Hey everyone ^_^
I apologize about the two day delay of the release but for the past two weeks or so we've been moving to another place and getting into our new rental. We've been so busy unpacking and setting things up, fixing things, buying supplies and organizing. I've also been transferring bills over, paying off old ones that no longer apply. It's been exhausting to say the least. Not to mention getting to know the new town.
I literally just got my computer back up and running last night and internet like an hour before that.
Before I get into the news though, I'm going to try something different regarding meeting patrons and welcome back old ones as well! Please give a warm welcome to the following individuals. This update is dedicated to them.
Special Thanks To: Michael J.K, FauxFox, Bill, Jesse, Speedy, Quagg, Bobby H., Christian I., Snaxey, Danny B., WRcross, Umbreil45, Joshua V., JSMou, Kardius, Patrick L. and Mario K.
Thank you all so much for contributing toward the development of the game. My family and I greatly appreciate it as any financial help is a godsend! Your generosity goes a long way so I just wanted to personally thank each of you---and everyone else who continually push to make the game better.
You all should be receiving a Benefits Email as well which will contain all of your codes and how to use them as well as any other benefits you've earned. If you have any questions regarding any of them or questions about the game in general you can reach me in the following ways:
Thank you all again for your generosity. I hope I am meeting or exceeding your expectations, and I hope that the game is getting better and better as time goes on. If you would like to discuss something regarding it, please get in contact with me. ^_^
1) So I've got some good news. I found a secondary programmer who can help with the Save/Load System. We were both in the middle of a move when we contacted each other so things got delayed slightly, but we're back in communication again and hashing out the details of what I'm looking for and what we can do with the system. It's looking pretty good!
2) Although I wasn't able to work on the game directly while I was in the middle of the move for the last two weeks or so, I have been hard at work writing the specialized events on my phone. I have completed the main event dialogue for 2 of them and I am almost finished with a 3rd. This does not include the variations of those events (although I have made notes within each).
Through these events the player will be exposed to a variety story-lines happening throughout the forest simultaneously and sometimes you will be offered glimpses into what's to come and other times, you'll be offered Quests with the right decisions or companions with other decisions. I'm very excited for these as I've been waiting to write them for quite a long time.
Unfortunately, they will not make it into this update as I haven't been able to code them into the game, I've only been able to write the story-lines. I'm hoping to add the details and variables into each by the 15th-17th of this month so $5 patrons can test them for me. But they should be available during the next update.
The three events are:
The Warrior's Memory Loss
The Shadows in the Trees
*See Details in the Changelog*
With that said, let's get to the changelog and the update itself so you guys can see what has changed for this version.
- Player Race now gets properly updated along with Body Parts like it’s supposed to!
- Fixed Worn Out Shoes being Unremovable.
- Fixed: an Index Error with the Rest Command regarding building Shelters
- Added Rold's Sex variable.
- Fixed a couple of spelling errors and grammar mistakes here and there throughout the Rest Command. Nothing major, just a couple of minor things from typing too fast >.< . If you see anymore, let me know.
- Removed the Flirt Verb with Rold and replaced it with Proposition (which will allow you to have sex with Rold if you haven't yet, or to repeat sex with him if you want to). This means there are roughly three variations of this scene. Obviously, you must meet the right parameters by being Female as he will reject Male companionship. This option is available for all Dominant Moods. You cannot use this option until you have actually met Rold. You will earn +2 Relationship Points with him per bang. Remember the scenario slightly changes based on several factors including how much Lust and how Horny you are.
- Changed the Chit Chat Verb with Rold and replaced it with Idle Conversation. This verb is repeatable to an extent. Each time you use it, there's a 50% chance that it'll be removed from available topics. But when you use it, you have a 50% chance to gain +5 Relationship Points with him, or a 33% chance to lose -3 Relationship Points with him. There's also a third scenario where neither scenario happens (which will NOT trigger the topic removal). You can repeat this until the topic is removed by the proc. Probably a good thing since you shouldn't bother Rold more than you have to! You cannot use this option until you have actually met Rold.
- I greatly reduced the size of the game file, hopefully this will allow me to start uploading to Quest Text Adventures again. If not, well, smaller game means easier to load and less prone to crashing! Hurrah!
- Fixed a missing script with Rold's, Flirt With Him Scenario for Sexy Dominant Mood Males. I guess during the massive rehaul when that entire script was throwing a Memory Error that one script got lost somewhere! It has been restored.
- Having Sex with Rold is now properly updated in the Player's Stats.
- Fixed a couple of expression errors with Jensen. Let's see if they stay fixed this time >.< ! These expressions sometimes cause errors to pop up.
- "Chapter 2: Into the Wild" has been changed to "Chapter 2: The Pebble and the Pond". This title suggests that actions you've already taken have started their ripple across the game's world and that the more choices you make the more of an impact you will have on the world surrounding the Player. And it's foreshadowing that consequences that don't seem like a big deal now, will be.
- I think I finally fixed this: Error running script: Error compiling expression 'player.lust=7': CompareElement: Operation 'Equal' is not defined for types 'Boolean' and 'Int32' - when speaking with Jensen. Thanks to a very detailed explanation from Quagg, I was able to narrow down the exact place that the error was coming from and I have tested it 5 different times/playthroughs without coming across the error again. Basically, there was no specific place where Lust was being turned into a boolean but when it did, the turnscript for Lust would try to find an integer but wouldn't be able to, thus the turnscript would throw that error again and again. I found a place in Jensen's interaction that had: "player.lust = player.lust = 0" <--- which is wrong. This specific code is what I use for reducing a stat or increasing a stat; for example, player.strength=player.strength + 1. The correct format for this particular piece of code is: player.lust = 0. So let me know if it happens again, but I'm pretty sure I caught this in every instance and I haven't been able to replicate the error anymore since fixing it.
- I've greatly sped up the rolling text dialogue from Callie (35ms to 80ms). Let me know if it's still too slow.
- The Player's Dialogue now has a color (NavajoWhite) that separates it from the rest of the description text so that it stands out and from the other character/NPC text. It's sort of a unique color in the game, so hopefully it'll always catch your attention without blinding you. This was about 10 hours straight and I scoured through 60,000 lines of code, so if I missed something or dialogue isn't showing up right in an instance or two. Let me know so I can fix it.
- The Test Item Cache was sending items to it's original location, The Waterhole. This is fixed. It will now place items in the Caravan Room.
- I fixed Aaleahya's scripts in both the Storage Facility and in the Guest Bedroom. Apparently, I had the scripts set-up to proc if she was in the Kitchen with the Player and Hannah. This means they wouldn't have been showing up.
- Corrected several grammar and bracket mistakes throughout the Player Dialogue recoloring. Nothing major.
- Attempted to fix some of the "Bimbo Talk" if your Intelligence is low though I think some more work needs to be done on it but now it shouldn't be so buggy and annoying.
- I realized why Jensen's Waive Fee, Give Him What He Wants Scenario for Sexy and Sarcasm Dominant Moods don't show up sometimes. Apparently, I didn't create a variable on the off-chance that the Player uses this scenario but meets none of Jensen's requirements for being attractive, having big breasts or a big ass, for example. So now an entirely new dialogue has been added about him calling you ugly and then pretending you don't exist. If you receive this dialogue message, Jensen will be removed from the caravan and will no longer interact with you.
- The "AMS Walkthrough + Troubleshooting Guide" file has been separated into 2 stand-alone files: "AMS Troubleshooting Guide" and "AMS Chapter 1 Beginner Walkthrough."
- The "AMS Troubleshooting Guide" file has been updated, and formatted for easier reading.
- The "AMS READ ME" file has been renamed, "AMS Stat Guide" and I have formatted it for easier reading.
- The "AMS Chapter 1 Beginner Walkthrough" file has been completely redone/updated for Player convenience. Obviously, there is far too much content for me to go into detail about in some sections, especially all the different scenarios and how those scenarios are affected by Dominant Mood and Player Choices, but I have provided a basic overview of the Chapter that beginners should (hopefully) find helpful.
- The Rest Command, Scavenge Scenario recode and rewrites are fully completed. Let me know if you run across any bugs.
- The Rest Command, Shelter Scenarios have been completely recoded and rewritten. Again, let me know if you run across any wonkiness while using them.
- The Day/Night Travel Command has it's general Night Time description finished, which takes into account Weather and Season.
- Event: "Warrior Memory Loss" has been written but is not coded into the game yet.
- Event: "Shadows in the Trees" has been written but is not coded into the game yet.
- Event: "Robbery" has been mostly written but is not coded into the game yet.
- I have completely restructured the Goblin Transformation from top to bottom and made it more Gender neutral as well (meaning I can use this script for both Male and Female characters). This restructuring removes the randomness of the transformation process (meaning every single time you have sex with a Goblin (or in the future take a Goblin Potion) you will encounter a different transformation (if you have 0 Resist). You might also have a possible randomized stat variable as well that goes in line with a goblin's nature such as Corruption etc.
- Rold's sex scenes are now repeatable (once you have met him) via the Proposition verb. You can also have sex with him for the first time with this verb as well. I rewrote several scripts for this so that the lead up makes sense in this context. Pregnancy and Transformations can be procced during this.
- I have written the main story-line dialogue for three major events while I was in the middle of moving. Obviously, the variables haven't been added into them yet and they haven't been coded into the game. But I would like to provide some summary of each and some of the choices that will be offered once they are ready (which should be around the 15-18th of September).
Event 1: The Warrior's Memory Loss
Location: ROCKY CLIFFSIDES (EAST)
Summary: You can choose to investigate the sounds of struggle. When you arrive, if you choose you meet a warrior who is fighting invisible monsters and seems to be struggling with memory loss. Depending on your Dominant Mood and other factors, you can uncover some information from him or he will attack you. You do have the option of killing him too depending on the circumstances! How will you react to him?
Event 2: The Shadow In The Trees
Location: EAST BYWAY (SOUTHEAST)
Summary: As you walk along you suddenly notice that the entire area of forest around you has become abnormally quiet. Upon glancing up, you see a pair of gleaming eyes watching you from the trees...How will you react? Is this perhaps a second companion or an enemy watching you from the shadows and waiting to strike...
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.
**In any case, I'm hoping to have the variables for these written and all of them coded into the game by the 15-18th for the Mid-Month Beta Update. In the meantime, I will be writing more of them at night ^_^ **
- I've continued tinkering around with the Rest Command again.
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge. Scavenging has a 50% chance to take 1 Time of Day Cycle and can be done infinitely too (just watch your Health)!
If you successfully scavenge; You have a 50% chance to find both a Small and a Large Stick or if that doesn't proc, a 25% chance to find a Large Stick and if that doesn't proc, you will find a Small Stick. You will also lose between 1-3 Health with every scavenge.
If you fail your scavenge; you will lose betwee 1-3 Health and obviously come up empty-handed in your search. Don't be discouraged though! You can always try again. (You failing does not mean your allies will either (explained below))!
You also have the choice to send allies, like Aaleahya, out to Scavenge as well. This has a 20% success rate toward finding extra loot/supplies at the cost of 1-3 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost.
If Aaleahya successfully scavenge; she will have a 50% chance to bring you either a Large Stick or a Small Stick.
If Aaleahya fails her scavenge; She will lose between 1-3 Health.
((Other allies might have the ability to hunt for supplies OR sticks but that will be decided later)).
*The Construct A Shelter scenario has been completely redone and now takes into account a number of new variables that it didn't have before, although they are different between having No Shelter and having a shelter and so are the rewards. Right off the bat, shelters no longer restore Health. Instead, they give the Player Resist (for the first two scenarios, No Shelter and Debris Shelter) and stat increases for the latter (Lean and Sub Shelters). The difference Chance outcomes between No Shelter and the rest of the scenarios are as follows:
No Shelter: has no predetermined conditions and starts at a base 75% chance of success. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -20%. As for Weather conditions; Rain -30% chance, Storm -40% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -40% chance and all other months will give a +5% chance. So every little bit counts when dealing with the No Shelter scenario. There are definitely times when you should use it and times when you shouldn't. Having a success will advance the TOD by one.
Success: This scenario now includes all Weather, TOD and Calendar Month variables. Though even with a success, if you try to rest without a Shelter in Winter Months (January, February, December), you have a 50% chance to lose between -1 and -5 Health. A success will grant a 75% chance to gain +1 Resist too.
Failure: Same situation as above except you have no chance to gain +1 Resist.
WTDebris Shelter: has some predetermined conditions that must be met before a Shelter can be constructed. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large Sticks is reduced. Without it, you need, 4 Small Sticks and 5 Large Sticks. With it, you need 2 Small Sticks and 3 Large Sticks. Without the correct amount of sticks you will not be able to construct this Shelter. There is no Intelligence minimal for this Shelter either. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one.
Success: A success will grant a 100% chance to gain between +1 to +3 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 1% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry.
Failure: You will be given back a Small Stick and a Large Stick but no chance to gain any Resist or any other stat advancement.
WTLeanShelter: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 5 Small Sticks and 10 Large Sticks. With it, the cost will be 3 Small Sticks and 7 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one.
Success: A success will grant a 100% chance to gain between +3 to +6 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 30% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry.
Failure: You will be given back a 2 Small Sticks and 2 Large Sticks but no chance to gain any Resist or any other stat advancement.
WTSubShelther: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 10 Small Sticks and 15 Large Sticks. With it, the cost will be 7 Small Sticks and 10 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -25% chance, Storm -35% chance (since rain + subterreanean shelter = bad idea) and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one.
Success: A success will grant a 100% chance to gain between +6 to +10 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 75% chance to gain either; +2 Maximum Health, +2 Strength, +2 Agility, +2 Intelligence, +1 Defense, or +2 Maximum Carry. You will also gain +3 Relationship Points for all current companions that are with you.
Failure: You will be given back a 3 Small Sticks and 3 Large Sticks but no chance to gain any Resist or any other stat advancement.
- The Day/Night Travel Command has it's main Night Time description finished, which takes into account Weather and Season. It also provides a lot more hints and other options that the Player can do to help pass the time to avoid traveling at night. It also offers alternatives by way of traveling with a light at night (hah rhyme). In addition, the script foreshadows different events that could possibly happen to the player if they choose to ignore the warnings. All of these pertain to the Whispering Thicket area.
- Caravan, Nieva's pictures have been added to the game; both the Sympathy/Serious versions and the Sexy/Sarcasm versions. Thank you to our amazing character and background artist, Alexis Rillera.
- I have commissioned the next character; Caravan, Freya.
1) Coding and adding variables to the three new events:
The Warrior's Memory Loss, The Shadow in the Trees and The Robbery.
2) Writing more event/story-line dialogue.
3) Whatever is decided upon in the Poll. Check it out and vote!
October, 3rd 2019
I decided to make a poll since there are a lot of directions we can possibly go right now in terms of the next few months of development.
1) Focusing on Events in Chapter 2: I, at least, want 10 starting events at the beginning (2 for each of the five rooms) and 2 for day travel and 2 for night travel. Meaning 14 total events before moving on.
2) Item/Clothing Remaster: Getting Items and Clothing completely up-to-date. A lot of it has older code, especially some of the items and need a general recoding. This includes the transformation items. I've redone the Goblin Sex Transformations and I think they work a lot better now, so I may use that format for the rest of the transformation items as well.
3) Creating all the known Enemies and their Entices.
4) A little bit of each from above.
5) My Original Plan: Complete the 14 travel events, go back and remaster items and clothing, revamp the transformations (close out Chapter 1) and then create all the known enemies for Chapter 2.
You can Vote HERE
So let me know what you guys think. ^_^