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A member registered Jul 19, 2022

Recent community posts

Not exactly a bug, but Av129 seems to have been rendered without eyebrows in the following images:
edu_good, edu_good_small, inter_casual, inter_naked, inter_undies, troop
Would be nice to re-render those whenever it comes time to finish her WIPs.

Similarly, The Black Scorpion is supposed to be named Kuro Sasori, but he's winding up with a random name from the same pool as the Cultist Monk.

I'm not sure whether this is a bug or simply deprecated code left in the file, but some captures don't seem to be receiving the right stats. For instance, I've just captured Ikari Ito, _takenid 203; the game sets $takecomb to 80 and sets $ran_melee to random(40, 80), which should guarantee a minimum Melee skill of 130, but instead she's generating with that skill as low as 50. I'd guess that hard-setting $ran_melee is overriding the effect of $takecomb, but it's hard to get a clear idea of the order of operations just from the HTML; if this is unintentional, should those $ran_whatever variables be incremented instead of set, or are the sets just running too late in the generation process?

Currently, the RPG Night hangout can only be played through once, and then it's just a greyed-out option for the rest of the game. I'd suggest that it should be made repeatable by unsetting $rpgnight at the end of the campaign, though for balance reasons that'll probably require its yields to be reduced and capped.

A slight discrepancy: Donating captures to Fort Sera directly only increases Power above 100 if the capture is one of a few types of elite fighter, but adding them to your household and then donating them through the Actions tab always increases Power, even if they're a feeble halfwit druggie with no combat skill. Perhaps a similar condition could be added there?

The line "Are you for real? Better keep them in the basement then." has the dialogue in bold, instead of Tori's name.

Another small thing, whenever you take an NPC to the Diner, they always refer to the meal as "dinner"... even at 7:30 in the morning. Maybe set a temporary $meal string to either breakfast, lunch, or dinner depending on time?

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Tiny issue: when playing cards with the Preacher for Adrienne, the game says "Unfortunately, it's your only win" even when you've lost every single round, because it checks <<if $wins lte 1>> instead of <<if $wins is 1>>.

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The button to play poker at the Dockgrave is labeled `POKER GAME ($600)`, but the ante is $50 and you can only raise your stakes to a total of $350.

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Respectfully, the crit success/crit fail system, with the magic 55 and 69, is a bit jank. On 1d100, you have an either 2% or 3% crit success rate and 1/100 crit fail rate; on 2d50, you have 3.12% crit success rate and 1/2500 crit fail rate; on 5d20, you have 4.37% crit success rate and 1/3,200,000 crit fail rate.

Seems to me that if you want to replicate the feeling of rolling a Nat 1 or a Nat 20 on a d20, instead of the 55/69 stuff, you could just roll a separate d20 (call it $critroll) at the end of the diceroll and set $skillroll to 1 on a 1 or to 100 on a 20. Would be simpler, and be perfectly consistent between dice settings; would also be a good excuse to replace all the instances of `set $skillroll to random(1, 100)` with calls to DiceRolls, though I admit that's a big refactor.

I believe there are a few human enemies that respawn infinitely, yes. The forts in Marston Avenue and Stokke Hills should be reoccupied by a fresh group of bandits on a regular if somewhat random basis, the lone freebooter in northwest Watery Eyes is stated to respawn roughly every 72 hours, and there are probably others. As for missions, City Hall probably never runs out of bounties for you to hunt.
There's a wiki at mastersofraana.com that you may find helpful, if you're not already using it.

Tendstims are purely for combat damage, not for sexual wear. Sexual wear is healed using Healing Ointment, which can be purchased at the General Store in Redhaven.

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A small thing that's probably more bother than it's worth, but it'd be a neat detail if the Scrap Heap visibly shrank in the Yard screen as you clear it out - one or two extra graphics of a smaller, tidier heap swapped in as the counter runs down. It would also be nice if the Heap was automatically demolished once you've fully searched it.

To be clear, I meant six game minutes, one timeslot - it only takes a fraction of a real second to open the menu.

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That already exists in the form of Workshops, which you can build in the Yard or in the two empty lots in Redhaven. You can have them refine materials, manufacture items, or simply make money.

Why exactly does opening the NPC menu consume 6 minutes while out in the world, but no time at all at home? You can't even really do anything in that menu when you're outside.

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The $30/day bonus to her Academic Professor pay might make her a little too strong off the bat, so I understand if you decide against it, but it seems to me like Seve Pasztor would be a perfect fit for the Traditionalist trait. The trait is currently quite underused, being given only to the Patreon-exclusive Stacey and the very lategame Arizona, if I understand correctly, and I think it could use a little more representation.

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If you're asking where the actual bookstore itself is, it's the location labeled "BOOKSTORE" in Whitehaven. The quest begins after you ask the apparently prudish owner of the bookstore why she stocks the terribly obscene Art of Paine II, and her shifty response makes you think something strange is going on. Progress it by assigning a valid girl to the bookstore through her Jobs & Titles menu, under Stores.

It's available right from day 1, so if you're desperate to see the complete introduction text, you can just create a throwaway character and visit the Bookstore.

There seems to be a small error in the Master Bedroom appliances as well. It looks like the scent machine is supposed to increase stamina regen by 1, and the sound system by 2, but instead the scent machine grants both boons and the sound system does nothing.

The following block is just hanging out in a random section of the HTML, shortly below /*HOLIDAYS CITY EFFECTS*/. It replicates the effects of a similar section of code that's run when the player quits or is fired from their teaching position at the Academy, but it seems to just constantly run in the main loop, making the game think that it's always your first day teaching.

<<if $aca_work gte 1>>
<<unset $aca_count>>
<<unset $aca_days>>
<<unset $aca_lost>>
<</if>>

Traveling via the City Map, even before building a Stable, is often faster than either taking the shortest manual route or pressing Return Home. For instance, if you are in Whitehaven at 14:42 and wish to return home, traveling to Redhaven via the City Map gets you home at 14:54; traveling manually through Hamilton Square into Redhaven gets you home at 15:00; and pressing Return Home gets you home at 15:12. It would be nice for travel times to be standardized across the board.

Not the dev, but as to point 1, I imagine that's intentional - except for the $15/day retainer from Wealthy, all three of those traits solely provide bonus money, resources, and skill points during character creation, with no ongoing benefits after that, as opposed to something like the permanent increase to skill book yields from Brainy. It saves space on the trait list for the ones that actually continue to impact your gameplay.

Go into Manage House and click the Modules button.

The time displayed on the crafting page seems to update before, rather than after, time is spent on crafting. For instance, if you enter the crafting page at 8:18 and then work on an item, the true time will be 8:48, but the display still reads 8:18; work on the item again, and the real time will be 9:18 and the displayed time 8:48, and so on.

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A hunter with survival skill above 75 automatically processes their daily yields, basically adding rations and leather instead of meat and skins, but they don't seem to touch existing stockpiles of meat and skins. I agree that it would be nice for one of the assignments to process those stockpiles, if one doesn't already - perhaps a skilled hunter could process a few extra units on top of what they brought in that day, or a hunter with no ranged weapon or no ammo could be assigned to processing full-time, or a Pantry Girl with survival skills could process a few units of meat per day.

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This is lovely stuff, looking forward to the next update - no rush, of course.

Two small issues to report - first, there's an empty space in Lab A7, right in front of the sink, that you can talk to and get the "Doc, I have to ask..." dialogue at any point in the game. Second, the word "through" seems to be misspelled as "trough" every time it appears in the game - you walk through a tunnel, and a trough is what farm animals drink from.

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Also, since the benefits of salaries/allowances scale extremely high (up to $100,000/day according to the wiki, though I think that page is outdated), it would be very helpful if they could be raised or lowered in increments other than $5. Even getting up to $1,000/day for someone like Rebecca or Tuner  Jackson requires you to click that button 200 times. I'd suggest that you could either have separate buttons for +/- 5/50/500 (or something similar), or be able to directly select the tier of benefit you want - e.g. Baseline, Tiny Bonus, Small Bonus, etc. up to Imperial, scaling automatically with required salaries for mercenaries.

EDIT: I've only just now noticed that clicking the Salary header does already cycle through $1/5/50/100/500 increments, which is good, but the fact that it took me so long to notice probably indicates that it's not very intuitive, especially as those red-link headers are usually just informative.

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A small suggestion: It would be nice if Mae were forbidden from generating with the Secretive trait. As part of Getting Your Bearings, she's something of a tutorial servant and is very likely to be acquired by the player on day 1, and even if you've chosen the Expert Slaver skill class, the Affection and Anger penalties are pretty crippling, and Interrogation is extremely difficult in the early game.

The same might go for some of the other 'difficult' traits, like Addict, Bratty, or Feminist, but I think Secretive is the most pressing.

Any progress on that front?

The new version file doesn't seem to be downloadable yet.

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Bug report: The "Lin, Destroyer of Hair" event is prone to looping. "Watch Lin struggle" doesn't loop, but "Offer to help" loops once, and "Keep eating dinner" can loop up to four times. By looping, I mean that after the last line of the branch (e.g. Carla:"Thanks for trying."), the prompt to start Lin Braiding Hair comes up again and forces you back through the event. This isn't just a technical oddity - it allows you to gain twice the intended amount of love from the event, or both gain love and then make Carla and Lin occupied.

Haily's early morning forest event: Sneak Attack gives the warning "Image 'haily blush' not found".

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I'm quite certain that I'm not just failing to bump into the enemies. There are one-tile-wide passages in the mountains around Icycull where you can be blocked from passing by a wandering monster, and combat will not begin until you hit Z, no matter how much you rub your face into them.

All of the wandering enemies in the Icycull Mountains, as well as the Dread Mountain's Tundra Pixie and Lost Isle's Lamia, fail to initiate combat when bumped into.

I meant to just double-check I wasn't mistaken about that report, but I found a few more things while doing so...

The cabin door on the Icycull Mountains Summit should probably have a black tile behind it instead of continuous wood, which looks pretty weird when you open it.

The pools of water in the Lizardman dungeon on Lost Isle can be jumped over even without pulling the levers to raise the rocks.

Pressing 9 to warp back to the Lab takes you back to the smaller original lab rather than the expanded lab.

Eating Anna, at least at her maximum size, leaves her portrait onscreen.

Feeding Glowing Slime to the Red Slime (before she reaches party size) leaves her portrait onscreen afterward.

The Red and Blue Slimes start out with ridiculously low maximum fullness - my Blue got 2 max, and Red got 0 max.

The prompt to "Add Tiffany to your party as well?" only comes up when both Tiff and Britt are in your party and you attempt to dismiss Tiff. Britt can be dismissed, and either of them added to the party, without the other attempting to tag along.

Jessica's Godlike Meal seems to add 800 fullness, rather than the 500 fullness that its description claims.

Adding a brief explanation of the virus causing daily weight loss to the tutorial book probably wouldn't be a bad idea.

It would be nice to be able to use skills like Digest and Energy Conversion outside of battle.

It would make sense if Tiffany and Brittney could sell you their drinks while hanging out in the lab.

Retracting one point I made previously, apparently I just misremembered what I'd done and hadn't done on my save. Julia's forest quest displays properly in the quest log, and it wasn't too hard to find.

I think I'm just about done playtesting until the next version comes out.

Reentering the royal house in Icycull and then leaving by the front door will, like Jigglers, leave the screen-dimming overlay active. The same goes for exiting from the sewers into the Forest Cave, though leaving the cave itself fixes it, so there's no major issue.

Completing the quests "Solve the Issue!" (at least by feeding Hannah to Eira) and "The Wife's Stew!" (though I had to cheat to get the recipe, so take that as you will) leaves them in the Available quest log.

The game becomes extremely laggy in Largo's Lab for some reason. Also, the papers on his desk can be walked over, just like the Icycull Chief's. And who's the giant blob on the bed you can't interact with?

Entering Eira's cave, even after recruiting her, always plays the lines "There's a sound coming from the crack... Maybe there's something back there... Let's go explore."

Many enemies outside of Liamargia and the woods don't intercept the player, and have to be manually interacted with to start combat.

If you've expanded the lab, after completing Delayed Shipments, when you bring one of the brothers to your lab to upgrade the machines, the game incorrectly uses the original lab layout instead of the expanded lab. Leaving and reentering the lab restores it to the proper layout.

Having multiple Capture Nets in your inventory, as a result of the Jello Plains tutorial bug, allows you to keep using your Capture Net after it has dropped to negative durability. The game says that it breaks every time you use it, but it's never removed.

Certain enemies, like Bandits and Thieves, increase Lucia's corruption if she eats them after combat. However, allowing a party member to eat them instead leaves Lucia's corruption as is, despite her deciding their fate. I could see arguments either way.

When Zora and Zola are speaking with the Slime Queen, the queen uses her slim portrait despite having been fattened.

Is the hidden bunker mentioned in the forest implemented yet? I notice that there's no quest associated with that dialogue yet, so I wouldn't be surprised if it's still in development.

Feeding the Blue Slime at larger sizes renders the text "f[1,0]Hey! Are you hungry by any chance?"

Praying to the Goddess can reduce your corruption to negative levels, which seems like it might not be intended to do.

It's never made especially clear exactly what Virus Effect does as it advances.

The way using food items works, you can select two different targets for its Fullness and non-Fullness effects. If you select a Whole Roast Pig, use it on Lucia, but then answer "Give the Whole Roast Pig to whom?" with Isabelle, Lucia will receive the healing, but Isabelle will receive the fullness.

The wounded Mezeti gate guard should probably be removed after dealing with Eve and Mallory.

Siding with Mallory against Eve, and then letting the two work out their differences themselves, causes the player to be frozen in place permanently when they attempt to enter the Inn.

Finally, Eve and Mallory leave non-interactible sprites behind them in a number of places, screencapped below.

1: Believe Eve, before leaving the field. Can be walked through.


2: Believe Eve, leave and return to the field. Cannot be walked through.


3: Believe Mallory, eat both Eve and Mallory at the Inn. Cannot be walked through.

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Yes, that's Grace after having been given hunger supplements and sized up. If it's relevant, I'd never competed against her before giving her the drugs.

Also, crafting recipes with 6 or more components are too long for the interface screen, leaving the player unable to see the final components needed. This includes (but may not be limited to) Fruitcake and the Fisherman's Basket.

Why on Earth does the Triple Stacker Ambrosia Cake consume 10 copies of a book, anyway?

The quest "Super Special Cake?" is not marked as completed after you hand over the Ambrosia to Mindy.

The description of the Fairy Floss item claims that it gives you "+v[446] Fullness".

Feeding the Red Slime at size 1 renders the text "f[1,0]Here you go!"

You can walk on top of the Icycull Chief's desk, on the tile with the papers in front of him.

Eloise's sprite and portrait when she visits the lab in the morning do not reflect her current size as seen in her shop.

Several pieces of dialogue around the Icycull section of the game overrun their textboxes and get cut off:







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Actually, you already have added a food recipe with the monster rematch items: the Monster Medley. I just didn't know about it at the time I reported the "issue", since I hadn't even discovered where to use the crafting system yet - it's sometimes not made obvious that doing the same thing many times in a row, like giving the Chef her requested item, will eventually have a different result.

Jessica's portrait remains onscreen after the end of dialogue quite frequently - after investing in the restaurant, after talking when she's moved in, and after she demonstrates her junk food special. Other dialogue options, like shopping or "Nothing", properly wipe the screen.

Also, attempting to eat Jessica seems to infinitely loop, adding fullness and corruption, but not removing her from the game.

Eating Arabel leaves her portrait onscreen.

Speaking to Brittney and Tiffany in the succubus village leaves their portraits onscreen.

After giving Lady G her chicken eggs, the "Favour?" dialogue option remains in her menu but does nothing; it disappears only when her weight increases again.

The infinite loop when starting the Contest that others have already reported seems to only occur for me when selecting Anna as the opponent, if that helps. UPDATE: Also occurs when selecting Tiana after defeating the Queen.

The textbox after a Contest when you learn Double Hander, Plate Devourer, or Gluttonous Prescence is displayed twice in a row. Also, it's spelled "presence".

If you invest $20,000 of your own money into the Buffet, but then go to the Princess and tell her about the Buffet, you still receive the Large Bundle of Gold, which seems to have no use in that circumstance.

Despite being a very large woman who's taken appetite stimulants, Grace has a ludicrously low capacity of 25 as a Contest opponent.

When you defeat the Queen, telling Isabelle to join your party results in a clone of her standing around in the Lab until you leave the building or interact with her.

Walking around outside the Lost Isle teleporter maze after recruiting Isabelle causes a continual stream of fish to be added to the inventory. If you clear the maze and then come back outside, you'll be softlocked, unable to go back inside, open the menu, or speak to the captain.

The quest "New Food Store" is not removed from the Available Quests list, even after Jessica's Junk Food opens.

On the topic of balance rather than bugs, the plate steal QTE has such a short timer and long chain of monochrome button prompts that I still haven't succeeded a single time; also, all of the combined-monster Arena fights have such ludicrous stats that raising your stats high enough to fight them, even in the Debug Room, takes ages.

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Couple more issues. Breaking my Capture Net in the woods and then entering the Jello Slime area caused the tutorial to give me a new net, despite my having already been to that area and completed at least one capture quest.

Some of Lucia's walk cycles, like north-facing and east-facing at weight 600+, have stray black pixels at the top edge on some frames.

The Flaming Orc, Corrupted Pixie, Golden Slime, and Fairy Queen all drop their quest items again in their rematch, which appears to just be useless clutter at that point.

Using a Slimeball from your inventory gives you the option to feed it to Isabelle, even when she hasn't joined your party.

The Screen Cleaner needs to be used after investing in Jessica's restaurant.

The screen-dimming effect that's applied when you enter Jigglers is not removed when you leave, and the Screen Cleaner doesn't remove it either.

Also, I'd suggest changing the quest objective text and/or questgiver dialogue for the two early bulletin board quests that send you to the Supermarket to tell you specifically that the Supermarket is in the Red Light District. It's a pretty unintuitive place to look for a supermarket, and being tipped off would help new players figure out the lay of the town.

I know you're done with development on this, but I think it might need another patch - this thing won't run at all for me. Firefox, Chrome, online, downloaded, doesn't matter.

It's a shame, to be sure, but recognizing when you need to change course is as important as any other development skill. As for the source release, I'd say it couldn't hurt.

So what's new in v1.1.1?