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pan

18
Posts
A member registered Nov 05, 2019

Recent community posts

After relooking again at the items value...

what breaks the balance in battles and torpedos is "ITMLauncher" C_ENE *4.

I would set the output like this (should balance outputs without modifying other scripts)...

---------

Torpedos output faq:

B = Base output = 8

G = generation upgrade = 6

I = immobility penalty = -6

U = unique race bonus = 4

L = Loot only bonus = 2

------------

I would change 

"ITMLauncher" from *4 to *1

and the torpedoes

"Photon" from *6 to *8 (B)

"Neutronic" from *12 to *14 (B + G*1)

"MineCluster" from *16 to *18 (B + G*2 + U + I)

"BFT" *20 (B + G*2)

"Voron" *30 (B + G*3 + U)

"VoronMkII" *38 (B + G*4 + U + L)

"Hellcore" *42 (B + G*5 + U)

"Swarm" *50 (B + G*6 + U + L)

(1 edit)

patreon: private messages to creators are not allowed for free members:

"article:115002832026-How-do-I-message-a-creator"

When can I message a creator?

You can privately message creators on Patreon if one of the two conditions is true:

You have one processed payment with the creator through Patreon

You currently have an active membership with the creator on Patreon

If you are not yet a paid member and want to reach out to a creator, you'll need to contact them outside of Patreon.

(4 edits)

You're welcome and thank you for the offer.

I posted a message in your Patreon under your post "Space Journey X - V2.30 - Feature Complete!" (October 9) (/posts/space-journey-x-140836028) under the username "Fantom": 

"Hi y.v. This is pan from itch.io 2 more bugs that I did not report yet, related to battle focus and turned_hostiles. Probably to the "AI RELATED" settings. 1) If visible or ownship lost focus (because of underverse plates) the turned_hostiles stop moving when they should and 2) when their target gets destroyed->wreckage they should change focus to another mob instead of continuing to hit the wreckage. (I'll post the same message in itchio in a few minutes...)"

ps. ---I should have wrote "if not visible or ownship ..."

(1 edit)

"ITMLauncherMkII" "A torpedo launching unit of Voron Design with up to six active loadout slots. Brings out the full potential of Photon and Neutronic torpedoes"

(2 edits)

forgot to mention earlier

I like the changes.

I only porposed two different loading times for light and heavy wepons, because mines, Photon and Neutronic become obsolete after krell space, since their C_ENE is weak compared to canons. Maybe you can add with "weapon license 2" a C_ENE+2 to Photon (C_ENE 6+2) and "weapon license 3" C_ENE+4 to both Photon (C_ENE 6+4) and Neutronic (C_ENE 12+4)

and change "ITMTorpedoBFT" C_ENE from 20 to 22

or better add the C_ENE+4 for those two to level "grade_3" launchers

(5 edits)

You're welcome.

Two final thoughts related to gameplay:

1) Unique Night events (like infiltrator,lab,etc):

Instead of happening between "sleep" (... later that night ....)and "Day X" save point

would be better to trigger them right after "Day X" starts (...earlier the previous night....) before assigning jobs to crew members

2) members jobs and proficiency

When the max tec level (and/or submission level) is reached you can give some Jobs a bonus as reward.

Examples:

Tris (pluged)

"JOB_Pods" becomes "JOB_Pods"+"JOB_Diag"

"JOB_Torps" becomes "JOB_Torps"+"JOB_Diag"

Nimhe (pluged)

"JOB_Upgrade" becomes "JOB_Upgrade"*2 (6x upgrade parts)

Khelara (pluged)

"JOB_Loadout" becomes "JOB_Loadout"+"JOB_Repair"

Kehlara (pluged) + extra training quest (while pluged)

set the initial "loadouttimer" to x 

if the quest completed  and if khelara(pluged) "loadouttimer" becomes x-1

---------

 about the strange battle bug (Nephilim Projector and subunites destroyed)

if with turned_hostiles you defined the enemies that got manipulated then the problem should be at the:

# proximity detonate / drone or seeker hit?

lines with strings

if i.focus.shields <= 0:

destroyedSubunits.append(GAME.ship.destroySubunit())

---------

as it is, turned_hostiles destroy the subunits of both enemy and ownship, since the initial definition "if i.kind == "seeker"" resolves to both active_hostiles and turned_hostiles

---------

Thank you for the game and for answering all my questions

(6 edits)

Actually, I liked your code a lot. Polished and well organized.

----------------

The only thing I would change is the way loadOutTimer works to allow different load times for different weapons/torpedoes/mines.

Now it is decreasing 3 turns and load when 0. I would change it to 1 and when 0 await loading... If 0 check the returning weapon before loading:

"110_classes_core.rpy", line 2354, code

      GAME.ship.equipAddOn("launcher", torp.ID, i)

then depending on the returning weapon you set the turn number to reload

e.g  now if mines, +1 turn if low end torpedo, +2 turn if hi-end torpedo and so on...

and then you issue the load command and reset the loadOutTimer to 1

---------------

about torpedos: Since I did not see an  ""AOE": 1" in those (205_init_items.rpy) I guessed they should not have AOEeffect, although it seemed strange for "ITMArmageddonCore". By the way "ITMEMPPod" and "ITMAttractor" existed in previous versions and were removed, will be added later or is forgotten code? 

Some other things that did not ask/report earlier, since I did not know if they are bugs or intetionally desinged that way:

- "ITMTorpedoVoronMkII" and "ITMTorpedoHellcore" have both C_ENE*40. "ITMTorpedoVoronMkII" shouldn't have C_ENE*39 ?

- "ITMTorpedoVoronMkII" cannot be bought anywhere. Is it a Zealots exclusive weapon?

- when going into stealth/cloak the loadOutTimer does not change (bug?)

- when launching mines "ITMMineCluster" around the ship both the timer and the loadOutTimer do not change (bug?)

- "ITMOreGalaxite" shouldn't be priced higher since is the most rare mineral? ???

- torpedoes line effect. Instead of instant display it would be visually better to change it to particle effects as you have done with the exploding circle. particle gradually increasing when closing in to target and after it hits, gradually fading starting from the launching ship.

(2 edits)

Small requests/suggestions:

- on/off button to load lower priced torpedos first, instead of the default (during the battles) .

- A help button to call khelara in torpedo reload (during a battle), if assigned ordes was repairing. Only once a day (single battle) and penalty can be money, stress or favorite points, or all three of them.

- Khelara : when she gets the "Underverse data core", she can come with a miniquest of modding Launcher MkII, Voron Nova Distruptor and Voron Shields to allow them to aditionally accept Underverse effectors (when you give her an effector)...

e.g.

Launcher MkII: +15% Aoe with each module  (1 to 3 torpedoes + 1 AOE + 2 to 4 effectors)

Nova Distruptor: +15% AOE and +5% damage leech to the shields with each module (1 AOE + 2 or 4 effectors)

Voron Shields: +1 cloacking ability with each module (max 4) (3 cloacking modules + 1 to 3 effectors)

Without the original modules AOE or cloacking, the effectors have no effect.   

...the subsys images/names/prices remain the same. In the system maintence interface only, you could add a pink surrounding glow when the effectors are added (similar to overchargerd component), or better add a pirate logo above or bellow (e.g. a skull or an X shape with bones) since they were modded by former pirate... :)

I identified and fixed the first 3.

- preferred torpedos does not work. (120_classes_sandbox.rpy)

- Torpedo Array MkI gives the same aoeEffect, with Torpedo Array MkII (with no addons). (120_classes_sandbox.rpy)

- Torpedoes Photon and Neutronic have aoeEffect when the should not. (780_combat.rpy)

At the bottom I modified a bit the loadOutTimer in order to load Photon and Neutronic torpedoes in 2 cycles instead of 3... since those should weight less than the other monsters khelhara should need less time to load them.... :)

Very nice game. Congrats

Found some bugs in Version 2.30

- preferred torpedos does not work.

- Torpedo Array MkI gives the same aoeEffect, with Torpedo Array MkII (with no addons)

- Torpedoes Photon and Neutronic have aoeEffect when the should not

- Nephilim projector (strange bug): during the battles, subunits get destroyed (without taking damage to the shield or the hull plates). When the corrupted machines/torpedos attack their masters or their wrackege, the damage gets reflected to the Bumbling Bees subunits.

- Nephilim projector & Kigal's Wratch: If an "underverse effector is added, during the battles the game warns of a missing icon "03_minigames/ico128 ITMAddOnUnderverse.png"

- "AI vs Chaperones". "Carnelian Inc. Explorations might yield such cores. The Advanced Assembler Drones in The Waystation System also can yield them."

The loot in "Assembler Seeker Drone" only has ("ITMCarbonFiberSpools", "ITMNanotubes", "ITMPodNano", "ITMCarbonPowder", "ITMNanotubes", "ITMComputer", "ITMPodEnergy", "ITMOreChtonium") as items. "ITMAICoreElite" is missing

- When visiting Moira as pirate at 22.00, after the event, the time is set to 00.00 but the date remains the same.

(1 edit)

I understand this. But I do not understand the purpose of having them alltogether. In "Karryn’s Prison" game they make sense since one of the game goals is to finish the game as pure as possible... But in Corruption Town they do not unless you intend to add a not corrupted route in the future

I understand this.  What I do not understand is why this ability even exists... only to make easier completing the "skillful waitress" achievement....?

(1 edit)

And why "art of dodging perverts" needs 15 points already investead?

I would expect the opposite (0 points needed). A "pure" woman should be harder to corrupt than someone who is already a slut....?

I do not get what is the purpose of having the "control desire" buttons?

Even if the player uses them, the corruption will go up anyway, just because the "totalsight" reached a certain threshold e.g. 39 for level 2.

Just sitting idle at the Bar makes the customers to watch her and increases Agnes corruption level much faster, than when she interacts with them, takes orders, serves drinks etc...

Is this intentional or is this a bug? ???

(2 edits)

@BoredBasmati

There is a bug (race condition) with the events "BarHenryPeeping",  "BarHenryVisitWhileAgnesWork" and "CanHenryObserveAgnesAtWork". 

It took me more than 15 in-game days to trigger "BarHenryPeeping" and Henry's corruption got higher (without actually appearing in the bar) during those 15days. I guess I was very unlucky and had to try 31 consecutive times to trigger the correct event....

please fix this...

Thanks. The request key button just appeared in my download page

Thanks for replying so fast.

How can  I receive the key then?  It will be added in the download page on my itch account or send by email?

I paid $15.00 in October. Is the purchase eligible for a steam key too?