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The Allure of Wanton Cove 1.05 CHEAT Build

🕑 Added 2018-04-14 00:52:03 +0000 UTC

Comments

Aftermath Team

Thank you for the feedback. The clock issue probably isn't going to happen, there's simply too much content that would be affected or affect time that such a task is more effort than I want to pit into the game at this junction. The "Night" content, I was actually thinking of doing something similar to this eventually. I want to add a gambling game where you can potentially earn a little extra money, or if your depravity is high enough I want to add the ability to earn a bit of money by making use of your new assets. I don't always make use of suggestions, but I always appreciate it when people offer them and they are well articulated. Sometimes such things can be adopted into a project, other times they might become something I keep in mind in the future. Its all good.

In regard of clock and night - I belive needed effort very much depend approach to doing it. Let's start with clock. You can a function than activating when character goes between areas. To add clock only thing that need to be done, is to add a variable, inisially set on i.e.: 50 add decrease if by one each time function is called. Use it to print hour on left page. Once 'clock' goes to zero, there auto-switch to inn. If You decide that clock is needed, then it's this simple. As for night - I agree that if You were to use existing scenes with all conditions that are already in, adding night mode would make it one unholy mess. But. There is simple solution: to make nigh an alternative mode with inn as a single point of switch. Instead of "go to sleep", there would be also "wait until it's dark". Then night would be set of alternative scenes. Empty inn for example. And let's say town center and waterfront, as going further at night is tad suicidal. Then to exit 'night mode' John needs go back to Inn's room and choose "go to sleep". In general, it should be actually rather easy to do. Only common point is inn's room. Also, it being night means that there is less people and less visibility on details. Than means lesser need to make description variable. All in all, sure, my suggestions I made may not fit the quest, and if so, that 100% OK. But I try to make my suggestion sensible. Meaning, not a wild wishing, but things that can be done with relatively small amount of effort.

Aftermath Team

You are correct. I'll add that to my checklist of things to do for the next build right now.

I believe that the cheat menu hasn't actually been updated with all of the latest sex scenes, such as the scenes with the twins, etc

Aftermath Team

I'd received this, and I was sure I had replied to thank you. If I somehow failed to send the reply, then I apologize. Short summary: I actually copied your previous version of the message into my to-do list. I spent a couple of hours working on the items, especially the bugs. Bugs: Largely resolved. Technical: Noted. Will do some of this. Story: Noted. Will do some of this. a: Noted, First meeting is a madness inducing event. Followups are troubling to say the least. I'll look over the scenes to see if there's room for improvement. b: This is NOT Shoggoth, though it strikes some striking similarities. This IS however a leadin for a piece of future content, . . . . . Time: This was avoided early on intentionally. I want the players to have all the time they want to explore (In hindsight, I'd have likely done it a bit differently.) And adding Night to the game would be a significant undertaking (Build in a clock, enforce time progression across every event in the game, plus create a set of night time events and the framework for those new scenes, and that's before any significant content like meaningful scenes. Adding a clock as well as the night related content would likely result in a +/- 20% increase to the game's overall size which could take months of work.) Again, thank you very much for taking the time to share, it is greatly appreciated.

Hello, Review of 1.05.of content. I've send part of it though email, but with no response, posting it there. Bugs: - Fountain bug NOT fixed. At least not completely. It does not show mention of a book before visiting church, but it does if John visits it, even if he didn't find a book. - First day, repeated inquire to Tanya about Tom result with blank response "That's all for now". - On first day: get a book, read book first time, go to fountains. It mentions still locked Nadia. - Second day. Go to Nadia first, and ask about Ruind (it's unlocked), then go to Aaron and ask about Ruind => error. - 3'rd day, walk between waterfront to center: "Error: the passage "DockPuddle" does not exist". - ruins "Error: the passage "Ruins17" does not exist" - Rose Crow is stuck on the same two-page dialog starting with helping her inside. - New Game plus does not work. Only variable set are stats. Not a day, not event, no dialogue. It's continuation in Day 9. You need to play 'StoryInit' scene. Suggestions / technical: - Is there a way to append pages into other pages in the content? Add them together? Currently, each person (i.e.: Aaron) have large set of pages, one page representing an answer for given dialogue option. Point is, that on end of >each< of those pages there is set of identical conditions that defines which question can be asked redirection to the ansewer. If it was possible to link page, then section containing list of question could be set on >single< separate page and simply linked where needed. It means, that instead of 10 places with formulas, there is only one. It would allow to develop it much quicker. There is no 10 place to update. There is only single place. With single place for logic it would be much easier to deal with minor pesky errors like gaps between queston, or two questions set into single line. Please note, that after quick google check it seems that "Display" command can serve this role. Suggestion / story: - Inn rumors / NPC. It is a bit cliche, but it would be nice to have ability to hear some rumors and news beyond elements directly needed for action. Point is, that people are speaking in the bar, and as much as they won't outright admit, certain things filters through. I.e.; old John Smith's was found massacred two days ago. There is such lack of ammo on the island. Mike may have such... and he may sell some as for whisky. (alternative source of ammo). Etc. - Alternative sleeping place. There is a bar, but with given situation on the island, it's not only possibility. People are dying. There are empty houses. For example, house of montioned John Smith. Another possibility is getting a room at manor. - Fight overhauls CD.: I've mentioned possible fight overhaul in previous comment. Here I would like to propose something different - make it potentially deadly. Game have 'back' button, and I can guarantee that it's used, and used heavily by players. Having random 'bad end' uppon being defeated would only add to the story. As it is, losing does not really feel like much. - Tantacle monster... Honestly, while tentacle monster was rather well written, I cannot help as see it as a MASSIVE waste of potential. Two points to that: a) It does not sell mythos well. Shoggoth and other Lovecraft monsters are mind bending. They should be alien in any and all ways - so much so, that they are hard to even look at. Hard to think about. Hard to remember. Human faced reality of their existence simply refuse to accept it, tries to find a way around it. Shoggoth is THE most madness generating monster in story. Main antagonist is stronger, but she is understandable. She have to be. Tentacle monster on the other hand? Well, it is perfect madness generator. Most alien being around. This is narrarive thing - but any closer encounter with shoggoth monster, should focus on how alien it is. On the unearthy eyes and mouths, on shifting mass. On how ear-scarring its voice is. If John is caught, scene should focus mostly on biggering and doing anything to deny reality of situation - and maybe succeeding. b) Waste of opportunity. Shoggoth is written as tough opponent, but could be so much more. First of all madness generator. I have few ideas how it could be make better. It would take quite a bit of writing, so I'll only put bullet point for now. - psychodelic trip - lair - lair mini quest - alternative way to fight, access through cave system, shot him with impunity - extremely high-madness play with shoggoth helper - madness victory. I have it mapped per scenes in my head, but as I mentioned, writing it would take quite a bit time. Let me know if it would be of use. - More items I'm not speaking about anything hugely notable, but minor items. Things like knife, flint, cigaretes, etc. Adding them would not require much efforts. Currently only important items exists. Which is not how it should go. - Clock. A time counter of some kind. Currently it's possible to do infinite number of actions each day. Should it be so? - Night can have its own events. Currently night does not exist. Night could be a very good place to explore town. I am mentioning it, since it should be doable without all that much efforts. Night requires much less interactions. Further, in those interactions taint level may matter less - it is night after all. Much less is visible. You would also not need to include all all locations. Going through forest at night is foolishness, for example. That would be all for now.


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