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

Posted: Mon Apr 18, 2022 4:10 am
by FatherDarkness
Finally had a solid bit of time to do a play through. There are a few spelling and grammar things that I don't fully remember. I will try to keep track next time to be able to give feedback. Current thoughts on my Rogue playthrough:

1) DOT effects are fairly OP as they get applied at the start of the player's turn AND the start of the enemy turn (this also makes them burn through 2 turns worth, making it very difficult to build up DOT effects). It would make more sense to me to have the DOT apply to the player at the start of the player's turn and to the enemy at the start of the enemy's turn (or end, whichever makes more sense to you). This would allow for less immediate impact of DOT to make it a little more over time...

2) Angels and Demons: Very good game, with a good mix of strategy and luck, but very difficult to win with the 5 point starting difference. I don't think the 5 points is needed. Another option is to scale the handicap based on how much gold you wager at the start (0->2->5) to scale the difficulty of the game a bit.

3) Ravens are quite difficult to catch in the early game, especially if you play anything other than a rogue.

4) Power crystals - maybe I just had bad luck, but when I was broke in the early game there were large power crystals available for like, 1900 gold (which is way beyond what I had). By the time I accumulated enough to buy a large power crystal the only ones that showed up in the shop were small ones. Perhaps scale the probability of size of crystal on level to some degree?

5) Maybe have an IRL timer when your light source goes out (even a second) to reduce misclicks. A few times when exploring crypts the light would go out right when I was going to do something and I didn't even have a chance to see the screen before I was unintentionally stumbling in the dark.

6) I solved the riddle in the well and was told that I was going to be getting a bow, but that didn't actually happen. (I thought I had read something about it being implemented a while back)

7) Moving the statue in the eternal flame cathedral. Obvs didn't have enough strength playing rogue, found the switch that was supposed to do something, but couldn't find anything that would actually make that statue move.

8) In the tavern the instrument is a "Lute" (loot = treasure, lute = instrument)

It is pretty amazing what you have managed to do with gameplay and worldbuilding within Eos.

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

Posted: Mon Apr 18, 2022 8:58 pm
by nocnoc
@fatherdarkness I like most of the suggestions. Ravens will be made easier in the next update for sure. The crystals are currently just random, but I was already thinking about making the higher level ones only an option as you level up. I need to get more feedback on Angels and Demons. I like the idea about making the advantage based on amount. I also don't want gold to be too easy to win. About the bow... yes, you should have received it after the scale puzzle and the golem riddle after some dialog from the door. Was it perhaps interrupted by random combat? Combat was supposed to be turned off during that sequence, but perhaps it was an oversight.

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

Posted: Mon Apr 25, 2022 7:52 pm
by nocnoc
Here are some important updates on some plans moving forward:

All testers (that contacted me) agreed that switching to anime-styled art for the romanceable characters would be adventageous, as it will allow for hundreds of pictures to be included for each of the NPCs as well as pictures of interactions between them. It will really open up a lot of interesting possibilities and more complex and branching plots.

Dominique, Mya, and Queen Jenyla will become secondary romanceables (and the Goddess too via a hidden mechanic during your interactions with her.) All of their content will remain, and will likely be expanded, just not to the extent as the primary romanceables. I want these to be very deep relationships. There will be four primary romanceable NPCs. Two in the library (Kendall, the head librarian and Jean, her new assistant), Aqau, who will first be encountered around level 3 outside of the palace, and Princess Ember (the Queen's daughter) that you will meet via a quest around level 7 in the forest. Each will have both a public disposition as well as a hidden dominance/submission mechanic. Three of them have a preferred class, but in theory, any class can romance any of the four, but it will be more difficult. There will be at least some class specific content and dialog to give more replay value. You will be able to influence their disposition and dominance via dialog, quests, gifts and other actions. Both variables will effect interactions with you, but their dominance will effect how the relationships between Kendal and Jean, and between Aqua and Princess Ember will unfold. There will be pathways that involve vanilla and bdsm scenes with those women and/or yourself and/or a few other NPCs that will add some variety. Basically, with all of the slaves gone, some of the women will start to try to dominate each other, even though it is illegal to do so. This will be increasingly the case as time goes by, but you will be able to through gasoline or water on that fire via your choices and actions.

Random encounters will play an increasing roll as you reach higher levels. They will depend on chance, your level, your class and your relationship status with the various NPCs, and in a few cases, quests and quest choices. The three big hot spots for these encounters will be the tavern, the public bathhouse that will be placed behind the brothel, and the palace dungeon. There will be other less common hot spots around town. One question I have for testers is if they would like (on a very rare occasion) for encounters to occur outside the town, like in the graveyard or the upcoming forest to the north. I have mixed feeling myself. On one hand, it would help to mix things up a bit, especially for the big procedurally generated zones, but it may also be nice to keep all of the drama and romance in town and the zones focused on more traditional RPG quests and combat.

The last few weeks were roughly divided into collecting nearly a thousand images for the above plans, outlining the story plot for the next few updates, and starting to code for the next update. Thus far, I've been working mostly on the library and Kendall and Jean. For those that have a foot fetish, playing as a mage will allow for a pretty hot scene when you first visit Kendall's office. It will probably be a couple of months for the 0.8 release, but it will be a big one. I feel like I have more energy and excitement for the project than ever before, as it is really coming together now. It also looks like I will have a huge amount of time this summer to work on it.

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

Posted: Mon May 09, 2022 9:09 pm
by nocnoc
I've been asked by quite a few testers for an update on progress and an ETA on the next release update (V0.8.0), so I figured I would make a general post instead of individual replies for these general inquiries. I'll try to post an update every other week or so for those that are interested. As always, I welcome feedback on these plans, suggestions and even requests. Just know that I can't implement every suggestion, but I find them all valuable and thank those that take the time to try to improve the game.

Because of the massive scope of the next update (see below and my previous post), I ask for your patience. At the earliest, it will be out towards the end of June, if not into July.

My main focus the past few weeks has been on the implementation of much more in depth romanceable NPCs (four planned) and random encounters with the citizens of Milovana.

I have gathered and organized hundreds of pictures for each of the four anime-styled romanceables. This was a monumental amount of work, as I try to be selective about the pictures. Combined with an outlined story and character backgrounds, I'm in a good position to start cranking out their content, with a focus on the two librarians for the next release.

The main game engine required an expansion to deal with NPCs that could easily move around. Previously, it was designed to link an NPC to a specific location. I want them to be able to be thrown in the palace dungeon if you report their unlawful activity, encountered drunk in the pub or bathing in the brothel bathhouse and so forth. At first, I was trying to get this to work with the existing code, but it quickly got a chewing gum and duct tape vibe, and so I paused and did the proper overhauls. I also had to write a bunch of functions to deal with the new dominance trait that some new NPCs will get, as mentioned in a previous post. Anyway, all of this work is complete and fairly well tested.

I keep expanding the cheat options to try to increase my testing efficiency, but the complexity of the new characters will require a small army to fully test. The combinatorial explosion when dealing with previous dialog choices, disposition, dominance and so forth means I can not test it all. As a small example, I spent eight hours yesterday writing an elaborate tease and denial session that can trigger with Kendall (the head librarian) if her disposition towards you is good, her dominance is very high, and you give her the right sort of gift. I'm guessing that 90% of players will not trigger it, but I like to include such things to enhance replay value and to make the world feel alive and responsive to your actions. I really liked the way the scene came together. You have quite a bit of control of how it unfolds. For example, she may say that if you want to see her tits, you have to either stroke faster or stroke harder. You can then opt for either choice, or neither, and yes, the eStim responds accordingly. I made some new eStim files just for her. The number of scenes and interactions with the anime romanceables (made possible by the extensive artwork that I was able to find online for those girls) will be substantial. I even paid for some subscriptions to some of the anime sites to help collect the required art assets.

I plan to up the kink a bit by having naughty inventory items play an increasing role in the game. The right gift may unlock a special scene as mentioned above, or perhaps you'll be having sex with a romanceable and a certain branching scene option will only appear if you have a particular sex toy in your inventory. The new romanceables are getting a very complex gifting system. You can potentially give them just about anything and they respond in very complex ways. For example, giving lace panties to an NPC that you barely know may result in a different outcome than gifting them after a relationship has been established. Giving a butt plug to an NPC with high dominance may have a very different outcome than doing so after whittling away at her confidence through dialog and quest options and the like. Remember that the new dominance system will also impact relationships and scenes between the NPCs, not just you. I am very excited about all of this. My energy level remains high.

I rewrote a bit of the existing content to reflect an unfolding story line involving the Vox. They will eventually tie into the main quest, but I won't spoil it here. I added a fourth knowledge quest related to them. You can now turn in the Knowledge quests to Kendall. By "now", I mean in the next release update. :-P

Thanks again to all of my testers. If you know anyone else that may want to help, please have them message me. Take care.

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

Posted: Tue Jun 14, 2022 9:48 pm
by nocnoc
Hello everyone. I just wanted to provide a quick update on Legend of the Psyons development, as I haven't posted in a while. The past few weeks have been a bit busy at work, so I've only been able to put in a few hours of development here and there. There has been some progress though, and I'm ramping up to be able to work more or less full time on it through July and much of August, perhaps 30 to 40 hours per week. I won't be able to work on it during a few weeks of vacationing, but outside of that, it will be my highest priority for the summer. I'm a bit behind right now, but V0.8.0 should still be out in July. My best current estimate is that it will probably be more towards the end of July.

For the past few weeks I've been focusing on the library, especially Kendall, the head librarian. She is by far the most complex character in the game and I've only just begun. The new dominance characteristic combined with the previous disposition characteristic is resulting in a ton of writing, scripting and art being required just for this one character, but I think it will be worth it in the end. There is probably literally a small book worth of dialog in the game at this point. Much of her content may require the use of cheats to see until additional zones and quests are added, as it takes quite some time to influence her dominance and disposition in order to unlock her content, and because of the way the system works, multiple playthroughs with various options will have to be explored to see it all. For example, she has five or six different punishments (depending on those stats) that she will give you if you anger her and variations on most of these for repeat offenders. I wrote some custom sound (eStim) files for both her punishment and pleasure scenes and built a cool hidden chamber under her office linked to a new quest that will feature three major endings and outcomes.

I'm working on getting Jean, her assistant, started this week. Hopefully, in July I can focus more on the random encounters (I am very excited about this and have many ideas) and the next zone, the forest north of the city. Feel free to let me know if you'd rather I focus a bit more on the new zone or the random town encounters or aim for an even split.

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

Posted: Wed Jun 15, 2022 9:14 am
by Jackall
Glad to see this is still going. keep it up and have fun with it :)

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

Posted: Fri Jun 17, 2022 1:16 pm
by ILuvPlanes208
Nocnoc, few quick gameplay questions. In reference to the well, are there 3 coins or 4? The inscription on the well includes 4 colors, but I have only located three coins. Also, once you throw them in incorrectly, they seem gone forever? I understand you throw the corresponding coin in with the correct wish? So it’s not necessary to toss them in in the order given in inscription? I ask because I have yet to have anything happen when I have tried.

The maze inside the well, when at what I would call the end of maze to the right where you’re nearly in the center of the entire map and end up in the vault, I cannot for the life of my get the coffins to unlocked. I’ve tried levers in other rooms and returning to that vault with no avail.

You are given a quest by Scarlett? I can’t remember if it’s her or her sister in reference to a “spell” (I cannot remember the phrasing used) that is in the cathedral. If that makes any sense. Is that in gameplay yet, I have been unable to locate it in the cathedral and I have completed all other quests available in there.

I’m just trying to squeeze out all the gameplay possible waiting for the next update. Great game! I love it! Can’t wait for me! Keep up the amazing work!

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

Posted: Fri Jun 17, 2022 8:15 pm
by nocnoc
@ ILuvPlanes... Spoilers...

For the well: It is meant to be very hard to figure out. First you have to activate it by finding the small gear in the waterwheel room and fixing the large gear mechanism at the end of the maze tunnels. When you return to the well for the first time after that, you will note a strange energy in the air. Then you must throw in a coin and make a wish that corresponds to that color, as hinted at in the inscription. For example... "green with envy", or however it was worded, is a hint that green lets you wish for wealth. There are four types of wishing coins. Some are in set locations, some are random, and most require a hard sneak check to spot, thus leveling sneak will help you spot them more often. A green coin is in the river outside the palace for example, but you won't see it every time you look at the river, and the game engine prevents "look spamming". They will become a bit more common in harder zones that will come in future updates. Elites also have a tiny chance to drop them. A few coins have been added around town for V0.8.0 coming soon.

The maze is procedurally generated, so the vault rooms can be found in different locations with each playthrough. The locks are randomized as well. They can usually be unlocked via a lever behind the torch on the wall (in the same room) if you manage to spot the lever with a sneak check when you look at the torch. You then also have to be strong enough to push the lid. In the future, I may make it so that once you spot one lever, you can spot them all, as your character would then know to look there or perhaps one lever will unlock all of the coffers. If I have time, I'll work on that for V0.8.0.

The alchemical inscription quest provides a very nice boon for potion users. Look at the map in the library. There is a very hard sneak check to spot that something is written on the back of the map. (I had already realized I made that sneak check a bit too hard and I made it far easier in V0.8.0.) If you don't spot it, leave the room, wait a few minutes and try again or level up your sneak with a potion or something. Sneak serves as a perception skill amongst other things, so rogues will, in general, have an easier time with finding hidden things and so forth. You then need to find the translation notes from the keeper in her bedroom to translate the text. The quest for Miley, if that is the one you mean, requires you to retrieve the goddess blood behind the locked gate.

Don't forget that you can turn on game hints from the main menu that will drop various hints at specific locations.

I'm glad you are enjoying the game. Thank you for the help.

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

Posted: Wed Jun 29, 2022 11:41 am
by nocnoc
I now have a lot of free time to work on Legend of the Psyons. I'm still working on the first two major romanceable NPCs (Kendall and Jean). They have been very enjoyable to create and I'm excited to really get to work now in aims to release V0.8 some time in July. Using anime artwork for these two characters allows me to be a lot more creative with them using the plethora of available pictures. It makes them feel a lot more immersive. I am excited to see what people think about this direction. Because I have so much content planned for them, they won't be finished in the next update, but they will be fleshed out enough to get a sense of the new dominance trait. I just added a new cheat "console" command to advance game time. Combined with the new cheats for setting dominance levels and one to display the disposition and dominance for every NPC met has allowed me to test their content faster. Testing them won't be easy because of all the possibilities. Please let me know if you want to join the alpha testing.

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

Posted: Mon Jul 11, 2022 9:57 pm
by ILuvPlanes208
Not that it may matter now since you're hopefully almost completed with 8.0, but I did go back and check the room (the torch and everything else) and even raised my sneak to 75. No lever was ever found. I am curious if it may just have been a bug with the way the maze generated.

I can't wait for 8.0! Really hoping you'll have it out this week, since I have a bit of extra time on my hands to test it! As always, keep up the great work!

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

Posted: Tue Jul 12, 2022 7:14 pm
by nocnoc
I have been able to put in a lot of development time lately. I worked on the game for over 50 hours last week and plan to do about the same this week and next. With that said, Kendall and Jean (the two new anime romanceable NPCs) have taken more time to build-out to a functional base state than I anticipated. LOTP V0.8.0 will be out some time during the last week of July. I'd really like to at least start the forest zone for this update and I haven't gotten to that yet. The end of July is a hard deadline for me, so it will be pushed by the end of the month with as much progress as I can manage in this regard. The reason for that timeline is that I'll be taking an electronics-free vacation for the first two weeks of August. Then when I return, I'll fix any reported bugs and get started on the next update. I plan to work full time on the game throughout the second half of August.

I'll have extensive release notes when I push 0.8, but I'll briefly explain how complex Jean is. (Kendall is similar.) Jean's content already includes over 100 pictures of her. The new dominance trait basically means I am coding and writing for three personalities in one. It is more subtle than three states, but to simply, you can think of it as dominant Jean, neutral Jean and submissive Jean. You influence this with gifts (the romanceables have a very complex gifting system), dialog choices, and quests. She already features five sex scenes that can be unlocked in various ways that last from 10 to nearly 30 minutes each. And that isn't filler like "jerk off to a five minute timer". It is full of hundreds of lines of dialog and player choice interactions. I wrote ten new custom eStim files for these scenes, however I may reuse a few of them elsewhere later in the game. These scenes should be a welcome addition to players that wanted more traditional eStim tease content in the game, while it remains almost entirely optional. V0.9 will flesh out Kendall and Jean with more scenes, especially interactions between them and random town encounters. The game will remain about 80% femdom content, but as the world and vision is now really coming together, I see it also including about 10% lezdom, 5% vanilla sex and 5% maledom content. I'll explain the philosophy of the dynamic town and complex NPCs to serve as an interesting place to be between quests in the release notes.

I'm very happy with the way Jean and Kendall are developing. I haven't had this much fun writing and coding in quite some time!

Today, I'm putting the finishing touches on the second of two major quests (for now) that allow you to hugely influence the relationship between Kendall and Jean. Both quests have many options for completion and major game implications. The first quest involves some blackmail you can get on Kendall in a chamber hidden under her office. The second features a mission from Kendall to retrieve a very special (and forbidden) lezdom book from the cathedral library. If you opt to read the book, you can partake in a very long enchanted reading session that includes several dozen lezdom sketches and unique eStim and other consequences. I basically wrote a short book for this optional scene.

Because of the complex NPCs and quests, I'm having to spend about a quarter of my time testing. However, I recently added two new cheats that have sped this up considerably. One cheat allows you to advance game time and the other can run any line of valid javascript to view and manipulate game data while the game is running. As usual, alpha testers can use the cheat "console", but knowledge of the engine is required to really make use of the later. If I have time, I'll post some info on some of the more important game data if some of the more technologically-inclined testers so desire.

For those that want to help test 0.8, send me a message. I'll get back to you in a couple of weeks with a link. The game will automatically update for those that already have the link. Existing save game data will break at that time.

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

Posted: Wed Jul 13, 2022 11:32 am
by nocnoc
@ ILuvPlanes... Spoilers...

Yes, the next update makes the lever just a bit easier to find and more importantly, one lever unlocks all of the coffers in all of the rooms.

Even with a sneak level of 75, the levers were hard enough to spot that you had about a 30% chance to fail the perception check. And here is probably what happened. (Good to know for future testing.) There is a mechanic in the game meant to prevent "look spamming". Let's say that the player's sneak gave them a 10% chance to spot a hidden coin when they search a bed. If the player could just continuously click "search bed" over and over, then even very low perception checks could be spammed until successful. It would also be awful for players to feel compelled to look at every item in a room dozens of times. Basically, the low sneak level in this case was meant to produce the consequence of the player not getting the coin. Perhaps when they come back with a higher sneak or maybe on their next playthrough, they will find the coin. (Some items are randomly placed around the world anyway.) The way the spam prevention works is that every time the player rolls a perception sneak check (some are instigated by the player, other occur silently in the background) a perception penalty counter is increased. That value exponentially reduces the chances of passing a perception roll. The counter reduces slowly with the passage of time and quickly every time the player travels.

Update: I was just testing the new code and I realized that there was a 50% chance for there to be no lever at all. I totally forgot about that. This would render (in V0.7) some of the coffers unable to be unlocked. I don't think I intended that. The chances of there being no lever will be reduce in the update.

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

Posted: Mon Jul 25, 2022 3:00 pm
by nocnoc
I'm working all day today and tomorrow to release the update for Legend of the Psyons, probably Tuesday night or Wednesday morning. (Mostly working on the bathhouse.) I'm excited to get feedback on the new girls that are way more complex than the other NPCs and feature hundreds of interactive pictures. With all the work in the town, I wasn't able to get to the new forest zone, which will be a level 7-9 procedurally generated zone north of the city. I will certainly focus on the forest zone in the following update for late August or early September.

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

Posted: Wed Jul 27, 2022 6:50 am
by nocnoc
Version 0.8.0 (pre-alpha) is now live on the tester link. I won't have time to write up the detailed release notes for another day or so. Here is the quick and dirty version. This is a huge update, including three new major characters (anime girls that are far more complex than any former NPCs) with hundreds of pictures between them. They have altering greetings, punishments, unlockable scenes based on quest choices, dialog choices, player level, gifting and so forth. The update includes fifteen new custom eStim files (primarily in the special scenes for the new NPCs), several new quests that are the most complex thus far with many branching options and paths that really influence the characters and the world. One of the quests includes a mini illustrated lezdom book that you get to read, several new areas including the palace dungeon, the Great Library (multiple rooms), the bathhouse, and the brothel. The brothel does not yet include the working girls, but Miko, the owner has a long and detailed intro and many unlockable scenes. There is a major new game mechanic involving hygiene, several powerful new cheat "console" commands and so much more.

Keep in mind, much of the new content is considered mid-game and will take a while to see and unlock. It will also take many playthroughs with different choices and classes to see it all, very much by design.

I was unable to test and proofread the most recent code and dialog to my usual standards. I've been a bit busy getting ready for a long vacation. Please let me know if there are any game-breaking bugs and I'll try my best to fix them before I leave.

There are far too many branching options for me to test them all now, even with the cheats. If you'd like to help with testing, please message me for a private link.

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

Posted: Wed Jul 27, 2022 3:54 pm
by throwawayacct
nocnoc wrote: Wed Jul 27, 2022 6:50 am Version 0.8.0 (pre-alpha) is now live on the tester link. I won't have time to write up the detailed release notes for another day or so. Here is the quick and dirty version. This is a huge update, including three new major characters (anime girls that are far more complex than any former NPCs) with hundreds of pictures between them. They have altering greetings, punishments, unlockable scenes based on quest choices, dialog choices, player level, gifting and so forth. The update includes fifteen new custom eStim files (primarily in the special scenes for the new NPCs), several new quests that are the most complex thus far with many branching options and paths that really influence the characters and the world. One of the quests includes a mini illustrated lezdom book that you get to read, several new areas including the palace dungeon, the Great Library (multiple rooms), the bathhouse, and the brothel. The brothel does not yet include the working girls, but Miko, the owner has a long and detailed intro and many unlockable scenes. There is a major new game mechanic involving hygiene, several powerful new cheat "console" commands and so much more.

Keep in mind, much of the new content is considered mid-game and will take a while to see and unlock. It will also take many playthroughs with different choices and classes to see it all, very much by design.

I was unable to test and proofread the most recent code and dialog to my usual standards. I've been a bit busy getting ready for a long vacation. Please let me know if there are any game-breaking bugs and I'll try my best to fix them before I leave.

There are far too many branching options for me to test them all now, even with the cheats. If you'd like to help with testing, please message me for a private link.

The cheat functions in the tester link have helped expedite some of the lower levels in the game and pass higher level checks for testing. Will these new spaces/areas be able to be reached by cheating level-ups? Given the size of the game at this point, if that isn't the case, then I can't see many folks grinding as a tester.

On my last couple plays through, I haven't found any bugs that haven't been identified, or things that are just grammar/spelling. You're doing a really good job!