The majority of the game's text is stored in "CommonEvents.json" file in the data folder. However, the text for each event is stored as a single line, and has a bunch of code for how the text is displayed in between the text, so I don't think it would be very useful. I found a plugin that extracts text to .txt files, but it only works on maps and not common events, so it also doesn't achieve much, and you would need to put the text back into the game yourself afterwards. I can look and see if there's some other plugin for this if you'd like, however you also might find what you need by searching "rpg maker mv translator" There are some programs that can auto translate text for you while playing, though I'm not familiar with them myself.
Stickyicky
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It's 30 days after it's released on my Patreon page. The Patreon version was only just released on the 10th, so the public version will update on January 10th. (The update was delayed because I shrimply wrote way too much and made it over 30 000 words, which is more than double the length of version 0.50.)
Open the WWW folder that extracts and scroll down to the "Index.html" file, then run that through a browser. You will also probably need to configure your browser to run RPG Maker MV games, if you have no done so before. This link should help with that. https://www.reddit.com/r/RPGMaker/comments/dqvdqo/fix_error_failed_to_load_dataa...
The best (only?) way to get the game to run on android is through the JOIPlay app. Once you download that it should be fairly simple to set up the game, but if you have issues let me know. Also, I'm not really sure why, but I'm pretty sure you can use the Windows version on JOIPlay, which is slightly better because the web version has to turn off some plugins to work.
The first thing I should say is that none of the scenes in game are written with the intention of appearing at all non-consensual, though I can see what you mean about the scene with Katie. I'm probably more likely to overlook things that might come across like that with the stuff I write because in my mind, it's always consensual. I know that Katie tells the player her ass is off limits specifically because she wants the player to fuck the Orc with her, because she wants to make the Orc cum multiple times, not because she's actually opposed to anal with the player. But of course, as the person playing the game, you can't know that, and I think it was worded poorly for that intention, so I'll probably adjust the wording on the scene. I think it's especially worth changing since fingering her ass isn't presented as an option to the player, it's just how the scene plays out.
I don't think I will change the scene with the Imp (Stacy) though. When you first encounter her, she immediately wants the player to act as a "hole girl" for her in the gloryhole you mention, so I don't think it's out of place for the player to go straight to sex when they find her humping the wall shortly afterwards. It's also played off as not being a big deal to try and further set the mood of the game, which, like you mentioned, is that everyone is super horny, and so while the Imp wanted to top the player, that was still more of a preference than anything. (A big reason everything is set up like this is to have sex tied into combat feel consensual, as it's more like the characters are fighting to see who's going to be on top, because the outcome of sex is just a given as far as everyone is concerned.) Lastly, I'm less bothered by it because it's optional.
As for depravity, it can be a bit of a mess at times. The main reason topping reduces depravity, is because it also often reduces femininity. And since reducing femininity is strictly a negative, if topping didn't also reduce depravity, you'd just be straight up punished for doing it. Which is especially bad since it's usually an option for winning a fight, so making winning a punishment would just feel really bad.
Generally, I've considered events that reduce depravity to either be purifying through something like volunteering at the church, or simply something that raises the players confidence, even if that doesn't exactly fit the idea of reducing depravity. I even have some scenes where the note that lets you know your depravity has gone down questions how what you've just done could actually reduce your depravity, lol.
As for your comment on depravity being based on my framing of a scene, I don't really see an alternative. You point out that you could imagine framing the Elf treetop date scene as the player being a cheap hoe, which reads to me that you can also view it the way I intended as a less depraved scene. So if you can see it both ways, what choice do I have other than to make the decision myself there? It can't be both high and low depravity.
I also don't really see the slut shaming angle, especially since the game lets you fully embrace having high depravity and unlock skills that benefit from higher levels of depravity. There's also the game mechanic angle to look at. Defeat scenes often give high depravity because it's a soft punishment for losing to an enemy, though the scenes will also usually give a smaller amount of femininity as compensation. Voluntary scenes that give high depravity usually also give the player rewards that outweigh the downside of the depravity gained, so choosing to slut it up is meant to be beneficial.
I'm glad you liked the game otherwise. I'd like to say there aren't more scenes that will turn you off like the one's with Katie and the Imp, but I'd never considered that those scenes could be seen that way, so there might be other scenes in the game that would turn you off like that, I can't make guarantees either way.
Okay, based on your save it looks like you lost to the Minotaur and completed the entire defeat route for that, which should have sent you out of the dungeon. Did you maybe finish that and then quit playing for a while, then returned to the fourth dungeon without realizing you'd finished it? Or maybe the event bugged out and didn't send you out of the dungeon after the final defeat scene. Either way, on top of that, the event to exit the dungeon was supposed to be set up to let you leave if you showed up there after the defeat route, but it wasn't set up properly. I'll fix that, but for now you should just use the "Debugger" key item in the menu, select "Teleport to Elmgar" and then go to the guild and talk to the purple-haired receptionist to start the fifth dungeon quest. Thanks for the bug report.
I don't think you can directly add files to itch comments, so the easiest way would be to use some free file sharing site, like this one. https://filebin.net/
Just zip your save folder and upload it to there and I can download and use it. (I need the global.rpgsave file from your save folder as well as whatever save file you'd like me to load.)
When you're in the Minotaur's area, at the part where the paths branch, you go right until you find the Minotaur's room. Inside should be Alexandra, and you should need to either interact with her through the bars of her cell or talk to the minotaur. If neither of those work let me know, i might need to take a look at your save file to see if something's gone wrong.
When you say you can't interact with the UI, do you mean you can't select options when they pop up during dialogue, or you can't open the menu? I don't specifically design or test the game for mobile, but the basics at least worked on my phone, so I might be able to check into what is going on. I think how functional the game is somewhat varies based on your device though.
When you talk to Brittany at the guild to start the first dungeon quest, you get to choose which linking device you would like to have. If you used the dungeon skip option, it might have just set it to the Bracelet one. If you'd like I could probably set things up so you can still pick a linking device even if you use the dungeon skip option.
Sorry for the late reply, I somehow missed notifications from itch for like two weeks.
I love hearing that people love my game (and dick sucking), so thank you! I'm not sure what you mean by using ai to infinite scroll the game, so you'll have to tell me more about that. As for the character that is most like me, personality wise it would probably be (act surprised) the player. For most characters I have an idea of what I'd like their personality to be like and try to write them like that, but for the player I'm usually not writing with much of a character in mind, so they're the closest to being "me," I'd say.
I believe most of the music I've bought to use for the game only gives me the right to use it in the game, not to just repost it all on it's own, but the filepath for the music is CiC_0.49\audio\bgm, so you could access it and find the songs you like through there. If you'd like you can let me know where you encountered a specific song and I can check which one that would be.
Sorry for the late reply, I somehow missed notifications from itch for like two weeks. Most of the scenes in the game don't have art at the moment. There are still somewhere between 40-50 that do have art, but there's at least 200 scenes in the game overall, so many don't. The scene reviewer includes most of the scenes with art though, so after you finish a dungeon you can check that to make sure you haven't missed any scenes with art. As for fullscreen, F4 should do that, but it's just going to stretch out the screen and any images on it, so I don't really recommend it.
I have the idea to let the player have another character join their party near the end of the game, so I could potentially add him as an option. I'm not 100% sure if I'll do that yet though, as combat has been designed to just have controllable character until now, so I'll have to see how easy it is to add another one.
Ah, for some reason I thought she gave you the cage at the end of that scene, but she actually keeps it. I'll be sure to edit that, but regardless, you just need to find the summoning room for the first time, and then the room to the right will have the temporary set up for summoning. (You don't actually need the cage to view the scene.)
Do you mean updating between versions, or applying patches? If you mean between versions, you just need to download the new base version, and copy your old save folder into the same spot in the new game folder. If you mean applying patches, the patches have instruction files in them to show you how to do it. And you only ever need to apply the latest patch to the game, you don't need to do them 1 by 1.
For some reason I thought the game was supposed to update on the 1st, and was so confident in that I never checked to see if I was wrong. Here's the link to the download folder for 0.49, I'll properly update the game page soon. https://mega.nz/folder/ATYnUL7Q#n0O0LW91ybryZmN-Es-VdQ
Ah okay, it's different on the web version. You'll need to run the index.html file. If it asks you what to open it with, you'll want to select a web browser. You will also need to configure your browser to allow it to play RPG Maker MV games, as it generally won't work by default. This link should tell you how to do that. https://www.reddit.com/r/RPGMaker/comments/dqvdqo/fix_error_failed_to_load_dataa...
And if you're curious about the Mac version, it probably doesn't work because your Mac is too new. RPG Maker MV support of Mac ended in the middle of me making the game, but I still upload the Mac version because it will still work on older machines.
Last time I tested the skill balance I found Ice to be stronger than both of the other options by quite a bit, so I nerfed it. I'm pretty sure it was still the strongest overall afterwards, because I didn't want to end up making it bad. Do you know how long ago the last time you played was though? I'm pretty sure the last change to skill balance was over a year ago.
To run it through a web browser, you'd basically just open the web browser, then drag the "index.html" file into the browser. That or right click->open with->select your browser. However, you'll have to change a setting on your browser to ensure the game runs successfully, this link explains how. https://www.reddit.com/r/RPGMaker/comments/dqvdqo/fix_error_failed_to_load_dataa... I can confirm it should work with firefox at the moment, as I tested it just now to make sure.
I'm not very familiar with Linux, so what I posted before is pretty much all I have for suggestions. However, I can try to help with getting the web version to work instead. Did you follow this link for setting up browser permissions? And if you did, what error's/issue's are you getting? https://www.reddit.com/r/RPGMaker/comments/dqvdqo/fix_error_failed_to_load_dataa...
I'm fairly certain people are able to run the game on Linux for the most part, but I couldn't say what they are doing differently than you are. One of the main results I got trying to search the error was actually another user commenting on it for my game earlier, so I can link you to that comment, as I gave them some options that seemed to work for another user. There's was specifically for a "Running without the SUID sandbox!" error, but it also contained "Failed to create ICU number format, are ICU data files missing?" so I figured your full error report could be similar. I can't say if they worked for this user with this specific issue as they didn't respond to my suggestions, but it could be worth a shot. https://itch.io/post/8438287
Otherwise, another shot in the dark I have is to move the game to your desktop and try running it from there, in case it's a filepath length issue. If you look in the game folder, there is a icudtl.dat file, which I'm assuming is the file the game is reporting as missing, so maybe it's just failing to read it?
Last idea would be to try downloading the latest version of nw.js from https://nwjs.io/, and then copying the contents into the CiC 0.48 Linux folder. I already do this when uploading the game, but since 0.48 was released a few months ago, the files are a bit out of date. I have literally no basis for thinking this would work other than another Linux uses with a different but maybe related error said that helped them back with version 0.46.
If none of those things work, as mentioned in the first link above, you can try the web version of the game instead. Some minor functions don't work with it, as mentioned in the link as well.
Sorry I couldn't be of more help, and please let me know if any of these suggestions work.
I honestly don't know how that is possible then. The event is set up to turn off after it's run, there isn't really any way to mark that you've viewed that event other than to view it, as the switch to determine if it's been viewed or not is tied directly to that event. Regardless, I set up the way to properly review the event, and adjusted the scene reviewer, so you should be able to access the scene reviewer for dungeon 5, and you should be able to properly restart the boss encounter. Thanks again for letting me know, and do let me know if the fix doesn't work. (Patch 0.48.12)