SkyLord2018

Member
Apr 29, 2018
148
69
Dude theres a storage room to the far right of the bedroom corridor in the Temple. Have u checked in there? If you have had anal 2nd time with Oksana then she should be in there cleaning. If she is there go talk to her.
View attachment 3816219
Thanks alot. I didn't know about that room and when I checked like you said she was there. You saved me 175 + game days. Was on verge of starting over. Once again thanks I appreciate it.
 
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M3ntir

Well-Known Member
Mar 20, 2019
1,341
4,548
ok finally got around to playing the newest content, are the missing images in Beth's abduction a bug or a feature? (Too violent to broadcast kind of thing)
If it's intentional, maybe changing it slightly to make it different from the patreon censored missing images?? (though I guess that works with the joke). I have such mixed feelings on this, on one hand we'll get bugged about it by the same people who don't understand the nature of the Decensor patch, and on the other it makes sense as we already have a batch of censorship in the game.
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Tinkerer just forgot those due in the beta version those wernt done yet. i grilled him for that. those things just happens at times.
 

M3ntir

Well-Known Member
Mar 20, 2019
1,341
4,548
"Tinkerers Update News"


1720649387930.png

Hi again!

I've been home again for a few days now. And apart from creating a few more images and an animation, I've strated work on some new maps. I hope to get these done this week so I can continue scripting the main questline for this update.

Other than that I've been experimenting with some new enemy behavior. Ranged weapons have been more or less for show so far. They more or less just work as melee weapons, which has always bugged me. Now at least I have a prototype enemy that can detect and fire at the party from a distance. It will be confined to the new map for now as an experiment, but I think it can add an interesting new dimention to combat.

Perhaps some day I can add a true ranged attack for the player as well. We'll see, but it will at least not be this update.

Schedule wise, I've set myself a goal to complete my draft by the end of the month. And hopefully release something in the first half of August. But keep in mind that I seldom live up to my ambitions.....



Have a great week folks!



Remy




Last News
 

DomWolf

Forum Fanatic
Jul 2, 2020
4,602
2,900
"Tinkerers Update News"


View attachment 3819569

Hi again!

I've been home again for a few days now. And apart from creating a few more images and an animation, I've strated work on some new maps. I hope to get these done this week so I can continue scripting the main questline for this update.

Other than that I've been experimenting with some new enemy behavior. Ranged weapons have been more or less for show so far. They more or less just work as melee weapons, which has always bugged me. Now at least I have a prototype enemy that can detect and fire at the party from a distance. It will be confined to the new map for now as an experiment, but I think it can add an interesting new dimention to combat.

Perhaps some day I can add a true ranged attack for the player as well. We'll see, but it will at least not be this update.

Schedule wise, I've set myself a goal to complete my draft by the end of the month. And hopefully release something in the first half of August. But keep in mind that I seldom live up to my ambitions.....



Have a great week folks!



Remy




Last News
I wonder if Alice getting into the BDSM stuff is what causes her to get taken by that Big Red lady (mabey drawing her attention) or if her time with Big Red triggers this fetish in her (new kin unlocked!).

Also the concept of ranged combat is not a bad one. I wonder, if implemented for MC, would MC be able to shoot arrows at enemies from afar before initiating combat? I feel enemies that can attack from afar will be both an interesting new dynamic & annoying as all hell :ROFLMAO:.

I wonder if Tinkerer will go back at some point to update some of the old "ranged" enemies so they can attack MC grom afar outside of combat scenes(?)

List of "ranged"enemies:
-Bandit (Archers)
-Pygmy Goblin Archers
-Cave Goblin Scouts
-Skeleton Archers
 
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Damagus01

Active Member
Nov 20, 2022
639
479
Also the concept of ranged combat is not a bad one. I wonder, if implemented for MC, would MC be able to shoot arrows at enemies from afar before initiating combat? I feel enemies that can attack from afar will be both an interesting new dynamic & annoying as all hell :ROFLMAO:.

I wonder if Tinkerer will go back at some point to update some of the old "ranged" enemies so they can attack MC grom afar outside of combat scenes(?)
MC enters Crossroads, doesn't see a bandit, starts through.
*red flash*
MC's thoughts: OUCH! THE FUCK WA-
*red flash*
Thoughts: WHO THE FUCK'S SHOOTING AT ME?
*red flash*
MC spots Bow Bandit, yells: FUCKER! [charges]
*red flash*
[MC enters melee combat having taken four hits already]

The mechanics need to work the same for enemies and the MC (and anyone in his party). Ranged attacks will need to either be less damaging so the MC isn't taken out before he can reach melee combat (unless the attack is supposed to be dangerously strong), or timed to give him a chance to get to the attacker without being shot at too many time. Or maybe there's an increased chance of evading the attack? Hrm.
 

Stil996

Conversation Conqueror
Jan 11, 2018
6,588
6,007
MC enters Crossroads, doesn't see a bandit, starts through.
*red flash*
MC's thoughts: OUCH! THE FUCK WA-
*red flash*
Thoughts: WHO THE FUCK'S SHOOTING AT ME?
*red flash*
MC spots Bow Bandit, yells: FUCKER! [charges]
*red flash*
[MC enters melee combat having taken four hits already]

The mechanics need to work the same for enemies and the MC (and anyone in his party). Ranged attacks will need to either be less damaging so the MC isn't taken out before he can reach melee combat (unless the attack is supposed to be dangerously strong), or timed to give him a chance to get to the attacker without being shot at too many time. Or maybe there's an increased chance of evading the attack? Hrm.
+1 for this to the work there has to be some way to see enemies that are hidden by trees, maybe some kind of outline otherwise maps like the goblin forest could be impossible... 90% of the time I never see the enemies that attack me.
 

Damagus01

Active Member
Nov 20, 2022
639
479
+1 for this to the work there has to be some way to see enemies that are hidden by trees, maybe some kind of outline otherwise maps like the goblin forest could be impossible...
Add a Detect Enemies spell. Maybe it could put a red lighting effect around them, or outline them in red like how ingredients are outlined in white when Doggo is with you? Not sure how easy it would be to make the lighting effect/outline move with the enemies, or even create the effect.

Enemies and critters have a detection distance that varies (wolves are longer than boars for example) and charge/flee when you get within that distance. Perhaps once the MC is within that distance ranged attack enemies start firing rather than charging?

The MC can already pause the game before an enemy reaches them to heal up, take potions, check the BoG, etc. with no issues. Seems to me you could pause and select an enemy to shoot even if they're charging you unless they're too close. Even equip a ranged weapon if you don't have on in hand, and probably have time to switch back to a hand weapon before they actually reach you. Again, not sure how easy setting up a ranged attack option would be.
90% of the time I never see the enemies that attack me.
TBH I don't have trouble spotting them unless it's at night, and even then it's not too hard. You get to know about where they would be, some patient stationary waiting lets me spot them.
 

Stil996

Conversation Conqueror
Jan 11, 2018
6,588
6,007
Add a Detect Enemies spell. Maybe it could put a red lighting effect around them, or outline them in red like how ingredients are outlined in white when Doggo is with you? Not sure how easy it would be to make the lighting effect/outline move with the enemies, or even create the effect.

Enemies and critters have a detection distance that varies (wolves are longer than boars for example) and charge/flee when you get within that distance. Perhaps once the MC is within that distance ranged attack enemies start firing rather than charging?
sure that sounds good but you shouldn't need a detection spell when the enemy is in LoS of the MC, it's the fact that the player is obstructed by some map elements that concerns me... ultimately it'll come down to how Tinkerer represents the attack and counter attack, if you can see the arrow coming at you from a direction and force the ranged attacker into melee simply by charging that position then all is good, my main concern is that it'll turn into a game of catch the rabbit as the archer keeps fleeing as you approach.

The MC can already pause the game before an enemy reaches them to heal up, take potions, check the BoG, etc. with no issues. Seems to me you could pause and select an enemy to shoot even if they're charging you unless they're too close. Even equip a ranged weapon if you don't have on in hand, and probably have time to switch back to a hand weapon before they actually reach you. Again, not sure how easy setting up a ranged attack option would be.
Cheating in other words :p (and yeah I know technically most people consider this an exploit rather than a cheat, but it's just a horse of different colour in my books, and I don't want to play like that.

I'm certainly not opposed to a ranged element depending on what options exist
Doggo could be excellent at chasing down Archers for example, or if you could define certain companions as shields who will try block ranged attacks from hitting the party, or your own archers who automatically try to attack enemies that come into range.
Maybe deploy your own goblin army as those kind of specialist roles to defend certain sections of the map (I'd love a chance to make that smithy mean something). Though I suspect that RPGM options might not be more sophisticated than a tower defence setup (like the lightning and fire you have to dodge at the beginning of Erevis storyline)
 

PANGHEEFONE

Active Member
Sep 19, 2020
869
264
I wonder if Alice getting into the BDSM stuff is what causes her to get taken by that Big Red lady (mabey drawing her attention) or if her time with Big Red triggers this fetish in her (new kin unlocked!).

Also the concept of ranged combat is not a bad one. I wonder, if implemented for MC, would MC be able to shoot arrows at enemies from afar before initiating combat? I feel enemies that can attack from afar will be both an interesting new dynamic & annoying as all hell :ROFLMAO:.

I wonder if Tinkerer will go back at some point to update some of the old "ranged" enemies so they can attack MC grom afar outside of combat scenes(?)

List of "ranged"enemies:
-Bandit (Archers)
-Pygmy Goblin Archers
-Cave Goblin Scouts
-Skeleton Archers
This will make the game more difficult to play & I hope it's not a 1 shot, 1 kill kind of thing & speaking about pygmy goblins, we need more sex scenes relating to Sequina
 

Damagus01

Active Member
Nov 20, 2022
639
479
sure that sounds good but you shouldn't need a detection spell when the enemy is in LoS of the MC, it's the fact that the player is obstructed by some map elements that concerns me... ultimately it'll come down to how Tinkerer represents the attack and counter attack, if you can see the arrow coming at you from a direction and force the ranged attacker into melee simply by charging that position then all is good, my main concern is that it'll turn into a game of catch the rabbit as the archer keeps fleeing as you approach.
The idea is intended for cluttered maps like the Goblin Forest, where LoS is harder to achieve. Though you could use it in more open areas if you wanted. v3.41 adds enemies deliberately trying to ambush the MC from hiding, an enemy detection ability would be handy. Perhaps you have to remain stationary, if you move the effect goes away. Which would also limit the utility to the part of the map that's onscreen.
EDIT: OOH! Use the spyglass for this! Once you have the spyglass "Spot Enemies" is added to the Main Menu, returns you to the map and all enemies are marked. Once you move the mark on the enemies goes away.

Clutter can be used to you advantage, move to keep trees & stuff between the MC and the ranged attacker.

The MC's dash is faster than any enemy/critter, short of story-dependent situations. You're even faster than birds, though if they start flying you can't reach them to catch. Add a way to select a target so the MC can run them down. (That could be used for any enemy/critter not just ranged attackers. No more clickfest rabbit chases though it could still take a while to actually nab them.)

Or, just have ranged attackers remain stationary. Not the best way to handle it but the game isn't exactly a faithful simulation of real life to begin with.
Cheating in other words :p (and yeah I know technically most people consider this an exploit rather than a cheat, but it's just a horse of different colour in my books, and I don't want to play like that.
Everyone has a different play style. I'll keep using the exploits until they get taken out. :p (You don't heal up after a tough fight when another enemy is charging you?)
I'm certainly not opposed to a ranged element depending on what options exist
Doggo could be excellent at chasing down Archers for example, or if you could define certain companions as shields who will try block ranged attacks from hitting the party, or your own archers who automatically try to attack enemies that come into range.
Maybe deploy your own goblin army as those kind of specialist roles to defend certain sections of the map (I'd love a chance to make that smithy mean something). Though I suspect that RPGM options might not be more sophisticated than a tower defence setup (like the lightning and fire you have to dodge at the beginning of Erevis storyline)
There's a ton of things that could be done if Tinkerer had a dev team instead of flying solo. I'm trying to keep the ideas simple to implement. :)
 
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Damagus01

Active Member
Nov 20, 2022
639
479
This will make the game more difficult to play & I hope it's not a 1 shot, 1 kill kind of thing
I don't think it'd be more difficult, just different in some ways/situations from before. Less charging into combat and "I can run by this enemy even though they spotted me as long as I don't get too close." Though after a certain point the MC can just tank arrows as he closes. Plus the MC gains the ability to wear an enemy's HP down at range as well.
& speaking about pygmy goblins, we need more sex scenes relating to Sequina
Not just scenes, she needs some actual development.
 

DomWolf

Forum Fanatic
Jul 2, 2020
4,602
2,900
or timed to give him a chance to get to the attacker without being shot at too many time.
I mean it makes sense. Archers need a moment to reload & creatures that have natural ranged abilities may need to "prep" themselves for another shot.
 

SkyLord2018

Member
Apr 29, 2018
148
69
I ran into an interesting problem. My quest counter added 1 quest that was not in the active list. It had been accurate through 93 quest. So not understand why gamr was showing me more quest than what was in the active list I took the pain staking task of going through all completed quest. One by one. The main quest completed matched what I had. SO then I started on the Side quest and low and behold I came across a quest called " Spread The Good Word ". The thing is, you can see that nothing was done to the white dots showing that step was done, and the game is not showing any quest failed. It appears one of two possibilities have taken place. One, the game sent the quest to completed list instead of active OR the quest was going to be taken out of the game and wasn't.

Thing is, if you are suppose to do this, your not going to be able because you will not get dialogue to complete it. If someone can tell me if this quest is suppose to be a valid quest or not that would be great. At the moment the best I can tell is the only thing affected in the game is your total guest started. But, the other counters, completed & failed do not. I feel it is intended, because you are trying to recruit more females for the Temple.

On another NOTE: The Quest "A Dress For A Lady" in my opinion is somewhat unfair. I gave the dress to Zsofia in the castle. It was the first opportunity to five it to her. She no thanks because she had found some in the castle. The game said I failed the quest.On a new play through I made a point to be sure and get the dress to her while in the cemetery in order to get the pass completed marker. The thing is stuff starts happening pretty quick with the 4 or so Oksana quest following that one. Might be a good idea to have a objective added stating "deliver dress in cemetery". Anyway I learnt the hard way with that quest. I suppose the purpose for it being delivered to her while she is still in the cemetery is because of the sex scene that follows after she puts the dress on. Bright side is alls well that ends well. Even is you have to replay. I don't like failures.
 

DomWolf

Forum Fanatic
Jul 2, 2020
4,602
2,900
I ran into an interesting problem. My quest counter added 1 quest that was not in the active list. It had been accurate through 93 quest. So not understand why gamr was showing me more quest than what was in the active list I took the pain staking task of going through all completed quest. One by one. The main quest completed matched what I had. SO then I started on the Side quest and low and behold I came across a quest called " Spread The Good Word ". The thing is, you can see that nothing was done to the white dots showing that step was done, and the game is not showing any quest failed. It appears one of two possibilities have taken place. One, the game sent the quest to completed list instead of active OR the quest was going to be taken out of the game and wasn't.

Thing is, if you are suppose to do this, your not going to be able because you will not get dialogue to complete it. If someone can tell me if this quest is suppose to be a valid quest or not that would be great. At the moment the best I can tell is the only thing affected in the game is your total guest started. But, the other counters, completed & failed do not. I feel it is intended, because you are trying to recruit more females for the Temple.

On another NOTE: The Quest "A Dress For A Lady" in my opinion is somewhat unfair. I gave the dress to Zsofia in the castle. It was the first opportunity to five it to her. She no thanks because she had found some in the castle. The game said I failed the quest.On a new play through I made a point to be sure and get the dress to her while in the cemetery in order to get the pass completed marker. The thing is stuff starts happening pretty quick with the 4 or so Oksana quest following that one. Might be a good idea to have a objective added stating "deliver dress in cemetery". Anyway I learnt the hard way with that quest. I suppose the purpose for it being delivered to her while she is still in the cemetery is because of the sex scene that follows after she puts the dress on. Bright side is alls well that ends well. Even is you have to replay. I don't like failures.

Ok so "Spread The Good Word" is a quest you only get if you did Oksana's qu3stline before completing "Go Forth & Multiply". The completion check for "GF&M" is to have (I wanna say 6 kids?) at the Temple (I'm pretty sure Alice's 1st kid dosent count & non of them count outside of the quest. Someone correct me if I'm wrong), & then have the Ghost visit you're bed twice (go to sleep, the RNG can be kinda shit but she needs to appear at MC's bed 2 times) then speak to Ziva. If MC fucked & lied to Oksana after "Ashe To Ashes, Dust To Dust" he will be sent to do "Spread The Good Word" which is the quest where MC goes into town to find Oksana & bring her to the Temple. For some reason there seems to be a trigger issue with this quest where it either dosent properly trigger/or/end which causes it to get stuck in the Active/Incomplete category. I've personally never had this issue & I play on a pirated site. But plenty of others have had the issue so it's not new. You should be able to just keep playing (if you can ignore it that is).

In the past if people didnt give Zsofia the Dress they just lost out on her quest & the game didnt end the quest so a following update put the FAILED part in as a back up. It's one of the few quests you can fail in this game. Also you can give her the dress at anytime at night in the Cematery, just dont speak to Oksana in the Merchant's Inn until you have done it & you should be fine. I know it can be an annoying blindside if you didnt know but hay we cant have every quest be kind & wait :(.

You can also FAIL "Retrieve The Acorns" by not helping Oakly if you get that quest. Also you have to make a choice; Complete "Retreive The Acrons" or dont, in which case you must do "Security" (this quest only appears if you didnt start /or/ failed "RTA").
 
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