I ran in to a similar block but I think you need to raise Saffron's affection (gifts work well) and then she should give you the next quest. At least that's what worked for me.How do you finish the Saffron questline? It seems like there's a low goblin relations check for the first two quests but I can't figure out how to go past that. Do you need to do all the other goblin quests or do you just need really high goblin relations?
How do you gift her things? Whenever I talk to her the same 3 dialogue options pop up with no "talk normally" option. Also what kinds of items count as gifts? Do you have to buy them from the merchant?I ran in to a similar block but I think you need to raise Saffron's affection (gifts work well) and then she should give you the next quest. At least that's what worked for me.
Items that can be used as gifts should have the [Gift] tag in it's description right now it is mostly gems, flowers, and some clothes/dolls. The manual says that to Gift to an NPC you must first select it in your inventory or on the hotbar, this will place it into your hand and allow you to offer it to the npc upon interacting with them. However, I just put a gift in my hotbar and used it's button after I started talking to someone and it worked.How do you gift her things? Whenever I talk to her the same 3 dialogue options pop up with no "talk normally" option. Also what kinds of items count as gifts? Do you have to buy them from the merchant?
http://himeworks.com/2013/07/full-input-keyboard/
You might be able to find some use for part of this script.
How do you finish the Saffron questline? It seems like there's a low goblin relations check for the first two quests but I can't figure out how to go past that. Do you need to do all the other goblin quests or do you just need really high goblin relations?
though I have to say this still feels clunky and could be better handled with a gift menu like what is used for outfits
However that also comes from that fact that the player doesn't have to read the manual and has no tutorial quest for this system.
Can you learn Guile from chests?
That's a shame, since giving traveler to the Goblin's is kinda running counter to how i want to play, not that that really matters, since i never get Traveler's to show up anyway.
I'm using https://pastebin.com/7rmGgUZW it seems similar. I tried adding
UP = [KEYMAP[:LETTER_W],[:UP]]
UP = [KEYMAP[:LETTER_W,:UP]
The first gives an error saying "Can't convert Array into Integer" and the second says "Invalid number of arguments, 2 instead of 1.
Oh god, so much MATH!I changed the system to make it easier, now the DC is set by your total WP pool and Morality only effects the value that your Virginity offset this buy. 5 points of Morality only raises the DC by 1 point per Virginity (10 points per one for first kiss). So at 100 points each Virginity Raises it by 20. A "Goblin" fetish lowers the value by 30 per fetish level, "Big Tits", "Big Asses", "Impregnation" lowers it by 20, "Green Skin" and "Pointy Ears" lower it by 10, "Drunk" lowers it by 20, Being bellow 30% WP lowers it by 10, being bellow 20% lowers by a further 10. Your "Noblility" background also increases it by 20. With your 80 WP pool from losing 20 to the Demon Queen, your Number to beat should be 120, if you get -120 from above combinations your character will sign up to whore themselves.
Yeah, is there any reason to get drunk OTHER than to overcome the morality system to let you work at the brothel? Because if not, and if the brothel pays out such a pittance, you really didn't think the economy through.You need more than 1 to get drunk of beer... but yes the economy needs looking into. Some of the price numbers will need changing for sure. That said working in the Brothel does generate 80 copper per shift on average.
But it's not a "choice"- I literally cannot get my morality to go down! I want to work the brothel, but I can't because my "morality" won't let me, despite my best efforts. And frankly, binary moral choice systems have almost ALWAYS been crap in games because, like I said, they only exist to force you to play through the game twice- once the way you're naturally inclined to play it, a second time doing the OPPOSITE of what you're naturally inclined to do. From my current position, the morality system is just a pain in the ass that doesn't let me do what I want.But practically every game has this. For the most part, the choice doesn't really go away, you can just come back to make it later. Like the Brothel where you can choose to work every time you enter it rather than having the doors close on you permanently the first time you refused.
I don't see how not having a hotbar would make it hard to use restoratives. What's wrong with going to your inventory, selecting an item, and then using it- repeatedly! All you have to do is make the game not automatically close the menu after we use it- if we want to close the menu, WE will do it! You know, like almost every other RPGmaker game does?Absence of the Hotbar will make Farming or consuming low restorative items like nuts completely unusable. It's one of the things that I wont be removing unless a better equivalent system is found. If I wont find a way to map two keyboard configurations I would probably just release two versions of the game instead.
ah I see
UP = [KEYMAP[:LETTER_W],KEYMAP[:UP]]
this should work as in the first case it evaluates :UP as an incorrect type and in the second case KEYMAP can't handle two variables in a single function declaration it's not designed to work that way.
Now I feel that the gift system issues still need some work and I have three possible solutions though I can't recommend the first as it in involves adding sprites to show when the player is holding an item. It is probably the most intuitive way to solve it as it gives the player a good amount of feedback on what is happening but the spritework and integration makes this approach take a fair bit of time compared to the other methods. The second solution is a clarification on what I suggested above as right now the loop is Inventory -> talk -> gift code what I propose is talk -> give gift -> a sorted inventory screen that only shows the gifts you have ->gift code. This is a solution that makes it easy for the player to understand their options and can be done by adapting menu code from other systems (the inventory already has item tabs and the equip menu can exclude items that don't meet specified criteria). You also can still use the previous system with this solution it just provides an easier to understand and more accessible option. The third is also fairly simple just add an item box to the hud that shows what they player is holding. This again gives the player more information to work with and understand how they are interacting with the world.
One last quality of life thing can you please make it so pickpocket has it's own item and not have to bring up the guile menu every time I want to use it. It just makes it flow smoother as closing the menu is kind of slow compared to every other held item and again having to use the hotbar to use it when it can't pull up the menu is not an ideal solution compared to having a dedicated item. Though again I could be doing it wrong.
Yeah, is there any reason to get drunk OTHER than to overcome the morality system to let you work at the brothel? Because if not, and if the brothel pays out such a pittance, you really didn't think the economy through.
But it's not a "choice"- I literally cannot get my morality to go down! I want to work the brothel, but I can't because my "morality" won't let me, despite my best efforts. And frankly, binary moral choice systems have almost ALWAYS been crap in games because, like I said, they only exist to force you to play through the game twice- once the way you're naturally inclined to play it, a second time doing the OPPOSITE of what you're naturally inclined to do.
From my current position, the morality system is just a pain in the ass that doesn't let me do what I want.
don't see how not having a hotbar would make it hard to use restoratives. What's wrong with going to your inventory, selecting an item, and then using it- repeatedly! All you have to do is make the game not automatically close the menu after we use it- if we want to close the menu, WE will do it! You know, like almost every other RPGmaker game does?
So I got some more time to play around and test and found an inconsistency in that persuasion is available from both the guile and the charisma books which is odd that it is the only skill in two books. Just seemed odd for their to only be one exception that no other skills are shared between books.
The other thing I need to touch on is everyone's favorite subject the item economy. Though this is also tied in to crafting skill balance and the usefulness of skills. Right now the best crafting skill is smithing and the worst is construction. This is because even without mining you can obtain materials for smithing every day because you can buy some of you basic materials from a vendor that never changes. smithing also provides a immediate benefit to player in that they get both weapons and armor to increase their strength and ability.
after those two is where the problem starts to show up though the third most useful is artifice cause you can't do alchemy with the artifice bench to get mortar and pestle and the materials to craft the alchemy table (random shops are not a solution to getting a source to use a skill as it could take 100 days before the crafting tables show up.). Furthermore nothing easily availble at level one provides any tangible benefit to the user (gem crafting is nice but relies to much on random chance and again requires the player to have geology and stone or metal crafting which again is not guaranteed that a player will have artificer and mining thanks to how character creation works.).
In a far Fourth is alchemy which is to much of an advanced skill right now and suffers from a terrible synergy with farming that makes crafting cost a massive hurdle to get over but then a joke after you get past the cost as well as requiring have both mining(Crystal) and foraging(cause even basic alchemy requires rare ingredients bestowed by RNG gods (100 days and counting with no dandelion seeds)).
Honestly it is real difficult for a starter player to even begin to get any benefit from alchemy it is a waste of a memory point with how you can learn it in the field and how hard it is to get started to even begin to get any benefit. It breaks the rule that all skills should be worthwhile to purse on their own (synergies can help but must not be required for the player to get some benefit).
Which gets to why Construction is the worst as almost all Construction projects require varnish and/or glue which can only be obtained through alchemy or absurdly rare world drops. Which means if someone just took construction they can't use the skill without alchemy and all it's required synergies and there is not enough points for a legitimate character to have any chance of getting all of that or even knowing they need them until it's to late and have to start over. There are no benefits to the player without synergy thanks to varnish and glue.
Now there are few approaches on how to fix this one is to make the merchant sell basic materials in a static shop menu to put everyone else on equal footing with smithing and also have another shop tab/menu that still randomizes every day with rarer and more valuable items and materials (like wolf pelts). The second that might workout better in the long run is to rework and redesign all the crafting recipes ( most recipes (60 to 85%) available at level one should be easily accessable(one to three days of work) in the starter area that is the goblin village and surrounding forest. the third approach mainly fixes alchemy which is to add more reliable sources for plant ingredients (see 100+ days and no dandelions also no plantago) RNG sources for what should be basic ingredients are not good design.
The last issue is farming it is currently an infinite resource/money factory. This throws a huge wrench in the item economy on item rarity and makes it basically required to do alchemy (because when one seed becomes infinite items and seeds what does 20 of a plant even matter). Farming should not give out as many seeds as it does other resources( especial flax, forest plant, and juniper seed which can't be used for anything else right now). To be honest it really is a nightmare to balance without destroying some other systems (mainly alchemy via oil but still). First the drop rates for seeds should be a CHANCE of one at level 1 farming and then a guaranteed drop of two or three seeds at max level this makes a loop more similar to other skills where they need to go out and reacquire seeds at low levels and more sustainable at higher levels without a complete explosion of resources.
In addition to this there needs to be a constant shop for basic seeds so farmers are incentivized to sell their crops to get more and newer seeds and get more crops especially at lower farming levels. This is what I came up with there are probably some better solutions out there but it is a problem that needs to be monitored and addressed before it completely throws everything else out of balance.
Also, I sort of disagree with being an infinite resource/money factory. You are still capped by your Vitality when harvesting and by the fact that it takes a day for stuff to grow, in addition to the fact that you have to physically water everything if it is not raining, which requires even more Vitality to draw water from the well. It is certainly a better way of earning money than collecting junk on the forest floor, but it still falls short of selling crafted items (if ingredients are obtained from harvesting) and short of the money you earn at the Brothel.
While it is not truly infinite it is still 45 sources for controlled drops is still far more than any other resource currently. Also with level one alchemy and the right seeds you can produce a vitality potion for 45 VP which restores 60 VP and the cost to produce this in VP goes down the more you level it up as again 45 sources of craft exp can level you really fast compared to other sources. It also can be further broken if you get white magic as cure is even more efficient at VP recovery to WP potion made but the money wall to get white magic makes this difficult to obtain. I just thought it was important to note these as they are ways to break the system
Also you might want to put in a warning for starting as a noble. It is massively more difficult to play as a noble thanks to less sleep recovery and just how hard it is to get into the brothel as a noble in the current build. This is currently due to there not being as many sources for losing virginities right now as again I don't want to get thrown in prison or lose to werewolves to have access to a good source of money. I am aware that this will be fixed as more areas are added but it can be frustrating right now. To be honest I wasn't even aware of the morality system as a commoner but as a noble I still can't use the brothel with all of the common fetishes at level 2 ( I haven't done saffron's quest with this character so I don't have access to the piercing fetish).
On a more positive note I am curious how broken I can make goblin punch. It was a real interesting discovery that I didn't find in my commoner play through from the first version. It also could theoretically be used in a non-combat or minimal stat setup. I look forward to finding other hidden skills and abilities in future builds.
Making a shop for skills that currently don't have trainers or are quest based rewards could be a good temporary Band-Aid to the issue of lacking sources for them.
I initially made it that farming does not yield EXP but later changed it to diminished EXP... I might go back to it giving no EXP again. It does seem like it needs to be looked at again.
People will complain about anything, just get rid of the npc when time comes, and after a week or so they will calm down.
Balancing is always tricky most of the time minor adjustments can work better than nerfing something to the ground. What I would propose is to track how many harvests of farmed goods are done in a day and then scale down based on that. For example you get full exp for the first 10 in a single day then less up to 15 then even less up until 20 when you stop receiving exp for farming in a single day. This way you don't punish people who aren't exploiting farming for exp as I assume most people won't try to break the game. it also makes sense as has very low risk after it is set up as you no longer need to go to combat zones to get materials so it's reward should be somewhat less than the other harvesting skills. The numbers for the exp ranges might need a little refining but it shouldn't be that hard to implement as there are several things that reset on a daily cycle. However it could have an issue of someone updating the value as it is trying to reset which might throw some rather strange errors though the timing on that would have to be absurdly precise. It could end up being more trouble than it's worth but it does give some exp reward to people who are using it as intended while putting a limit on the exp gain for those who try to exploit it. You could also just put a hard cap on the amount of crafting exp you can get in a single day which again requires tracking it. So there are options on how to deal with this that don't completely turn farming into extension of alchemy.
This issue actually fixed itself for me, dunno how.
how does the traveler system work? the reason i'm asking is because i found the merchant in the woods. saved just in case and then loaded my save when my persuasion attempt failed. and suddenly the merchant who was literally right in front on me is nowhere to be found.
Can the Enter key be used to select things please ? Using the Spacebar feels unbearably uncomfortable.
- A more "Sexy" Game Over screen has been implemented for the Enslavement Game Overs
How does one obtain such game overs? I tried making the goblins detest me but that only got me in prison like a serial offender.