3.40 star(s) 29 Votes

sandsea_urchin

Active Member
May 7, 2019
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EDIT: updated for 1.6 (rotten timing :LOL:)
K guys, I'll be needing some playtesters. This here mod includes:
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Please report any bug, misbehaviour or missing file. I take nor ask for no credit for this mod, and I'll delete this ASAP if Feyring wants me to.
Feel free to inform FeyRing since he isn't around too often, but I think it's better to double-check for bugs before presenting them with something they might or might not want to implement. That's why I called that a mod.

The files are rvdata2 files. If that's Chinese to you and you don't know what to do with them, don't ask me and don't download. Thanks in advance![/SPOILER]
try "X" or whatever your cancel button is
Longer answer: X, numpad0 or Suppr. For any pre-MV RPGM game.
Just a precision, since a few menus will need to be escaped via this key with the above.
 
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Slaanesh Champion

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Oct 3, 2019
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Does anyone have a reliable way to find human travelers? I've been looking for them for an hour and haven't found a single one, they are needed to complete Aria's quest.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
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Does anyone have a reliable way to find human travelers? I've been looking for them for an hour and haven't found a single one, they are needed to complete Aria's quest.
The encounter rate of those humans is absurdly low and now we have to find three of them. Sweet fucking jesus, the dev should really think twice about such tedious quests or change the encounter rate first.

You can find them sometimes if you leave the goblin village and search the forest or turn right into the next forest screen and look there. Iirc you get a new roll if you leave the area and come back so at least you don't have to sleep until another day starts.

It's by far the worst quest in the game. The other one would be finding that one specific guy who sells a scroll that can remove a curse for the goblin waifu.
 

Evangelion-01

Devoted Member
Apr 12, 2018
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The encounter rate of those humans is absurdly low and now we have to find three of them. Sweet fucking jesus, the dev should really think twice about such tedious quests or change the encounter rate first.

You can find them sometimes if you leave the goblin village and search the forest or turn right into the next forest screen and look there. Iirc you get a new roll if you leave the area and come back so at least you don't have to sleep until another day starts.

It's by far the worst quest in the game. The other one would be finding that one specific guy who sells a scroll that can remove a curse for the goblin waifu.
considering that everything in this game is focused on prolonging playing time in a single area that's not really surprising... I mean just look at the material requirements for the best bed, the dresses and construction requirements.
beeing forced to explore the same areas countless times to actually gather enough supplies for all the items you can and likely WANT to craft will eventually make you meet these guys in a sufficient enough way... however that gathering alone takes several hours to days to weeks (real time)... this game is not meant for an afternoon run... you'd likely have to spend a whole summer on it to advance sufficiently
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,538
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considering that everything in this game is focused on prolonging playing time in a single area that's not really surprising... I mean just look at the material requirements for the best bed, the dresses and construction requirements.
beeing forced to explore the same areas countless times to actually gather enough supplies for all the items you can and likely WANT to craft will eventually make you meet these guys in a sufficient enough way... however that gathering alone takes several hours to days to weeks (real time)... this game is not meant for an afternoon run... you'd likely have to spend a whole summer on it to advance sufficiently
Yes, when i played a build over a year ago i had the feeling this game kinda works like a FF game where you have to invest time if you want everything. I'm very happy there is a money cheat in the game (+80 crafting XP from each book the succubus sells at the brothel is a blessing) plus the 50% extra XP cuz the first time i did it only with +50% XP and boy oh boy was it tedious but fun.^^

I wonder what the favorite gift for the tengu girl is. All the gems give her +3 affection and giving her a pelt or a plant offers some humorous dialogue. :D
 

sandsea_urchin

Active Member
May 7, 2019
800
900
I wonder what the favorite gift for the tengu girl is. All the gems give her +3 affection and giving her a pelt or a plant offers some humorous dialogue. :D
Yeah, I might (finally) consider having my MC graduate from virginity.
To woo her, try sitting on a bench and throwing some wheat grains. ;)
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Porn_Jesus

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Jun 21, 2017
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Does someone know where to find spare lenses for Aria's telescope? I'm aware that the quest solves itself after 3 days of waiting but if you have a waifu you must aim for the best result.^^

Can the lenses be found somewhere or crafted?
 

Evangelion-01

Devoted Member
Apr 12, 2018
10,504
7,028
Does someone know where to find spare lenses for Aria's telescope? I'm aware that the quest solves itself after 3 days of waiting but if you have a waifu you must aim for the best result.^^

Can the lenses be found somewhere or crafted?
Sounds like a job for an artificer.... or maybe ones satchel
 

sandsea_urchin

Active Member
May 7, 2019
800
900
Okay, so I got pissed (ノ°Д°)ノ︵ ┻━┻ slightly annoyed, and added 2 warpstones and NPC summon scrolls.
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This comes in addition to my previous changes, and is totally not bait in order to get some feedback :cool:. Again, rvdata2, so walk away if you don't know etc.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
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Are saves compatible between builds?
Depends on if the dev only adds new stuff that doesn't affect content from your old save or if he changes stuff from previous builds which will cause havoc to your old save.

There's probably no clear answer. Keep your old save and prey to RNGesus that your old save works with new builds.^^
 

0nymous

Active Member
Nov 16, 2016
888
1,950
Depends on if the dev only adds new stuff that doesn't affect content from your old save or if he changes stuff from previous builds which will cause havoc to your old save.

There's probably no clear answer. Keep your old save and prey to RNGesus that your old save works with new builds.^^
So far it works, there's even a little notification about updating to a new build on loading, so I assume full backwards compatibility is at least intended.
 
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planta

Newbie
Mar 25, 2018
15
5
This comes in addition to my previous changes, and is totally not bait in order to get some feedback :cool:. Again, rvdata2, so walk away if you don't know etc.
My keyboard doesn't have a number pad, so I haven't been able to test the "recall last item" mechanic, so maybe something to take into account. Other QOL like having approach special on top of approach normal would also be welcome.
 

sandsea_urchin

Active Member
May 7, 2019
800
900
Sooo, I trust everything is working fine and there's no (other) issue to report with my patch?... :rolleyes:
Other QOL like having approach special on top of approach normal would also be welcome.
Good point, if said before, but the way Feyring did stuff, you'd have to edit every single event/person. I'm not gonna say this is beneath me, but that's something that would take a 9y-old half an hour to do.
Obviously, you're 101% right, but you're adressing the wrong person.

Actually, I wanted to add a config for this universal hotkey, but the menu is already a mess... I have an idea which I think is great, but I probably won't see it through.
Feyring released 2 bugfix patches (w/o a version #) since then btw, and in short: I don't intend on downloading them.
 

planta

Newbie
Mar 25, 2018
15
5
Yes, about the mod:
- volume controls implementation: works perfect.
- field crafting overhaul (+ fixed portable alchemy checking for HP instead of WP): I didn't notice anything different about crafting.
- clock now shown by default: yes.
- crafting time is now an x^0.5 curve: Again, didn't notice anything different, but ok.
- numpad1 as a 're-use last used item' automatic hotkey (on_item_ok): As stated, my keyboard doesn't have that key, which is a problem.
- Saffron sends you the goblin stone once she hits 100 affection: yes.
- you get the tengu stone from Aria when she hits 100 affection: the stone let's you enter the store when Aria is supposedly away for 3 days and talk to her inside. This doesn't mess up the quest chain, at least.
These stones warp you home/to Aria's, as an obviously lacking feature.
- NPC summon scrolls are expensive and so very unreliable. On sale from the brothel's store (the Madame). Zero guarantee they'll work. They work best in a level 3 house AFAIK... Have fun experimenting and understanding why you only found NPCs once in a blue moon before: they do work.
 
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FeyRing

Member
Nov 17, 2019
281
380
Got too absorbed with the release and bug fixes, but I did check the thread! Here are my thoughts on everything up to my last post... hopefully I didn't miss anything!

9 months since my guide... The project is over 2 years old
That's a gross exaggeration, this game came out just a little bit over a year ago!

if you're reading this, invest in some assets. There are loads of cheap - when not free - RPGM resources: tilesets, sounds, animations... Doing everything on one's own is admirable, yet a lifetime is not enough to build a cathedral single-handedly.
I have an extensive list of credits that show that I did just that, I bought a lot of music/sounds for this game and animation packages for combat skills. I don't plan to buy any tilesets as they don't mesh well with what I'm doing with the maps and I like making these assets myself, same goes with the sprites and CGs.

These devs delegated parts of the development they knew they couldn't do themselves (in due time, quality and/or quantity) and the results show in their Patreon fundings' curve.
I work on this game part-time, this wont change regardless of how much money my Patreon makes. Developing this is really fun and I have no interest to burn myself out on it. I should mention that, nowhere on my Patreon do I state that I will work any faster on this with increase in funds, because that just wont happen.

edit/bug: the portable alchemy set checks for VP instead of WP, allowing for free Alchemy when your WP is zero.
I saw you mention this just prior to the 0.1.6 release and I fixed it!

skill books... Don't, for the basic skills. Let the players swing an axe or a sickle a hundred times (with terrible yields), and learn the skill on their own, the Elder Scrolls way.
The Skill system will most likely get reworked in the future (maybe to something akin to a Sphere Grid instead), but for now I plan to leave it as is.

Agriculture... Most basic skill of all, but you need godly RNG for that student AND the unacquirable Charisma skill. Just have a random Goblin tutor us after a quest - like Mining or Athletics. Or set a small human farm, like the hunter's camp.
Agriculture is also sold by Azalea on Saturdays in the Brothel. You can also knock out the student if you approach him while you are Invisible, if you have a Wooden Club in inventory, the chance of success is very high.

NPCs disappear after save/load. Considering the above, and the bad ends they often entail, this is a very unwanted feature.
This is not really a "feature" but a side effect of how these NPCs are spawned. However, I find it suitable and in the future there will be a save point system so you wont really be able to save on the map next to them anyway.

Seeds... RNG again; 1000 forest herbs without getting that one seed you need, is not acceptable. Have an array keep track of collected seeds. Never-seen-before seeds need to have an higher rate. Alternatively, have the planted/cultivated forest flowers give random seeds.
I plan to sprinkle in guranteed spawn locations for some plants among the new maps as I release them, as I've done with Flax/Peppercorn/Dandelion/Thistle/Plantago. This will likely decrease the RNG related frustration for the Seeds.

Gob merchant is also part of the RNG fest. Have some upgrades for her shop so we don't need to savescum (as much) just to get milk or potatoes.
I think she fulfills her role decently at the moment. She was meant as an RNG merchant, while static stock merchants will be added along the game development, so the player will need to travel to wherever the merchant with the desired stock is located.

A teleport stone to home is mandatory...
It's going to be added at some point soon, the play area was too small to warrant one until recently.

Combat needs be improved.
It's mostly a placeholder that works for now. I plan to adress it once the game has progressed further, since all the enemies, aside from the Terror Bird, have been designed for Minions of Rank 1.

Perception is way overpriced, considering you need Combo XP and level 3 detect traps for it to be any use.
You should only need Lv 1 to detect Traps, unless it's Night Time or Bad Weather, which increase the difficulty check.

Consider implementing random daily events, boosting rates (for seeds, NPCs or drop rates...) or a specific trade (Gob merchant discount, mining fenzy, great harvest, etc.). That'd spice up the monotony and allow natural leeways against RNG.
It's something I've been thinking about, but haven't made any concrete plans for yet. However, I do want to do something like this so it is on the "To Do" list.

to field tools (common event #244) which are the absolute worst.
Those tools were made pretty early in development and they ARE a complete train wreck. I have completely overhauled them, and this overhaul will be available in the next release. I basically made them work like the rest of the crafting system, only the "Processing" function doesn't require a skill and only recipes for which you have ingredients will show up in the list once you activate the associated Tool. This way, you will be able to see how much of the product you already own and how much materials you have left. I think this idea was pitched to me initially by someone a while back, but at the time I thought it was impractical due to lack of knowledge regarding how the craft system worked.

Switch the order of "Approach normal" and "Approach special", at least for the shopgirls.
I'm pretty sure I had it the other way around at first and the initial play testers told me to make them the way they are now. I'm not super happy with the way it is right now, so I might change the way you approach them in general.

Reorganize the menu. The item list begins Skills, Fetishes, Traits and Diary entries. Fetishes isn't really something you'll need to use very often, Traits are literally unusable and Diary entries have little interest aside from early game. After skills the list should continue with consumables, field and battle items, which you'll actually want to use frequently.
I'll think about this! I can't change it right now, due to something that's being worked on at the moment, but once it's done I'll see if I can do some reorganisation there.

Reduce limiting factors. Right now, gameplay is limited by resources you have (items and money), time constraints, VP and WP costs for actions, available skills and randomness.
Some of these may be reduced in the future, they wont be removed completely though.

Make paths/walkable terrain more clear. While the first time I ventured in the forest an realized that there was an actual area between the trees instead of solid unaccesible tiles it was an amazing surprise, it does get annoying after a while.
Pathfinding and visibility, in particular - I'd suggest adding a toggleable hue to MC and 'sparkly spots' on previously discovered interactable items. (perhaps as a balance measure to the Perception issue I pointed out)
I'm doing parallax mapping, the image of the tree tops is on the very top, and there isn't a hell of a lot you can do to make yourself more visible (and to be honest I kind of like it like this). I have limited the various events to spawn on clear ground, but some mobile events can still walk behind the tree cover.

For the latter... Eshra's hoteys are positively awesome, but the menu itself is not suited to the 10-20 pages of items you inevitably get. Filters and categories are needed.
I wont say much on this, as the feature isn't fully done yet, but there may be a way to assign hotkeys directly from the Item menu in the future, along with the ability to search for Items by name.

This one works and is compatible:
I'll definitely have a look at this, it would be a great addition to the game if the sound levels could be modified!

some one help my game crashes after i finish a fight it says that graphic actor is missing how to fix this
This should be fixed as of the latest bug fixed version. Though the fact that it happens could mean your game file got corrupted during download or unpacking.

Please report any bug, misbehaviour or missing file. I take nor ask for no credit for this mod, and I'll delete this ASAP if Feyring wants me to.
I don't mind, I didn't realise RPG Maker was at all modable, but if it is, go ahead :)

The encounter rate of those humans is absurdly low and now we have to find three of them. Sweet fucking jesus, the dev should really think twice about such tedious quests or change the encounter rate first.
To be honest, I didn't have much issue with it when I play tested it. Depending on the map, their spawn rates are 20-30% per map, per Day. It took me 7 days to hand out all 5 Fliers. As of the latest bug fixed version I have bumped up their spawn rates by 10% for the duration of that quest step, this stacks with Saffron's Quest, so you get +20% to their spawn rate if both quests are active.

I mean just look at the material requirements for the best bed
This one in particular will be changed at some point, it is a bit ridiculous!

this game is not meant for an afternoon run...
I really made the game to be something I enjoy playing myself, I can understand that a lot of people might not enjoy the sort of things I do. But I wanted a game I could sink multiple days into :)

I wonder what the favorite gift for the tengu girl is. All the gems give her +3 affection and giving her a pelt or a plant offers some humorous dialogue.
She likes Lotus Flowers, it's the only flower she likes, something that she will mention occasionally if you talk with her! She also likes Star Charts, but you only learn to make them after a certain step in her Quest line.

celestites(aka snail droppings) also work.
They aren't "droppings"!! They are Gems that grow out of its shell!!

Does someone know where to find spare lenses for Aria's telescope?
They can be found in Artificing Satchels and you can also make them at Lv 2 Artifice, however, their recipe was bugged in the initial release and didn't show up in the recipe list. This has been fixed as of the latest bug fixed version!

Are saves compatible between builds?
In general, yes! Though, if you're updating from Version 0.1.1 or 0.1.2 there might be some issues with the Quest Log.
 
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0nymous

Active Member
Nov 16, 2016
888
1,950
However, I find it suitable and in the future there will be a save point system so you wont really be able to save on the map next to them anyway.
OH NO
Savescumming is like 90% of my playthrough!

Also, I said it on your itch.io and I'll say it again: I can't believe you made me do this to Tengu waifu for the better thesis weapon :(
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Also also, it should IMO be buffed to +2 INT, as it's not that much of an improvement over the copper scepter which also gives +1 INT (even though it's not stated in its description). That or let us use the thesis as an off-hand item.
 
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3.40 star(s) 29 Votes