SmackShock
Newbie
- Oct 24, 2020
- 50
- 20
- 130
She has a "hidden" Obedience score similar (and in addition) to Affection. It's high enough to participate in Mass when she asks to be punished after making a mess. Disciplining her appropriately 10 times gets her there. Not disciplining her after a mess improves it less, about half as much as disciplining. Don't discipline her if she hasn't made a mess...that causes Obedience to drop *and* she refuses the punishment unless Obedience is very high to begin with.how many times do i discipline Alice B4 she can participate in in ritual
Missing images are fixed by the decensor patch. Some later storylines require the patch to advance them, it's not just missing images for those (and IIRC locks up the game if you reach those points in those storylines). Can't help with adding the patch or saves issue, I only play download on PC.How to fix the missing images? And also i can't save my game (currently playing in Joiplay) Lastly how to apply the defensor patch?
Can you link the post about the feedback, so i can have look and talk to Tinkerer about it.I’m fine starting from “nothing” and working my way up, but there are conditions:
First, for some devs, starting from nothing means at level 1 you lose in a fistfight versus a rat, which I find unacceptable. The fantasy of progression comes from the gap between where you start and where you end up, but—for one reason or another—all too often where you end up is just where most other games start you: a competent adventurer. So the only way to have any progression is to start you off where you can barely tie your own shoes; whereas, in my mind, I expect to end up like a high-level D&D wizard, in which case the game could afford to start you a little higher on the ladder.
Second, and more importantly, you should be able to progress at a reasonable pace. Too often in these scenarios are you completely squeezed at the start, unable to make progress because of how weak you are, and I don’t think that’s desirable. I think a game that starts you “from nothing” should reward being creative at the start, which would mean giving a lot more options for players to gain experience; most games require that you kill mudcrabs for 10 hours before you’re able to fight anything else.
Oh, I’ve already written a novel about what I dislike in Peasant’s Quest in this thread, lmao.
The problem with Peasant’s Quest is that it has a lot of the problems I mentioned: while, as far as I understand, it has more to do with a lack of experience and resources, as opposed to a lack of imagination or interest, the gameplay is underdeveloped (combat is the only real way to make progress, and it’s practically nothing but the barebones RPGM system), there’s a lot of tedium, and the balance isn’t amazing. It’s kind of hard to ask players not to cheat when this is the situation they’re dealing with.
reread that post dude, he said "Friday 8th of March" today is the 2ndWhen is your next update bro you told it will be on Friday but today's Saturday? Please don't keep us wait man?
IIRC he is hang out here sometime. Maybe once per month. But didnt respond here for yearsreread that post dude, he said "Friday 8th of March" today is the 2nd
PS the Dev doesn't really hang out here (to my knowledge)
in other words he doesn't really hang out hereIIRC he is hang out here sometime. Maybe once per month. But didnt respond here for years
like always i hope the test version dont get leaked here, so much shit will fly when it happensHe said test build will be sometime today and the full build will be on the 8th.
No offense, but how do people lose their save? Doesn't every just copy paste their save folder over? I still have my old save folders from the past 3 updateslike always i hope the test version dont get leaked here, so much shit will fly when it happens
and peoples modded saves will die because of it . seen it to many times.
other thing is that people port their saves over than get corrupted due test is normaly very buggy and dont have their backups for their save....
you one of the smarter ones, some just drop them inNo offense, but how do people lose their save? Doesn't every just copy paste their save folder over? I still have my old save folders from the past 3 updates
people are used to it because most games specifically the Renpy ones have redundant save folders and PQ doesnt.. so if you delete the game folder in place of the new update. the save goes bye-bye as well..No offense, but how do people lose their save? Doesn't every just copy paste their save folder over? I still have my old save folders from the past 3 updates
Sorry, when I said I wrote a novel, I meant across a bunch of posts (though some of them are quite lengthy), so here’s a selection that illustrates some of what I dislike about Peasant’s Quest. Now, I haven’t played the game in a little while, so some of these issues may have been addressed.Can you link the post about the feedback, so i can have look and talk to Tinkerer about it.
normaly we say that the turning point is after the second waypoint mision due the game got bit more open afterwords in doing quests, guess most issues are before that. Due Tinkerer was still learning from stretch.
good feedback is always welcome due people saying game bad fix it, that is something you cant really go further with.
its all good points you want more RPG in the game whilst most people want more pornSorry, when I said I wrote a novel, I meant across a bunch of posts (though some of them are quite lengthy), so here’s a selection that illustrates some of what I dislike about Peasant’s Quest. Now, I haven’t played the game in a little while, so some of these issues may have been addressed.
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I don’t know exactly how much of that you care to read, so here’s a quick summary. Essentially, the game has you spending a lot of time interacting with mechanics which don’t involve porn content (combat and potions mainly), but doesn’t make these aspects interesting or rewarding:
Here are a few suggestions I would make towards improving this game:
- For combat: Enemy variety is low. The number of available skills means there are few options on how to tackle encounters. (Combined with these two points, that levelling up requires the player to engage in a lot of combat only exacerbates the repetitiveness of the task.) Gear is useless. Levelling is not rewarding (the stats you gain are abysmal, and you don’t gain any powers that change how you can approach the game).
- For potions: half the potions are too niche, and crafting them isn’t rewarding (health, antipoison, agility); half the potions are too indispensable, and it’s tedious to collect ingredients and craft them considering the industrial quantity you’ll be needing (fertility and enhanced fertility, biggus dickus, energy).
If you’d like me to elaborate on or clarify any of the points I’ve made, I’d be happy to (I do love to complain, after all).
- Reduce the player’s dependence on consumable items. This could be achieved by increasing the quantity of materials harvested from spawn points, increasing the number of doses of potion obtained per recipe from brewing, changing some elements of the game to no longer require potions, introducing magic spells with supersede potions and make them no longer required past a certain point, trying to avoid introducing new consumables to the game, finding new uses for existing consumables (see next point), and so on.
- Try to expand the uses for existing items and powers. One example I have for this is the teleportation spell. As is, teleportation only allows you to access areas you’ve already visited; its function is purely one of convenience. What if instead there were active nodes on the map you couldn’t access by foot? Say for instance a floating castle in the sky, only attainable via teleportation; or an island surrounded by cliffs on all sides. What makes a progression fantasy enjoyable is gaining the ability to do new things you couldn’t do before, not just being able to do things you were already doing more efficiently. I don’t care how good I can get at killing goblins via levelling; show me something new. In that same vein, maybe the agility potion could let you get through an obstacle course to a new location, or climb a tower.
- If you really do want to make the game be about preparing for a challenge, such as tackling a dungeon, by crafting the right potions and in sufficient quantity, and choosing the right gear for the job, etc., then make it an element to gather intel which you can use to inform your preparation. If I have to traverse a crypt full of undead that drain your energy (which requires energy potions to counteract), then have me investigate to find notes, interrogate witnesses, etc., in order to gain that information, and figure out how long the dungeon is so I know how many potions to craft. Have more gear to choose from—different materials (steel, silver, adamantium), different weapon types (swords for slashing, clubs for bludgeoning, axes for hacking), different means of protection (shields, magical charms, garlic)—and make it interesting to research and prepare them.
there's a cheat mode in the first page which will let you access the gallery tooanyone knows how to install cheat, and load saves for mac?