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How can I make Iron Bundles? I need to fix the bridge.

On that topic, can I craft ingots myself?

I know you can craft ingots (iron ones, anyway) if you have the smithing skill. You'll need the proper materials to make it though. If you don't have that skill, you can always buy them from the smith at 10 gold a pop (second story of where you go to the mine)

You can craft Iron Bundles using the construction Skill at a Construction Bench (assuming you have one). If you don't have one, then you need to buy one from the general merchant, she sells work benches occasionally. Crafting benches can also rarely drop from chests.

You can craft ingots, both Iron and Copper in the Forge, you don't need an actual Skill for that. You do need the Skill if you plan to use any of the work benches though.

You can also buy the Ingots from the Goblin Smith as Musical74 has mentioned.

Is there a reason why none of the new crafting recipes are available without doing a new game? Also, I noticed a small bug where fire magic deals less damage during the rain even when you are not outside, like in the mines.  

The reason they are not available is because they are part of a Script. When modifying Scripts in RPG Maker, the changes very rarely translate into old saves. Usually a restart with a new game is required. It is an engine limitation unfortunately.

Good catch on the Fire magic though, not many people notice it. I am aware of it and am going to change it in the next few releases. Definitely by the time the Werewolf Cave expansions role around.

I only know fire magic right now so that is why I noticed. You said that the slimes are only weak to ice magic,  but they appear to take significant damage from the magic wisp spell from the copper scepter(you may want to increase its wp cost for doing three hits, as well as making scepters two handed and weaker one handed wands because right now I'm dual wielding two for increased magic damage), so are they weak to pure magic damage as well? The only other spells I could use on them were fire which were weaker in the rain anyway, so I never compared it to any other magic. 

You said that the changes in scripts very rarely translate to old saves, but that would mean that they sometimes do. Would it be possible in a future release for the crafting list to be updated without having to start a new game each time. either regularly or with an item that updates the crafting list? I already have 28 hours on the game and don't feel like restarting and having to get my stats back up.

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Maybe adding crafting recipe items would work like the cook books?

Fire Magic is very weak against Slimes, it only does about 10% damage. They are also Immune to Lighting Magic. The reason it feels like the Magic Wisp does a lot is because they have no resistance to "Pure Magic" damage and have rather low HP pools. I will probably boost their Resilience (magic resist) a bit to compensate for it.

In general, it is probably not worth restarting every update as they usually only add one or two recipes which you might not even have any interest in.

I'll see if the "recipe book" approach would work, maybe if I make the Game Update event relearn the recipe it might work... I'll need to test this.

Just as a follow up, this approach seems to work so new recipes shouldn't require a game restart after the next release. I'll also try to add the ones from the last few releases as well.

Thanks for the quick response! I haven't gotten as far as the red dress yet for Saffron, she wants the  garnet amulet, that I sold immediately...not realizing that I would need it for something (SIGH). No anvil yet so can't craft the amulet (assuming I need an anvil to craft the artifice stuff). I've noticed that the rat sometimes does "bite" and sometimes does "infected bite", but being affected with the frail fever seems to happen with either, is that intentional?

Funniest thing so far, when the merchant says they have dye for sale. She mentions it's rather useless to them, so if I don't buy any, do they just throw it all away?

I do like that everyone is friendly to the ex-hero immediately (maybe because they've been whining about not getting anyone for awhile). On the "rain weather", can do you anything with the (puddles?) or it is just for show?

There is an Anvil you can use on the second floor of the Foundry, however, you use Anvils for Smithing. Making an Amulet would require Artificing and a bench for it which is sometimes sold by the Goblin Merchant (the Amulet is a lvl 2 recipe). The Amulet can also rarely drop from chests but the probability is very low. I wasn't expecting anyone to sell it to be honest, as it is a very good accessory item to wear.

Frail fever should only transmit through infected bite, but it can last a very long time if not treated.

As for the Dyes, I suppose they might trade it to some other village for something more useful!

The puddles are just for show at the moment, they replace the little fireflies you see at night in the same locations. Though I may add some use to them someday!

Hey! I stumbled onto your game and LOVE it! I do have a few questions though, after messing with it for a little bit and testing things out...

1) Are there ways to permanently increase attributes after the initial "pick what's most important"? I want to start with a bunch of skills which leaves very little for attributes. Athletics, Agriculture, Mining, Guile,  and Smithing almost seem like requirements which means I have 3 left, and want to add Cooking, add pervert to get one more and add Artifice (useful) so outside of the one added for STR to allow athletics, all the attributes are one. At least I can do lots of stuff at the outset!

2) It seems a lot harder to level up battle exp than craft exp. Even with more things tied to craft than battle, I seem to get 1 battle exp (MAYBE as much as 5, but that's uncommon) and I might get as much as 10 craft exp for stuff. Is it intended for Battle exp to be tougher? Fine if it is, it's just very hard to level up jumping and climbing as a result, to mention nothing of perception...

3) Some of the traps seem to be excessive for damage. Traps go anywhere from zero-but-poisoned to upwards of 30-40 for damage - the highest I've seen is 37. I've gotten some good stuff from chests occasionally (10 bags of coins? YES please!! A new and better bed? Sweet!) but the upper range of the trap damage seems a bit severe!

4) I'm not sure what the ratio is for successfully picking an easy lock but it seems a bit low. There's times I can pick it right away and times it might take 5+ for an easy lock. Same for being sneaky and trying to rob those poor goblins, I might pick the lock on the first try but fail to be sneaky, resulting in "paying with the body because 10 silver is way too much" 

5) At what point can I have fun times with Saffron? I'm up to 41 so far and she still says "I'm about to hit the sack, please leave". Least I know she likes jewels! 

6) Are there weapons beyond the first few you can forge? The iron sword does pitiful damage to wolves attacking (the skills do OK though) and fighting the slimes is "can't win with a sword".  

7) In spite of all the issues I have (most of which is  "figuring out what works best") this is a wonderful game!! 

Hello, thank you for giving the game a try! To address your questions:

1) I would suggest not picking Mining, you can learn Mining in the Goblin Village from an NPC just outside the Mine entrance in the Foundry.

At the moment, there is only one way to permanently increase attributes, and that is to max out a Skill which will give you a title and a +1 to a specific attribute.

There are also Potions that give you a temporary boost of +2 to a stat, they can be useful if you are about to engage in a fight or do some skill check which you have doubts about passing.

You can get a significant selection of Skills during the game-play though. Athletics can be earned by completing the quest to find 10 Honey for a Goblin Guard in the Tower. Most other skills are sold by an NPC in the Brothel on the second floor on SATURDAYS, but they cost a significant amount of money.

2) Battle exp depends on what enemy you defeat, Rats ad Hornets give 1-5, Wolves give 5-10 and Werewolves give 10-15 I believe.

3) Traps can be disabled withe a Spec in Guile, but you also need a Detection Spec in Perception to see them. The Damage range is 1-40 or 1-60 if you picked the "Bad Luck" Flaw.

4) The success is determined mostly by your Lock picking Lvl. In most cases the difficulty number is 15-20 (15 for chests and 20 for houses) and you roll a 1d20 for it, add +3 per Lockpick level and +1 per Agility and Luck score.

5) How far are you in her quest line? She offers sex as a reward when you bring her the Red Dress for a Quest, and after that you can start sleeping with her at night.

If you haven't started the quest line, you need to bring Goblin Reputation to ~30 for her to start giving you quests.

6) Magic does even less to Slimes. Any Bladed weapon essentially gives a +30% damage modifier against unarmored, fleshy targets. I think your main issue might be the fact that your Str is only 2, you can still increase your damage output by taking Acrobatics Spec.

But to answer your question, there are no better weapons at the moment. Have you taken the Arms Spec in Athletics? That should grant you the Multi Slash skill that does quite heavy damage with a Sword, the down side is that you might not be able to use it every turn.

7) Thank you, glad you like it! 

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Is there a reason for the change in controls from the standard RPG maker setup? It doesn't feel very intuitive.

In the standard arrows with shift, z and x you have 1 hand to move and the other sits on run, action and cancel/menu.
Alternatively you can usually use arrows with enter and shift just left of your hand(or just above on some laptops) and insert on the number pad for cancel/menu under your pinky allowing convenience for single handed play as you only ever need to move 1 finger from its default position.
This applies to both qwerty and azerty keyboards.

With your control setup wasd to move works fine with space and shift for single handed controls on a qwerty keyboard as far as action and movement is concerned (although space bars can be a bit iffy on some keyboards). Escape however requires moving your entire hand away from position to press.
Wasd with enter is fine for doing things with 2 hands but escape still requires moving 1 hand away from position.

With arrows to move enter and shift are okay to reach but you still have that escape key at the opposite corner of the keyboard.

Escape is fine as a menu key but as a cancel key it feels to me the most inconvenient key on the keyboard.

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But Esc is used as cancel in the standard RPG Maker setup too, it is both a Menu and Cancel key in a standard setup, all I did was add the use of WASD and SpaceBar because some people said they wanted those instead.

I haven't seen that many setups that used Z and X, personally, though I have tried them in an earlier version of my game and I got a lot of complaints from people claiming they had to punch every key on the keyboard until they found the "Enter" command.

The full default RPG maker controls are:
Move - Arrows
Action - z, enter, space
Cancel/Menu - x, num0, escape
Run - Shift
A,S,D,Q,W have functions assigned that are rarely used and C,V,B are unassigned but available in the rebinding menu.

In ARPGs made using RPG maker you typically see A used as the attack key by default so that it sits in the z,x,c  a,s,d area for ease of use while block and special if featured will be between s, d or c.

Games of all types using arrow keys usually use 2 banks from q,w,e a,s,d z,x,c for the left hand or a line of 4-5 keys.
Its the same principle as modern strategy games often using a double bank of keys like qwer+asdf as hotkeys(on a qwerty layout) as opposed to the 90s system of using the first letter. Having the keys under 1 hand provides ease of use.

Since your setup overrides the player-end key rebinding menu (F1) I don't know whether having extra key options causes issues in your setup but if there isn't an issue adding back the key alternatives that were removed would make the game more approachable or as an alternative if you wanted to build on the WASD movement adding something like E as action and Q as cancel/menu would place the keys in a more comfortable location.
Adding back numpad0 as a cancel/menu button as a minimum would at least mean you have the full right hand key access in the sphere around the arrow keys.

Well there is no technical reason why I can't add those in again. So I guess I'll add them in again with the next update.

The game looks beautiful by the way, its nice to see unique visuals in an rpg maker game as opposed to the standard tiles.

I did find 1 bug. If you are attacked during the loading screen while entering an area and killed it can cause the gameover screen to flash for about half a second then the map loads up and everything freezes.
I tested it several times on south east entry to the main forest path at night with a wolf and discovered the higher my cpu load with other programs the more likely it was to happen.

Even while knowing how to replicate it, it took me a while to get it to trigger a second time so unless people are running particularly old pcs it should be extremely rare for people to hit the bug.

Thank you! I am quite bored of default tiles myself!

I know that bug, it is indeed rather rare, it happen when loading the game near a hostile mob too. The game initially was supposed to allow you to save only in your home or at designated save points. But since the play area is rather small still, I allowed people to save anywhere. This is only temporary though. When the play area expands, the save point feature will be fully implemented and this bug wont happen anymore on loading the game as there wont be any mobs near save points.

Also, the loading screen can be disabled in the game so for those that this continues to be an issue for can fix it that way, in the case of it freezing from entering the map near a mob.

I'll also consider moving that Wolf spawn a bit to make this less likely to happen.

Z and X are used by the controller scheme, which only has a limited degree of customization.  The game requires external tools to use a controller due to this.

I'd just chalk this up as unintended consequences of the control scheme change. Maybe adding an option at initial startup would be a good idea. Like "custom layout" and "standard layout"

The last update has Z and X control

Please god, change the controls so you can use the arrow and enter keys to move and interact. I'm right handed and using the wasd and space is incredibly frustrating to me.

When did you download the game? The latest version should have both WASD/Spacebar and Arrows/Enter usable in game.

I have 0.1.2, and I downloaded it about 3 hours ago.

I just downloaded the game and both control schemes work for me. I'm not sure what could be causing this for you. Is there any chance you could try a different Keyboard if you have any spare ones?

when ever I win a battle I get a error Unable to find file: graphics/pictures/actor1. that file does not exist in my folder and I have downloaded the game a few times same error any time

There is no such file in my game. I have just tested every fight and I do not get an error like that. Can you be a bit more specific in regard to what enemy you were fighting, did you have the Bunny in your party? What actions did you take just before the fight?

Alternatively, try putting a random .png picture into that directory and giving it that name to see if it fixes it. However, no such file is supposed to exist in the first place.

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no to having the bunny in party and its just the rats in the mine that I have been trying to fight. Copying the characters folder and renaming it pictures made the error stop. If that helps in anyway.

This is strange, it never happened before. I'll take note of this, thank you.

The missing actor1 seems to happen to people if they use a save editor to raise their stats.

Hey pally, first off, love the game concept, there are very few of these types of games out there and its really cool to see one done in this style. But i honestly cant figure out how to level up any of my skills such as agriculture, and i dont know how to plant any crops either.

Thank you!

You have to use the Skill Manual from your inventory or bind it to a hotkey, then it opens up a menu for increasing the Skill level or its specialisations and other various bonuses. In this menu you will also see how much EXP each upgrade costs.

As for planting crops, you have to have a seed of the plant and either use it from your inventory or bind it to a key on your hotbar. There are two large plots where you can plant them, one is the empty space to the left of your house and the other is the empty space up the stone stairs and to the right of the waterfalls in the same map.

Can't find Skill Manual in inventory, can only see the skills I started with

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That's what you have to select if you are leveling up an existing skill. To get skills which you didn't start with, you have to find them in game first.

Is the questline for Saffron completed? I'm at 1000 relation with the Goblins and I can't get her to say anything hinting at another quest, just complaining about how no one respects her as ruler, or that I won't impress the queen by helping her.

You need to give her Gifts to raise her Affection to 20 before she starts giving you more quests. Gifts are Items that have [Gift] written in their description, you have to use them before you talk to the NPC. You can only give one per day. Her quests are all linked to her level of Affection after the initial few.

First off, I LOVE the game! Definitely fun around every corner. How do you pick up more skills? i.e. botany, lockpicking, climb, jump, and foraging. These 5 are major skills that I lack. Do i learn them outside of the goblin village? Am I missing something?

Glad to know you like it! Botany is a specialisation of Agriculture, which you can pick up in 3 different ways. 1) Rare drop from Wood Chests. 2) Kidnap the Student Traveler and donate him to one of the Goblin Households, he will then teach it to you for a fee. 3) A demonic NPC named "Azalea" who visits the Brothel on every Saturday and stays on the second floor, will sell it for 20 silver.

Lockipicking is a specialisation of Guile and you can pick it up in the same 3 ways as Agriculture, except you need to capture the Thief Traveler for option (2) instead of a Student.

Foraging is a specialisation of Agriculture so you have to get Agriculture as I mentioned above.

Climb and Jump are both specialisations of Athletics. You can get Athletics in the same 3 ways as above, only for option (2) you need to capture the Fighter Traveler. You can also get Athletics as a skill if you complete the Fetch Quest in the Goblin Tower, where you are tasked with delivering 10 Honeys to the NPC on the Second floor.

If you have not met any Travelers yet, they are random NPCs that can appear in random locations in the forest or on the road map, they have a 25% chance to spawn each day per map and will only spawn during the day. If you leave the map or load the game they will vanish on that map for that day.

Hope this helps!

Wow! That is very interesting! 
I have already captured a thief but I didn't know you can donate them to households. I thought you could only donate them to the brothel

I will definitely try out these options thanks!!

Also the quest requests 20 honey. Is it supposed to only be 10?

How long ago did you download the game? I have decreased the honey from 20 to 10 since version 0.1.1 and upped it's drop rate a bit as well! Your saves should be transferable to the new versions. If your game updated you should have gotten a pop-up message as soon as you load with important changes and such. Hope this helps!

I'm here just to give some positive reinforcement, I like this  game a lot, keep up the good work

Thank you so much! I'm hoping to release a content update with new Slime Girl enemies, alcohol brewing and a costume for NPCs this month... and hopefully more if I can cram it in time.

How do i get outta Tutorial ? How do i Wake up ? Please help me ^^

You have to spend all of your memory points and then talk to the mirror.

ah okay thanks ^^

[Copied back from the download page as I awkwardly realized it was not the Dev Blog]

Hello there. LuckyLago here. first of all, I must say I am nothing short of astonished at the amount of detail put on this game's development, ranging from the map areas currently implemented, all the way to the ingenious crafting. this is truly a fantastic work in progress given how far it has been worked on along other things (Not to mention the giant amount of fetishes this game can count on) with that said, I've got a couple of suggestions that I think might add to this game if taken into consideration, and just a single point of criticism which is strictly based on personal bias and should be only considered if either my point of view is shared by many or if you fantastic developers also consider it to be the case. now, starting with the suggestions:

-Adding Fertility and Potency potions to further increase pregnancy chances. this could appeal greatly for those of us that like to ensure as big of a chance of impregnation on their females as we could. either one of these could count as the same multiplier such as the Virile trait on its own, but can stack up...and unlike Virile, these are either costly to purchase, or difficult to craft due to the requirement for rarer herbs among its ingredients.

-Adding an "Alpha Male" trait available for pickup. this trait would act negatively for some Whorehouse interactions and it might make it harder to get along with Dominating female species as a whole. it would also cost 3 memory points to get. it's one advantage could be that it allows you to effectively seduce certain females which get turned on by dominating males, such as certain Goblins that like a firm male.

-Adding Urethral Sex as a Fetish (could exclusively work with large females, such as Orcs, Giants and so on. wouldn't work on medium sized and below)

-Adding side options to develop SOME of the skills not picked with Memory points, but with the catch that these side options are mid-high tier in terms of completion, so that it still encourages players to choose wisely within the traits they can pick up at character creation.

-Adding the ability to turn some non-dateable characters into "Flings", whom will always have an optional button to Fuck, along their list of options when clicked. Flings might sometimes throw in some gifts they find at their workplace, so there's a tiny bit of extra motivation to be in good terms with some females outside the dateable ones.

Now, as for my one point of Criticism I shall be as clear and brief as I possibly can:
The Faces of the characters.

This is like I said before just a personal bias, but I sadly cannot stay silent about it since it is a bit offputting to see such a high-tier game that's clearly well designed, to be burdened with artwork whose facial expressions look a heck of a lot like the whole characters were drawn out of pornstar scenes drawn over poorly. I would like to advise to address this issue by changing the facial style only, as the bodies look great but the faces give off this feeling of low quality on the game (Which was kind of why I avoided this game at first until a friend of mine told me its pros). trying something like a Cartoon style, or even a comic style might work fantastically for that purpose, as it gives the overall artwork a greater ability to just showcase the sheer amount of effort put into the creation of this game.

I hope my advise is of your liking and that my one point of criticism didn't fall off as taking a piss on all of this, for I clearly love this game enough to play it every single night. I thank you sincerely for reading all the way down here, and I hope you guys keep up this fantastic work you are doing, for I certainly look forward to see more of your masterpiece in progress.

Hello LuckyLago, the DevLog and download page are both valid for posting, I get notification for both!

The Fertility potions are indeed planned, there is even one in the database already if I recall correctly, it is just not implemented yet as it's crafting ingredients don't exist yet. But it will be added in the near future!

The Alpha Male perk sounds like an interesting idea, it could work the opposite to "Submissive" flaw and the two could be mutually exclusive, I'll consider adding it for sure!

Urethral Sex as a Fetish is something that I'm a bit hesitant on, mainly as I don't really get the appeal personally and would find it hard to even know how to approach it description wise. I'll think about it though, but no promises.

The skills not picked at character creation can all be acquired already, some of them are given as Quest rewards while others can be bought of NPCs in the village or even of male slaves donated to the house holds. Chests also have a rare chance of dropping skill manuals for some of them. While Traits can't be picked up after character creation yet, they may be added in the future along your travels too!

Some people have requested more personalised names for the non-dateable characters, this will likely expand the interactions with these NPCs and add the options you are proposing. This will likely take some time to implement and is currently only on the brainstorming stage. But the idea is certainly on the table!

I'll try to improve on the facial art, I have been trying to lean closer to a cartoonish or comic style recently. Some of the in game character art was drawn over a year ago and will probably be replaced in the future.

Thank you for your suggestions and feedback!

Thank you so much for your quick reply! I was not expecting you to reply so quickly given the complexity of running a game of this level of development, and I am certainly amazed to know just how many of these things were already implemented (though I might had missed out a few of the things since I kinda wanted to...monopolize the sex at the Goblin Village so I refused to capture any males and even helped the first one to escape. silly horndog me)

I also thank you for considering the aspect of Urethral sex despite being hesitant on it. just considering it and not shutting it down entirely gives me joy.

and finally regarding the faces on characters, I might be able to help out a bit at redesigning the faces if I have enough free time. I have a drawing Tablet and some degree of skill. can't do any promises, but if you struggle at finding someone for the job of redesigning the faces, then we could always just do a single face redesign to see if it works out.


you people are amazing, I can't ever get tired of repeating this. you truly ARE one with us players.

Great game! Although I do have some suggestions

Make a walkthrough. Maybe not a complete "Do this to win!" But maybe one that tells how to aquire the skills you didnt choose in character creation.

Make a more in depth options menu, with the bonus options included. I can't seem to access the book that has the options in it. Maybe make it so people can make their own custom keybinds, since (Personally) it can be kind of awkward using only the Spacebar for accept, when Ive gotten used to other games have it where several keys do the same thing.

Make a quests tab so you can keep track of what you have to do.

Sorry if this seems kind of pushy, it's just some ideas I had that could improve the game 

Thank you for the feedback, it's not pushy at all!

I have been considering making a walkthrough as well!

Personal keybinds are unlikely because the script that adds the Hotbar makes it unlikely. In the far future I might be able to rewrite it but it's not something I can guarantee unfortunately. I will try to migrate the Extra Options to the normal Menu once I figure out how to do it more smoothly.

I am working on a solution for a Quest Tab as well, there may be a simpler placeholder added to this in the near future while I try to work on a more customized UI in general.

Love the game Keep up the good work

Thank you! I will be updating it later on today or tomorrow with a large list of quality of life improvements!

Windows defender doesn't want me to start it?

Tell your Windows Defender to go away!

I could be missing something, but I was unable to leave the village either to return to the forest or to go into the mine. The message was that I needed to see my house first, but I had already slept there twice.

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Did a Goblin run up to you just before you first visited the house?

EDIT: There was a bug related to rainy weather that broke that step of the game, I fixed it now so it should work, but you will have to restart the game for it to work though :(

Thanks for the heads up btw :)

That must have been the problem, as it was raining.  Thank you!

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