hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
I'm really not sure exactly where best to put this, but I want to run this on my Steam Deck, but this particular RPGM game does not want to run (immediate CTD, no window or errors ever show), no matter what version of Proton I try to run it on. I've gotten Monster Girl 1000 and Princess & Conquest to run, so I know it's possible to run RPGM games, but I have no idea what I'm missing. I found one of the dev's comments saying that the RTP is included, so I'm absolutely out of ideas for things to try.
I'm afraid I don't know much about RPGM emulation in general, so I'm not sure if I'll be able to help you figure this out. The RTP is still included, so there shouldn't be any issues with the game finding its own files. If it's crashing out immediately on an attempted boot, it sounds to me like it's more of an initialization issue.

If that's the case, it's possible that the Fullscreen++ plugin is fighting with the Steam Deck environment (or Proton, I can't be sure) and causing it to not know how to launch the game window, but that's at least somewhat unlikely with how minimal of a plugin it is. It shouldn't do anything unless one of the associated keys is pressed to activate it and launch with the default window settings.

The other possible issue is that the age of the core engine. The game currently runs in VX Ace, which is an older version of RPGM. Based on my (admittedly pretty minimal) research, this seems the most likely issue.

While there isn't a good fix for either problem (and I don't have a Steam Deck, so I can't even begin to test solutions), the good news is that after v0.9.2 comes out later this month, nearly all of my attention will be on remastering the game in RPGM MZ, which should solve both problems. The MZ version if the game is currently planned to be out to my supporters sometime April.
 
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lil boom toob

Member
Sep 12, 2017
103
114
I realize it's next to impossible to diagnose an error when you don't have access to that environment, so thanks for taking the time to answer. I think I'll just sit tight, enjoy the game as it is, and cheer on your pending remaster.

Edit: I tested Redemption Harem and it runs flawlessly, so I have every confidence the engine upgrade will work.
 
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giqui

Conversation Conqueror
Compressor
Nov 9, 2019
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Maids & Masters [v0.9.1] [The Mithril Hourglass]

COMPRESSED WINDOWS

SIZE ~ 303 MB

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hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
How much slave content is in this game?
That's one of the tags that I didn't add. I personally don't feel it belongs because there's not really a theme of slavery in the game, but what Brady2626 said is pretty accurate. There's lore that makes Servants (the Maids that join the MC, as well as the Butlers and Maids of other Masters) effectively slaves, but it's largely a consensual arrangement.

There's actually more lore that technically forces the arrangement to be consensual (and more still surrounding loopholes), but that's another topic entirely, and something that'll be getting explored more in Act 2 once the MZ remaster is complete.

What got the slave tag added is a single instance that occurs after the first Freeze. I forget how far back it is, but you can page through the thread and find the discussion if you aren't afraid of spoilers. I won't spoil anything here, but the situation is avoidable, and it's used more as a way to push the story forward and add flavor to the scenes than to actually enslave the MC.
 

t727

Well-Known Member
Jan 4, 2018
1,515
1,721
wow! even for a RPGM this surprised me!
The game look like this in native resolution
MaidsAndMastersNativeRes.jpg
Please note that this isn't a thumbnail, it's the actual size all 546x443 px!

The I managed to launch the game in full screen, then it looks like this
MaidsAndMastersFullscreen.jpg
Again, full sized image 640x480, the inner frame is 416x384!

Just so you people know what to expect.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
The I managed to launch the game in full screen
Just to add a quick note - there are two options for screen size. They're controlled by F5 and F6, one toggles through different screen sizes and the other toggles full screen. Specifics are in the README.
 
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Jun 18, 2017
41
38
I see in your Dev Notes that you have certain planned tags that are not in game yet. How old is that dev note? have any of them made it into the game and will any of them feature significantly or are they more side content like you mentioned the slavery tag will be.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
I see in your Dev Notes that you have certain planned tags that are not in game yet. How old is that dev note? have any of them made it into the game and will any of them feature significantly or are they more side content like you mentioned the slavery tag will be.
That dev note has been there since I first made the game thread and bungled (and subsequently fixed) my tags. I've been moving those tags from the dev note to the tag list as the content gets added, so the ones still in the dev note are just still in progress. Tags have been making it from there to fully implemented as they make it into the game.

Some of the tags (specifically, Group Sex, Masturbation, and Voyeurism) will either be getting added during the remaster process or shortly thereafter, and the Futa/Trans tag will be involved with the first major story update of Act 2 (which will either be May or June, depending on how the remaster goes). It could be argued that the Voyeurism and Religion tags are already in the game (you can walk in on one couple, spy on another, and find a priestess bathing) but it doesn't feel like enough to me to fully add either tag just yet.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
for those who played before will there be a skip text function or intro function?
Assuming you're asking about the remaster, text skip will be native to the engine and it'll be available regardless of whether you've played before or not.

I'll be looking at a feature to skip the first act since it looks like it's impossible to port saves from VX Ace to MZ in any way, but I'm not sure how viable the option will be due to the sheer number of variables and switches, not to mention how many events function on local switches instead of global switches (meaning story events that should be complete might trigger out of sequence, which will break the story and there'll be basically nothing I can do about it). And that's before getting to things like trophies, items, equipment, affection scores, and character levels. It's too early to say at this point.

Though once the remaster is complete, I'd still recommend playing through the first act again. There should be enough new and reworked content that it won't feel too much like repeating the same events over again.
 

luvfest222

New Member
Apr 19, 2018
4
1
Ok, so for the life of me I cannot find the missing girl from Cumhaill. I've looked everywhere I can think of in the wilds. Am I dumb? I mean probably but still...help?
 

Yeorman

Newbie
Apr 28, 2018
72
60
Ok, so for the life of me I cannot find the missing girl from Cumhaill. I've looked everywhere I can think of in the wilds. Am I dumb? I mean probably but still...help?
go down from mansion little to left and with first chance down
manion.PNG

if you don't see her i will try different screenshot
 
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Curufin

New Member
Aug 4, 2018
7
1
A skip function is a good idea, but I agree it may not be feasible. I have no experience working in these engines, but here are a few ideas which may work.

1. Upload saves from start of act 2. It's simple and will work but lacks customization.

2. Implement a skip function. Here I would try making a room where you set the major variables from act 1, kinda like how you customize your estate. Then when you go to leave the room it sets a global switch which disables content from act 1. This may let you get around having events trigger out of order by adding a check for this.

3. Import saves somehow. Probably the hardest, but here's my idea (again no experience with these engines). Many programs have a function to create a text file for debugging. Perhaps you could make the VX Ace version create one which lists everything you want to import at the end of act 1 (switches, variables, inventory, etc.). Then you would just need MZ to have some way to read this file, which I can't answer. This is the most immersive solution, but even if it could be implemented it uses an open file which people can easily edit and mess things up.

Other random notes.

The estate customization is currently lacking (understandably). The set up is use-able but not great particularly regarding statues. It would be nice to be able to see the item in place, like Harem Collector, while customizing. Also, I think it would be nice to be able to set all the gallery statues at once. So either an object that sets them all to the same thing (nice if you want 10 of the same) or an object which takes you to a room like the gallery with circles where the statues go which you can interact with to cycle through the choices.

For customization options by the end of act 1, I think you should at least be able use some of Lalita's paintings and the table from the shack in the wilds just outside the estate.

I'm not sure if you can purchase Emily's contract in act 1. At first it said I would need to talk to Phoebe, but she never had an option for it. Then, it said I would need to discuss it later; and finally, I that I would need to talk to Emily's Master. If there's a window of time which I missed to purchase it that's fine, but if it just isn't possible yet can you simply make it so it says to talk to her Master?

Similarly the Trade function for the Folk from Ventire.
 

1karmen1

Newbie
May 26, 2017
28
18
I'm gonna strangle this Quinn with her dumb quiz! "Nah-uh, you didn't say EXACTLY how I want to hear it, sit down, you got F!" Go back to your rural school and nitpick some fourth-graders for 100$ per mounth. I destroyed her headstone just because I despise her.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
Gonna split this up a bit.

A skip function is a good idea, but I agree it may not be feasible. I have no experience working in these engines, but here are a few ideas which may work.

1. Upload saves from start of act 2. It's simple and will work but lacks customization.

2. Implement a skip function. Here I would try making a room where you set the major variables from act 1, kinda like how you customize your estate. Then when you go to leave the room it sets a global switch which disables content from act 1. This may let you get around having events trigger out of order by adding a check for this.

3. Import saves somehow. Probably the hardest, but here's my idea (again no experience with these engines). Many programs have a function to create a text file for debugging. Perhaps you could make the VX Ace version create one which lists everything you want to import at the end of act 1 (switches, variables, inventory, etc.). Then you would just need MZ to have some way to read this file, which I can't answer. This is the most immersive solution, but even if it could be implemented it uses an open file which people can easily edit and mess things up.
1. I could do this, and it's an easy fix, but if I did, it'd be something I'd do for my Patrons. I don't mind helping out if my game broke someone's save, but one of the major themes of the first act is earning your way up from nothing, which is countermanded entirely by having a save that skips that content and may have more content unlocked (like trophies and optional Holds) than would otherwise not have been earned.
The other side is to do nothing except the mandatory content, but that could result in a save that makes continuing with the story difficult or even unpleasant due to the lack of levels and resources. That could encourage cheating, which I already see more of than I'd like.
Overall, this is a valid solution, but not one I want to lean on.

2. This is what I'm looking at doing, but there are two problems with it. The first is that there are around 150 switches and 300 variables in use. Even narrowing that down to just the story-relevant ones, that's a lot of fiddling around.
The second is what I mention above - a lot of events rely on self-switches. I can't trigger those externally.
Neither issue is completely insurmountable, but it's enough work that I may not be able to get it done during the remaster period, so I'd have to make a choice between the skip feature or putting out a new story update for that dev cycle.

3. I'd love to be able to do this, but after several days of research, it seems to be functionally impossible. If I went off of your idea, I'd have to write a custom program to decompile the data, interpret it, then recompile it in a new save the new engine would recognize.
Can this be done? Sure, in theory. Can I do it? No. I don't have nearly the programming knowledge to make a tool like that for myself. It could theoretically be done manually, but that runs into the same sort of time-sink issue I mention above.
I've got a few other avenues I can check before I completely give up, but transferring saves doesn't seem viable.

Other random notes.

The estate customization is currently lacking (understandably). The set up is use-able but not great particularly regarding statues. It would be nice to be able to see the item in place, like Harem Collector, while customizing. Also, I think it would be nice to be able to set all the gallery statues at once. So either an object that sets them all to the same thing (nice if you want 10 of the same) or an object which takes you to a room like the gallery with circles where the statues go which you can interact with to cycle through the choices.

For customization options by the end of act 1, I think you should at least be able use some of Lalita's paintings and the table from the shack in the wilds just outside the estate.
I'm not sure how Harem Collector's system is set up. I've played the game, but I haven't looked under the hood, so to speak. While I agree it would be nice to be able to do since it's so much more flexible, I'm pretty sure they're using a custom plugin, so I wouldn't have access to that system without stealing it from the game (which I'm not going to do). The way it's set up now, with the customization room showing you a smaller snapshot of the set-up, was the best compromise I could think of. Setting up interactive events was my original thought, controlled by a "customization" switch, but I couldn't get it to work correctly. Every version I tried always broke something else when I tried to finish and save your changes.

A "group setting" for the gallery is a really good idea, though, and pretty easy to do. Into my notes that goes.

And I have plans for more customization options. Those plans are just tied to either character quests (which is where affection scores will finally play a bigger role) or something within Act 2 itself. So they're coming, it just might take a few updates.

I'm not sure if you can purchase Emily's contract in act 1. At first it said I would need to talk to Phoebe, but she never had an option for it. Then, it said I would need to discuss it later; and finally, I that I would need to talk to Emily's Master. If there's a window of time which I missed to purchase it that's fine, but if it just isn't possible yet can you simply make it so it says to talk to her Master?

Similarly the Trade function for the Folk from Ventire.
Nope, you can't purchase Emily's Contract in Act 1. That's another thing that's planned for sometime in Act 2. Valid notes though, I've got an idea for something to do about the "it's mentioned but you can't do anything" bit.

And trading with the Folk is definitely underserved. I had wanted to create a whole portion of the economy surrounding it, but I just never got to it. Switching to the new engine gives me a lot more options though, and remastering older parts of the game means I can add quite a few things that I missed before. Doing more with the Folk is definitely one of them.

I'll be starting a couple threads in a few places to gather feedback and talk about the remaster in another week or two, so part of me wants to say you're a bit early, but I always like hearing people's thoughts. Thanks a lot for all the feedback!

I'm gonna strangle this Quinn with her dumb quiz! "Nah-uh, you didn't say EXACTLY how I want to hear it, sit down, you got F!" Go back to your rural school and nitpick some fourth-graders for 100$ per mounth. I destroyed her headstone just because I despise her.
All the right answers are on the other book cases. Unless you don't want to read, but I can't really help you with that. Except for the last part of the quiz, but unless you go out of your way to sound like a jerk, that one's subjective on purpose and kinda hard to fail.

Unless there's a "correct answer" you think is incorrect, or if there's one of the questions that doesn't have an apparent answer in one of the nearby books. If that's the case, feel free to let me know - I'd appreciate any specifics.

And as an aside, the headstone isn't exactly Quinn's. That becomes relevant during the second Haunt.
 
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hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
639
594
Any particular reason to have one giant 1GB exe file?)......the thing looks sus as f))
It's a self-extracting archive produced by the game engine. It's basically the same as a .rar or .zip, you just run it to extract it and you can't preview the files. I promise I'm not trying to give anybody anything except my game.

Totally understand being suspicious of it, though. It can trigger false positives on anti-virus software, too.

Though as an additional point - once the game finishes making the switch to MZ, it'll be a .rar archive like everyone is used to.
 

BOH56

Member
May 27, 2017
223
127
Ok, I've found the holding at the swam...now what? I've talked to everyone in the village and have no idea how to progress. Don't even know how to enter Fekhacht...

Like, I found the cat, cut the shrubs, donated the potion, helped bake the bread, escorted that one village to the abandoned estate, destroyed the headstone in the swamp for 36 stone (That I have NO idea how to use since they don't do anything when I interact with my estate statues or cracks or headstone or anything),Melissa keeps telling me to go find the hold I just slaughtered my way through, so I'm completely stuck

I tried talking with the statue guy in Cumhail, see if he was the one that had to do stuff with the stones but he just '...', talking to Viridius in his office does nothing since he just tells me to shoo, the guy asking me to get his mother's ring isn't helping get in the damn tower either
 
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