Create and Fuck your AI Slut -70% OFF
x

Garnser

Member
Apr 1, 2017
431
740
263
Just an update to how jank QSP coding is, I'm setting the time between when you mutate between five and ten hours.

On a scale of 5 to 10, I just got a 43. QSP is great to code in. This is the bug keeping the release back.
So how exactly does it work? Is it like in % of a body gene like 80% human, 10% goblin, 10% etc where having certain % mutates pc? Or is it like human body, goblin head and etc. after drinking or eating something like in TiTs? If QSP is breaking again, maybe it simplier will help?
Also maybe QSP is trying to give you an answer to life, the universe and everything, .
 
Last edited:

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
Haha, speaking of time: At one point my ledger said that my char got impregnated at 04:84 :p. Forgot to take a screenshot or keep the save, sadly. Maybe you can find the issue anyway while working on the current issue.
Good luck.
Time is one of the most complicated systems in the game and so much as looking at it causes it to break from embarrassment.

I'll take a look though.

So how exactly does it work? Is it like in % of a body gene like 80% human, 10% goblin, 10% etc where having certain % mutates pc? Or is it like human body, goblin head and etc. after drinking or eating something like in TiTs? If QSP is breaking again, maybe it simplier will help?
Also maybe QSP is trying to give you an answer to life, the universe and everything, still failing to do so.
I haven't played TiTs in a long time, I think there was only the initial two planets the last time I played it.

I guess similar to that at the moment, if you have a mutation point for a race you trigger one of their mutations. Eventually I'll get a better system in place but I'll need to go through each race you can mutate into and add which body features are their most prominent.

I'd also need to make those things actually have uses rather than just be text.
 

Kel2513

Newbie
May 16, 2019
84
75
202
Two, nope, Three questions this time:
1. Is there a way for healers to use spells? Found a protection spellbook and figured shield would be great for my squishy mc.

2. The loot from the enemies...what do i do with it? Gob talisman is useful, i see, but Zombie flesh never makes it to my inventory. Other items are just collecting dust so am i just supposed to sell it in the market?

3. A demon calling herself maceasy took over percy's body and ran off after one-shotting me( a shield spell sure would have been handy lol). Where is the inn that she asked me to meet at? Can i still meet her if i choose to save percy? Dont wanna lose out on demon content just coz of the good healer route^^.
 
Last edited:

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
Two, nope, Three questions this time:
1. Is there a way for healers to use spells? Found a protection spellbook and figured shield would be great for my squishy mc.

2. The loot from the enemies...what do i do with it? Gob talisman is useful, i see, but Zombie flesh never makes it to my inventory. Other items are just collecting dust so am i just supposed to sell it in the market?

3. A demon calling herself maceasy took over percy's body and ran off after one-shotting me( a shield spell sure would have been handy lol). Where is the inn that she asked me to meet at? Can i still meet her if i choose to save percy? Dont wanna lose out on demon content just coz of the good healer route^^.
1. The protection spell is for your house/camp once I add in things attacking your home. As for casting, you can be taught magic by a few different people but your magic is not as good as a Witch or Wizard. You can wear a wizard hat if you find it and it boosts your mana capacity.

2. Eventually I'll add more uses for items. There's eventually supposed to be non-witch crafting that goes by D&D rules where it takes a full week-month to make a single batch of potions. It's what the demonic apothecary is going to be used for.

3. On the western road, but that event is not in the game yet.
 
  • Like
Reactions: Kel2513

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
I have fixed the time issue but decided that the pack bitch quest needs an additional event series.

More or less you can be mounted by random dogs. Fun stuff. I have most of it written and just need to test it out.

Update 1.99.21 will be out in a few hours time.
 
  • Yay, update!
Reactions: OrgansMissing

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
1.99.21 is up over on .

The mutation system is going to change as it was just the first system I made that semi-works. It will be refined and made better over time, just like the pregnancy system was when I originally added that if you played this long enough ago to remember how jank the original system was.

Speaking of pregnancy, I have a question: Should pregnancy be moved closer to real world times for birth or are they fine as is? The current time is around a month but when I initially introduced pregnancy it was actual 9 months for a human baby without the options to increase pregnancy time as you have now.

I'm thinking or going through all the sex scenes and making a mention of the size of your belly and since I would be working adjacent to pregnancy I thought I'd ask.
 
Jul 28, 2019
285
184
198
I think it is fine as it is. Imagine the 'fun' of last of the line if it is 9 months per new member minimum. Or at least make elves exceptions if those silly humans have to take nine months.
 

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
I think it is fine as it is. Imagine the 'fun' of last of the line if it is 9 months per new member minimum. Or at least make elves exceptions if those silly humans have to take nine months.
About that:

1. Elves would normally take longer than humans, the longest of any pregnancy
2.
You don't have permission to view the spoiler content. Log in or register now.
 

Kel2513

Newbie
May 16, 2019
84
75
202
1.99.21 is up over on .

The mutation system is going to change as it was just the first system I made that semi-works. It will be refined and made better over time, just like the pregnancy system was when I originally added that if you played this long enough ago to remember how jank the original system was.

Speaking of pregnancy, I have a question: Should pregnancy be moved closer to real world times for birth or are they fine as is? The current time is around a month but when I initially introduced pregnancy it was actual 9 months for a human baby without the options to increase pregnancy time as you have now.

I'm thinking or going through all the sex scenes and making a mention of the size of your belly and since I would be working adjacent to pregnancy I thought I'd ask.
You don't have permission to view the spoiler content. Log in or register now.

You don't have permission to view the spoiler content. Log in or register now.
 
Last edited:

grahegri

out fighting regex
Donor
Feb 23, 2023
10,209
5,904
1,333
Vicindio-1.99.21
You don't have permission to view the spoiler content. Log in or register now.
rpdl torrents are unaffiliated with F95Zone and the game developer.
Please note that we do not provide support for games.
For torrent-related issues use here, or join us on !
, . Downloading issues? Look here.​
 

Serpream

Newbie
Jun 7, 2018
84
30
141
1.99.21 is up over on .

The mutation system is going to change as it was just the first system I made that semi-works. It will be refined and made better over time, just like the pregnancy system was when I originally added that if you played this long enough ago to remember how jank the original system was.

Speaking of pregnancy, I have a question: Should pregnancy be moved closer to real world times for birth or are they fine as is? The current time is around a month but when I initially introduced pregnancy it was actual 9 months for a human baby without the options to increase pregnancy time as you have now.

I'm thinking or going through all the sex scenes and making a mention of the size of your belly and since I would be working adjacent to pregnancy I thought I'd ask.
Honestly from a design point it would depend on mutation and pregnancy type.
I would do this order by type like -
Heavy Drug/Cursed > Tenticles/Eggs > Demon/Unnatural > Canine/Beast > Human
 

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
You don't have permission to view the spoiler content. Log in or register now.

You don't have permission to view the spoiler content. Log in or register now.
I plan to go through and make mention of swollen stomachs, cock type and tails when I do a run through of sex.

1. Anything that is not native to a human is going to be listed as a mutation. They're the baseline of which all other races are measured.

2. That shouldn't be possible but random mutations are technically canon in the lore of the game, some people have random mutations due to inhuman ancestors. I may add a random mutation to character creation in the future once I balance all of the stats for them.

3. Mutations are going to be a generally unpleasant experience and are not something that can just naturally happen to the player. Getting captured and enslaved by wolves or goblins has them slowly change you to be more useful to them, with goblins turning you into a goblin and wolves making you more receptive to breeding.

The feline one is going to be the most gentle as you're just eating a magical fruit and the most violent is the wolf which rips you to shreds like every werewolf movie ever.

There's going to be some stat penalties for a limited duration due to the pain but it will fade after a day or two. Having too many different racial mutations at once can kill you, reverting you back to the race you were born as.

The chimera going mad in the demon library is a going to be expanded upon as a cautionary tale to not go overboard with mutations.

Alchemical Mutations are the ones the player chooses to create and cause no pain, but do require semen which will be an item later. Harvest and distill feline or wolf semen to get the Larger Litters mutation which will increase your chance of multiple children, gain Cat Ears for better alchemy crafting, ect.

Odd, I tested that event and it worked. Here's a bugfix version.
 

jurecXD

New Member
Jan 17, 2018
9
0
185
can't stop being a cat.png some mutations like bee antena and wolf skin(fur?) won't show up in mutation and appear multiple times and general holstaur just reappear all the time
 
Last edited:

Kel2513

Newbie
May 16, 2019
84
75
202
I plan to go through and make mention of swollen stomachs, cock type and tails when I do a run through of sex.

1. Anything that is not native to a human is going to be listed as a mutation. They're the baseline of which all other races are measured.

2. That shouldn't be possible but random mutations are technically canon in the lore of the game, some people have random mutations due to inhuman ancestors. I may add a random mutation to character creation in the future once I balance all of the stats for them.

3. Mutations are going to be a generally unpleasant experience and are not something that can just naturally happen to the player. Getting captured and enslaved by wolves or goblins has them slowly change you to be more useful to them, with goblins turning you into a goblin and wolves making you more receptive to breeding.

The feline one is going to be the most gentle as you're just eating a magical fruit and the most violent is the wolf which rips you to shreds like every werewolf movie ever.

There's going to be some stat penalties for a limited duration due to the pain but it will fade after a day or two. Having too many different racial mutations at once can kill you, reverting you back to the race you were born as.

The chimera going mad in the demon library is a going to be expanded upon as a cautionary tale to not go overboard with mutations.

Alchemical Mutations are the ones the player chooses to create and cause no pain, but do require semen which will be an item later. Harvest and distill feline or wolf semen to get the Larger Litters mutation which will increase your chance of multiple children, gain Cat Ears for better alchemy crafting, ect.
I see, I see. If the pain is usually temporary and such mutation interactions and conflicts are planned then its all good.
Looking forward to it^^
 

faraza92

Member
Jul 29, 2018
133
14
226
Is the cowgirl potion in the game? I have the 1000 gems, 100 Lactaid, have met Bess and moved her to my form, but I still can't buy the potion from Circe. Am i missing something?
 

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
Is the cowgirl potion in the game? I have the 1000 gems, 100 Lactaid, have met Bess and moved her to my form, but I still can't buy the potion from Circe. Am i missing something?
Not yet, it's a thing I'm actively working on. It should appear in the next few updates.
 
  • Like
Reactions: Serpream

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,518
388
View attachment 3409565 some mutations like bee antena and wolf skin(fur?) won't show up in mutation and appear multiple times and general holstaur just reappear all the time
I saw, I'm going to have to gut the entire existing system and redo it.

I got a new system in the works that shows promise as I have turned myself into a cat after starting as a fairy.

When I introduced the pregnancy system it was initially pretty janky too, I'll get it sorted in a few days.
 
  • Like
Reactions: Serpream

Le_Flemard

Member
Jul 30, 2021
180
69
71
Solid Snekk
since someone said they were interested in having encounter be position dependant in the forest, here's how that would looks like if implemented:
C:
elseif $loc = 'southForest':
    KILLVAR('encounterArray') & !kil the previous version of the array if exist
    ! generate encounter that occur in south forest
    ! --- No markers ---

    ! -- Witch hut --
    if NO witchHutFound:
        witchHutChance=RAND(0,14)
        encounterArray[]=witchHutChance
    end

    if circeMet and NO twoFight:
        harpyTwoEncounterChance=RAND(0,14)-@absoluteDifference(CirceHutPosition, northroad)
        encounterArray[]=harpyTwoEncounterChance
    end

    ! -- Healer statue --
    if NO HealerStatueFound:
        encounterArray[]=RAND(0,14)
    end

    ! -- Hunter statue --
    if hunterStatueFound=0:
        encounterArray[]=RAND(0,14)
    end

    ! --- Marker 1: Silas tomb ---

    ! --- Marker 2: forest brothel ---
    if NO forestBrothelFound:
        forestBrothelEncounterChance=RAND(0,14)-@absoluteDifference(ForestBrothelPosition, northroad)
        forestEncounterArray[]=forestBrothelEncounterChance
    end

    ! --- Marker 3: farm of player ---

    ! --- Marker 4: farmland farms ---

    ! --- Marker 5: Avedon ---

    ! --- Marker 6: nothing? ---

    ! --- Marker 7: spaceship crash zone ---

    ! --- Marker 8: local bandit den ---
    if NO banditDenFound:
        banditDenChance=RAND(0,14)-@absoluteDifference(BanditDenPosition, northroad)
        forestEncounterArray[]=banditDenChance
    end

    banditChance=RAND(0,14)-@absoluteDifference(BanditDenPosition, northroad)
    forestEncounterArray[]=banditChance

    ! --- Marker 9: elven ruins ---

    ! --- Marker 10: nothing? ---

    ! --- Marker 11: werewolf den ---
    if NO werewolfDenFound:
        werewolfDenChance=RAND(0,14)-@absoluteDifference(WerewolfDenPosition, northroad)
        forestEncounterArray[]=werewolfDenChance
    end

    if (NO werewolfCaptured and NO wolfMate) or (NO werewolfKilled and NO wolfMate) or denWerewolves>0:
        werewolfEncounterChance=RAND(0,14)-@absoluteDifference(WerewolfDenPosition, northroad)
        forestEncounterArray[]=werewolfEncounterChance
    end

    ! --- Marker 12: the_door tm ---

    ! --- Marker 13: Britmor ---

    ! --- Marker 14: Goblin lair ---
    if NO goblinLairFound:
        goblinLairChance=RAND(0,14)-@absoluteDifference(GoblinLairPosition, northroad)
        forestEncounterArray[]=goblinLairChance
    end
    goblinEncounterChance=RAND(0,14)-@absoluteDifference(GoblinLairPosition, northroad)
    forestEncounterArray[]=goblinEncounterChance

    if witchHutChance >= MAX('forestEncounterArray')
        gt 'witchHut'
    end
    elseif ...
local edit : most of the event already ingame are not present in this code as this is a prototype

If you have difficulty deciphering it, basically I'm using the northroad length for only the south forest to make the chance of encounter.
I also made a separate function location to calculate the absolute difference (which is what those @ calls are)
The encounter choice is basically the one who got the max value by rng minus the distance from the marker where they are.

This method has the advantage that you could randomize every location position on the southern forest part of the northern road for each new game if you want.

Now for my question: do you want the witch hut and the wolf den to be at a specific marker?

(I'm working on the battle system at the same time, just wanted a bit of change of pace for a bit)
 
Last edited:
  • Like
Reactions: AH-64E
4.00 star(s) 24 Votes