How do y'all feel about the, um, often-meaty tooltips that I use - for smut scenes and for everything else?
i love information it lets me know what I'm pickingHow do y'all feel about the, um, often-meaty tooltips that I use - for smut scenes and for everything else?
Objectively good and helpful, more info on what I'm getting into is better for deciding it.How do y'all feel about the, um, often-meaty tooltips that I use - for smut scenes and for everything else?
This here is why I included scenes in my tooltips gripe. Some buttons are even abbreviated, which if you're unfamiliar with an acronym might lead to someone not knowing what they're picking.Appreciated on my part. Sometimes a button doesn't have a descriptive enough name to tell me what it's actually gonna entail and when I mouse over one and find no description it really hits me in the hesitation.
Meaty whack. (Im sorry this was the first thing that came to my mind.)How do y'all feel about the, um, often-meaty tooltips that I use - for smut scenes and for everything else?
(Opens source code)My gripe is backgrounds they almost dont matter story wise. Writers please make backgrounds neat again! Ive only seen them pop up a few times in dialogs to the point in womdering other than stats why are the here?
An assertion based in experience. One which is shared by a number of players frankly, so let's not act like there's nothing to that. My guess is that of the apparent "hundreds if not thousands" of parser checks many of them are very miss-able and/or call to a specific background which doesn't proc if the PC doesn't have it so there's like a 1 in 10 chance of the player actually seeing it. So players will be lucky to see more than a dozen or so.(Opens source code)
(Stares at the hundreds if not thousands of [pc.bg] parsers in the game)
(Stares at the multiple background checks for various obstacles, NPC interactions, etc)
Assertion not in evidence. Just because we don't write Background Check: <Background Name> every time these things are checked doesn't mean they're not there.
Whilst I do agree on backgrounds not having as much of an impact as I would personally like, this right here feels very much like an assumption. I imagine you talked to some people about the topic beforehand, but I also largely doubt an actual majority of even the people on here or the discord have even spoken of it.One which is shared by most players frankly
you're right, I'll go ahead and edit that.Whilst I do agree on backgrounds not having as much of an impact as I would personally like, this right here feels very much like an assumption. I imagine you talked to some people about the topic beforehand, but I also largely doubt an actual majority of even the people on here or the discord have even spoken of it.
Usually better off leaving such terminology out of an argument unless you have undeniable proof, if you ask me.
The southern portion of the outer halls is devoted to training rooms, lecture halls, and obstacle courses. Everything is helpfully labeled with easy numerals, and a large tome at the main entrance from the hall explains which rooms correspond to which numerals in [pc.bg arcanist scholar courtesan|just about every language you can imagine|multiple languages both local and foreign].
[pc.bgMulti hunter arcanist
|In fact, half of these plants look like they don't belong in the same biome, let alone a jungle. You spot some local plants among them, but most are foreign blooms you can't even begin to identify.
|In fact, you know they don't belong. Some of these plants are from the southern jungles, while others are rare desert blooms, and more still are local march plants. All of them grow impossibly from the same vine.
|If they weren't right there to touch you'd think some kind of illusion was afoot. Sure enough they're completely solid, but that only makes it more fantastic.
]
It has its ups and downs. While it does draw attention to the fact, seeing that pop up repeatedly can easily break the flow of the narrative. Games where this is done tend to do it as part of options opened at player decision trees, which are natural breaks in the narrative and helpful for the player to know that their background made a difference at that juncture.I picked a couple of examples from the most recent content, they are generally written to be seamless rather than announce that a background variable just took place. Savin commented on it before when it came up as well, saying that it's too late now but in retrospect it would have been a good idea to highlight variants when they come up because most are blink and you miss it.
It's still tech I definitely want to explore in the future.I picked a couple of examples from the most recent content, they are generally written to be seamless rather than announce that a background variable just took place. Savin commented on it before when it came up as well, saying that it's too late now but in retrospect it would have been a good idea to highlight variants when they come up because most are blink and you miss it.
The first instance of it is with Gwyn, Garth's daughter.
"You came," she says, a little out of breath. "I was getting worried."
Okay, I just woke up from a week long nap so she may be worried about me being in a coma or something but it still feels too familiar and close.
"Like I told you before, donations are always welcome."
First time I see, she couldn't have told me before.
While the intro does state that you got to know Garth and Gwyn in the intro, she was pregnant then, and gave birth/built the nursery while we were unconscious, so the "Like I told you before" line should probably get changed.I can answer this, if nothing else. You meet her in the introduction, before the whole business with the storm and then afterwards, too, so you're expected to know each other. She actually did tell you this before, but that was cut when the bit about the nursery was made part of the intro so players couldn't not know about it. Simple fix of a couple phrases, that's all.
That doesn't seem possible, y'know. I assume you mean Carmen's place, and, if you go there, either you've already recruited Tui from her attacking you, or you're getting attacked by Tui there and will recruit her there. If you visit Carmen, you will have fought Atugia.What with needing Tui to progress Lumiaquest it's likely that she will get a third recruitment path for the people who visited the castle before she jumped them. Coming somewhere between this version and version 1.0
They are my jam more info is fantastic.How do y'all feel about the, um, often-meaty tooltips that I use - for smut scenes and for everything else?
It's something i've always intended to do as an expansion for mayternity, but didn't want to do it the first year after she came out.I do have one other gripe though. Why the heck can't we get Ahmri pregnant yet? She seems pretty darn willing and there's literally bits and pieces in sex scenes with her that tease the player with the possibility! lol I feel like she's such old content now, but I still absolutely adore her and wish she had just that little bit more to really seal the deal, like how Atani can get pregnant and even had a tiny bit of added content recently.
I have encountered Etheryn as a companion. My first instinct was to talk to her as fully as possible and see what companions think of her. Once again, Atugia poses problem and, I'm fairly sure, is spoiling me that Etheryn has got a chastity cage by saying:
"On the other hand. If I could go back in time and beat her sisters jealous ass silly for puttin' that horrid cage on her. When we finally get that blasted thing off we'll need to do something to make up for all those years of lost time. She's such a cutie and she doesn't deserve that kind of torture at all!"
More importantly, Etheryn let me see finally see Carmen. And a discrepancy arises... again.
"The baroness steps out from the shadowy hall. She is much as you remember her from the last time you met"
I didn't understand why the Baronness and Atugia had such weird and contradicting dialogues. I wanted to know why but I couldn't find anything on Google. But at last, I found it when creating a new character:
You can encounter Atuiga either by going to Castle Hawkstone or by being assaulted in town.
The thing is, if you get to level 2 before going to the Castle, you get attacked by Atugia in the middle of town. It has unique dialogue and interactions, it is pretty nice. However, ALL the rest of her dialogue is written as if you fought her in front of the Castle.
For new players, the start is rough since Atuiga really broke continuity there. I really hope there isn't too much discrepancy after that