I've noted it down; I should end up sneaking it in in a patch or the next alpha.
tirelesslurker
Creator of
Recent community posts
Hmm, if you're on Windows or Linux the image should end up in "(Incarnasoul folder)/Incarnasoul_Data/StreamingAssets/sprites/character/" after extracting or in game download as a large pile of subfolders (e.g. "kitsune", "goblins" etc.). If you're on mac the folder "/(user folder)/Library/Application Support/tl/Incarnasoul/StreamingAssets/sprites/character/" instead.
If the folders are all where expected after extraction, I'm not sure what's up. Are any images appearing at all? If none are it might be some sort of general image loading issue (maybe something like permissions or very long folder names causing trouble).
Ah, looks like I had the name slightly wrong, it's Gynoid Conversion (I'll fix it up).
It's on tfgs here: https://tfgames.site/index.php?module=viewgame&id=131
The way the zips work is that they have a StreamingAssets folder in them, which can be extracted into the incarnasoul_data subfolder to put the files alongside any already present.
The folder is different on macs ("/(user folder)/Library/Application Support/tl/Incarnasoul/") but should work the same.
If the in game downloads aren't working, it might be Mega's download limit? It resets each day I believe.
:D Glad you enjoyed it. I've made some notes from your ideas; a shop might fit with some multi-round stuff I've got noted, and the makeup/disguise is a cool idea. The other two are good too, I've extended some existing notes I have about similar stuff.
Femboy - Yeah, it was an experiment to see if I could do it easily. It worked it seems ^^. It's likely he's added to Manor in the future, so it'd allow a femboy tf if you go for identical maids using his trainee maid image set. Overall though it's unlikely to be a focus - I'm happy to include femboys for variety and when they win polls etc., but I'm neutral on it overall so they won't be the main thing in a game. At least foreseeably, haha.
It's unlikely I'll add specific things, but it's good to hear thoughts. Riffing off the death stuff, accidental death (or severe injury) would be a reason to avoid combat - it could also lead to hostile ghosts/having dead bodies to revive or otherwise handle/etc. (also in line with the possession stuff, haha).
It's also interesting to hear about the beegirls, they're probably a good one for settings to increase the danger of.
There's a mechanic that might be good for combat overall that I've thought about which is room damage - I was initially thinking of it as a thing for champions to harm the manor with, but being a general side effect from combat might work well as well.
Thanks for the feedback :)
Things are kind of balanced on the easy side if you find a good approach currently; would some settings be helpful maybe? Perhaps that, some additional things to ramp the danger up, and a limit on teleporting away.
That's all difficulty stuff though. Combat wise, hm. An idea that comes to mind that's based on a feature I'd like to add (specifically possession/multiple souls in one body) is being able to use possession attempts to take some characters out of combat temporarily (or longer) as they're busy having a soul struggle instead; possibly other things like that. Perhaps fun but not an improvement, heh.
While I likely won't add alternate scenarios to Manor itself, I am working on prototypes for a bit at the moment and some are more or less that (Bimbo Arena is a bit of a different game with the same interface, but the others are generally quite similar).
It's a finished poll, but the details can be seen here.
Was it VBA32? That seems to complain about every Unity game zip it looks at, including ones from two and a half years ago built on a couple of different computers :|
It'll be a false positive unless something absurdly convoluted is going on that I've also somehow missed entirely (and honestly it might be the cause of the whole annoyance, bleh).
Yeah, I'm waiting for an itch review (I gave them an email poke too).
Roughly, I had a false positive on the upload day (from Windows Defender, at least elsewhere). I did a scan of the build folder which came up clean, redid the zip using 7zip instead of the Windows built-in function, the new zip doesn't have the false positive, replaced it here, but itch is being very cautious and hasn't cleared the quarantine (and I believe has extended it to my other two games after I updated them).
Itch hasn't sent me anything so I'm kind of guessing (especially since none of it shows for me), but hopefully they'll clear up if I need to do anything extra.
Ah, that'll be a crash, sorry. There's a game log file (in varying places depending on OS) that should have the details, if you can send it to me (discord works well, but whatever's fine).
The game should have been doing autosaves which can be accessed via the saves menu, though you'll lose some progress.
I think that due to the Windows prototype zip getting flagged by Windows Defender (maybe? Could be another anti-virus tool; it happens sometimes with Unity games). The file (at least the windows zip, it might be the whole page) was marked for some kind of review here on itch (I unfortunately have no notifications from itch about this; I assume it's a policy thing).
I did a rezip with another program (7zip instead of the Windows built-in), and that hasn't been flagged by Windows Defender; and a scan of the build folder also detected nothing (but I did see the flag on the version I zipped with the Windows built-in when I did a scan). I replaced the zip here (and the one on mega) with the newly zipped one.
I believe it's a false flag, and I'm hoping there'll be an additional scan or it'll sort itself out haha. If I'm notified and/or there's something I can do I'll get on it though.
Memory/perception manipulation: There's a couple of tools, but likely the only thing you haven't seen is stuff traitors/secret maids can do regarding painting other characters as traitors, and secret maids seeming (badly) to be someone else. Ah, just in case, a major one is targeted forgetting of knowledge and characters to keep visitors from going hostile. If you have any ideas for what might be fun, let me know - the system might suit them.
Visitor hostile stage: It is a bit brutal; it's the 'things have gone wrong' stage and combat is meant to be messy (and possibly hard) early. It's a little tangential to your ideas, but a possible future feature during beta is an 'orange' stage, in which visitors are aware but not yet actively hostile/fighting (roughly, they know things are wrong and that the maids aren't on their side, but they're not sure if the maids are actively working against them/how dangerous it is/etc. so they'll do things you'd rather they don't but won't be openly fighting).
Combat: It's intentionally simple and messy yeah. Apart from the very late stage where you do the ritual (which you should be well prepared before attempting heh heh) it's mostly intended that it's avoided and that characters are handled in other ways (including e.g. letting visitors leave if they don't know much yet, or teleporting the manor to avoid cops/champions). Combat is things going wrong. I'm open to ideas though - I just want to keep the overall feel where it is (risky and ideally avoided).
Outfits: Have you seen the gardener/librarian/chef/nurse ones? More may be added, though it'll probably be a poll feature. Oh, and the alternate maid outfits option and just in case, the maid upgrade forms.
Thanks for reporting; I made some changes in the alpha that's about to go up (25) to the code that handles item security that should help - I'm not sure if it was the entire issue, but roughly characters had an easier time 'stealing' items than they should have (and from memory also did it more often than they should have). It might still need some tweaking, but hopefully it'll be a bit better.
There's a discord for Incarnasoul/Manor here and PC:UE uses the 'Unity Edition' channels here (Salty's Bottled Starlight discord is mostly for other games but PC:UE has some channels there).
I'm not completely sure, but from memory the error can occur as I had a manually added version of Newtonsoft Json and at some point (or via some setting) Unity began including it as well, which conflicted. Moving/deleting the one in the assets folder (Unity/Assets/JsonDotNet) should help.



