asgardtipar2
Well-Known Member
- May 24, 2018
- 1,222
- 639
Anyone here just conquer or destroy or let it be the towns instead of just normal trade or it is just myself getting this?You must be registered to see the links
Hello everyone,
Nearly halfway through the year already, this one is just flying by. Didn’t really expect it to, as I’ve been stuck indoors pretty much since Christmas, but I have my first vaccine jab tomorrow, so hopefully things will start looking up. The work never stops here though, and as always we have been busy working on the latest release which was made available to the backers on Sunday.
The main focus of this release was finishing off the Shaya NPC narrative arc, and Winter has done a ton of work revamping old events, as well as adding a bumper finale one with two entirely separate outcomes. It is a real doozy, if I do say so myself, but it isn’t the only NPC event, we also have a new one for Draith. In addition, we have the usual assortment of events in other areas; there’s a bunch of new ruler events, along with a new village event, and a new tavern job event for Alexia.
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ART
This month we have19 new CGs, with 16 variants, and 13 reworked CGs:
- Greyhide x Rowan 1
- Greyhide x Rowan 2 (with 2 variants)
- Alexia Slutwalk 1
- Alexia Slutwalk 2
- Female Orc x Alexia 1 (with 1 variant)
- Jezera x Alexia 1
- Jezera x Alexa 2
- Greyhide vs Andras 1 (with 1 variant)
- Greyhide vs Andras 2 (with 1 variant)
- Greyhide vs Andras 3 ( with 2 variants)
- Greyhide x Alexia 1 (with 2 variants)
- Greyhide x Alexia 2 (with 1 variant)
- Rancou x Zelda 1 (with 2 variants)
- Rancou x Zelda 2 (with 2 variants)
- Andras x Alexia & ??? 1 (with 1 variant)
- Andras x Alexia & ??? 2
- Andras x Alexia & ??? 3
- Andras x Alexia & ??? 4 (with 1 variant)
- Shaya’s Eyes Narrative CG
- 2 X'zaratl CGs reworked to better match the game's aesthetic
- 11 Jezera CGs reworked to better match the game's aesthetic
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NEW EVENTS
As mentioned earlier, the main focus of the release was Shaya, and she has two brand new events, alongside half a dozen reworked ones. Following on from last month, we also have more X’zaratl, in the form of a completely reworked event, as well as a new one from Rein. Continuing the theme of NPC events, there’s also a new one from Exagie, who also contributed a new ruler event, and a new tavern event for Alexia. And finally, we have a village resource event from our newest writer, Wildquill.
This month we have ten new sex scenes:
That’s it for today’s update! Version 0.2.64 of Seeds of Chaos is downloadable for Patrons pledging $5 and up.
- Rowan x Whore x Orgy Attendee (M/F/M, Debauchery)
- Rowan x Shaya x Whore (Sensory Deprivation, Public Humiliation, Sadism)
- Rowan x Shaya (Rough Sex, Male Dom)
- Rowan x Shaya (Femdom, ???)
- X'z x Rowan x Alexia (Femdom, Edging)
- Rowan x Draith (Gay, Maledom)
- Rowan x Gretcha (Blowjob, Rough Sex)
- Rowan x Darius (Gay, Prostitution)
- Rowan x Drider (Monster Sex, Maledom)
- Alexia x Goblins (Threesome, Goblin Sex)
[code]
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/main_loop.rpy", line 80, in script call
call rowans_chambers from _call_rowans_chambers
File "game/locations/portal_room.rpy", line 3, in script call
call screen portal_screen
File "game/mapExploration.rpy", line 148, in script call
call eventResourceTrigger (cur_map.hexes[world.cur_map.pos_id]) from _call_eventResourceTrigger
File "game/mapEventController.rpy", line 54, in script call
call run_events('map_res_{}'.format(eventHex[6])) from _event_resource_trigger
File "game/core/event_manager.rpy", line 361, in script call
call expression ev_to_run from call_expression_ev_to_run_1
File "game/events/village_encounter.rpy", line 106, in script
$ choose_and_insert_next_event('village_trade')
File "game/events/village_encounter.rpy", line 106, in <module>
$ choose_and_insert_next_event('village_trade')
File "game/core/utils.rpy", line 419, in choose_and_insert_next_event
ev_to_insert = event_manager.choose_one_event(trigger)
File "game/core/event_manager.rpy", line 252, in choose_one_event
if not ev.check(candidates):
File "game/core/event_manager.rpy", line 69, in check
if not condition.eval(self.name, already_passed):
File "game/core/event_manager.rpy", line 106, in eval
return eval(self.expr)
NameError: name 'n' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/main_loop.rpy", line 80, in script call
call rowans_chambers from _call_rowans_chambers
File "game/locations/portal_room.rpy", line 3, in script call
call screen portal_screen
File "game/mapExploration.rpy", line 148, in script call
call eventResourceTrigger (cur_map.hexes[world.cur_map.pos_id]) from _call_eventResourceTrigger
File "game/mapEventController.rpy", line 54, in script call
call run_events('map_res_{}'.format(eventHex[6])) from _event_resource_trigger
File "game/core/event_manager.rpy", line 361, in script call
call expression ev_to_run from call_expression_ev_to_run_1
File "game/events/village_encounter.rpy", line 106, in script
$ choose_and_insert_next_event('village_trade')
File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/events/village_encounter.rpy", line 106, in <module>
$ choose_and_insert_next_event('village_trade')
File "game/core/utils.rpy", line 419, in choose_and_insert_next_event
ev_to_insert = event_manager.choose_one_event(trigger)
File "game/core/event_manager.rpy", line 252, in choose_one_event
if not ev.check(candidates):
File "game/core/event_manager.rpy", line 69, in check
if not condition.eval(self.name, already_passed):
File "game/core/event_manager.rpy", line 106, in eval
return eval(self.expr)
File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/python.py", line 2059, in py_eval
return py_eval_bytecode(code, globals, locals)
File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/python.py", line 2052, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "<none>", line 1, in <module>
NameError: name 'n' is not defined
Linux-5.4.118-1-MANJARO-x86_64-with-glibc2.2.5
Ren'Py 7.3.5.606
Seeds of Chaos 0.0.05
Thu Jun 3 21:55:43 2021
HA Last Helayna update was year ago.
Meanwhile Alexia fucked every living being in the castle twice! Wulump hiding from her in the basement but its only matter of time she find this innocent creature and have his babies...
I'm starting to think that main plot twist is Alexia main antagonist of the game!
Who gonna murder fuck everyone in the realm.
File "game/events/village_encounter.rpy", line 106, in <module>
$ choose_and_insert_next_event('village_trade')
"Trade with it" if castle.buildings['tavern'].lvl > 0:
$ released_fix_rollback()
# Requires a tavern.
# Gain a lose a small amount of infamy. Lose a bit of corruption.
$ change_base_stat('c', -1)
$ change_base_stat('f', -1)
# TODO The village's military strength can no longer be removed from the realm.
# Alexia likes this choice in Rosaria.
$ change_relation('alexia', 2)
$ choose_and_insert_next_event('village_trade')
event('trade_ev2', triggers='village_trade', conditions=('not cant_trade_with_villages'), run_count=1, group='village_trade', priority=pr_map_res)
event('trade_ev2', triggers='village_trade', conditions=['not cant_trade_with_villages'], run_count=1, group='village_trade', priority=pr_map_res)
Anyone here just conquer or destroy or let it be the towns instead of just normal trade or it is just myself getting this?
[/CODE]Code:[code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/main_loop.rpy", line 80, in script call call rowans_chambers from _call_rowans_chambers File "game/locations/portal_room.rpy", line 3, in script call call screen portal_screen File "game/mapExploration.rpy", line 148, in script call call eventResourceTrigger (cur_map.hexes[world.cur_map.pos_id]) from _call_eventResourceTrigger File "game/mapEventController.rpy", line 54, in script call call run_events('map_res_{}'.format(eventHex[6])) from _event_resource_trigger File "game/core/event_manager.rpy", line 361, in script call call expression ev_to_run from call_expression_ev_to_run_1 File "game/events/village_encounter.rpy", line 106, in script $ choose_and_insert_next_event('village_trade') File "game/events/village_encounter.rpy", line 106, in <module> $ choose_and_insert_next_event('village_trade') File "game/core/utils.rpy", line 419, in choose_and_insert_next_event ev_to_insert = event_manager.choose_one_event(trigger) File "game/core/event_manager.rpy", line 252, in choose_one_event if not ev.check(candidates): File "game/core/event_manager.rpy", line 69, in check if not condition.eval(self.name, already_passed): File "game/core/event_manager.rpy", line 106, in eval return eval(self.expr) NameError: name 'n' is not defined -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/main_loop.rpy", line 80, in script call call rowans_chambers from _call_rowans_chambers File "game/locations/portal_room.rpy", line 3, in script call call screen portal_screen File "game/mapExploration.rpy", line 148, in script call call eventResourceTrigger (cur_map.hexes[world.cur_map.pos_id]) from _call_eventResourceTrigger File "game/mapEventController.rpy", line 54, in script call call run_events('map_res_{}'.format(eventHex[6])) from _event_resource_trigger File "game/core/event_manager.rpy", line 361, in script call call expression ev_to_run from call_expression_ev_to_run_1 File "game/events/village_encounter.rpy", line 106, in script $ choose_and_insert_next_event('village_trade') File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/ast.py", line 914, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/python.py", line 2028, in py_exec_bytecode exec bytecode in globals, locals File "game/events/village_encounter.rpy", line 106, in <module> $ choose_and_insert_next_event('village_trade') File "game/core/utils.rpy", line 419, in choose_and_insert_next_event ev_to_insert = event_manager.choose_one_event(trigger) File "game/core/event_manager.rpy", line 252, in choose_one_event if not ev.check(candidates): File "game/core/event_manager.rpy", line 69, in check if not condition.eval(self.name, already_passed): File "game/core/event_manager.rpy", line 106, in eval return eval(self.expr) File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/python.py", line 2059, in py_eval return py_eval_bytecode(code, globals, locals) File "/home/mars/MEGAsync Downloads/seeds-of-chaos/renpy/python.py", line 2052, in py_eval_bytecode return eval(bytecode, globals, locals) File "<none>", line 1, in <module> NameError: name 'n' is not defined Linux-5.4.118-1-MANJARO-x86_64-with-glibc2.2.5 Ren'Py 7.3.5.606 Seeds of Chaos 0.0.05 Thu Jun 3 21:55:43 2021
event('village_spoils', triggers='village_destroy', run_count=1, group='village_destroy', priority=pr_map_res)
Anyone know how to find the new village event?
Those two, Helayna and Delane, are my favorite characters, and I fully agree with you regarding choices and hope for a fleshed out warrior path.Maybe your Alexia, got to be vigilant in that castle everything from demon lords to the filthy Minotaur want her (hides from Greyhide fans). In all seriousness I know your pain. Looking forward to some more Helayna, especially the warrior version of her at some point.
It's a funny thing with this game that two of the best characters imo Delayne and Helayna have options a player can take that mean little interaction with them, at least for now in Helayna's case. Does show choices matter though.
Do we gain favors with the bannermen if we try to help out or is it too much on the game mech and story that you might chose to leave it on just impacting state of Rastadel for ch 2 ?Beyond some major diffrences (In one route, a signifigant evacuation of the city occurs and Werden lives to form a rebellion/In another, a large chunk of the city is saved from the sack) in world situationn, one of the largest changes in the finale will be which characters live and die. In each of the different finales, diffrent segments of the cast meet diffrent fates. Sometimes those people might be more or less aligned with Rowan as well.
All of which has been to set up a situation where the base political situation is mostly the same going into Act 2. But, we still have the option of including significant story variations derived from your Act 1 finale choices.
Agreed,I really love the plot/world in this game. A lot of the time it's more interesting than the lewd aspects. The politicking which takes place aswere awesome.You don't have permission to view the spoiler content. Log in or register now.
Maybe it's the way the game assign events (many of them are just too random), there is not an exactly patron between them nor unique in every scenario, the same village can be visited after loading several times and have several different events, and that would cause problems in garbage collection (specially if user is boring because it played all the events before and is just using CTRL like there is no tomorrow), I had to began a new fresh start because in the first run after update all the village were the same, never could trade with them because error, the new game i began now just happen once (because i take it with more calm).I think you worded that badly. Are you saying this happened when you tried to do trade with a new village? The stack trace indicates that is the case since this piece:
is in this block of village_encounter.rpy:Code:File "game/events/village_encounter.rpy", line 106, in <module> $ choose_and_insert_next_event('village_trade')
That choose_and_insert_next_event('village_trade') call is line 106 in the source. This is code that's been in the release for quite some time.Code:"Trade with it" if castle.buildings['tavern'].lvl > 0: $ released_fix_rollback() # Requires a tavern. # Gain a lose a small amount of infamy. Lose a bit of corruption. $ change_base_stat('c', -1) $ change_base_stat('f', -1) # TODO The village's military strength can no longer be removed from the realm. # Alexia likes this choice in Rosaria. $ change_relation('alexia', 2) $ choose_and_insert_next_event('village_trade')
TLDR version. Are you saying you are never able to choose the trade route and get this every time, or was it working and then blew up all of a sudden? The latter indicates your event stack got corrupted somehow, and it's time to load from a save.
That being said, when I ran meld on the game folder for this release against the last one, I noticed that someone had changed the conditions rules for the various events grouped under the group 'village_trade' from what Python considers tuples to lists instead by using "[" and "]" instead of "(" and ")". So, for example:
is nowCode:event('trade_ev2', triggers='village_trade', conditions=('not cant_trade_with_villages'), run_count=1, group='village_trade', priority=pr_map_res)
There's about 5 events like this between village_encounters.rpy and village_trade_2.rpy that changed, but trade_ev1 was left untouched between releases. I've seen Python treat a string constant as a lone element in a list object as if it were a list of the individual characters (ie, ['test'] actually internalizes as ['t','e','s','t']). It doesn't do this when you have a tuple ('test') instead. One way to force Python to behave is to leave an empty item at the end like ['test',] and you will end up with a single item list with the string constant as you might expect.Code:event('trade_ev2', triggers='village_trade', conditions=['not cant_trade_with_villages'], run_count=1, group='village_trade', priority=pr_map_res)
My theory would be that Python is being stupid with the list initialization for the conditions because they are single string items getting broken up into lists of individual letters. The event manager then commits suicide trying to deal with the resulting garbage. That didn't happen before because they were tuples like pretty much every other event in the 50 some odd event files that are out there.
Despite searching a bit I haven't found much advice on what skills and stats and feats people focus on or think are definitely worth considering. Usually you find such info in walkthroughs but not in those I've found so far. In this thread, questions regarding leveling seem to focus on how to do it interface wise, there isn't much discussion on what's quite useful.
Anyone would like to share what they've found effective? Perhaps people who had to replay the game more than once?
Anyhow this seems like a great rpg, still starting out.
Edit: I noticed this skill/attribute system has been slated for a rework for quite a long time, but still I must assume some are overused and other underused in the current build. So far my searches only revealed that Swim doesn't seem to be used so that's one I know to skip![]()
Lockpicking it is!In terms of the number of skill checks for events, the top checks are for diplomacy, stealth and spotting. Second tier are climbing and acrobatics for scoping out hilltop mines and dodgy bridges, and lockpicking and pickpocket for rescuing nymphs and clipping merchants gold.
Urghhhj. Unless there are new villages added to the map, i really don't know how I can get the outcome.I guess you're talking about this one?
You must defeat the RNG gods when conquering a newly discovered village in order to get it selected from one of the random outcomes from the conquer option. Given the limited number of villages to play with, you'll probably want to re-enable debug mode in options.rpy so that you can rollback scum repeatedly in order to finally get it to come up.Code:event('village_spoils', triggers='village_destroy', run_count=1, group='village_destroy', priority=pr_map_res)
Urghhhj. Unless there are new villages added to the map, i really don't know how I can get the outcome.
Is there a way I can "reset" a village so it's like a "new" village that I just stumbled upon?