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IcyIbis' FTAG Mods

My mods for the Twine version of the game Fatty Text Adventure Game 路 By IcyIbis

Fixes and Edits - Info Sticky

A topic by IcyIbis created Aug 06, 2023 Views: 614
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Developer (4 edits)

Fixes and Edits

Fixes and Edits is a collection of tweaks to the base game. It includes things like quality of life edits, like the ability to buy/sell/eat multiple items, use keyboard keys to quickly select actions; bug fixes, like making multi-charge items cost what they're supposed to; and other edits like re-introducing elements from the original flash game.

Features / Change Log

Release 1

  • Multi buy/sell/consume - You can now manually enter how many items you want to buy, sell, or consume from their respective menus. For eating, this option appears when inspecting the item, not in the general inventory list!
  • Quick actions - Actions can quickly be selected via pressing the corresponding number or numpad button to the option on the grid. For numbers, use the number that corresponds to the option's position on the list when read left/right, top/bottom (e.g. Northwest is 1st on the list, so use 1 to select it). For numpad, use the key that corresponds to the option's actual position (e.g. Nortwest is the top left option, so use Numpad 7 to select it).
  • Charge price fix - Items with charges (like boxes of donuts, or the wizard's oversized food) now cost the correct amount to buy. Previously they were sold for the price of a single charge.
  • Attacking costs stamina - Attacking consumes stamina just like in the original flash game, with the option to attack disappearing if you don't have enough stamina (I feel like I remember that being a part of the game at some point, though my late version of the flash game doesn't have that feature). This can be configured in the option menu between: attacks don't consume stamina, attacks consume stamina but don't disable the attack option when too low, or attacks consume stamina and disable the attack option when too low (this is the default option).
  • Easier option selection - Options in the options menu can be selected by clicking the text for the option, rather than requiring precisely selecting the option's radio button.

Release 2

  • Devour options - Added options to change when the "Devour" option shows up in combat. You can set it always show (as happens in the base Twine version), only show if you could stomach the enemy with an empty stomach (like in the Flash version), or only show if you could handle the enemy at your current level of fullness.
  • Genders changes - Fixed NPCs (i.e. not random ones) can now have their genders changed via a new option, similarly to how random NPC genders can be altered. Additionally fixed a few enemy narrations that weren't correctly adapting to their gender, however there may be more. Lots of minor edits were made around the place to make these changes possible, so there may be errors in random places!
  • Modding support setup - Started work on rearranging how the game's set up to make it easier for others to add in mods in ways that minimise the number of edits they need to make to main passages. Because I've rushed out this release, this in such early stages that there's not really anything usable at the moment. The current efforts are going towards making it easier to introduce species mods, and edit existing NPCs.
  • New species - Added Elephants, Lizards, and Ducks as part of the NPC and species changes, as there are already NPCs of these species. More will inevitably come when I get around to adding in the rest of the missing ones.
  • Removed autofocus -  The autofocus for the numberboxes I added for multi buy/sell/consume is a bit annoying on mobile, so I removed the autofocus.
  • Base game fixes - Fixed cheese boss fight not defeating you after reducing your stats to 0 (something was missing - either the check to prevent it lowering your stats to 0, or the check to trigger the defeat, and I just made a guess :P), fixed being locked into the same wizard's tower reward if the last event you played was the wizard's tower reward scene, random other minor fixes.

Release 3

  • Species stuff - Unsurprisingly for a species-focused update, there's enough related updates that it needs a whole section.
    • New species - Finished implementing species for every sort of creature that's featured in the game that was previously missing them. This means there are now ducks, chickens, parrots, wyverns, jaguars, weasels, shrews, gophers, bees, wasps, ants, hydras, snakes, lizards, anacondas, elephants, meerkats, and manticores available as options.
    • Stat editing - Species base stats can now be edited during character creation, just like they could be in the original game.
    • Import / Export - Custom species can be saved / loaded in the editor via codes, meaning it's now easy to save or share your own custom species (which kinda makes all the effort I made into internally supporting species mods a bit moot...). While the option to save is available during the cabal species editor, using it there is less than ideal because you can't edit the base stats there.
    • Cabal fixes - Fixed the cabal species editor undoing your customisations and having "undefined" errors.
    • New species properties - Added several new properties to species so they will work with the new internal changes. The ones most players will be familiar with are the "adjective" and "plural" properties, as they'll appear in the species editor.
    • Species modding support - A few internal changes have made it easier to create species mods - both ones that alter the core species, or add new ones on top.
  • Mod menus - Added a section during the introduction for configuring mods and mod settings before the game starts, and a new dedicated options menu (found in Options) for configuring mods during gameplay.
  • Automatic mod patching - Now mods will automatically run their required patches whenever a save from an old version is loaded - no need to have to manually run them from the menu any more! I'm not actually sure whether or not it triggers on loading an autosave or not, though - documentation isn't great on that, and it's awkward to test. There's also a notification to let you know it's happened, but I'm not sure how often that's going to be used as I changed my mind on how these updates should be implemented...
  • More gender options - Added a couple more gender options to character creation that were kinda already in the game. They feel a bit iffy, but since the gender editor exists I'm fine leaving it there for players to fix up to their liking :P
  • Cabal fixes - In addition to fixing the cabal species editor undoing customisations, I've also removed the stat changes that happen when changing your stats when using the service - I'm unsure if it was intended / a relic of something older, as other height changing effects in the game don't do it.
  • Misc other fixes - It's been a while since I started on this update and I didn't keep a full log, so there's a few base game fixes I've made but forgotten about.

Release 4

  • Spell stuff - Most of this update was focused on boring edits to the spell system (I wonder why that might be? 馃). The non-interesting internal edits stuff has the titles italicised, so you know they're safe to skip ;P
    • Most recent cast - During combat, your most recently cast spell now appears at the top of the spells list, for all you spell spammers.
    • Douse spell edits - Douse spell no longer deals damage, as I think was intended based on both the description and its functionality in the original FTAG. I've dared to increase the effect's duration by 1 more turn - with the original duration it'd work out that you'd deal 3x damage across 3 turns, which is functionally the same as just attacking for 3 turns. Sure, soak could be seen as a way to discount mana costs, but with its drawback of also ending burn, I thought (rightfully or otherwise) it could do with a little boost.
    • Spell storage - Changed how spells are stored and saved, which'll make them easier to handle, update, and cut down on a bit of save file bloat. Players' learned spells from the base game will automatically be ported to the new system, with mods being left to do the same for their own.
    • More spell costs - Spells can now cost more than just mana - health, stamina, and gold are all possible costs.
    • Easier custom effects - Made a standardised place for spells to define their own custom logic.
    • Spell configuration - Added the start of a system to allow players to alter the way they cast spells, but not much has been standardised yet.
  • Weapon proc fixes - Weapons with procs will trigger now. Since there's only 2 weapons with procs, I hadn't noticed they were missing. So yes, that special life-draining sword will now actually drain life. The information about their effects and status chances should be listed in the items' descriptions.
  • Damage effectiveness reports - You'll get notices if the damage you're dealing is super/not very effective when dealing damage in any form (from spells, or weapon attacks). Previously, the system only reported it for spell damage. How many of you didn't know that weaknesses and resistances were a thing because of that? ;P
  • Burn status edits - Modified the burn status effect when used on enemies, so weaker burn procs won't overwrite existing strong ones. Instead, the highest damage between the two is used, and the burning duration will be the highest between the new proc's duration, or the remaining burn time.
  • Height effects - Made it possible for spells and effects to temporarily alter the player's height... even though nothing, not even my grow/shrink spell, uses it xP
  • Misc. other fixes - Fixed some other random things, including the price of Milk Jugs.

Release 5

  • Large Mana Potions available - Made Large Mana Potions (which exist in the base game) actually available to purchase. You can find them in the Mage's Guild apothecary.

What's next?

I've remembered that I had a list of bugs I'd encountered that I could probably get around to fixing myself... Other than that, later versions may include necessary core edits to make my other mods functions, depending on whether I classify them as part of Fixes and Edits, or part of the mod the changes are actually for.