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theris

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A member registered Nov 17, 2018

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I beat all of the fights except for the final boss fight on my first attempt (I got bad luck in my rolls in that fight, and needed a second attempt to win).

The most powerful mechanic that you have at your disposal is the ability to parry; doing so smartly allows you to effectively multiply the impact of your own dice.  It's frequently worth it to spend a turn or two intentionally tanking hits from your opponent (blocking only what's necessary to survive if needed) so that you can gain an advantage in stashed dice; after that, you can parry by matching your opponent's attack exactly and then use your accumulated reservoir to overwhelm your opponent's attack for a game-ending swing on the turn after that.

I used the +2 to die, flip a die, deal 3 damage/turn, and draw +1 die/turn for -10 starting HP artifacts, all of which contribute to being able to build up a valuable pool of dice.  Note that the +2 to die and flip a die artifacts combo well with each other: adding 2 to a 5 die will turn it into a 6 die and a 1 die, and adding 2 to a 6 die will generate a new 2 die; meanwhile, flipping a 1 die produces a 6, and flipping a 2 die produces a 5.

I beat the crane and croc duo this way before the croc even had a chance to fire off his debuff.

The Windows version can run on Linux through the use of Wine.  The Itch Desktop client for Linux will let you download the Windows version of this and other games on the Itch platform and try to run them through Wine using your default wineprefix (meaning that, to the typical user, it can be a near-native experience when it works).  Alternatively, you can download and decompress the .zip file and run Wine on Game.exe yourself.

I just did a test, and this game works with a clean wineprefix when using Wine version 9.17.  With that said, if you've used winetricks on your default wineprefix previously, it's entirely possible that one of those might cause Wine to not correctly run this game; this can be addressed either by running the game from the command line with a different WINEPREFIX variable set (at the cost of inconvenience) or by deleting your default wineprefix directory, which is probably located at ~/.wine (at the cost of losing any winetricks compatibility fixes for other applications/games that you've done on that wineprefix).

The game seems to require some version of dotnet (such as what winetricks provides).  Using dotnet48 works for me.

I managed to get it working in Wine by using winetricks to install dotnet48 (if you're using Ubuntu or Debian, you may need a more up to date version of winetricks than is available in the repositories in order to install dotnet48).

When downloading the Linux version using the Itch desktop client, the .tar.bz2 file is not automatically extracted; as such, it becomes necessary to manually extract this file before the game update is able to be played.  There might be a setting for the file upload that will allow for this extraction to happen automatically without user intervention.

I've had an issue where trying to use the "play in browser" and "download HTML" options for this game in the Itch desktop client would result in a window with blank white contents (instead of a barebones browser window that runs the game).  It's been only sporadically reproduced on my end, but I /think/ it occurs when trying to run the most recent release of the game (as in, for example, the bug would reproduce on version 0.8.5 while it was the newest version, but it would no longer reproduce on version 0.8.5 once version 0.8.6 came out).

Within the Itch client for Linux, the Linux download saves a compressed archive of the game rather than a decompressed version, which means that the game has to be manually decompressed before it's played (and can't be selected to play directly from the Itch client because of that).

There might be a setting on the project settings page to tell the Itch client that it should decompress the archive once it's been downloaded.

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It does.  I got the following output from running the game in the terminal until I was able to reproduce a crash:


Godot Engine v3.5.3.stable.official.6c814135b - https://godotengine.org
Inconsistent value (1) for DRI_PRIME. Should be < 1 (GPU devices count). Using: 0
OpenGL ES 3.0 Renderer: VEGA10 (radeonsi, vega10, LLVM 15.0.7, DRM 3.42, 5.15.0-92-generic)
Async. shader compilation: OFF
corrupted size vs. prev_size in fastbins
[1]    1789513 IOT instruction (core dumped)  ./turbofat-linux-v0.8101.x86_64

The program's returned error value was 4.  The game ran for some period of time after the async line, and the crash happened after the fastbins line (though I can't say how long the fastbins line had been present before the crash).

I've been getting occasional crashes after career levels in the Linux client.  Is there a log file that I can peruse and/or share in order to narrow down the cause?

I can confirm that this bug is fixed as of the latest public release.  It was a very frustrating bug; thank you for addressing it.

I found a path that can softlock the player (if they don't manually type "undo" to escape it and go down a different path).

On the Oscar path where he takes you into a forest and you run away from him, investigating the patch of grass leads to a "scene" with just the text "You can see an UnawareCVWolf."  In the scene, "UnawareCVWolf" is an object that has the "Look at" and "Take" actions associated with it, but neither action has any functional behavior associated with it (the responses are "Nothing out of the ordinary." and "You can't take it.", respectively).

The Linux Itch desktop client will transparently run this game (and other Windows games) in Wine if you install and play it through there.  I also use Linux, and while not all Windows games successfully run this way, this game works just fine on my end.

You forgot to mark the v0.4.0 download as a Windows file (which causes it to not be listed as a an upgrade option from within the Itch desktop client).

This bug is still present as of version 0.3.4 .

How well has your hired coder been progressing so far?

The "Enraged Pommel" move is bugged in this build; if you use it in a combo, you get this error message, and your character performs no actions that turn.  Until the bug is fixed, you can work around it by taking the Enraged Pommel move out of your move pool.

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I've noticed a few bugs in this build:

* If you use both Focus and Essence Surge in a battle, only one of the two effects expires when the battle ends (the one that's listed higher up on the abilities list is the one that expires).
* If the Enraged Pommel move is used in a combo, an error message of "Error: <<run>>: bad evaluation: his is not defined" is displayed, and none of the player's abilities used in that combo activate that turn (the opponent's turn progresses as normal).
* Essence Surge's card is listing as having a critical hit chance, even though it's not an attack (and doesn't appear to interact with critical hit mechanics).
* Ensnaring Goo does not have its intended cooldown; the attack can be selected and used on consecutive turns.
* Several of the attacks do not seem to calculate their base damage according to the formula displayed in the corresponding tooltip.  For instance, the tooltip for Ensnaring Goo's damage lists Strength-based damage and 8 bonus damage, but it only delivers a fixed 8 base damage (before crit and Pain sigil) regardless of the player's Strength.
* Under some circumstances, drawing a card while there are cards selected to be used in a combo will cause the cards to become "stuck".  Those cards remain visually selected in the UI, even after the "clear" button is pressed, but those cards don't become mechanically selected when clicked, and they are not used at all when the combo is executed.  It might be necessary to clear the combo after drawing a card as an additional step to reproduce this bug.
* The XP bar doesn't seem to be filling up proportionally to the progress towards the next level.  The calculation for its fill percentage might be using the wrong variables.

This bug is still present as of the latest release.

This is a fantastic guide... though upon reading through this guide, I've come to realize (*spoiler warning ahead*) that only half of the stat choices (Speed/Knowledge, Speed/Willpower, or Knowledge/Charm) are able to achieve a good ending with neither a forced bad end (that the player can, thankfully, bypass their second time around after being sent back to the prior checkpoint) nor a forced sex scene.  Speed/Charm can win without a bad end, but you're required to go through either the bartender's or the squirrels' sex scene; any stat choice that includes Willpower but not Speed will necessarily require taking at least one bad end.

I kinda wish that there was at least one perfect route for each possible Willy build.

Also, the "The Sluttiest Tool in the Box" ending is a bit unusual in that it's the only bad ending that requires the player to experience and then bypass yet /another/ prior bad ending in order to get.

On my end, I'm able to get the program to run by running it through the Itch.io desktop client (the Windows version of it can run in Wine, and the Linux version can itself run games in Wine; I run the Linux desktop client) and selecting the index.html file (rather than the Game.exe) file to run.  Does doing that help at all?

The project I was trying to convert is https://azulookami.itch.io/finding-a-place (NSFW project, SFW project page).  At the time I first tried using the Twine to Ren'Py tool, the project artist had said in the comments that they were looking to convert the Twine project to Ren'Py, and were looking to pay someone to perform that conversion.  Since then, the project artist has apparently found someone to pay for that conversion (that person is not me), so my warrant for trying to do the conversion myself (getting that project rolling again faster) has been effectively obsoleted.

You should be able to find a relevant <tw-passagedata> block by doing a search for (tags="Twine.image") (without the parentheses).

Also, in case this helps your debugging, one of the perhaps atypical aspects of the Twine file that I tried to convert is that some of the <tw-passagedata> blocks within it are of type tags="Twine.image", and they contain base64-encoded .png data rather than standard Twine scenes.  It occurred to me that the conversion tool might be choking on this type of data.

I think the characters thing could benefit from a dropdown setting with the following options (possibly excepting the second):

* Generate character variables, and include those character variable declarations and uses in the output.  (This would make a file that runs, and the user would be able to adjust the character variable assignments if they cared to.)
* Output character names in quotes so that they'd be strings rather than variable names. (This would make a file that runs, but with no formatting on speaker names; on the other hand, there'd be no conflict with already defined character names.)
* Use variables for character names, but do not generate a definition for them.  (This would make a file that does /not/ run unless the user has generated a separate file with character variable declarations or adds the same to a generated file after the fact.)

 The first two options would be useful for someone who wanted the generated files to "just work", and the third would be useful for someone who wanted to run the conversion tool iteratively, but didn't want to repeatedly respecify the formatting for character text output.

I'm inclined to think that one of the first two options should be the default setting.  A new user who uses the default settings on the sample Twine file should be able to end up with something that works as expected in Ren'Py (otherwise, the new user might think the tool is "broken", even if the tool is performing exactly the intended behavior).

Thanks for keeping us updated on the status of the VN's progress.  I look forward to seeing the story continue.

I tried to use this tool to convert an existing project from Twine to Ren'Py format.  The GUI produced no error message, but no Ren'Py files were generated, either.  When the tool is run from the terminal, though, this error message is outputted:

Traceback (most recent call last):
  File "twine_to_rpy\twine_to_rpy.py", line 465, in run
  File "twine_to_rpy\twine_to_rpy_model.py", line 276, in run
ValueError: too many values to unpack

On my end, converting the demo file does work as expected (except for the part where the start.rpy file outputs test_character (without quotes) instead of either defining a character called test_character earlier in the file or outputting "test_character" (with quotes), leading to a Ren'Py error message at runtime unless the start.rpy file is manually edited).

https://xkcd.com/1053/ <- It's okay to learn things for the first time.

I've periodically been getting a bug in this game where the graphics would freeze on a particular frame of output, but the rest of the game would function normally (the BGM would continue to play, sound effects would continue to play as expected on keyboard inputs that produce sound, and the game can even produce a working save file if the in-game menu is (blindly) navigated).

https://steamcommunity.com/app/363890/discussions/1/276237094327448139/?ctp=2 <- Based on my searching, this might be the issue; it seems that there's a bug with the RPG Maker core engine that the game uses.  The first post on this thread's second page links two fixes; one is an engine plugin that patches in a workaround for the issue with a brief code snippet, and the other is a community alternative to the entire core script.

While saving the game is usually able to act as a workaround for this issue, having the issue patched in this game would make things far more convenient (and avoid annoyances such as having the bug trigger during a post-boss cutscene... where using the save workaround means losing out on reading some of the dialogue).

The folder present in the Linux build is already named "others" (just like it is in the Windows build), but renaming it to "Others" seems to have resolved the bug (and allowed progression multiple screens further into the game).

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There appears to be a bug on the Linux version of this release.

Attempting to progress past the first map that loads after the intro sequence results in a loading screen that eventually ends in this error message:

Loading Error
Failed to load: img/doodads/Others/shadows_openingcliffpath1.png
["Retry" button]

As a workaround, the Windows version when run on Linux using Wine will load the next screen correctly (and the Itch desktop client for Linux will transparently make this happen in the background if told to install the Windows version instead of the Linux version).

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I found a bug.  If you try to refight the drunkard on the same save file, it's possible for the combat to be stuck in an infinite loop (you never make progress to the dead end, and the combat never progresses to the second phase no matter what choices you make or how many times you make a choice).

After taking a peek at the source, this seems to be due to the hitCount variable not being initialized at the start of this combat (meaning that its value from the previous fight gets used when the battle's fought again), and since its value is likely to be greater than 3, drunkardFightResolve falls back to its default case... which simply jumps back to drunkardFightStart unconditionally.  Inserting $hitCount=0 at the beginning of drunkardFightIntro prevents this bug from occurring.

It seems that there are a few other variables that are used without being initialized to a value (notably including temp_hp, temp_stam, and temp_lust); it may be appropriate to create a function that initializes these values (since even with my fix above, with repeated fights, the drunkard is liable to have the HP loss scene after the first choice made in the second state due to temp_hp being negative from a previous fight).

A quick bug report: On Linux, I got an in-game error when the file "D_o_ceño.png" was trying to be read.  After looking at the game files, that file appears to have been renamed at some point to "D_o_ce�o.png (invalid encoding)", and the tarball (.tar.bz2) file itself appears to contain a file named "D_o_ce�o.png".  I was able to rename the decompressed file to the correct name just fine on my end, so the issue may have been with the "ñ" character being unsupported either by the tarball (the .tar.bz2 file) or by some filesystem that was used before the file was compressed.

If the issue can't itself be directly fixed, renaming the file to something that doesn't use the "ñ" character should keep others from having the same issue as a workaround.

I'm experiencing a bug with this game.  If I swap focus away from this game (such as by using Alt-Tab, clicking another window while the game is in windowed mode, or changing virtual desktops) and then focus the game again, the game becomes unresponsive to input; the game has to be closed and then reopened before it can function again.

From my understanding, this is a common bug in games coded using Unity, and I think it involves the need to handle the API hook for the game's focus returning or something like that.  In case it's relevant, I'm playing this game on Linux using Itch's desktop client for Linux (which is able to run Windows games through the use of the Wine compatibility layer).

I know this is rather belated, but I've managed to pull it off... though it requires dynasties friendly harder contagious mode (and cheat mode is highly recommended).  One way to do it with cheat mode is this:

Assuming all males for guests, choose Idris, Jake, Bradley, Ken, Laurence, and Paul as the first six victims in order.  Assign yourself and Travis as the leaders of the two werewolf dynasties at the end; the order of everyone else does not matter for this setup.

Arrive first at the manor, and head to Idris's room to convert him (Travis will convert Jake at the same time).  The werewolf kill after this would have been Idris, but you'll have already converted him, so he'll live.

After the first (lack of) kill, choose any room; it's not possible to spread the infection this night.  The werewolf kill for this night would have been Jake, but Travis will have already converted him.

After the second "kill", go to the garden to convert Bradley and Ken.  The next werewolf kill would have been Bradley, but you will have converted him just in time to keep him from getting killed.

After the third "kill", go to the cellar to convert Laurence and Milano.  The next werewolf kill would have been Ken, but he will have already been converted the previous night.

After the fourth "kill", go to the kitchen to convert Marcus and Jerome.  While you're there, Jake will convert Eddie at the balcony.  The next werewolf kill would have been Laurence, but he should already have been converted from the previous night.

After the fifth "kill", go to the bedroom to convert Paul and Mikey.  Laurence and Jake would have converted one another at the bar, but they both will have already been converted.  The next werewolf kill would have been Paul, but he will have just been converted.

After the sixth "kill", you can go into any room, since Andrew (the last unconverted human) is set up to be converted by Idris; you can either go to the library to participate, join Travis and Eddie in the nursery for their romp, or go to any other room to skip having an adult scene.  Regardless of which room you went to, you should then end up with the werewolf takeover ending, since everyone's now been converted.

Another note that I've been meaning to mention for some time: Under the current combo system, having four different combo numbers is, mathematically speaking, no different from having just two, since both 1 and 3 can combo into either 2 or 4, and both 2 and 4 can combo into 1 and 3 (there's no effective difference between a 1 or a 3 card; similarly, there's no effective difference between a 2 or a 4 card).

You could make the combo system simpler (without changing the current probabilities) by just using 1 and 2 for the combo numbers.

I feel like there's an aspect to stamina generation I'm missing; there are some turns (frequently, the first turn in a fight) where no stamina is regenerated, and others where more than expected is generated.  Is it supposed to be the case that stamina generated per turn is partially random rather than a flat rate (that's increased/decreased by varying factors such as symbiote form)?

I have another bug to report: While engaged in stealth CTF with a non-Bret host, it's still possible to receive the "sex talk" when you don't have the ring (even though your host is supposed to be oblivious to you).  It would make more sense for a currently stealthed CTF player to not go through the sex talk when a sex scene would otherwise be triggered (whether the "had sex talk" toggle should be flipped or not when a stealthed CTF player has sex would be a matter of preference).

Are you running Linux?  On Linux (and possibly on other systems; I'm not able to test such systems myself), certain components of web games (most notably the "prompt()" function) don't function correctly when run from the itch.io client.  It seems to be due to an, I would argue, poor engineering decision by the team who made the backend Itch uses; see https://github.com/electron/electron/issues/472 for more info.

...Frustratingly, the "prompt()" function just so happens to be a /very/ common tool among HTML game makers to prompt the user for a custom name, so... this lack of support breaks quite a few furry games.  I use the same workaround you found; if the workaround bugs you too much, see if the game functions as intended in a standard web browser.

Sorry to bug you again, but it seems that the game page links to a MEGA URL, which the itch.io desktop client is /also/ unable to handle.

If you care to, it should be possible to upload and host your game files on Itch directly; if the files are both hosted on Itch /and/ marked with the appropriate OS flags, it should (in theory) be possible to use the itch.io desktop client to download the game without having to use an alternate web browser.