Creeping Death

dies in loneliness
Donor
Jan 28, 2018
2,307
15,473


June '19 Polls

Hello patrons and welcome to a rather important set of patron polls!

For the last poll, we've had some interesting results that will influence our approach to the development of Claire's Quest.

In terms of quest design, a majority of 66% voted for varied quests that carry implications for all four attributes (Defiance, Depravity, Seduction, and Intrigue), over simple quests with only one or two attributes in play, and complex quests with branching paths of each attribute.

That being said, Claire's Quest is heavily reliant on attribute-influenced dialogue and puzzle-solving. While actions are possible, these are mainly expressed by text.

Thus, I have decided to add more flavour and advanced gameplay to Claire's Quest by giving Claire actionable abilities. Although Claire is not a character for the frontlines, as in she's not the heroic party leader taking down the demon lord in combat or anything, she's an effective behind-the-scenes character who influences decisions through means more akin to espionage and politics.

As such, patrons, I'd like to know what kind of actionable abilities you'd most like to see Claire exercise! An example of an existing actionable ability is lockpicking, which lets Claire pick locks after it's learnt (provided her Intrigue is high enough + a Lockpick is in her inventory).

You can vote multiple times, as Claire should logically get access to more than one of these abilities (and each ability runs off different attributes, circumstances, and items).

The choices are detailed below:

---

ALCHEMY
Claire can analyse parts salvaged from monsters, such as the detached tail-stinger of a Manticore. The analysis of these monstrous parts can lead to certain scenes (ie. a Manticore's venom is paralytic; Claire distills it, unaware of its potency, and ends up paralysed for hours; a couple of mischievous passersby might take advantage of her petrified state...)

To be willing to perform these experiments, Claire's Depravity must be high enough.

After successful analysis, the parts can be made into valuable items that can be sold for a profit, or used in other endeavors.

---

BREACH
When Claire is equipped with a Pickaxe, she can destroy natural obstacles and/or barricades, provided her level of Defiance is high enough. These obstacles and/or barricades may block the way to faster, less-convoluted routes to objectives, or simply hide valuables behind them.

---

ENTHRALL
A sorcerous ability that allows Claire to enthrall human characters, instilling in them an unbreakable compulsion to do her bidding. Success of his skill is reliant on Claire's Seduction.

---

SNEAK
Claire masters the art of blending into the shadows, becoming unseen in plain sight. The ensuing invisibility's effective duration depends on Claire's Intrigue.

---

SHAPESHIFT
Claire abandons her humanity, temporarily assuming a bestial form that terrifies and awes all who behold her, while simultaneously granting her the ability to to navigate wild or subterranean sub-routes that quicken her arrival towards key objectives.

Effective duration depends on Depravity; exceeding the effective duration causes Claire to lose herself to the beast within, resulting in a permanent gameover as she abandons all humanity and becomes unplayable.

---

ASSASSINATE
If Claire successfully sneaks up on somebody, she can initiate an assassination attempt, springing out of hiding and slitting their throat from the back. Success is dependent on Defiance. The resulting corpse will remain visible for all to see, unless Claire hides it by using up a special Body Bag item.

---

EMPATHY
Claire gains the ability to communicate with monsters and wild beasts on a deeply personal, subconscious level, completely negating their aggression towards her, as well as allowing her to communicate with them in special dialogue.

Success depends on her level of Seduction.
 

RC-1138 Boss

Message Maven
Apr 26, 2017
12,856
18,909


Really love a developer who actually puts time and resources in doing little bit and pieces of lore/world bulding in their game like this. (y) :cool:

Also i liked the new skills, hope enthrall and shapeshifter are between the ones choosen.
 

Gin_Uroboros

Newbie
Jun 22, 2018
73
96
This is a incredible game!!, always when i play again new things and paths are open. The only thing that i dont like its the time when back to the menu for load my saves. But all everything else its great!!
 

Creeping Death

dies in loneliness
Donor
Jan 28, 2018
2,307
15,473




Sneak Peek: Bullpen #2

A fellow breeding specialist by the name of Evie lends a (literal) hand to Claire! A bit of well-lubed fisting is a must in preparation for what is to come...



--------------------------




Blog 145

Hello all and welcome to another blogpost!

It is with pleasure that I can tell you all that the first part of the 0.17 series of Claire's Quest will be released by this month!

The 0.17 series, as mentioned previously, focuses on the last part of the overhaul for Claire's Quest by bringing back the city-state of Rathpike. The Rathpike overhaul will be split into three parts: the first part focuses on the actual city of Rathpike, the second part branches out to include Narfu Fishing Village + Rumbling Pass, and the third part brings in the Badlands + Dargan Mining Town.

This staggered release allows for a majority of bugs to get caught and wiped from each area before we proceed to the next area.

By the time of the public release, we should have a fairly solid and bug-free version 0.17!

Something to note - key changes have been made to the "Prologue paths" that let you leave the Continent and head for the Isles.

Previously, the paths from the Refugee Camp looked a bit like this:

Fort Amberley -> Do Not Escape -> Disobey Pirates -> RATHPIKE (ENSLAVED), or...

-> Obey Pirates -> VALOS (ENSLAVED)

Old Smuggler -> Hookton Village, or...
Fort Amberley -> Escape -> Hookton Village, then...

Hookton Village -> Pay Shady Sailor -> Captured in Warehouse -> RATHPIKE (ENSLAVED), or...

-> Escaped from Warehouse -> RATHPIKE (FREE), or...

Hookton Village -> Pay Captain Grey -> RATHPIKE (FREE)


Now, as you can see, these paths are all a bit skewed in Rathpike's favour. To remedy that, the overhaul has introduced some new routes.

As of the 0.17 overhaul, Captain Grey, once paid, will offer to take you into either Valos or Rathpike as a free woman.



The Shady Sailor still only goes to Rathpike, where he attempts to sell Claire to his creditors upon arrival in the warehouse; if you escape from the warehouse, you end up in Rathpike as a free woman.

Alternatively, if you do not escape, you have a choice - the thugs who capture Claire will kill the Shady Sailor, then offer to let her go if she signs an IOU for 1,000 silvers. If she agrees, she ends up in Rathpike free, but indebted, and unable to leave the city until the debt is paid. Alternatively, she can spit in the thugs' faces, and end up in the dreaded Meat Pit.



Speaking of which, the Meat Pit encounter can trigger independently with the same thugs, if Claire does not encounter them from the Shady Sailor route. They will attempt to strong-arm Claire into taking on the IOU if she bumps into them in Rathpike's Undercity complex, and will sell her to the Pit if she refuses. They do not appear in the Undercity if you took the Shady Sailor route.

Fort Amberley's routes, if Claire does not escape, will remain as they were in 0.16, which I believe work quite well. Claire will be sold into slavery to the prominent Fairfelt family in Valos if she obeys the pirates after being taken out of the Fort, or, if she disobeys, she is brutally attacked then cast overboard and washes up on the shores of Valos a free (if rather traumatized) woman. The Meat Pit, though mentioned in the cells with Beth, will not factor in, and Claire will found out about that horrid place when she gets to Rathpike later.

Hence, in summary:

Pay Captain Grey -> VALOS OR RATHPIKE (FREE)

Pay Shady Sailor -> if escape -> RATHPIKE (FREE)

Pay Shady Sailor -> if you agree to take on IOU -> RATHPIKE (FREE + INDEBTED)

Pay Shady Sailor -> if you spit in their face -> RATHPIKE (ENSLAVED)

Fort Amberley -> if obedient -> VALOS (ENSLAVED)

Fort Amberley -> if disobedient -> brutally punished, then dumped overboard -> VALOS (FREE)


Moving on, one of the bigger map changes in Rathpike is with the outskirts of Rathpike, right outside the city. Previously only Fat Jack's house (from the Thieves questline) was present there. This started to strike me as a bit odd after a few times running past it. So, I decided it made sense for there to be a small settlement called "the Wash", located directly outside the walls, consisting of a community of crabbers who make a living off the plentiful shellfish who spawn around there.



The reason that shellfish are so plentiful is tied to an ancient, crumbling, no-longer-in-use lighthouse that the community in the Wash is built around. This will factor in, in a big way, during one of the major questlines for Rathpike, but that's a spoiler-filled story that I shall not tell you (yet).



Speaking of major questlines, the Mercenary questline has been fleshed out in a big way. Although in the first part of the overhaul they won't feature much, in the second and third parts they become available and play a big role. One of three major questlines in Rathpike, their story was an interesting one to write.

Although seen negatively by the general populace of Rathpike you talk to, and painted in an outright villainous light by Pliny's group of thieves, the Mercenaries are a beacon of stability in a chaotic land. The once-lawless streets have been pacified by Zeon's united warband, and their questline aims to show you the moral greyzone inhabited by them.

In their bid to maintain order and rebuild Rathpike's once-formidable reputation, the Mercenaries (and Claire, if she joins them) struggle against monsters, bandits, and criminal elements - all at once. Though they are maligned, their continued success is ultimately a much-needed stabilizing force in Rathpike.

As the other parts of the overhaul come out, I will elaborate more on the Mercenaries, their gameplay, and their unique characters!



The Thieves, one of the most 'complete' questlines in the game so far, return in 0.17, and remain largely unchanged in terms of story and scenes. The gameplay, however, has been racked up a notch, with their "no killing" credo meaning that stealth and subversive approaches (like spiking an enemy patrol's drink with sleeping drugs) plays a big part in their missions and level design.



The third and last of the major factions and questlines involves the Casino, which is directly linked to the Shieldmaiden questline offered by the Nords. After rescuing Bjorn, the father of the Nordling twin brothers Thorkeld and Thorfinn, from Dargan Mining Town, you will begin this questline.

Bjorn attempts to recover the clan longship and return home, only to find out that the mysterious mistress of the Casino, Old Red, has bought it from the impound. She is more than happy to give it back to Bjorn and his clan - provided they accomplish a series of tasks for her, first.

These tasks involve island-hopping on a lesser archipelago that surrounds Rathpike, called the Shatterstones, in an Odyssey-like adventure that, much like the original Odyssey by Homer, involves quite a lot of monsters, sex, and intrigue, though perhaps not necessarily in that order.

Due to the need to get into Dargan Mining Town to start this questline, they will be part of the "last" part of the overhaul.

Anyway, that's all for now, tune in next time for more development news!
 
Last edited:

Joe Boncheen

Newbie
May 1, 2018
71
48




Sneak Peek: Bullpen #2

A fellow breeding specialist by the name of Evie lends a (literal) hand to Claire! A bit of well-lubed fisting is a must in preparation for what is to come...



--------------------------




Blog 145

Hello all and welcome to another blogpost!

It is with pleasure that I can tell you all that the first part of the 0.17 series of Claire's Quest will be released by this month!

The 0.17 series, as mentioned previously, focuses on the last part of the overhaul for Claire's Quest by bringing back the city-state of Rathpike. The Rathpike overhaul will be split into three parts: the first part focuses on the actual city of Rathpike, the second part branches out to include Narfu Fishing Village + Rumbling Pass, and the third part brings in the Badlands + Dargan Mining Town.

This staggered release allows for a majority of bugs to get caught and wiped from each area before we proceed to the next area.

By the time of the public release, we should have a fairly solid and bug-free version 0.17!

Something to note - key changes have been made to the "Prologue paths" that let you leave the Continent and head for the Isles.

Previously, the paths from the Refugee Camp looked a bit like this:

Fort Amberley -> Do Not Escape -> Disobey Pirates -> RATHPIKE (ENSLAVED), or...

-> Obey Pirates -> VALOS (ENSLAVED)

Old Smuggler -> Hookton Village, or...
Fort Amberley -> Escape -> Hookton Village, then...

Hookton Village -> Pay Shady Sailor -> Captured in Warehouse -> RATHPIKE (ENSLAVED), or...

-> Escaped from Warehouse -> RATHPIKE (FREE), or...

Hookton Village -> Pay Captain Grey -> RATHPIKE (FREE)


Now, as you can see, these paths are all a bit skewed in Rathpike's favour. To remedy that, the overhaul has introduced some new routes.

As of the 0.17 overhaul, Captain Grey, once paid, will offer to take you into either Valos or Rathpike as a free woman.



The Shady Sailor still only goes to Rathpike, where he attempts to sell Claire to his creditors upon arrival in the warehouse; if you escape from the warehouse, you end up in Rathpike as a free woman.

Alternatively, if you do not escape, you have a choice - the thugs who capture Claire will kill the Shady Sailor, then offer to let her go if she signs an IOU for 1,000 silvers. If she agrees, she ends up in Rathpike free, but indebted, and unable to leave the city until the debt is paid. Alternatively, she can spit in the thugs' faces, and end up in the dreaded Meat Pit.



Speaking of which, the Meat Pit encounter can trigger independently with the same thugs, if Claire does not encounter them from the Shady Sailor route. They will attempt to strong-arm Claire into taking on the IOU if she bumps into them in Rathpike's Undercity complex, and will sell her to the Pit if she refuses. They do not appear in the Undercity if you took the Shady Sailor route.

Fort Amberley's routes, if Claire does not escape, will remain as they were in 0.16, which I believe work quite well. Claire will be sold into slavery to the prominent Fairfelt family in Valos if she obeys the pirates after being taken out of the Fort, or, if she disobeys, she is brutally attacked then cast overboard and washes up on the shores of Valos a free (if rather traumatized) woman. The Meat Pit, though mentioned in the cells with Beth, will not factor in, and Claire will found out about that horrid place when she gets to Rathpike later.

Hence, in summary:

Pay Captain Grey -> VALOS OR RATHPIKE (FREE)

Pay Shady Sailor -> if escape -> RATHPIKE (FREE)

Pay Shady Sailor -> if you agree to take on IOU -> RATHPIKE (FREE + INDEBTED)

Pay Shady Sailor -> if you spit in their face -> RATHPIKE (ENSLAVED)

Fort Amberley -> if obedient -> VALOS (ENSLAVED)

Fort Amberley -> if disobedient -> brutally punished, then dumped overboard -> VALOS (FREE)


Moving on, one of the bigger map changes in Rathpike is with the outskirts of Rathpike, right outside the city. Previously only Fat Jack's house (from the Thieves questline) was present there. This started to strike me as a bit odd after a few times running past it. So, I decided it made sense for there to be a small settlement called "the Wash", located directly outside the walls, consisting of a community of crabbers who make a living off the plentiful shellfish who spawn around there.



The reason that shellfish are so plentiful is tied to an ancient, crumbling, no-longer-in-use lighthouse that the community in the Wash is built around. This will factor in, in a big way, during one of the major questlines for Rathpike, but that's a spoiler-filled story that I shall not tell you (yet).



Speaking of major questlines, the Mercenary questline has been fleshed out in a big way. Although in the first part of the overhaul they won't feature much, in the second and third parts they become available and play a big role. One of three major questlines in Rathpike, their story was an interesting one to write.

Although seen negatively by the general populace of Rathpike you talk to, and painted in an outright villainous light by Pliny's group of thieves, the Mercenaries are a beacon of stability in a chaotic land. The once-lawless streets have been pacified by Zeon's united warband, and their questline aims to show you the moral greyzone inhabited by them.

In their bid to maintain order and rebuild Rathpike's once-formidable reputation, the Mercenaries (and Claire, if she joins them) struggle against monsters, bandits, and criminal elements - all at once. Though they are maligned, their continued success is ultimately a much-needed stabilizing force in Rathpike.

As the other parts of the overhaul come out, I will elaborate more on the Mercenaries, their gameplay, and their unique characters!



The Thieves, one of the most 'complete' questlines in the game so far, return in 0.17, and remain largely unchanged in terms of story and scenes. The gameplay, however, has been racked up a notch, with their "no killing" credo meaning that stealth and subversive approaches (like spiking an enemy patrol's drink with sleeping drugs) plays a big part in their missions and level design.



The third and last of the major factions and questlines involves the Casino, which is directly linked to the Shieldmaiden questline offered by the Nords. After rescuing Bjorn, the father of the Nordling twin brothers Thorkeld and Thorfinn, from Dargan Mining Town, you will begin this questline.

Bjorn attempts to recover the clan longship and return home, only to find out that the mysterious mistress of the Casino, Old Red, has bought it from the impound. She is more than happy to give it back to Bjorn and his clan - provided they accomplish a series of tasks for her, first.

These tasks involve island-hopping on a lesser archipelago that surrounds Rathpike, called the Shatterstones, in an Odyssey-like adventure that, much like the original Odyssey by Homer, involves quite a lot of monsters, sex, and intrigue, though perhaps not necessarily in that order.

Due to the need to get into Dargan Mining Town to start this questline, they will be part of the "last" part of the overhaul.

Anyway, that's all for now, tune in next time for more development news!
I have to say, you don't get enough praise and thanks for putting ALL the patreon posts on here. Extremely grateful from someone who isn't pledged but still wants to be informed. Keep it up, your doing holy work my friend.
 

zarqupang

Forum Fanatic
Nov 2, 2017
5,443
1,442
i am not saying all dev's do this but if i had money mybe i would donate, but then how do you trust them to keep going is my problem. seen to many people donte and then the game goes no where not saying this one will. i love this game it's great just like some other games i have. i have scene them work on both there games and they are awsome but i do not have money to give but do like that they give us updates to what's new in there games. dev's like these are what keepes the players coming back for more and i do like that plues there not rushing develupment if i spelled that right. sorry for my long words
 

deadmemories

Member
Jan 28, 2019
415
125
you would have available the full save of version 0.16.6b (the save from page 99 does not extract voices would have a current)
 

zarqupang

Forum Fanatic
Nov 2, 2017
5,443
1,442
you got to go through the wood's there is a woman ner some potes that keep monsters away. but becareful what you do around her place if you tring to be good just talk to her and skip her house
 
4.40 star(s) 103 Votes