I am in the uncles mansion and got the key, I think I talked to every one. and tasks says I have to go to uncles mansion but don't know what else to do.
Have you already gone to Lothario's mansion? Finding the key and looting your uncle's mansion is an optional side quest. There isn't even an entry in the task list for it, if I remember correctly. Lothario's mansion is in the west part of South Forest.
In general, I’ve seen a several gold/Silcrow things through the game. I’ve left off any that is primarily Folk talking to/trading with Folk (like with the general store in Ambrose City), as that is the way the game ended up falling, but a general search of the code for “gold” and verifying that it shouldn’t actually be Silcrow in context may be merited.
There is a flawed implementation of the Puzzle of Light. As currently visualized (v0.23.4), it should be able to be finished in the second room (NW room) alone.
Overview:
Decades ago, an Estate was attacked by Servants of an unknown Master. Their only goal seemed to be the deaths of everyone on the grounds. There were no survivors. Our protagonist Master had been kept away from the destruction by his uncle, who raised him. With no one left alive to explain why he had to grow up an orphan, he returns home with a single Servant - his childhood friend - seeking to rebuild his family Estate and take revenge on whoever tried to burn it to the ground. And hopefully build a harem of cute Maids along the way~
I've only made it to trophy 35 so far. As far as I know, up to that point, the only trophies that can be missed are 4, 5, 28, 29, 32 and 33. It's possible to temporarily miss 2, 20 and 35. You can unlock them at Big Dick's Farm later on. It might be possible to unlock 32 at Big Dick's Farm (or somewhere else), but I'm unsure of that. Based on your former posts, I assume you probably already know most of this, but I hope this was helpful.
Sorry for being an absentee, I've either been sick or with family or both for the past couple weeks.
Hopefully I've got everything here. Feel free to @ me if I missed you.
And while I'm at it, I have a
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of
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that I really want your opinion on that won't be closing any time soon. If you have an opinion on what I should be doing now that v1.0 is in early access, go vote.
Also, is there any way to see affection or find out if there is any more character quests to unlock? Right now I'm just trying stuff blindly and I'm not even sure if there is any content to unlock.
I saw in the update for 0.23.3 that there was an update to get Vicky's love shack affection to 100. So far I have the same 'service' option for Vicky at the love shack as when I first got Vicky, I'd think there's more stuff to unlock. But I don't know how much affection I have with Vicky, nor how I'm supposed to get more? I've just been going through service/fire on repeat with no change. Latest character quest I got was for the "Opaque Monocle", and since then nothing. I was thinking there would be a Vicky on maid scene together with Master, since that's what she desired in her Love Shack talks at the start with Master.
There are two ways. One is a 'soft' check through the check-in option in your war room; it doesn't give you a number, but more of a general impression of how that Maid feels. The other you need debug turned on with Trophy 0 for; you talk with Punchinella at the love shack and she'll give you the actual number.
As far as Vicky's affection going to 100 and what it does or doesn't unlock - there's no new content that was added, but higher affection scores gives you a discount on Mind Hold upgrades.
I had wanted to unlock threesome options with Vicky, but I've gotten enough braindead screeching over Vicky existing at all and that's a ton of work, so it got cut for the sake of my sanity.
Right now I am on "The Frozen North" quest, having cleared all the trials and only have "Enter Festadauga" step left, which I assume is coming in 1.0. And also on "Regular Poriot" at the step "Destroy the Order", as well as the Lalita tower quest that's bugged until 0.23.4. Can't find any more quests.
Yup, the main story doesn't continue until v1.0. Regular Poirot also can't be completed before v1.0, mostly because I was struggling with implementation on exactly how you'd complete it. The cult is kinda secondary once you get into Act 3 anyway, so completing that quest ended up being something to do in the post-game.
There's no real way to check if all content is unlocked and done, but the main story will always have tasks in the Task List to do (until the story is complete, obviously), and if affection scores stop going up, go to the same room as that Maid in the mansion to see if they have any new affection quests. Affection quests unlock in 25-point increments, but not everyone has the same number of quests, and not all Maids go all the way up to 100 affection.
edit: according to trophy 34 I'm supposed to be able to call my own cult meetings, but that's not working either? How do I do that? I put up the cult sword as a room decoration, in all 3 slots. Equipped my trophy 29 cloak with hood up but don't get any option to summon any meeting.
So, does anyone know how to increase affection with Vicky to reach 100 affection? I don't even know how to check how much affection someone has (I know about Melissa's conversation changing from the crystal affection-check, but don't know how it turns into digits like 100 as was stated in 0.23.3 patch notes).
All I know is I seem to have the same love shack options as I had before getting the Opaque Monocle.
It's just a math thing. It was set so Vicky's affection would stop increasing at I think 50, but I wanted it to go up to 100, so I changed the limit that the conditional checks when the variable is about to increase.
Also, from patch notes 0.22 I saw this line "Added Vicky and Nina to the group rooms away from the player Estate " what is that? Is it just the 4-man formation?
There are a few rooms - like your guest room in Uncle Gil's Estate - where the Maids actually hang out in the room. That's all they were added to; no real new content except the Chat dialogue.
- During the conversation about repairing headstones at the Nithercott Estate, at one point Master says “It hurts just picturing that much gold”. That should probably be Silcrow, rather than gold (probably residual from when gold as a secondary currency was still potentially in play), especially given Master's reaction to gold at the Ambrose Bank.
Kinda.
Lore-wise, Silcrow doesn't actually physically exist. It's just an approximation of possessed wealth.
There's a bunch more lore I could get into, but this is already gonna be a long-boi of a post, so I won't get into that here.
tl;dr - Each Silcrow is worth roughly 1000 gold. Masters work with Silcrow exclusively because the typical transaction they handle themselves usually measures in hundreds of Silcrow, whether they're buying in bulk or rendering payment for a Contract or what have you. Folk (and sometimes even Servants) use gold because the transactions they handle are a lot smaller.
So if you were to picture an amount of "Silcrow," the thing you'd be picturing would be an equivalent pile of gold coins. Or a filled out bank note, but that's not very evocative imagery.
I did initially want gold to be available as a secondary currency so you could trade with Folk and potentially even break down Silcrow into gold and upgrade gold into Silcrow, but when it came to developing the mechanic, it became way easier to just barter items for items.
- In the last line of the "Recruit" option with the Head Maid at the Beauregard Estate, the Maid says "I will only say we would be in your debt...". That should probably read "... I would be in your debt", given she is currently alone at the Estate and nowhere else in that conversation chain does she mention other servants.
That's mostly a concession for when the Folk go there so I didn't have to rewrite and test twice as many dialogue options, but if you want a lore reason, call it an old habit from using something like the "royal we" where she's using it to refer to herself and the Estate as a whole (including her Masters) rather than just herself.
- I also think that there is at least one text line that starts with a double capital (i.e. "THat ..."), but can't remember exactly where or what it was specifically. I'll let you know if I see it again.
Finally, in the first Beverly challenge, if you talk to Bianca before you have started a specific challenge iteration, the conversation will run exactly the same, but after accepting a new challenge with Beverly, he doesn't come back and Bianca doesn't show. Given that the Bianca conversation path is that you run out and lose a challenge with Beverly and then do you business with Bianca for the start of a new challenge, there is no reason that it couldn't progress as normal with Beverly (to the "One more..." conversation) in that case. There doesn't seem to be a specific reason for having to go find a maid in order to lose the challenge (or go back to Bianca again), to start a new challenge and then go talk to Bianca again (that could be implied background, just like running out to lose the current challenge is in the "normal" way), there aren't really any conversation clues suggesting that you need to start the contest first. That loop has confused people in the past, because I think they just keep failing the challenge and then running back to Bianca before starting a new challenge with Beverly, as from the Bianca conversation that looks like she will be hiding and that is the correct path. Either the two conversations should be different to give some clue as to the specific necessary order of events, or both should be the same and end with a challenge win.
That would explain it. It's also exactly the sort of thing I'd miss testing it myself because I know the right way to do it.
The frustrating thing is that I don't see how what you're describing could happen, and I can't recreate the issue following your steps. As far as the code is concerned, either the challenge is active and Bianca helps you and you progress, or the challenge isn't active and you get different dialogue. There aren't two versions of that conversation that can happen but only one moves the associated variable so you can progress; if you get the dialogue where you progress, you progress, and that's it.
If the challenge hasn't been started yet, she says "I can't say what Beverly is planning," and if you've lost, Master will say "I've already done the challenge." Neither scenario triggers the dialogue where Bianca helps you.
I'd love to finally fix this issue, but even with all your helpful specificity, I can't find anything to fix.
First, the first painting on the 2nd Floor (west most painting) of Lalita's Estate is available to be looked at early (as early as the first or second trip to the estate), but doesn't have an alternate text. Because of this, the text dialogue when clicking on it includes dialogue from Lalita, but before the House of Memories quest has started (before she has even become a Servant and joined the party even).
That would be because the conditional branch is only checking if a specific objective is incomplete, which means literally every painting in that Estate has that issue, even if you can't reach them. Tedious, but fixed for the next public release.
Second, I have seen some discussion about the Heart-Shaped Lock quest not continuing after entering the Tower and seem to remember a statement that an addition trigger had been added for it. I have had this issue as well, but have a theory as to why it may be bugging. Essentially, Heart-Shaped Lock (which is Lalita's 3rd Affection quest), can trigger before House of Memories (which is the 1st) or Ambrosia (which is 2nd). Could an out of sequence trigger like that bug out the quest completion?
No, there was a mismatch in the conditional sequencing where the event would check to see if it was supposed to trigger, and if it wasn't, instead of erasing itself and refreshing when you next entered the map, it would mark the event as already having run and never refresh itself. My hope with mentioning the second place to trigger the event was that only one of the two would be affected, so anyone experiencing the bug would still be able to progress, but that was pretty hit or miss.
It should be properly fixed in v0.23.4, though. Both in the error in the conditionals being fixed and that you can go to the top of the tower and see Lalita regardless of whether that event properly triggered.
I haven't seen any of the problems I'm about to mention in the change logs, or anywhere else, but if you already know all or most of these, I apologize for wasting your time. A large portion of them are fairly minor, and I'm not even sure if some of them are actually mistakes/errors or not, but they stood out to me. I'm going to lay them out roughly in the order it's possible to first encounter them. Game Version: v0.23.3
Not overlooked as much as conflicting punchlines. The reason it feels odd is probably because of that stark difference in Master's maturity at the very start of the game compared to even how he behaves in content that came in v0.2. That book wasn't added until v0.10, so the undertone in Master's characterization was very different, even with my trying to rewind to the way he was.
The "older women" comment is more that he's dtf with milfs. Kala, for example, is over 300 years old. Phoebe is somewhere in her 80s. That doesn't bother him because they don't look their age.
All his whinging about Phoebe's age during the story is him worrying she'll actually look like she's 80-something, which kinda gets lost in translation when you compare these two things directly to each other.
I see where you're coming from, and it's a good point, but unfortunately there isn't a variable or switch that changes there that I can use to put in a check that would fix that, and adding something could break something else. It's kinda stuck the way it is.
I will absolutely take that as a compliment, and thank you very kindly.
This is another thing that doesn't come with a good way to mark Phoebe as having been present when you found it, though. Just about the best I could do is add something to finding the Writ that draws Phoebe's attention away from the situation so she misses you finding it.
That is definitely a typo, though. It's meant to be "locate it," but still. Good catch! Fixed for the next public release.
That was a lot more persnickety to fix than I thought it'd be, but it's fixed for the next public release. I swear, I hit 1.0 and there's still new bugs coming out of this part of the game...
I thought this was in reference to something else, but in looking for another thing you called out, I found what you were actually referring to. Fixed for the next public release.
Even if you don't re-read what's in your library for credit, there are probably more than double the number of opportunities to raise that variable than the required amount, so it isn't something you'd notice in normal gameplay. You'd only be annoyed and driven to re-read the books if you're tracking the variable and watching for anything that makes it go up.
Not that anyone here uses external programs to modify their play experience to suit themselves or anything. >.>
Yeah, valid point. I think the only reason I set it up that way is because I was still learning how exactly the quest plugin I was using worked, so I was relying on older progression methods that kinda required that self-switch to flip or you'd end up with a similarly unintuitive bug later on anyway.
Updated for the next public release.
Yeah, that's a limitation of working with tilesets.
The intent there is that during the Haunt, the caustic water seeps up through the foundation of the Estate without the Masters there to direct the protection the Headstone should give them, so the inside of the buildings is always a flooded corroded mess, even outside the Haunt.
Outside the walls and when the Haunt isn't active, that caustic shift leaves the environment thanks to natural filtration that the man-made structures don't have.
Service does not end in death.
Yeah, I just forgot to add an event page to stop that from running because there's a similar page to stop it from running under different but similar circumstances. Fixed for the next public release.
I was wondering if anyone would ever figure this out.
Lucky for anyone else who figured it out and is upset in the same way you get upset at that one kid who just told the teacher they forgot to ask about the homework, I can't really change any of this.
The first thing is a genuine flaw in the system. It isn't supposed to be there, but the kind of math I'd need to do to be able to figure out how many of which Contracts you owned every time the game phase advances and then storing that information somewhere is already kinda complex. Doing all that math and then using that stored info to then give you only exactly the number of items you're owed?
It's way easier to just let you and Emily abuse I mean fleece I mean use creative business tactics to your advantage if you manage to figure it out.
The second thing is actually intentional. Sorta.
I can't fix that either for similar reasons - the investment system already uses something like 130 unique variables and 180 individual events to function, fixing either of these issues would mean doubling or tripling that number - but after realizing what exactly the error was, I kinda liked the implication that you're being rewarded for letting that Silcrow sit. Whether that's because the people you're investing in are re-investing your investment and you get a bigger return as a result or because Emily is doing unsupervised shenanigans with your wallet, both fit the flavor of the world and characters involved.
Yeah, I'm not sure what's causing that or how to fix it.
I actually added a plugin to handle those icons in the hope that'd fix it, and while it lessened the issue, it didn't totally fix it.
I'm completely at a loss with this one.
Entirely possible there are more. Copy/pasting and editing all that gets mind-numbing fast. Found a couple errors in what Emily told you the Designer Bikini Contract was worth, too.
All fixed for the next public release.
Yup, that's intentional. Mostly, anyway.
There isn't a way to mark weapons as "can't be dual-wielded," and I decided I was fine with people min-maxing equipment like that if they wanted to, so why not?
Servants are supposed to be able to one-hand a couch, it wouldn't make much sense to say "a rug beater is too heavy for one hand" even if that's how the equipment is supposed to work if you equip it in their main hand.
Not much to be done about that, really. There isn't much direction telling you what to do next, so if you put the game down and come back wondering what to do, having it only go off once doesn't help you since it'll already have gone off.
The other option is not having it at all, which is less helpful than the other option.
The actual problem is actually even dumber than that. It's a missing image erase command. You keep getting the bed event choices because pushing the interact key has you interacting with the bed again rather than dismissing the image.
Should all be fixed for the next public release now, unless I missed something else.
I think this is a good place to end the report. I have more things to say, but there is an attachment limit of 32 for posts, and I want to switch to version 0.23.4 (to make sure my other problems still apply) before reporting any more. I also want to get further in the game and cement my thoughts more thoroughly.
I am thoroughly enjoying the game so far, and want to thank you for all of the work, time and passion you obviously put into this project. I hope development continues to go well, and you can release version 1.0 in the time frame you are going for.
I'm glad you're enjoying it!
I even managed to get v1.0 out a week earlier than I thought I would.
Which is a good thing, because I've been incredibly busy with family and then incredibly sick for most of the last two weeks. If I didn't finish it when I did, it probably still wouldn't be done.
And thanks again for all the time and effort into this. Even if v1.0 is done and I'm functionally done with the game, I still want to support it while I rest up and transition into the next project.
If I understand you correctly, that's intentional. Just to use random numbers for an example, if you buy new Contracts on cycle 10, they won't arrive in Emily's shop until cycle 11.
The only exception to this is the Freeze, where the cycle moves forward by 2, so buying things on cycle 10 while the Freeze is on would mean they wouldn't show up until cycle 12, but that shouldn't be any more noticeable in terms of gameplay.
Unless you mean you bought the new Contracts on cycle 10, they weren't there on cycle 11, but they are there when you next check in on cycle 12, but I don't have any specific game phase limitations on when items appear, just on how many phases you've owned those items for, which is checked every time you enter the shop. If that happened with any items, it'd happen with all items.
So if that's what you mean, then yeah, please share that save.
No, he means gold. The Nithercott Holds were all claimed by Viridius after they disappeared, so they have no Silcrow left from whatever their Masters might've had.
Even if you restore the trade route with Adhauga, that only gives them supplies, not money.
Yeah, I mention it earlier in the post, but gold was initially intended to be a secondary currency. Silcrow is an approximation of a large amount of gold, so when a bunch of gold bars are added to your wealth, it's automatically translated into the currency you actually use.
I also mention this earlier in the post, but Silcrow doesn't physically exist. It's not just paper currency vs metal coinage.
The closest thing you could get to hitting someone with Silcrow would be to write an IOU on something and throw it at them. Also the Hold is literally full of gold, but I'm gonna go ahead and assume that's not the issue you're raising.
The order you do the Estates in doesn't matter, that particular thing has to do more with Quinn and the library being in kind of an odd instancing position. It's the only room inside the Estate that doesn't have both a "repaired" and a "final" instance, which is made slightly more complicated by Quinn being optional and therefore possibly appearing for the first time at any point in the game.
There being that small window where you can't give her that gift item is a consequence of that weirdness.
I see what you're saying, but the intent there is that she's saying she tailors them to her body rather than the emphasis being on her doing the tailoring herself. Still easy enough to update for clarity.
The game being as done as it is, I'm not gonna re-render an alternate animation for a continuity issue.
I will, however, update the dialogue to make you wonder just how far Master will go to get laid.
Looks like the issue there is that I'm expecting you to have triggered it before you get that far, since it's an event that'll only trigger once. There is an extra check in there to stop it from firing after the whole quest line is complete, but obviously that leaves a bit of a gap.
Lucky for me my development practices got way better and it's really easy to change what that prevention page checks for so now it won't trigger after that dinner event occurs.
That's... Huh. I'll have to dig into that some more. I can't get it to happen on my end.
If I had to guess, it's something to do with the plugin that handles the .webm files, but I've never seen that before, so a guess is all I have.
There is a flawed implementation of the Puzzle of Light. As currently visualized (v0.23.4), it should be able to be finished in the second room (NW room) alone.
Three dang days I spent building and testing that puzzle, and of course I manage to miss a tiny detail that breaks the puzzle logic. Fleh.
Fixed for the next public release.
No need for the save, I know exactly why this happens.
The controls are taken over by a parallel process, which is great for something that needs to run constantly while letting you interact with the game, but is really picky about when it stops running. The fadein command is in there, but the event never runs it because you're on another map when it's supposed to.
Thankfully it's an easy enough fix. Copied that failstate into an autorun page, which will keep going and properly fadein the screen.
It does create this odd issue where if you fall into the ice at the exact moment the timer runs out, you'll automatically fail the next time you try instead of the timer resetting, but at least the odds of that happening are very slim.
More seriously - try it anyway. It's free. Worst case scenario, you lose an hour.
If you're worried about being able to play one-handed, there's options to re-bind controls to whatever you want. If your hate-boner for RPGM has too much stronk, then don't play it. I'm not your dad. Which games you play are your business.
The full list is out of date, but the missable trophies question in
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is still accurate.
tl;dr, trophy 4, 16, and 33 are the only trophies that you only have one chance at. There are others with conditions, but you can always loop back and get them later on in some way or another.
The prequel isn't necessary to play first, but it does give you some added context for the start of the story, as well as some extra goodies (including a trophy you can only get in Arrival) if you transfer your save forward.
And... kinda. The prequel was the first thing I made in VX Ace more than four years ago, but I didn't remake it into what it is now until after v0.10. Chronologically though, Arrival does happen first.
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Hey I can't seem to get my saves from v.15 to load up. They don't show up when I start the game, and when I try to manually transfer them it seems to crash the game. Looked around and didn't see anyone else with this issue, should I download a prior version to leapfrog them? Not too excited to start from zero again.