If you choose to lie about the staff will it have a effect in the future I'm really tempted to lie about it to give to Tabitha and I can easily make the 400 mks but at the same time I want to know if it will effect my relationships in the future
It doesn't affect anything story-wise. You just need to choose between a nice staff and a pile of money. You CAN sell the staff to a store too, but you won't get as good of a price for it.
Vanny, i was wondering if you will make more games like this in the future? Really liking the game and hoping for a sequel, or a similar game that may feature more suits, like the succubus ones in your comics.
Thanks, but this is a really big project mostly due to how much art goes into it. If I make another game I need to think how to streamline its design in a way that is not so dependent on pictures.
Honestly it would give this game a lot of replayability but if you can't I understand maybe have a more sandbox or top down open world type mode for when your done with the story cause I love this game the issue is when the story is done what will have people play the game
The game is a one-time purchase and a relatively inexpensive one at that, so I'm not that concerned about the game being infnitely playable. Just a nice story you can finish in a weekend or two. Replayability would ofc be a nice bonus, but in the end I'm serving a specific story here that's a concise package and X hours long.
There may be some end-game content available in the future once we get there. I like the idea of having a branching story for replayability, but that would broaden the developing scope vastly and add months of development time. For now I try to get the core story out and we'll see how the game looks then content-wise.
Love the game (and your other work)! Your choices of dialogue have made me laugh out loud several times and have really made my day!
However, because of how my brain works, I've found myself with some rather tricky lore questions, many of which are pretty far from relevant to the events of the game itself. As much as I know this is "funny living fursuit RPG" I can't help myself so here goes nothing.
1. You explicitly stated that the Empire's war with the Pentarchy had devolved into "trench warfare" in one of the lore bits, and we see some the technologies that were created because of it in game: the Flumen guards' flamethrowers and a reference to chlorine gas as a way to kill wargs. While there are conceivable ways to make both of these sorts of things with magic/fantasy alchemy, the issue of how a WW1 style trench war came to be in a fantasy setting interests me. You've addressed some parts of that by making large empires with seemingly large bureaucracies to handle the resource drain and management of such a conflict, and you have provided in game reference to the fact that much of the area's population has been affected by the draft of men to the frontlines. The issue comes in when examining trench warfare as it happened WW1, where it evolved due to an increase in lethality and range of weapons while the mobility of soldiers did not improve, leaving forces vulnerable unless they were to dig in and fortify. Given that the primary weapons of the game are medieval in nature, I am led to conclude that this means that magic (including rune augmented weapons) has replaced the improvements in firearms and cannons that enabled WW1 and am curious as to whether or not this is assumption is correct.
2. If a warg were to infect a person missing a body part, would it replace it (i.e. a person missing a hand is infected, does the warg only generate the one hand or does it create a replacement for the missing one)? If the answer is no, how would a person who was missing a limb putting on an anti-warg generated off someone who had all their parts work? If the answer to either of these questions is that the warg does replace the missing part, how far does that ability stretch? Can it only replace extremities, or can it replace things like eyes? Given that movement still seems to be controlled by the human body under the warg, I'm assuming it couldn't fix something like paralysis, but I include it for the sake of completing the thought.
3. (This one's a much smaller question, I promise) It seems as though the Empire has pulled much of its forces out of the frontier, with the Lamina Pass guards being the only of their forces left. However, there are still an awful lot of guards around both Flumen and Rehling. Were the church and the Countess granted exceptions to the draft to maintain their security forces, or have they been forced to recruit from what was left behind after the draft?
Thanks! What a bunch of excellent lore related questions. :3
I won't go too much into detail, but I can comment on some aspects of the bigger picture. "The trench warfare" is not necessary a spitting image of our WW1. It mainly emphasizes how the war has gotten completely stuck (thou trenches are likely involved). This is why the area the game takes place in, the Frontier, is largely neglected by de facto governing power, and running the area has fallen mostly into the hands of local nobles and the church. There's no doubt lethal weapons are used in the war, both rune-based and conventional, and yes, mages and rune weapons fill many conventional military roles. Chemistry and physics have evolved to a point, but much of it has likely evolved hand-in-hand with magic. While flamethrowers exist, we do not know what they shoot out for example. Gas warfare is mentioned, but how they produce chemicals for it is unclear. The combat in the Frontier is medieval largely due to the area being, well, a frontier and under quarantine. Due to the evident lack of guns in the frontier it's correct to assume that they do not exist in the form that is familiar to us, or they are such a new invention that most people in the Frontier do not even know they exist. The guards seen in the game are personal hires for whoever is running the area (usually Catherine). Everyone is having very bad time generally, so the quick and easy solution is to just hire a lot of guards until the root issues can be solved. The society is more or less circling the drain, though I admit it could be better indicated in the game.
About the wargs' abilities: they do not replace body parts. While they can plug wounds and can even fortify broken bones to some extend, at some point the host is just done for (warg queens MAY be an exception to this). If a person with no arms puts on a warg with arms in place, the warg would either morph to match its host on that part, or fill the arms with its goo to make it appear it has arms, but they would not be functional, or they would be very weak. But a complete limb replacement - probably not possible. If the host takes a grievous injury like a dismemberment, the warg may separate from its host willingly and find a new healthier host. When it comes to eyes and ears it may be different. The wargs *technically* form working eyes and ears on their host, so if the host's brain can interpret sight and hearing signals, they should be able to see or hear at least somewhat even when they normally could not. I mean wargs carry over fully functioning genitals too, so why not eyes?
Hope this clear things. Yea I haven't thought the war aspect much. It's mainly there to justify why the Frontier is so neglected and there's really nobody properly in charge. The empire would likely solve the warg issue immediately if it was in full strength and stable, so war it is.
Thank you for your prompt and detailed responses! I am a worldbuilder, amateur historian, and writer so I tend to think about lore stuff a lot (to the detriment of ever finishing any story I attempt to write).
I look forward to seeing what you add to this game in the future and any other projects you're working on!
Version 2 is great, alot more content added than I was expecting. my only gripe is that the Juan boss fight seemed very unbalanced, I was lvl 13 all around and was probably under-leveled as I kept running from wild fights but Juan and the bandits did incredibly high damage and took very little damage so I just spammed Tabitha's nuke skill, Bakuretsu!, till they died
That sounds about correct. Some bosses work more or less as level/gear checks, but there are tricky ways to get around that (Tabitha's Bakuretsu being the most obvious method). Quinn can also force crits to get rid of the two adds quickly. Status effects are also good against bosses since many status effects do % HP damage and most bosses are not immune to paralysis. So there are options if your gear or level is too low.
When it comes to balancing it's hard to hit a good spot since some players skip most of the fights and some fight all, some buy gear constantly while some hoard money, but I try to have the boss fights be somewhere in the middle.
Hey it was a good game and can you perhaps add a feature to view the maps because i get lost sometimes and when is the version 3 going to release exited for it.
That kind of scroll would have to work only on specific maps which would possibly require some tricky coding. For example using one after the bridge collapse in the mine would soft lock the game and hard lock it if the player uses a save point. Deducing the specific exit point for every dungeon and applying that to a single usable item would be yikes (unless there's a plugin for it). I would rather put an exit mechanism manually to each dungeon or make the dungeon loop around itself, but only if the dungeon is long. The current dungeons are on the shorter side.
I just realized that having maps sold at shops could allow maps to be sold with secrets marked on them. However, to encourage the player to find the secrets without the help of these maps, the prices for these maps should be expensive enough that the player might have to give up buying other good but expensive equipment.
When the boss in the Rehling mine hits your party members who are wearing anti-wargs with a fire spell, that should show "WEAKPOINT" and be scored as a weak point hit since both wargs and anti-wargs are weak against fire. If you do fix this, please remember that "WEAKPOINT" should not show or be scored against a party member who is not wearing an anti-warg or a warg when he is hit with a fire spell. Doing so can also make the boss look more dangerous due to making the boss look like the boss knows how to target your party's weak points.
The reason that I find this to be a bug is that when you attack opponents that have wargs or anti-wargs with fire, they take more damage due to story reasons making the wargs and anti-wargs vulnerable to fire, so if your party’s members are also burned, most should also take more damage due to usually wearing anti-wargs or wargs. If a party member is wearing neither, he or she should take normal damage from fire attacks, making him or her stronger than most of your party against fire attacks. Having most of your party take normal damage instead of enhanced damage from being burned contradicts the story.
You are very much correct. I think I pondered adding fire weakness to the party members, but it just dropped out at some point and I forgot the whole thing. I might add a minor fire weakness to the characters.
Maybe the mine boss’s fire should be slightly nerfed so that while your anti-warg-wearing party members still take more damage due to the fire weakness, the one pure human in the party could tank the fire magic and continue to trash that boss with his magic if you put him into the formation and equipped him with good armor and a good staff.
At this point it seems unlikely due to technical reasons. RPG Maker is a bit annoying in a way that these kinds of things should have been done in the very start and applying weaknesses retroactively is a pain. Applying them based on who is in a Warg and who is not is even bigger of a pain. I'd only have made it something like 4 or 5% to get the 'weakness' indicator, and fire damage is rather rare in the game at the moment.
I thought of something that might or might not work.
What if a warg is treated as an equipped item like a weapon, accessory, or armor? I do know that some RPGs make some equipped items unable to be normally removed like cursed weapons or armors. If so, maybe a character’s warg can give stat bonuses and penalties and be treated as a "cursed" item that cannot be removed.
This could add the flexibility to allow the player to change wargs if you want to add that ability to the player later in the game.
However, if you cannot add equipment slots or lock them like cursed items in your version of RPG Maker, I understand if this idea will not work for now. Maybe this idea could be used if you port the game to a later RPG Maker version.
EDIT: I found some ways to add equipment types to VX Ace so that wargs could be an equipment type.
In the Rehling mine area with the bridge, there is a switch to the west of the bridge that does nothing and a treasure chest behind a barred door to the south of the bridge that cannot be opened. I do not know if the switch is intended to operate the door or not.
The same high ranking church official can be found both in the Warg Relief Agency and in Flumen at the same time while she is enlisting her subordinate into the Warg Relief Agency.
Thanks for letting me know! There seems to be something wrong with the mine lever indeed. It should open the iron gates to the chest but it might be tied to a wrong switch.
The other one is more like an oversight. I'm not that worried about NPCs being in two locations at once. It's pretty common in MMOs for example.
Oversights like an NPC being in two places at the same time can be a problem in case you wanted to make a more detailed mystery case because an NPC's location could be an alibi that could be used to remove that NPC from a pool of suspects in a mystery so that the player can accuse the right suspect once the other suspects are removed from the suspect pool.
When the game's missing person case showed up and Erika did mention that missing persons cases that the Warg Relief Agency worked on sometimes turned out to be criminal cases instead of warg infection cases, I started wondering who a possible criminal suspect could have been in case it turned out that the missing person was a victim of a crime like kidnapping or murder instead of being infected by a warg.
Thank you for fixing the bug, but I think that you misunderstood the meaning of the word "alibi". See https://www.merriam-webster.com/dictionary/alibi for a dictionary definition of that word. Basically, if someone can be proven to be elsewhere when a crime that requires that person's presence for that person to have committed the crime, that proof is an alibi that shows that the person could not have committed that crime because the person was absent when the crime was committed.
3) Will it be possible to change the costumes of party members? or will they change only according to the plot?
4) will we learn the story of the main character? How did he end up near that village?
5) in version 2.0 there was a reference to Blake, but will there be a reference to Remi? or white anti-wargs?
6) if there was a queen of the wargs, does that mean there will be a king?
7) will the main character wear the warg queen?
8) Will the main character change when he changes into the female version of the warg suit? supposedly will behave more feminine? (supposed side effects of wearing a warg suit of the opposite gender)
9) Do you need help writing a quests? if so, here is my email (felicks09@gmail.com)
Unfortunately there's a lot here that would spoil a lot of the story which I cannot comment. I can comment on a few. 1) The game's main story will end in a v4 or v5. After that I won't raise the version number anymore. 3) No. This would require too much effort to have VXA keep up with who wears what if the user could play a warg dress-up game. E.g. if you could put Noel into Lily and Quinn into Rose, there would have to be a custom dialogue section for each host-suit combo for every event where the characters show up. VXA has no dynamic way to handle this (might be possible with plugin). Suit swaps will be reserved inside specific quests. 5) The black wargs are not a reference to anything. They could be red, blue or pink. Black is just a cool color. 9) I think I can manage by myself.
thank you very much for the answers. I basically have a guess about those unanswered questions. and I wish you good luck in writing the game further. and of course a lot of money for it.
Such an evil spot to end the current patch on however it makes me curious if erika is making him you know what as punishment for messing up you know what "tried to be as spoiler free as possible"
I know one in the early start of the game, after you first got to the agency and got your antiwarg, go to the inn and you can trigger it by staying with erika
I wanted to buy the second version, but because I'm from Russia. I can't pay with a card. And I don't have pay pal. can you add other payment methods? If not, it’s a pity because I really liked the game.
shit.... It's a shame, of course, but what can we do? you dont have a patreon or donations alerts? if not, that's fine. I wish you good luck with the game and have a nice day Vanron.
I played V2 and the production was very good. The plot was also very good. Maybe it was a translation problem. Regarding the priest's place, I got stuck and couldn't find the cave where the priest and the stolen scepter were located according to the system guidance, nor could I trigger the mission to enter the mine.
My first guess is that you've talked to a side character outside the church. You need to go to the building next to the church and recruit Noel. After that you can go to Rehling and remove the sign in front of the mine entrance. You can get to the area with the stolen Canoness' staff after exploring the mine.
I'll see if I can clarify this step in the walkthrough.
Small Bug Report: The Servant in the room with the piano in the Mansion of Lady von Mannerheim says that the Lady would be upstairs. But after having finished the current story, she is not there.
Also, my player character has over 100 DEF and now gets NULL DMG every time they get attacked. This could be a bug in the DMG calculations...
The issue with the servant lady sounds more like an oversight, but I can take a look at it.
And congrats on getting that much def. :D NULL sounds like the game is trying to tell you it's 0. When an enemy attacks your character, the character's def gets subtracted from the total damage. 100 def would negate the damage completely from lower level enemies. I need to check to what extent this applies to upper level enemies, but enjoy being unkillable for now~
Just finished playing V2, very good stuff as expected. I won't spoil it here but it's a shame that the game ends for now on my favorite part~. Well, this just means i'm even more impatient for the next update !
Paying any amount towards the game grants you a unique download key you can use for every later game version. This applies even if the price goes up (but don't worry, I'll keep it at $3). So you will be eligible to v3, v4 and as far as it goes.
Discovered a bug I am sure will be patched at some point. Returned to the mines after finishing the current version and decided to revisit the broken bridge. The cutscene attempted to retrigger. Since I can't move to the expected position, the game softlocked. I hope this data can help in the future. So far, I am very happy with the game overall
I am aware of this and I'll fix it in the next path in a couple of days. The event seems to be missing a check whether it has run before. It does require a game restart for now.
Either extract the game to same location as your old version so it replaces the files of the old one, or just extract it to a new location and drop your save files to the new version folder.
One question what is this fry thing I see in battle and when I talked to the girl who's annoyed when you talk to her cause she is studying it shows player instead of their name
FRY or fury is what the RoI calls TP points (it's some sort of variable in some system dataset in the editor). It would be more clear to replace the FRY with TP, but the idea is the same. It's like your limit break meter, or a special mana pool you can use to use finishers.
The other issue with Chelia is that the game seems to read her nameplates from the wrong source. Just a visual bug.
I highly doubt it stacks. I've seen some forum threads which imply these kinds of effects are checked only once for your entire party. You can try of course and make your own conclusions, but I'd just sell the extra ring :3
I personally like the fact that you tried to rename TP into something that is more self-explanatory because I did not know what TP is at all before I read this comment's parent comment. However, I was first confused what "FRY" was because I was thinking of frying food until I figured out that it could mean "fury". Here are several 3 or less character names that I can think of, their advantages, and disadvantages in case you are limited to 3 characters maximum:
TP: Technique Points. This is apparently familiar to players of RPG Maker games, but confused me as someone who never ran into an RPG Maker game that used TP before. It also reminds me of "toilet paper".
FRY: Fury. I originally was wondering what it meant and thought of a food cooking technique.
RAG: Rage. This could be misinterpreted as a rag for cleaning things up.
RGE: Rage.
MAD: Mad. This can imply angry and/or crazy.
怒: This is the kanji for "angry" in Japanese. This has been previously seen in the Japanese versions of the Samurai Shodown/Samurai Spirits fighting games in their rage gauges (super meters that are filled when the fighter takes damage), and the K-Groove in Capcom vs. SNK 2: Mark of the Millennium 2001/Millionaire Fighting 2001 as seen in https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/K-Groove . This could confuse those who are not familiar with these fighting games and/or cannot read Japanese.
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If you choose to lie about the staff will it have a effect in the future I'm really tempted to lie about it to give to Tabitha and I can easily make the 400 mks but at the same time I want to know if it will effect my relationships in the future
It doesn't affect anything story-wise. You just need to choose between a nice staff and a pile of money. You CAN sell the staff to a store too, but you won't get as good of a price for it.
I just have one question do you plan or have the idea of exchanging the suits between the characters as a gameplay mechanic or for the story?
Also excellent game I love it and your illustrations are so good I really love your series of comics
Short answer: yes. I will have a bunch of side quests for that. MC will get into some juicy situations as his coworkers.
That's all I needed to to know thanks.
So when v3 comes out will there be another image set with that one?
The image set will be updated along the patch if the patch has new images.
Vanny, i was wondering if you will make more games like this in the future? Really liking the game and hoping for a sequel, or a similar game that may feature more suits, like the succubus ones in your comics.
Thanks, but this is a really big project mostly due to how much art goes into it. If I make another game I need to think how to streamline its design in a way that is not so dependent on pictures.
I see, it must be time consuming, especially as you also have your succubus comics to focus on.
I would like to know if there will be a bestiary in the game?
There actually is a book in the Agency building which gives a short rundown of enemy types and their weaknesses.
I admit it could be presented in a better way.
wow, i didn’t know the agency had something like that. Thank you.
I do got a question how many warg queens are there and will the player ever get infected by one or have one on them?
Spoiler territory. Unfortunately I cannot tell. :D
Ok fair enough but will the player ever get their own female warg and not wear someone else's?
Honestly it would give this game a lot of replayability but if you can't I understand maybe have a more sandbox or top down open world type mode for when your done with the story cause I love this game the issue is when the story is done what will have people play the game
The game is a one-time purchase and a relatively inexpensive one at that, so I'm not that concerned about the game being infnitely playable. Just a nice story you can finish in a weekend or two. Replayability would ofc be a nice bonus, but in the end I'm serving a specific story here that's a concise package and X hours long.
There may be some end-game content available in the future once we get there. I like the idea of having a branching story for replayability, but that would broaden the developing scope vastly and add months of development time. For now I try to get the core story out and we'll see how the game looks then content-wise.
Love the game (and your other work)! Your choices of dialogue have made me laugh out loud several times and have really made my day!
However, because of how my brain works, I've found myself with some rather tricky lore questions, many of which are pretty far from relevant to the events of the game itself. As much as I know this is "funny living fursuit RPG" I can't help myself so here goes nothing.
1. You explicitly stated that the Empire's war with the Pentarchy had devolved into "trench warfare" in one of the lore bits, and we see some the technologies that were created because of it in game: the Flumen guards' flamethrowers and a reference to chlorine gas as a way to kill wargs. While there are conceivable ways to make both of these sorts of things with magic/fantasy alchemy, the issue of how a WW1 style trench war came to be in a fantasy setting interests me. You've addressed some parts of that by making large empires with seemingly large bureaucracies to handle the resource drain and management of such a conflict, and you have provided in game reference to the fact that much of the area's population has been affected by the draft of men to the frontlines. The issue comes in when examining trench warfare as it happened WW1, where it evolved due to an increase in lethality and range of weapons while the mobility of soldiers did not improve, leaving forces vulnerable unless they were to dig in and fortify. Given that the primary weapons of the game are medieval in nature, I am led to conclude that this means that magic (including rune augmented weapons) has replaced the improvements in firearms and cannons that enabled WW1 and am curious as to whether or not this is assumption is correct.
2. If a warg were to infect a person missing a body part, would it replace it (i.e. a person missing a hand is infected, does the warg only generate the one hand or does it create a replacement for the missing one)? If the answer is no, how would a person who was missing a limb putting on an anti-warg generated off someone who had all their parts work? If the answer to either of these questions is that the warg does replace the missing part, how far does that ability stretch? Can it only replace extremities, or can it replace things like eyes? Given that movement still seems to be controlled by the human body under the warg, I'm assuming it couldn't fix something like paralysis, but I include it for the sake of completing the thought.
3. (This one's a much smaller question, I promise) It seems as though the Empire has pulled much of its forces out of the frontier, with the Lamina Pass guards being the only of their forces left. However, there are still an awful lot of guards around both Flumen and Rehling. Were the church and the Countess granted exceptions to the draft to maintain their security forces, or have they been forced to recruit from what was left behind after the draft?
Thanks! What a bunch of excellent lore related questions. :3
I won't go too much into detail, but I can comment on some aspects of the bigger picture.
"The trench warfare" is not necessary a spitting image of our WW1. It mainly emphasizes how the war has gotten completely stuck (thou trenches are likely involved). This is why the area the game takes place in, the Frontier, is largely neglected by de facto governing power, and running the area has fallen mostly into the hands of local nobles and the church. There's no doubt lethal weapons are used in the war, both rune-based and conventional, and yes, mages and rune weapons fill many conventional military roles. Chemistry and physics have evolved to a point, but much of it has likely evolved hand-in-hand with magic. While flamethrowers exist, we do not know what they shoot out for example. Gas warfare is mentioned, but how they produce chemicals for it is unclear.
The combat in the Frontier is medieval largely due to the area being, well, a frontier and under quarantine. Due to the evident lack of guns in the frontier it's correct to assume that they do not exist in the form that is familiar to us, or they are such a new invention that most people in the Frontier do not even know they exist.
The guards seen in the game are personal hires for whoever is running the area (usually Catherine). Everyone is having very bad time generally, so the quick and easy solution is to just hire a lot of guards until the root issues can be solved. The society is more or less circling the drain, though I admit it could be better indicated in the game.
About the wargs' abilities: they do not replace body parts. While they can plug wounds and can even fortify broken bones to some extend, at some point the host is just done for (warg queens MAY be an exception to this).
If a person with no arms puts on a warg with arms in place, the warg would either morph to match its host on that part, or fill the arms with its goo to make it appear it has arms, but they would not be functional, or they would be very weak. But a complete limb replacement - probably not possible. If the host takes a grievous injury like a dismemberment, the warg may separate from its host willingly and find a new healthier host.
When it comes to eyes and ears it may be different. The wargs *technically* form working eyes and ears on their host, so if the host's brain can interpret sight and hearing signals, they should be able to see or hear at least somewhat even when they normally could not. I mean wargs carry over fully functioning genitals too, so why not eyes?
Hope this clear things. Yea I haven't thought the war aspect much. It's mainly there to justify why the Frontier is so neglected and there's really nobody properly in charge. The empire would likely solve the warg issue immediately if it was in full strength and stable, so war it is.
Thank you for your prompt and detailed responses! I am a worldbuilder, amateur historian, and writer so I tend to think about lore stuff a lot (to the detriment of ever finishing any story I attempt to write).
I look forward to seeing what you add to this game in the future and any other projects you're working on!
I really liked your game and I look forward to the next content update
Will there be side quest taking Maria to leyte and giving her anti-warg in version 3?
I can't tell any which way about future quests. Firstly it would be teetering on the edge of spoilers, and secondly everything is subject to change.
Will you be making similar games like this in the future?
Version 2 is great, alot more content added than I was expecting.
my only gripe is that the Juan boss fight seemed very unbalanced, I was lvl 13 all around and was probably under-leveled as I kept running from wild fights but Juan and the bandits did incredibly high damage and took very little damage so I just spammed Tabitha's nuke skill, Bakuretsu!, till they died
That sounds about correct. Some bosses work more or less as level/gear checks, but there are tricky ways to get around that (Tabitha's Bakuretsu being the most obvious method). Quinn can also force crits to get rid of the two adds quickly. Status effects are also good against bosses since many status effects do % HP damage and most bosses are not immune to paralysis. So there are options if your gear or level is too low.
When it comes to balancing it's hard to hit a good spot since some players skip most of the fights and some fight all, some buy gear constantly while some hoard money, but I try to have the boss fights be somewhere in the middle.
Hey it was a good game and can you perhaps add a feature to view the maps because i get lost sometimes and when is the version 3 going to release exited for it.
Thanks. A map wouldn't hurt. I just need to figure out a good way to implement it. Ver 3 will be out around january I hope.
Would buying maps at shops and viewing them from the inventory work?
That would most likely be the simplest solution.
Can you also add a teleportation scroll which will help us to get out of caves easily?
I am afraid that could break some dungeons. Explaining one example could spoil part of the game.
That kind of scroll would have to work only on specific maps which would possibly require some tricky coding. For example using one after the bridge collapse in the mine would soft lock the game and hard lock it if the player uses a save point. Deducing the specific exit point for every dungeon and applying that to a single usable item would be yikes (unless there's a plugin for it).
I would rather put an exit mechanism manually to each dungeon or make the dungeon loop around itself, but only if the dungeon is long. The current dungeons are on the shorter side.
I just realized that having maps sold at shops could allow maps to be sold with secrets marked on them. However, to encourage the player to find the secrets without the help of these maps, the prices for these maps should be expensive enough that the player might have to give up buying other good but expensive equipment.
Another bug report:
When the boss in the Rehling mine hits your party members who are wearing anti-wargs with a fire spell, that should show "WEAKPOINT" and be scored as a weak point hit since both wargs and anti-wargs are weak against fire. If you do fix this, please remember that "WEAKPOINT" should not show or be scored against a party member who is not wearing an anti-warg or a warg when he is hit with a fire spell. Doing so can also make the boss look more dangerous due to making the boss look like the boss knows how to target your party's weak points.
The reason that I find this to be a bug is that when you attack opponents that have wargs or anti-wargs with fire, they take more damage due to story reasons making the wargs and anti-wargs vulnerable to fire, so if your party’s members are also burned, most should also take more damage due to usually wearing anti-wargs or wargs. If a party member is wearing neither, he or she should take normal damage from fire attacks, making him or her stronger than most of your party against fire attacks. Having most of your party take normal damage instead of enhanced damage from being burned contradicts the story.
You are very much correct. I think I pondered adding fire weakness to the party members, but it just dropped out at some point and I forgot the whole thing. I might add a minor fire weakness to the characters.
Please do not do that. It will make the game a lot more annoying. I really do not want to be one-shot because the boss decided to start spamming fire.
Maybe the mine boss’s fire should be slightly nerfed so that while your anti-warg-wearing party members still take more damage due to the fire weakness, the one pure human in the party could tank the fire magic and continue to trash that boss with his magic if you put him into the formation and equipped him with good armor and a good staff.
At this point it seems unlikely due to technical reasons. RPG Maker is a bit annoying in a way that these kinds of things should have been done in the very start and applying weaknesses retroactively is a pain. Applying them based on who is in a Warg and who is not is even bigger of a pain.
I'd only have made it something like 4 or 5% to get the 'weakness' indicator, and fire damage is rather rare in the game at the moment.
I thought of something that might or might not work.
What if a warg is treated as an equipped item like a weapon, accessory, or armor? I do know that some RPGs make some equipped items unable to be normally removed like cursed weapons or armors. If so, maybe a character’s warg can give stat bonuses and penalties and be treated as a "cursed" item that cannot be removed.
This could add the flexibility to allow the player to change wargs if you want to add that ability to the player later in the game.
However, if you cannot add equipment slots or lock them like cursed items in your version of RPG Maker, I understand if this idea will not work for now. Maybe this idea could be used if you port the game to a later RPG Maker version.
EDIT: I found some ways to add equipment types to VX Ace so that wargs could be an equipment type.
For RPG Maker MZ in case you want to port the game to Android via RPG Maker MZ, see https://steamcommunity.com/app/1096900/discussions/0/3047235828272462127/.
Possible bug reports:
Thanks for letting me know! There seems to be something wrong with the mine lever indeed. It should open the iron gates to the chest but it might be tied to a wrong switch.
The other one is more like an oversight. I'm not that worried about NPCs being in two locations at once. It's pretty common in MMOs for example.
Oversights like an NPC being in two places at the same time can be a problem in case you wanted to make a more detailed mystery case because an NPC's location could be an alibi that could be used to remove that NPC from a pool of suspects in a mystery so that the player can accuse the right suspect once the other suspects are removed from the suspect pool.
When the game's missing person case showed up and Erika did mention that missing persons cases that the Warg Relief Agency worked on sometimes turned out to be criminal cases instead of warg infection cases, I started wondering who a possible criminal suspect could have been in case it turned out that the missing person was a victim of a crime like kidnapping or murder instead of being infected by a warg.
In missing cases the NPC has to be actually missing, yes. Elizabeth visiting the Agency isn't one, but I might fix it.
Thank you for fixing the bug, but I think that you misunderstood the meaning of the word "alibi". See https://www.merriam-webster.com/dictionary/alibi for a dictionary definition of that word. Basically, if someone can be proven to be elsewhere when a crime that requires that person's presence for that person to have committed the crime, that proof is an alibi that shows that the person could not have committed that crime because the person was absent when the crime was committed.
can I ask a couple of questions?
Yes. That's what the comment section is for. :3
1) How many versions are expected in the game?
2) will we know how the wargs came to be?
3) Will it be possible to change the costumes of party members? or will they change only according to the plot?
4) will we learn the story of the main character? How did he end up near that village?
5) in version 2.0 there was a reference to Blake, but will there be a reference to Remi? or white anti-wargs?
6) if there was a queen of the wargs, does that mean there will be a king?
7) will the main character wear the warg queen?
8) Will the main character change when he changes into the female version of the warg suit? supposedly will behave more feminine? (supposed side effects of wearing a warg suit of the opposite gender)
9) Do you need help writing a quests? if so, here is my email (felicks09@gmail.com)
thanks in advance.
Unfortunately there's a lot here that would spoil a lot of the story which I cannot comment. I can comment on a few.
1) The game's main story will end in a v4 or v5. After that I won't raise the version number anymore.
3) No. This would require too much effort to have VXA keep up with who wears what if the user could play a warg dress-up game. E.g. if you could put Noel into Lily and Quinn into Rose, there would have to be a custom dialogue section for each host-suit combo for every event where the characters show up. VXA has no dynamic way to handle this (might be possible with plugin). Suit swaps will be reserved inside specific quests.
5) The black wargs are not a reference to anything. They could be red, blue or pink. Black is just a cool color.
9) I think I can manage by myself.
thank you very much for the answers. I basically have a guess about those unanswered questions. and I wish you good luck in writing the game further. and of course a lot of money for it.
Such an evil spot to end the current patch on however it makes me curious if erika is making him you know what as punishment for messing up you know what "tried to be as spoiler free as possible"
is it or will it be posible to equip a feral wrag?
Not in RPG armor kind of way. You may get in one in one of the quests but otherwise no.
Are you talking about the one in the start of the game or will there be one further in?
Obviously won't be the same, but maybe someone will get stuck in a feral warg somewhere in the futrure. :3
Anyone know how to Trigger the Erika Scenes? I seem to have missed them (Got to the end of v2.0 without them triggering)
I know one in the early start of the game, after you first got to the agency and got your antiwarg, go to the inn and you can trigger it by staying with erika
I wanted to buy the second version, but because I'm from Russia. I can't pay with a card. And I don't have pay pal. can you add other payment methods? If not, it’s a pity because I really liked the game.
Unfortunately I cannot. It is completely up to Itch what kind of payment methods are usable and to whom.
shit.... It's a shame, of course, but what can we do? you dont have a patreon or donations alerts? if not, that's fine. I wish you good luck with the game and have a nice day Vanron.
Thanks. I unfortunately do not have other platforms which ties payments with access to the game.
thanks to one good person I got game as a gift. and all I can say is I'm waiting for the new update
Привет, я тоже из России, могу помочь с покупкой. Напиши мне в телегу
ты иван б?
да
I played V2 and the production was very good. The plot was also very good. Maybe it was a translation problem. Regarding the priest's place, I got stuck and couldn't find the cave where the priest and the stolen scepter were located according to the system guidance, nor could I trigger the mission to enter the mine.
My first guess is that you've talked to a side character outside the church. You need to go to the building next to the church and recruit Noel. After that you can go to Rehling and remove the sign in front of the mine entrance. You can get to the area with the stolen Canoness' staff after exploring the mine.
I'll see if I can clarify this step in the walkthrough.
Thank you, the issue has been resolved
Small Bug Report:
The Servant in the room with the piano in the Mansion of Lady von Mannerheim says that the Lady would be upstairs. But after having finished the current story, she is not there.
Also, my player character has over 100 DEF and now gets NULL DMG every time they get attacked. This could be a bug in the DMG calculations...
The issue with the servant lady sounds more like an oversight, but I can take a look at it.
And congrats on getting that much def. :D NULL sounds like the game is trying to tell you it's 0. When an enemy attacks your character, the character's def gets subtracted from the total damage. 100 def would negate the damage completely from lower level enemies. I need to check to what extent this applies to upper level enemies, but enjoy being unkillable for now~
Just finished playing V2, very good stuff as expected. I won't spoil it here but it's a shame that the game ends for now on my favorite part~. Well, this just means i'm even more impatient for the next update !
If i pay for the curent verson wil i need to pay agien for the later ones?
I paid for version 2.0, and the version 2.1 release is already available and considered paid for on my account.
Paying any amount towards the game grants you a unique download key you can use for every later game version. This applies even if the price goes up (but don't worry, I'll keep it at $3). So you will be eligible to v3, v4 and as far as it goes.
Bug report.
Talking to the Lady after you get Noel locked me into infinite Menu, the Dialogue wont play out and hitting nothing reopens the interface.
This is fixed in v2.1
Discovered a bug I am sure will be patched at some point. Returned to the mines after finishing the current version and decided to revisit the broken bridge. The cutscene attempted to retrigger. Since I can't move to the expected position, the game softlocked. I hope this data can help in the future. So far, I am very happy with the game overall
I am aware of this and I'll fix it in the next path in a couple of days. The event seems to be missing a check whether it has run before. It does require a game restart for now.
hey so how do i make my version into v2?
Either extract the game to same location as your old version so it replaces the files of the old one, or just extract it to a new location and drop your save files to the new version folder.
One question what is this fry thing I see in battle and when I talked to the girl who's annoyed when you talk to her cause she is studying it shows player instead of their name
FRY or fury is what the RoI calls TP points (it's some sort of variable in some system dataset in the editor). It would be more clear to replace the FRY with TP, but the idea is the same. It's like your limit break meter, or a special mana pool you can use to use finishers.
The other issue with Chelia is that the game seems to read her nameplates from the wrong source. Just a visual bug.
Ok one more question I got the ring of quiet steps twice in my save file so does the half encounter rate stack?
I highly doubt it stacks. I've seen some forum threads which imply these kinds of effects are checked only once for your entire party. You can try of course and make your own conclusions, but I'd just sell the extra ring :3
I personally like the fact that you tried to rename TP into something that is more self-explanatory because I did not know what TP is at all before I read this comment's parent comment. However, I was first confused what "FRY" was because I was thinking of frying food until I figured out that it could mean "fury". Here are several 3 or less character names that I can think of, their advantages, and disadvantages in case you are limited to 3 characters maximum:
Rage and Fury are probs the best~
The encounter rate is too high, other than that it would be a pleasant game.
Agreed, toning down encounters would be a great QoL improvement
It is set to 1 battle per 30 steps in most areas. You can get a ring from the girl outside the agency building which halves the encounter rate.
I love it!
Reminds me of changed special edition a little bit.