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:
You must be registered to see the links
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.