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

This is the place for general discussions on fetishes, sexuality and anything else. What's on your mind right now?
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by nocnoc »

edger477 wrote: Thu Apr 13, 2023 11:51 pm I have also experienced the "bad luck" and had to resort to close-range fisting (pun intended lol) but then you get into spree of bad luck trying to close range and she keeps escaping.

Anyway, I played a bit around graveyard and died there in some hole, did not find any other issues. As I am not really crazy about cartoons, I hoped for more real girls in psyons encounters, but in all encounters I always had 3 pictures of same girl.
It should be interesting to see how the new unlucky roll assist with the upcoming release (later this month) works out. I set the default value to +4 advantage with each failure, making the next roll more likely to go your way. You can also reduce it to +2 or increase it to +6. It will probably take a while to find the sweet spot values as I've only tested it for a few hours. That's where feedback can help out. It is important that having a low speed stat or a low precision stat has consequences, so I'm just trying to reduce the odds of those really long streaks that ruin the flow or cause a little too much frustration. I want players to still carefully consider what skills they want to invest in as they level and buy enchanted gear and so forth.

The NPCs are all cartoons/Anime while the probed Psyonic images are all of real models. The world is literally a cartoon universe so you are seeing them as they really "are". There are many dozens of sex scenes that can be discovered/unlocked around town, but these are all Anime based.

I'm not sure why you only got 3 pictures. Even the lowest level Psyons have picture sets of about eight girls and then these grow larger as you encounter higher level enemies. They are random though so perhaps you got unlucky. Regular Psyons feature X rated pics of a single model and each enemy type features a different picture set. Elite Psyons have much larger picture sets themed around a specific fetish or sex act with multiple models, such as footjobs or strapons or the like. Minibosses and bosses feature the larger picture sets usually featuring more extreme fetishes. The basic idea is that more powerful enemies can probe your memories deeper for more extreme content. There are also special encounters featuring real pictures. The death queen in the chapel tries to break your will with a very long photo set of very hot girls combined with increased eStim. You can collect hundreds of real pics and enjoy them again as a random slide show when you "daydream" in the brothel bathhouse.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Errant__ »

Hi! Would love to try out the alpha if possible. I don't have an estim but still interested to give it a shot, and happy to provide feedback.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by nocnoc »

There will be a short delay in the release of V0.11.0, as a few things are taking longer than expected and I've also had some real world things pop up that have occupied some of my time recently. It will be out before the end of the month. For new testers that have recently sent requests for the game link, I will send those out as soon as I push the update, as V0.10.1 save game data will be incompatible. Thank you.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by nocnoc »

Alpha version 0.11.0 of Legend of the Psyons is now live on the tester link. (Previous saved data will not be compatible.) Anyone that wishes to partake in this testing may request a link and existing testers can feel free to share the link with other Milovana members. This update is quite substantial and because the release was already a few days late, I didn't have time to test all of the possible permutations as much as usual. Please let me know if anything game breaking is found and I'll try to push a hot fix ASAP. I will post detailed release notes tomorrow. I also plan to put out a minor update in a week or two to flesh out Amber's (a new NPC that comes in around level 7) gift options at her house, residential peeping, and a few town encounters that I didn't have time to get to yet. Enjoy! :-D
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by nocnoc »

V0.11.0 of Legend of the Psyons is now live on the tester link. This is a pretty large update, roughly split between combat and game engine enhancements and town content. Originally, I planned to have this update split between forest and town content, but with picture uploads wonky on Milovana for a few weeks, I focused on engine upgrades instead of the forest, as it wasn't picture intensive.

Summary of biggest changes: Support for escort quests and companions was added to the core engine. Combat now features class specific special abilities and lingering afflictions. Combat movement and attack roll failure now triggers a roll advantage aid that makes very long failure streaks far less common. (May need more tweaking, please give feedback.) Six new town location were added (not all fully implemented yet), two existing NPCs were significantly enhanced and expanded and three new NPCs were added, including a major romanceable/trainer.

-----> Release Notes <-----

--- New Content ---

* Redesign of two NPCs (Penelope and the mysterious rogue that sends you on the royal panties quest, now named Owl.) *

- Introducing the new and improved Penelope: The original Penelope was underwhelming, and for such a hard quest, I wanted to flesh out the character. She has been converted to the new type of NPC and features a lot of pictures, rewritten and expanded dialog and so forth. A third way to solve her rescue quest was added, using the new escort system to bring her through the tunnels and back to the well. As an escort, you can interact with her a bit both in and out of combat and she will offer some random banter (disposition and dominance based) and comment on a few special locations. Depending on her disposition once rescued, she has a chance to gift you a powerful artifact that reduces your special ability cool-down. After rescue, you may encounter her locked in chastity, which triggers a quest with a few ways to complete it. In future updates, you'll then be able to visit her house and encounter her around town.

- Introducing the new and improved "Owl", probably an alias: In preparation for some future side stories, the mysterious rogue that sends you on a quest to get a used pair of panties from the queen has been reworked a bit like Penelope. I'm curious to see if anyone can pick up on some of the subtle hints as to her big "secret". She no longer just disappears if you decide to report her plan to the queen.


* Three brand new NPCs (Amber, Hestia, and Barbara) *

- Amber (Amber from Genshin Impact) is a sexy and playful scout and fire archer that you first encounter during a rescue quest around level 6 or 7. You then see her in a scene with Mya and then gain the ability to visit her house in the new residential area. She is an important balance for the rogue class as she can be paid for ranged attack training. The training progresses through different scenes. She also has several types of punishments that have different odds to trigger depending on her disposition and dominance. She will be a full romanceable NPC like Jean and Kendall and she has some interesting gifting options/scenes with many more coming in the next minor update. She'll also be getting a bunch of town scenes of course, like bathhouse encounters.

- Hestia is a top-heavy priestess that offers a bit of dialog and eye candy. She is a minor character. She'll get a few town encounters in future updates.

- Barbara (Barbara from Genshin Impact) is the energetic and very horny head priestess at the Church of Milovana. She has an extensive intro scene with branching dialog options. She features several different punishments based on her disposition and dominance. She sells a new type of potion called holy water that can be used to heal lingering afflictions when out in the field. She is very moody and will be getting some town content in future updates. Her upcoming "sin confession" content will send you to the inquisitors. This will feature the sort of brutal pain content that some of my masochistic testers have been waiting for. :w00t: It will work a bit like tavern work, in which you go through a series of randomly selected scenes that will last for some total span of time. But instead of humiliation, the focus will be on relentless pain. The worst punishments will be reserved for those that commit too many "sins" without voluntary confession. This will make naughty or disrespectful decisions more impactful. Confession extraction torture will be the one area of content that can slowly push past the maximum punishment calibration. (I may make that a game setting option. I welcome feedback before I start work on this.)

* New town locations *

- The Church of Milovana is the primary location of Barbara. You can pray at the altar to rid yourself of afflictions.

- The Shrine of Milovana is just north of the church. You can make a gold tribute to the goddess to gain some xp, positive goddess disposition (a hidden mechanic that is also based on Milovana dialog options with big consequences), and a long-lasting temporary boost to your health.

- The residential district is in the northwest. The next minor update will add "peeping" that will work a lot like the changing room mechanic in the bathhouse. It will also be where you go to visit the house of NPCs that give you their address. While several give you their address as various prerequisites unfold, only Amber's house can be visited at this time.

- The garden is largely a placeholder right now. Eventually, some interesting random encounters and scenes will take place here.

- The guild hall can be seen but not entered. The addition of hired companions and all of the content that they will bring will require several updates and probably won't be ready for the next update. I'm really excited about this though, and it will open up a lot of combat options, like what class of companion you decide to pair with. Unlike escorts, companions will play a bigger role in combat. Healing, tanking, buffing, attacking for you and so forth.

* New mechanics *

- Escorts and (Companions)! :yes: I have long dreamed of upgrading the engine to handle escorts and companions. It was a daunting task to pull off in Eos, but it is now complete. This feature is currently only used in escort mode as an option to rescue Penelope in the well tunnels. It is a fairly robust system for future content, allowing interaction with your travel partner(s) both in and out of combat. It also provides random banter, specific location dialog triggers and so forth. Escorts are much like companions, only teleport potions can't be used while escorting and companions will have more combat options. I'll probably be adding companions for hire a few updates down the road, but most of the infrastructure is in place. There will also be a few more escort quests at some point. You will be allowed to have one escort and one companion at a time for a total of two travel partners.

- Afflictions: Most combat injuries heal once combat ends. Now, a new type of lingering injury can be triggered by a critical hit or an existing affliction can be made more severe. This makes critical hits a little more interesting and makes combat feel a bit more impactful in my opinion. Afflictions have varied special negative impacts, some painful, and will slowly get worse over time, depending on your game difficulty. They can only be healed using holy water (a potion sold by priestess Barbara) or praying at certain locations. There are three types of afflictions in the game right now, with more coming. You can also cause afflictions on your enemies, although it affects them less as they are unlikely to survive the battle.

- Special Abilities: There are now six special abilities in the game to add a bit of combat flair. Each class can pick one of two starting special abilities. Each class can pick from a defensive or offensive leaning ability. So a mage with a defensive special ability could play a bit like a battle mage with increased survivability, while a mage with an offensive ability could really dial up the damage. In this way, they almost serve like subclasses. Every five levels, the player can either add a new ability, or make an existing ability more powerful. These have very special combat effects like a mana shield or healing over time and so forth. Much like the special attack, they take time out of combat to recharge. Special abilities are painful to use (like a power up) and higher ranks of an ability get more painful.

- Bad luck streak modifiers: Any stat based roll playing game can sometimes result in long streaks of unlucky rolls. While missing and failing to move is an important part of the way skills impact your experiences, it can be frustrating to miss or fail too many times in a row. This new mechanic adds a hidden advantage to your next attack or move attempt every time you fail, making long unlucky streaks much less probable. Once you make a successful move or attack, the advantage resets to zero. This is a fine balance, as I want consequences for say, having a low speed skill, and may still need some refinement based on feedback. You have three levels to choose from in the game settings. By default, your enemies get the same advantage as you, but this changes based on combat difficulty settings.

* Miscellaneous *

- A few new kinky inventory items were added. Some of these will soon trigger special scenes when gifted to the right NPC.

--- Tweaks ---

* Town map updated. This will probably be the final town map and it shows future locations that will be added like the academy. I made the font larger based on feedback so that it is more legible. (I usually play on a huge monitor so I didn't realize that it was so hard to read.)

* Furta fruit effects buffed.

* Well water effect nurfed. It was overpowered.

* Mya's tips were expanded.

* Combat movement AP cost is now variable and thus now displays during combat.

* Fully blocked attacks (that normally do damage) can no longer trigger DOTs, add effects or do crit damage.

* Temple prayer moved inside of the temple and now comes with an eStim effect. The buffed skills were altered and it can also remove afflictions.

* Item rarity is now displayed for inventory items when details are viewed.

* Added player stink for Mya's special dirty panties punishment. This was just an oversight.

* Added a boob flash scene that can trigger for Ariel.

* Equipment and items can now have an ability cooldown bonus as an enchantment option.


--- Bug Fixes ---

* There was a bug related to leveling up with voxian artifacts in inventory during a special Milovana trigger.

* There was a chance Mya could think you stole her magic wand when you did not.

* The skill book "Dance and Combat" did not apply skill boost.

* Kendall's combat training cost was accidentally adjusted using Jean's disposition instead of Kendall's.

* Several typos were corrected. Please feel free to report typos.


--- Plans ---

Upcoming plans are always subject to change. :innocent: I'll try to put out a minor update in about two weeks that (hopefully) won't break existing saved data. It will add new gifting scene triggers for Amber, town encounters with some of the new NPCs, at least some residential peeping content, and perhaps another house or two.

The next two big updates will focus on a few new quests, another category of tavern jobs, brothel content including Miko's special endurance test, and perhaps the church inquisition. A major shift in plans is that before I continue work on the forest, I'm first going to flesh out the graveyard zone, which is largely empty at the moment. I plan to add many new locations/images and random NPC encounters and a few more quests. The graveyard was the first zone that I made and was just a sort of early test of my game engine that ended up being the starter zone. I fear that some testers don't realize that this is a work in progress and that a lot of other locations already have richer content with more coming all the time. So the graveyard is overdue for some development. The forest enhancements and then the caves and forest temple zones will be added after that, probably in that order.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by samcanios000 »

Hey! I'm an estim enthusiast and I would love to be a part of the alpha if you'd have me!
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Errant__ »

Played a whole lot the past few days, and I think I've gotten through all combat content now. Some of the non-combat content isn't really up my alley, so I went a bit light on it, and my feedback will mostly be focused on the core game mechanics. For reference, I'm playing without estim, on Hard, as Warrior. Can't remember if I'm using normal or minimal hit roll advantage, and I'm not sure there's a way to view it?

First off -- amazing work! Seriously impressive depth to the game, especially given the engine limitations. Here are some assorted thoughts:

- In terms of difficulty, I felt like it was somewhere between just-right and slightly-hard for the first half or so (up to and including cathedral), and then progressively became easier and easier, even though I did no grinding (just natural progression through areas + quests). It may have been an artifact of how I went through the areas (graveyard, cathedral, underground, forest), but I eventually reached a point where I was at least 1-2 levels above the enemies I was fighting, and just kind of breezing through the fights, even on elites.
This is a little bit concerning, because even though you have all these really well-developed mechanics, the fights actually didn't require me to think about them much. I ended up in a state where I could just spam the same attack over and over, and basically ignore everything the enemy was doing.

- Missing seems a little too common in fights, which I think has already been discussed a bit in the thread. That makes the seeking/+hit bonus attack items extremely (overly?) valuable, IMO. In terms of overall design, I suspect that it would be better to up hit rates a little bit, and reduce damage to compensate. But perhaps I just need to play more.

- I tried to exploit elemental weaknesses a little bit, but the payoff didn't seem significant enough to be worth focusing on it. It was also hard to know when I was actually hitting on a weakness, so I may be wrong in my assumptions.

- The affliction system is fun (and I *really* love the visions from the head affliction). I could've sworn I saw a tip that said the odds of an affliction worsening is 2% though, and based on how much it happened to me I feel like there's no way that can be true? I may have misread though.

- I loved the pre-fight for the cathedral boss, and hope there's a lot more of that to come! That boss was also the hardest for me in terms of combat difficulty -- it was the only fight I really had to retry a bunch of times.

- I didn't feel like the time crystal mechanic added much, so at some point I just started ignoring it and using cheat saves. The time crystals are fairly cheap, so it's not really that they're hard to get, but it just felt like a bit of a hassle to deal with. And not knowing the sizes of the areas ahead of time, I wasn't really sure how many saves I would need. I don't think it's particularly bad to keep, but one alternative would be to just have fixed places within each combat area that can be used as save points.

- For the angels and demons minigame, I got to a point where I had such a huge lead that it was basically a guaranteed win (haven't done the exact math of what that number is, though) and I just had to wait for the rest to play out. An auto-win check would be a nice convenience.

- I forget the exact spell I used, but there are some cases in combat where I would see something like "willpower +20 vs. no skill +20". I assume showing "no skill" is a bug?

- Being able to "un-pull" the lever in the cathedral was slightly annoying -- I understand there's a reason you can do that, but it would be nice if there was some indicator of which position it's in. Reason being that I had saved right after pulling the lever, and then when I loaded, forgot I had pulled it, so I pulled it again. Then when I returned to the statue, nothing had changed, and I was confused for a while, until I realized what happened :lol:

- Typo: "Assaasin's blade" (forgot if it's in the name of the attack, or when you actually use the attack, one of the two)

- Typo: "the projectile sales past you" --> sails :)

------

Finally, a couple questions:

- Is there any simple way to convert the estim signal into a metronome?

- I'm not sure I understand the design for leveling up. At first I thought that the diminishing returns on each stat would reset after a few levels, but that didn't seem like the case -- I reached a point where everything would only increase by 2 points. Is that intentional? It seems like that will lead to a pretty stagnant character build (i.e. most characters of a given class will end up with a very similar statline), and it seems odd that later level-ups are less "powerful" than early ones (that's already innately true even without the diminishing return system, because the overall stat pool gets larger and larger).

- Is there an actual way to view the AP cost of using a potion in a fight? I couldn't find it, and it seems like pretty key info...

Thank you for all the hard work! Excited to keep up with the game, and maybe do a fresh run at some point or give it another go in a few versions :)
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by nocnoc »

Errant__ wrote: Wed May 03, 2023 6:30 am Played a whole lot the past few days, and I think I've gotten through all combat content now. Some of the non-combat content isn't really up my alley, so I went a bit light on it, and my feedback will mostly be focused on the core game mechanics. For reference, I'm playing without estim, on Hard, as Warrior. Can't remember if I'm using normal or minimal hit roll advantage, and I'm not sure there's a way to view it?

First off -- amazing work! Seriously impressive depth to the game, especially given the engine limitations. Here are some assorted thoughts:

- In terms of difficulty, I felt like it was somewhere between just-right and slightly-hard for the first half or so (up to and including cathedral), and then progressively became easier and easier, even though I did no grinding (just natural progression through areas + quests). It may have been an artifact of how I went through the areas (graveyard, cathedral, underground, forest), but I eventually reached a point where I was at least 1-2 levels above the enemies I was fighting, and just kind of breezing through the fights, even on elites.
This is a little bit concerning, because even though you have all these really well-developed mechanics, the fights actually didn't require me to think about them much. I ended up in a state where I could just spam the same attack over and over, and basically ignore everything the enemy was doing.

- Missing seems a little too common in fights, which I think has already been discussed a bit in the thread. That makes the seeking/+hit bonus attack items extremely (overly?) valuable, IMO. In terms of overall design, I suspect that it would be better to up hit rates a little bit, and reduce damage to compensate. But perhaps I just need to play more.

- I tried to exploit elemental weaknesses a little bit, but the payoff didn't seem significant enough to be worth focusing on it. It was also hard to know when I was actually hitting on a weakness, so I may be wrong in my assumptions.

- The affliction system is fun (and I *really* love the visions from the head affliction). I could've sworn I saw a tip that said the odds of an affliction worsening is 2% though, and based on how much it happened to me I feel like there's no way that can be true? I may have misread though.

- I loved the pre-fight for the cathedral boss, and hope there's a lot more of that to come! That boss was also the hardest for me in terms of combat difficulty -- it was the only fight I really had to retry a bunch of times.

- I didn't feel like the time crystal mechanic added much, so at some point I just started ignoring it and using cheat saves. The time crystals are fairly cheap, so it's not really that they're hard to get, but it just felt like a bit of a hassle to deal with. And not knowing the sizes of the areas ahead of time, I wasn't really sure how many saves I would need. I don't think it's particularly bad to keep, but one alternative would be to just have fixed places within each combat area that can be used as save points.

- For the angels and demons minigame, I got to a point where I had such a huge lead that it was basically a guaranteed win (haven't done the exact math of what that number is, though) and I just had to wait for the rest to play out. An auto-win check would be a nice convenience.

- I forget the exact spell I used, but there are some cases in combat where I would see something like "willpower +20 vs. no skill +20". I assume showing "no skill" is a bug?

- Being able to "un-pull" the lever in the cathedral was slightly annoying -- I understand there's a reason you can do that, but it would be nice if there was some indicator of which position it's in. Reason being that I had saved right after pulling the lever, and then when I loaded, forgot I had pulled it, so I pulled it again. Then when I returned to the statue, nothing had changed, and I was confused for a while, until I realized what happened :lol:

- Typo: "Assaasin's blade" (forgot if it's in the name of the attack, or when you actually use the attack, one of the two)

- Typo: "the projectile sales past you" --> sails :)

------

Finally, a couple questions:

- Is there any simple way to convert the estim signal into a metronome?

- I'm not sure I understand the design for leveling up. At first I thought that the diminishing returns on each stat would reset after a few levels, but that didn't seem like the case -- I reached a point where everything would only increase by 2 points. Is that intentional? It seems like that will lead to a pretty stagnant character build (i.e. most characters of a given class will end up with a very similar statline), and it seems odd that later level-ups are less "powerful" than early ones (that's already innately true even without the diminishing return system, because the overall stat pool gets larger and larger).

- Is there an actual way to view the AP cost of using a potion in a fight? I couldn't find it, and it seems like pretty key info...

Thank you for all the hard work! Excited to keep up with the game, and maybe do a fresh run at some point or give it another go in a few versions :)
Thanks for the feedback. Many points and suggestions that you make are shared by other testers that have messaged me.

Difficulty curve: Agreed. I had the same thoughts with my own extended playthroughs. Things get a bit too easy around level six or so. Other testers concur. I tweaked the higher level enemies to be slightly harder with the last update, but I think they need more buffing. I did not account enough for all the ways in which the player gets more powerful through boons, better gear, combat training, skill books, power crystals and so forth. As far as being over-leveled without grinding though, that is sort of by design (within reason). I want players to have their choice of quests and so forth. The underground well tunnels are meant to be an optional zone for example. Eventually, zones will go up to level 25ish, so in the final game, you'll be able to push into ever harder zones as desired and try different zones and quests in different playthroughs. With all of that said, the upper level Psyons need to be made harder to keep up with all of the player upgrades. I may also add a very hard combat difficulty option and I may slightly slow level progression. Incidentally, did you try escorting Penelope through the tunnels? That was a new mechanic that I haven't received much feedback about yet.

Missing attacks: Agreed. Attacks still miss a little too often. The new unlucky streak aid may need to be dialed up more. I'm still collecting feedback on that. I'm going to slightly increase the overall hit rate a bit with the next release, especially for melee distance, as it makes sense that those would hit most of the time.

Elemental strategies: Those will be a more important consideration once I get the difficulty curve dialed in a bit better and/or a very hard mode is implemented. As a warrior, you probably had low intellect. Higher intellect will more often provide weakness and strengths about specific enemy types upon combat initiation. Mya also has a chance to give some tips in this regard. The best way to figure out elemental weaknesses is to pay close attention to the DOT effects. Say the DOT is for 2 base fire damage, but it does 3 points of damage, you'll know they have a 50% vulnerability to fire.

Afflictions: You may have misread or I have the wrong info stated somewhere. The chance for an affliction to trigger and the chance for it to advance upon travel are separate things. On hard mode, afflictions advance with 8% probability. (5% by default.)

Cathedral boss: I'm glad you liked the pre-battle. She was fun to make. Indeed, all bosses will have something special like that. The next three star boss will be in the forest temple. The caves will contain mini-bosses, that also get a bit of special dialog.

Time crystals: That's a fairly new mechanic that still may be tweaked. It is just meant to reduce save spamming and promote multiple playthroughs just a bit, especially for NPC interactions, while allowing the player to still save fairly often.

A&D minigame: A mercy rule is a good idea. It won't be a top priority, but I'll consider adding something like that soon.

Special rolls: "no skill" was not a bug. Some spells, like teleportation, have an innate probability of failure, irrespective of your opponent. Rolling against no skill + 20 is just rolling your willpower against a D20.

Cathedral lever: Good idea. I'll add a hint like it sounds like something opening or closing.

Typos: These will be fixed in next release. The sale mistake was rather pathetic. LOL

eStim: There is no easy way to convert to metronome. Some of the levels have custom audio files that are designed to take the player though a variety of sensations over a six to ten minute journey. Obviously subjective, but I hope most players find this to be much more interesting than a metronome signal. But... did you mean so that it serves as a jerking speed instead of estim? That is a possibility and an interesting idea.

Leveling: The reduction in skill point advancement the more a skill is raised is meant to serve as a very soft cap on a specific skill. There is nothing special about these particular values though, and as higher level content is made, this will probably need to be tweaked. One option I was considering is that the two learning bonus skills for each class get a lower bounds of 3 instead of 2. In general though, I want end game character optimization to focus a bit more on getting the right gear and boons and the like. But to your point, this probably needs to be pushed farther down the line.

Potion AP cost: The potion combat option should only appear when you have enough AP to use it. Once clicked, the potion selection page should display the cost. There are two boons that can reduce this cost by the way.

Quick update on progress: Somewhat surprisingly, no major bugs have been reported for the last release. I'm currently working on a minor update to flesh out Amber's gift options and add residential peeping and a few new town encounters. That should be out before the end of the month and then I'll get to work on the next major update, which will include big improvements and expanded content for the graveyard starter zone.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Errant__ »

Thank you for the detailed explanations!

Escorting Penelope: yup, I did that. It was fun in terms of immersion, but unfortunately as far as combat goes at that point I was so strong that I had no need to use the escort skills at all. I think it will be a great mechanic for harder areas though, and/or you can build some special gimmicks around it (e.g. escort is the only one who can heal or inflict certain key status effects, but maybe has long cooldowns or limited uses).

Re: "But... did you mean so that it serves as a jerking speed instead of estim?" --> yes, exactly (but I say this knowing nothing about the technical details of how estim works -- I just assumed that one of the signals is effectively "speed").

Leveling: this is definitely tricky territory. I do like the idea of having a higher bound on the two bonus skills. Having the late-game focus on gear/boons is fair, but to my point about stat pools, you may find that that happens naturally without needing to be overly stringent on limiting stat progression: e.g. going from 5->10 strength is inherently a much bigger difference than going from 100->105.

Potion AP cost: can't believe I missed that the potion page had the cost! Though it would be a nice convenience to have it on the main combat page, like Potion [10], just so you're not constantly having to check the potion page.

I also didn't provide any feedback on the story, but it's great so far! Lots of interesting ideas, lore, and tying gameplay and story together. And the intro almost hit a little too close to home :lol:

P.S.: Phoenix OP :)
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by nocnoc »

Well... that was a scary outage. :whistle: I was starting to wonder if nearly three years of work was down the drain. So glad to see the site back up and running. Anyway, obviously I haven't been able to work on the minor V0.11.1 release, so that will be delayed a bit, but I'll get back to it. Please continue to test V0.11.0 for now, especially the new mechanics and offer feedback/suggestion and report any bugs.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Woll3 »

I would love to test it! How is it possible to get an invite to the alpha? Thanks!
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Zeje1 »

nocnoc wrote: Tue May 16, 2023 8:39 pm Well... that was a scary outage. :whistle: I was starting to wonder if nearly three years of work was down the drain. So glad to see the site back up and running. Anyway, obviously I haven't been able to work on the minor V0.11.1 release, so that will be delayed a bit, but I'll get back to it. Please continue to test V0.11.0 for now, especially the new mechanics and offer feedback/suggestion and report any bugs.
Same thought on this. Tested it for the first short round and it’s a great job!
Tomorrow will be a good chance to test better! For the b2 stim it is pretty difficult to fine tune the signals… but I think it will need a bit trying some encounters and regular tease at the over world …

The hints for your next action are great if it is enabled!

Again great job !

A small question beside… it would be fun if the chastity could be included to the blacksmith as an “stim chastity” and if you get caught like steeling you could get it as an extra to wear until you fulfill a quest … if passed you are released … if not passed ,what may end in bondage + interrupted orgasm or an prostate orgasm. After that post orgasm torture.. like edge … klick when reached the point of no return and stop… wait 20 seconds and get punished for 5 min…
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by v0ltaire »

nocnoc wrote: Tue May 16, 2023 8:39 pm Well... that was a scary outage. :whistle: I was starting to wonder if nearly three years of work was down the drain. So glad to see the site back up and running. Anyway, obviously I haven't been able to work on the minor V0.11.1 release, so that will be delayed a bit, but I'll get back to it. Please continue to test V0.11.0 for now, especially the new mechanics and offer feedback/suggestion and report any bugs.
yes it really really was, which is why i won't get tired of advocating alternative ways of playback, like good old offline teases or milodownloader. this also lets people modify teases to their preference and leads to more variety, just look at all the variants of the estim tower or the audio fixes for estim experiment. all that precious work absolutely must never get lost! milovana is really great, but it should absolutely not be relied upon, particularly since this wasn't the first major outage and i've heard that it supposedly has a truck number of only 1 on the operations side. :-O

that said, we can all be relieved for now and i wish you good progress towards the next release. please keep up your great work, it is much appreciated! :love:
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Storm123 »

i would love to take part in testing this :)
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback

Post by Footlover420 »

Would love to take part in this, anywhere I can get the link to the tease?
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