3.40 star(s) 29 Votes

FeyRing

Member
Nov 17, 2019
281
380
Talk to all Goblins in the village to have sex, I haven't seen a game over scenario by doing them outside the brothel and spend the sex exp to up your Willpower.
This is a safe route, you can't get a Game Over from Goblins outside of the Brothel.

Damn, once again I return asking for help xd - I am on the quest with Aria on using the telescope to find the fairies home planet thingy - but I keep failing no matter my stats (got to 7 int in total with potions and equipment) or how much I save-scum. Am I meant to fail this quest? Or am I just unlucky?
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Just wondering if you are going to update the item requirement for some items like leather a bit.
instead of 10 rat skins for 1 leather make it 1-3 rat skins,1 wolf skin for 3-4 leather and the big fire buffalo 1 skin for 5-8 leather skin. From where I'm from atleast rats are big enough to cover a handle for an axe and I suppose fantasy rats are of the size of dogs.
I'll rebalance this a bit and lower the requirements in the next major update when I roll out the Werewolf caves. I plan to also introduce Tier 2 Metals and it will be a good opportunity to re-balance some of the armour recipes too.

Would be nice if you could lower the requirements for that chain mail and some of the other craftable items, I used atleast 2 hours to farm up all the iron ore i needed for it, even with getting lucky with iron bars on the rng for the rat and web rewards.

It takes for making a iron chainmail:
4 Iron Bars
3 leathers
8 iron chains = 64 iron loops = 64 iron bars
8 iron hooks = 8 iron bars
4 iron loops = 4 iron bars

1 iron bars = 2 iron ores

Total iron bars needed: 64+8+4+4=80
Total iron ores needed:80*2=160
I'll re-balance this when I release the next Metal Tier in the next Major update. I'll probably decrease the requirement by 2 or more times as far as Iron is concerned and maybe increase Leather requirement for this Armour by 1 piece.

There are some Items in game which have unreasonable crafting requirements, this is mostly due to the fact that I made a lot of recipes in a short period of time, so I didn't break them down and see that some were outrageous. Another example of this is the Bed recipe which also needs a rework.

Wondering also if we will be able to turn "Snuffles" to a wererabbit further on, or will it stay as a rabbit?
Since we get a cute maid dress from the Demon queen.
Snuffles is technically a Rabbit Girl that was cursed to become a Rabbit, so it will be possible at some point. Those that didn't choose Snuffles at the start of the game will still have an opportunity to meet Snuffles and de-curse her. Though she wont be happy about getting ditched at the start!

@FeyRing Now that I learned more about the game and have been poking around and learning stuff...isn't submissive like super harsh? you get 1 MP, in exchange for: -20 WP, Hard time refusing women, increase of chance to aquire fetishes, highly suggestive to unreasonable demands AND it doesn't let you reduce fetish levels to be more manageable. Don't get me wrong, it makes sense, but if its that detrimental, shouldn't it be like +2 mp to somewhat balance it?
You can decrease Fetishes with it, it only locks you out of decreasing some of them, like "Femdom". The other Flaws are pretty bad in their own way and some of them will get worse as more of the game is revealed.

I personally play with the Submissive and Perverts Flaws as well so I think they are balanced for what I wanted them to represent! ^_^
 

Deleted member 1571565

Well-Known Member
Aug 7, 2019
1,869
4,360
You can decrease Fetishes with it, it only locks you out of decreasing some of them, like "Femdom". The other Flaws are pretty bad in their own way and some of them will get worse as more of the game is revealed.

I personally play with the Submissive and Perverts Flaws as well so I think they are balanced for what I wanted them to represent! ^_^
Ah, okay, and that all makes sense with what they do, and yeah, those two flaws reflect me well as a player, I'm iffy if the +1 warrants 4 demerits, but I differ to you as you know the game best XD
 

FeyRing

Member
Nov 17, 2019
281
380
I'm iffy if the +1 warrants 4 demerits, but I differ to you as you know the game best XD
In some situations these Flaws actually give a bonus, especially to customer enjoyment in some Brothel scenes. But overall the Flaws were not meant to be balanced out with the benefit of a +1 point, they were meant to be exponentially detrimental to the bonus points they provide at the start.

Though, I think there is also something to be said about the fact that not all of their effects might be seen as detrimental by all players. I've seen a few players make it their goal to max out all Fetishes so to them the effects were actually beneficial.

I think the "severity" of their detrimental value is greatly based on player perspective in the end.
 

name002

Newbie
Sep 22, 2018
54
29
Why i do the same damage with a weapon ad i do while disarmed? even if i raise the armed skill with athletics the damage i do unarmed is still the same as if i was using a weapon.
 

FeyRing

Member
Nov 17, 2019
281
380
Why i do the same damage with a weapon ad i do while disarmed? even if i raise the armed skill with athletics the damage i do unarmed is still the same as if i was using a weapon.
Physical damage scales of your Strength value and your Acrobatics Specialisation. Raising the skill only unlocks combat abilities and allows you to take higher teirs of Acrobatics.

Most of your damage will come from your STR value so if it is low 1-2 points then you wont even notice the difference when you equip a weapon. Bladed weapons have a 30% damage bonus against unarmoured targets, but if your damage is low due to low STR then you wont notice the difference.

If you started with low STR value then you can craft Garnet Amulets or find them as drops, they increase STR up to +4 if you have 4 equipped.

There are some abilities and weapons which deal damage based on your AGI score instead, but they are very few so far and are hard to get.

Magic works the same way but scales of INT instead.

Basically most of the damage for any skill comes from your stats and each stat point gives a significant increase in damage. Stats of 1 or 2 are not really viable for combat unless you stack a lot of defence through armours because they get cancelled out by enemy defence which is usually 2-3.
 

Jyk

Newbie
Oct 27, 2019
70
60
Just a some suggestions from what I am playing through Feyring - I don't know how possible these are but I think they would improve the game, though if it's going to be difficult to implement these I would rather see more content then these small changes:

- for most of the crafting skills that require you to make items in order to level it up, most of them have items that are pretty easy to make (requiring like one easy to find ingredient) so you can grind that item to raise the level of that skill cuz otherwise it takes forever to do it organically (only making stuff when you need/want it). Alchemy so far doesn't seem to have a item like that - a easy to make item (easy ingredients) that gives 1 exp you can grind, and this makes that skill a real pain to grind xd. If you could change maybe the ingredients to something easier for a specific item - not even a important item, like maybe sawdust giving 1 exp instead of 0 cause it's easy to make and a good item to grind.

- Would it be possible to have multiple stacks of items? Like I noticed sometimes when I was mining, if I more then 99 iron ore then the rest of it would just yeet itself out of existence and it was kind of frustrating i was losing stuff - would it be ok to have like multiple stacks of 99 so we don't lose stuff?

- Could we also get a option in game, to like reset our beginning stats and choose again? Cause I made a manual character as I wasn't a fan of the presets, and when I am like 12 hours into a playthrough only now am I realizing that some of my choices were dumb and I could have spent my MP better - but I don't want to restart the playthrough to do that. Could there be a option, something that isn't easy to get - like maybe cost's a lot of gold, to just reset your MP and choices so you can choose again? (I regret spending 4 MP on my willpower as I picked it due to flaws lowering my willpower - but later on I can fix that and should have used the MP on either stat boosts or traits).

- rotating furniture would be nice, as they all so far only face one way in your house which can be a little annoying if you are trying to make it look good.

Overall - really liking the game, and TY 4 your assistance!
 
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Deleted member 1571565

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In some situations these Flaws actually give a bonus, especially to customer enjoyment in some Brothel scenes. But overall the Flaws were not meant to be balanced out with the benefit of a +1 point, they were meant to be exponentially detrimental to the bonus points they provide at the start.

Though, I think there is also something to be said about the fact that not all of their effects might be seen as detrimental by all players. I've seen a few players make it their goal to max out all Fetishes so to them the effects were actually beneficial.

I think the "severity" of their detrimental value is greatly based on player perspective in the end.
I agree. I personally am rethinking, I thought I couldn't lower all fetishes, but since its a few (and ones I don't want to lower anyway), I actually do want to keep submission and those kinks in tact. All in all, I found if I just avoid the MILFs in the brothel, I can more or less keep from game over, and I managed to grind to the point I don't have to fear werebats and werewolves as much (still sketchy, but its not like an outright loss) All in all, I love the little comments that are directed at being submissive/because of femdom/etc.

Why i do the same damage with a weapon ad i do while disarmed? even if i raise the armed skill with athletics the damage i do unarmed is still the same as if i was using a weapon.
I found a whip, if you keep an eye out for one of those, they are really good, even if you have low strength. I mean, not as useful if your enemy is faster than you, but even with low damage, you can keep them relatively stun locked. You're kinda screwed in fights with multiple targets though ^_^;;
 

alber123

Member
Feb 2, 2020
119
9
Hello, I'm from Russia and I don't understand English. Is there a program for translating this game into Russia, if there is one and how to put it in advance, thanks for the answer.
 

Shipfu

Member
Mar 20, 2020
199
156
Hello, I'm from Russia and I don't understand English. Is there a program for translating this game into Russia, if there is one and how to put it in advance, thanks for the answer.
You could translate it from japanese or english to russian using machine translation.
Then you need to mod the game language sentence by sentence.
 

name002

Newbie
Sep 22, 2018
54
29
I found a whip, if you keep an eye out for one of those, they are really good, even if you have low strength. I mean, not as useful if your enemy is faster than you, but even with low damage, you can keep them relatively stun locked. You're kinda screwed in fights with multiple targets though ^_^;;
With the iron mace you can do the same and get it early.

Physical damage scales of your Strength value and your Acrobatics Specialisation. Raising the skill only unlocks combat abilities and allows you to take higher teirs of Acrobatics.

Most of your damage will come from your STR value so if it is low 1-2 points then you wont even notice the difference when you equip a weapon. Bladed weapons have a 30% damage bonus against unarmoured targets, but if your damage is low due to low STR then you wont notice the difference.

If you started with low STR value then you can craft Garnet Amulets or find them as drops, they increase STR up to +4 if you have 4 equipped.

There are some abilities and weapons which deal damage based on your AGI score instead, but they are very few so far and are hard to get.

Magic works the same way but scales of INT instead.

Basically most of the damage for any skill comes from your stats and each stat point gives a significant increase in damage. Stats of 1 or 2 are not really viable for combat unless you stack a lot of defence through armours because they get cancelled out by enemy defence which is usually 2-3.
Yes acrobatics i meant acrobatics, my mistake there. There is no damage difference between armed and unarmed even when raising strength. They go up but the only difference is the weapon offers some extra skills while the damage is the same as unarmed.
 

Jyk

Newbie
Oct 27, 2019
70
60
how do you do the star charts? thanks
I mean I don't know on the modifiers specifically that decide what grade of star map (I think INT is one of them), but for the quest but you need to go to the boat near the hunters camp at night and have the required materials and WP to make a star map.
 
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Abissale92

New Member
Apr 13, 2019
6
0
for the quest don't seem to do anything for me
i have all the items for the charts
 
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FeyRing

Member
Nov 17, 2019
281
380
Alchemy so far doesn't seem to have a item like that - a easy to make item (easy ingredients) that gives 1 exp you can grind, and this makes that skill a real pain to grind xd.
I'm thinking about this. The Patreon version had one Alchemy recipe released a few weeks ago that only required Charcoal (burnt Wood), Water and Star Dust (random Night drop) which lets you make Catalysts. I'm thinking of adding one more which can be found in caves.

If you could change maybe the ingredients to something easier for a specific item - not even a important item, like maybe sawdust giving 1 exp instead of 0 cause it's easy to make and a good item to grind.
Are we still talking about Alchemy or another Skill here? Sawdust to me felt more like a processing recipe, similar to grinding Quartz/Grains so it wouldn't really help in learning the discipline realistically. I'm actually considering moving it to the Processing line and making the Saw item act like a Tool similar to Mortar & Pestle.

- Would it be possible to have multiple stacks of items? Like I noticed sometimes when I was mining, if I more then 99 iron ore then the rest of it would just yeet itself out of existence and it was kind of frustrating i was losing stuff - would it be ok to have like multiple stacks of 99 so we don't lose stuff?
That would probably be impossible. It is possible to increase the stack size to be larger than 99 with a script, but I'm a bit conflicted about the idea still as I liked the fact that players needed to utilise the items rather than hoard them... But I may change my mind on this though as I'm not 100% set on this.

- Could we also get a option in game, to like reset our beginning stats and choose again? Cause I made a manual character as I wasn't a fan of the presets, and when I am like 12 hours into a playthrough only now am I realizing that some of my choices were dumb and I could have spent my MP better - but I don't want to restart the playthrough to do that. Could there be a option, something that isn't easy to get - like maybe cost's a lot of gold, to just reset your MP and choices so you can choose again? (I regret spending 4 MP on my willpower as I picked it due to flaws lowering my willpower - but later on I can fix that and should have used the MP on either stat boosts or traits).
I never really tracked most of the options that the player chose in creating their character, so even if I did implement this, I would have no way of refunding any saves made prior to that sort of update.

It would also be quite tedious to implement in general. It would be a lot easier for you to change this through the save editor I think.

- rotating furniture would be nice, as they all so far only face one way in your house which can be a little annoying if you are trying to make it look good.
I'll think about this! I'll revisit the idea when I add more furniture. It wont be the focus for a while but I'll note it down for when I work on that area of the game again!

and I managed to grind to the point I don't have to fear werebats and werewolves as much (still sketchy, but its not like an outright loss)
You can also completely bypass those encounters with Snuffles!

Yes acrobatics i meant acrobatics, my mistake there. There is no damage difference between armed and unarmed even when raising strength. They go up but the only difference is the weapon offers some extra skills while the damage is the same as unarmed.
If you're using the Mace then there wont be a difference in damage as they both deal [Blunt] damage. Bladed weapons deal [Laceration] damage which has a +30% damage multiplier against fleshy targets (Wolves/Werewolves/Werebats etc), the main benefit of a Mace is stun chance, and if you duel wield them you have a higher chance to stun the target too. Once I release the next Tier of Metals, weapons crafted with them will also give bonuses to STR.

but for the quest but you need to go to the boat near the hunters camp at night
The Hunter's Camp actually has multiple locations where it can spawn so it might not be next to the boat in his playthrough.

for the quest don't seem to do anything for me
You'll need to be a bit more specific in regard to what quest step you're on and which part of it isn't working for you as there are multiple Quest steps that require Star Charts.
 
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Jyk

Newbie
Oct 27, 2019
70
60
Hey Feyring, so when I asked about possibly resetting and changing the beginning stats/traits you said I could change through the save editors - what do you mean? I don't know anything about save editors (besides what can be assumed from the name) and have not seen them before in any games. Do I like download an extra widget, or go into the code itself to change some stats?
 

Evangelion-01

Devoted Member
Apr 12, 2018
10,475
7,004
Hey Feyring, so when I asked about possibly resetting and changing the beginning stats/traits you said I could change through the save editors - what do you mean? I don't know anything about save editors (besides what can be assumed from the name) and have not seen them before in any games. Do I like download an extra widget, or go into the code itself to change some stats?
There are different tools for that... sometimes they are online tools, i.e. a website where you upload your save and download the changed file afterwards and sometimes offline tools that directly change ingame variables.
One thing both have in common is that you can seriously damage your save games if you don't know what you do though
 
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Deleted member 1571565

Well-Known Member
Aug 7, 2019
1,869
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There are different tools for that... sometimes they are online tools, i.e. a website where you upload your save and download the changed file afterwards and sometimes offline tools that directly change ingame variables.
One thing both have in common is that you can seriously damage your save games if you don't know what you do though
^adding on to this, the rule of thumb is only change what you need/intend to change, and do not mess with any variables unless you are 100% sure what they are and do
 
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Abissale92

New Member
Apr 13, 2019
6
0
I'm thinking about this. The Patreon version had one Alchemy recipe released a few weeks ago that only required Charcoal (burnt Wood), Water and Star Dust (random Night drop) which lets you make Catalysts. I'm thinking of adding one more which can be found in caves.



Are we still talking about Alchemy or another Skill here? Sawdust to me felt more like a processing recipe, similar to grinding Quartz/Grains so it wouldn't really help in learning the discipline realistically. I'm actually considering moving it to the Processing line and making the Saw item act like a Tool similar to Mortar & Pestle.



That would probably be impossible. It is possible to increase the stack size to be larger than 99 with a script, but I'm a bit conflicted about the idea still as I liked the fact that players needed to utilise the items rather than hoard them... But I may change my mind on this though as I'm not 100% set on this.



I never really tracked most of the options that the player chose in creating their character, so even if I did implement this, I would have no way of refunding any saves made prior to that sort of update.

It would also be quite tedious to implement in general. It would be a lot easier for you to change this through the save editor I think.



I'll think about this! I'll revisit the idea when I add more furniture. It wont be the focus for a while but I'll note it down for when I work on that area of the game again!



You can also completely bypass those encounters with Snuffles!



If you're using the Mace then there wont be a difference in damage as they both deal [Blunt] damage. Bladed weapons deal [Laceration] damage which has a +30% damage multiplier against fleshy targets (Wolves/Werewolves/Werebats etc), the main benefit of a Mace is stun chance, and if you duel wield them you have a higher chance to stun the target too. Once I release the next Tier of Metals, weapons crafted with them will also give bonuses to STR.



The Hunter's Camp actually has multiple locations where it can spawn so it might not be next to the boat in his playthrough.



You'll need to be a bit more specific in regard to what quest step you're on and which part of it isn't working for you as there are multiple Quest steps that require Star Charts.



The quest is Heaven's Road
 

name002

Newbie
Sep 22, 2018
54
29
I'm thinking about this. The Patreon version had one Alchemy recipe released a few weeks ago that only required Charcoal (burnt Wood), Water and Star Dust (random Night drop) which lets you make Catalysts. I'm thinking of adding one more which can be found in caves.



Are we still talking about Alchemy or another Skill here? Sawdust to me felt more like a processing recipe, similar to grinding Quartz/Grains so it wouldn't really help in learning the discipline realistically. I'm actually considering moving it to the Processing line and making the Saw item act like a Tool similar to Mortar & Pestle.



That would probably be impossible. It is possible to increase the stack size to be larger than 99 with a script, but I'm a bit conflicted about the idea still as I liked the fact that players needed to utilise the items rather than hoard them... But I may change my mind on this though as I'm not 100% set on this.



I never really tracked most of the options that the player chose in creating their character, so even if I did implement this, I would have no way of refunding any saves made prior to that sort of update.

It would also be quite tedious to implement in general. It would be a lot easier for you to change this through the save editor I think.



I'll think about this! I'll revisit the idea when I add more furniture. It wont be the focus for a while but I'll note it down for when I work on that area of the game again!



You can also completely bypass those encounters with Snuffles!



If you're using the Mace then there wont be a difference in damage as they both deal [Blunt] damage. Bladed weapons deal [Laceration] damage which has a +30% damage multiplier against fleshy targets (Wolves/Werewolves/Werebats etc), the main benefit of a Mace is stun chance, and if you duel wield them you have a higher chance to stun the target too. Once I release the next Tier of Metals, weapons crafted with them will also give bonuses to STR.



The Hunter's Camp actually has multiple locations where it can spawn so it might not be next to the boat in his playthrough.



You'll need to be a bit more specific in regard to what quest step you're on and which part of it isn't working for you as there are multiple Quest steps that require Star Charts.
Blunt or not a spiked metal mace to the face is way more deadly than a punch, even a simple metal rod or a wooden club could do serious damage. Maybe making blunt weapons scale higher with strenght could be a viable option while bladed weapons don't scale as much with strenght but have an overall higher damage even with low level strenght.

Also shouldn't jumping and climbing fall under the category of acrobatics? andmaybe some skills like cooking be aviable on it's own or have a cooking manual right in the first house? like if theplayer house we have now belonged to a farmer gobling sholdn't we have a manual about agriculture there?
 
3.40 star(s) 29 Votes