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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Fri Dec 24, 2021 4:19 am
by nocnoc
So I actually have some good news to report on game development. As anyone following this thread knows, a combination of burnout and job-related workload hampered progress. Lately, that workload has subsided (just a bit) and I've been feeling very nostalgic about the game. I waited to post until I was finally able to get the new battle stance system implemented to my satisfaction. I am pleased to report that this particular hurdle has now been met and I am very happy with the way it turned out.
I don't want to push an update for this one addition though. I want to make a bit more progress before I do so. (Plus the next update will break save files.) I am also about 50% finished with implementing a huge refactor that will allow storage of unequipped weapons, spells and equipment (like armor and rings). You'll be free to swap them in and out of active and stored slots while not in combat. You can also sell from the storage. This will allow for much greater variety of game play and will also allow class restricted items (such as rings for warriors) to be collected and later sold at vendors. (Prior, class restricted items were removed from enemy and chest drops, because there was no inventory storage for such things.) This has been a crazy amount of work, as the original game engine simply wasn't designed for it. Nonetheless, progress has been smooth and I'm feeling positive about the project once more.
I will also be implementing some new ideas with respect to the naughty psyonic projections based on previous feedback. Just please keep in mind that this project is and will remain an old-school RPG with TAD and eStim elements, not the other way around.
I'll post more about all three of these things in the near future if I continue to make headway. I'll also be giving out links to the closed pre-alpha for anyone new that might want to join in. Please don't message me about that just yet though. I'll post when I'm ready to push the update. The link will remain the same for those of you that helped out before.
Happy holidays to an awesome community. Stay safe.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Sat Dec 25, 2021 1:59 am
by RemiHiyama
Glad to hear you're still at this. Honestly, I suspect it's not going to be the sort of content I'm interested in, but the sheer scope is astonishing, and I appreciate that.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Sat Dec 25, 2021 9:28 pm
by CumScream
RemiHiyama wrote: Sat Dec 25, 2021 1:59 am
Glad to hear you're still at this. Honestly, I suspect it's
definitely going to be the sort of content I'm interested in, but the sheer scope is astonishing, and I appreciate that.
---
Signature
Auto: Replaces selected instances of the word "not" with the word "definitely".
Edited in context...
nocnoc wrote: Fri Dec 24, 2021 4:19 am
...progress has been smooth and I'm feeling positive about the project once more.
This sounds awesome!
Look forward to seeing it in action...
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Sat Dec 25, 2021 11:47 pm
by RemiHiyama
CumScream wrote: Sat Dec 25, 2021 9:28 pmEdited in context...
'selected'. :p
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Sun Dec 26, 2021 3:49 pm
by BamaSwitch
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Wed Dec 29, 2021 2:11 pm
by nocnoc
Progress continues nicely. The second of the three major updates for the next release (stored inventory for inactive weapons, spells and equipment) is now complete and I'm just doing some testing on it today. I've also started the third component of the next release related to xxx pics and combat banter. I think all the kinksters out there (wait... I guess that is most of us) will really like the new content and how it works. I'll post more details with the version release notes as I have done in the past.
Pre-alpha 0.05 should be pushed out within a week or so, unless I find any major bugs in the new storage system. I'm hoping to get some help in testing this thoroughly... swapping attacks and gear in and out of storage, making sure buffs get applied and removed properly, no duplication etc. The code for four of the six shops required major overhauls and the engine itself needed substantial alteration, so there could certainly be some bugs to uncover.
I'd love to recruit another round of alpha testers. Feel free to message me for a link that I will send you once I push V0.05. Last time I limited the number of testers, but at this point, more is probably better. Additionally, with the public beta still likely a long time away, I'd like those that wish to see what the game has to offer to have a chance to do so. It is a project of very large scope with many many hours of content to enjoy already. Keep in mind, some content is buried in quests that only trigger for certain classes, or at certain levels or if certain other conditions are met and so forth. Also, some areas such as the tunnels under the wishing well, require some doings to access. If any new players are interested, it would be very valuable if I got some gaming logs in which users document there journey through the big and growing world as well as major decisions such as... Played as warrior, Started quest x and y, bought a shield before venturing into the graveyard... etc.
So if you are interested in receiving the link upon the next update, please message me with alpha-test in the subject. (Former testers can still use the old link.) If you know anyone else that might be interested, please send them my way. I wish everyone a happy new year. Back to work on the project...

Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Sat Jan 01, 2022 4:26 pm
by nocnoc
I wanted to bring in the new year with a bang. V0.05 is now live via private link. This had been my intended release date all along, but I did not want to state that in case it took longer than anticipated to iron out the bugs of what turned out to be a fairly substantial update. (Detailed release notes below.) I am so happy t o be back to work on the project after nearly a year without updates. I hope there is still support and interest in my efforts. Community interest helps to keep me motivated. It is understandable if many thought the project was dead. Please help spread the word that Legend of the Psyons is now back under active development. (I'm already working on V0.06.) I need to recruit new alpha testers so please send interested parties my way. Just message me if you'd like the private link to the game and post feedback, bugs and so forth here or via private message if you are shy. The game is worthy of playing even without eStim. I sometimes play it that way myself.
Pre-Alpha V0.05 Release Notes:
Current State: (Much more content coming!)
- Tens of thousands of lines of code
- 3 Very distinct playable classes
- 18 Quests (Many are multi-part and a few are class specific. A few of these can only be started and not yet completed.)
- 11 Enemies (7 regular, 2 single-star elites, 2 double-star elite minibosses)
- 4 Zones (Domitrix Capital (half finished), Graveyard and Crypts (completed), Hidden Tunnels (completed), and Cathedral (just started))
- 61 General inventory items
- 31 Weapons and spells of five tier qualities (many with special effects and enchantments)
- 36 Pieces of equipment (Armors, shields, necklaces and rings to boost your character's stats)
- 37 Potions (Bring dynamic and interesting strategies to the battle field.)
Major Updates for 0.05:
* New inventory storage system for unequipped attacks and equipment: This enhances the game in many ways. Prior, the player was limited to four attack slots (not including the special attack) and one slot for each equipment type. If new items were purchased or looted, the previous item had to be overwritten. Also, class restricted items such as rings for warriors were fully eliminated from shops and loot as they could not be stored. Now a warrior can find a ring, store it and sell it to a vendor. Also, one can keep a wide variety of attacks and gear in their inventory storage so that items can be swapped out on the fly in the field when not in combat. For example, when in a zone with undead that are vulnerable to fire, a mage may wish to equip more fire spells from their storage. One can also see the sorts of gear that the other classes can equip. This really adds a lot to the game and was hard to implement because the original game engine was not designed for it. This needs a lot of testing.
* Combat stances: After one failed attempt that never got released, the new combat stance system adds just a bit more strategy to combat in a way that is seamless and unobtrusive. When not playing in hard mode, it is of modest enough impact to be largely ignored if desired. Stances can be neutral, offensive, or defensive. Offensive gives a percentile bonus to damage while defensive gives a percentile bonus to damage reduction. The bonus percentile is determined by two new stats and are class specific. For example, the warrior has a default defensive stance bonus of 8% and a bonus offensive stance bonus of 2%. Dexterity is used to determine if the desired starting stance is taken when combat begins. Once broken, a stance can not be reinstated for the rest of the battle. Any hit has a small chance to break a stance, but critical hits are much more likely to do so. Equipment enchantments have been added such that some gear can increase the stance bonuses. There is also a new weapon enchantment (stance breaking) that increases the odds to break a stance. The AI and enemy data has this system fully incorporated as well. This adds to the distinct nature of each enemy type. For example, an enemy with a shield may have a particularly strong defensive stance that you'll want to break as soon as possible.
* Major overhaul of XXX psyonic projection system, fetishes and combat banter: Prior, all psyons made use of player "tease memories" to distract attention from combat that consisted of 5 fairly tame R to X rated pictures of a specific model in various states of undress. Taking feedback from previous releases and wanting to make elite Psyons feel more special, the new system will work as follows. Regular (non-elite) Psyons will still use a single female model with R to X-rated picture system, but higher level regular enemies (those likely coming in the next update) will get larger galleries. Level one elite Psyons now have a gallery of at least 10 XXX pictures focused on a particular theme or fetish as opposed to a single model. For example, the elite necromancer now projects images of lesbian anal fisting. Level two elite Psyons (mini-bosses) feature at least 15 XXX pictures themed around femdom to really break the player's will to fight. The idea here is that elite enemies can probe the player's mind more deeply for "repressed" memories and fetishes. This changed the play of the game in my testing more than I expected! There are still no level three elite full bosses, but one will be in the Cathedral with the next update. The level two elites already feature a unique pre-combat dialog exchange that can have real impacts on both the battle and quests, and level three elites are going to have something even more special. More about that for the next update! This new gallery system also comes with vastly expanded and enhanced combat banter. Both in terms of "thought bubbles" and Psyon chatter (for monsters that speak). All galleries are now tagged with themes that the engine uses to determine content specific banter. Again, this added more to the experience than I expected. For example, while displaying images of lesbian anal fisting, a Psyon may have something to say like, "Imagine what may happen after I defeat you. Perhaps I'll shove my fist up your ass since you seem so fond of the notion." Or perhaps the player has a thought such as, "I hope my ass never gets fisted... wait, how can I be thinking of this when locked in mortal combat?" I also generally made the elite Psyons more talkative and gave them more things to say.
* Greatly increased Mya's tips and rumors: There are nearly 100 now. The purpose of this is to teach the player some of the game mechanics in a more immersive way, as I know that not everyone will have the patience to read through the huge (still only half finished) manual. She will now give up to 5 tips per meeting (increased from 3) and will also sometimes volunteer a tip when greeting the player.
* Increased Mya's gift options and added a new punishment: Mya is currently one of three "romanceable" characters. (There may eventually be two more.) As such, she needs to be developed more than average NPCs. The number of items that you can bring to her as gifts has been increased and one item that she deems an inappropriate gift can lead to a new context specific kinky punishment.
Smaller Updates:
* The Queen now has specific dialog for a warrior wearing Dominique's toilet slave collar. This will be greatly expanded in the future.
* Fixed strength and empower potions. These were not applying their buffs properly for the player nor the Psyons. They both now work as intended.
* Reduced the action point cost of potion use to make them more viable in combat. (Can be reduced further with a unique boon that the player can acquire.) (More boons coming soon.) The enemy AI for potion use was also slightly enhanced.
* Fixed a few typos as always.
Next on the to do list:
I'll be focused more on content with the next release. I want to finish the cathedral and the private quarters in the palace. I'll be working on more enemies, including the first level 3 elite boss that will feature very special pre-combat content. I may implement a strength-based encumbrance system to pair with the new storage system, but it will be generous and low-penalty. Collecting lots of stuff is fun.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Sun Jan 02, 2022 1:20 am
by Kaelis
Damn, thats an impressive list of changes!
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Tue Jan 04, 2022 1:31 am
by estimfun
Took a tour last night after reviewing most of the doc. Will take some time to get the hang of the game mechanics based on my limited gaming experience and availability of dedicated stim time. No functional issues (other than user error / learning curve) but did find some SubMenus that were not populated in the doc area:
Thefts & Stealths
Inventory & Vendors
Exploration
Quests
As to publicizing the game's existence, I belong to a Skype stim group. I can check with the moderator to see if publicizing there is permitted.
Immense amount of work you have invested... Thanks
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Wed Jan 05, 2022 1:36 am
by nocnoc
We have about three dozen people testing the game now. I wouldn't mind getting even more on board actually. Hopefully this team can hunt down bugs, typos and provide me some feedback and ideas. Private messages are great (and fine if you are shy), but posting here helps other testers to stay up to speed.
I did a long 7 hour no-cheat playthrough as a warrior to level 6 completing about two thirds of the quests yesterday. I used that experience to make a few adjustments. By the way, do the alpha testers need me to post instructions on how the cheat console works?
Pushed a small update (V0.05 to V0.051) with a few bug fixes and a few minor tweaks. This should not break V0.05 save files. The game will analyze and try to inform you of incompatibility risks for non-matching versions.
V0.051 Release Notes:
Bug Fixes:
* Fixed a duplication glitch when enchanting necklaces and rings. When enchanting these items at Jade's shop, a dupe of the unenchanted item was placed in storage. This is fixed. I hate dupe bugs. Please help me track any of these down.
* Upon completing Shurul's quest to find Hildra's whetstone, she was supposed to then be able to sharpen bladed weapons better. This was not taking effect properly. It now works as intended.
* Shurul has a special greeting check in which she increases disposition and comments when the player meets certain strength and combat requirements. She is only supposed to be impressed by this once. This was bugged such that she'd keep repeating that on each greeting and quickly maxing disposition. This is fixed (but untested).
* There was a Goddess Milovana meeting on level up in which she would incorrectly comment on the player having repaired the wishing well even though it was still broken. This is fixed.
* The DOT (Damage over time) text for the player's combat transition stage was not displaying properly. Now it does.
* Fixed rogue and mage being unable to take Hildra's shield (into storage). This was an accidental holdover from previous version in which there was no such storage. This is fixed.
* The dialog text with the mysterious woman that can eventually appear north of the well was unintentionally unable to be advanced quickly via mouse click. This is fixed. All dialog should be able to be advanced via mouse click. If you find any that is not, please let me know.
Tweaks:
* The cost and chances for better effects for ring and necklace enchantments now depend on quality tier as well as level. (It used to be just level.)
* Increased the time for "cleaning" tasks for Dominique and Lia.
* Improved text clarity and commas and spacing for the display of attacks and equipment. For example, weapon damage now reads "Dmg: 2-5" instead of "D2-5" and shield damage reduction now reads "Dmg Reduction: 30%" instead of "D 30%". The abbreviations really didn't save a lot of text and made it too hard to understand for beginners.
* Reduced plague liche's life drain attack. It was overpowered for the level even for an elite.
* Improved drop rates a bit for the two mini bosses.
Thank you to everyone helping out with the testing. I hope you are also having fun. I look forward to hearing from you.
P. S. I just realized I misspelled whetstone as wet stone in the game. I'll fix that in next update lol.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Wed Jan 05, 2022 9:36 am
by DarkPassenger
First I have to say I'm really impressed, I had no idea you could so such complex games in EOS! I've played without estim so far, and as a RPG player I feel at home. I will probably play a few hours like that to feel how the game works before trying with estim,
I'll try and give a more detailed feedback after some play (I can only play about half an hour per day currently....) but I may have found a potential exploit.
It will probably not be exploitable when it won't be possible to save the game at any point, but still it may be worthwhile to have a look.
So just at the beginning, after I was done with Queen Jenyla, got my first quest, some money and teleport potions, I suddenly had to so something else, so I saved the game.
Later I opened the tease again and reloaded the game. I went through the whole dialog with the queen again, but most interestingly I got again some gold and teleport potions. So I had double the money (first round 55, second round 80, total 135) and 6 teleport potions. The "Popping My Combat Cherry" quest appeared twice in my quests list, and I had to kill only two Psyons to complete both quests. I didn't notice if I got twice the quests rewards or not.
So it could be a generic exploit if you can save your game just after you got something and then replaying the same dialog after reloading.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Wed Jan 05, 2022 11:02 am
by nocnoc
DarkPassenger wrote: Wed Jan 05, 2022 9:36 am
So it could be a generic exploit if you can save your game just after you got something and then replaying the same dialog after reloading.
Good find. I'll have to look into this a bit and also ponder if it will be an exploit once you can not save from any location. Thank you.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Wed Jan 05, 2022 11:33 pm
by nocnoc
nocnoc wrote: Wed Jan 05, 2022 11:02 am
DarkPassenger wrote: Wed Jan 05, 2022 9:36 am
So it could be a generic exploit if you can save your game just after you got something and then replaying the same dialog after reloading.
Good find. I'll have to look into this a bit and also ponder if it will be an exploit once you can not save from any location. Thank you.
I looked into this save exploit. It is not generic at all. In fact, it is so specific it is rather remarkable that you found it. Well done! One had to save the game after being given the starting gold and potions, but before leaving the starting room. Then the game had to be loaded from the starting screen (reset the game). If just loaded from the game menu, the exploit would not trigger.
I fixed this, but I won't push it out until the next update, as it will break existing saves. The Queen's chamber was the very first room that I ever created in the game. When starting out, I was experimenting with different ways to get the Eos pages to interact with my javascript game engine. The way I did the storage of the state of a location was different here than what I later settled on and I created the Queen's room before saving the game was even an option. I had thought that removing the menu during the dialog prevented any exploits, but I was wrong.
Even though I'm fairly sure no similar exploit should be possible with other introductions and quest submissions, please continue to check for these. It is always best to thoroughly test as they say. In the final game, free saves will be restricted to the temple, but players will be able to save via consumable time crystals whenever the side menu allows access to the current cheat save.
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Thu Jan 06, 2022 4:07 pm
by zo13ster
I was testing some last Sunday, but did not get to write feedback. Here it is:
This game is amazing and I love it!
I want to spend every free second in it. I do hope to get more stimming time, to try it out further.
I was playing a warrior with an ET312 and the different pleasure patterns have a wide range of intensity even within the main city, but more noticeable during combat. My Stereo-Stim device should be ready tomorrow, so I'll test it again to see, if I can narrow down the difference.
I find the navigation a bit confusing an cumbersome. Here are 3 suggestions how - I think - it could be improved:
1. Change the displayed position to from XYZ to W/E, S/N, U/D
2. Give a quick overview what is which direction additionally to the text. Ideal on the button. Like "S: Temple", "E:Market street"
3. Remember which sub-menu the player was in, so you can look a lot of things in a row or travel with just one click instead of two.
Feel free to reach out, if you have questions, and thank you for all this work! I'll keep testing!
Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting
Posted: Thu Jan 06, 2022 8:33 pm
by 19Hellothere83
I know I come late to the party. Is there any chance I can help to test the game....
I own a self made stereo stimming device