- May 19, 2020
- 42
- 3
yes but it's often bugged, play the full version, it's barely 4 GBis there a compressed version?
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!)."Tinkerers Update News"
You must be registered to see the links
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
MC enters Crossroads, doesn't see a bandit, starts through.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.
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(?)
+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.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.
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.+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...
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.90% of the time I never see the enemies that attack me.
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.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?
Cheating in other wordsThe 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.
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 SequinaI 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.
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
+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1.......we need more sex scenes relating to Sequina
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.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.
Everyone has a different play style. I'll keep using the exploits until they get taken out.Cheating in other words(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.
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.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)
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.This will make the game more difficult to play & I hope it's not a 1 shot, 1 kill kind of thing
Not just scenes, she needs some actual development.& speaking about pygmy goblins, we need more sex scenes relating to Sequina
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.or timed to give him a chance to get to the attacker without being shot at too many time.
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.
I never knew about this but you gotta admit that it makes sense, I wish more quests were like this across the entire RPG spectrum, I always thought it was dumb how long some were stuck in limbo (Honestly she sent me for a pencil 5 weeks ago and still hasn't found one herself..... Lazy Bitch)...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.....
First time I got the quest I forgot to stop by Edgar's shop and didn't interact with her again until after Master was dead, so didn't get a reminder.why didn't you give her it in the cemetery?
I guess it comes down to personal preference, the Vamps were my favourite content in early game, so I visited them a lot (doing the different variations), so it never occurred to me anyone would "forget" them.First time I got the quest I forgot to stop by Edgar's shop and didn't interact with her again until after Master was dead, so didn't get a reminder.![]()