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

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

Post by nocnoc »

throwawayacct wrote: Tue Jan 05, 2021 4:24 pm I've run through rogue, mage, and warrior.

There is a big bug in the well tunnels I've discovered.
Spoiler: show
When you come across coffers (coffins?) that are locked by mechanism, you can still choose to loot that coffer even if you haven't opened it.
Seriously, that's the only big one I've found. You've done great work, can't wait to see all the additional parts of the game.
Spoiler: show
On Rogue, I spotted all the coins but didn't realize there was an unlocking to the well until after I'd thrown one or two in. On Mage, I ended up with 3 red coins and one green. On Warrior, I couldn't find anything but one green and one red. Do these coins exist in-world outside of the well, in a random seed?
Spoiler: show
With all the character builds I was wanting to pass speech and intelligence checks, so I cranked the status up to 40/45 for each category. My latest warrior went directly to sneak into the royal bedchamber and try to grab a rose. Failing all of the possible tasks in the room, I lay on the bed, and I'm happy to discover that you seem to have a scenario written for just about everything. I even went through all the dead ends of the maze and met/questioned the boss.
I'm going to do another build and see if there's anything I can really break. So far I haven't been antagonistic with any of the NPCs, haven't messed with affinity ratings, or deviated much from what a "normal" player would do.
- Nice catch on the coffer loot bug. That will be fixed in the 0.04 release.

- About the mysterious coins and the well...
Spoiler: show
There are red, pink, blue and green coins hidden throughout the world. Like many items, they can have random spawn chances and locations and often require a sneak skill based perception check to spot. As a rogue, you are more likely to spot hidden items due to the higher sneak skill. To use the well it first has to be repaired by fixing the gear located in the well tunnels. (These mystical gears will be explained as the story progresses.) Once repaired, the well will gently glow and can be "activated" by tossing in a coin. However, your wish choice must match the coin. A hint to the color code can be found on the well inscription if you have the intellect to read it. The wishes are powerful and meant to be very hard to unlock and figure out.
- I have all of the new potions added to the engine in preparation for the 0.04 Legend of the Psyons release. This will feature 9 new potions types each coming in three versions (minor, normal and major) at various levels. Some are buffing potions like focus, some are defensive potions like stone skin and some are healing potions like cure disease which will reduce the turn length of disease DOTs. Even more potions will be added in the future. Now I need to write the enemy AI for their use. I want it to be very detailed, accounting for things like what class the player is and what sorts of attacks the player uses and so forth. I'm also reworking the way enemy data handles potions as they were previously fixed. For example the grave robber always had one healing and one energy potion at their disposal. Now that potions play a bigger role, I want their potion arsenal to be variable to increase combat variety. For example, encountering a necromancer that has two empower potions at their disposal will certainly add an interesting challenge. V0.04 also features a new enemy as I mentioned earlier and I want the boss in the procedurally generated well tunnel maze to drop a map that can print to the console, much like the current cheat console command provides.

- Once that is done, the main focus of 0.05 will be the addition of stances to the battle engine (defensive, neutral and offensive). I wrote up the rule set for this today on paper. This will add a lot of strategy to combat, but will be minor enough that you could probably ignore it on easy combat settings.

- So far I've enjoyed getting feedback and bug reports from the pre-alpha testers. Please keep the feedback coming. I'd like to know what people think about the loot rate increase of 0.03 if you guys have time to test it out. I'll continually try to incorporate your ideas into the game.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by Dolgian »

quick note that I forgot

nerf the final well boss' pain level by about 20%
I play at 50% computer 50% diy level, I had to turn the device volume for those crits.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by ILuvPlanes208 »

After the update you pushed where we had to begin a new game, I had more than 50 XP as a Rogue and it was showing over 100% progress to next level. However, nothing happened till I finished my first fight. (I gained the +50XP prior to entering the graveyard). Once I was Level 2, whenever I had enough XP, it would upgrade me right then.

I am still getting minor "combat banter" with it off. Such as "Aghh" and "Die!", "aww. did it hurt where it counts?"

I would like to see the "Slot #" buttons changed to "Attack #". It throws me off seeing in the text Attack 1: and then the buttons showing "Slot 1".
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

ILuvPlanes208 wrote: Wed Jan 06, 2021 8:25 am After the update you pushed where we had to begin a new game, I had more than 50 XP as a Rogue and it was showing over 100% progress to next level. However, nothing happened till I finished my first fight. (I gained the +50XP prior to entering the graveyard). Once I was Level 2, whenever I had enough XP, it would upgrade me right then.

I am still getting minor "combat banter" with it off. Such as "Aghh" and "Die!", "aww. did it hurt where it counts?"

I would like to see the "Slot #" buttons changed to "Attack #". It throws me off seeing in the text Attack 1: and then the buttons showing "Slot 1".
You have to complete a quest or kill an enemy to level up. That was on purpose. Experience points for little things like dialog choices and picking a lock are considered money in the bank. I'm going to try to incorporate some of these rules into NPC dialog.

I must have forgotten one of the banter triggers, I'll look into it.

What do you think about "Attack Slot #", so that it i not confused with the actual attack? In version 0.06 I'm going to try to implement attack storage allowing one to swap attacks out from storage to active when not in combat, so I'll have to rework that anyway.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Dolgian wrote: Wed Jan 06, 2021 12:54 am

Have you tried decadence island RPG? When a monster casts a spell, there is a timed video that goes with it. is it impossible because of EOS?
Eos is very limited. It doesn't not do videos. Keep the ideas coming though.

The Boss volume in the well tunnels isn't a louder volume than any other crit damage. I wonder if you just found that particular sound file a bit more painful?
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Reminder: Don't use potions outside of combat until after your first fight until I push the 0.04 update. I'm working on the enemy AI for using the new potions today and overall making them smarter about their use. No ETA yet, although I'm trying to keep the 0.03 saves compatible with 0.04. When 0.05 introduces combat stances, the saves will break.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Basically finished revamping the enemy AI to make use of the nine new types of potions that are going out in V0.04. I'm testing it now. It is a fairly sophisticated system. Enemies start with different potion use tendencies and then alter their use odds based on many factors like what combat round it is, what attacks you are using, what your class is, how many potions have already been used, if they are trying to retreat and so on and so on. I'm trying hard to get it ready to push out Thursday night because I won't be around this weekend until Sunday night. So far this adds a lot of combat strategy.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by Dolgian »

The Boss volume in the well tunnels isn't a louder volume than any other crit damage. I wonder if you just found that particular sound file a bit more painful?
It looked like it was not the same volume, maybe the file itself is louder? Like I said, when it started I jumped out of my chair, it was at least 20-30% stronger than other pain files, even crits. I went back and tried to get a crit from the graverobber, witch was the strongest other file out there, and there really is a big difference.
Now, if I am the only one that reports this, maybe my settings are not ok. But when I set up the volumes, I really follow the instructions:
Low pleasure: as soon as it feels good
Medium pleasure: what I would use in a normal tease
High pleasure: what would make me cum
Low pain= high pleasure + 5
med pain= low +2.5
high pain= med +2.5

but when I get into the game, the pleasures seem lower overall than in the test, and the pain seem ok overall. The exceptions are for graverobber crits (fixed I think) and well boss, witch is way more than all other files in the game.
although some pain files are not enough in my opinion (dungeon, shops punishments, Jenyla's punishment)

here is what I think: some files are by default stronger than others, when you put them into the game, they get multiplied by the factor that the player chose in the setup.
If I went close to maximum on the high pleasure (in order to have a challenge) and the pain file is just a little bit stronger than usual, it falls in the unbearable category.

Maybe other testers could give their opinion on this?
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Dolgian wrote: Thu Jan 07, 2021 8:19 pm
The Boss volume in the well tunnels isn't a louder volume than any other crit damage. I wonder if you just found that particular sound file a bit more painful?
It looked like it was not the same volume, maybe the file itself is louder? Like I said, when it started I jumped out of my chair, it was at least 20-30% stronger than other pain files, even crits. I went back and tried to get a crit from the graverobber, witch was the strongest other file out there, and there really is a big difference.
Now, if I am the only one that reports this, maybe my settings are not ok. But when I set up the volumes, I really follow the instructions:
Low pleasure: as soon as it feels good
Medium pleasure: what I would use in a normal tease
High pleasure: what would make me cum
Low pain= high pleasure + 5
med pain= low +2.5
high pain= med +2.5

but when I get into the game, the pleasures seem lower overall than in the test, and the pain seem ok overall. The exceptions are for graverobber crits (fixed I think) and well boss, witch is way more than all other files in the game.
although some pain files are not enough in my opinion (dungeon, shops punishments, Jenyla's punishment)

here is what I think: some files are by default stronger than others, when you put them into the game, they get multiplied by the factor that the player chose in the setup.
If I went close to maximum on the high pleasure (in order to have a challenge) and the pain file is just a little bit stronger than usual, it falls in the unbearable category.

Maybe other testers could give their opinion on this?
I built all of the files to have the same max volume so that they are all compatible given a calibration set. Some devices may be a bit more sensitive to certain frequencies and the pain files often use square waves that cause a harsher feel compared to smoother sin waves. On the fine tune page, try all 4 game sample files to best dial in the settings. That should help and is why I wanted to have multiple real game files available for fine tuning. If some files turn out to be too painful, I'll have to replace them.

I'm trying to get 0.04 ready to release tonight.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

Just pushed 0.04. This should not break 0.03 existing save game files (and the builtin load logic should inform you that the risk of save corruption is low). The new potions won't appear in the store until the inventory updates. (This happens about every 20 minute or so, but is variable.) Also, keep in mind that some potions require a higher level to appear and that the inventory randomizes such that not all potions are always in the store.

V 0.04 change log:

- Fixed a bug in the well tunnel coffer vaults that allowed coffers to be looted before they were unlocked and/or opened.

- Fixed a bug related to using potions outside of combat before entering the first battle.

- Fixed a bug that caused the potion use text to sometimes not display during combat.

- Fixed a bug related to turning off combat banter not working properly for some text.

- Added a new enemy (level 2 ghoul) in the southern graveyard. This will help add a bit of variety to this starting zone. There are now 11 enemies in the game, with dozens more coming.

- The boss in the well tunnels (skaven commander) now always drops a well tunnel map when defeated. This map of the randomly generated maze-like tunnels can be printed to the browser console via the player inventory window.

- Updated Dominique's armor and shield dialog making it slightly more informative.

- Added a map marker (r) for the ravens in the graveyard.

- Changed lvl to level and dam to damage in some of the text for added clarity as these abbreviations saved very little space.

- Player skills now update properly if you view them in the character sheet during combat. They were previously properly updating for consumable effects, but not combat effect such as combat related debuffs or potion buffs.

- Added 9 new potion types, each in minor, normal and major varieties. Some are defensive such as stone skin, some are healing such as antidote, some are buffing such as focus. These add a lot of strategy to combat. More potions will be coming soon, including one to reduce punishment intensity during combat.

- Added the new potions to enemy and treasure chest loot tables.

- With potions playing a bigger role, enemies can now spawn with randomized potion inventory. (It was previously fixed by enemy type.) This can help add a bit of variety to combat. The lower level enemies don't use potions too often.

- Significantly revamped enemy AI to allow them to use all of the new potions logically. This is a sophisticated system. Each enemy type has its own potion use tendencies, which are then modified by detailed situational awareness. Some factors include what class you are, what attacks you have used, what round it is, if they are suffering negative combat effects or damage over time and how bad/long is the effect or DOT, how many potions they have already used, if they are trying to retreat and so forth.

As this update involved major surgery to the combat engine and enemy AI, there is a chance that things that once worked are now broken. Please test things out as best you can. I appreciate the bug reports and feedback.

Next I wish to complete the combat updates by introducing stances (offensive, neutral and defensive). These will be minor enough to probably be ignored in easy combat mode but will allow those seeking a more strategic experience on harder settings an interesting way to tweak their offense and defense. After that, I'd like to add an attack storage manager that allows you to swap attacks from storage to one of the four active slots when not in combat. I'll then do something similar for equipment slots.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by bobross235 »

As this update involved major surgery to the combat engine and enemy AI, there is a chance that things that once worked are now broken. Please test things out as best you can. I appreciate the bug reports and feedback.
At one point it might be a good thing when the savegames break! :D
With 0.05 I'll start from the beginning with a different character to retest from scratch!
Thanks for your effort and have a nice weekend!
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by throwawayacct »

Spoiler: show
The well tunnel boss seems to only pop up "off-route", meaning I don't encounter them unless I deviate from the path through the maze. checked this 4x, same every playthrough. Intentional?
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

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throwawayacct wrote: Fri Jan 08, 2021 5:11 pm
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The well tunnel boss seems to only pop up "off-route", meaning I don't encounter them unless I deviate from the path through the maze. checked this 4x, same every playthrough. Intentional?
It has a fairly random spawn point. Away from the external edge if I recall.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by nocnoc »

I'll be away for the next two or three days. Hopefully nothing major is broken with the last update. Have a good weekend everyone.
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Re: Legend of the Psyons - Closed pre-alpha tester feedback & bug reporting

Post by ILuvPlanes208 »

I would like to see more options in calibrating the stim. Perhaps where you can type in the number you want it set (especially helpful currently with having to begin a new game every so often) As well as calibrating just pleasure and just pain without having to do both over again.

Perhaps I missed it but maybe a little easier to understand the weapons and spells. I made the mistake of trading a “mid-range” weapon in for a short ranger. Example: I have three weapons that I can only use in position 1 and one weapon I can use in 2 and 3. I’d like it a bit easier to understand this weapon is useable at range 1,2 and 3 and likewise. I still would like to see “slot #” changed. As there wouldn’t be confusion since you’re not currently fighting while deciding where to place the weapons.

When going to inventory and it giving a list and the corresponding number for the item and then clicking consumables and it now gives a different number for the items can throw me off a bit. Such as inventory 10. Chicken. ::clicks consumables:: 3. Chicken

Keep up the great work! Can’t wait to see new areas available!
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