theres some sort of softlock bug related to the early game that's hitting a small percentage of players. it might be related to beating the big wolf dude in the prologue early before setting up camp, resting at the campfire, getting a vision from Traitor, and then going to visit Traitor in the ancient woods.
Roads
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Hiya - agreed on pushing out more save slots. Are you aware that I've increased the amount of locations where you can save from, and that loading from those locations doesn't bring you back to camp? My current goal is to try and make every regular area a saveable location. Perhaps there's still an early line or two in the game that say you can still only save from camp...
Plenty of factors are going into this:
1. I am just developing Core Act 1 Content - a lot of what is being produced is meant to carve out the pace of mandatory components of the game. As I continue to scope out the game, singular characters who don't interact outside of their independent questlines should help to fill out the cast of characters the MC can interact with, such as Den & Greyhaven characters. This will help balance the scale a bit away from Hunter focused content, but yes, Act 1's main story is Hunter's time to develop as a character.
2. Hunter + MC camp scenes and romance throughout Act 1 isn't implemented yet.
3. MC's design isn't finalized yet. We'll see more art and focus on him once the story reveals itself more.
Beyond all of this, I think there's also a subsection of people who will view sexually permissive acts that aren't explicitly involving or directed towards the main character as a negative. And honestly - I'd rather just write/create lewd content without the burden to always involve the MC - so I'm not sure if Aftersoul is ever going to be a game to accommodate the 'I only have eyes for you' mindset.
Genuinely one of my biggest regrets when writing Aftersoul is using a singular perspective and not treating ??? as one of many player characters in a cast ensemble. I did not expect people to get so hung up on the MC playing a more reserved role through Act 1 - I thought it would feel refreshing to build a world that doesnt feel like it revolves around the MC. Ah well, I'll keep these learning moments in mind for future projects.
I think in the current builds you have to clear every fight as you progress deeper - simply running away from fights resets your trek through the ancient glades. You have to fight each encounter and make it past several <!> progress deeper markers to reach the cultist encampment. This will be adjusted in future builds!
If you've gotten to the estate, you should have had to do the greyhaven questline where you sneak out of the inn to go to the Estate for the first time. I believe that is the requirement to finding Knave in the Forest - mainly by exploring the Forest. After that, he should be a person to find within the Forest! If this isn't the case, then this is a bug report - In which case, I'll look into why this is happening!
You likely need to go to a certain wolven vendor shop and buy an amulet. Then head down to the Knave in the forest and have a chat. From there, you should be able to interact with the gilded barrier in the estate, and then head to the sanctum in Greyhaven. A lot of this specific portion of questing is something I just prepared an update for, so that the journal better directs players stuck at this specific questline. There's also a bug involving the mineshaft barrier that i just recently prepared a fix for. So next update, I hope all of these wrinkles should be smoothed over! Thank you for playing!
I try not to place ratios entirely on things like 'top' or 'bottom' when I personally am not writing to the sate the needs of either role, at the moment. As such, I can't really give a solid answer to this question. Perhaps as the game expands I can give a better guesstimate than 'not a lot of either', but the 'goal' would be to supply a healthy mix of both.
With the introduction of 'breakout scenes', at least two players have highlighted that their game won't load breakout scenes when going into the forest (instead staying blank). These players had older versions of the game downloaded before playing the game. The only known fix that has worked is to delete Aftersoul and redownload again, as this issue might stem from trying to update the game by replacing the newer version of the game into an existing directory. I currently am not sure why this softlock exists - sorry for the inconvenience.
Right now exposed is a debuff that removes a % of the enemy's 'defense' stat, so a single move hits harder. 10 stacks should equate to 100% of the enemy's defense, but i don't remember off the top of my head. it will have a dedicated portion inside of a menu alongside all of the other buffs / debuffs once I've created that. the numbers being used aren't final, and are expected to change! additionally, a lot of early enemies don't have a lot of defense to cut through, so it wont always feel consistently powerful in Act 1.
Hiya - one of the goals I started with when making Aftersoul was to try and create some fleshed out, slow burned party members. It's simply beyond my scope for the game to try and handle all the iterations of scenes w/ any number of party members present or excluded - but I agree that it would be nice to see such a system. Regardless, I hope you understand that a main goal of mine in regards to this game's development is to focus on a cast of characters. Act 1's focus is on Hunter. Act 2 will have a different crew member take the majority of screentime, and so on.
necessary? no - optional? yes. I believe the requirements are flirting with Shade and then taking her up on the offer in the hot springs. i am unsure how else i could have properly gated that content, beyond some sort of content flagging system which I have not yet built. hope you enjoyed the game beyond that!
good news - there is a way to change text speed within the game already - including the ability to skip it going line, by, line altogether! simply click the eye indicator to open up additional controls (infinity icon to speed it up to instant)
double good news - I have just recently implemented a speed-adjustment system for combat that will be in the next major update!
- you dont particularly get to do more with boss than you're already doing, for the time being
- yep! offhand, I believe that new training opens up based on your character level
- nope, knave can kind of join at any timeframe for a lot of the content you're seeing so far, so he's not that involved. once he's required to progress the story, you'll see a lot more of him.
-mines aren't implemented yet!
-boss getting ether is his intended path! he just gets bigger
-arson will not bulk up in his next installment - that will have to wait for a future date
-yeah, there are scenes that don't repeat. I'm still considering a way for people to see existing scenes again, but I have no plans of adding that scope in yet
-i believe wolven guard has more training scenes later on beyond that first intimate scene
plantwolf is a tough final fight, and intended to be the 'hardest fight' at this stage of development - nothing more behind him than a teaser for what is to come for folks who do want to challenge him.
each form has an alternate best strat. typically, you need some form of sustain and a looooot of levels to keep up. again - it isn't intended to be beaten by players at this stage of development, so don't feel too pressured!
Yeah, no character customization - MC is a fixed perspective. I'm mainly sticking to dudes n' gayness, and attempting to tell a story from a fixed character background. Additionally there's only one female character right now. Audio will come along as I continue to develop - looking forward to when I get to tackle that! I'll be keeping my eye out on how to streamline 'explore' prompts to be less grindy.
