The Allure of Wanton Cove 1.04a CHEAT Build fix
Added 2018-03-31 19:13:32 +0000 UTCHad two bugs reported. One was something that has likely been in place for a long time and has been preventing much of Mr Morichi's content from playing. The other was the way I coded the Fountain scene, which was only allowing it to play out under a pretty specific set of circumstances. Hopefully this will fix both of those.
Comments
PS: Sent you a private message.
Aftermath Team
2018-04-07 21:21:50 +0000 UTCThat is among the largest bug reports I've ever received, . . . . I got it copy/pasted into my list of things to look in to. I appreciate your taking the time to write all of that out very much. Next time I wade into the game, I'll be starting with some of what you brought up here!
Aftermath Team
2018-04-07 20:20:03 +0000 UTCAnd so, I've played game 3 times. As a whole it's a very well written game - though suprisingly buggy at places. BUGS: - Fountain before finding a book (I believe it was reported already) - It is effectively not possible to get into ruins. Tried several times, but it seems that variable that allows to get after first visit is not set. - I've looked at game structure, and $Felix variable is not set anywhere, even though there is a portrait description for him. - $Jackobson = "Second" - there is no set for that value. - $RoseCrow = "Played" - there is no set for that value. In general it may be good idea to look a game variables and check which ones have no 'set'. COMMENTS: I can imagine how much of effort takes to write the game, and how work-intensive is to account new elements though all the scenes in game, with all taint/mutation/day variations. I have few suggestions that are mostly 'self-contained' (no real variations and no need to propagate them through game scenes), that should improve playability. 1. Inn Room. One possibility I can point is to add additional in-room scenes. Room is visited often so it have big impact on playability. I am thinking mainly of mundame scenes that don't impact the storyline at all, but serves as type of summary of events - and gets more developed and interesting with highed taint level. Things like: - mirror - at low taint it is just a mirrror, John does not pay much attention to it. Higher taint he look at it to inspect the changes, notice differences. At very high taint he can strip to underwear to see how he looks like noq. At very high tain/depravity he can play with new body a bit. Mirror would show minor details of a new form that are not usually visible. - make tea. Think about the future. On low taint John would be troubled by the case, wonder about finding Tom, etc. On high taint John would be despairing what turning into woman means for him in longer terms. After escaping from island (which is separate worry) - he is without legal identity. Noone would believe that differently looking woman is John. Will he be able to keep his home? Retain access to bank founds? How will he work? - walk aroud the room. Low taint, it's just wondering. High taint it's more a less the same, but body differences starts to play in. Things like how much rougher clothes feel. How hips keeps swaying. How breasts makes it hard to see 'his' feet. - additional high taint scene with John laying in the bed, looking at the ceiling, and playing with her new female body. 2. Taint alteration Taint is one of the main points of the game it it's dont very well, but there is still room for improvements. There are four elements to that. a) It is actually very hard to play high-taint through majority of content from. Female starts from 95+, then each day adds +5, each contact with goo adds +5, each attempt on sex adds to that. Effectively the 50 point limit runs out frustratingly fast. If I get 95 at second day, there is simply no way to reach 10'th day. b) The end result of taint if not exactly a perfect woman. For a woman 38 is still far past the prime. Also, while weight changes, height remains exactly the same to the centimeter. It's not perfect. c) Change to woman should decrease strength and/or brawl. Women are physically weaker, with less muscle mass. Further with morphological changes fighting skill is less effective anyway. Firearms should be a way to go on high-taint. d) It would be great if high occult had it's own rewards in regard of speed/direction of taint. It could be linked with point 'a', really. As it is, occult is mainly prop not really used for much of anything. It would be great to have an alternative taint track. Alternative track is actually easy to include in game mechanics if it starts at defined taint point (i.e.: taint = 100). Effectively, it would require changing two points of game mechanics: section describing the changes, and additional condition for end sequence at 150 taint. Not much work, but adds to playability. Fluff-side, a good solution would be to either make or find amulet that protect mind of a wielder. Or better yet, finds several attempt to amulet in church that pastor tried to make in earier, more sane moments. High occult allows John to use it. Each wave of taint burns out one. And they will run out. To avoid making it pure improvement and to keep horror mood and aura of helplessness, even with protection taint should be impossible to deny. While denied the mind, it would then focus on body, as per point "b" - gradualy making John Doe very petite and short girl - severly decreasing strength and brawl capacity to the point that all 'hit him' actions are lost. Shoting would remain onle effective option. Gain some, lose some. Gain time, lose fighting abilities. Change of Taint is important for non-cheaters (meaning, a majority of players). I tried the game in free version first, and it was irritating to manage on higher level. I've ended up in analyzing game scripts and finding to cheat setting taint level without cheet build. It turned out, that to do so one just needs to enter this command in javascript console: this.SugarCube.Wikifier.setValue("$Taint", 141) Anyway, it is important because it affects gameplay. I can point myself as an example. I went to effort to find a way to cheat >before< I decided to get cheat version. If I failed to do it, I would likely be frustrated enough to simply not put effort to get Parteon-only build. 3. Fight overhaul Fight mechanics by itself it OK. Not anything to write home about, but OK. Issue is that it's dry. "You hit for X", "Opponent hits You for Y". The simplest way to deal with it is to add descriptions. Mechanics can stay the same, but each strike would have several descritions shown at random. When it comes down to it, number of descriptions needed is actually rather small. - John (male) hits male => success - John (male) hits male => fail - John (male) shots male => success - John (male) shots male => fail - John (male) is hit by male => success - John (male) is hit be male => failure - John (male) is shot by male => success - John (male) is shot be male => failure The same list repeats for: - John (male) <=> male - John (male) <=> deep one - John (female) <=> male - John (female) <=> deep one. - John (deep one) <=> male - John (deep one) <=> deep one It's only 48 short pieces of text total, multiplied by whatever number of variations of each hit You would like to make. On low taint it's normal punch, shot, etc. On high taint it includes elements of how new anatomy interrupts fight (especially on failing to hit or receiving damage). When deep one, it uncludes descriptions of claws rending, or even biting. It can also be added gradually as work on game progresses. One more comment: while mechanics can stay the same, shots are not much more effective than punches. It is not how it should go. A single shot that hits should effectively end the fight (5-10 damage per bullet). Shots are >much< more effective than fists. It's the very point of gun to be deadly. The issue with that is the ammo costs horribly on the island. There is to little of supply and too much of demand, which pushes prices up to the high heavens. Due to Deep Ones running around, and ammo running out enemies with gun should be very rare. 4. Lewd options On high enough taint+depravity level it may be possible for John to add more self-inflicted lewds. For example attempts to flirt with Aron. Or a wooden tool to get edge of it. Hell, on high depravity John may walk with that in - at least within inn's room to avoid need to propagate changes to far. 5. Other suggestions - add option to speak with Aron about Tom/Tanya after big reveal. Aron was hiring Tanya. He simply had to know. - vic reveal is available too late (day 9 only). It is a bit too late, really. - there should be ending option to simply run from Wanton Cove. Steal the boat, take a risk and simply get the hell away form it. Option available on high taint, when John knows that staying there would NOT end well (only then he would be desperate to risk it). A bit of coward's choice - and 'he' would need to deal with being female, but it IS an option. - Good ending. Damn it, it is needed. Not good-ish-but-really-bad ones, but actually good ones. Sure, it may be hard to get, but as it is game feels kind of pointless. - Fight-related sex scenes. All follows a very simillar pattern: single, non-interactive fragment. Interactive would be beter. For example, high-taint forest battle ending by attacker dragging John to shack to be shared between him and his priends. Various options to either break rope, wiggle out of bonds or try to sweet-talk one of guys into getting opportunity to escape. And obviously the sex scenes on failure. It if not freed quick enough, it could make John lose a day. - Losing fight should include a risk of losing gun and/or money. That would be all for now. Regards,
2018-04-07 18:51:05 +0000 UTCThank you for pointing that one out. I had it reported previously (Actually the top item on my list of things to fix tomorrow) but its always great to have confirmation. :D
Aftermath Team
2018-04-02 05:41:24 +0000 UTCSlight error - the passage for investigating the fountain before finding the book on day 2 mentions the book's existence before I know about it.
Mishaxhi
2018-04-02 05:29:56 +0000 UTC