There is no futanari content, the tagging system blankets futa and trans together for some reason. It's an issue in my opinion (as the two are very different) and there was actually a thread about this very issue, but it doesn't seem likely the tags will be split between the two.
The online "store" (icoast.com). You'll need a tad of luck and/or some resolve, as it only has 4 items a day, and a fair few are useless/unbuyable. It also only updates daily.
it could mean you can sissify othe-
wait no, you're right, we both know there's only like two "sissificating others" games, and 5 billions "you get sissified" games...
The online "store" (icoast.com). You'll need a tad of luck and/or some resolve, as it only has 4 items a day, and a fair few are useless/unbuyable. It also only updates daily.
Sadly, I can be of no further use there, I'm afraid. IT feels like a game of chance at this point. If there is a pattern to it, I have yet to notice it.
Sadly, I can be of no further use there, I'm afraid. IT feels like a game of chance at this point. If there is a pattern to it, I have yet to notice it.
There is no pattern, but some items are weighted positively (those used in gregschart tasks). Beforehand, it was more random and players complained a lot about it, so that was the best way to keep rotating inventory around.
No, they are not complete, hence why there are END OF CONTENT markups at the end of the last class in each programs. However, each programs gives access to certain boons, of different strenght.
It's a bit of a mistake from the original game build, whereas I introduced all the programs from the get-go instead of adding them in one at a time. Every time I do a College update, I try to add two weeks of new content to each of those paths.
error issue: was buying a wig then looked at inventory, but I got to return and it flips from the wig menu to the inventory and back, I couldnt' get out..
enjoying the game otherwise!
error issue: was buying a wig then looked at inventory, but I got to return and it flips from the wig menu to the inventory and back, I couldnt' get out..
enjoying the game otherwise!
Known bugs (fixed for the upcoming version):
-Routine doesn't seem to trigger Convincingness check (Just go in the wardrobe and leave, it will refresh the convincingness check) Otherwise:
-Make sure you are shaved everywhere
-Surgery is needed for that last smidge of convincingness
-Accessories, they matter!
-How fit are you? Too fit or not fit enough will make it hard for you to pass
There are many timing issues with when locations open.
There's a few distinct types of issues:
The operating hours before a location opens are different then what is listed when they open.
The check against $time for when the location opens doesn't match the operating hours quotes to the player.
When check against $time if travel time will let you arrive when the store opens, time was added to the check instead of subtracted (instead of leaving 15 minutes early to arrive right when a store opens, it is checking for leaving 15 minutes late) (this is rare).
Inconsistent use of gt and gte to arrive on the minute.
Some combinations of the above.
I think some of this might be happening if 1 hour or 60 minutes is being added or subtracted wrongly. Looking at the check for the closing time in the following code for walking to the Mall from the Gym, it should be: 60 * 20 - 45 = 1155 as opposed to 1215, and the opening time should be 60 * 8 - 45 = 435, instead of 60 * 9 - 45 = 495
Here we can see an example of most of those errors for the opening time and some issues for the closing time when traveling from the Gym (passage "Travel"). <<if ($time gt 495) and ($time lt 1215)>><span title="Open 9:00-20:00"><<link "Mall - (0:45)">><<goto "Mall">><<set $time to $time+45>><</link>></span><<else>><span style=color:#ec0000>Mall (Open 8:00-20:00)</span><</if>>
Also, when using the buss from the starter apartment (passage "Travel 1a"): <<if $time gte 532 and $time lte 1250>><span title="Open 9:00-20:00"><<link "Mall - (0:08)">><<goto "Mall">><<set $time to $time+8>><</link>></span><<else>><span style=color:red>Mall (Open 8:00-20:00)</span><</if>>
Known bugs (fixed for the upcoming version):
-Routine doesn't seem to trigger Convincingness check (Just go in the wardrobe and leave, it will refresh the convincingness check) Otherwise:
-Make sure you are shaved everywhere
-Surgery is needed for that last smidge of convincingness
-Accessories, they matter!
-How fit are you? Too fit or not fit enough will make it hard for you to pass
Technically, even Sissy Maid 2 (which has the highest check) only needs you to also where chastity to pass. It requires $Convincingness gt 15 for a compliment. 15, which passes all other checks in the game, can be achieved by passing all the non-surgical $Check even without chastity, which would get you to 16.
Extra tip for anyone struggling, the one important contribution not mentioned above is hair. (Though obviously, make sure to wear female or at least unisex clothing). Also, makeup doesn't affect it.
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Also: the dildo gag on the gag chance for dominance loss seems to be adding to $ASkill, IDK if that was intended instead of $OSkill
Also #2: The $kamcap doesn't currently do anything because it gets applied after $moneygain is added to $money: <<set $money to $money+$moneygain>><<if $moneygain gt $kamcap>><<set $moneygain to $kamcap>><</if>>
Also the Third: In passage "Sissy Hypno", $plug is checked for "Gem Plug" instead of "Gem Buttplug"
Suggestion: maybe a social media thing on the computer that's like you are posting a pic of yourself online and asking if you are passing, with them giving you the Convincegness score or even a break down of the Checks?
Suggestion Secundo: A modification to your coding style to make your code more compact and easier to make additions for. Let's take assigning the gym outfit's top in "GymOutfit" as an example.
The original code:
Now each outfit and its radio button is only being checked once, a new top gets appended to the end, and the check in case there are no suitable tops still works.
Passage "KamStream" still has problems, but it's simple to solve, the last few lines of calculating $moneygain are out of order. I've cleaned it up a bit from the .html and posted it and currently v0.0.19b works like this:
Moving $viewerskamgain makes it have no further effect on viewers gained, and is moved to the end to prevent it from interfering with the other modfications $kamtype does to $moneygain. Given that $viewerskamgain isn't usable the way the rest of the passage is written now, I assume your current intention is to make all $kamtypes have the same outcomes?
Removing <<set $viewerskam to ($viewerskam+$viewerskamgain)>> from the section preceding the code I posted and placing it after the modified version I showed would make everything work as expected.