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Guileless

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A member registered Dec 12, 2019

Recent community posts

I ventured to the Discord and saw that this has already been identified and potentially addressed. I realize there's probably an automated process for packaging new builds into archives but it would be super helpful if the build version id (e.g. 0.9.0c) was reflected in the name of the archive.

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Tasks provided through NPC dialogues such as "Dark Elf Witch", "Rite of Passage", and "Lilia: Temptations" have been triggered and are visible in the Journal but the task-specific locations have not shown up in the Travel interface making it impossible to complete them. 

I started the game in 0.9.1 and then loaded the save in 0.9.0c to see if they would show up there. They didn't. I then loaded an older save in 0.9.0c and accepted "Rite of Passage" again and the task destination populated correctly. 

Tasks assigned via the Notice Board and dungeons added via maps purchased through the Market do appear to work correctly and show up as travel destinations.

My guess is that something in a routine for adding the locations to the Location List after a task is gained via NPC dialogue is broken in 0.9.1.

I do recall that within the first few in-game days when I received "Lilia's: Temptations" the dialogue windows informing me about the task and the dialogue with Sigmund to address the first step both opened and had to be closed 3-6 times before finally going away, maybe this glitchy task/dialogue system behavior is related.

Seems I cannot continue to test-play 0.9.1 for now but I hope this is a helpful bug report.

Odd that the post says 'You can download Patreon edition on itch' yet it's definitely an 'Itch' edition without 'fafow' (Kat content) or Reona content...so most of the new content isn't even included.

I am a little salty about Itch hosting a reduced content version, particularly as I paid upfront for the game here in addition to supporting it via Patreon for years (I had to cut back my Patreon subs due to real life circumstances) but, all in, I've probably put $200+ into this project over 4 years and, while I do like the game, it's impossible for me to justify putting in more, particularly at the thresholds required to access most of the new content.

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Thank you for responding! 

I want to say that, despite most of my post being critical, I'm impressed with the pack and, no disrespect to Maverik et al, it's the best solution so far if the goal is to comprehensively represent the variety of visible attributes described within the game with aesthetically pleasing, stylistically consistent, imagery. 

You employed a new, burgeoning, technology that goodness knows probably would have required exponentially more effort to use 2 years ago and may require exponentially less 2 years from now. I imagine that improving on your result will become increasingly possible in the future but whether you iterate on this project or someone else takes up the gauntlet I doubt that I will be quite as dramatically impressed; you did it first. Still, it's a sign of things to come, it's pretty interesting to think about what will be possible as tools and expertise inevitably improve.

One thing I noticed after making my post, with regards to my first nitpick, was that the portraits and bodies are often slightly different and, in many cases, the portrait versions have additional hair or other features obfuscating redundant, human, ears that are visible on the full body image so that only the kemonomimi are visible. I don't know if you touched some of them up manually or by what other means the improvement was made in those cases but I want to explicitly acknowledge that you were already clearly aware of and actively addressing the issue.

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Firstly: looks like a lot of hard work went into this and I appreciate the result, thank you for your hard work and sharing its fruits with us.

If I have two nitpicks (which I cannot remember any image pack avoiding and I don't want to sound entitled, I acknowledge that I'm just lazily waiting for someone else like yourself to be a hero and put in the hard work to improve upon):

1) Human ears on half-kin, usually as a redundant set of ears... when I see this it completely dispels the illusion of a half-kin, they're just humans wearing costume ears (in other image packs these are often very obviously drawn as costumes/costume accessories e.g. the non-human ears are mounted on a hairband).

2) Anachronistic apparel, e.g. modern fashion and accessories incongruous with the technology and aesthetic of a medieval fantasy setting. Personally, I prefer more fantastical clothing for fantasy beings (e.g. dryads) or at least more hand-tailored-looking clothes less reliant on post-industrial manufacturing methods (e.g. zippers, print/silk-screen).

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Is Version 2.0 of this mod compatible with 0.6.6c of the game?

Intuitively, the Experimental version is for testing new and potentially less stable features/changes compared to the 'Demo' version but is there a place where the differences in Experimental branch are described so we know what to expect/test? All change notes seem to be for the Demo version only.

My upvote here assumes MC actually fertilises his lovers rather than the TiTS/CoC-verse trope of MC being the host to parasite eggs in their digestive tract. To each their own but I don’t see anything erotic in having worms and I would prefer this was always distinguished from procreative actions.


Also some games (MM for one) have faux pregnancy which involves a character having a pregnant appearance but not actually being pregnant and this totally misses the point.

The opposite of this, pregnancy without visible change, is a more acceptable compromise.


For me, the fundamental fetish is in accomplishing the absolute original purpose of our potent reproductive urges. It is the Ur-fetish. It’s also something that for many, many, reasons can only be casually indulged in fiction.