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Sinathir

Raising sim / survival game inspired by Princess Maker. · By QuentinWH

Questions: Gameplay Sticky

A topic by QuentinWH created Jan 23, 2024 Views: 1,735 Replies: 145
Viewing posts 1 to 39

Here you can ask gameplay related questions and (hopefuly) get an answer. 

Ask about things like "Where do I find this NPC" or "What is the best weapon you can get for free". You know, things about the actual ingame world. 

For questions about development, upcoming features and anything else, feel free to make a new thread.

Does anyone know exactly when inchor container first spawn, is it only spawn in the cave, how many location it can spawn, does the spawn location change inside a room (same room but different spot) or stay the same, does inchor container spawn cap at any number or only 1 can be spawn until pick up  then the counter respawn start, does the Ghoul camp the inchor container, if there is no inchor container left in the cave does the Ghoul just spawn when ever player enter any room in cave. And if the Ghoul is as bananas as I say, I'm not taking any chances.

These might not be 100% accurate since I can't check the details right now, but it should give you the right idea.

  • Ichor should start spawning right at the start of the game
  • It spawn only in caves
  • There should be about 4 different maps it spawns at
  • It always spawns at preset location, one per map
  • Spawn is chosen randomly
  • Ichor respawns one month after you pick it up
  • Once one ichor container is spawned, no new container will spawn untill you pick the old one up and wait one month for new one to spawn

As for the ghouls:

  • They are not tied to Ichor spawning in any way
  • They spawn on a timer that starts the moment you enter any cave map
  • Each map spawns a ghoul at different time value. Ghouls take longer to spawn in maps that are near the surface, while deeper caves spawn them sooner
  • This timer is reset by skipping a week in any way. Just entering and leaving a cave will not reset it

Hope this helps.

(+1)

It is, tysm, still the Ghoul without old playthrough stats is a menace when caught off guard tho.

How can I capture animal to the animal farm, how can I get more rope? How to progress more after Mr. White meeting, I'm just finish beat him 10 times achievement but don't know how to actually change the 6/10 ending. There a door inside a cave but I have no eye deer how to get in, is the secret room inside a cave which have a wood axe only contain the wood axe or it has other meaning? 

  • Once you build the barn, Billy will start selling some animals. You have to give them plant fiber every week, or else they starve and die one by one.
  • Rope is sold by some NPCs and can be found in some locations. There should also be some skill that will teach you the recipe if I remember correctly.
  • Mr. White meeting is currently pretty much the end of the main quest for now. There will be much more ofcourse, but I need to add all of it first.
  • Endings in the right now are placeholder and badly handled. To get a "Job" ending, you simply need specific skill higher than others. To get the cook ending for example, your cooking skill must be higher than any other skill. 
  • Other parts of the ending depend on things like how much money you have, how many friends (NPCs with relationship above 50) you have, your renown and so on. 
  • One of the 10/10 endings requires you to have renown above 150, more than 20.000 silver, and more than 3 friends.
  • If you mean the large gray door, then these are tied to a quest. Go meet Zacharias and Helena next to the Riverstone. After the cutscene, Go to the location with the ruined house and a bear. There should be a large tree with a hole on that map. Use that hole and you should get a prompt to throw in some silver. After that, new door will open in a cliff south of you. That's how you open the church.
  • I don't remember the specifics, but there are two ways to start the quest. Talk to the black NPC sitting in front of the Riverstone Inn and you should get new topic. You can also ask Zacharias about finding Mr. White, but that topic should be gone if you alrady met Mr. White before.

Thank you. For your answer:

- I didn't know Billy will sell animal, thank you.

- In the 2rd playthrough I have lots of them without knowing, however I don't want to play the fresh start and go around too much so if I can make them it would be good. However I learn all skill from NPCs except the hunter NPC which appear sometimes and the chicken hoard camping NPCs without negative trait but still can't find the rope crafting option in crafting table, Olaf's mechanic crafting table and alchemy table

- Ah good to know I'm not missing something. Thank you.

- Thank you.

- How many ways to increase reown other than doing favor quest then, I though it only increase discount.

- I see, thank you.

- I though the quest might lead to something like trait or faction which irreversible to the character so I'm not even touching the quest and totally forgot about it lol, well it's because after the meeting with Zacharias the game said choice matters so I kinda scare.

- Thank you.

As I said, I'm not sure if the recipe is in the game. It was at some point for sure, but I might have removed it at some point

Renown can be increased by noticeboard quests and it should also increase by having perfect streak when working (Working for 7 days without any mistakes)

Doing that quest and joining the faction will give you some new toys to play with and also increase your Ichor limit. There is more it does but nothing major yet. Mr. White will comment on that if you join that faction before meeting him, but that's about it for now. There will be more severe consequences in next versions.

Thank you, I tried performing but reown stay the same even with singing II and dancing II, and about the quest: so my intuition is right then. This game can easily beat Project Zomboid in my  favorite game list. Both have replayability quality but this game just feels better for me.

Thanks. The game is still unfinished and there is still much to do. I want to add three new settlements and multiple new factions together with plenty of locations and quests. It will take quite some time to get there but I don't plan on quitting any time soon.

For me getting add quality of life upgrade similar to the bike would be great, new player might ignore them or doesn't even know but players who do loop playthrough like me would appreciate it. Also the tree resting spot was kinda underwhelming for me, since workout with active trait + George was ez early game stat for combat build, which help clearing spider dungeon and set up for Mr. White quest. While resting require upgrades (require stats and mats) and books (NPCs love point - hard to get/ merchant - also hard to get cuz expensive and have rotation) but still feel too weak for Training + Active combo. I think you should tweak the stat of that or no one after try resting once will do it again.

(1 edit)

Resting spot and workout will get balanced for sure. Resting spot is there for raising skills while workout is for physical stats. Workout is better right now because it has bonus trait while resting doesn't, but his will get adressed. I will add a rest related trait, adjust some values and add bonus to reading books with Helena. I will also try to limit workouts slightly, so you get less stat bonuses if you exercise every week and more if you take weekly breaks from exercising.

As for quality of life, I have some plans. For now, there are fourways to increase your movement speed:

  • Motorcycle from the miniquest in the Riverstone Inn
  • Sprinting. You can switch between walking and sprinting by pressing "L" Button [W,PGDown]. The higher your agility, the faster you sprint
  • Drinking speed potions, which increase your sprint speed. You can buy them from Tadeas, or you can find the recipe if you explore the forest area north of the large crossroad before the first month passes
  • Getting all major mutations also increases your sprint speed
(+1)

Glad to see it get balance, things got quite repetitive with training and dungeon all weeks every weeks because it's out perform most trading item you farm, one need Agility ~ 100 only which take 4-5 weeks to be good and one takes months. To add salt to the injury some quest board want you to do combat or item from dungeon/traveling trader. 

House upgrade should be buff too imo, more upgrade with more buff compensate for not focus on combat, different skill types give different buffs. 

There should be Raid event where player or NPCs get attacked by kobold or abomination: losing cause severe injury and losing resources, winning gives no reward - that might sound unfair for non combat build but hear me out. Every week there a chance trigger a raid (battle), the longer the time goes the higher the chance (it should cap at 50%), house upgrade reduce the chance, give enemy debuffs and stronger upgrade straight up deal damage. That will give player to choose should they want to play offense with combat build or defend with house defend kinda thing. NPCs getting raid will have quest for player to help which cost lots of resources so combat build will have chose to ignore them which lead to increasing price in their shop and fewer item be sold or going out of their way to help, but house defend build can easily afford resources. 

Crafting, Science and Machinery should have item like chainsaw(Wood), mining machine(Stone, Copper, ... ), Flashbang(Delay effect all enemy + reduce hit rate) to help. Smithing give bonus stat for tools, melee weapons and can upgrade to a slightly better version will make up for lacking combat stat. Survival simply can make better trap, fish net and in house defend can set up stronger trap + trap gives debuffs. Farming and Cooking is fine now I think, thanks to Raid system they won't care about those 2 at the beginning, but it should have something to offer in the long run. 

That just my idea to add depth to the existing things in the game, since most of the game after the 1st playthrough is combat in dungeon and well you guess it training with George lol.

Thank you for your time.

There are plenty of things I want to add. Most of these are still on paper and might not make it in the game, but quite a few of them will. 

  • House upgrades are planned. I want the last upgrade level to be a large mansion, so there is quite a lot of options I can add. Later stages will be similiar to skyrim in a way where you have multiple room types to build, but only space for a few of them so you will have to choose which ones you want.
  • Attacks on your hideout are planned, but I have to finish some systems that the invasions will depend on. I want to finish the schedule system. After that, I want to improve the faction system. Once that is done, you will be able to become enemy with certain factions, which will make them send assassins after you and even the aforementioned raids / invasions.
  • Once the schedule system is finished, I will be improving the gathering system, which means adding tools like chainsaws and jackhammers. On top of that, I will add a basic automation system, which will be:
  • Slavery / hired workers. You will be able to hire workers and capture prisoners. These will do some simple tasks for you, like mining, woodcutting or searching for scrap metal and random items.
  • Lastly, I want to add some kind of crime system. Stealing, pickpocketing or even robbing people.

These are the main goals for this year, but I'm sure they will change. I also want to expand the main quest a bit and add some things to do for characters that don't want to focus on combat.

I have 150+ reown, 20000+ silver and full 100 point from all NPCs (except Mr. White). Why am I only get 8/10?

You also need more than 150 humanoid kills. Kobolds and bandits count.

Alternatively, you can also get full points if you get 150+ renown, 20.000+ silver, LESS than 3 friends and having science as your highest skill.

If I remember correctly, once you get 150 humanoid kills, it will override any other skill you have and give you the assassin ending, so you can have for example farming lvl 500 and 151 humanoid kills and you will still get the assassin ending.

Thank you.

My new character has brave and pycopath and is afraid of entering caves more than one time, WITH A LATERN!!!! what is happening?????

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It's newish feature. I limited the amount of certain actions you can do every week so that one playthrough doesn't take twenty hours of clearing all enemies and doing everything every week.

If you go to the status screen and press shift multiple times, you should get this:

These bars mean (from top to bottom):

  • Max amount of HP you can heal
  • Max weapon xp you can get per week
  • Max dungeons you can enter every week
  • Number of NPCs you can chat with (raising mood. You can trade and talk with anyone as many times you like)
  • How much food you can eat every week

All these reset every week. Those limits can be changed in some way. Weapon XP limit gets higher with the total amount of weapon levels you have, healing is increased by your hp and so on.

I'm in the process of creating new perks and increasing some of those limits, so this will get adressed. In the meantime, you can increase the amount of dungeons you can clear in three ways:

  • Joining the church
  • Giving ichor container to Mr. White
  • Getting older. One year = one entrace

Also, dungeons reset every time you leave them, which means that after you get your second point, you can clear one dungeon twice in a row with all loot reset.

Huuummmm, ok but... why is Nika with the face of someone who saw too much?

Her face changes if you let your mood get too low. It serves as a warning to quickly tell you that you are doing something wrong. Once you get your mood above -50, her expression changes back to normal.

I don't remember now but is there a way to raise integrity without mutating?

There should be a potion you can make and I think someone also sells it. Either Tadeas or Zach. Integrity should also raise on its own every week, but not by much.

Is there a way to raise the quantity of productive days when training?

Training actualy works backwards. The higher your skill, the less productive days you get. Most trainers will have 0 success once you reach skill level 50. Mr. White should  be the only exception.

it would be interesting to be able to mutate our character the way we want using science like if we have enough science we can use mutagen reset the dna integrity by opening a table and selecting mutations based on how much science we've got

Mutation in game right now is really barebones. 

I plan for future mutations is quite similiar. Mutations will basicaly become a skill tree. Every time you mutate you will get to choose from multiple options. First mutation cycle will let you choose from multiple tail options. Second give you multiple eye options and so on.

As far as I know there are only 4 ways to increase reown which is:

- Get Quest option from NPCs (Only Billy and Suong)

- Helping random NPCs (2 each weeks)

- Doing quest from quest board at RiverStone

- Streak 7 days work without fail

Which seem like a lot but my problem is every one of them reward only 1 reown per quest/help, which seem fine in the 50 weeks playthrough, but add to another repetitive tasks such as farming, foraging, dungeon diving it getting tedious really quick. 

Hope it get improve in the later update.

Renown as a stat is not that important in curent version. It is a requirement for some quests / events, but you need about 20 renown to get them. Only exceptions are the cure quest, kevlar quest and the endings.

These two quests are supposed to be post game quests for people who decided to play one save file for longer than one year and the ending unlocks are challenges for people who are familiar with the game, so I don't count these as unbalanced, since getting these is supposed to take time and require knowledge of the game.

That said, there will be more ways to get renown. The new job system will have some jobs giving you renown and performing / begging at Riverstone will also give you some. On top of that, I will adjust values needed for some of those endings and quests.

I try to get the 10/10 ending achievement and it requires 150 reown, with other achievement buff like infinite food/ammo(money) and 1 hit sword the only thing left is reown and 150+ humanoid kills. I'm fine with combat because it fun killing but could there an achievement for player who reach 150 reown in a year before to speed reown up in a new save?

(+1)

Renown unlock / cheat is a good idea. I will add that into the game at some point.

In the meantime, I made some minor adjustments to existing renown rewards. Noticeboard quests now give you +2 renown, performing / begging gives you +1 renown and defeating Mr. White will now give you +10 renown every time. I will release this new version tomorrow.

Might seem unnoticeable but will definitely help grinding reown A LOT faster! Thank you for your response.

Should there be reown reward or other kind of rewards when you repair shortcut bridges?

Yes. I will be adding renown rewards and some dialogue from other NPCs when you repair the large bridge. Renown reward was in there at some point, but I removed it by accident when I was remaking the bridge event.

Good to know that, thank you.

What Ancient Power Source do?

If you have that item in your inventory, go to Mr. White and select services. This will reset the traits you picked at the start of the game and allow you to pick new ones.

Thank you, I see it now.

Except cosmetic achievements, I only have mutation achievement left. So I kind of curious: Is it give you anything  good as love potion or mood potion?

It will give you an item that will instantly trigger a mutation and can be used over and over, basicaly allowing you to generate all major mutations and unlimited number of minor mutations. You can pretty much raise all your atributes to their max values by mutating over and over. It will take you quite a lot of time though.

Oh I see. Thank you

I would love a potential demonic mutation, an adventures guild, multiple skill classes, and a better understanding of character events like when they start and there time. They also mention the need for church membership for post-mutation interactions with other people and the potential for military membership without siding. I would also suggest also suggest to have a variety of different mutagens maybe some that don't reduce mood. oh yeah i don't know why you cant fix your mood before the day is over when you hit -100  or at least have an item or skill so you can get that prevent mood from ever being negative and i have a good idea for a kind of bad and good perk  you sacrifice all stat points down to 0 but u gain a lot more you could make those 2 separate

I would love a potential demonic mutation

More muttations are planned. There will be more animal mutations, but also "proper" mutations. Things like extra limbs, eyes, stuff like that. Demonic mutations like horns or or different color eyes and skin are something that I would also like to add.

an adventures guild

This one is also planned. You will be able to join the mutant hunters (The green guys that attack you if are a mutant). You will be have pretty much any role in that guild that makes sence. Cooking food for guild members, making and fixing their equipment, healing the wounded and so on. It will be a place for pretty much any character, not just combat focused ones.

multiple skill classes

Don't know what you mean by this. I will be adding weapon specific and "class" specific skills in the future, so you can can develop your characters in more ways than just raising physical atributes, getting better equipment and raising weapon skill.

better understanding of character events like when they start and there time

This is something I have on my to-do list, but I can't really think of a good way to do it. The easiest way to do it is by making the world map icon of that location different color if an event is happening here, but I would rather make this more organic and "real". But getting information about event locations from other NPCs doesn't always make sence.

They also mention the need for church membership for post-mutation interactions with other people

This should be already in the game. If you mutate, some NPCs will not talk to you. If you join the church and wear the robes, they will start talking to you again.

the potential for military membership without siding

You will be able to join the Russians or Germans only through the main quest. However, there will be three more settlements you will be able to join no matter your main faction.

have a variety of different mutagens maybe some that don't reduce mood

More mutation sources are planned for future locations, mainly places that mutate you slowly if enter them without any protection like gas-masks. However, prety much all sources of mutation will still lower your mood in some way, since the process of mutating is painful and not pleasant. I could add a trait that will change that.

oh yeah i don't know why you cant fix your mood before the day is over when you hit -100

Going below -100 mood means game over. It is entirely possible to "soft-lock" your self, but this is quite difficult to do. You would have to be addicted to multiple drugs and have no money to buy more before the end of the week.

You can't accept a schedule that would lower your mood below -100, so you can't get game over that way. There is also the basic rest option that costs no food and gives you one mood point, so you can't get stuck that way either.

Anyway, these are all the options to raise mood in the middle of a day I can think of:

  • Working out with george
  • Recreation in your hideout (sunglasses icon next to a tree)
  • Talking to NPCs (George and helena give you more mood)
  • Drinking alcohol, doing drugs and smoking
  • Eating expensive food

Then there are some options that depend on your morality. If it's low, you can kill humanoids and animals to get mood bonus. If it's high, you can kill abominations to get mood bonus. 

have an item or skill so you can get that prevent mood from ever being negative

I could add something like that as an ulockable cheat, but adding this into base game would make more than half of the systems obsolete in a way. I could however add a warning that shows up if your mood is getting low. This is already in the game, but it shows only at the start of the week. I could make it show up after every battle or event that alters your mood.

i have a good idea for a kind of bad and good perk  you sacrifice all stat points down to 0 but u gain a lot more you could make those 2 separate

I have something like this planned for the new ichor powers. One of them will multiply your stat gains from all sources and one will multiply your skill gains.

(1 edit)

I have an idea: could you make another outfit that can make you look normal to people, even if you are mutated, or an other item, maybe a perception amulet, it will make people think you are normal, and for the skill classes I meant, like for weapons like stronger and faster attacks, could you make different elements for different mutations like darkness? Demon Dragon could be a few different things, but I think of fire, wind, or water. Could you make a mutagen for the unlimited upgrade mutation so that it isn't random and there are only 2 cities? And will people be romanceable when you get older, like George and Helena, because I think those two will age along with you, or am I wrong? And could you make certain people not talk to because of your morality?

could you make another outfit that can make you look normal to people

I had that idea in the back of my head for a while, but I didn't bother implementing that just yet. Once the faction system is in and I add more factions, diguises and bribing will be a thing.

weapons like stronger and faster attacks

This is already partialy in the game. Dragunov rifle for example has a large bonus to accuracy, so you almost never miss even with bad stats. Knives attack much faster than other weapons and so do automatic weapons. Not all weapons have these bonuses yet, but I will get to that eventualy.

Demon Dragon could be a few different things, but I think of fire, wind, or water

Mutations will be more or less "realistic". These will change you physicaly in a way that makes sence, so there will be multiple animalistic mutations and other mutations like different skin color or extra limbs, eyes and stuff like that. Wind, fire and elemtal powers like that are reserved for "blood powers" you get from joining the church and Mr. White in the future.

Could you make a mutagen for the unlimited upgrade mutation so that it isn't random

Mutations will get an overhaul in the future. Once I add more mutation types, you will have some kind of way to choose from them so they won't be entirely random. I'm not fully decided how that's going to work just yet, but it is planned.

And will people be romanceable when you get older, like George and Helena,

George and helena will be the main romance options. I will be adding few more romanceable characters in the future, but you will only be able to romance other kids your age or certain younger NPCs.

could you make certain people not talk to because of your morality?

Morality will mainly affect the way you talk to people and your actions in certain events. In the future, I will be removing large portion of choices from events and your character will respond automaticaly depending on your morality. People will never treat you differently depending on your morality, but they will respond to your previous actions. If you had low morality and you did something bad to them, they will remember that. If you have low morality and you talk to someone you never met before, they will treat you nicely since they have no idea that you are evil.

oh will there be a spouse system later and could you make the mansion different on the inside depending on who your romance

I don't have that part planned out yet. Marriage is something that will left for the ending and you will only be able to have the romanceable NPCs as a boyfriend / girlfriend. I might make them move into your house at some point but that feature is not coming any time soon.

if you wanted to one way you could have mutations work is a choice out of 3, possibly random, or maybe they are a kind of skill tree (but for mutations), with branches that end up in certain ways, like there could be a mutation (there prolly is already in fact), that gives you scales, and one branch could make you a lamia or naga or something, or another branch could make you a kobold, stuff like that. and fur would prolly have it's own kinds of mutants it could make you into, and one likely one even if it's not in yet could be  werewolf or somethin (werewolf could include the whole night turn into a wolf human hybrid thing, or it could simply make you always just a wolf person, and it's just called werewolf cuz of the fame of that name), these are just ideas though.

I will be adding more mutations in the future. Animal based, deminic, eldritch and so on. 

The way you pick between those mutations is still something I'm not set on. "Skill tree" is probably what I'm going to do, but I will spice it up in some way. 

Transformation mutations like lycantrophy is something I'm also thinking about, but I'm not fully decided on that one either. 

While I want mutations to be large part of the game, they are not that high on the priority list right now. I will have to overhaul the character graphics first before I start working on them, but I will deffinitely add more mutations.

What kind of character graphics will you be overhauling? For me, personally, I like the style of most of the characters (although I do think the main character could use more customizability). 

As for mutations, unless they are high fantasy with multiple distinct races of humanoids to chose from, they tend to be event based - as in, you interact with the game in a certain way as to gain the mutation, like being bitten by a werewolf or interacting with a cursed items. Mutations like this can range from being straight upgrades (think getting a sci-fi doctor to upgrade your body) through having some positive qualities but also negative things (things like vampirism giving you strong abilities but the sun will hurt you and other NPCS might turn against you), or just be straight up something negative you usually want to get rid of like a zombie plague or even just magic sicknesses which mutate your body in odd ways.

Idk if you've already considered that options but I have seen it in a bunch of games and I think it works well.

Side characters are AI generated. I had to touch them up and do the blinking and talking animations. Main character is made from pre-rendered images. 

I would like all character graphics to be made by hand, but I'm quite aware how long the individual updates take. Using AI in some capacity for most ingame graphics would make things easier, but I don't want to just relegate all the work to it. I still want the graphics to have some kind of personal touch.

As for mutations, what you said is pretty close to what I want to go with. Different acts will give you different mutation points which you will be able to use to unlock different mutations. I will be adding different mutagens you can extract from different animals and enemies, but you will also be able to get special mutations by interacting with certain artifacts, doing quests or just being at the right place at the right time.

hey, where do i view the more advanced controls like how to sprint? i thought the button was R but when i press it i don't go faster.

I should update the control screen. It is somewhat outdated. Here is the official control list:

Button is the generic button name. It coresponds to generic controler buttons. If you are playing on a keyboard and the game says "press the R button", then you have to press "W" or "Page Down". Bear in mind that sprint speed at the start of the game is really slow and barely faster than walking.

If you press F1 in game, you can change these controls a little bit.

i'm in the part with the four choices of people to follow. what effect will that have on the story? i'm thinking mr white or suong.

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The story is unfinished and ends soon after you make the choice. It has no effect on anything right now (chat UI color changes but that's about it), but if you choose one of the generals, you will be able to call them to your party. Suong should also be in her powered up state if you chose her. Joining White does nothing right now. He will still let you get ichor powers and sell you items even if you didn't join him.

All of this will change in the future however and there will be pretty big consequences for joining any of the four characters.

another question. what are the effects of every stat? like the effects they have on melee and ranged weapons and action speed, etc.

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STR increases your damage with melee weapons.

DEX increases your chance to hit. It also increases your chance for critical hit.

AGI determines how fast your action bar fills and your chance to dodge attacks.

INT increases how much damage you do with blood powers (magic).

Weapon skills increase your damage and hit / critical chance.

Trade skills have no effect on combat at all.

All ranged weapons should have hidden accuracy and speed stats. Automatic weapons have higher speed and rifles + schotguns have higher accuracy. High speed makes your action bar fill faster and accuracy increases your hit chance. For example, the dragunov rifle has much higher hit chance than any other weapon and you will rarely miss with it.

wait, why did my sentence end at 1 year? i got a 4 out of 10 ending and fucking died at 26. i thought the countdown was until the next year not until the end of my sentence.

The game is not finished yet, so I set the end of the game at the end of the first year (full game will take 8 years before your sentence ends).

However, you can still continue playing without any issue. Your character will age and get different sprite every year, monsters and dungeons will still work and you can fight Mr. White as many times you want. 

At the end of the first year, you get a shitty ending (those are just placeholders) depending on your stats and things you did. If you then check the "UNLOCKS" option in the main menu, you will see all the stuff you unlocked and some hints telling you what you have to do to unlock more cheats and outfits.

You only unlock new cheats / outfits at the end of the first year. You can continue playing your save after that but you won't unlock anything new. Also, every save has unique number, so you can't just save two weeks before your game ends, unlock one outfit, load the save, raise different stats and try to unlock different outfit. The game will give you new unlocks once per save.

(+1)

i see then. i'll wait patiently for the newer versions!

Is there a list of all the possible mutations that can be gotten? also do they change how the MC looks or are they mostly just in the mutations status screen?

There are major and minor mutations. Minor mutations are just stat boosts and all major mutations are visible. You get (I think) three minor mutations and one major mutation every time your integrity gets too low. Major mutations are:

Tail, eyes, back spines, face scales, body scales,horns,wings.

how do i learn how to farm onions? i can't seem to learn it from billy

It's bundled in the "Basics of farming" skill. You will also need a permission to use the seed bench in front of Billy's house.

thanks. also how does addiction work?

When you use a drug / drink alcohol, you get a number of invisible addiction points. Every week, you lose some mood and one addiction point. You stop losing mood once all addiction points are gone. 

So if you drink two beers in one week, then you will lose mood two weeks in a row.

Drugs / alcohol give you more mood than what addiction takes from you every week, so if you keep drinking every week, you will get more mood than what you lose. Doing this long term will give you a lot of addiction points and running out of drugs can poentionaly lead to game over, unless you find a way to offset the long term mood loss.

looking at it it seems beer doesn't have a positive outcome. also, who will give me higher level cooking jobs?

Bear should have positive outcome. Drinking it gives you +10 mood. Beer addiction takes -5 mood. If you drink beer every week, you will be gaining a lot of mood. Once your character gets older, you will be able to drink multiple beers before you get drunk.

As for cooking, only Tier 1 jobs are in the game right now.

beer gives two addiction though which is a total of minus 10 mood. equal to its initial mood bonus.

You are right. It is still useful for certain situation, like when you are in a dungeon and are in danger of running out of mood. Cigaretes are better for that though.

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the riverwood guards are suddenly hostile just because of one visible mutation (lizard tail). could i have some story explanation from this?

(edit, including why everyone else in riverwood seems to not care)

Those are supposed to be mutant hunters. They go after anyone with visible mutations. Some NPCs will now refuse to talk to you, but not all of them. Joining the church and wearing the church robes will make everyone friendly with you again.

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i see. good to know

even though i remember triggering the cutscene, i can't throw any money into the tree hole, no matter where i press space on it

This was changed in the newest version. Now you have to talk to the NPC sitting in front of the inn. You will get a simple quest, after which you can enter the church without using money.

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but i did talk to the npc? edit:ah i see now edit:wait i saw the shrines and talked to the guy at the inn again, but nothing happened. (are there more than 3?)

I did a quick check and that quest is bugged. Since this is quite a serious bug, I will be releasing new patch in couple of minutes.

so i forgot, is there some sort of item that increases wellness more than regular food? i think i vaguely remember something like that, or i could be mistaken.

say, this is only kinda about gameplay and a little more lore related, but whatever makes the food in this game mutate you doesn't seem to have an effect on other people even though they have likely lived there a significant amount of time. is there something about the player characters biology that is somehow different? (and might also explain why her organs fail in the ending (havent gotten rich enough for a doctor that can treat that))

This is mostly gameplay concession, but the simple explanation is that you are small and light and most adults are heavier an bigger so they are at no risk of mutating, unless the stuff their face 24/7. They also have access to anti-mutation herbs and potions from Tadeas and other alchemists so food mutation is not really a concern for them. There are other sourcess of mutation that could affect even adults.

As for the last part, I don't want to spoil this since this will be a major plot point in the game, but yes. Main character is different from other people on the island in more ways than one.

also, quick question. i got like 2500 coins but still came back with "basically nothing". how much does it take to afford a doctor that can fix your organ failure?

I can't check right now, but it should be above 10.000

i managed to stash 40000 but still couldn't get my organ failure fixed. what gives?

My memory is a bit hazy on that one, but the only way to fix that is getting the scientist or assassin endings.

is 50 science on its own not enough to get the scientist ending?

If I remember correctly, you need  certain skill level AND you need that skill to be higher than other skills to get that ending.. 50 should be enough, but you will also need it be your highest skill.

it is 50 and my highest skill though. i got an IT position. but i still died at 26.

I did a quick check and you need high science skill (Which you have), and more than 150 renown.

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nobody in the church except the child will talk to me. is that normal?

edit:nevermind can talk to the other guy

also, how do you get the church robes?

You need to rank up in the church faction. You should have new church related jobs in your schedule. You should also be able to pray at the shrines. Doing jobs and praying at shrines should increase your standing. Once you get enough, you will get a letter telling you that you are ready for rankup. You can find your faction standing and rank in one of the tabs in the status menu.

so i have to get 60? that's quite a bit

It is, but you can get that rather quickly. Praying at shrines gives you 1 or 2 standing, depending on the amount of money you give. The church job gives you 1. This means that you can get 9 standing per week if you really set your mind to it. 

Faction ranking is supposed to be kinda slow, so that it doesn't end up like in bethesda games, where you can become a faction leader in a matter of days.

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my standing with the church is 61/60. how do i improve my rank?

nevermind found the letter

where do i get dynamite? also, can i ask where generally in the map the bloodstone is? just a vague area so i can narrow it down a little (the book basically only told me its in a cave)

Dynamite is a rare resource and right now, there is only one in the game. It is in the beach cave.

Go to the cave with mosin nagant and go down stairs. Bloodstone is in that area. Another one can be found in the mine dungeon, but you need dynamite to get that one.

i havent found a cave with a mosin nagant, and i used my only dynamite on the beach cave.

could you tell me where the mosin nagant cave generally is on the map?

Enter the beach cave and enter the north cave. Then go right. In the next location, there should be a mosin nagant on the floor and some stairs leading down.

the church leader guy sells dynamite

holy fuck you're right

Mr. White also sells some dynamite. And I think there is another spot with dynamite somewhere in the caves, but I'm not sure about that.

npc's that refuse to talk to you due to you being a mutant will still let you do their favor activities in your schedule. is this intended or a glitch? because i find it a little funny but i am not hesitating to take advantage of it.

It's partialy intended. If I remember correctly, NPCs ignore your mutations if you have around 30 favor with them, so you can still get them to talk to you even if you don't join the church. I will change this once I get some kind of gift system in the game.

what is the intended rate of progress? because playing about as optimally as i can in about half a year i'm capable of doing  about 100 damage with a hatchet, have 120-140 in my physical stats (180 hp) am a full member of the church, and have about 12000 in silver. (my trade skills are relatively low though, highest is smithing at 13)

All you really need is to clear the main story dungeon. The rest is optional / intended for post-game. 

I try to balance the game around gaining 1 in each physical atribute and 1-2 HP per week. You can get much more (and less), but unless you really mess up, you should be able to clear the main dungeon before the first year ends. 

Money is not something that is balanced yet. It is way too easy to get if know what you are doing, but it is not that useful in the end game, since most of the good stuff can be found (Mr. White's shop is an exception, but that is going to get removed once the game world gets big enough).

All trade skills give you the last skill at level 50 right now.

Most of the unlock challenges, fighting Mr. White and the endgame dungeon can be cleared in the first year only by experienced players. Everyone else will have to wait a few ingame years to get stronger, or unlock the imprint system and start with stronger character.

so wait, there's an endgame dungeon i don't know about? can i have a hint as to what region of the map it's in?

Go to the ara with the ruins and bear. Try to explore the ruins.

so. i kinda forgot. how do i initiate the preparation part of the mr white quest?

  1. Survive for about 60 total days.
  2. Go to the souther beach with the cave. Cutscene should trigger. (You must be alone)
  3. Wait for 100 total days.
  4. Go to the forest area with the bear and the ruins. Cutscene should trigger. (You must be alone)
  5. Survive for 220 total days.
  6. At the start of the week, cutscene should play.
  7. Wait for 250 total days. 
  8. At the start of the week, cutscene should trigger.
  9. Get your atributes to desired level (Check quest log)
  10. Use the device near the boat in the location the previous cutscene played. (In front of Olaf's cave)

That's it. Now you just have to clear the dungeon.

days? that's a confusing way to measure it.

That's the internal way I measure things. The game doesn't skip one week, it skips 7 days in the game engine. For the player, everything in game is measured in weeks so you don't have to worry about days at all. Just divide the numbers I gave you by 7 and round up.

  • Survive for 9 weeks
  • Survive for 15 weeks
  • Survive for 32 weeks
  • Survive for 36 weeks

that's... very strange. why does it even work that way when you can only pass time a week at a time?

It gives me more flexibility and option in the future. The intro I'm working on is a good example.

The game starts, you meet Billy and you spend the night at his house. This passes time by one day. I have few planned features that will also require moving time in lower increments than one week, or even higher increments. It even supports time passing in smaller increments, like hours or minutes. This is used for minor activities like mining or working out.

well. that makes sense i guess.

so what affects morality? and what does morality currently affect?

Morality right now doesn't do that much. It mainly affets if you lose or gain mood for killing certain types of enemies. If The higher your morality, the less mood you lose when encountering abominations. You will even start gaining mood once it is high enough.

Low morality will make mood loss from killing humanoids lower and you will start gaining mood once it gets low enough.

Aside from that, you get some minor perks, like lower addiction mood loss and things like that.

You gain or lose mood mainly by killing different enemy types. Killing humanoids lowers it while killing abominations raises it. Using Ichor will lower your morality every week.

that's odd. killing cave crawlers seems to lower my morality.

Cave crawlers are counted as animals. Animals also lower morality, but much less than humanoids.

You can follow these rules to find out if something is animal, humanoid or abomination.

  • Humanoid shape, sentient and can talk = Humanoid
  • Humanoid shape, disfigured, agressive, can't properly talk = Abomination
  • Non humanoid shape = Animal

i see. i find it a bit strange though since most of this stuff is self defense.

Yeah. The game doesn't diferentiate between assault and self defence. I have plans to put this in the game eventualy though.

over time, george turns into a extreme damage sponge. is that on purpose?

Partialy. Both Helena and George are not balanced properly yet, but Helene is supposed to be damage dealer and George is supposed to be a tank. I will be adding seperate classes and class advancements to them in the future, so you can customize them to some degree, but their current stats are definitely not final.

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when you join mr white he says he'll help you reach your full potential, but then when you ask him to teach you he doesn't want to. whats up with that?

That's pretty much the end of the game for now and the end of the first chapter. The rest of the game is just not finished yet. I will most likely do some content for the Russian and German side of the story first and then focus on Suong and White.

so. 37 weeks in and i've got about 200 in each stat and i can 2 shot cave crawlers with a hatchet. is that considered too much for this point in the game?

Definitely. The game is rougly balanced around your character getting 2 HP/SP a week and one stat point per week. Having as much as you have should be enough to solo almost anything, as long as you have good enough equipment. (Mr. White sells the best stuff in the game right now.)

yeah haha. i guess right now the game isn't balanced that great. it's kinda funny how a 10 year old girl has this much power.

True, but I like to think that's one of the things that make this game unique.

You start as an absolute looser and you can't kill anything. Not even the basic scavenger (Unless you pick some combat related traits). And with hard work and training, you can become one of the strongest beings on the island. Most RPGs usualy start you at already somewhat decent power level, or they have level scaling and you stay pretty much at the same strength level through out the entire game. That's why I like gothic so much and why I want this game to have similiar feel in progression.

yeah that is true, but the humor is more in that the poor balance means that you get that powerful before you even properly grow up at all.

That is still partialy intentional. I still want the player to be able to get way too strong at way too young age even after I fully balance the game. I just want it to be much harder to do and I want it require a lot of game knowledge. Getting so strong so quickly without even really trying is ofcourse not intentional.

ah. so more or less child soldier simulator? guess it makes sense since the main character is supposedly special.

Pretty much. Every major faction choice, except for Suong, will result in you turning into killing machine to some degree. Russians and Germans will make you part of their expeditionary forces and white will train you and give you chemicals and artifacts to make you stronger. Only Suong wants you to stay normal.

yeah. and i'd assume even with suong the hostile environment you're in will do it to some extent anyways.

also. what's your reasoning on the traits that make you mutate more being negative? because if you're willing to lean into that then it ends up being free points and stats.

The game isn't finished yet, so there are not that many consequences for being a mutant. Right now, some NPCs will refuse to talk to you and mutant hunters will come after you. 

In future versions, playing as a mutant will be quite harder. Not only will more people attack you or refuse to talk with you, but there will be some health related issues you will have to deal with.

Right now though, you can enjoy those traits as free points, if you know what you are doing and get the church robes early.

ah, fair enough.

hey, is there a way to learn how to make shotgun shells?

I don't think there is. Larger ammo is supposed to be rare, but you can find it in some dungeons and Mr. White should sell you pretty much unlimited amount every week.

what does the saehrmnir unlock mean?

If I remember correctly, it should give you 50 food when you use it. It should be usable repeatedly, or once every week.

I'm unsure of how the Character Imprint is suppose to work. I've tried starting a new game but I don't see anything that lets me do that. Unless I'm not looking well enough that is.

Go to the location with the bridge guard. There should be a new cave just north of him. There you can find all features you unlocked.

I somehow didn't notice that, thank you.