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Gadriel

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Dec 15, 2017
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Been a hot minute. ...I promise this isn't a joke, it dropped yesterday.
Manor Alpha 24 Patch 1
Downloads are at
+ Fixed crash when saving to empty save slots
+ Fixed master order section not showing up under default orders
+ Non-controlled beegirls should now heal their wounded/incapacitated fellows
+ Fixed a (hopefully rare) crash when checking traitor suspicion
+ Successfully offering a deal to an illusion now destroys it
+ Fixed a crash when visitors share knowledge under certain conditions
+ Fixed an issue breaking the completion check for champions with the goal of intimidating or find duel targets with seeking spells
+ Cops that are hostile due to being part of a police raid, rather than being aware, are no longer treated as unaware by 'hide from unaware' ai checks
+ The exchange self goal is no longer stopped when alraunes are incapacitated by bliss
+ Cops that have their minds reset will now remember their partner (should lose in manor memories of their partner, though there might be some combining)
+ Illusions that would become succubuses now dissipate
 
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Gadriel

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Dec 15, 2017
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Reaching the end of the line, here...
Manor Alpha 25 Preview 1
Windows 64-bit -
+ Highly overpopulated (cap +50%) alraunes may now decide to attack, rather than just poke, each other
+ Highly overpopulated (cap +50%) alraunes will now start losing pollen, and once they run out will fall into stasis
+ Fixed some trackers not being checked for validity for the current form on a form change
+ Added winning the game via the ritual of domination
-> The ritual can be started when enough champion items are present in the manor in a sealed state (default 10)
-> When the ritual begins, the items are consumed
-> During the ritual, parties of champions will regularly attack and random problems will occur (frequencies and party count can be set)
-> Confusion can be cleared up by any friendly character. Confused champions can be tricked (social roll) into believing they're in the wrong manor/place, which will cause them to leave
-> Maids can also attempt to trick a champion into thinking they've got the wrong manor by risking incapacitation for a chance to convince them (social for convincing, combat to avoid incapacitation (social roll occurs either way))
-> Out of phase, magic instability (clears tf/mind control) and crystal instability can be fixed by witches or the master
-> Champion portals can be moved by witches or the master
-> Victory wins the game, and you can continue with several perks (that aren't implemented yet)
+ Fixed dark elf minions reverting immediately if the tf victim is incapacitated/etc. Incapacitation is now cleared
+ Hopefully fixed a case where multiple guards attacking a target would often keep their attack action, even if it has become invalid (e.g. due to target defeat)
+ Fixed champions not showing champion images in memories
 
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DDSDD

New Member
May 29, 2018
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5
Wow, I did NOT expect an actual win condition. I hope other type of corruptions and trasformations will be added eventually. Also I can't help but feel that some stuff once you find out make other commands kinda pointless (for example trapping clothes and calming dreams made sending people to sleep basically the to go thing to do despite the numerous options to deal with the situation).

Also I really like the win condition requires you to deal with champions.
 

Gadriel

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Dec 15, 2017
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Wow, I did NOT expect an actual win condition. I hope other type of corruptions and trasformations will be added eventually. Also I can't help but feel that some stuff once you find out make other commands kinda pointless (for example trapping clothes and calming dreams made sending people to sleep basically the to go thing to do despite the numerous options to deal with the situation).

Also I really like the win condition requires you to deal with champions.
Might want to dial back on those hopes. The dev plans to get Manor into a finished state, and then move on to making similar games with other themes.
Which makes sense, you know, as fun as having all the transformation options available in House of Pandemonium Unity Edition would be, the Manor just isn't big enough for all that. Plus, the actual problem of Unity Edition's transformations, in that most of them are identical other then visually.
 
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DDSDD

New Member
May 29, 2018
14
5
Shame...also seems that the addition option menu gives extended mode tooltip and it breaks the information bar below. At least if you touch any option.
 
Jul 24, 2017
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Came back to this after bouncing off of it the first time I played and decided to give some feedback after clearing the first "wave" of visitors.

The new player experience is basically "go read the manual and then come back to play."
The game's UI works well, but only after you're familiar with what stuff means. For example, the blue flower icon on Katanashi puzzled me until I noticed the maid duster icon changing to a nurse icon when I assigned her to the infirmary. Likewise, the dice icon on visitors' cards isn't explained outside of the manual page on Traitors. As another example, maids distracting visitors seems to raise their concern about maids. This makes sense intuitively and is probably spelled out in the manual, but the tooltip for the distraction option doesn't mention this.

Another example: Mark's card just changed from blue to yellow. That's probably not good. And no, it isn't: he's trying to leave. He heads to the entrance and I try to redirect him to get some sleep or something. I repeatedly distract him until, finally, his card changes back to blue... but his current action still says that he's trying to leave. Then, the next turn his card turns back to yellow and he wants to observe the maids and investigate the manor. I'm guessing that despite turning back to blue he did in fact attempt to leave the manor, failed, and then that spiked his concern level up back to "yellow" territory. Or maybe yellow cards just indicates that they're doing something to investigate the manor instead of tending to their mundane concerns (eating/sleeping/bathing). This is probably explained in the manual, but without digging through it all I can tell for sure is that yellow is worse than blue.

The game is complex enough that a manual is likely necessary, and trying to shove all or even most of the information in the manual into the UI would create far too much clutter, but I think some more details would be helpful. A "tooltip mode" where you could hover over a UI element, room, or action and get the critical details (or link to the manual section) would be fantastic but also undoubtedly a massive pain in the ass to implement. The simpler solution would probably be to just put a huge pop-up on starting the game to go read the manual first. :p

A basic tutorial level would also be helpful. Put it on rails, send a single visitor, and then tell the player to either trap their clothes or inject them with a trainee syringe. Coming back to the game after my first experience where I was completely at a loss on how to progress, my reaction to seeing a visitor put on trapped clothes and turn into a trainee was an honest "Wait, it was that easy all along?"

The visitor AI is the coolest part of the game...
From a technical and gameplay standpoint. In my game, Michael found a key to the manor and a "manor intrusion plan." His suspicion jumped up quite a bit and, even worse, he immediately began showing it to his wife and any nearby visitor. I figured out how to feed him an Alraune seed and, shortly after, he asked a maid where the infirmary was and became even more suspicious when she was evasive. So instead, he asks a visitor who happened to have found the infirmary earlier and immediately heads off. I couldn't figure out how to feed him fertilizer so he took a placebo and went to bed. When he woke up, he set off to the library to get some answers, where I nailed him with a deep sleep book. I dragged him into the pool and tied him up before he woke back up. Meanwhile, one of the other guests was searching for him, unaware of his plight, and his wife was muff diving a succubus.

The systems for visitors acquiring and exchanging information are so, so cool. Being able to actually trick the visitors and see them cooperating to investigate and escape the manor makes the game is so much more engaging than playing around a hard-coded opponent designed to present an artificial challenge to the player. A boss in a fighting game can be frustrating until you learn how they operate, but ultimately they're a static obstacle. I can't have any real animosity towards a brick wall. That bastard Michael on the other hand was actively trying to screw up my plans and there wasn't anything built into the game to prevent him from being "too hard" to defeat. We both had a fair shot at winning - as fair as the Manor can be, anyways.

...but it could use a bit more dramatic flair.
My main suggestion on this topic would be to try and capitalize on the awesome emergent storytelling moments, though I think that is much easier said than done. The game did not have to include snarky dialogue to make me dislike Michael. The abstract descriptions of him going into the dining room and sharing his discoveries with everybody there were simple, but in my head I can "see" him showing off the concerning documents like Poirot parading a bottle of poisoned perfume. There wasn't any breakaway cutscene of him waking up in the pool with Kuro standing over him, gloating as he struggles against the bindings. But, obviously, there didn't need to be. I could fill in the gaps and it worked great. Adding diction to that risks breaking the illusion, characterizing a visitor in a different way to how the player imagines them, or pulling them out of the moment with a line that feels corny or inappropriate.

So, a counterexample: Josephine, Michael's wife. I sicced my starting succubus on her (two guesses why) and kept her asleep after marking her. She woke up while Michael was in the library, locked her door, and then started masturbating. The succubus showed herself to Josephine, fucked her for a few turns, and then the woman transformed into a succubus.

The concept here is great. The husband discovers something is wrong with the manor and he begins to feel ill, as if his body is simultaneously drying up and bloating in the middle. He becomes wary of the staff and tries to warn the other guests before heading for the library, hoping to find out for himself what is sapping him of strength... and at the other end of the hall, his own wife is submitting to the seduction of a devil, so desparately aroused that she has thrown any thoughts of her safety or her marriage away. Her submission is so thorough that she herself begins to morph, shedding both her human form and morality and emerging as a blue-skinned succubus, eager to corrupt and debauch, and completely unconcerned with her husband's grim fate.

In-game, however, Josephine's icon changed a few times to reflect her waking up horny and masturbating, before showing her on all fours alongside the succubus, and then an animation played as she transformed, which otherwise passed without comment. Trying to turn that process into some kind of novella obviously wouldn't fit the game's pacing and, as stated, risks alienating players who interpreted the events and characters differently. Nonetheless, I can't shake the feeling that some more verbosity could have really elevated those events. The idea that I keep coming back to is to borrow the dialogue blurbs from games like Rimworld or Kenshi. Draw on characters actions, environment, and relations to decide how they would react to a certain situation. Say the succubus marks a character and gives them arousing dreams. They wake up and immediately decide to satisfy their lust concern, which triggers a blurb: "Why do I feel so hot?" They begin masturbating and the succubus appears. If they are not sufficiently horny to accept the proposition, maybe they freakout (becoming aware?) and shout a "What the hell? Get away from me!" blurb. If they are horny enough to accept but have low corruption, or maybe their mark progression is still low, then they might trigger a "What are you doing to me?" blurb. If they have a partner, they might trigger an alternative "[Partner Name]... I'm sorry..." or "[Partner Name]... help me..." If they are extremely aroused and/or the mark has progressed significantly, the character could pick a more enthusiastic blurb ("I don't care, just keep touching me!") and, again, reference their partner if they have one ("I'm sorry [Partner Name], this just feels too good!").

Having something to cue in on the emotional subtext of events - including the non-sexual happenings - would help to make the game feel less stale. Rare, concise, and precise blurbs could accomplish that without interrupting players' internal construction of a narrative.

Some brief thoughts to wrap up with:
The UI is clean and functional. I spotted some occasional typos in the manual but that was my only issue.
I didn't really think about it while I was playing, but writing this now I'm remembering that the music fit the tone of the game well.
TF fetish falls broadly into "willing" and "unwilling" transformation. Obviously there's more of a focus on unwilling TF here, but alongside the hope for some more emotional direction in general, I'd also like some attention to visitors/traitors willingly submitting to transformation. I never tried telling a maid offer sex to a visitor, but getting a maid to seduce a visitor into joining her sounds kinky - especially considering the systems in place for visitors to remember their relationships with people before they turn into trainees/maids...
I didn't make much use of it in the few hours I played, but the fairly comprehensive automation system is really cool. I'd bet it's much more useful after expanding the manor's capacity; assigning one of two starting maids to permanent librarian duty feels wasteful.
Some more character artwork would be good. The first visitor I got after the opening "wave" had a nearly identical appearance to a previous visitor. I like the style btw; the maids look properly eerie. I think it's the eyes? I've seen that style before somewhere - maybe a hentai about succubi corrupting a town?

Very cool game. I had fun.
 

Gadriel

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Dec 15, 2017
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Came back to this after bouncing off of it the first time I played and decided to give some feedback after clearing the first "wave" of visitors...
Game's almost complete, so much of this is late... however.

You can get more dramatic flair by turning on 'Show Important' in the options under the bottom bar. It'll focus on happenings in the manor during turns, and will even add sound effects to most events. It will kill the pacing, but useful when the Manor gets busy to keep an eye on everything.

...Also, the reason your maid was evasive about the Infirmary and you couldn't figure out how to feed people funny medicine is because you didn't have a maid assigned to work as a Nurse. It sounds like another thing that should be better tutorialized, but I believe the event log specifically mentions maids being evasive due to no-one being staffed there.

You most likely won't get new character artwork, because A: Everyone currently in is from Escape the Manor or House of Pandemonium (unity edition), they're all references, and B: Each character has their own Champion Form, which new characters obviously would not have.
I also played Village of Nightmare, but the 'artstyle' doesn't originate from there. It's a program called 3d Custom Girl, a bunch of games were made using it to make the artwork, including House of Pandemonium.
 

DDSDD

New Member
May 29, 2018
14
5
You can get more dramatic flair by turning on 'Show Important' in the options under the bottom bar. It'll focus on happenings in the manor during turns, and will even add sound effects to most events. It will kill the pacing, but useful when the Manor gets busy to keep an eye on everything.
I have to say, having what is 'Important' being more customizable would be nice, especially if you can cut off some sounds, the succubus ones are really weird sometimes.
 

Gadriel

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Dec 15, 2017
1,283
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Again!
Manor Alpha 25 Preview 2
Windows 64-bit -
+ Cleaned up various toggles/sliders/etc. not locking themselves when disabled due to EtM mode being set
+ Fixed champion investigation progress text being set to the champion item count
+ Fixed alraunes already in stasis beginning to enter stasis again after entering stasis
+ The decadent noble's watch should appear in the item shop after one is bribed
+ The maximum upgrade level for rooms now increases with each completed ritual of power
+ After completing a ritual of power, you may now prevent the approach of any group of characters (including champions when not performing a ritual)
+ After completing a ritual of power, you can now use the confuse room action and the new blast room action for a power cost
+ Fixed the ritual of power beginning consuming all sealed champion items, instead of only the required number
+ Added a dissolve effect when beginning the ritual
+ Added regular maid special role outfits for nurse, gardener, chef and librarian
+ Fixed Katanashi showing 'image not found' when disconcerted without clothing equipped
+ The default secret maid order is now set when a character becomes a secret maid, rather than when they become a maid
 
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Gadriel

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That last release was suprisingly jank, so let's fix that.
Manor Alpha 25 Preview 3
Windows 64-bit -
+ Characters following other characters now show a following line towards the character they are following
+ Added some relationship type flavour to character relationships
+ Added dildo and egg vibe items. These increase horniness while carried, and increase the chance that a horny character will relieve their own horniness instead of seeking a partner
+ Added a strap-on item. When one of the initial participants in a sex action has one, the sex action will complete a turn faster
+ Added performance pills. When one of the initial participants in a sex action has them, a charge is used and the action takes two more turns to complete.
+ Added music for various game situations
+ Fixed librarian outfit being used instead of the regular maid outfit when most orders are set
+ Fixed Angelica image set trying to use non-existent outfit images
+ Increased the default champion check in window
+ Fixed the wrong kind of sealing being applied when a champion item is sealed when not carried by a champion
 

bobjones9792

Member
May 27, 2017
271
763
Just started playing the domination ritual end game.

LOL.

So you have to survive for three days, and every six hours or so about 11-12 champions attack in three squads at random points, including directly in the ritual room, with a warning of about one hour. All the other assortment of dudes like visitors and cops show up as normal as well. Random spell effects, including a random manor-wide teleport of everyone and bee attacks, also periodically occur.

Biggest issue by far is it takes 75 mana to seal champion items, and you HAVE to do this to start getting rid of the invaders. You can't just kick people out while they are unconscious, you have to do the usual conversion. Add on top of that the usual trickle of visitors and eventually cops. So assuming max mana income of 19 and total of 320 mana pool, 75 x 11 = 825 mana every six hours required. You gain 19 x 4 = 76 mana per hour, and 76 x 6 = 456 mana. You simply can't do it like this, and remember this is with NO other mana usage.

Now what about stockpiling maid outfits, sealing the champion items, then dressing them up with the goal of converting them to mana as soon as possible? Well you only get 30 mana from that, and remember they will be trainees for quite a while (typically about 2% gain per turn while yellow), and you do NOT have time to babysit them. Any hostiles can and will "rescue" any downed assets of yours.


Edit: Now apparently, you can convince the champions they have the wrong manor. (...really?) I haven't tested this yet, but if it follows the standard dice roll rules, you need a ridiculously high social to do this against most champions due to their bloated stats, and they are going to be hostile while you do it. We really, REALLY need traitors to do their thing here.

To be clear, this is fun. We just need a better way to get rid of champions without the ridiculous amount of mana required, preferably without getting whacked in the face as we persuade them that they got the wrong house, really!
 

Gadriel

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Dec 15, 2017
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Biggest issue by far is it takes 75 mana to seal champion items, and you HAVE to do this to start getting rid of the invaders...
...To be clear, this is fun. We just need a better way to get rid of champions without the ridiculous amount of mana required, preferably without getting whacked in the face as we persuade them that they got the wrong house, really!
You don't HAVE to Seal a Champion Item to get rid of a champion, and I'm not talking about corruption.
Alarunes, Beegirls, and (probably) succubi can interact with champions like normal. It doesn't usually matter since they know how to cure all of this and never sleep, but once they've been downed...
Doing so causes them to drop their Champion Item on the ground, unsealed, just like any other item. Now, it'll be !Bad! if a Visitor picks that up, as they'll transform into said Champion on the spot, but it's more manageable then trying to Garden your way to sealing everything.
 

Gadriel

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Dec 15, 2017
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Okay, for real.
Manor Alpha 25
Downloads are at
+ Succubuses should no longer target sleeping aware targets with calming dreams
+ Fixed follow indicators not being cleaned up when characters leave
+ Fixed succubuses set to flee from combat not treating hostile targets as targets to hide from in various situations
+ The master now tells visitors/champions to stop door bashing, item destruction, etc.
+ Fixed a few issues with traitor related champion goals that may be behind some unusual champion behaviour
+ Hopefully fixed a loading crash related to follow indicators
 
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bobjones9792

Member
May 27, 2017
271
763
Got quite a bit of information to share, first let's start with the major bugs for A25.

- Despite the timer showing roughly three days, it only takes one to complete the ritual of domination. As soon as the timer goes below 2:00:00, it ends with your victory. (I did have three witches assisting, possible cause?)

- There's some kind of random crashing (end turn is greyed out) during the event, but I can't pin down the source.

- Reroute portal doesn't work.


Now some good news.

Found a way to harvest contribution relatively quickly, though its still slow, but far better then depending on visitor waves. You'll need 3-4 plant girls, 3+ bee girls, fully upgraded entrance yard (five), and powerful enough maids/bees/guards/etc. to take on six police, with the eventual goal of being powerful enough to take on the max 25 cop assault squad.

You won't be doing the usual visitor pampering or transformation. Instead you position four plant girls (Alraunes) in the front yard. With defaults, they will stealth infect everyone, but one key point is you attack any visitor the moment they show up and leave them in the entrance yard. If you have strong forces, you won't even need to manually order that many to attack.

When they are knocked out, the plant girls will accelerate the transformation process. If the pick up time is too far away, you can actually put the new plant girls in stasis, then contribute them directly from stasis. This is a key point that makes this better for mass contributing people. The other fun fact is all of this costs no power, so you can keep the champions at bay. (though you can forcefully germinate an infected host for power if you wish or are collecting dom items.)

When cops show up, infect them and convert them too. This will eventually causing an arrest squad, but the first squad will be about six cops, which is doable if you throw your entire manor at them even in mid game. After defeating the squad and contributing them, you teleport the manor then repeat the process, until eventually you have strong enough forces to start taking down 16-25 man arrest squads. Once you can reliably beat the 25 man squads (you'll need good stats, 8-10 bees, as well as five or so guards + other maids), then you can farm cops until you have all the contribution you'll need.
 

Gadriel

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Dec 15, 2017
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- There's some kind of random crashing (end turn is greyed out) during the event, but I can't pin down the source.
Can you provide the error log?
It's found in C:\Users\(your username here)\AppData\LocalLow\TirelessLurker\Manor.
...If you've already started a new game, it might be in the Previous log, but when a softlock happens, that helps immensely.
 
4.70 star(s) 6 Votes