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IcyIbis

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A member registered Aug 31, 2022 · View creator page →

Creator of

Recent community posts

There was a recent large influx of interest for the mod, so I did get back in to modding to quickly fix up that error that had gone unreported until then. I have been picking at another update with some further mod bugfixes, base game bugfixes, internal modding support features, and a basic mod addition to actually utilise the changes, but it's slow going (poor focus. depressiveness, and having something else to be working on really aren't a great combo for getting things done :P). 

They were indeed (you could just load up the mod to see, hehe :P)

Apparently that's because there is no source for them o_O (despite them being part of the base game). I'm not sure how past me managed to playtest all the crafting recipes (I think maybe there was a crafting method for them that I cut(?)).
Regardless, I've released an update that makes them available for purchase in the Mage's Guild apothecary. Thanks for bringing this to my attention!

Oooh. One of my other main interests is AI - mostly image-based, but I've started re-dipping my toes into text generation. I'd be interested to see what you've done :O
(I had had a few small thoughts about AI integration, though didn't personally think it really fitted the game enough to treat that idea with any degree of priority xP)

I've been distracted with a game project (that fell through :c), and my return to AI fun has been going on longer than I'd anticipated. It'll depend on what I choose to spend next month doing as to whether I work more on modding this. Even if I do choose to work on this, I'm not sure I'll be able to get the planned Grab Bag mod done in that time - it'll be mostly writing, and that's something that takes me an agonisingly long time Q_Q.

I'm very late, but the answer is: kinda. The heavier you are (in terms of fatness and what you've eaten) compared to your strength, the more stamina it takes to move around. Internally, there's a threshold where you can be classified as "immobile", but it doesn't prevent the player from moving around (otherwise you'd get softlocked!), and only comes into play in some niche narrations. If you're curious as to whether your character is considered immobile, you can check your status/narration - if your walk description starts with "slowly", or your status page mentions "You're starting to feel rather slowed down by your weight.", then you're immobile by the game's standards ;p

I'm unfortunately unaware of any other mods for this game, but I don't really go searching around that much. One thing you can do is develop the content yourself ;p
I'm always a bit unsure of content additions, because the game isn't really designed in such a way to hold up to long form play - everything starts falling apart at the mid-late game.

(1 edit)

Spellbook Selection

Adds a number of new spells that don't really fit into other mods.

The spells can be acquired from the game's existing spell merchants.

Spells

  • Levitate: Carry the burdens of your own weight with magic, rather than your own two feet. For the duration, you won't expend any stamina moving around, and your weight can't slow you down (though it also means your natural speed can't speed you up, either!).
  • Embiggen / Belittle: A dual spell that allows you to temporarily grow or shrink your body. The spell has multiple ranks, and the option of enlarging or shrinking your body, which can be accessed in the "Alter Cast" menu. Growing increases your height, strength, and stomach size while reducing your agility, while shrinking does the opposite. The multiplier used is based on the spell's rank, being 1.5x/2x/3x.
  • Lesser Ward / Ward: Create a temporary wall of wards that reduce incoming damage by 50/65%. Once the wards have absorbed too much damage, they shatter. The non-lesser version also has an additional casting option (use "Alter Cast") that allows you to burn extra mana to make the ward stronger, though the conversion is less efficient than casting the spell multiple times.
  • Meditate: Gain the benefits of a rest in a quarter of the time. Mana doesn't restore during this, however.
  • Grease: Coat your opponent in oil, that will ignite (and be consumed) when hit by fire (from a spell, or weapon attack). The fire will be super effective, and is guaranteed to cause burning.
  • Ignite: A non-damaging attack that burns the opponent. If the opponent is already burning, it will renew the length of the status, and add to its damage. The spell's chance of success varies based on the target's fire resistance.
  • Heatwave: Deal damage equal to the victim's burning damage per turn, while extending its duration by another turn. If the victim isn't burning, they will instead start burning for a minor amount.
  • Flash Fire Blast: A powerful fire spell that additionally deals extra damage equal to the target's remaining burning damage, extinguishing them in the process.

Changelog

Release 4

  • Initial release

I forgot this was a thing, so here's another update almost 1 cycle of the moon later :P

Much of my focus following the last update has been on updating the internal spells system in preparation of upcoming mods. They can now have requirements of any stat to learn, and have cast costs beyond just mana - like health, stamina, and gold - which opens up new opportunities for modding, like providing non-magical abilities that non-mages can enjoy to spice things up (hint, hint). It's now a bit easier to implement custom logic for spells, and there's also now the beginnings of a system available for spells to have their effects configurable (so for example, a spell that allows you to grow / shrink can let the caster pick whether to grow or shrink, rather than having to have two separate spells for each effect). I'd also restructured how spells are stored, because there's no reason they need to be stored in the save file - it takes up unnecessary space, and also makes updating them a bit more of a hassle. I realised when overhauling species that they probably should've been handled in that way too, but didn't commit to the idea. I think going forward with things, I'll be trying to properly port the systems I touch into the most suitable formats (why am I going on about this, nobody will care about it! xP).

Making use of this new system, I've been working on new spells. While the brunt of ideas I have are intended to be featured in my "grab bag" mod, with characters and/or quests tied to them, some of them will probably end up in an earlier generic spells mod, though I'm having a hard time figuring out which ones belong where ^_^; Not much to say about them, they're mostly rounding out what's already there, and introducing effects that feel like there should be spells for. Currently there's a spell for temporarily resizing yourself (yet to add any mechanics to that though, so it's mostly cosmetic), a warding spell that reduced incoming damage (think more proactive healing), and a range of alternative fire spells that are more focused on the burn status effect.

The plan is to get the generic spells mod finished and released, maybe take a brief break so I can scratch my AI art itch, then get going on the biggest task of the grab bag mod. I did however have an idea for something I'm quite enthusiastic about that I might slip in before the grab bag mod - a small system that lets you modify equipment sounds like it could be fun, impactful, quite easy to implement, and a good way to add more self expression for roleplay purposes. Don't like how the early wands force you to be lightning themed if you want the best one for spellcasting? Pay a little extra, and you can modify the damage type! Prefer dice over boring reliable stat scaling damage? I'm sure there's an upgrade to shift those focuses you could buy... etc.

That's really odd - I don't think anything save related should play a part in that working 🤔 But at least it's working now? Yay!

uh oh, that's not good - especially as I can't really find a reason why that might be. Just to confirm: You are selecting the "Push your limits (stomach will grow)" option, and have the funds and/or fat to have one full uninterrupted day of downtime? Only the push your limits option will cause your stomach to grow, and at minimum you must be able to get through one day of downtime (I added that check as anti-cheese, because otherwise you'd be able to get a full stuffing's worth of expansion without the funds to afford even a single bite of food xP).

Otherwise I'm stumped. You could send me your save file if you'd like (by using save to disk), but I'm not sure if that'd help me uncover anything.

Yes, though I don't know if you want anything spoiled so I'll keep things vague: There's an event in the Hills that has a chance to increase your height, and a service in the Mountains to do it guaranteed, too.

Alright, I've released a new version to fix this issue - hopefully it doesn't introduce even more inconvenient problems, given all the other unrelated changes haven't been extensively tested xP

Well that's embarrassing - it looks like at some point before release I accidentally removed the part of the code that made the stomach changes, and stomach training was one of my main reasons for making the mod! :S Thanks for the report! I've fixed it, though am partway through a quite an involved edit. I'll try to find a place I can stop without breaking things, and rush an update out either today or tomorrow to get that working again 👍

I got very distracted for the week and instead of focusing on laying the groundwork for new spells and abilities, I ended up focused on one of the lowest priority tasks on the list... So now all of the non-random NPCs can have their genders edited with an option, similar to how you can control what genders random NPCs have. I naively expected that to take maybe a day or two, but had underestimated how long it'd take to put the system together and rewrite all the necessary passages @_@. But it's all set up and working now (still needs some testing though). While I was at it, I also altered some existing random NPC encounters to use the normal random gender system, as some of them had fixed genders for no real reason. I think some people might question my choice to make the witch a random gender, but hey, guys can be witches too!
As part of overhauling NPCs I'd also made it possible to more easily swap their species with mods. I think next week (or next week that I work on the game) I might continue delving in to boring internal stuff that nobody cares about, in order to lightly overhaul how species are handled. Then with that all fixed up I can implement a system for modders to use to more easily introduce them, alongside a basic species overhaul mod to exploit those changes. Since it's the only thing I can think of with a broad enough sample of animals, it's probably going to take the form of a Pokemon mod :P
I've also been making random minor fixes to any problems I come across, but I'll hold on to them until the species changes so I can share them all in the same update.

I didn't realise that having discussion board enabled means disabling the comments section. Oops. Use this thread as a replacement comment section, leaving any comments you have here here.

I'd be especially grateful for any bug reports or feedback you have!

I've gotten back into FTAG modding with a couple of new mods I've added to my page :D My effort's mostly been focused on quality of life / bugfixes at the moment, but hopefully I get around to more content additions soon (which I assume is what most people are interested in ^_^;)

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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? 🤔). 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.

Downtime

The Downtime mod adds a simple quality of life feature to help cash-in your accumulated Gold and Fat for fat and training, without you having to tediously do it all manually yourself.

Mechanics and Info

How to use

To use the mod, head into your house and use the "Downtime" option to open up the downtime menu. From there, you can manage all the details, such as what you want to train, how much you want to eat, how fattening your diet will be, and how many days you want to spend in your downtime. Once you've input your options, you can preview what effect it'll have by clicking the "Preview costs and results" link. If you're happy, select "Enjoy some downtime" to let the events unfold.

  • If training, your Fat will be translated into stat increases at the same rate you would be gain from using the training actions yourself.
  • If eating, your Gold will be translated into fat at roughly the same rate it'd cost to buy and eat foods similar to your chosen diet.
  • If eating at a volume high enough to stretch your stomach, you'll accumulate stomach increases at a similar rate to if you'd eaten the food and rested it off (with a slight bonus that assumes you'd also be doing a bit to make your state last a little longer).

Ending early

Your downtime may end earlier than intended depending on the circumstance. This does mean that you're only interested in doing complete conversions, you're safe to enter a really high number and letting things automatically end early, rather than calculating any exact number of days. Reasons for ending early include:

  • You're training, and you run out of fat.
  • You're eating, and run out of gold.
  • Your downtime lasts more than 28 days. This is just a safety feature for future-proofing, where I may add options that could allow downtime to last indefinitely. There's nothing stopping you from immediately starting another span of downtime after this.

What's next?

The mod as it stands is exactly as I like it - a tool to help turn in the fruits of your adventuring so you can get right back to it, rather than spending a whole bunch of time clicking around. I've got some considerations about adding options to automate other things like doing the town jobs, or harvesting particular items (like the stretch items), but they feel like they're straying too far towards automating playing the game part of the game. If I do implement them, it'll probably be an optional feature.

(2 edits)

Feeder Expansion

The Feeder Expansion adds the ability to feed enemies in combat. To help in that endeavour, the mod also adds in a simple crafting system for cooking new meals alongside a handful of quests to unlock more powerful recipes, as well as spells for lazy mages to simply conjure them up.

Features:

  • Feeding. If the enemies can feed you food to beat you in battle, it's only fair that you get to do the same, right? Now you can feed them food from your inventory to weaken or defeat them (against enemies where it's appropriate, at least).
  • Meals. In order to make the process of feeding run more smoothly, more substantively-sized foods are available as meals. Meals can be bought from the restaurant, cooked in your kitchen, or conjured from thin air by magic. As you progress, you'll be able to cook and conjure more filling or appealing meals to help with the demands of hungrier enemies.
  • Cooking. All those random foods you pick up on your adventures wasting space in your inventory? Why not store them away as ingredients to turn into meals? Cook meals in your home using the ingredients you've stocked up, unlocking a handful of new recipes as you complete quests.

Mechanics and Info

Feeding

During combat with supported enemies, a new option will be available in the inventory menu to feed the item to your opponent rather than using it yourself. Some enemies might attempt to resist your feeding, but given the prevalence of hungry creatures there are also a lot that will welcome food without resistance. Once fed, there's a chance that the enemy becomes stunned - passing their next action as they're pacified by the food. Enemies can only handle so much food - once they're half full they'll receive a debuff to their abilities, and once completely full they'll be defeated. Not all enemies can be fed, and not all those that can be are feasible to fill up. Tips / Notes:

  • Since each item takes your turn to feed it, the bigger or more filling the better. Small foods aren't really worth the effort, so make sure to pack some meals or something even more sizeable!
  • Like with damage types, different enemies are vulnerable to different flavours of food. Feeding them a flavour they enjoy both decreases their chance to resist, as well as increases the chance they'll be stunned by it. Appetizing meals give a similar bonus to the next food fed, even if it's not one of their preferred flavour!
  • It's somewhat infeasible cost-wise to try and deal with every single enemy solely via feeding. Perhaps utilise it to overcome a few encounters, or feed an enemy halfway to debuff them for the fight.

Cooking

Cooking takes place in the newly-added kitchen in your home. Before you can cook any recipes, however, you'll need to stock up your larder with ingredients first! Most food items contribute a number of portions of particular styles based on their size, for example a slice of cake provides 1 "desserty" ingredients, while a roast chicken provides 2 "meat" ingredients. You can irreversibly turn items into ingredients in the special larder screen. "Other" ingredients can be used to pad out meals when you're lacking a particular ingredient. You can substitute any 1 missing ingredient type with 2 "other" ingredients. The substitution is done automatically, whenever you cook food that you're missing main ingredients for. Some recipes won't allow you to use substitutions, but such recipes are rare (as in, there's only 1 of them).

Spells

The basic spells can be acquired in the mage's guild's Creatorium, which totally was there beforehand. With them, you can create meal items with nothing but your mana. After acquiring a particular set of notes during your adventures, you'll be able to Inspect the notes and learn new advanced versions of those spells based on the quests you've completed and your current intelligence.

Quests

There's only two or three very basic questlines added by the mod, so don't expect anything substantive. Through them, you'll unlock new special cooking recipes. They involve existing characters, and while I'd like to give a full hint list to anyone stuck, I don't think there are any spoiler tags on this site... (Light mechanical spoilers for what you unlock:) What I will say is one revolves around making your food more filling (intended to help with more larger-bellied enemies), while another makes it harder to resist - I'll leave those of you with a bit of game knowledge to figure out what characters could be involved.

Once you've unlocked those, you'll eventually stumble upon the quest for the final recipe.

What's missing?

There are a few things lacking / that could be improved upon with later updates, but don't count on them happening - I'm done with this project.

  • Generic narration and effects are used for most enemies, rather than specifically-tailored stuff.
  • None of the special effects of a fed item will do anything - you can't feed an enemy a stretchy fruit to have its stomach expand larger, for example. Only the fillingness of food matters at the moment.
  • Not all enemies who reasonably should be feedable are (mostly bosses) because of the extra effort needed to make it fit with the scenarios they appear in.

Changelog

Mod Pack Release 4

  • Ported spells to new system
  • Fixed the Creatorium being available when the mod is disabled (oops)

Well the IPS patch method did come up, which was rather straightforward for users (like one or two steps more than immediately playing the game). The only problem is that the method can't be used for installing multiple mods, which really is also a problem for hosting modded versions, too. Though that concern might be a bit moot because I don't really know if there are many mods for that lack of compatibility to be an issue! xP

I had been considering trying to focus on more gamedev stuff recently, so there is a chance I come back to this and work on more of the mods I had ideas for. I'd decided to have them all the mods be part of the same modded instance for ease of installation, with in-game options to toggle each one on/off. Being able to host the modded version without requiring anyone to have to install them sounds like a sweet deal, thanks!

I've outlined the very basics in this post, though I'll add that if you want to be able to "cleanly" share your mods, you've got to keep track of every edit to every file that you edit/make, which is a bit of a pain ^_^;

If you have more questions you could ask them in that post, and I'll try my best to remember how things work...

That's odd, because the patcher definitely works for me (just tried it again in case I was going crazy). Just to make sure, you're definitely using the patcher on an unmodified version of the index file you get from the game's official download - FTAG 064a.zip from the Downloads section of the page?

Though yeah, if you find a better way - ideally something that can handle multiple mod installs while not requiring the user to download any programs - do let me know :3

You should take that down, as it violates the game's license by distributing modified game assets (which is the whole thing I've been talking about xP)

My mod should work fine, as it has before. I feel like there's been a bit of a misunderstanding here: I already know how to make and distribute mods and aren't having problems with that. My point is that not being able to distribute the modded files as-is is a pain.
I'd wager you're likely trying to install my mod on a non-vanilla setup, which as noted shouldn't work. If you are following the install instructions, you shouldn't run in to any problems. If both install methods have failed though, that's concerning (especially as it works for me :S).

Yeah, the modding bit isn't the problem, it's the distribution. A modded index file is still a game asset, and so can't be shared. Unless I'm misunderstanding what you're suggesting. If there is a way to make my mod easier to distribute (and use alongside other mods), I'd be happy to learn about it!

Sadly it's a no about distributing modified copies (see this chain) :c If you want to distribute mods, you've gotta do it awkwardly by distributing all your edits with instructions of where to add them, or hack things together by using a patcher program and providing the patch (though you can only use one mod that way...).

It rather killed my enthusiasm for making further mods or any other contributions - I was totally prepared for making new content, as well as providing edits to the game to make it more modding friendly, and fixing any bugs I came across - but with the policy and waiting in limbo for a response, I moved on to other things Q_Q

Due to the game's license, I'm not allowed to provide versions of the game with the mod already installed :c
Do check out the IPS Patch installation method though - it should be easy and straightforward enough to do.

I can also reach you here... I'd advise against posting emails publicly, because web-crawlers will pick them up and add you to spam lists. In fact, I've removed the email from the post, because apparently that's something I have the power to do.

The first thing you'll need is a Twine editor. As mentioned in the install instructions of my mods, I use the online version of Twinery. With that you can open up a Twine game and see all the passages and code. By reading through the passages you can get an idea of how Twine games, and FTAG, are made - I had zero experience with Twine before modding FTAG, and that remains my only experience on the subject. To save you some time figuring this out: there are multiple programming languages that Twine games can use, with FTAG using SugarCube (a link to the documentation - at least, I think that's the right version).

Feel free to ask more specific questions if there's something you're having trouble with, and I'll see if I can help out (though I might have to relearn how things work, since it's been a while xP)

(1 edit)

I can't blame you - I do really hope the situation changes at some point...
Good news, though: I've just put out a new release that includes a much easier way to install the mod that somebody suggested. It's a rather hacky workaround, but it'll work for the time being.

Update is out - thanks again for brining both of these to my attention!

Oops, I forgot that the game uses a bit of a wonky system for storing inventory. I'll make sure to include an update for this within the next few days.
And thanks for including that info on alternative installation methods. It looks like it can be used to install Feeder Expansion just fine, so I'll consider also including a patch file with the update. It's still not ideal though since it only allows a single mod to be installed with that method, though it's better than nothing I suppose. Still waiting to see if noone will change the policy for distributing modded games / swap to a setup that makes installing mods easier and with better compatibility 🙏

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Oops, looks like a missed that one! I'll update the instructions (and do a pass for others I've missed). For that one in particular, place it above the `<br>`
Edit: It was just that and one other that were missing instructions, I've made a new release, though all that's changed is I've added in the instructions.

So I finally got around to releasing my mod that adds feeding (coulda taken a lot less time, but I'm not great at focusing or writing :p). People who are crazy enough to go through the tedium and spoilers involved in installing mods can find it here: https://icyibis.itch.io/ftag-mods

Adding onto some more things (I'll keep editing this until a response so I know it gets seen):
- I noticed during the fight with the cheese, it doesn't end once your stat's been reduced to below 0. `cheese ai` is missing the check that debuffers usually have to trigger defeat when the stat is below 0.
- Because of that I was checking the instructions to make sure it is supposed to be the case where you always lose when your stats drop to 0 or lower, and noticed that the instructions for the devour action aren't in line with how it works in the current version. It alludes to the old functionality where the devour option would only show if you could handle the creature on an empty stomach, whereas in the current version of the game, the option is always available to try (so there's a problem with one thing either way - either the instructions are outdated, or the devour action is showing when it shouldn't).

  • Generally you can carefully (or recklessly, now there's an undo button) use the Restaurant combined with resting to safely rack up time overfilled at the cost of gold.
  • Using one of the stretchy items, filling up to capacity, then letting the effect wear off will also leave you with lots of time overfilled, and is usually the method I tend to use when I can.
  • You can grind XP to level and choose to upgrade stomach capacity.
  • You can also turn in Wyvern Eggs to the cabal and choose to upgrade your stomach capacity for a gain very close to what you'd get for levelling up.
  • In Options, there's the Cheat menu available down at the bottom that lets you edit your stats. The game isn't necessarily all that grind-friendly, so it's a good option to use even if you are playing "legit" to save time on the more tedious parts (though you've got to draw lines somewhere, since technically everything is infinitely achievable with just time being the barrier). Figure out some rules for conversions and use those to skip the tedious parts.
Bonus: Cheatsheet for cheaty conversions:

- Fat to Gold: 1.5 fat gained per 1 Gold (based on buying and eating cake, although this conversion is currently 6 times as efficient because of a bug - exploiting the bug makes it more 9 fat per 1 Gold)
- Fat to Stats: 10 Fat translates to 1 stat point, plus 1/3rd of an Endurance stat point if the training is physical (i.e. not INT).
- (Not worked out how much a stretchy fruit or similar translates into stomach training yet)

True, but then instead of requiring users to manually install files without any special programs, it's instead a tradeoff of requiring them to install and know how to run 2 programs (and I think requires the main game to always decompile the same way between versions, which might not happen?)

Ah, okay. Not sure if it'll be worth releasing my mods then, since I'm not sure how many people could be bothered editing all the necessary files to install it (currently at 62 passages/passage edits and counting for a mod that goes out of its way to make minimal edits - I know I sure as heck wouldn't bother with that) 😿

Any chance the no releasing modded games policy might change at some point in the future (or if special permission could be given?)?

Since I've been digging in the files while modding, I've been keeping some notes on errors (mostly just typos) as I notice them (but not all of them, because I'm not that organised >_>). Aside from some more general notes, I'll list the exact passage names for ease of fixing:

-- General --
The prices of items don't take into account charges. For example, it only costs 0.75 gold (the price of 1 donut) to buy the box of 6 donuts. Same with cake, the giant fruits, etc.
Store vendors always say their thanks line, even when buying items, which doesn't really make much sense in the case of the Earl's/the racoon's.
Some of the not-formatted-for-players'-eyes passage names can be seen because the game always displays the passage name beneath time. One example are the vendor parts of the stores.

-- bubble orca ai --
"waves with her tail as you drift away" should be "waves with $npc1.his tail as you drift away"

-- cabal dragon ai --
"he lets out an stifled, beast-like growl!" should have "a stifled"
"The tendril ceases" should be "The tendrils cease"(?)
"looks immensely please" should be "looks immensely pleased"

-- Slay Queen --
"that as inside the queen" should be "that was inside the queen"

-- thin fur ai --
"the $npc1.species is send sprawling" should be "the $npc1.species is sent sprawling"

-- A near bursting patient --
"says betwee groans" should be "says between groans"

-- spell objects --
In `$lighning3`: "chant an invokation" should be "chant an invocation"

So I've been doing some modding (currently added in a feature to feed enemies in combat) and was wondering if you could clarify the game's license. What constitutes an asset in the game's case? The asset license forbids sharing any modifications, so from my understanding that means I won't be able to release any mods I make?