AlexFenec

Newbie
Nov 20, 2022
69
72
Hello, Is the game has a status reset item (Keeping all of the statuses without penalty but must pay a lot of essences)
Because I want to unlock the one needs two combine > 4 combine.
I'm struggling to understand what you mean, can you reword your thougts?

It looks like a request for a reset mechanic?
A reset mechanic would be nice. The Card bonuses are usually small, it would probably be fine balance-wise to let the player keep bred Aspects between playtroughs and redeem them when they get access to the Pantheon. You could also make the Collection available from the start but limited to Common rarities until you reach certain points, or have the stronger cards drawn take effect only when you reach a certain point.

There are a lot of Aspects, not enough content to unlock them all and I assume creating more is relatively easy. Allowing players to carry them over would soften the blow of resetting after each update.
I assume it is possible to implement this easily, saving the list of Aspects bred to some kind of global renpy storage and checking that when you unlock the Pantheon.

Carrying Aspects over would also open the door for very hard aspects, like Obsession v1, that need you to go out of your way to get them. The player would be able to get them once to add them to their collection rather than being sad that 100% is hard to reach.

I think this feature would add good value to the game if the updates continue to reset your progress, while also being relatively easy to implement.

Actually, I will try to mod it in.
 

Earliestbird

Member
Game Developer
Sep 5, 2020
276
747
There are a lot of Aspects, not enough content to unlock them all and I assume creating more is relatively easy. Allowing players to carry them over would soften the blow of resetting after each update.
I assume it is possible to implement this easily, saving the list of Aspects bred to some kind of global renpy storage and checking that when you unlock the Pantheon.

Carrying Aspects over would also open the door for very hard aspects, like Obsession v1, that need you to go out of your way to get them. The player would be able to get them once to add them to their collection rather than being sad that 100% is hard to reach.

I think this feature would add good value to the game if the updates continue to reset your progress, while also being relatively easy to implement.

Actually, I will try to mod it in.
Actually an awesome idea, I'll implement this as soon as possible.

(After spending a few hours and failing to create an elegant way to do it, I'll just manually check for each Aspect at the start of each game. I bruteforce a lot of my code, I feel bad for anyone trying to delve into the monstrosities in those files:]
 

AlexFenec

Newbie
Nov 20, 2022
69
72
Actually an awesome idea, I'll implement this as soon as possible.

(After spending a few hours and failing to create an elegant way to do it, I'll just manually check for each Aspect at the start of each game. I bruteforce a lot of my code, I feel bad for anyone trying to delve into the monstrosities in those files:]

I attempted it anyways and I got a very satisfying result:
- Aspects bred in previous playtroughs can be bred without satisfying their requirement
* You must still have the Pantheon unlocked and are still limited by its cooldown
* Their buttons appear blue
- Visit the Pantheon to add your bred Aspects and use them in other saves and new games
- Bonus: the Pantheon Cooldown will be displayed by the Aspects that are Bred and Locked, not just the ones Unlocked

This implementation should have basically no impact on the balance of the game since you still need to reach the Pantheon and are still limited by its cooldown.
This implementation should also be very easy to carry over into new versions of the game since it uses only basic python and renpy stuff, no custom class. It should also be safe to install and uninstall without breaking saves.

Installation instruction:
- replace the file _pantheon.rpy from the base game with this one.

Uninstallation instruction:
- replace the file _pantheon.rpy with the one from the base game.

Your code is not that bad. I have seen code made by "professionals" that look way worse. It took me just about 15 lines of code changes to implement this, you can search for "pantheon_unlocks" and find them all.
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Earliestbird

Member
Game Developer
Sep 5, 2020
276
747
I attempted it anyways and I got a very satisfying result:
- Aspects bred in previous playtroughs can be bred without satisfying their requirement
* You must still have the Pantheon unlocked and are still limited by its cooldown
* Their buttons appear blue
- Visit the Pantheon to add your bred Aspects and use them in other saves and new games
- Bonus: the Pantheon Cooldown will be displayed by the Aspects that are Bred and Locked, not just the ones Unlocked

This implementation should have basically no impact on the balance of the game since you still need to reach the Pantheon and are still limited by its cooldown.
This implementation should also be very easy to carry over into new versions of the game since it uses only basic python and renpy stuff, no custom class. It should also be safe to install and uninstall without breaking saves.

Installation instruction:
- replace the file _pantheon.rpy from the base game with this one.

Uninstallation instruction:
- replace the file _pantheon.rpy with the one from the base game.

Your code is not that bad. I have seen code made by "professionals" that look way worse. It took me just about 15 lines of code changes to implement this, you can search for "pantheon_unlocks" and find them all.
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That... is much smarter than what I did lol

I just manually created a new persistent variable for each Aspect, turned them true under the 'pantheon_breed' label, and added conditionals to the game intro to unlock stuff based on those persistents.

But after I started tinkering with it I decided to add some extra stuff; so before you unlock the Pantheon, you're gonna be able to view your already bred Aspects from the very beginning of a new game (that was edited in the main_base.rpy). Breeding points are added at the start of the game, too.
This might turn the game more into a rougelike where you get a little stronger with each run... which is not a bad thing in my book.

I'm linking the two new files if you want to take a look. (They have some other unrelated changes too probably)
 
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AlexFenec

Newbie
Nov 20, 2022
69
72
That... is much smarter than what I did lol
I... agree. Which makes me uncomfortable because it sounds like I'm praising myself or pushing you down and I want neither, so I am adding this self-refering awkward explanation.

If you were a colleague and submitted this for code review I would be reticent to merge it, but accept if we are pressed for time or if we agree to refactor it later.
Your version works, but it adds two new places you have to edit when you want to add an Aspect, it will cost you time in the long run. It also adds a lot of values with little information in Persistent, it is difficult to use this information with tools like map() and filter().

Please, feel free to use my version or parts of it. I would be honored.
 

Mr.Hide

Member
Oct 23, 2018
456
208
I'm struggling to understand what you mean, can you reword your thougts?

It looks like a request for a reset mechanic?
A reset mechanic would be nice. The Card bonuses are usually small, it would probably be fine balance-wise to let the player keep bred Aspects between playtroughs and redeem them when they get access to the Pantheon. You could also make the Collection available from the start but limited to Common rarities until you reach certain points, or have the stronger cards drawn take effect only when you reach a certain point.

There are a lot of Aspects, not enough content to unlock them all and I assume creating more is relatively easy. Allowing players to carry them over would soften the blow of resetting after each update.
I assume it is possible to implement this easily, saving the list of Aspects bred to some kind of global renpy storage and checking that when you unlock the Pantheon.

Carrying Aspects over would also open the door for very hard aspects, like Obsession v1, that need you to go out of your way to get them. The player would be able to get them once to add them to their collection rather than being sad that 100% is hard to reach.

I think this feature would add good value to the game if the updates continue to reset your progress, while also being relatively easy to implement.

Actually, I will try to mod it in.
Ahh, sorry for the bad grammar.
I mean one of the aspects has one of the hard conditions for the new player to get her. (Because I grid so much for raid events)
Her condition is the combination of the two highest stats is more than the combination of the other 4 stats. (kill 30 unmade is quite a grid experience because Wolf+Bear get a lot of Margin to appear)
 

AlexFenec

Newbie
Nov 20, 2022
69
72
I mean one of the aspects has one of the hard conditions for the new player to get her.
Yes, the Aspect of Obsession! In my first playtrough I was locked out of her too. It surprises a lot of players but honestly, it's not a big deal. In the current version you will run out of story events before you run out of Aspects to breed, don't worry about 100% the game yet. It only matters if you really want to see Obsession pregnant.

For your first question, there is no way to convert stats back into skill points for the player character. There is a consumable item which gives a big boost to your highest stat and reduces other stats slightly, but I don't know if it is possible to get it multiple times.

gentlemen, how to use the ""cheat" features within the gameplay?
Do you mean the two options you can enable at the start, Resources and Combat?
Combat gives you monstrous combat stats: 90 armor on all sections and +60 damage on all attacks. You will still have to go trough the combat minigame but it will be extremely easy.
Resources gives you 200 of each resource at the start of the game. It's a good boost early on but it's not enough for everything in the game.
These options have no other effect that I know of. There is no cheat option after the start that I know of.
 

SenMizeri

Newbie
Sep 23, 2021
87
121
Why?
AI assets are better than koikatsu / honey select / real porn.
Yet those 3 all get funding just fine.
Because they've been told to think that way.

The arguments against AI art are pretty damned ignorant. No one who is against AI, has ever bothered using it.
 

APSabot

Newbie
Apr 27, 2020
47
56
A pleasant surprise reward for one of the few times I didn't auto exclude ren'py from my search. If only all ren'py titles tried this hard, rather than being the typical powerpoint swill. There's a lot of potential here: build out the gameplay, speed up the late game a tad, give the dialogue another pass as the story develops, and keep building out the art and content and this one has the bones of a real winner.
 

khumak

Engaged Member
Oct 2, 2017
3,793
3,826
Thank you, feedback is vital - balance will be adjusted over the coming updates.
The balance definitely needs some tweaking. In previous versions I found an Arcane build to be generally superior to a Physical build although it started off slightly weaker. In this version combat seems really easy all the way through. I never needed to heal and I never needed to buff to beat everything on the first try. Most of the time I could kill everything without even taking damage. Part of it is probably just due to additional increases due to the extra gear.

The only time I really took damage was from events or from intentionally dropping my energy to zero for one of the pantheon breeding achievements.

It's hard to talk too much about balance without talking about specific builds though and there's more choices in this version than previous versions. So if you happened to make some less effective choices with your stats it might be harder. I mostly pumped physical and fort and prioritized armor over shields. I didn't play around enough with shields to see how those stack up compared to armor. In the previous version shields were really strong but in this version they seemed less strong from the little I used them. It seemed like the offensive abilities were generally a lot stronger than the defensive ones.

I do like the change to the pantheon that used to require a single player skill to be more than all the rest combined. Now it's your 2 strongest instead of just 1. I found that one almost impossible to get before and now it's a lot more doable as long as you know it's there and don't evenly boost a bunch of stats before you realize you've F'd yourself out of that one.

I found the skirmishes easy but I prioritize getting the stat boost buildings for the followers asap so they gain skills fast enough that mine don't really matter for that. If people didn't grab those right away it did seem like those are a bit harder than they used to be. I actually lost a few of the individual stat checks for some of the skirmishes but I didn't lose any of the overall skirmishes. In previous versions I never lost any of those stat checks. My stats started off intentionally skewed to put almost everything into 2 stats initially though for that pantheon breeder thing. Once I got that then I didn't lose any more stat checks.
 

Snafubr

Newbie
Apr 23, 2021
68
21
I am encountering an error with v0.2.2. It pops up after having transferrred my saves and loading them.


Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/_main base.rpy", line 51, in script
    if game.version != config.version and game.version_warning == False:
  File "game/_main base.rpy", line 51, in <module>
    if game.version != config.version and game.version_warning == False:
AttributeError: 'Game' object has no attribute 'version_warning'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/_main base.rpy", line 51, in script
    if game.version != config.version and game.version_warning == False:
  File "renpy/ast.py", line 1898, in execute
    if renpy.python.py_eval(condition):
  File "renpy/python.py", line 2276, in py_eval
    return py_eval_bytecode(code, globals, locals)
  File "renpy/python.py", line 2269, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "game/_main base.rpy", line 51, in <module>
    if game.version != config.version and game.version_warning == False:
AttributeError: 'Game' object has no attribute 'version_warning'

Windows-10-10.0.19041
Ren'Py 7.4.11.2266
Of Devotion and Despondence 0.2.2
Fri Jun  9 17:35:46 2023
 

Deleted member 2553135

Well-Known Member
Jul 3, 2020
1,186
2,232
I am encountering an error with v0.2.2. It pops up after having transferrred my saves and loading them.


Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/_main base.rpy", line 51, in script
    if game.version != config.version and game.version_warning == False:
  File "game/_main base.rpy", line 51, in <module>
    if game.version != config.version and game.version_warning == False:
AttributeError: 'Game' object has no attribute 'version_warning'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/_main base.rpy", line 51, in script
    if game.version != config.version and game.version_warning == False:
  File "renpy/ast.py", line 1898, in execute
    if renpy.python.py_eval(condition):
  File "renpy/python.py", line 2276, in py_eval
    return py_eval_bytecode(code, globals, locals)
  File "renpy/python.py", line 2269, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "game/_main base.rpy", line 51, in <module>
    if game.version != config.version and game.version_warning == False:
AttributeError: 'Game' object has no attribute 'version_warning'

Windows-10-10.0.19041
Ren'Py 7.4.11.2266
Of Devotion and Despondence 0.2.2
Fri Jun  9 17:35:46 2023
1686352937520.png
 

legendppk

Member
Aug 25, 2018
165
384
Is there actual vaginal sex now? Or is it still: the women hold their lips open while you squirt from 10 feet away?

For a porn game, the whole thing with draining your life when you touch them is a really dumb idea.
 

Eonor

Active Member
Sep 9, 2017
764
1,783
Had a go at porting Of Devotion and Despondence v0.2.2 to Android.

Got some basic gestures loaded in: swipe up for save menu, swipe down to hide UI, swipe left to rollback and swipe right to skip.

Please let me know if you encounter any issues with the port and I'll see what I can do to get them sorted.

Links:
 
4.10 star(s) 37 Votes