first of all.. thanks for this!! not completely sure abt this.. but if this update post also had walkthrough.. can u share it as well?
No updated walkthrough or anything like that, but a explaination on the mechanics:
Mechanics:
Crafts - to start, you need to talk to the heads of the houses, they will be at their workplaces from 7 o'clock in the morning. I described the mechanics of the crafts themselves in sufficient detail in the tips for the mini-games, so you will find out directly during the game. I will still be finalizing some of them, so this is not the final version.
Points - you get them for working in different crafts.
Evening convocation - starts every day at the end of the working day (
from 18:00 to 19:00 you need to enter the circle ), you don’t have to come to it, but then the points will be burned, and the championship will not be credited if we broke the record on that day. At the moment the evening convocation starts, it is already considered evening.
Champions - I still chose the option in which the champion will not be determined every day, but on the basis of a record, that is, there is a certain record, it must be beaten, and then the title will be yours. I haven't added the ability for NPCs to beat your high score yet, and I'm not sure it's necessary.
Talents are local money, they will be credited to you at the Evening Convocation, depending on the number of points you earn that day. If you are a champion, then you will be credited with twice as many talents in this craft.
Coupons - after the first Evening Convocation, you will be able to buy coupons from the headman, and for them you can buy food in the tavern or in the kitchen, and you can also buy a coupon for the bathhouse, but you can also get it in another way, during the completion of one of the tasks.
Nutrition and fatigue - here, just like in the subway, such parameters are used; they will affect mini-games in crafts. Sleep, and some other mechanics, relieve fatigue, but the character will also experience hunger over time. This will still need to be balanced, for now I have reduced the impact on mini-games.
Food - You can get it by buying coupons in the tavern or in the kitchen. Also in some events there will be an opportunity to receive.
Shower (located near the Crypt) - the game itself does not say this, but you can go there to wash yourself at any time and get a small bonus to energy. But a certain time will pass in the game, this must be taken into account. And the bonus will not be added if little time has passed since the last shower. This will also wash away any dirt from the heroine. So far there are no events related to this, but there were plans, I even did a little animation, but I don’t know yet whether I will add something there or not. Although some events use it for their scenes.
Time - if you've played before and been in the "underground", then you already understand how it will work. But there are differences. The day is divided into morning, working day, evening, night, deep night. Many events are tied to a specific time frame. Also, it is important to know that the time of day from morning to evening is tied to real game time, we usually wake up at 6, from 6 to 7 the kitchen is open, at 7 o’clock the working day begins, and at 18:00 evening, at this The Evening Gathering begins. And evening, night and deep night do not depend on game time, these periods will change only from the launch of events, or if you go to bed. Some events skip one time period, some can even end the day, it depends on the context. To better navigate in time, I added a time widget, as in the subway (
a matter of time must be installed for this ), it will be displayed in the upper right corner, and for greater convenience I added the ability to display a notification that will indicate the number of days, talents and time of day (
you need to click on the middle mouse button for this ). I am planning to create my own widget, but I have not yet understood this issue well enough, my first attempt at this matter) you will be able to see when you hunt. This is exactly what I wrote about when I talked about fishing, I wanted to create a mini-game based on a widget, but everything is not so simple, it takes a lot of time to learn flash, from time to time I do this. Although, in my opinion, fishing turned out better now than the option with the widget that I originally planned.
Time skipping - similar to the subway, you can skip a time period until a certain time of day. Here you can do this by clicking on the stumps that are near the crypt, or on the fire that burns in the middle of the rooms of the families living in the crypt. You can also skip time through “T”, but only in the morning and during the working day, and the remaining time periods are untied from time and there, skipping game time will not give anything, even if a year passes in the game, neither evening, nor night, nor deep the night will not end until you trigger an event or go to bed. This is a forced gaming convention that I agreed to, otherwise it would have been much more difficult and much longer to implement the desired gameplay. Honestly, I don’t even know if I would have succeeded or not, especially considering the problems with NPC navigation. It's unlikely that you'll use the pass if you want to see all the events, since time is limited and you'll have to plan your activities for the whole day once you figure out what's what, but sometimes skipping before the start of the work day can be useful. Although it is better to use a shower to relieve some fatigue.
The flow of time - as in the previous version, time here is slowed down relative to the main game, there are two states during scenes - it flows slower, outside scenes - a little faster. Also, during crafts, mini-games will control it. For fishing, there is a setting in the MSM menu in which you can adjust the passage of time directly during fishing, but this must be done before you start fishing.
Clothes - This is optional, but it does affect the mini-games a bit. It can be changed in the chest, which is located near the heroine’s bed. But first, you have to open the clothes, having got a job in one or another house, except for the hunting one, she dresses automatically during the hunt.
Sleep - you can go to sleep starting in the evening to end the day, and during sleep various events can be triggered if the conditions are met. Sometimes the day can end without sleeping in bed, during some events.
Days - a certain number of days are allocated for completion; if you do not meet this time, the main quest will fail (
currently set to 7 days ).
Moving around the location - since you have to move often and the distances are large, I added wayposts to the locations, by clicking on which you can quickly move somewhere. But also when moving, time passes, so when moving in the morning and on a working day, you need to take this into account, walking will be faster in terms of the game time passed, in other time frames this does not matter, since they are untied from the game time.
Bathhouse - after the intro (
where the scene will be launched, one of the largest in this update, if there is enough karma ), it can be visited simply as a mechanic, there will no longer be scenes and events there (this is
for now, but in general there are plans ). There you can get a bonus to energy if you sit on a bench, this is not the most obvious point, otherwise everything should be clear there. It’s also important to note here that if you go to the bathhouse after a certain event in the mine, there won’t be an intro scene there, I haven’t figured out how to leave it there yet, there’s a big scene there and it’s simply not possible to adapt it to this option, it’s just illogical from start to finish. I think you will understand what I mean later.
Reputation - the heroine here has reputation parameters, which will affect some scenes and events. So far the impact is not particularly significant, just a couple of events or dialogue in scenes. For example, if we deceived Tolgan, we will receive the reputation of a “fraudster,” and this will then significantly affect one of the events, a completely different scene will be launched there, but otherwise the matter will be limited to dialogues. Also in one of the events one of the NPCs will not want to deal with her. In general, I have more planned there, but I didn’t have enough time. Also, initially, when the heroine arrives in Quiet Forest, her reputation will be “touchy,” which can change depending on her depraved actions) This, too, has not been particularly developed yet, there are only dialogues here and there. These parameters will be displayed in the MSM menu.