Yeah but its really dead over there it cant compete with Patreon sadly.
How do you get to meet with the phoenix again?
Choose the Owl Volery.
New route on Patreon
This adds roughly 7k words to the patreon demo! To access it: play an afab Swan, chose to be on Astors route (donate first blood and choose “It burns”)
Dive into Drozniks mind!
-on a certain route: learn how far Droznik was ready to go for MC
-learn more about Droznik, his family and how he sees MC
-learn about souls and magic!
-die?
I thought that might be it, but then I also wasn’t sure if AMAB MCs had more content! Ha.
This happens to afab MCs first for obvious reasons. It will happen to male MCs as well, albeit later in game!
Haha! I mean, the only time I picked that option was for AMAB character, so that’s the only time I saw any vampires!
You might want to give afab MC a chance than!
I usually play one, but just have never picked the “it tastes horrible” option for some reason!
What a funny coincidence might want to give the other combination a try, I promise you won’t regret it! If you like Droz at least, this update for now is focused on him and his relationship with MC (doesn’t have to be romantic either).
I’m not on Patreon, unfortunately.
Ah, shame but it will be available next month and than be even longer so you have more to look forward to
There’s a bit of a mess in start.txt
at the end of Swans first meeting:
Relevant excerpt
The things that make it confusing: on Swans volery path E is never mentioned to be Aqua’s older sibling (and there’s no interaction between these two during the Swans meeting that’d hint at that, or anything) so the player never knows why they’d care about Aqua’s wellbeing. Additionally, if MC had traveled with Droznik and thus avoided triggering Max’ route, this variant doesn’t produce any actual question from E about Aqua and if they’re in danger in this scene, so the scene just leaves the player scratching their head what the heck this is all about… double so because in this scenario MC up to this point never really notes/considers Max as anything but helpful family friend.
They have the same last name and they don’t interact because they are training.
I understand the rest of the comment though, and I did forget to add an actual question orz I added sth that should convey this, and I added a bit of text as well to make the transition between the various versions hopefully more smoothly!
The thing is, it’s very easy to not even remember what Aqua’s last name is at that point – it’s mentioned occasionally a couple of times (once in a letter along with 4 others, once when you meet them) and the player doesn’t have any reason to think it’s anything more than random flavor, and pay it any attention. So by the fime you meet E, it’s something “out of sight, out of mind”. And the connection is never realized.
I meant interaction as possible alternative to how it’s handled on paths other than Swans volery, but it’d be the simplest to do it in the same manner it’s done elsewhere, that is, mention directly when E is introduced that they’re Aqua’s older sibling:
*if ((schwan = false) and (maxlebt = true))
But not as soon as you thought as someone approaches you.
*if ((female) or (trans_male))
It is Estelle Falkenflug, Aquareine's big sister. And Holy Songbird.
*if ((male) or (trans_female))
It is Elrond Falkenflug, Aquarois' big brother. And Holy Songbird.
Like, there’s no room left for player’s poor memory here :>
So it’d be the easiest to just add that “Aqua’s sibling” bit here, too:
*fake_choice
#Elrond Falkenflug hates your guts.
//...
#Estelle Falkenflug hates your guts.
I fear that this new addition has a bit of a problem itself:
This can only be Aquaroi Falkenflug.
*if (schwan)
Exactly like his big sibling, you hide a sigh.
He will be trouble, you already know that.
//...
She doesn't need to introduce herself, she can only be Aquareine Falkenflug.
*if (schwan)
Just like her big sibling, you hide a sigh.
She will be trouble, you already know that.
This problem is, when playing the game normally (instead of doing “jump forward” and setting options manually) it is very likely that the schwan
variable is (yet) set to false
at this point, because the MC hasn’t yet picked their volery – the ability to flag yourself as a member of the Swans “early” i.e. before you meet your Nest members comes up only if MC’s name is Falco/Alouette. So, if this is not the case, MC will never receive this mention about Aqua being E’s sibling. Additionally, at this point in the game MC’s reaction is mostly confusing in itself, because the player has no clue who that “problematic Aqua’s sibling” even is, as they haven’t been yet mentioned in any way.
tl;dr: changing E’s introduction in the Swans to “Elrond/Estelle Falkenflug, Aqua’s big sibling, hates your guts.” would be probably the simplest fix.
OK i don’t want to be a pest :x but one more small glitch:
*if (mar = "Rapunzel")
"Wasn't Rapunzel blond?
*if (haare = "blond")
Is that why?
*if (haare != "blond")
Maybe it started as a joke, because you aren't?
When playing normally this bit comes up before the player is given ability to define their hair color, so it’ll always default to the variant which talks how MC’s hair isn’t blonde… even if the player might intend for their MC to actually be one.
Oh don’t worry, you aren’t a pest! This helps with continuity.
Yeah I wanted to code in a choice to choose the hair colour there but than I had an emergency in my work and totally forgot that (pro tip never write during your break in a high stress job where your break is often interrupted)
Will add it after work but not yet upload
Regarding aquas status I will add sth too, I hope the additions themselves fit better.
Alright, one last thing xD This is something more generic, it can come up a few times:
*if (devotion >= 40)
//...
*if (doubt >= 40)
//...
*if (meh >= 40)
//...
and
*if ((icecold >= 4) or (eiseis >= 4))
//...
*if ((aggro >= 4) or (tsundere >= 4))
//...
*if ((blushy >= 4) or (shy >= 4))
//...
*if ((roommates >= 4) or (freund >= 4))
//...
These checks produce text variants for MC’s who have certain personality. The potential problem here is, that it’s quite likely that none of these checks is passed – the numbers basically require the player to (almost) always hit the same single behavior, regardless of situation they’re in. But if they sometimes e.g choose to be friendly and sometimes angry, and sometimes calm… or e.g. they mix devotion and indifference, or some other combination, then the result doesn’t fit any of personality checks, and as result the game simply doesn’t print anything.
The results, when none of the checks is passed, vary: sometimes, it just a sentence that ends up with part of it missing. Or sometimes it skips half of a scene, like when MC talks with Starling in the cave.
To avoid it, it’s better to write those checks like this:
*if (devotion >= 40)
//...
*elseif (doubt >= 40)
//...
*elseif (meh >= 40)
//...
*else
//...
and put under that last else
a variant for MC who is less of one-note character, as a failsafe.
There’s another aspect to it, too – these personality checks are likely to fail early in the game, when the player didn’t make enough choices to have enough “personality points” to pass at least one of them. But as the number of personality choices they’ve made increases, eventually it can come to the point where MC has enough points in more than one category. And the game dutifully prints all relevant text variants… which sometimes work well, but sometimes it can lead to pretty silly results – like MC thinking how “they always acted cold” and then immediately thinking how “they always acted friendly” and then immediately after how “they’re always shy”,. etc.
(the if
/elseif
/else
approach helps to deal with that issue too, since it’ll only print the variant for first passed check. On the other hand, it means it’ll flatten MC’s personality to a single trait, which isn’t ideal either)
Whenever I tried to work with the *elseif/else I got an error, but maybe that was because I didn’t use it all the relevant variables down?
I will try this when I have time and if it works I will implement it everywhere. This will however take quite a bit of time (and force me to do the one thing I hate: maths).
I’d guess your issue was because of how ChoiceScript handles elseif
/else
branching. It is described in more detail in the guide here but the simple version is that each branch in such arrangement has to be terminated with some variant of a goto
call. Or alternatively, the startup
file should enable Implicit Control Flow (which can simplify scripting in general)