Fleep

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Jul 16, 2018
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Also StickyIckyCiC have you considered moving to Subscribestar or something like that? I've heard that Patreon is not very NSFW friendly and they usually take accounts down for their content. I know that CoC2 and TiTs have been forced to make some changes to not be banned, and recently Seed of Chaos had their account closed and had to make changes too.
 

StickyIckyCiC

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Oct 15, 2019
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New patch? Do we have some patchnotes?
The changelog on the main page has the updated patch notes. Maybe that wasn't updated when you posted, but it's there now.
Also StickyIckyCiC have you considered moving to Subscribestar or something like that? I've heard that Patreon is not very NSFW friendly and they usually take accounts down for their content. I know that CoC2 and TiTs have been forced to make some changes to not be banned, and recently Seed of Chaos had their account closed and had to make changes too.
I actually already have one, as someone requested I set it up because they couldn't pledge on Patreon I believe. I'm not really sure why I never linked it anywhere else. I've got it linked here now. I'm not very worried about any issues with Patreon though. I've been on there for quite a few years now, and as far as I'm aware they're only not NSFW friendly in specific ways they outline on their site, and I don't believe my game violates any of their rules. I'm pretty sure my fees are lower on Patreon as well, since I have a founders plan on Patreon, so I won't be moving there primarily, but I'll continue posting updates on both pages. If I do end up with more than 1 subscriber, I'll probably start posting the polls and other stuff on Subscribestar as well.
Wait, so is this game 2dcg or 3dcg? Or is it 3d only in certain events?
The game is entirely 2dcg. Years ago, the game has a 3d image pack as well, but it is currently 34 versions out of date, so there's no reason whatsoever to use it anymore. From what I understand, F95Zone has strict rules about removing any content from a game page, which makes sense considering the purpose of the website 99% of the time, but in this case prevents the removal of the 3d images, alongside the last version of the game with the rendered image pack (version 0.17 lol).
 

StickyIckyCiC

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Whenever I walk towards the fountain it teleports me back to the guild hall for some reason?
I set up an event when you walk to the western edge of town for it to send you to the guild, but the region I used to mark this event was already being used near the fountain, which caused the issue you reported. This patch should fix it, thanks for the heads up.
 
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youraccount69

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Dr-Pill

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Jul 3, 2020
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Game is good enough to make me overcome my RPGM aversion, but several frustrating things compound over time. First, placing that chest "out of bounds" in Hypno Hell dungeon may have been a nice challenge, but I would never have been able to reach it without a search of this thread. Worse, it conditioned me to keep checking all walls, and in turn led me to find multiple "out of bounds" exits that didn't lead to any secrets. Instead I ended up walking around all over the place and spoiling myself by viewing rooms I hadn't reached yet, or versions of said rooms that shouldn't have been reachable. Alexander's plant dungeon, specifically, has what looks like a second version of the boss encounter room. Alexander's second also had such "walk out of bounds" spots, but the last (incomplete) dungeon is definitely much worse in that regard. You can walk left and right instead of down the hallway when entering the first secret passage. The diagonal stair section will get you messed up really quick if you're using a mouse to move instead of holding down arrow keys. You can also trigger a "cutscene" (cum shrine dialogue) while outside that room but in the wall next to it - which can leave PC stuck inside walls and unable to move altogether.

In terms of plot advancement, it's not clear when "days" actually advance. Yes, sleeping in the bar lets you enter the next dungeon and resets all "daily" things, but there are scenes where PC spends the night in someone's bed - or is out of commission for several nights - which do not do the same. Maybe saying something like "your linking charges will recover when you rest in your own bed" could explicitly point the player towards day advancement. I understand the barkeep content necessitates funneling PC there, but I personally kept looking for alternative places to rest at night, the way the guild is implied to be in the future.

In terms of mechanics, I was severely disappointed by fire. It's my favorite magical element, but in this game it can't hold a candle to the other two. Ice shields and heals. Lightning stuns and repeats (once had it hit 4 times off 1 casting, was glorious). Fire...is a DOT with miss chance. In other games fire is often used as the damage/AOE element, but with most fights being against single opponents, lightning is still much better. I'd increase firepower with AOE strikes (like the fire-lightning storm) that split overall damage by number of enemies - meaning they do more damage against a single target because it's not getting split up. And I would tie enemy miss chance to the number of burn stacks on that enemy, which would give the player incentive to continuously use basic fire against the same enemy, much as lightning stun and ice heal do.

I also entirely avoided the Empowered spell mechanics. I wasn't sure how often they reset or how powerful they were, so I just skipped them. Then I found Purity spells also went off MP but didn't give MP, so I suddenly had to invest in skills I had no intention of using just to be able to use the skills I wanted to. And having to sleep to refill MP after changing skill tree...maybe dropping a coin into the church fountain could be used to refill MP outside of sleep?

In terms of bugs, there's a spot at the end of Alexander's second dungeon (after the 3 paths merge) that calls for "img/parallaxes/par97.png" - but the folder contains "Par97.png" instead. Game would go into "now loading" and hang. I'm on Linux, where capitalization matters. Renaming the file "par97.png" allowed me to proceed.

I also encountered the issue of getting stuck inside the WEST pink barrier in the last dungeon, because the NPC who knocks into PC pushes PC one space - into the barrier. If you walk to the SOUTH barrier instead, the push still happens, but PC ends up on regular floor instead.
 
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StickyIckyCiC

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Game is good enough to make me overcome my RPGM aversion, but several frustrating things compound over time. First, placing that chest "out of bounds" in Hypno Hell dungeon may have been a nice challenge, but I would never have been able to reach it without a search of this thread. Worse, it conditioned me to keep checking all walls, and in turn led me to find multiple "out of bounds" exits that didn't lead to any secrets. Instead I ended up walking around all over the place and spoiling myself by viewing rooms I hadn't reached yet, or versions of said rooms that shouldn't have been reachable. Alexander's plant dungeon, specifically, has what looks like a second version of the boss encounter room. Alexander's second also had such "walk out of bounds" spots, but the last (incomplete) dungeon is definitely much worse in that regard. You can walk left and right instead of down the hallway when entering the first secret passage. The diagonal stair section will get you messed up really quick if you're using a mouse to move instead of holding down arrow keys. You can also trigger a "cutscene" (cum shrine dialogue) while outside that room but in the wall next to it - which can leave PC stuck inside walls and unable to move altogether.

In terms of plot advancement, it's not clear when "days" actually advance. Yes, sleeping in the bar lets you enter the next dungeon and resets all "daily" things, but there are scenes where PC spends the night in someone's bed - or is out of commission for several nights - which do not do the same. Maybe saying something like "your linking charges will recover when you rest in your own bed" could explicitly point the player towards day advancement. I understand the barkeep content necessitates funneling PC there, but I personally kept looking for alternative places to rest at night, the way the guild is implied to be in the future.

In terms of mechanics, I was severely disappointed by fire. It's my favorite magical element, but in this game it can't hold a candle to the other two. Ice shields and heals. Lightning stuns and repeats (once had it hit 4 times off 1 casting, was glorious). Fire...is a DOT with miss chance. In other games fire is often used as the damage/AOE element, but with most fights being against single opponents, lightning is still much better. I'd increase firepower with AOE strikes (like the fire-lightning storm) that split overall damage by number of enemies - meaning they do more damage against a single target because it's not getting split up. And I would tie enemy miss chance to the number of burn stacks on that enemy, which would give the player incentive to continuously use basic fire against the same enemy, much as lightning stun and ice heal do.

I also entirely avoided the Empowered spell mechanics. I wasn't sure how often they reset or how powerful they were, so I just skipped them. Then I found Purity spells also went off MP but didn't give MP, so I suddenly had to invest in skills I had no intention of using just to be able to use the skills I wanted to. And having to sleep to refill MP after changing skill tree...maybe dropping a coin into the church fountain could be used to refill MP outside of sleep?

In terms of bugs, there's a spot at the end of Alexander's second dungeon (after the 3 paths merge) that calls for "img/parallaxes/par97.png" - but the folder contains "Par97.png" instead. Game would go into "now loading" and hang. I'm on Linux, where capitalization matters. Renaming the file "par97.png" allowed me to proceed.

I also encountered the issue of getting stuck inside the WEST pink barrier in the last dungeon, because the NPC who knocks into PC pushes PC one space - into the barrier. If you walk to the SOUTH barrier instead, the push still happens, but PC ends up on regular floor instead.
Thanks for all of the feedback. I'll go into them one by one here.

1. Out of bounds chest. I can see your point about that secret making you constantly check walls, and that especially being a problem when there's issues with walls that are bugged to let the player walk through them for no reason. I think the main thing to do for me is to fix those bugged walls. The "out of bounds" chest makes it very clear that you're supposed to be able to get up there, by having the chest to begin with, and then by having a text passage when you actually make it up there. I could be wrong, but I think most secret areas like that are similar, giving some sort of indication that you are actually supposed to be able to get there.

2.Time/Sleeping: I'll change the text to be specific that sleeping in the bar is pretty much the only way to pass time and restore linking charges. I think there are a few one-time events that do that, but they say that they restore linking charges, so they should be fine. It seems like the main issue is when the player sleeps but doesn't actually recover charges or progress daily events, which makes sense, so it would be good to clarify that only the bar will do those things. (Changing all sleeping events to progress time and everything would probably be too much work to be worth doing.) I'll also try to find where I implied that the player might be able to rest at the guild. I did that so long ago that I completely forgot about it, and at this point I have no plans to implement that, so it should really be removed.

3. Fire: I recently did a poll on Patreon seeing what element everyone used the most. The results were 22 votes for fire, 24 for ice, 43 for lightning, and 44 for "I use them all/Switch between using them all regularly." I made the poll because I felt fire was too weak, and ice was too strong. From the results, I just decided to buff fire somewhat. I definitely should have made more fights have multiple enemies, even just adding some filler enemies to do so wouldn't be a bad idea. I could do some further changes, like your suggested AOE strike change. If you want a playstyle that makes using fire repeatedly more useful, then Infernal Ignition is probably a better option for your evolved spell. That's one of the things I buffed actually, by making the drawback of its power weaker. It's kind of hard to make it compete with lightning, because players are naturally drawn to the idea of their basic lightning strike being able to do things like cast 4 times in a row. I'd have to go back and check, but I think Fire might on average deal more damage than lightning. Lightning just kind of feels better, and is deceptively decently defensive because of it's stun.

4. Empowered spells: Honestly, the fact that purity spells forced you to engage with empowered magic is a good thing in my opinion. I never even considered that players might choose to not use them, as they're basically ultimate spells, and I balance boss fights off the assumption that the player has at least one mana for empowered spells, if not two later on into the game. Also, your post is making me wonder if something is bugged, because from version 0.50 onwards, if you reset your skill tree while having mana, so long as you regain that much maximum mana or more before closing the skill tree, you should get to keep your mana. It was a recently requested change, let me know if that's not working.

5. Par Bug: I'll fix the parallax bug, and adjust the other parallax image to be lower case as well. Parallax images are called by putting the notetag <par> on a map, which then calls for the image "parX", with X being the map number. Since Windows "helpfully" just autocorrects capitalization issues, I had no idea it was calling for a lower case p for "par". Thanks for letting me know.

6.Barrier Bug: You'd think I would have noticed that. Her battler sprite also isn't enlarged, so she looks like an ant. Not sure what I was doing, but I'll fix that as well.


Thanks again for all the feedback, glad you (mostly) seemed to enjoy the game! I'll be sure to fix the bugs you mentioned and make the changes I mentioned above.
 

Dr-Pill

New Member
Jul 3, 2020
6
6
1. The "out of bounds" chest makes it very clear that you're supposed to be able to get up there
Sorry, I think I mashed several things together there. One, I probably wouldn't have figured out how to get to the chest without reading the thread - I think I saw the right spot to climb but couldn't understand the layout due to pillar obstructing terrain? Which is not a bad thing, this is how easter eggs and secrets are supposed to be. Two, mouse click moves characters "diagonally" in a certain order, which means sometimes you end up walking into bad tiles, especially when you don't know there's a bad tile - whether it's a trap on the floor you can't clearly see, or a break in the boundaries. Those stairs worked fine with arrow keys, but mouse movement dropped the character down before moving it sideways, which caused the out of bounds problem.

2. I'll also try to find where I implied that the player might be able to rest at the guild.
When walking to the stair in the bottom left corner of the guild, player sees a message that an adventurer of a higher tier might find lodging there. The tier is above the ones currently available to the player in the game. This has the same vibe as the player wondering about guild members being served alcohol right there in the guild hall, and is a good thing because it shows tangible benefits of guild membership. I don't think it needs to be removed, but altering that pop-up to point the player to the bedroom in the bar explicitly ("for now") would help.

4. I never even considered that players might choose to not use them
I basically saw how scarce healing was and bee-lined for Ice heals and layered Shock Shield on top, refreshing both. Combined with the orc dungeon item that starts each combat with a shield, and later with the healing tome, I managed to essentially outlast almost every fight. I recall having issues against orc rage (the ability that increases damage to player based on enemy's lost health) and running out of turns against one particular boss, maybe, but I do not recall using a single linking charge.

Side note: maybe more linking scenes for players who chose to pierce nipples? Or are those not on the purity side of things?

from version 0.50 onwards, if you reset your skill tree while having mana, so long as you regain that much maximum mana or more before closing the skill tree, you should get to keep your mana. It was a recently requested change, let me know if that's not working.
The issue is that you don't get mana when you initially pick the skill. So you have to do it before resting, or you now need to rest to refill your mana. If you had 1/1 mana and reset to 2 empowered, you end up at 1/2 and again the above applies. Basically, if you're going in blind and changing skills after resting, you end up with abilities you can't use until you rest. So you either have to rest a second time or go into whatever dungeon with no empowered abilities, and then remember to reset your skills BEFORE resting next time. Combine this with the clearly intended "use this on the boss" nature of empowered spells, and you've got a very long distance between the player picking the ability and being able to test it out.

I suggested recovering mana at the church fountain because I couldn't see any benefit of dropping a coin into it. But "taking a moment to reflect at the town square fountain" might be better, since players might get empowered spells before they gain access to the church.
 
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StickyIckyCiC

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1. Sorry, I think I mashed several things together there. One, I probably wouldn't have figured out how to get to the chest without reading the thread - I think I saw the right spot to climb but couldn't understand the layout due to pillar obstructing terrain? Which is not a bad thing, this is how easter eggs and secrets are supposed to be. Two, mouse click moves characters "diagonally" in a certain order, which means sometimes you end up walking into bad tiles, especially when you don't know there's a bad tile - whether it's a trap on the floor you can't clearly see, or a break in the boundaries. Those stairs worked fine with arrow keys, but mouse movement dropped the character down before moving it sideways, which caused the out of bounds problem.



2. When walking to the stair in the bottom left corner of the guild, player sees a message that an adventurer of a higher tier might find lodging there. The tier is above the ones currently available to the player in the game. This has the same vibe as the player wondering about guild members being served alcohol right there in the guild hall, and is a good thing because it shows tangible benefits of guild membership. I don't think it needs to be removed, but altering that pop-up to point the player to the bedroom in the bar explicitly ("for now") would help.



4. I basically saw how scarce healing was and bee-lined for Ice heals and layered Shock Shield on top, refreshing both. Combined with the orc dungeon item that starts each combat with a shield, and later with the healing tome, I managed to essentially outlast almost every fight. I recall having issues against orc rage (the ability that increases damage to player based on enemy's lost health) and running out of turns against one particular boss, maybe, but I do not recall using a single linking charge.



Side note: maybe more linking scenes for players who chose to pierce nipples? Or are those not on the purity side of things?



The issue is that you don't get mana when you initially pick the skill. So you have to do it before resting, or you now need to rest to refill your mana. If you had 1/1 mana and reset to 2 empowered, you end up at 1/2 and again the above applies. Basically, if you're going in blind and changing skills after resting, you end up with abilities you can't use until you rest. So you either have to rest a second time or go into whatever dungeon with no empowered abilities, and then remember to reset your skills BEFORE resting next time. Combine this with the clearly intended "use this on the boss" nature of empowered spells, and you've got a very long distance between the player picking the ability and being able to test it out.



I suggested recovering mana at the church fountain because I couldn't see any benefit of dropping a coin into it. But "taking a moment to reflect at the town square fountain" might be better, since players might get empowered spells before they gain access to the church.
1. I see what you mean. Maybe I should add a note that the game isn't designed for mouse movement. (And I can't fix this easily to be honest. There are a number of things that don't work great with using the mouse.) For the stairs in particular, it actually was possible to bug it with keyboard movement, just a lot more likely to do so with a mouse. Regardless, it should be fixed for the next version of the game.

2. Alright, I'll just emphasize the "for now" part like you suggest, that sounds good to me.

4. Generally, the lack of healing was intended to make losing some fights inevitable, so you naturally encounter more of the scenes. It's kind of tricky because players obviously don't instinctively want to lose fights, but a bunch of the game's content revolves around it, so I needed some ways to try and make it more inevitable. I don't think I did a terribly good job at that, but oh well. I'm impressed you managed to never use linking charges while also ignoring empowered spells though, did you grind for a lot of exp, or was the game just too easy with your set up? As for the mana thing, having the ability to refill it in the town square wouldn't be difficult to add, so I'll put that in.

I'm not really sure what you mean by linking scenes, or how the nipple linking device would relate to purity.


How often are updates?
Updates are generally every 1-2 months, and always release publicly a month after they are released on my Patreon and Subscribestar page. Version 0.51 was posted here early, and will be publicly released on the 10th. Version 0.52 will probably be released late this month, and will be publicly available a month after that.
 

Dr-Pill

New Member
Jul 3, 2020
6
6
4. Generally, the lack of healing was intended to make losing some fights inevitable, so you naturally encounter more of the scenes. It's kind of tricky because players obviously don't instinctively want to lose fights, but a bunch of the game's content revolves around it, so I needed some ways to try and make it more inevitable. I don't think I did a terribly good job at that, but oh well.
You should expect that some percentage of players will expect lost fights to be game overs, and avoid them for that reason. I think linking charges are a good choice, but they feel more like an optional safety net - which is still nice but not necessarily what you were going for. Personally, I like situations where the player is offered the option to see a defeat scene after winning. I liked the enemies who offered a defeat scene instead of fighting, but most of the time I just didn't find the content of the scene appealing, so I reloaded and fought instead. (Some of the content isn't obvious until you're in the scene and it's too late to back out.)

I'm impressed you managed to never use linking charges while also ignoring empowered spells though, did you grind for a lot of exp, or was the game just too easy with your set up?
I hate admitting this because I saw in this thread that you nerfed another item from the same source, but the shield trinket from the orc dungeon made a big difference. It works every fight (unlike the nerfed damage one) and lasts longer than 1 round (unlike the energy type one) which makes it the best option there. Low levels would definitely be significantly harder without that. Later, the tome weapon that heals every round is a literal lifesaver during the fight, while the Purity ability that heals after each fight keeps health from starting off too low even if a fight was long and barely won.

I feel like the guy whose feedback made you nerf Lightning chains went balls-to-the-wall damage in order to avoid losses, while I went into total defense mode.

I'm not really sure what you mean by linking scenes, or how the nipple linking device would relate to purity.
PC can get nipple piercing linking device without knowing that you have to touch the piercing to link in a dungeon. There is a scene in the first dungeon where PC (almost) flashes a fellow adventurer. I was wondering if the subsequent dungeons were supposed to have similar scenes, potentially escalating in intensity / letting PC make more lewd choices, and I missed out on seeing them because of sticking with Purity.
 

Kontrust

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Nov 10, 2022
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does it matter what you pick at the kissing booth between Mia or Ami?
also where do you find iron maiden golem in the fifth dungeon ?
 

Aevisyo

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Jan 7, 2019
16
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I remember checking this years ago and if i remember right it didn't have much art to go with it, i understand it's 2D and that the 3D version got tossed, but how much art is there now? Particularly art relating to sex/erotic scenes, while i don't have any issue with large amounts of text i need a visual to go with it, even if a single image per scene. Is it updated in waves based on characters/locations or going by oldest to newest?
Thank you.
 

StickyIckyCiC

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Oct 15, 2019
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Sorry for the late replies here.

You should expect that some percentage of players will expect lost fights to be game overs, and avoid them for that reason. I think linking charges are a good choice, but they feel more like an optional safety net - which is still nice but not necessarily what you were going for. Personally, I like situations where the player is offered the option to see a defeat scene after winning. I liked the enemies who offered a defeat scene instead of fighting, but most of the time I just didn't find the content of the scene appealing, so I reloaded and fought instead. (Some of the content isn't obvious until you're in the scene and it's too late to back out.)
I have been adding the option to view loss scenes after winning a fight more often. I probably won't go back and add it to any older content, but I'll try to keep doing it with newer stuff when it's not too tricky to do.

I hate admitting this because I saw in this thread that you nerfed another item from the same source, but the shield trinket from the orc dungeon made a big difference. It works every fight (unlike the nerfed damage one) and lasts longer than 1 round (unlike the energy type one) which makes it the best option there. Low levels would definitely be significantly harder without that. Later, the tome weapon that heals every round is a literal lifesaver during the fight, while the Purity ability that heals after each fight keeps health from starting off too low even if a fight was long and barely won.

I feel like the guy whose feedback made you nerf Lightning chains went balls-to-the-wall damage in order to avoid losses, while I went into total defense mode.
The damage trinket should give it's bonus every fight, just only for the first round. I won't be nerfing the shield trinket either way though, I'm okay with it being the best option. I feel like defensive options kind of need to be stronger to be considered in general, since players are just naturally going to gravitate to balls-to-the-wall damage lol.

PC can get nipple piercing linking device without knowing that you have to touch the piercing to link in a dungeon. There is a scene in the first dungeon where PC (almost) flashes a fellow adventurer. I was wondering if the subsequent dungeons were supposed to have similar scenes, potentially escalating in intensity / letting PC make more lewd choices, and I missed out on seeing them because of sticking with Purity.
Oh yeah I see what you mean. There could be more scenes relating to the nipple piercing option. I don't really remember why there aren't. Probably a combination of me forgetting about it and/or getting bored of the idea. Not sure if I'll go back and add anything more for that at this point though.

there are any body modification?

Breast expansion, ass expansion dick shrinking?
Yes to all of those. You can also have your hair grow and change colors, and have your lips grow.

does it matter what you pick at the kissing booth between Mia or Ami?

also where do you find iron maiden golem in the fifth dungeon ?
The only thing that changes in the joint scene when you pick between them is a bit of text at the end. I don't have any plans for it to effect future scenes or anything. The iron maiden golem is in the green section of the fifth dungeon. Once you're in the green section, go north up the stairs then north again at the top of the stairs, and she's in the top left room from there.

I remember checking this years ago and if i remember right it didn't have much art to go with it, i understand it's 2D and that the 3D version got tossed, but how much art is there now? Particularly art relating to sex/erotic scenes, while i don't have any issue with large amounts of text i need a visual to go with it, even if a single image per scene. Is it updated in waves based on characters/locations or going by oldest to newest?

Thank you.
There wasn't a lot of art before, that's for sure. And you are correct in that the 3D art is now gone, and it's only 2D art. I did a quick count, and there's around 57 CG sets in the game at the moment. However, there are still a lot of scenes with no art, because I write a lot of scenes every month, and can't commission enough art to keep up even with two artists. There is also now a scene reviewer that is specifically for scenes with art, so after each dungeon you can go into the scene reviewer and see if you've missed any of the scenes with artwork. As for adding new art, I have generally tried to balance it out so each dungeon has a decent amount of art. Lately I've been somewhat focusing on the current dungeon, because I feel like most dungeons have a good amount of art now.
 
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