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Finchy

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A member registered Jan 05, 2016 · View creator page →

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Is a shark a scalie?

Honest question, I don't actually know.

There will be more ways to endure in those situations in the future, but at the moment, the game is basically a trap.

That might be a good way to add additional scenes to popular characters, or at least at more content to the Parlour itself, when I get around to it. Thanks for the suggestion!

Yes, this was intentional, but I think I'll change it so it uses 3, but you have a slightly smaller mag size.

Thanks for bringing this up!

I'd love to have different languages available, but it's probably best we leave that until closer to the game's full release. Thank you for offering, though! I'll keep that in mind!

Ah, yes, sorry, you're right! I was thinking of an older version where it didn't track misses. Don't worry, I won't be changing it.

I need to add more context to the upgrade system anyway, so when I do, I'll see about locking players out of either of those focus perks. It'd be useful to have a system like that anyway.
Thanks again!

Thanks for the extensive feedback.

1. The only assault rifle currently available is only obtainable if you defeat Velora in a battle, which is quite difficult if unprepared.

2. I'd like to add these stats to the Sim-Chair menu if possible. It's on the list.

3. For Melee and Ranged focus perks, I figured it was obvious that you shouldn't activate both, seeing as they both have glaring negatives to them. In terms of design, I want to have certain perks that only really work if you focus on one kind of combat, at the expense of others. There will be more perks in the future that fit into this kind of design idea.

4. In RPG Maker MZ, at least, state resistances are multiplicative, so your calculation is correct. The displayed stat in the Status menu is your 'resistance', so you're 9% less likely to be afflicted by the state. If it was in the negative, you'd be 9% more likely to be afflicted by the state, and it would display as -9%.

5. This might be something I add in the future, as an optional feature.

6. I try to make it obvious in the design of the enemy what type they are, but I'm considering changing the scan info to show their exact subtype in terms of EXP.

7. I don't want to discourage grinding if possible, and this seems like a very time-consuming way to do it, honestly. You only gain weapon EXP if the attack lands, so at maximum distance, you'll miss a lot. Plus, having maxed Aphrodisiac EXP will be a dangerous thing to have, down the line.

8. Catalogue's inventory is random to an extent. Sometimes she stocks Shotgun ammo, sometimes she doesn't. There will be plenty of opportunity to find more as and when more content is added, though.

9. Pregnancy content is not fully fleshed out yet, but yes, outside of Arianna's Parlour, you'd likely need to lose a lot to gain that type of EXP. The only real benefit right now is that Arianna's Parlour patrons will tip you if you impregnate them, so there's that.

Again, thank you for the feedback. The game is definitely a work-in-progress, and these sorts of posts really help me reanalyse elements and see if improvements can be made!

I think in my head I registered her as a monster girl, and not a scalie, but she probably should give scalie exp, huh?

It'll be fixed in the next build. Thanks for pointing this out!

The Marksman Rifle and the Elminster Shotgun both lower Agility by 5, so you're currently reducing your total by 10. Baseball Bat also lowers it by 2.
If you want a more Agility-focused setup, you need to use less or lighter weapons.

I like this idea! It could be great for a kind of end-game Delve, where people can really put their developed characters to the test!

Возможности использовать вражеских NPC как членов группы в бою не будет, но я планирую добавить способ приглашать их обратно в ваше Убежище при определённых условиях. Надеюсь, это отвечает на ваш вопрос!

It's strange. In my testing, I simply copy the updated versions files into my directory where I test a deployed version of the game, and I just overwrite everything and it works. I guess I just don't really understand how folder structures work on some setups, as people do occasionally report losing saves, as you have.

Your old saves should always work with the newer versions, unless I need to make drastic changes to the core plugins of the game. If they're getting deleted, for whatever reason, I'd do as Survivor says and make a backup before you copy in the new files.

As for the full release, it won't be a for a long while. I plan to fill this game with a large amount of content, so please look forward to that!

Hey, thanks for the suggestion!

While I don't want to get too granular with the guns, weapon modifications are planned and might be showing up sooner rather than later.

Oh, I see, sorry!

You can acquire Psionic skills by using the chair in the east wing of your Safe House. There are many other upgrades there as well, that you can acquire by exchanging EXP.

The southern purple section of the upgrade area pertains to Psionic abilities, so you can find several there. Hope this helps!

I'm not familiar with that Creepypasta, but this sounds interesting. I'll look into it!

Thanks for the suggestion!

I made them have Stamina costs mostly just so the experience isn't just holding down a button until it ends. When the system gets expanded later on, I'd like to add skills that use and restore more Stamina, and also use Focus as well, but we'll see how it goes.
Thanks for the feedback, though!

Like other Skill EXP, you gain Psionic EXP by just using the Psionic skills in battle. (Though they have to actually connect at hit the enemy.)

It takes a while to level up, as it's designed to fit into a much larger game.

v0.1.5.1 has been uploaded, which corrects this error. 

I'm hoping that you're the only person affected, as this would only trigger for those that have over 600 Aphrodisiac EXP, but with this new version, it'll correct itself after a battle (remove the trait you shouldn't have and add the one you should.)

Ah! You're right, the final trait was set to track for Aphrodisiac EXP instead of service. I'll upload a quick fix! Thank you!

Hi, no plans to make a Patreon at the moment, as they have slightly stricter rules on what type of content can be posted there. We'll see in the future, though.
As for SubscribeStar, if the ID is stopping you, I've heard online that if you make an account while using a VPN you can bypass having to use an ID at all. Not sure if it's true, but it might be worth trying!

WhiteWhale is correct.
The next update, coming out this week, will be the last update to the demo (beyond bug fixes) for a while, but I'll also be pushing out the first WIP build for SubscribeStar supporters, a short while after. That version will continue to get regular updates.
As for additional free content, once I've finished adding several new major regions, my plan is to go back and add some of that content to the demo, up to a certain point. Hope this clarifies things!

This is a cool idea, and well-thought-out too. Appreciate the suggestion!
My current plan is to have weather tied to specific areas of the map, and won't be making it dynamic for this game, sorry! I have to consider just how much complexity I add, when my goal is for the game to have a significant amount of content.
Maybe for my next game, though!

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I do plan on both having unlockable Specializations, as well as upgrades to the one you start with. The Scavenger specialization will probably be more useful when there are more Delves to access, but it might well be in need of a buff, too. Right now, it basically makes it impossible to find nothing when scavenging a Delve and increases the odds of getting better stuff as well. 

I don't want the starting Specializations to be easily attainable, or even attainable at all, in one play through, as it would result in players just hot-swapping the optimal setup for every situation, which would be tedious. Having those be unique encourages repeat play throughs as well. Any that are unlockable will be hard to acquire and will be different from the starting ones.

Interesting idea! Thanks for the suggestion!

Great catch, you're right!
I've just implemented a fix that prevents this which will be in the next patch.
Thank you!

Sorry about this!

The uploaded files only contain a config.rmmzsave, but apparently when overwriting it's possible to completely replace the old save folder with this almost empty new one. What should happen is that they merge, but it's my bad, I'm still learning exactly how folder architecture works.

For future versions, I'll not have a save folder at all, so that way, there's no chance that anyone's saves will get deleted. Again, totally my fault!

Please re-download the Demo, at v0.1.4.1 Hotfix, if it's not too much trouble. If you've saved your game after opening this unintended area, please do not go back in there unless you own the Rift Pack DLC, as it will break your game.

Apologies for the inconvenience!

Ah, sorry about that. Seems I accidentally reverted an old fix. That portal shouldn't be accessible. I'll upload a quick fix for it!

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Извините, я пользуюсь автопереводчиком! Вы имеете в виду Матрону Культа в подземелье Westview Mall? Я только что проверил — после победы над ней вроде бы можно спокойно выйти. Просто возвращайтесь тем же путём, которым пришли. Если речь о другой локации, пожалуйста, уточните!

That's a weird one. Thanks for finding this!

Currently, you can't actually lose your virginity in the Sim-Mate system, which is intentional as it's just a simulation.

I might add a way to simulate the dialogue anyway in a future update. Thanks for the suggestion!

This has been requested by a lot of people, so in the future, when adding new scenes to existing enemies, I'd like to be able to do something along these lines.

I was considering either a special Game Over with a specific enemy, or as you've suggested here, inviting them to your Safe House as a temporary (or permanent, if you really like them) guest.

The only issue with having a proper 'guest' system is having to whip up map sprites for each enemy involved. Some would be easy to do in engine, but some of the more out-there enemies would require custom sprites, which take a lot of time.

It was a great idea, and was fairly easy to implement with existing systems, which helped!

Again, can't/won't use everything suggested, but if I like the idea, I'll put it in, if I can!

Ah, another good find!

Didn't have it set up to not play that small scene again. It'll be fixed in the next version!

Apologies, I think I reset the event for that node when I was fixing a typo. It should function just fine, but sorry you lost a little EXP!
I'll be more careful when changing nodes in the future!

Thanks for this!
I forgot to add a reset for that after the scene was completed. Just an error at the moment!

Oh, almost forgot.

When the new patch comes out, be sure to return to the Safe House (1F) at least once. That'll turn the switch off and fix the post-battle sprite glitch.

That's a good idea.

I'll see what I can do!

I've finally figured it out!

I accidentally set the loss switch for her to trigger regardless of whether it's by HP or sex loss. Another bug fixed!

Thanks so much for helping with this, as it was quite the glaring bug and could affect a lot of users.

Sorry this took so long to get back to you with!

I've done a bit of testing, and the only thing that I can see that would break this part of the post-battle event is if the switch for losing to the boss Liquidator is on.
However, the only way that switch should be on is if you lost to her while fighting her, through running out of HP, but that also should result in a Game Over.

I don't suppose you've been activating random switches through a save editor, have you? Not that there's anything wrong with that, I just need to know if it's something that can trigger accidentally as well.