2.0 was very confusing, even to me, so I can’t imagine the player trying to navigate everything and make sense of it, even with the Help Guide. So now this is the Relationship System v2.5: There are three categories.
Hostile: Like before, if your Relationship Points fall to “0” with an NPC they will immediately become Hostile; which means they will attack you and you’ll lose all chances to romance or befriend them.
Friend: Covers Relationship Points from "1" to "99". If you become Friends with an NPC, you will be able to speak with them about various topics, perform personal favors or quests for them and sometimes even venture into intimate situations depending on their preferences. Some NPC's will be okay with taking your relationship to the next level, while others will be more comfortable keeping you as a friend. Because of this, you have to work harder with some NPC's to move onto the next category. In some rare cases, saying or doing the wrong thing at the wrong time will keep you locked in the infamous Friendzone forever. The Friendzone status can be reached with an NPC by saying, or doing the wrong thing and permanently destroying any romantic encounters with them. This can also happen if you're excessively mean to an NPC as well. Afterward, trying anything romantic with the NPC in question will result in awkward situations and essentially force you to lose Relationship Points with them. Again, this does not affect any Friendly conversations, just romantic advances.
Lover: In order to become a Lover with an NPC, maximum Relationship Points with the NPC in question is expected. Whether this has been accomplished or not, you can still ask them out anytime that you wish (the exact phrase can be found on the NPC's description). Depending on the NPC, they will either accept you and you will become Lovers (unless they have prior engagements already), or if you do not have maximum Relationship Points with the NPC, there is a chance that you may be friendzoned" or rejected; rejection can cause the loss of Relationship Points. If you become a Lover with an NPC, that means you're dating them and romantically pursuing them. NPC's whom are Lovers will also be inclined to give you gifts as well. You can have multiple lovers if you wish but if they find out about one another, you will be bumped back down to Hostile or Friendzoned with all of them. An added perk of having a Lover is that any sired children you have together will give your character random stat boosts per child (but they will sap your gold dry with -35 gold per child!). Right now this is the highest status you can have with an NPC.
As you can see the Relationship System is A LOT more simple. This will probably be the final version of it unless I add to it. A little warning as well. The “Help Guide” has been adjusted/changed accordingly to these changes.
5 New Rooms:
Created 5 new rooms: West Byway, Whispering Wood 3, Vaughan Pass, Old Canopy Road, and Hyhot Steppes. None of these rooms have any descriptions yet, but you can experience the changes of days and seasons throughout each of them. I also added the official Winding Wood exit descriptions that you’ll run into when you go to pick your direction out of there---and there’s even a night variable and a first time variable added as well. ^_^
I actually discovered a very, very miniscule problem with the map in one tiny place; Whispering Wood 2 which is the second north exit from Whispering Wood. As it turns out you can’t have two north exits! Oops! But it’s honestly no big deal at all. I just have to erase the connection from “Whispering Wood (the starting area)” to Whispering Wood 2 and have it instead come from the Hyhot Steppes room instead. So it actually doesn’t change anything at all and that should be the only occurrence of this happening since Whispering Wood (the starting area) is the only place with two exits in the same direction. Each of these new rooms though will be loaded with random events soon. Probably not in this update though as my priorities are with the other things I’ve mentioned.
Weapon Overhaul + 5 New Items:
There are 5 new items and hopefully by the next public update they'll officially be in the game somewhere. Right now they are only accessible through the PVM.
Princess Booty Shorts: This item gives +2 Sexy and +1 Agility and takes the variable of buttsize in mind.
Nipple Shield Piercings: They give +1 Sexy and +1 Resist. Remember you have to have pierced nipples to wear them.
FM Pumps: They give Sexy +2, Resist +2, and -3 -Agility.
Liphoria: Is a lip increase transformation item. First, if you have Resist you’ll have the option of bypassing the transformation or going through with it. If you decide to resist it, you’ll have an 80% chance to gain +5 health and lose -1 Resist, otherwise you’ll just lose -1 Resist. If you decide to let the transformation happen, you’ll have a 50% chance to undergo the transformation and gain +5 health. Otherwise, you’ll just go through the information. If the 50% chance fails, you’ll have an 80% chance just to gain +5 health and no transformation, or a 20% chance where nothing happens at all. This will save you from losing Resist. If you don’t have any Resist and you attempt to down the bottle, you’ll be asked if you would like to try to resist the transformation anyway. If you say yes, you’ll have a 20% chance to resist the transformation, and a 80% chance to gain +5 health, otherwise, you’ll just resist with no other benefits. If you do fail to resist (50% chance), then you have an 80% chance to gain the transformation +5 health, otherwise you’ll just gain the transformation. There’s also a 50% chance to gain the health without the transformation. If you choose no to the resistance then you’ll have an 80% chance just to gain the +5 health and a 20% chance for nothing to happen. Whew! And yes that is as confusing to code as it sounds.
I think I'm going to make giving health a staple of taking potions from now on. So if you don't get the transformation, you'll have a chance of gaining some health :)
Now on to weapons, including the new one. I've decided to give weapons a standard of damage and of bonus damage. Typically lighter weapons, which range from 1 to 2 volume will do a dice roll of specific damage starting with 1's. For example, 1d4 or 1d5. Weapons that are 3 volume have a chance of doing 2d3, 2d5 and so on otherwise they will generally be on the high end of 1's, like 1d10, 1d12. Weapons that are 4 and 5 volume will typically do, 2d8, 2d12 --- and anything that is higher than those will have damage jump accordingly. Right now, up to 5 is planned. So here are all the new damage ranges of the weapons. ((Oh! Before I forget, Noble Weapons are obviously going to have perks like being lighter versions of their normal counterparts but doing much higher damage because Noble Weapons are the kind that are earned through hard work or bought at very high prices. Finding one out in the wild will be VERY rare on the Regular Difficulty)).
Scissors: 1d3, bonus damage +1, volume of 1
Rickety Machete: 1d5, bonus damage + 1, volume 2
Beating Stick: 1d5, bonus damage +1, volume 2
Frying Pan: 1d5, bonus damage +2, volume 3
Leather Whip: 1d7, bonus damage +1, volume 2
Spellbook: 1d3, bonus damage +9, volume 1
Demonslaying Sword: 2d7, bonus damage +2, volume 3
Pumpkin Blade: 1d8, bonus damage +1, volume 2
Noble Pumpkin Blade: 2d10, bonus damage +2, volume 1
Candy Corn Shiv: 1d6, bonus damage +1, volume 1
Noble Candy Corn Shiv: 2d7, bonus damage +2, volume 1
Enemy Loot and Search Percentage Increase:
I increased the Enemy Loot rate from 25% per group to 35% per group. So hopefully items will drop more as a result. I also increased the Double Search percentage from 15% for Big Saver to 25% and everyone else from 5% to 15%. Let me know if you notice the increase or not once the next version is released! I did this because I didn't think enemies dropped items frequently enough. You should essentially get at least 1 item every 4-6 enemies in my opinion.
PVM (Patron Vending Machine) + Minor Changes to DDI, UNDO and the PVM:
10$ Patron Gift: PVM (Patron Vending Machine) which allows you to pick out any clothing, weapon, or item that you want as much as you want. It has three categories: Items, Weapons, and Clothing. This does not include items that can transform you, or modify your body as that’s what the DDI’s function serves as. Also, Noble items cost 10 Gold to get since they are extra special items that should really be earned rather than given but we'll see how this goes!
The minor changes mentioned are just that the Save/Load System will no longer keep track of your DDI, UNDO and PVM's. All this means is every time you open your old save, you'll have to input the codes again to gain access to them.
Wait 10 Tempoarily Disabled:
I have disabled Wait 10 --- I realize that although it’s really convenient, it can also be really abused by the player with health regeneration. More importantly though, it sometimes causes scripts to be skipped over and that can cause countless errors. I have saved the scripting though and kept it hard coded into the game, so if I can find a way around these problems, I’ll reinstate it. The Help Guide has been adjusted. If you have any questions about this, please let me know :)
Whispering Thicket Concept Map v1.5:
This is something I'm particularly excited about and just in case you missed it the first time around. I have a more detailed concept map for the next area; the Whispering Thicket; which means roads, room names, side-areas/connecting areas, villages and three planned main enemies/friendlies. So check it out above :)
Apocapedia Deletion:
I've been talking with my patrons on Skype about the game's wiki and quite frankly it's WAY out of date. So my first idea is to just delete it. To be honest and even though I hate to admit it, I just don't have the time to keep the Wiki up to date or to catch it up to where the game is at this point. The Help Guide within the game is the most comprehensive information port for the game, so I'll continue updating and adding to that as usual --- but no more Apocapedia! I apologize for the inconvenience this will/may cause.
Modifying Patron Rewards:
I thought I would do another review of the Patreon Rewards for donating. The reason being is although the rewards seem decent, I want to give people more bang for their donation---as it seems that rewards tend to just keep accumulating and very few people ever spend them. I feel like that isn't right. So I'll be looking into making the rewards more simple. No one will lose anything that they've already earned :) Keep in mind, this isn't a punishment I just want the rewards to feel more grand and for people to donate to feel more appreciated. Love you guys!
COMING UP:
Focusing on Cow-Taur TF, Pregnancy, Entice Scripts and the 5 new room's descriptions and their prospective events. Also, getting in the new Character Creator System as soon as possible, the revamped Player Description and hopefully we'll have the new title cover song by then. I'm going to aim to get more Clothing Wear Descriptions back into the game as well ^_^ That'll do for now!
Next Update Will Be: 26MAR17, 0.9.3A (Patron Beta).
Anonynn!
ChangeLog for 0.9.2D Below
- Fixed these errors: 'failed to save 'expensive_plate.ondrop' with value of 'Script: if(got(spellbook)){
- I created a new “Warning” label to reduce the overall size of the game file (which reduced it by almost 200 KB!). I also addressed some further points in the disclaimer just for protective properties/purposes and made it easier to read.
- Fixed the Duplication problem with the remaining items; specifically the “waterskin” and “fresh/dirty water” and the “old lantern” + “oil cartridge”. I also began doing this duplication for the clothing and weapon items, so that you can carry more than one of them if you desire---aka having a back-up or something like that. This will help too once the tailoring/forging abilities are added because weapons/clothing can deteriorate. Clothing can now be duplicated. You can now find more than one article of a piece of clothing. Fixed the last Duplication error with the “Black Puzzle Box”. Fixed several more duplication errors with various other items and added the rest of the items to the list of duplicatable items (meaning you can carry more than one of them). Naturally, clothing descriptions in the player “x me/look me” are broken because of the transition. Working on it! So…okay. I revamped all the clothing descriptions for “x me” because they referred to the main object of clothing, not the clone. All of them should be fixed and working properly except the “outfits”. I also changed ALL of the internal code as well and added some piercing descriptions to the player descriptions that were left out. This includes the navel piercing ring, the nose one, the secondary mouth one, and the eyebrow one. It’s actually going to be a lot easier this way and I’ll be able to add clothing a lot faster. For example, I already added the “x me” descriptions for the “Princess Booty Shorts”, the “Nipple Shields”, and the “FM Pumps” as well. I’m extra excited too because this leaves me to add “multi-state” clothing a lot easier (which means some old clothing might eventually get that revamp). Thank you, Pix for the help! This will also allow me to rewrite the player description much easier as well :D!
- All current clothing and piercing slots have been properly labeled in the item description.
- Added five items: “Princess Booty Shorts”, “Nipple Shield Piercing”, “FM Pumps”, “Liphoria” and “the Sword of Demonslaying”. “Liphoria” when used has a lot of different variables! First, if you have “Resist” you’ll have the option of bypassing the transformation or going through with it. If you decide to resist it, you’ll have an 80% chance to gain +5 health and lose -1 “Resist”, otherwise you’ll just lose -1 “Resist”. If you decide to let the transformation happen, you’ll have a 50% chance to undergo the transformation and gain +5 health. Otherwise, you’ll just go through the information. If the 50% chance fails, you’ll have an 80% chance just to gain +5 health and no transformation, or a 20% chance where nothing happens at all. This will save you from losing “Resist”. If you don’t have any “Resist” and you attempt to down the bottle, you’ll be asked if you would like to try to resist the transformation anyway. If you say yes, you’ll have a 20% chance to resist the transformation, and a 80% chance to gain +5 health, otherwise, you’ll just resist with no other benefits. If you do fail to resist (50% chance), then you have an 80% chance to gain the transformation +5 health, otherwise you’ll just gain the transformation. There’s also a 50% chance to gain the health without the transformation. If you choose no to the resistance then you’ll have an 80% chance just to gain the +5 health and a 20% chance for nothing to happen. Whew! And yes that is as confusing to code as it sounds. @_@ Liphoria has been added to “Enemy Loot”. The other items, have brief “wear player descriptions” at the moment but no actual descriptions. The “Sword of Demonslaying” now has a description and stats---see below. The pair of “Princess Shorts” also has an improved wear description and stats; it gives +2 “Sexy” and +1 “Agility” and takes the variable of “buttsize” in mind. The pair of “Nipple Shields” now has a description and an improved wear description as well; they give +1 “Sexy” and +1 “Resist”. Remember you have to have pierced nipples to wear them. The “FM Pumps” have a description now and a wear description; they give “Sexy” +2, “Resist” +2, and -3 “Agility”.
- All “Body Mod Enemy Loot Items” have been reduced in chance for proccing --- so that all of the items have an equal chance. They now sit at 5%.
- Fixed an invisible bug with “Double Search” where all the items were appearing in the “Waterhole” instead of the player’s location. All fixed! I should be adding more items to this as well at some point in the future. So now all loot is obtainable in the game from searching excluding clothing, which will eventually be added as well. As before there is a 15% chance to get a second item as a “Big Saver” speciality and a 5% chance for everyone else while searching/pillaging. And now that you can carry more than one of everything this should make a lot of things more interesting. I also fixed some spelling and grammatical errors in all three areas as well. J
- Metric is now described in all stages of height in the player description. No more guessing!
- The Picture Poll results are in: Looks like the majority of people by far want full body poses! So full body it is. I will also be testing out portraits for when NPC’s speak but that won’t be until I can start adding digital art into the game because it’ll be easier to fit the images where they need to go without it feeling cluttered.
- Fixed a minor “Stacking Issue” where the stacks would read “1” even though there were no items left in that stack to use.
- Began some more work on Hannah’s Remaster, particularly the “Forget It” responses needed for all the “Moods”. I removed the secondary “Shout Out” response simply because the scripting is so large, I’m not sure the script can handle anymore text! I think a compromise is that if a character doesn’t have a lot to say, then I can have multiple branching responses and paths, but if a character is as talkative as Hannah is then I’ll need to cut back on responses. This is actually good to know because it allows me to know what my boundaries are. Then again, Hannah has like…20 something responses for each personality…so it’s not so much a boundary as much as it is a MOVE ALONG sort of kick in the ass for me xD ! Trust me, the scripting can hold A LOT I doubt we’ll have this much of a problem in the future with other characters. So I finished the “Sexy” response for “Forget it” and I removed the “incomplete” status of the response. I’m now moving onto the rest. The “Sympathy Mood”, “Forget it” response is completed and the incomplete warning on the response has been removed. You also get a little bit of insight how Hannah and Rold travel sometimes! Which is what I’m aiming for. I want different responses and different moods to determine how much information and what information you get from Hannah about the situation and their life, so multiple playthroughs will reveal different things about them to paint a complete picture of who they are and what’s happening in their lives. The “Sarcasm Mood” of “Forget it” is finished now too; which actually gets you forcefully kicked out of the “Withered Snag” where you will be placed in “Sudden Death”. There is a new variable description in “Sudden Death 2” as well describing if you were kicked out or not. There’s also a “Defense” variable too that can reduce the damage you take from “Hannah”’s attack. The “Serious Mood”, “Forget It” choice is completed and finished and I removed the “incomplete” tag from the message. Total word count of Hannah’s initial conversation: 46,153 words! Wow! That’s half a novel! But “Hannah” is officially remastered and her mini-conversations can be added as we go.
- Began designing the concept for the $10 Patron Award: the “PVM” (Patron Vending Machine), which allows you to pick out any clothing, weapon, or item that you want as much as you want. It has three categories: “Items”, “Weapons”, and “Clothing”. This does not include items that can transform you, or modify your body as that’s what the DDI’s function serves as. Also, “Noble” items cost 10 “Gold” to get since they are extra special items! The item should be all set up and ready for beta testing! It has been added to the Patreon “Wilderness Wanderer” tier.
- Finished the “new player description” of the “Black Satin Maid” and the “Cursed Black Satin Maid” outfit because they were lacking. I’ll be doing this for all the outfits --- and then for all clothing after that.
- I have adjusted weapon damage and changed the coding for them. They are now based on “Dice Rolls” Here are the new changes for each weapon…
Scissors: 1d3, bonus damage +1, volume of 1
Rickety Machete: 1d5, bonus damage + 1, volume 2
Beating Stick: 1d5, bonus damage +1, volume 2
Frying Pan: 1d5, bonus damage +2, volume 3
Leather Whip: 1d7, bonus damage +1, volume 2
Spellbook: 1d3, bonus damage +9, volume 1
Demonslaying Sword: 2d7, bonus damage +2, volume 3
Pumpkin Blade: 1d8, bonus damage +1, volume 2
Noble Pumpkin Blade: 2d10, bonus damage +2, volume 1
Candy Corn Shiv: 1d6, bonus damage +1, volume 1
Noble Candy Corn Shiv: 2d7, bonus damage +2, volume 1
So as you can see weapons have had a major overhaul; some are lighter, some do a little less damage, and some do more. But I effectively attempted to balance everything out in terms of combat. As the game progresses, we’ll get stronger and stronger weapons too, and/or upgrades of existing weapons if you have the right supplies. I’ll go into that more when the time comes though.
- Fixed the “Light” issue with “Aaleahya” and the “Old Lantern” in the “Storage Room” --- specifically, the “search” aspect. Apparently, the game wasn’t registering the light source for the search parameters.
- The “Pale Abomination” and the “Noble Pale Abomination” can now drop any item rather than just a “small health potion” and you get a “double search” chance automatically generated so you might even get TWO whole items! :O I also fixed some scripts with the Male and Female zombies potentially not giving loot. All fixed again.
- Fixed the “Weapon Scripts” which can now handle cloned weapons! Yay!
- The “Male Minotaur” that can appear in the “Study” now drops “Loot” when defeated.
- The “Volume/Weight System” has been reworked on a coding level --- but it isn’t going to be anything the player notices J It should reduce the game’s size by a tiny fraction!
- I redid the entire “Lantern/Oil Cartridge” code and how it works. I essentially wanted to improve how the item worked and give the player the chance to turn it off and save the oil they use etc. So now you’re able to refill the oil straight on the lantern itself and you can turn it off anytime and save the time remaining in case you need it later! Right now the turns don’t count down though, that will be addressed later.
- I increased the “Enemy Loot” rate from 25% per group to 35% per group. So hopefully items will drop more as a result. I also increased the “Double Search” percentage from 15% for “Big Saver” to “25%” and everyone else from 5% to 15%. Let me know if you notice the increase or not!
- I’ve decided to revamp and improve the “Relationship System” and at the same time make it a lot more simple cause I have to admit, 2.0 was very confusing, even to me, so I can’t imagine the player trying to navigate everything and make sense of it, even with the “Help Guide”. So now this is the “Relationship System v2.5” There are three categories.
Hostile: Like before, if your Relationship Points fall to “0” with an NPC they will immediately become “Hostile”; which means they will attack you and you’ll lose all chances to romance or befriend them.
Friend: Covers Relationship Points from "1" to "99". If you become "Friends" with an NPC, you will be able to speak with them about various topics, perform personal favors or quests for them and sometimes even venture into intimate situations depending on their preferences. Some NPC's will be okay with taking your relationship to the next level, while others will be more comfortable keeping you as a friend. Because of this, you have to work harder with some NPC's to move onto the next category. In some rare cases, saying or doing the wrong thing at the wrong time will keep you locked in the infamous "Friendzone" forever. The "Friendzone" status can be reached with an NPC by saying, or doing the wrong thing and permanently destroying any romantic encounters with them. This can also happen if you're excessively mean to an NPC as well. Afterward, trying anything romantic with the NPC in question will result in awkward situations and essentially force you to lose Relationship Points with them. Again, this does not affect any "Friendly" conversations, just romantic advances.
Lover: In order to become a "Lover" with an NPC, maximum Relationship Points with the NPC in question is expected. Whether this has been accomplished or not, you can still ask them out anytime that you wish (the exact phrase can be found on the NPC's description). Depending on the NPC, they will either accept you and you will become "Lovers" (unless they have prior engagements already), or if you do not have maximum Relationship Points with the NPC, there is a chance that you may be friendzoned" or rejected; rejection can cause the loss of Relationship Points. If you become a "Lover" with an NPC, that means you're dating them and romantically pursuing them. NPC's whom are "Lovers" will also be inclined to give you gifts as well. You can have multiple lovers if you wish but if they find out about one another, you will be bumped back down to "Hostile" or "Friendzoned" with all of them. An added perk of having a "Lover" is that any sired children you have together will give your character random stat boosts per child (but they will sap your gold dry with -35 gold per child!). Right now this is the highest status you can have with an NPC.
As you can see the Relationship System is A LOT more simple. This will probably be the final version of it unless I add to it. A little warning as well; this change may break old saves. The “Help Guide” has been adjusted/changed accordingly to these changes.
- Created 5 new rooms: “West Byway”, “Whispering Wood 3”, “Vaughan Pass”, “Old Canopy Road”, and “Hyhot Steppes”. None of these rooms have any descriptions yet, but you can experience the changes of days and seasons throughout each of them. I also added the official “Winding Wood” exit descriptions that you’ll run into when you go to pick your direction out of there---and there’s even a night variable and a first time variable added as well. ^_^ I actually discovered a very, very miniscule problem with the map in one tiny place; “Whispering Wood 2” which is the second north exit from “Whispering Wood”. As it turns out you can’t have two north exits! Oops! But it’s honestly no big deal at all. I just have to erase the connection from “Whispering Wood (the starting area)” to “Whispering Wood 2” and have it instead come from the “Hyhot Steppes” room instead. So it actually doesn’t change anything at all and that should be the only occurrence of this happening since “Whispering Wood (the starting area)” is the only place with two exits in the same direction. Each of these new rooms though will be loaded with random events soon. Probably not in this update though as my priorities are with the other things I’ve mentioned.
- You now have a 25% chance to start with “Scissors” or the “Fying Pan” at the “Waterhole”; leaving you now with the possibility of four starter weapons! If you’re “female”, you now have a 25% chance to start out with “Worn Out Shoes”! And “male” have had “simple tennis shoes” added to their list.
- “Tailoring”, “Forging”, “Juggling”, “Alchemy”, “Charming” and “Meditation”: are now completely hard coded into the game; meaning the stats can be raised . Like “Thiefskill” they all have the same four categories; Novice, Experienced, Expert, Master and all of them are out of 10. The new “Character Creator” coming up soon will also allow you to put points into some of these to start. I will be adding them to the “Help Guide” as well as soon as I can. Once I do that, I’ll go into detail about what these different skills do and how they can help you on your adventure!
- I decided to start working on converting the weird “How would you like to respond” to blah blah scenario: “sexy”, “sympathy”, “sarcasm” and “serious” to something more natural sounding. You’ll still get “Mood Points” for the responses but it would be so…unnatural. I’m not sure how else to describe it. @_@ I’m starting with the “Laboratory Entrance” and finished it and I started and finished all the scenarios of the “West Hallway” responses --- Let’s see what the Beta Testers think!
- I also fixed some cloning code regarding “keys” in your inventory. They will be properly discarded now as they used to be.
- I added the new “Skills” and their effects to the “Help Guide” --- they are as follows…
Thief Skill: Higher Thieving = unlocking complicated doors, chests and other locked devices. Thieving is rated between "0-10". If your thieving is less than or equal to "3" you're a 'Novice Thief'. If your thieving is between "4-6" you're labeled as an 'Experienced Thief'. A thieving skill of "7-9" will make you an 'Expert Thief' and if you have a thieving skill of "10" you're a 'Master Thief'. A thieving skill of "10" means there are no doors, chests or locks in the game that are unpickable (unless they are specifically locked by magic). Picking locks and doors are NOT without consequence however, you will gain corruption equal to the thieving skill required to pick a lock. For example, if a certain door requires a thieving skill of "5" to pick, you will gain +5 corruption for picking it. There is also a 25% chance that picking a door or lock will fail, which will give you half the corruption points. For example, if there is a certain door or lock that requires a thieving skill of "5" to pick and you fail to pick it, you will gain "2" or "3" corruption points per fail.
Tailoring Skill: Higher Tailoring = fixing damaged clothing (when implemented), creating clothing from simple to complicated (when implemented), increasing agility. Tailoring is rated between "0-10". If your tailoring skill is less than or equal to "3" you're a 'Novice Tailor'. If your tailoring skill is between "4-6" you're labeled as an 'Experienced Tailor'. A tailoring skill of "7-9" will make you an 'Expert Tailor' and if you have a tailor skill of "10" you're a 'Master Tailor'. A tailoring skill of "10" means you can create entire outfits, fix clothing of any type with less supplies like torn cloth for example. create clothing with less of a chance to fail, and your overall agility will be improved by 20%.
Forging Skill: Higher Forging = fixing damaged weapons or armor (when implemented), creating weapons and armor from simple to complicated (when implemented), increasing strength. Forging is rated between "0-10". If your forging skill is less than or equal to "3" you're a 'Novice Forger'. If your forging skill is between "4-6" you're labeled as an 'Experienced Forger'. A forging skill of "7-9" will make you an 'Expert Forger' and if you have a forger skill of "10" you're a 'Master Forger'. A forging skill of "10" means you can create entire armor sets, fix armor of any type with less supplies like scrap metal or scrap leather for example. create armor with less of a chance to fail, and your overall strength will be improved by 20%.
Juggling Skill: Higher Juggling = earning quick gold from performing (when implemented), increasing maximum carry. Juggling is rated between "0-10". If your juggle skill is less than or equal to "3" you're a 'Novice Juggler'. If your juggle skill is between "4-6" you're labeled as an 'Experienced Juggler'. A juggle skill of "7-9" will make you an 'Expert Juggler' and if you have a juggle skill of "10" you're a 'Master Juggler'. A juggle skill of "10" means you can earn 10 times the amount of gold per performance with less of a chance to fail and your overall maximum carry will be improved by 20%.
Alchemy Skill: Higher Alchemy = creating your own potions from simple to complicated (when implemented), increasing intelligence. Alchemy is rated between "0-10". If your alchemy skill is less than or equal to "3" you're a 'Novice Alchemist'. If your alchemy skill is between "4-6" you're labeled as an 'Experienced Alchemist'. An alchemy skill of "7-9" will make you an 'Expert Alchemist' and if you have an alchemy skill of "10" you're a 'Master Alchemist'. An alchemy skill of "10" means you can create any potion combination in the game with less of a chance to fail, use less supplies when creating, and your overall intelligence will be improved by 20%.
Charm Skill: Higher Charm = extra points with relationships, less detriment when failed (when implemented), more jobs available to the player which means earning money easier, increased Entice ability, increased seduction. Charm is rated between "0-10". If your charm skill is less than or equal to "3" you're a 'Novice Charmer'. If your charm skill is between "4-6" you're labeled as an 'Experienced Charmer'. A charm skill of "7-9" will make you an 'Expert Charmer' and if you have a charm skill of "10" you're a 'Master Charmer'. A charm skill of "10" means you can earn 10 times the amount of relationship points with <i>most</i> npcs (when good looks matter), you'll reduce the amount of relationship points you lose with negative choices/decisions (when looks matter to the npc), your overall Entice will be vastly improved and your success with getting jobs or earning gold through seduction will vastly improve as well. The negative side of this skill is that the more attractive you are, the more enemies (depending on your dominant mood) will want you in a sexual manner (not including "Sympathy" or "Serious" Moods). Some NPCs also won't take you seriously if you're too attractive or charming meaning you won't be able to get into relationships with those NPCs, but the ones that do value appearance, you'll be much better off earning relationship points with them. Charm may also help you get out of traps----and into traps depending on the situation, and will also give you improved maximum health by 20%
Meditation Skill: Higher Meditation = improved resting; better chance for health restore, better chance for resist to regenerate (when implemented), increasing defense, increased chance to remove negative Status'. Meditation is rated between "0-10". If your meditation skill is less than or equal to "3" you're a 'Novice Meditator'. If your meditation skill is between "4-6" you're labeled as an 'Experienced Meditator'. A meditation skill of "7-9" will make you an 'Expert Meditator' and if you have a meditation skill of "10" you're a 'Master Meditator'. A meditation skill of "10" means you can regen health quicker, possibly remove negative status effects when Resting (not implemented), and your overall defense will be improved by 10%.
Obviously, these are the rough drafts of abilities that each skill will grant you. I will adjust them accordingly if I feel the need to change them, like for example, if one isn’t working out the way I imagined. I’m pretty confident I won’t have to change them but things do crop up unfortunately. As it stands now these are the official functions of the skills. Keep in mind though, a lot of their features aren’t implemented yet! Soon!
- So the “Meditation Skill” has been added to the “Health Regen” coding of the game. Here’s the difference you’ll see in the four randomly chosen scripts. Before it was a health regeneration of +1, +2, +3, or +4 per 100 turns.
Now in the First Chance, it’ll depend on where your “Meditation Skill”
One ---- Two ----- Three ----- Four
Med Skill 0-3: 1 2 3 4
Med Skill 4-6: 2 3 4 5
Med Skill 7-9: 3 4 5 6
Med Skill 10: 4 5 6 7
So as you can see the better your “Meditation Skill” the higher “health regen” you’ll possibly have per 100 turns. I have removed the “Not Implemented” part of this skill from the “Help Guide” explanation.
- All the “Stat Boosts” from mastering the “Skills” are now hard-coded into the game. They are passive effects meaning you never need to worry about them.
- I had to fix the “Health Regen” because if someone “Wait 10”ed then there was a chance they would skip over the recharge script! Oops!
- Began working on the slow “Cow-Taur TF”. Turn 220 has been completely rewritten. Turn 250 “Sexy Mood” is finished, which has a “Horny” variable, which makes the scene change slightly. It also has a “Gender” variable and changes the scenes based on if you don’t have horns already, if you do but they aren’t “Cow-Taur horns” with unique descriptions for “Dragon horns”, “High-Demon horns (incubus/succubus)” and “Demon horns”, and if you already have “Cow-Taur horns”. You also gain, +1 health for being “Horny” because of “Masturbation”, you gain + 3 “Corruption”, +3 “Strength” and -4 “Intelligence”. Now onto modifying it for the “Sarcasm Mood”, which has been done! Now onto the “Sympathy Mood” version and the “Serious Mood” version, which instead of being pleasurable will hurt like a mother! So these scripts are done. Which means the biggest script of the “Cow-Taur” transformation is also complete. It should be easy sailing to finish now ^_^
- Began working on advancing the Pregnancy Scripts again. Turn 735, Turn 755 and Turn 795 are done. The first and the last talk about “womb warmth” in various descriptions, so it’ll likely be different every single time you get to either one of those scripts because there are at least 10 possibilities of it. You also gain +5 health back for each too. Turn 795 is also the first “8 Month Pregnant” script. Turn 755 however, is the transition to the next level of pregnancy. If the player has a “Maternal Speciality” this transition will drop them in “Extremely Pregnant” the very last pregnancy category, and in Turn 950. If the player is a non-“Maternal” speciality, this transition will bring them up to “8 Months Pregnant”. I also have Placeholders in for the rest of the turns up to “giving birth” and to be honest, there aren’t many Turns left. We have three turns left in “8 Months” with child movement and “Lactation”, 1 major turn left in “Extremely Pregnant” dealing with movement and “Lactation” again, and then three contraction turns and then finally birth! So we’re coming up on the end of the Pregnancy Scripts. Then I’ll move onto Lactation Scripts and then Secondary Pregnancy which is closer to “Egg Birthing” for “Males” and “Females”. “Secondary Pregnancy” will have at least half the length of pregnancy. I’ll end up creating a Poll about Pregnancy soon too once it’s fully implemented so I can get some feedback on it. Hold onto your butts!
- Changed the DDI, PVM, and UNDO codes for this version.
- Fixed a PVM code error. J
- Fixed the weird Load Message “You've relationship with this NPC has become hostile.” It’s not even proper grammar!
- I have removed “Wait 10” --- I realize that although it’s really convenient, it can also be really abused by the player with health regeneration. More importantly though, it sometimes causes scripts to be skipped over and that can cause countless errors. I have saved the scripting though and kept it hard coded into the game, so if I can find a way around these problems, I’ll reinstate it. The “Help Guide” has been adjusted.
- That should do it for this update! Thank you for your patience through the delay!
Anonynn
2017-03-12 18:22:32 +0000 UTCInceton games
2017-03-12 15:23:50 +0000 UTC