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RustyRoost

21
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1
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A member registered Aug 27, 2018

Recent community posts

I wanted to let you know that I like the direction the revised combat system is going, it feels much more in line with the rest of the game. I know that you put a lot of work into the original combat system and it must have been a bummer to make the call to switch directions. If nothing else I REALLY like the new scenes with the boss girls.

While we are waiting for more conquerable territory to be added perhaps not-yet-developed territory could be grayscaled / labeled "Under Construction", with individual zones being restored to their full glory as more content is added. I suspect this will help avoid confusion / reoccurrence of certain questions in the comments section.

Assuming you mean aside from Chloe? There are some places I've seen it as an option, and while most of these are for minor characters or simple exploration scenes there is at least one character aside from Chloe who merits a "heart card" that it can be used on ( although not used right away ).

I wanted to take a moment to say that you've done a great job at creating some adorable and wholesome interactions with the MC's children in this game. Normally this is something that wouldn't grab my attention at all, but then you see something like Kana's daughter dancing in the background at the festival and you can't help but smile.

Sounds good to me. 👍

I am curious about some of the decisions in conquer system, specifically the ability to "break" a prisoner with sex (rather than powers) and the option to execute them. Note that I'm not attacking these options within games or anyone who chooses these as options. However within the context of this game it feels like a pretty significant shift.

it still seems odd that the MC would be taking these actions at this point. Despite the events at the church and the start of the war I think even awakened residents of the manor would question the execution (ie murder with extra steps/speeches) of prisoners who had been "fucked into submission" already.

Perhaps there is already a plan to factor in a players choice to go down this road in interactions with the cast / impacting future decisions. Of course the player can always choose choose to exile captured bosses/make sure to shatter them in combat.

I finally got to finish the mirror quest ( or at least I think I did )


Spoilers.


I thought it was an excellent quest. I was a little bit on the confused side at times, and getting that initial "unlock" took some extra work since I was a halfkin fox, didn't want to mod myself, and didn't exactly have a glut of them in the Wimborn area. The mirror investigations were also neat.

Suggestions I have:

  • Perhaps allow notes about what Romi has clued you into at least once into the sidequests description? For example, mentioning the specific potion that she mentioned, or the special thing about the dolls the toymaker created?
  • In addition to her augments Romi came out with Passive, Infertile, and Devoted for me. I think that for a character earned through this kind of elaborate process "Grateful" would be very fitting.

Finally, any plans to expand on Romi's backstory?

Ok, so what I was supposed to do was to copy the enclosed "Leo" folder into mods, and ignore the outer shell with version number. Much better.

Hold up, I think I see part of the problem. When looking at the mod folder I thought I had to pull the whole thing up a directory based on where the info/scripts were located, but it looks like loading `Leodata` was dependent upon digging deeper. Will try it without being clever and see what happens.

I've attempted to apply v3g and the new version as instructed. Right way there was an issue with the `guidanceeffect` function being read: it looks like the built file was smashing  `return text` into the next function. I added an extra line, reloaded the line, and it appears to be fine now.

I also encountered the following messages in the console, I'm guessing they merit further investigation.


ERROR: load_source_code: Condition ' err ' is true. returned: err
   At: modules/gdscript/gdscript.cpp:813
ERROR: load: Condition ' err != OK ' is true. returned: RES()
   At: modules/gdscript/gdscript.cpp:2172
ERROR: Failed loading resource: user://mods/Leo/Leodata.gd
   At: core/io/resource_loader.cpp:285
SCRIPT ERROR: _ready: Attempt to call function 'new' in base 'null instance' on a null instance.
          At: res://files/scripts/exploration.gd:1969
SCRIPT ERROR: shopbuy: Invalid get index 'guildshop' (on base: 'Dictionary').
          At: res://files/scripts/outside.gd:1660

It appears that the level up request `learningrequest` is not added to the `leveluprequests` dictionary in `jobs&specs.gd`

I think I encountered a similar issue as Dartanis. I ended up manually copying in the `brothelquestdict` and `mirrorquestdict` to the end of the built file after applying mods, as it appeared that they weren't populating correctly.

Ok, final PS:

After making the change I mentioned and triggering the "sacrifice" reveal I've tried feeding a couple of my slaves to the crystal. Each time their text box displays "....", no choices are presented, and I have to restart the game. I don't see any messages in the console, and I have no idea on the cause in code. 


If I were to take a wild guess... I'm wondering if what I believe are recursive calls in `crystalconsequences` are causing the character to be killed then trying to set up more dialog with the character when it  goes back up the tree? Purely a guess, and I'm afraid I don't have the time to experiment with it right now.

(1 edit)

PPPS: Is it expected for their to be a way to trigger the "sacrifice" knowledge reveal at this point? I don't see any way for the crystal's hunger to decrease, so I'm not sure if it could ever go "dark"

Never mind, I see now that I just need to be a bit extra excessive with wielding the crystal's power...

PPS: There are some events in the game which bypass the normal death mechanism through the health setter, the main one that comes to mind being death by umbra experimentation. I don't know if this is something that can/should be "fixed", but it is something to keep aware of.

I think that the dialogue for setting the crystal to prevent/allow death might be backwards. In `statstab.gd` the following block occurs. I believe the first block should probably be for `preventsdeath == false` and the second block should be `preventsdeath == true` I switched them for the crystal visit section and it seems to have worked.

if globals.state.mansionupgrades.dimensionalcrystal >= 4 && globals.state.thecrystal.preventsdeath == true:
 buttons.append({text = person.dictionary("Use the Crystal to Prevent Death."), function = 'crystalimmortalitytoggle', args = 'enable', tooltip = "Use the Crystal's power to prevent death in your Mansion."})
elif globals.state.mansionupgrades.dimensionalcrystal >= 4 && globals.state.thecrystal.preventsdeath == false:
 buttons.append({text = person.dictionary("Remove the Crystal's hold on Death."), function = 'crystalimmortalitytoggle', args = 'disable', tooltip = "Re-enable death inside of your Mansion."})

PS: Don't forget this code occurs in two spots, one for headgirl and one for crystal visit. I'll save my DRY rant for another time though.

Follow up: I downloaded the Windows version of the game and see a lot of scripts aren't as packed up there, so I think I have more of a general idea of structure. However I'm still curious about some things. For example the "Faster pregnancies & growup" mod I have installed looks like it should work fine, but apparently doesn't. Have there been some changes in recent versions that might break things like var reassignment in scripts/variables.gd?

Is there documentation on aspects like specific properties/variable names, necessary directory structure, etc? I'm specifically thinking about doing some stuff from MacOS.

Once the box is checked you can end your turn and characters who haven't moved yet will automatically attack.

I am sorry to hear that. I think that consideration should be given to bringing on another artist who has a similar style. This is something that might get me on board with throwing a few bucks at the Patreon if I knew it would result in this.

I have noticed recent updates seemed to feature a change in the art style for some of the in game characters. The sprites for Hade and Emily  and the scenes for Zoe and Ayda are two examples.

To be blunt, I preferred the art style that was being used previously and am curious to what brought on this change.