https://mega.nz/#!IAtS3aIb!lhoObU6Ow6vRC65HkgiRwv6HbpRaWXZ07j75kVbDvmg
0.0.3d I wont likely release any more bugfixes for this version as I gonna start revamping obedience system.
- Fixed spell usage in combat (except for naming)
- Added notification when you need lab assistant on progress
- Added quest note to return after your capture Irene.
- Maybe something else
0.0.3c
- Werebeast special attack should work as intended
- Prison expansion should work as intended
- Minor interface changes
0.0.3b
Fixes:
- Tracking solo finally fixed
- Age alteration potions added to alchemy room
- Offspring can be assigned to following
0.0.3a
0.0.3d I wont likely release any more bugfixes for this version as I gonna start revamping obedience system.
- Fixed spell usage in combat (except for naming)
- Added notification when you need lab assistant on progress
- Added quest note to return after your capture Irene.
- Maybe something else
0.0.3c
- Werebeast special attack should work as intended
- Prison expansion should work as intended
- Minor interface changes
0.0.3b
Fixes:
- Tracking solo finally fixed
- Age alteration potions added to alchemy room
- Offspring can be assigned to following
0.0.3a
Fixes:
- Tracking won't give blackscreen when there's no companion
- Plant encounter leading to forest instead of grove
- Fixed irene quest bug
So is this game always going to be limited to only having one follower fight?
ReplyDeleteIf these battles are going to be to the death now, it only makes sense for me to bring everyone capable of fighting into battle with me when hunting for prey.
It makes me curious why the player character can't just stab people too. The worst that would happen is you just get a game over.
Do you want an explanation from logical/plot point or from practical one? I'll give you a hint though, that latter is the case of former. Yes, I will likely stop on 1 follower, as current system would get out of hand if I add more fighters in same battle. For PC it's pretty straightforward - you are not a fighter and you never aimed to become one, you are the mage instead. You can think of it as your physical condition is pretty poor, but I also believe that one person can't perform equally great in very different fields of activity especially all of them at once. And I also like how you are reliant on having to raise a skilled person who would aim to act as your weapon instead of just turning everyone into mindless cattle.
DeleteWould it not then be logical for the player to have offensive and defensive spells? Or at least to eventually unlock the ability to use spells on the battle field.
ReplyDeleteYou can use some spells on the battlefield (healing and sedation, though both affects your companion). Some actual defensive spells (shields and shit) may come up later, but offensive spells are not available to player character due to lore and nature of combat system.
DeleteI after being born my children never becomes available(the counter is stuck in "will be unavailable for 18 more days")
ReplyDeleteYou need assigned lab assistant for them to grow
DeleteI suggest having the follower position being listed under the resident occupations. It would removed need for the screens for assigning and unassigning a follower.
ReplyDeleteAdded to the next version.
DeleteFound a weird bug. My servants started giving birth to babies with all undefined stats. If I tried to put one in the lab it would basically crash the game (jump to start page) so I wasn't able to keep babies anymore. It happened some time after doing the Irene quest but that might not be the cause. It might be because I released and sold some servants who were pregnant, idk really. I just deleted the save and made a sandbox game and I haven't had the bug again. I'm careful not to get rid of servants while they're pregnant though.
ReplyDeleteAlso I want to suggest, add an ancestry tree to each servant that shows a tree of their known ancestors. It would just need to list name, race, and gender for each entry on it and have lines to indicate relation.
Getting rid of pregnant servants shouldn't really do that, but it could be the case. I also fixed some bugs with child birth while working on next version.
DeleteAncestry tree may be really hard to do. I could try making something to show mother-child, but beyond that may be overly complicated.
A visual tree might be hard to do, but what about saving the minimum information and linking it all together. So if you click on Ancestry it'll give you a page with the mother's and father's names listed. If you click on a name it'll bring you to their ancestry page which would just have some basic info like name, gender, and race, as well as links to the mother and father of that servant.
DeleteThat would work assuming mother and father actually have those pages, which is likely not to be true more often than not. Anyway at first I gonna settle for just stating who parents are (including races I guess), then we can work from there.
DeleteI think it's fine if a parent is unknown, you just list it as "unknown" without a link.
DeleteSo... is there any chance you'll be optimizing this for Chrome at some point? It's kind of a disaster right now. That might be twine's fault I guess, I know Free Cities had problems with it at some point also.
ReplyDeleteWhat exactly? I don't think anyone actually complained about performance yet.
DeleteIn Chrome, the overall formatting seems to be kind of crazy, the pictures show up full screen and you have to click them away, the main menu is a bar down at the bottom, and I had a weird bug where having a kid born would restart the game when you confirmed their name.
DeleteEverything works perfectly in Firefox though.
That's really weird. I've heard about child name bug although I barely have any idea where it comes from. On the opposite people generally complain how it does not work in firefox and works perfectly in chrome. Anyway next version will have some format changes so it will act differently.
Deleteis there a reason why you made it so we lose energy when we either leave the girl alone or leave animal/plants alone? I would understand losing energy when I actually attack something but not when I just leave them, maybe its just me if this is the way its suppose to be no worries
ReplyDeleteEnergy is spent on the search, not on the interaction.
Delete