This next version has a recipe book.
SprintingCucumber
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I apologize for the lacking communication over the summer... it's strange to say, but when I can't work (because the kids are at home), I also have a hard time thinking about work. Like, it's depressing to think about, so I avoid it as a coping mechanism. I've added a new devlog with some information, and if anyone would like more up-to-the-minute info, I usually give a quick status update every few days in Discord (link for that: https://discord.gg/YXJ9FB7BDe).
The version under dev right now has a hint system in place for most events (and a rewatch system for events as well). As for game pacing, I'm toying with ways to help lower grind, but I've not finalized anything yet.
I'm unfortunately on a semi-break while my kids are home for summer (I'm a stay-at-home parent), but I'll be back to working on the game in a few weeks. New version should drop at the beginning of September.
Yeah... I should probably revisit that stuff. So the sequence was put it before a lot of leveling was possible. It unlocks at like Lani lvl 2 or 3, then Martin gives you a warning about Miri, then once you level up some more, she arrives. At the time, the only monsters were basic wolves, so leveling took a while, which is no longer the case.
These are things that turn into crazy serial killer wall montages... there are so many different versions of events to consider.
A lot of things are dictated by the need to allow for a Marla solo route. In the current alpha, I've expanded a lot of Marla's content and allowed some choices for Liam to make in that regard, but having one of the girls always pushing into a poly relationship limits player choice too much.
Basically, as long as Marla doesn't know abou Lani's racial curse, she will push for poly UNLESS Liam has specifically said he wants a monogamous relationship. If she enters into the relationship before learning abou Lani, she realizes that something is strange about Lani's curse, etc
As for the dungeon expansion, that's on my list. At least partially... I hope to add at least a small amount into the succubus dungeon variations. All of that was written before it was possible to enter into a relationship at all.
Both patreon and itch have feature parity (the difference is release priority). The option to purchase clothes at the shop is currently limited only to Lani's lingerie, so if you already have that, there won't be any option to purchase additional clothes. I have additional clothing purchases on my work list for this release "if I have time", and I don't think I'll have time. It will probably need to wait until after this next one.
Quick search for exploration? It should pop up as 'collect all' when you go to a location that you've completed in a past life.
This has special content if Lani is in your party, but only on the first map (more scenes are planned, but I don't think I'll get the chance in this coming version). The second map is currently just a click followed by some code, and then you get your items and move on.
This is another one that I'm actively working on. Cooking is planned for a (relatively small) dialogue update and some quality of life improvements (one-click recipes, an indicator of Lani's mood, etc). I'm also intending to add in some recipe status effects, like battle buffs or xp boosts. Eventually, hidden scenes will be attached to various recipes, but that will not be in the next version.
The magician title is locked and can't be maximized until the Academy update. The Academy is the next major development milestone, and will be labeled as version 0.4 (where we currently live is v0.3). Right now, it's possible to raise Magician to... I believe level 6 the usual way, and then up to level 8 using dungeon rewards.
Yeah, this is the end of that storyline in this version (I know, it sucks... but I had to draw the line somewhere, as the dungeon story had taken an ungodly amount of time by this point).
Dungeon Tents are a large part of the next update, so I'm planning to lump in at least a small expansion to the succubus dungeon along with all of that new dungeon content. Hopefully we'll at least get to the point that players can equip the girls with the items.
Doesn't matter. Your final combat values are a calculation based on your stat points and your level independent of which was higher first.
Strategically, it would be better to up your stats before raising your level in order to gain a higher rank in the Challenger title so that you can fight stronger enemies in the future. If you've already maxed that title, then it's entirely up to personal preference.
There are two title options for dungeon rewards: 'upgrade a specific title' and 'upgrade a random title' (and any reward that you've not selected in the past is hidden until you select it). In this instance, the ??? reward is likely the random title upgrade, but you don't currently have any level 1 titles to upgrade, so it sends back an error to select again.
All of the titles related to stats are maxed out once you get to 900. In the next version, there will be hidden scenes and conversations in various locations if you've exceeded that number (the highest required scene is locked behind endurance of 5020+), but in the current version, the only value of additional stats is combat.
So camp scene 6 (first scene requiring the upgraded tent, first mention of night watch), will flow directly into camp scene 7 without any outside conversations. Camp 8 requires a conversation outside of camping, as does 9, and then 10, and then 11, and so on.
(I have a much improved scene gallery and hint system in the alpha version, so hopefully confusion over how to get scenes will be a thing of the past)
Boulders can be rough, since they work on a percentage of the player's max health as a base number. The higher the star rating, the higher the percentage. When you add in elemental damage, it can roll out of control (pun intended).
Trap damage is still a work in progress, though. All of the battle numbers were recalibrated in the most recent release version, which includes trap damage. They'll be tweaked over the next few versions based on player feedback.
In the next version, i have a hint system in place to give players a better idea of what scenes require which interactions (and this also gives a listing of all scenes, so players know that there is or is not more content to find). This is an extension of a much-needed replay gallery.
The Lani kill count is an oddity that popped up because her left-facing version needs to be classified as an enemy and is populated into the kill list just like all of the other enemies. It made me giggle so I kept it in there.
Currently, there is no way to move forward with Lani other than the camping scenes (locked behind the various tent versions). The affection stats aren't currently implemented, so instead of quantity/quality of interactions, the relationship status of the characters is locked behind specific interactions. I intend to change this to affection points to better reflect title buffs and give more freedom and visibility to relationship status, but that's probably not coming in the next version.
The next version has recipes hidden in the library! I'm really happy to fibally have a magical recipe book available instead of just expecting players to guess stuff.
As for stealth... I'll say it fools noses the same way it fools visibility. The skill creates a physical boundary between the user and the outside world that blocks perception.
Liam should automatically start attempting to disable traps once he has the title for it. That title is a bit broken, though... it's fixed in Mt alpha code, but it won't increase level correctly in the current version. If you push the title level to 2 using dungeon rewards, it will start to level up correctly.
Luck is a locked stat at the moment (and doesnt get referenced in general gameplay at this point anyway... though it's supposed to impact lots of stuff in the future). Lani does get luck boosts, but it only lightly impacts her crit chance.
It is intended to have luck largely impacted only through equipment or temporary boosts (like potions or cooking).
If you'd like to manually alter it (and are on pc), you can open the console (shift + O) and type in: player.luk=50 to get 50 luck for Liam. Or any other number.
So, this is more a problem in communication (still a problem, though) .
The value shown in the camping window is your base % chance (it goes up by 1% ever day that you spend in that specific location).
The value given to you after every consecutive battle is in addition to this base number, but is not saved for the next day. So, with these screens as an example, the base search chance is -8% (so zero), and the consecutive battle modifier is 9, pushing the player up to 1%. After your last battle of the day, the game checks to see if you hit the 1% chance, tells you the result, and then promptly forgets your battle modifier ever existed. The increase you see on the camping screen after battle is the daily tick to increase the base percentage.
As I'm writing this, I'm wondering how to better explain the jist of it to the player, and I'm not entirely sure. Part of me wants to use Kermit to just explain things in plain language, but I don't want to over use him. I could potentially add a visual to the search code to physically show the numbers changing and then going away after the end of the fights. I'll think on it some more.
A good question. The statistics to calculate the fire resistance title are saved, but the title itself is not currently in the game (it was just cut because I was sick and tired of developing dungeons and wanted to boot that out the door even 10 seconds faster...). At this point, adding fire resistance isnt something that would take more than a few hours, so I'll pencil that into the schedule for the upcoming version. Honestly, I had forgotten all about it, so I appreciate the reminder.
Things like the blood stones and shadow stones are certainly planned to be future consumables for special-type magics (more skills will unlock as you use them, requiring more stones in turn). The issue on this one is really just a question of priority: do I spend my dev time expanding combat and dynamic content like additional dungeon types/explore locations, or do I spend it on story content? I'm trying to do small increments on both, but it sort of leaves every aspect of the game feeling unfinished, right? Questions and comments like these are largely what I use to help decide the priority on smaller game additions (smaller being new titles or quality of life changes, vs larger updates, like adding status effects to cooking).
Whew, ok, thank you for the feedback. I'm going to try to address all of these.
I am aware of Lani's disappearing act in combat, and I'll be fixing that in the next version.
Alchemy was initially intended to come in the next version change, but it's been pushed back in favorbof an earlier release date. I'm hoping to have it in version 0.3.4.
Healing magic is relatively rare in this world. Personally, I've never understood the justification for every beginning magician in the world being able to heal life-threatening wounds as their first ability. I also needed a money sink, so potions are the primary healing option in early and mid-game.
Dungeons only remain in one location for a few days and then moves on, so once you've found a dungeon, the game records the date, then makes that dungeon available to the player withing 5 days of that date in future play-throughs. It's possible to have infinite dates recorded for any of the dungeons as they move around.
Generally, dungeons are intended to be a semi-planned system. Not every door can be unlocked by the items available in It's dungeon, so the hope is that the player will see a door they can't open currently and collect those key items for future lives.
The soul box should definitely have an option to remove items. I'll look into that for the next one.
Currently, all of the search numbers are refreshed when leaving a location. I could probably save those... I'll pose the thought to the playtesters and see their opinions on it.
The beast merchant is still in his placeholder stage, but he's intended to have rotating inventory and time-specific items. Right now, he only has two inventory sets: days 1-10 and day 11+.
Light magic and sneak are currently the only skill sets available, but more are coming. One (Defence) is going to be readily available in the same way as Light, while the other currently planned branch is going to be semi-hidden until the player has progressed.