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Here it is folks, the next update!

Please keep in mind that this one doesn't advance the plot - it was really half parts me getting to bring the older parts of the game up to speed, fix a couple of things that needed fixing (because a lot of people were telling me they were unplayable) and laying the groundwork for the story here and there.

Oh, and along the way, I implemented the Key Items in Lady Dienro's parlor!

There are only four (that you guys can access) right now, so don't freak out if you get to the parlor and see that only 4/10 spaces (potentially) can be interacted with.

What they do is they play you a little What If? based around the mission where you acquired it. For example - the Red Rabbit Ears play you a scene about what would have happened if Bunny the Bombshell never worked at the Tavern, and the Lost Button will show you what would have happened if Remi had been taken by the fairies instead of being rescued by Ginny!

These are sequential stories, which means that the second half of them won't be able to be viewed until you find the OTHER items. 

ie: Red Rabbit Ears -> Pink Rabbit Ears -> ?? Rabbit Ears

I know that for those of you itching to move ahead on the plot and see where our characters wind up, this update might be just a tad underwhelming. Please keep in mind that this was a very important month of maintenance and writing that I needed to make - but now that it's over and the game is up to speed (and my longer writing projects are slowly but surely wrapping up) every update from here on out should be nothing but plot development/progress!

As always, thank you for your patronage!

Next month we've got a lot to look forward to, so keep your eyes peeled!


[DOWNLOAD] / [CHANGELOG]

Comments

Adam

Found 2, possibly 3 bugs while playing. You can’t interact with the clothing stall in any chapter. I also noticed that the chest behind the tower had reset at some point during chapter 1, but I’m not sure how or when. And lastly, I’m not sure if this is a holdover but for the delivery side quest in chapter 3, you still have the meal for the bunny girl, but you can’t deliver it. It doesn’t break the sequence but it is just kinda sitting there in your inventory (menacingly)

bobothehobo

Thanks for pointing these out! The Ashani one was just a goof on my part, but the other ones were holdovers from me trying to make improvements and them getting lost in the process. What happened with the chest was that I had it accidentally set to replenish every time you changed main characters, and the Bunny Meal coming back in Chapter 3 was when I was (originally) going to include another meal for that chapter's deliveries. Thanks again - everyone in the $5 tier who points out a bug is doing their part in making sure that this thing is about as perfect as I can get it over the course of development and I'm SUPER grateful!

Anonymous

I need to start getting back to you sooner. I had a whole list of bugs from 3.2.0, so now I'm going to go back through the game and see which are still around and which aren't. Wish me luck!

Anonymous

Alright, I did some more splunking and I have more bugs to report. Most of these I have actually confirmed still exist in 3.2.1, but a handful are from 3.2.0 that I haven't had time to double check. They are: -While playing as Gabby, you can walk over all but one of the chairs in the base -Approaching the far right dead slime from its right side and pressing the action button does not trigger the dialog. The other two dead slimes respond to action prompts as expected. -There appear to be some objects behind one of the trees next to a building along the top of the town -The minotaur does not respond to action requests from his right side, only from the front. -Some hitboxes seem to move around when transitioning from chapter one to chapter two. This effectively re-breaks the birdcage’s hitbox, changes the bed’s hitboxes, breaks the crates between the two parts of the town, and breaks the planet-thingy’s hitbox, but fixes the chair at the table from this point forward. -When playing as Ginny, nothing actually forces you to go and talk to Calahree. You can just walk out of the base. This doesn’t, as far as I can tell, cause any changes to the game itself. Of course, this breaks continuity a bit because you can still perform a spell during Bunny’s performance, spells which Ginny does not know. -Gabby had dialog for both the complete book and the loose pages, but Ginny and Griselda only have dialog for the loose pages. -If you don’t do any sidequests as Ginny and then return to the base to give a progress report, the progress report is mostly blank. There should be distinct text for not completing any side quests. -Any family I’ve ever known has had a specific seat designated for each member of the family, with order rarely broken. With that in mind, the Coven doesn’t seem to do this. I get that it’s easier to show how fat Griselda is getting from the side, but putting her in the middle is better for showing her seniority, but you just can’t have it both ways. -Sleeping as Griselda causes the screen to fade out, but not back in. -When Calahree boosts Griselda’s speed, the dialog for that option does not change, and the animation of casting the spell on Griselda can still be triggered. -You wrote three distinct quotes for the deceptively wize cat, but you can only access one of them per playthrough. It seems like a waste of good dialog, especially since everyone will almost definitely try to talk to the cat as soon as they see it, meaning while playing as Gabby and not as Ginny or Griselda -Talking to the south guard as Griselda triggers dialog as though you were playing as Ginny And, not-confirmed but probably also in 3.2.1: -When Gabby explains the private rooms to Ginny, Ginny does this sort of bounce-step motion. -Who is Bunny yelling at in chapter three? We only know of five inn employees, and all of them are occupied. Is she mistaking Griselda for a member of staff? If so, this could be conveyed more clearly. -Entering Lady Dierno’s office while Lady Dierno is standing at the top of the stairwell still shows Lady Dierno as sitting at her desk. -Hermia tells the same bar story to Griselda that she told to Ginny -Playing videos of RPGMaker scripts for the bad endings and the What Ifs is probably a bad idea. -If you go through the topiary maze a second time, then while exiting, the message about not giving him the satisfaction shows up. -One and only one of the worshippers in the church cannot be interacted with. This just feels weird to me. -The strange token, when placed in its correct location within the Dierno Manor, tends to disappear and reappear. Probably a sprite error of some kind. -The interaction text before the What If of the Lost Button describes the item as a pair of red bunny ears. -The chest just north of the base’s exit is canonically Griselda’s. She does not react to seeing it emptied out, however. Some of those may have been patched out between 3.2.0 and 3.2.1, but I haven't had time to check yet.

bobothehobo

Always happy to have your reports! -Gabby not being able to walk over the chair is, unfortunately, a byproduct of having Ginny sit in that same chair later. I wrote the first chapter when I was VERY new to RPG Maker, and it's all very clumsy to go back and rework. It'll take some time, and it'll have to come later after I make some plot advancements. - I haven't experienced the dead slime thing, which is weird. I'm getting a few things from other players that I've personally tested myself that just shouldn't be happening, like this and the hitboxes shuffling around. I'll look into this. - the Minotaur one is an easy fix - I'll make sure to put this in the next update. - you are right about the Ginny not being forced to talk to Calahree thing - I'm a stickler for continuity! As the same for the Progress Report, I'll get on that one. - Hermia telling the same bar story is intentional. I couldn't think of anything better to put in there. It'll change, but it'll be one of those things I fix eventually. - The What If?s being videos are a necessity, as of now, because you can access them at literally any time after you unlock them. This is a way to ensure that people who want to watch them don't get shuffled around the timeline. It's a little spotty (the Strange Token one jumps a little, I've noticed) but for right now it's the best option. - Strange Token's sprite DOES jump, and I have absolutely no idea what causes it. All of the other Key Items are on the same sprite sheet, and they give me no issue whatsoever. - Griselda's bed issues will be fixed next update - I just forgot to update hers while I update the others'. The hitbox issue for the beds in chapter one will also be fixed as of the next update. - I have no idea why Lady Dienro is showing up in two different places at once. Chalk this up to her spooky nature until I can patch it. - the Deceptively Wise Cat runs on a similar script to the chest outside of the tower - should be an easy fix. While I'll do what I can to smooth out any narrative inconsistencies, seating arrangements will remain as the plot necessitates.

Mighty Halberd

Finally got around to finishing this, excellent thus far! Still a couple glitches that I think Almost Brilliant covered, but otherwise runs really smoothly.

Kestrel

Loved it! It's really coming together! The character writing is what puts this game over the top for me. A few things I noticed that I don’t think have been mentioned: Early on, the employees only section of the tavern is blocked by two “indiscriminate” women, I think that might have been meant as “inconsiderate” due to the context? This is just a little consistency thing, but usually you can transition between areas just by walking, but for some reason going north from Aemple you have to press the action button. It’s not a big deal, but it feels a bit inconsistent with the rest of the game. The birdcage on a table in the portal room seems like it probably shouldn’t be walkable. Listening to the sermon as Griselda causes you to respond as Ginny The offer to get a speed boost from Calahree doesn’t change once you’ve gotten it. Maybe you could have the option to give it up? Or just a comment on how you already have it. The pedestal with the shattered crystal in chapter 3 is walkable. It might be a good place for a bit of flavortext too.

Sir Kata

Just started this game, and started with this build. I cannot proceed, this is Chapter 1. Asked around about the hero, got sent to the inn. Bartender doesn't remember who mentioned the hero, Hermia points me to Greta, who says she someone.. and that's it. Bunny girl, I can feed by getting food from the bartender via "What's the Entertainment" (prompt doesn't change when I get her quest). HOWEVER, once I feed her, I'm told to come back later but *also* have her bunny ears suddenly? Nothing else. I cannot order beer, except off the bartender as a vendor. No one else gives me clues for the hero, and this hero lady doesn't appear in town at all.

Sir Kata

Also the maze is still locked, if the hero is supposed to be there. It's as if me talking to the bunny girl changed nothing. Bartender glad enjoying the food, Greta is still being asked for food and brushes me off. Leaving town and coming back doesn't work. (which, btw, has to be done via Action button, to leave)