Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Just pushed 0.02. This should not break existing save game files (and the builtin load logic should inform you that the risk of save corruption is low). Most of the updates (except the slight grave robber nerf and the increased potion drop) will not take effect until you start a new game.

V 0.02 change log:

- Changed the first character sheet to read "continue" instead of "exit" at the start of the game. It reverts to "exit" when you use it later in the game.

- Added 2 to 3 points to two of the starting skills of each class. Added a second learning boost to each class as well. Now, each class will have 2 of the 8 skills enhance faster if you invest in them during level up.

- Reduced the xp requirement for the first level up from 100 to 50 points. It goes up by 50 per level as before. You will thus experience your first two level ups significantly faster.

- Slightly nerfed the grave robber as she is meant to train the player in ranged combat, but many were finding her a bit too tough and I generally agree. I reduced a few of her skills very slightly and decreased her ranged throwing knife ammo. This will make it a painful, but less lethal lesson in ranged combat. :-P

- Increased the drop rates of potions for all enemies by manually adjusting their loot tables. I will do an additional 30% to 40% increase in all loot in the next update, but this is going to break save files. The next update will also add an item enchantment type that allows increased loot find / luck, much like the way gold boost works now.

- Increased the impact of easy and hard combat mode. Easy mode now also increases your class's bonus damage from 10% to 15%. Hard mode reduces it from 10% to 5%. It also influences the amount of gold that Queen Jenyla provides at the start of the game. Keep in mind that your interactions with her also influence this.

Overall, that should help reduce the learning curve a bit.
Last edited by nocnoc on Sun Jan 03, 2021 1:28 pm, edited 1 time in total.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by bobross235 »

Happy new year to you too! I will try to find some alone-time to test 0.02!
After playing Cyberpunk I also want to say: After extensive testing your pre-alpha has less bugs than a lot of AAA-games at release! :D
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by lolol2 »

nocnoc wrote: Thu Dec 31, 2020 5:32 pm - Keep in mind that all games have a learning curve, and this being an old-school RPG, it is higher than most modern games. All can be completed on hard mode with enough practice, but I realize that I have a huge advantage as the creator.
I guess that is the problem, I'm not used to it because modern games are mostly have the easy way to get started. :-D
But thanks for all your hints, this will make it a lot more easier and I start to learn how this game works.

Looking forward to any content updates to try new things. :yes:
And happy new year to everyone!

bobross235 wrote: Fri Jan 01, 2021 8:40 am After playing Cyberpunk I also want to say: After extensive testing your pre-alpha has less bugs than a lot of AAA-games at release! :D
Yes I was also wondered how everything worked just perfectly in this alpha version... specially with that crazy complex game engine behind the scenes.
Nocnoc does an amazing job!
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by petka11 »

So in the middle of the week played another game (did not had time to post)

Setup - 2B, PC Vol 50%, A-10, B-20.
Played for around 3.5 hours.

so few things in no particular order:

so after a long time it started to be boring, I plowed half of the graveyard, to try to lvl up, gone to level 3 i think.
the enemies 1 and 2 started to be easy, lvl 3 is ok.
found 2 lvl 4 enemies , and stumbled on the lvl 5 at the far north-east end ( lost of course)
i found the constant grinding to be tiring.
especially - every tile i do "look -> tombstones, trees, something" in hopes of finding something, sometimes i do. but it quite boring.
all the graveyard pictures are almost the same.
BUG - if you go down the crypt pull the right chain (sometimes few times) then the left - you get a chest, always. if you pull the left sometimes you get punishment.
Suggestion - Use Colored Buttons for different menus and stuff. Use Colored Text for different *important* notes. because all the text looks the same.
Suggestion - in different places instead of using "north, east, west, south" use "west, Magic shop, east, Potion shop" to get by easier or in the palace "To Queen, To Queen chambers, To Raven, to exit" or something. if you can put buttons in different places can be perfect, don't know if EOS can do that through.
what more...
the story is good as i said last time, didn't manage to go to the well..
but brought back the cat, hoped for some intimate reward from the owner.
hoped for something interesting in the crypts, found some chests, and traps, and that's it for now, will there be a vicious torturing spider woman? XD
there definitely needs to be more variety of enemies or just same enemy (zombie type 1, type 2 , type 3 etc) with different picture set's and different estim files.
more variety of items.
Can you do that the items in the shop is not all in one line, but each item has its own line? its get confusing to look at it.
or at least each item number in *BOLD* or some color
didn't managed to get down the well...yet.

that's it for now, thank you for the game - will play more, and waiting for the updates :-)

p.s. maybe should add some additional "release scenario" because after 3 hours … you don't want to be denied lol.
like "you decided to have a release but with a price for your soul" or in some "special training room in temple"
maybe you'll need money for it, or item...
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

petka11 wrote: Sat Jan 02, 2021 3:01 pm
Suggestion - in different places instead of using "north, east, west, south" use "west, Magic shop, east, Potion shop" to get by easier or in the palace "To Queen, To Queen chambers, To Raven, to exit" or something. if you can put buttons in different places can be perfect, don't know if EOS can do that through.
what more...
the story is good as i said last time, didn't manage to go to the well..
but brought back the cat, hoped for some intimate reward from the owner.
hoped for something interesting in the crypts, found some chests, and traps, and that's it for now, will there be a vicious torturing spider woman? XD
there definitely needs to be more variety of enemies or just same enemy (zombie type 1, type 2 , type 3 etc) with different picture set's and different estim files.
more variety of items.
Can you do that the items in the shop is not all in one line, but each item has its own line? its get confusing to look at it.
or at least each item number in *BOLD* or some color
didn't managed to get down the well...yet.

that's it for now, thank you for the game - will play more, and waiting for the updates :-)

p.s. maybe should add some additional "release scenario" because after 3 hours … you don't want to be denied lol.
like "you decided to have a release but with a price for your soul" or in some "special training room in temple"
maybe you'll need money for it, or item...
Although I agree that "Magic Shop" would be better than "North", Eos doesn't allow for scripted button text. There are many formatting limitations in Eos. I'm pushing it to its limits I think. Don't forget to make use of the map and the coordinate system to help reduce getting lost. Hopefully, navigation isn't too difficult after a few hours of gameplay. Plus, perhaps taking a wrong turn, as long as it is rare, may be fun from time to time.

Bolding the numbers would be hard to do as a single variable string can only display in one color and format. The engine constructs the string and Eos simply displays it. Again, this is an Eos limitation. However, I do plan on eventually having filter options in the shops, as well as your own inventory. This will be increasingly important as you level up and more items become available. This should help quite a bit.

Keep in mind that the graveyard is just a learning zone. With that said, I agree that a bit more variety would be a good addition. Now that I reduced the leveling xp in 0.02, one should spend less time in the graveyard. I think I'll try to add one more low level enemy, one more location type in the graveyard, and perhaps one or two more terminus points in the crypts, besides just the treasure chests.

I think the idea to have a few quests end with a sexual reward is a fantastic idea. I'll implement that here and there.

A special training room in the temple is an interesting idea. Can you elaborate your thinking in a way that is consistent with the storyline?
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

I'm back from vacation and just added the global variable for loot drop rate. I'm testing it out tonight and will likely push the update Sunday morning. This will break old saves. Breaking old saves from time to time will be unavoidable in the pre-alpha stages. I also added the ability to adjust this setting via the cheat console. In a moment, I'm going to do a no cheat playthrough with the global loot rate increased by 35%.

I also added an item enchantment to increase loot drops. This is now also listed on the character sheet. I'm testing this tonight and it will be included in the next update as long as it works tonight.

I also added a game option called combat banter. This controls how often the enemy makes combat commentary and how often you have thoughts about the psyonic images. Options include normal, reduced and none. There is now a settings button in the main menu. This will list all game options, which will be helpful if you load a really old save and forget what settings you were using. You can alter combat speed (as before) and the combat banter from that sub-menu. Reducing or turning off combat banter and switching to fast combat text, should allow for faster-paced battles for those that desire it.

I'm tinkering with the idea of one more class-specific benefit. I like class differences. I'm pondering giving the warrior a starting 5% xp boost, rogue a 5% gold boost and mage a 5% loot drop boost. Thoughts?

On the to do soon list is adding a 100% map drop for the well tunnel mazes for the Skaven Commander Boss. I want to add more potions for combat variety and a few more spells in the level 3 to 6 range. Some of these will impart advantages for a certain number of turns and thus additional coding to the battle engine will be required as there are none of that type yet. I'll also have to write the enemy AI so that the Psyons can use them as well. I'd like to add another enemy to the graveyard as well as one more location type to increase variety just a bit in the starter zone. I'd also like a rare crypt terminus instead of always ending in a treasure vault. I want to create short pleasure sound files that the Psyons use during combat.

Further out, I want to get back to work on the Cathedral that only has two locations and no enemies at the moment. It will also feature a few side quests and a third boss. I may make that boss the first three star elite. I also have plans to add storage for unequipped attacks and equipment. This will be a lot of work, as the original game scope when I first wrote that code wasn't going to allow for that. Given that it is now designed to be a long-play game, I want to add this functionality. It will also require a page to allow you to move items from storage to active and to also sell your stored attacks and equipment. I'll implement the attacks first, as I think it is a greater need.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by throwawayacct »

2-3 treasure vaults that can tunnel - hidden door behind cobwebs, or a trap door under a pile of skulls, both detectable by Sneak level. If they connect and look like the upper levels, it would be massively disorienting, and allow for a hidden elite vault and a "sleeping" elite boss. add a rare key loot drop, a key that opens all the crypt gates.

Maybe I've been playing too much Witcher lately.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Pushed version 0.03 this morning. This will likely cause old saved files to glitch. The game should warn you of this if you try to load an old file.

V 0.03 change log:

- Created a global loot drop rate multiplier and increased all loot drops by 35%.

- Added a command to the cheat engine to allow alteration of the global rate multiplier. (See notes below.)

- Added a new game option called combat banter. Game banter includes player thoughts about the psyonic images and enemy dialog. The options include normal, reduced, and none. This can be used in addition to fast combat text for those that want a more streamlined battle experience.

- "Combat Text" button on the main menu was changed to "Settings". This will now list all game settings (useful if you load an old saved game) and allow you to set combat text speed and combat banter.

Notes:

To adjust the global loot drop rate in the cheat console, use the "loot # " command. The number is currently set to 1.35 as it is a multiplier. Thus typing "loot 2.7" (without the quotes) would double the loot drop rate for monsters, quests, chests and so forth. I'd like to get feedback on the drop rates.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by Dolgian »

I'm tinkering with the idea of one more class-specific benefit. I like class differences. I'm pondering giving the warrior a starting 5% xp boost, rogue a 5% gold boost and mage a 5% loot drop boost. Thoughts?


I think you should think to add also, if possible:
warrior 5% pain reduction from melee/5% improved pleasure from spells.
Rogue 10% pain from range
Mage 10% pain from melee
or something like this

other Ideas:
Crypt entrance, requires you to put your penis in a hole to open the door, with a x time of pleasure or pain.
about cumming: I like the idea of a room in the temple to "release the pressure"
I think you could add to the story, a penalty for cumming outside, or "unwillingly", but a kind of meter for that room in the temple to open. Maybe gain x lvls, or do x amount of quests, or you could add a quest for it, etc.
If you report cumming outside of that framework, you could get a game ending where the world gets invaded by the psyons, and you get sent to an eternity of pain.
Same if you die in battle, you could get send to a psyon dungeon where they torture you for a while, until the Queen teleports you back to the castle.

My review for yesterday.
I played for 2 hours or so on patch 0.02, mage again.
settings : 25-35-45, pain 50-55-60
electrode placement: Triphase: current on cock base and ass, neutral on cock base and cock tip.
This setup was perfect for your files, the pleasure ones felt good, and the pain were much better as well. I almost could have came if there was a longer high lvl file.

-i must say your nerf to the graverobber was perfect, I was safe as a mage to get a crit from a knife, resulting in a high pain file, instead of an over the top pain file like in patch 0.01

-as lvl 3 mage, I was 1 shotting the lvl 1s. That is what I expect of a mage, hard to kill same lvl as you or higher, but easier to kill lower lvls.

-I found weird that the lv2 dagger was almost as strong as the fireball. I am not sure if the upgraded fireball would have been much better, but you need to make sure the spells are much better than attacking with a dagger, specially as the mage lvls up.

I will play warrior tonight, and compare the 2, I will let you know!

thanks again for the great work!
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Dolgian wrote: Mon Jan 04, 2021 12:36 am
-I found weird that the lv2 dagger was almost as strong as the fireball. I am not sure if the upgraded fireball would have been much better, but you need to make sure the spells are much better than attacking with a dagger, specially as the mage lvls up.

I will play warrior tonight, and compare the 2, I will let you know!

thanks again for the great work!
What type of dagger was it? What was the quality (common, uncommon, rare, epic, or legendary)? This also impacts how good it is. In general, one level increases the attack damage about 10ish percent. Keep in mind that the spell will also have a range advantage and also boosted my the mage magic damage and enhanced by intellect.

I'll continue to ponder class ideas. Keep the suggestions coming. There will be a potion for reducing pain.

Glad you found some good estim settings. Good luck with warrior.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Working on Legend of the Psyons v0.04 tonight. I added another enemy (level 2 ghoul) to the graveyard for a bit more variety in the learning zone. I'm also working on adding a bunch of new potions. These should add a lot of interesting options for combat. For example chameleon will increase your dexterity and also drastically increase your odds to retreat for a certain number of combat turns. Some of these require additions to the engine to handle them so this is a lot of work and I have to be careful not to break anything. There will also be potions to cure poison DOTs and so forth.

During my potion testing, I found and fixed a bug related to using a healing or energy potion before entering combat. Until I push the next update, don't use them outside of combat until you've had at least one battle.

I'm hoping to make it so 0.04 won't break 0.03 saves.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by Dolgian »

So I have tried Warrior yesterday, you need to nerf mage!
From my experience with other rpgs, warrior is easy early, weak later on.
Mage is weak vs ennemis of the same lvl, or higher, but strong later on.
Right now, mage seems overpowered.

The dagger was from a graverobber, don’t remember if it was unique.
It was hitting for 6 to 10.
My fireball was hitting for 8-12 at lvl 3, with +15 intel, and the +2 ring.

I need to test more and see what would be the solution here 😅
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Dolgian wrote: Mon Jan 04, 2021 3:01 pm So I have tried Warrior yesterday, you need to nerf mage!
From my experience with other rpgs, warrior is easy early, weak later on.
Mage is weak vs ennemis of the same lvl, or higher, but strong later on.
Right now, mage seems overpowered.

The dagger was from a graverobber, don’t remember if it was unique.
It was hitting for 6 to 10.
My fireball was hitting for 8-12 at lvl 3, with +15 intel, and the +2 ring.

I need to test more and see what would be the solution here 😅
The dagger from the grave robber is rare quality if I recall, so that explains why it does more damage compared to the starting minor fireball, which is of common quality.

It will take a while to balance the classes. I don't really want one class to be easier or harder than another, just different. In other words, I'd like each class to lend themselves to a certain generally battle style, with a bit of flexibility depending on where skill points are spent. I think you'll find the warrior pretty tough to kill once you invest in the learning boosted constitution skill and get some armor and a shield.

I'm also going to be adding stances to the game soon (defensive, neutral and offensive). This should add more strategy to the combat (pairing nicely with all the potions I'm working on) and allow for more class distinction. Shields (warrior only) will often have a defensive stance enchantment and rings (mage only) will often have offensive stance enchantments. I may give the classes natural boosts to those as well. I want stances to play a subtle role such that those that want faster combat can largely ignore it for most battles, but allow those that want to really master combat an interesting aspect to manage. I want to use dexterity for stance efficacy and holding as that skill is still a bit underused at the moment.

Back to work on potions tonight. I think you guys will enjoy the new potions with the next update.

EDIT: By the way, zombies are vulnerable to fire, so that happens to help the mage a bit when fighting them. Intellect rolls will sometimes reveal enemy vulnerabilities and resistances. Another way you can tell is to carefully watch DOTs on your enemies. If you see a D4 DOT of type fire apply 6 points of damage, you'll know it has a 50% vulnerability to fire for example.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by throwawayacct »

I've run through rogue, mage, and warrior.

There is a big bug in the well tunnels I've discovered.
Spoiler: show
When you come across coffers (coffins?) that are locked by mechanism, you can still choose to loot that coffer even if you haven't opened it.
Seriously, that's the only big one I've found. You've done great work, can't wait to see all the additional parts of the game.
Spoiler: show
On Rogue, I spotted all the coins but didn't realize there was an unlocking to the well until after I'd thrown one or two in. On Mage, I ended up with 3 red coins and one green. On Warrior, I couldn't find anything but one green and one red. Do these coins exist in-world outside of the well, in a random seed?
Spoiler: show
With all the character builds I was wanting to pass speech and intelligence checks, so I cranked the status up to 40/45 for each category. My latest warrior went directly to sneak into the royal bedchamber and try to grab a rose. Failing all of the possible tasks in the room, I lay on the bed, and I'm happy to discover that you seem to have a scenario written for just about everything. I even went through all the dead ends of the maze and met/questioned the boss.
I'm going to do another build and see if there's anything I can really break. So far I haven't been antagonistic with any of the NPCs, haven't messed with affinity ratings, or deviated much from what a "normal" player would do.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by Dolgian »

Ok, I have ran rogue warrior mage as well.
I have done everything now: well, cathedral, all the quests (I think)

very nice content so far, I cant wait to try more, in terms of the game, I have nothing bad to say, its awesome.

heres a could things I can say:
-stealing is pretty important to do, the items are SO good!! the consequences should be much higher in terms of estim.
-when you go to the dungeon in the castle, the pain isnt steep enough (feels like medium?low?)
-Jenyla's punishment for trying to pickpocket her would need to be developped, I would have liked a more in dept punishment line than just being sent to the dungeon.
-balance: you should add a mana/mp bar to nerf the magic. What I felt with the mage is that I could spam spells almost indefinitly at lvl 3. same with my rogue at lvl 5. So I was wrong to ask you to nerf mage, I believe that adding a mp bar that regens slower than the ap, would force mage to use daggers and bows more often. Making those scale with dex and str would force mage to put a bit of effort in leveling those stats. make sure the minimum intel requirements for spells are met before you can use them, so that warriors and rogue need to lvl intel.
-armors should reduce estim pain for slashing, so that mage have that counterside. maybe rings should reduce magic estim pain?

Have you tried decadence island RPG? When a monster casts a spell, there is a timed video that goes with it. is it impossible because of EOS?

Let me know if you have any questions about the gameplay!
cant wait for another patch, thanks again, you rock!
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