Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Was about to start another playthrough so thanks for the heads-up. Can't wait!
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Fewww. What a crunch this week has been. But a fun crunch. Alpha V0.10.0 of Legend of the Psyons is now live on the tester link. I'm too tired to finish writing the release notes tonight. I'll try to publish those tomorrow. I so hope everyone enjoys the new intro, the totally redesigned and improved Queen Jenyla, Raven, Mya and Priestess Ariel. There are also two totally new characters. Happy Psyon hunting. 
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
V0.10.0 of Legend of the Psyons is now live on the tester link. This is probably the game's second largest update and marks a milestone transition from pre-alpha to alpha. I now feel that the basic mechanics and overall level of refinement are far enough along for the alpha designation. The public trial is likely a few major updates away, but I now consider this a semi-open project, meaning that I'll give the test link to as many people that want to try it and that existing testers can feel free to share the game link with others that may be interested.
I wanted to give a nutshell summary of the most important changes and the background behind them. The standard detailed release notes will follow.
When I started this project in the early days of COVID I was curious to see if I could push Eos a bit to produce an actual RPG. Originally, I was going for about ten hours of content with an adventure game that would be fairly complex for Eos, but still relatively simple. The scope and complexity steadily rose as I gained confidence and found myself really enjoying the process of creating the femdom world of Milovana.
The original game engine was designed to handle very simple NPCs. They had static images, could not move around the world, and only had one property that could be influenced (disposition). I later created a more complex type of NPC that could have multiple images, move and have many different states, including a dominance level that impacts not only player interactions, but also interactions with other NPCs. The first introduction of this new NPC type came with Kendall and Jean in the library. I enjoyed the creative freedom that they provided and transitioning to anime/game characters allowed me to collect hundreds of images that could be used to really bring those characters to life.
The first characters created for the game (excluding the vendors which are sort of their own type) were Queen Jenyla, Mya, Raven and Ariel (in that order). The queen's code was particularly disheveled because I was still ironing things out. The limitations of the old NPC types were becoming a real thorn in my side. They felt flat compared to the new type, and adding content for them was very error prone.
Those four major NPCs were converted to the newer type in this update. That involved rewriting thousands of lines of code and rewriting most of their content. I mention this because it is possible that content that was working before could contain new bugs, but I try my best to write error free code. I find that these NPCs feel much more alive and writing content for these central characters will be far simpler going forward. The new content makes use of hundreds of new images. This change was overdue and now I wish I had done it sooner.
The introduction scene was also extensively overhauled. It now features the new queen and Raven and I hope players find it to be more interesting. The second major focus of this update was to improve the starting player experience. My objective was to better integrate important game lore and game mechanics during the first few hours of game play.
This update also features two new NPCs, expanded locations and so forth. Details below.
-----> Release Notes <-----
--- New Content ---
* Redesign of four older, major NPCs (Jenyla, Mya, Raven and Ariel) *
(All four now have a dominance property that can be influenced, can change locations and feature dozens or hundreds of images.)
- Introducing the new and improved Queen Jenyla: (Character model: Rosaria from Genshin Impact) Nearly all of her content was rewritten, giving this cryo battle mage a spicier personality. Her initial dialog better explains some of the game lore and mechanics and features far more interactive choices, like early game foot worship. She now has a variety of different punishments that she can administer. The odds of getting a particular punishment are a function of both disposition and dominance. She is capable of killing the player if pushed too hard, so be careful.
- Introducing the new and improved Mya: (Character model: Lumine from Genshin Impact) Much of her content was rewritten. Even from the very first time you run into her (or she runs into you lol), you should find things to be a little more interesting. Mya is now the queen's niece. She can heal the player as before, but now you can also pay her for temporary buffs. These can come in handy for tougher boss battles. She now has a variety of different punishments that she can administer, including one that fans of giantess content should enjoy. The odds of getting a particular punishment are a function of both disposition and dominance.
- Introducing the new and improved Raven: Much of her content was rewritten, especially the main story quests. Raven is now a seraph (angel-like being) with more interesting lore behind her. Her mysteries will be slowly revealed as the later game progresses.
- Introducing the new and improved Priestess Ariel: (Character model: Keqing from Genshin Impact) Most of her content was rewritten. This wannabe cat girl will be getting a lot of expanded content in the future. Her cat quest was enhanced with more pictures and a bit more content. Returning her cat now influences her punishments.
* Two brand new NPCs (Vill and Trix) *
- Vill is a fairly minor character. She is an engineer in the lower level of the Temple of the Gear. She sells time crystals that are now used to save your game. She will get some quest content in the future.
- Trix is a petite green-haired elf rogue. She exemplifies impactful player choices and the sort of branching storylines that I hope bring a lot of replay value to the game. Her first encounter will be in the tavern and can occur during a scene with Mya (after you do Mya's snow rose quest) or as a standalone event that has a chance to trigger around level six or so. The number of combinatorial events that can play out is staggering. Far too many to test them all, so fingers crossed that it all works. As a small sense of it, you could end up with a dominant elf making you lick her feet or having your way with her in the tavern. She could end up being tortured in the palace dungeon and you can choose to save her or not. Some scenarios could see you hunted down by a vengeful rogue. Some could result in a helpful friend that provides the player with a powerful healing boon. Her first and second tier encounters are in the game, with third tier probably arriving in another update or two.
* Expanded/enhanced town locations *
- The temple was redesigned and now has three rooms. The lower room can be explored and looted when Vill is not there. The lower gear works will be greatly expanded in future updates and will tie into the main quest line.
- Now that the queen can be absent, the throne room can be explored when she is not there. There is stuff to find and do.
* New mechanics and features *
- Time crystals: The long-planned time crystal save game mechanic is now implemented. Saving in the temple is free, outside of temple requires use of a crystal. The developer debug mode enables saves without crystals. Crystals can be found as loot drops and can be purchased from Vill in the temple.
- Glossary: With so many characters, I figured a glossary was in order. As you meet women, they will appear there. It shows their picture and provides a brief description and their disposition and dominance if applicable. If you have game hints turned on in settings, the pages of some NPCs will display helpful tips about their likes, dislikes and so forth. You can write your own notes for each NPC.
- Sexual Xp: Some encounters with the women about town can now provide sexual experience points. Originally, I was going to have only paid visits in the brothel provide sexual xp, but I thought this was a fun little addition. Some scenes with some NPCs will only open up once a certain level of sexual xp is reached. Once in the game, brothel visits will still be by far the fastest way to level this up.
* Miscellaneous *
- Town map: There is now a town map picture in the main menu. I got a subscription with a fantasy map building site to make a map of Domitrix to aid navigation. I'm not much of an artist and I was new to the software so I consider this a place-holder proof of concept. I'd like to eventually make something a little better looking. If any artists would like to volunteer to draw a better map, I'd really appreciate it.
- One additional player death ending was added. It can trigger around level 7, but has a few other prerequisites.
- A few new inventory items were added.
--- Tweaks ---
* Quite a few graphical overhauls, especially for the player. I'm leaning towards using Aether from Genshin Impact for many of the player pics. You will also see some new pics in some menus and while leveling up.
* Lia's punishment was slightly altered and the poor-quality funnel image was replaced.
* Increased the gold in the pouch that can be found (random placement) in the market district.
* Mya's tips were expanded. You can now alter the number of game tips she provides. They are also now level tiered, so for example, early game mechanic tips will become less frequent at higher levels and replaced with tips about the forest.
* The forest Psyons were adjusted to be a little more powerful.
--- Bug Fixes ---
* Selling equipped gear like necklaces was placing the sold item in player storage allowing for endless reselling of the item. That was an incorrect flag setting in the function call.
* A boon related to fully reading the lezdom book in the cathedral library during one of Kendall's quests was supposed to give +1 damage to magical attacks. It was accidentally left at 1000 damage during a testing run.
* While playing Angel's and Demons mini-game in the tavern, the menu button was accidentally left on. Clicking on that mid game caused permanent menu problems.
* Yelling echo down the well could result in you hearing cries for help even after rescuing the girl.
* The description for glass armor was accidentally describing iron armor.
* Several dozen typos were fixed. Please feel free to report typos.
I wanted to give a nutshell summary of the most important changes and the background behind them. The standard detailed release notes will follow.
When I started this project in the early days of COVID I was curious to see if I could push Eos a bit to produce an actual RPG. Originally, I was going for about ten hours of content with an adventure game that would be fairly complex for Eos, but still relatively simple. The scope and complexity steadily rose as I gained confidence and found myself really enjoying the process of creating the femdom world of Milovana.
The original game engine was designed to handle very simple NPCs. They had static images, could not move around the world, and only had one property that could be influenced (disposition). I later created a more complex type of NPC that could have multiple images, move and have many different states, including a dominance level that impacts not only player interactions, but also interactions with other NPCs. The first introduction of this new NPC type came with Kendall and Jean in the library. I enjoyed the creative freedom that they provided and transitioning to anime/game characters allowed me to collect hundreds of images that could be used to really bring those characters to life.
The first characters created for the game (excluding the vendors which are sort of their own type) were Queen Jenyla, Mya, Raven and Ariel (in that order). The queen's code was particularly disheveled because I was still ironing things out. The limitations of the old NPC types were becoming a real thorn in my side. They felt flat compared to the new type, and adding content for them was very error prone.
Those four major NPCs were converted to the newer type in this update. That involved rewriting thousands of lines of code and rewriting most of their content. I mention this because it is possible that content that was working before could contain new bugs, but I try my best to write error free code. I find that these NPCs feel much more alive and writing content for these central characters will be far simpler going forward. The new content makes use of hundreds of new images. This change was overdue and now I wish I had done it sooner.
The introduction scene was also extensively overhauled. It now features the new queen and Raven and I hope players find it to be more interesting. The second major focus of this update was to improve the starting player experience. My objective was to better integrate important game lore and game mechanics during the first few hours of game play.
This update also features two new NPCs, expanded locations and so forth. Details below.
-----> Release Notes <-----
--- New Content ---
* Redesign of four older, major NPCs (Jenyla, Mya, Raven and Ariel) *
(All four now have a dominance property that can be influenced, can change locations and feature dozens or hundreds of images.)
- Introducing the new and improved Queen Jenyla: (Character model: Rosaria from Genshin Impact) Nearly all of her content was rewritten, giving this cryo battle mage a spicier personality. Her initial dialog better explains some of the game lore and mechanics and features far more interactive choices, like early game foot worship. She now has a variety of different punishments that she can administer. The odds of getting a particular punishment are a function of both disposition and dominance. She is capable of killing the player if pushed too hard, so be careful.
- Introducing the new and improved Mya: (Character model: Lumine from Genshin Impact) Much of her content was rewritten. Even from the very first time you run into her (or she runs into you lol), you should find things to be a little more interesting. Mya is now the queen's niece. She can heal the player as before, but now you can also pay her for temporary buffs. These can come in handy for tougher boss battles. She now has a variety of different punishments that she can administer, including one that fans of giantess content should enjoy. The odds of getting a particular punishment are a function of both disposition and dominance.
- Introducing the new and improved Raven: Much of her content was rewritten, especially the main story quests. Raven is now a seraph (angel-like being) with more interesting lore behind her. Her mysteries will be slowly revealed as the later game progresses.
- Introducing the new and improved Priestess Ariel: (Character model: Keqing from Genshin Impact) Most of her content was rewritten. This wannabe cat girl will be getting a lot of expanded content in the future. Her cat quest was enhanced with more pictures and a bit more content. Returning her cat now influences her punishments.
* Two brand new NPCs (Vill and Trix) *
- Vill is a fairly minor character. She is an engineer in the lower level of the Temple of the Gear. She sells time crystals that are now used to save your game. She will get some quest content in the future.
- Trix is a petite green-haired elf rogue. She exemplifies impactful player choices and the sort of branching storylines that I hope bring a lot of replay value to the game. Her first encounter will be in the tavern and can occur during a scene with Mya (after you do Mya's snow rose quest) or as a standalone event that has a chance to trigger around level six or so. The number of combinatorial events that can play out is staggering. Far too many to test them all, so fingers crossed that it all works. As a small sense of it, you could end up with a dominant elf making you lick her feet or having your way with her in the tavern. She could end up being tortured in the palace dungeon and you can choose to save her or not. Some scenarios could see you hunted down by a vengeful rogue. Some could result in a helpful friend that provides the player with a powerful healing boon. Her first and second tier encounters are in the game, with third tier probably arriving in another update or two.
* Expanded/enhanced town locations *
- The temple was redesigned and now has three rooms. The lower room can be explored and looted when Vill is not there. The lower gear works will be greatly expanded in future updates and will tie into the main quest line.
- Now that the queen can be absent, the throne room can be explored when she is not there. There is stuff to find and do.
* New mechanics and features *
- Time crystals: The long-planned time crystal save game mechanic is now implemented. Saving in the temple is free, outside of temple requires use of a crystal. The developer debug mode enables saves without crystals. Crystals can be found as loot drops and can be purchased from Vill in the temple.
- Glossary: With so many characters, I figured a glossary was in order. As you meet women, they will appear there. It shows their picture and provides a brief description and their disposition and dominance if applicable. If you have game hints turned on in settings, the pages of some NPCs will display helpful tips about their likes, dislikes and so forth. You can write your own notes for each NPC.
- Sexual Xp: Some encounters with the women about town can now provide sexual experience points. Originally, I was going to have only paid visits in the brothel provide sexual xp, but I thought this was a fun little addition. Some scenes with some NPCs will only open up once a certain level of sexual xp is reached. Once in the game, brothel visits will still be by far the fastest way to level this up.
* Miscellaneous *
- Town map: There is now a town map picture in the main menu. I got a subscription with a fantasy map building site to make a map of Domitrix to aid navigation. I'm not much of an artist and I was new to the software so I consider this a place-holder proof of concept. I'd like to eventually make something a little better looking. If any artists would like to volunteer to draw a better map, I'd really appreciate it.
- One additional player death ending was added. It can trigger around level 7, but has a few other prerequisites.
- A few new inventory items were added.
--- Tweaks ---
* Quite a few graphical overhauls, especially for the player. I'm leaning towards using Aether from Genshin Impact for many of the player pics. You will also see some new pics in some menus and while leveling up.
* Lia's punishment was slightly altered and the poor-quality funnel image was replaced.
* Increased the gold in the pouch that can be found (random placement) in the market district.
* Mya's tips were expanded. You can now alter the number of game tips she provides. They are also now level tiered, so for example, early game mechanic tips will become less frequent at higher levels and replaced with tips about the forest.
* The forest Psyons were adjusted to be a little more powerful.
--- Bug Fixes ---
* Selling equipped gear like necklaces was placing the sold item in player storage allowing for endless reselling of the item. That was an incorrect flag setting in the function call.
* A boon related to fully reading the lezdom book in the cathedral library during one of Kendall's quests was supposed to give +1 damage to magical attacks. It was accidentally left at 1000 damage during a testing run.
* While playing Angel's and Demons mini-game in the tavern, the menu button was accidentally left on. Clicking on that mid game caused permanent menu problems.
* Yelling echo down the well could result in you hearing cries for help even after rescuing the girl.
* The description for glass armor was accidentally describing iron armor.
* Several dozen typos were fixed. Please feel free to report typos.
Last edited by nocnoc on Fri Feb 17, 2023 12:17 am, edited 2 times in total.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
I would really like to try this
I would have a lot of time for it this weekend. But I see that the alpha test is already closed.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@painword You need only to request the link by sending me a message.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
I've had some time off and no major bugs for Alpha V0.10.0 have been reported, so I'm leaning towards a minor update later this week with a focus on fleshing out the content of some of the new characters such as bathhouse encounters. Old saved files for 0.10.0 should remain compatible.
I'd like to get some feedback from testers on two specific things. 1) Who is your favorite NPC and why? 2) What is your preferred player class and why? Feel free to post this info, or as most people appear to prefer, let me know via private message.
After this minor release, I'll set to work on the next big update. The next three major updates will focus on the forest caves (working on a new procedural generation algorithm that should look a bit like ant tunnels), the water temple for the main quest, higher tier jobs in the tavern, Miko's brothel test and the first working girl, Amber (an NPC for ranged training), random encounters in the forest such a large number of fuck demon encounters that I have planned related to the book found in the hidden chamber under Kendall's library office, and the residential district in town.
I now consider this game to be in open-ish testing mode. Anyone who would like a testing link to the game can just message me. You can also share the link with others that you think may be interested. I only ask that you report bugs. I also take content requests and try to incorporate feedback and ideas as time allows if it stays true to the overall theme. Once the above mentioned content is complete, hopefully by the end of summer, I'll consider it ready for the first published beta test without the cheat console. Thanks for helping me iteratively improve and expand the game.
I'd like to get some feedback from testers on two specific things. 1) Who is your favorite NPC and why? 2) What is your preferred player class and why? Feel free to post this info, or as most people appear to prefer, let me know via private message.
After this minor release, I'll set to work on the next big update. The next three major updates will focus on the forest caves (working on a new procedural generation algorithm that should look a bit like ant tunnels), the water temple for the main quest, higher tier jobs in the tavern, Miko's brothel test and the first working girl, Amber (an NPC for ranged training), random encounters in the forest such a large number of fuck demon encounters that I have planned related to the book found in the hidden chamber under Kendall's library office, and the residential district in town.
I now consider this game to be in open-ish testing mode. Anyone who would like a testing link to the game can just message me. You can also share the link with others that you think may be interested. I only ask that you report bugs. I also take content requests and try to incorporate feedback and ideas as time allows if it stays true to the overall theme. Once the above mentioned content is complete, hopefully by the end of summer, I'll consider it ready for the first published beta test without the cheat console. Thanks for helping me iteratively improve and expand the game.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hello, I have an erostek et312 and I vote daily. I think I would also be a good alpha tester
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
V0.10.1 of Legend of the Psyons is now live on the tester link. This is a minor update and save data from V0.10.0 should remain compatible. The focus of this update was on fleshing out some town encounters, especially for the new Mya. This was content that I would have liked to have included in the last update, but ran out of time. I had a few days off this week, and was in the mood to write erotic scenes. Keep in mind that these scenes often have a lot of prerequisites, so you won't likely see them all in one playthrough. As a specific example, a kinky encounter between Kendall and Mya has a chance to trigger in Kendall's office only if the player is at least level six and Kendall has a substantially higher dominance level than Mya. In general, things will get kinkier around town as the player progresses through the game. This is because the psyonic sexual energy is slowly affecting the citizens. They think females are totally immune. They are less susceptible than men, but not totally immune.
I will do a bit more testing and also watch out for any reported game-breaking bugs and soon start work on the next big update that will be a mix of stuff for the forest and more town content. Although most encounters will be taking place in town, I plan to add a few in the forest zone to help mix things up a bit while exploring. If that goes well, I may do the same for the cemetery that certainly still needs to be fleshed out a bit.
I've been meaning to get around to the cumming end game scenes. Right now there are only a few player death end game scenes, depending on player level and a few other things. Hopefully, I'll get around to some of the Psyon punishment ending scenes in the next update or two. In the long run, the player will learn more about the Psyons and the nature of Milovana during those end scenes, with more info being provided depending on what level the player reached before cumming.
-----> Release Notes <-----
--- New Content ---
* Nine New Town Encounters (Seven involving Mya, two involving Ariel) *
(Like most town encounters, a variety of prerequisites must be met before they have a chance to trigger, such as certain quests choices, player level, NPC disposition and so forth. Most encounters are singleton events, while a few are repeatable.)
- Two scenes can play out in the bathhouse with Mya, one requires her to be neutral to dominant while the other requires her to be a little submissive. The dominant encounter can unfold in many different ways and can be quite deep and romantic.
- Two scenes can play out between Mya and Kendall in Kendall's library office. Relative NPC dominance level differences are required. These aren't very interactive, but they are pretty kinky and fun to watch. You may also get a few hints of some stroyline subplots that will be unfolding in future updates.
- Two scenes can play out between Mya and Jean in Jean's library office. Relative NPC dominance level differences are required. These aren't very interactive, but they are pretty kinky and fun to watch. You may also get a few hints of some storyline subplots that will be unfolding in future updates.
- Once the player gets enough gold, Mya may request to have some of it because she's having money troubles.
- Two scenes can play out in the bathhouse with Priestess Ariel, one in the changing rooms and one in the bath facilities. The changing room encounter can result in punishment, especially on subsequent encounters. The bath encounter is very elaborate and has many branching paths. In most cases, Ariel will give the player some sort of edging test. This includes interactive eStim. This is the game's first timed edge challenge. If the player does really well (avoiding the edge for ten minutes) she may require the player to hold the edge while telling a teasing story about her former slaves.
--- Tweaks ---
* When the player reaches the treasure room of a cemetery crypt, the character icon on the console text map will be altered to indicate a fully explored crypt. This feature was requested by a tester.
* I made it a little less probable that the bathhouse worker catches the player peeping in the changing rooms. The sneak advantage of being in stealth mode while doing so has also been increased.
* Made a few changes to the warnings and notes text.
--- Bug Fixes ---
* Fixed a bug that could cause saved data from a previous version to crash instead of being analyzed for compatibility.
* A few typos were fixed. Please feel free to report typos.
I will do a bit more testing and also watch out for any reported game-breaking bugs and soon start work on the next big update that will be a mix of stuff for the forest and more town content. Although most encounters will be taking place in town, I plan to add a few in the forest zone to help mix things up a bit while exploring. If that goes well, I may do the same for the cemetery that certainly still needs to be fleshed out a bit.
I've been meaning to get around to the cumming end game scenes. Right now there are only a few player death end game scenes, depending on player level and a few other things. Hopefully, I'll get around to some of the Psyon punishment ending scenes in the next update or two. In the long run, the player will learn more about the Psyons and the nature of Milovana during those end scenes, with more info being provided depending on what level the player reached before cumming.
-----> Release Notes <-----
--- New Content ---
* Nine New Town Encounters (Seven involving Mya, two involving Ariel) *
(Like most town encounters, a variety of prerequisites must be met before they have a chance to trigger, such as certain quests choices, player level, NPC disposition and so forth. Most encounters are singleton events, while a few are repeatable.)
- Two scenes can play out in the bathhouse with Mya, one requires her to be neutral to dominant while the other requires her to be a little submissive. The dominant encounter can unfold in many different ways and can be quite deep and romantic.
- Two scenes can play out between Mya and Kendall in Kendall's library office. Relative NPC dominance level differences are required. These aren't very interactive, but they are pretty kinky and fun to watch. You may also get a few hints of some stroyline subplots that will be unfolding in future updates.
- Two scenes can play out between Mya and Jean in Jean's library office. Relative NPC dominance level differences are required. These aren't very interactive, but they are pretty kinky and fun to watch. You may also get a few hints of some storyline subplots that will be unfolding in future updates.
- Once the player gets enough gold, Mya may request to have some of it because she's having money troubles.
- Two scenes can play out in the bathhouse with Priestess Ariel, one in the changing rooms and one in the bath facilities. The changing room encounter can result in punishment, especially on subsequent encounters. The bath encounter is very elaborate and has many branching paths. In most cases, Ariel will give the player some sort of edging test. This includes interactive eStim. This is the game's first timed edge challenge. If the player does really well (avoiding the edge for ten minutes) she may require the player to hold the edge while telling a teasing story about her former slaves.
--- Tweaks ---
* When the player reaches the treasure room of a cemetery crypt, the character icon on the console text map will be altered to indicate a fully explored crypt. This feature was requested by a tester.
* I made it a little less probable that the bathhouse worker catches the player peeping in the changing rooms. The sneak advantage of being in stealth mode while doing so has also been increased.
* Made a few changes to the warnings and notes text.
--- Bug Fixes ---
* Fixed a bug that could cause saved data from a previous version to crash instead of being analyzed for compatibility.
* A few typos were fixed. Please feel free to report typos.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Pushed a hot fix to the tester link. If the player entered the gear room in the well tunnels before finishing Raven's feather quest (an unlikely event, but possible), the quest stage could get corrupted. This has been fixed.
I started work on V0.11.0 a few days ago. I'm currently updating Penelope, the girl you rescue in the well tunnels. I'm converting her to the advanced form of NPC with many pics, states, dominance and the like. Her interactions are now far more interesting with a lot of branching options and skill-based chance rolls. You can try to take advantage of her desperate situation. Her quest line has also been enhanced. I'm adding NPC escort capabilities to the game engine and escorting her through the tunnels is now a third way to complete her quest. Escorts will offer banter and they can also aid in combat. Instead of just chicken, you can now give her any consumable and she has six different responses depending on what food or drink you provide. She'll have scenes around town once rescued. She has a chance to give a legendary holy relic, depending on her disposition when rescued. It is hard to rescue her, so the old Penelope didn't feel impactful enough or worth the hassle. I'm not sure if it will be this update or the next, but I will also add companion support to the engine. This will be easy once I finish the escort code, as it will be fairly similar.
I started work on V0.11.0 a few days ago. I'm currently updating Penelope, the girl you rescue in the well tunnels. I'm converting her to the advanced form of NPC with many pics, states, dominance and the like. Her interactions are now far more interesting with a lot of branching options and skill-based chance rolls. You can try to take advantage of her desperate situation. Her quest line has also been enhanced. I'm adding NPC escort capabilities to the game engine and escorting her through the tunnels is now a third way to complete her quest. Escorts will offer banter and they can also aid in combat. Instead of just chicken, you can now give her any consumable and she has six different responses depending on what food or drink you provide. She'll have scenes around town once rescued. She has a chance to give a legendary holy relic, depending on her disposition when rescued. It is hard to rescue her, so the old Penelope didn't feel impactful enough or worth the hassle. I'm not sure if it will be this update or the next, but I will also add companion support to the engine. This will be easy once I finish the escort code, as it will be fairly similar.
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hello,
can i download the game somewhere? I can´t find a link or something ...
lg
Kelme
can i download the game somewhere? I can´t find a link or something ...
lg
Kelme
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@ Kelme69 Those that want to try the alpha can message me for a link. Please provide feedback, and report bugs.
So... over the past few weeks, I've made some huge upgrades to the LOTP game engine. (These notes are for the next 0.11.0 build, not the current tester build.) With last month's shift to alpha, I planned to only have minor engine upgrades moving forward, but plans shifted for two reasons. First, as some of you may know, Milovana is once again experiencing technical issues. This time, it involves uploading images to Eos. Although there is a work around, they must be uploaded twice and the thumbnails are left distorted, which I find annoying enough to ruin my workflow. (Update, this was recently fixed. Yay!) Thus uploading hundreds or even thousands of images required for the next big content update is best postponed until this issue gets resolved. Secondly, and this was the biggest reason, I've had several specific requests from some of my most active testers. One thing led to another, and before I knew it, I coded up some upgrades that I (and some testers) have wanted for a while. Here is a quick overview of what I've done so far.
There are now class specific special combat abilities that you can pick from. This helps to make the classes feel more distinct and adds an interesting element to combat. You can only use one special ability per fight and time out of combat is required for recharge. Leveling also got more interesting as every 5 levels you can either pick another ability, upgrade an existing ability, or reduce your ability cooldown. Elite Psyons also have a chance to have special abilities, making them feel more special too. These special abilities include things like a mana shield (a protective barrier) and tunnel vision (making it far easier to hit targets at max combat distance, but harder to hit at close range). At the request of masochistic testers, activating a special ability is painful, with higher class abilities causing worse pain.
The engine now supports afflictions. (Only three are in my current developer build, but it is set up for easy expansion.) Afflictions are combat injuries/debuffs that linger even after combat concludes. Left untreated, they slowly get worse. Higher game difficulties result in more afflictions that advance faster. They can be healed only by praying at certain locations or with holy water that will be available for purchase at the Church of Milovana. This will be a new town location coming soon.
Many testers complained about long streaks of bad luck resulting in miss after miss or failed move after failed move. This is an issue with most skill-based RPGs, as flukes of bad luck are par for the course with random rolls. But I agree, they can be annoying and feel unrealistic. The combat engine now applies an ever increasing advantage with each failed attack and move attempt, making particularly long streaks of failure very improbable. The extent of this aid is now a game setting raging from very minor to very substantial. How much aid your enemy receives is also based on this game setting and also on game difficulty.
The biggest addition of all comes in the form of escort quest support and companions. I've long dreamed of adding this to LOTP, but honestly, the difficulty of getting something that complex to work within the limits of Eos was a bit intimidating. But after all of those upgrades, I wasn't going to stop just shy of my dream game, so I rolled up my sleeves and got it done. Penelope (the girl in the well tunnels) is now totally redesigned (with much more interesting dialog and interactions) and now escorting her out of the tunnels is a third option for quest completion! When traveling with an escort, you are not allowed to use teleportation potions. You can interact with your escort both in and out of combat. For example, you can ask Penelope to heal you during a fight. Escorts will also offer banter from time to time, and even comment on specific locations of interest. You will be able to have one escort and one companion (for hire) at a time. The companion code is basically the same as the escort code, except teleportation is not restricted. Although the engine is ready to go with support for companions, writing them will take some time, so they probably won't be in the next update.
As a side note, I added a new quest involving Penelope getting locked in a chastity belt after you rescue her. The original Penelope felt underdeveloped, and not seeing her in town after such a hard quest felt shallow. She'll be getting bathhouse scenes and so forth.
I've made other improvements too, but I'll leave it at that for now. Just wanted to give a quick progress summary as I haven't posted for a while.
(Again for emphasis, this is for the NEXT major release, hopefully around the end of April.)
So... over the past few weeks, I've made some huge upgrades to the LOTP game engine. (These notes are for the next 0.11.0 build, not the current tester build.) With last month's shift to alpha, I planned to only have minor engine upgrades moving forward, but plans shifted for two reasons. First, as some of you may know, Milovana is once again experiencing technical issues. This time, it involves uploading images to Eos. Although there is a work around, they must be uploaded twice and the thumbnails are left distorted, which I find annoying enough to ruin my workflow. (Update, this was recently fixed. Yay!) Thus uploading hundreds or even thousands of images required for the next big content update is best postponed until this issue gets resolved. Secondly, and this was the biggest reason, I've had several specific requests from some of my most active testers. One thing led to another, and before I knew it, I coded up some upgrades that I (and some testers) have wanted for a while. Here is a quick overview of what I've done so far.
There are now class specific special combat abilities that you can pick from. This helps to make the classes feel more distinct and adds an interesting element to combat. You can only use one special ability per fight and time out of combat is required for recharge. Leveling also got more interesting as every 5 levels you can either pick another ability, upgrade an existing ability, or reduce your ability cooldown. Elite Psyons also have a chance to have special abilities, making them feel more special too. These special abilities include things like a mana shield (a protective barrier) and tunnel vision (making it far easier to hit targets at max combat distance, but harder to hit at close range). At the request of masochistic testers, activating a special ability is painful, with higher class abilities causing worse pain.
The engine now supports afflictions. (Only three are in my current developer build, but it is set up for easy expansion.) Afflictions are combat injuries/debuffs that linger even after combat concludes. Left untreated, they slowly get worse. Higher game difficulties result in more afflictions that advance faster. They can be healed only by praying at certain locations or with holy water that will be available for purchase at the Church of Milovana. This will be a new town location coming soon.
Many testers complained about long streaks of bad luck resulting in miss after miss or failed move after failed move. This is an issue with most skill-based RPGs, as flukes of bad luck are par for the course with random rolls. But I agree, they can be annoying and feel unrealistic. The combat engine now applies an ever increasing advantage with each failed attack and move attempt, making particularly long streaks of failure very improbable. The extent of this aid is now a game setting raging from very minor to very substantial. How much aid your enemy receives is also based on this game setting and also on game difficulty.
The biggest addition of all comes in the form of escort quest support and companions. I've long dreamed of adding this to LOTP, but honestly, the difficulty of getting something that complex to work within the limits of Eos was a bit intimidating. But after all of those upgrades, I wasn't going to stop just shy of my dream game, so I rolled up my sleeves and got it done. Penelope (the girl in the well tunnels) is now totally redesigned (with much more interesting dialog and interactions) and now escorting her out of the tunnels is a third option for quest completion! When traveling with an escort, you are not allowed to use teleportation potions. You can interact with your escort both in and out of combat. For example, you can ask Penelope to heal you during a fight. Escorts will also offer banter from time to time, and even comment on specific locations of interest. You will be able to have one escort and one companion (for hire) at a time. The companion code is basically the same as the escort code, except teleportation is not restricted. Although the engine is ready to go with support for companions, writing them will take some time, so they probably won't be in the next update.
As a side note, I added a new quest involving Penelope getting locked in a chastity belt after you rescue her. The original Penelope felt underdeveloped, and not seeing her in town after such a hard quest felt shallow. She'll be getting bathhouse scenes and so forth.
I've made other improvements too, but I'll leave it at that for now. Just wanted to give a quick progress summary as I haven't posted for a while.
(Again for emphasis, this is for the NEXT major release, hopefully around the end of April.)
Last edited by nocnoc on Tue Mar 28, 2023 11:23 pm, edited 1 time in total.
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cpunk3030
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@nocnoc OMG THANK YOU!!! I had some battles last for what seemed like forever with my Rogue or Mage characters just wiffing almost every attack. Great quality of life update, keep it up!nocnoc wrote: Mon Mar 27, 2023 11:53 pm [...]
Many testers complained about long streaks of bad luck resulting in miss after miss or failed move after failed move. This is an issue with most skill-based RPGs, as flukes of bad luck are par for the course with random rolls. But I agree, they can be annoying and feel unrealistic. The combat engine now applies an ever increasing advantage with each failed attack and move attempt, making particularly long streaks of failure very improbable. The extent of this aid is now a game setting raging from very minor to very substantial. How much aid your enemy receives is also based on this game setting and also on game difficulty.
[...]
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
I hope to have V0.11.0 out around April 20th, plus or minus a day or two. I wanted to give a heads up as, like most major updates, it will break existing save data. As a quick summary, the main changes include several updates to the combat engine (including special abilities, lingering afflictions and escort/companion support), A redesigned and expanded Penelope (girl in the well tunnels), and a new major romanceable and ranged combat trainer NPC named Amber. Other things too, but those are the biggest updates. There will probably be a minor update a week or so after the major release to fill in some encounters that I may not have time to get to.
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
I have also experienced the "bad luck" and had to resort to close-range fisting (pun intended lol) but then you get into spree of bad luck trying to close range and she keeps escaping.
Anyway, I played a bit around graveyard and died there in some hole, did not find any other issues. As I am not really crazy about cartoons, I hoped for more real girls in psyons encounters, but in all encounters I always had 3 pictures of same girl.
Anyway, I played a bit around graveyard and died there in some hole, did not find any other issues. As I am not really crazy about cartoons, I hoped for more real girls in psyons encounters, but in all encounters I always had 3 pictures of same girl.
My estim creations: https://mega.nz/folder/73pxmBBQ#X6ylDzRafzTt9wanZ0dacw
And in E-Stim Index: viewtopic.php?t=27090
Try creating your own estims with my restim script generator!
And in E-Stim Index: viewtopic.php?t=27090
Try creating your own estims with my restim script generator!
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