Hey noone, I've been a big fan of this game for a while. Thank you for your efforts over the years, it really is a great game and you've achieved a lot of fantastic things here.
I've always been interested in modding it some and adding in my own parts to the stories. Recently I've gotten into chatgpt and had the crazy idea of trying to integrate something here. It took a lot of tinkering, but I finally got something decent to work with gpt3.5. Would you be interested in taking a look at it? It's no problem at all if you don't, I made it for myself mainly and thought I would share here in case there's any interest.
This is a chat with a character you can come across in a inflation-based swamp area. There was a bunch of establishing stuff before this page.
I'm working on it with some others here https://github.com/FullnRound/ftag-public/tree/v0.6.1 Looking for some writers for fat or vore right now, because I mostly do inflation/expansion. Please reach out if you're willing to help!
I'm very late, but the answer is: kinda. The heavier you are (in terms of fatness and what you've eaten) compared to your strength, the more stamina it takes to move around. Internally, there's a threshold where you can be classified as "immobile", but it doesn't prevent the player from moving around (otherwise you'd get softlocked!), and only comes into play in some niche narrations. If you're curious as to whether your character is considered immobile, you can check your status/narration - if your walk description starts with "slowly", or your status page mentions "You're starting to feel rather slowed down by your weight.", then you're immobile by the game's standards ;p
Yes, though I don't know if you want anything spoiled so I'll keep things vague: There's an event in the Hills that has a chance to increase your height, and a service in the Mountains to do it guaranteed, too.
I've gotten back into FTAG modding with a couple of new mods I've added to my page :D My effort's mostly been focused on quality of life / bugfixes at the moment, but hopefully I get around to more content additions soon (which I assume is what most people are interested in ^_^;)
please add a new limit bar to the clothing fatter this if the clothing is not in a size that can explode you will add more realism something else in the monsters that feeds you add a new button until how long you go feed asat 50% 100% or %129
Honestly if you ignore the fetish stuff it’s kinda just a furry rpg text adventure ngl, and a pretty good enough one at best, the descriptions describing your character when you have certain stats high enough are a somewhat decent ego boost also
still I feel awkward to know this is the first game I put in my collection
So I understand you don't want someone else taking over the game. but how do you feel about people modifying and sharing their changes publicly? If that's a hard no I understand, I just wanted to share some fun small changes I managed to make.
Sadly it's a no about distributing modified copies (see this chain) :c If you want to distribute mods, you've gotta do it awkwardly by distributing all your edits with instructions of where to add them, or hack things together by using a patcher program and providing the patch (though you can only use one mod that way...).
It rather killed my enthusiasm for making further mods or any other contributions - I was totally prepared for making new content, as well as providing edits to the game to make it more modding friendly, and fixing any bugs I came across - but with the policy and waiting in limbo for a response, I moved on to other things Q_Q
Yeah, the modding bit isn't the problem, it's the distribution. A modded index file is still a game asset, and so can't be shared. Unless I'm misunderstanding what you're suggesting. If there is a way to make my mod easier to distribute (and use alongside other mods), I'd be happy to learn about it!
so idk how you apply your mods but for me its as simple as opening my game folder through the itch app and replacing index with the file i modded. Index holds the primary game code in it so i just threw it into and editor and replaced it afterwards. At that point you can just replace index with your new game file, though you will lose all your saves.
If I can ask you a favor, open up your index file in https://twinery.org and link me the file you make by going to Build -> Publish to file. I did that with my changes then just exchanged the index file in the itch folder
You should take that down, as it violates the game's license by distributing modified game assets (which is the whole thing I've been talking about xP)
Yeah I'm trying to modify the files the way you described but in both instances they create errors, i can see why you're having difficulty with this. If you could I'd love to see if my method works but until I can debug what's wrong with the code I have I can't fully test it (something in StoryInit is very unhappy, and the IPS patch introduces a lot of typos and swaps <<>> for various texts)
My mod should work fine, as it has before. I feel like there's been a bit of a misunderstanding here: I already know how to make and distribute mods and aren't having problems with that. My point is that not being able to distribute the modded files as-is is a pain. I'd wager you're likely trying to install my mod on a non-vanilla setup, which as noted shouldn't work. If you are following the install instructions, you shouldn't run in to any problems. If both install methods have failed though, that's concerning (especially as it works for me :S).
So for those here who have not seen noone's FA, they don't seem to have any significant plans to add to the game as is. They stated that they primarily wanted to create a stable version of the game in twine (this was originally a flash game). Now I won't speak for their future plans, but I thought I'd make this information a bit easier to access since a lot of people might be finding this for the first time on this platform. Please read the dev's FA page for further info, and happy stuffing :)
would it be possible to add a "sell all" option for items? I think that the item list may start to lag the game from just how many things are in it after a while
So I finally got around to releasing my mod that adds feeding (coulda taken a lot less time, but I'm not great at focusing or writing :p). People who are crazy enough to go through the tedium and spoilers involved in installing mods can find it here: https://icyibis.itch.io/ftag-mods
Oops, looks like a missed that one! I'll update the instructions (and do a pass for others I've missed). For that one in particular, place it above the `<br>` Edit: It was just that and one other that were missing instructions, I've made a new release, though all that's changed is I've added in the instructions.
I tried using a twine editor to install the mod but I have absolutely no idea how to read the stuff in it. Its far to complicated for me. I dont understand why the creator of the game wont just let people give out modded copies for people who cant or dont know how to use a twine editor. They aren't making any money off of it anyways.
I can't blame you - I do really hope the situation changes at some point... Good news, though: I've just put out a new release that includes a much easier way to install the mod that somebody suggested. It's a rather hacky workaround, but it'll work for the time being.
Could you make it like so its already added to the game because it hurts to try to understand and my brain hurts after doing a day of school and now it hurts more :( I just wanna play a game with this mod (I am asking if u can just change the codea nd add it to the game
Due to the game's license, I'm not allowed to provide versions of the game with the mod already installed :c Do check out the IPS Patch installation method though - it should be easy and straightforward enough to do.
Is there a way to powerlevel/grind max fullness/stomach capacity, easily and quickly?
Be nice if we could turn fatness into capacity somewhere(maybe there is, and I just haven't found it yet).
EDIT: I found a fat "cult" in the mountains, and we can only change our height, species, and gender? I feel like we should be able to change stats as well. If anywhere, THIS would be a good place to turn fatness into capacity.
EDIT2: Oh wait, maybe if I get their cauldron back! One sec!
EDIT3:Nope, didn't unlock any new options. Just these robes.
Generally you can carefully (or recklessly, now there's an undo button) use the Restaurant combined with resting to safely rack up time overfilled at the cost of gold.
Using one of the stretchy items, filling up to capacity, then letting the effect wear off will also leave you with lots of time overfilled, and is usually the method I tend to use when I can.
You can grind XP to level and choose to upgrade stomach capacity.
You can also turn in Wyvern Eggs to the cabal and choose to upgrade your stomach capacity for a gain very close to what you'd get for levelling up.
In Options, there's the Cheat menu available down at the bottom that lets you edit your stats. The game isn't necessarily all that grind-friendly, so it's a good option to use even if you are playing "legit" to save time on the more tedious parts (though you've got to draw lines somewhere, since technically everything is infinitely achievable with just time being the barrier). Figure out some rules for conversions and use those to skip the tedious parts.
Bonus: Cheatsheet for cheaty conversions:
- Fat to Gold: 1.5 fat gained per 1 Gold (based on buying and eating cake, although this conversion is currently 6 times as efficient because of a bug - exploiting the bug makes it more 9 fat per 1 Gold) - Fat to Stats: 10 Fat translates to 1 stat point, plus 1/3rd of an Endurance stat point if the training is physical (i.e. not INT). - (Not worked out how much a stretchy fruit or similar translates into stomach training yet)
So I've been doing some modding (currently added in a feature to feed enemies in combat) and was wondering if you could clarify the game's license. What constitutes an asset in the game's case? The asset license forbids sharing any modifications, so from my understanding that means I won't be able to release any mods I make?
I'm going to be honest, I don't really know how it works myself. But the intention is, you can release "mods for the game", but you can't release "a modded game". There's something called either Twee or Tweego that essentially lets you add things into Twine games, but I haven't actually used them myself. But theoretically it would let you add your own passages into the original game and implement them that way. Somebody was working on a system for adding mods to the game, although I'm not sure how far they actually got with it.
Ah, okay. Not sure if it'll be worth releasing my mods then, since I'm not sure how many people could be bothered editing all the necessary files to install it (currently at 62 passages/passage edits and counting for a mod that goes out of its way to make minimal edits - I know I sure as heck wouldn't bother with that) 😿
Any chance the no releasing modded games policy might change at some point in the future (or if special permission could be given?)?
In terms of editing, I think it might be easy if you use Git and Tweego (google it), since it lets you decompile an HTML file, merge edits, and then recompile it to play it.
True, but then instead of requiring users to manually install files without any special programs, it's instead a tradeoff of requiring them to install and know how to run 2 programs (and I think requires the main game to always decompile the same way between versions, which might not happen?)
I am extremely extremely sorry for not responding sooner, but I didn't really have a good answer for you. I really didn't want to change the policy, although I was also hoping a better alternative would pop up. But that never really materialized. And a lot of irl things came up and things got away from me. Which I know isn't a good excuse, but it's what happened.
Which is all to say that I'm willing to give you permission to release an already modded version of the game. I know that's probably too little to late at this point, but I didn't want to leave things unresolved. And I really didn't want you to feel like you wasted so much of your time. I know how disheartening it is to have your efforts wasted.
And again I'm so sorry for taking so long to give you a response. I was worried about scenarios that I probably shouldn't have been worrying about and hoping for solutions that probably won't come. So I hope this brings at least some positivity to you.
Well the IPS patch method did come up, which was rather straightforward for users (like one or two steps more than immediately playing the game). The only problem is that the method can't be used for installing multiple mods, which really is also a problem for hosting modded versions, too. Though that concern might be a bit moot because I don't really know if there are many mods for that lack of compatibility to be an issue! xP
I had been considering trying to focus on more gamedev stuff recently, so there is a chance I come back to this and work on more of the mods I had ideas for. I'd decided to have them all the mods be part of the same modded instance for ease of installation, with in-game options to toggle each one on/off. Being able to host the modded version without requiring anyone to have to install them sounds like a sweet deal, thanks!
Here's a few bugs I've run into during a play session (I didn't take any notes, and wasn't fully paying attention, so some of this might be a bit off): - No Random (Gender): With random male NPCs disabled, Sampson swaps to being female (I don't think that's intentional, since no other standard NPCs genderswap from it, and it doesn't happen in the original). I would also encounter some fights where random NPCs wouldn't respect that setting (or there was an error with it) - the preamble for the Bloated lion encounter correctly notes them as female when random males are disabled, but then the in-fight text notes them as male. - Tailor Gendering: I forget which one it is, but there was a line where the tailor used the incorrect terms, using the male versions for my female character. The rest of the dialogue was normally otherwise correct with its gendering. - Wizard Tower: Something wonky happened with my second trip to the wizard tower (after fighting the manticore and claiming the notebook as my prize the first time), where I didn't get a choice of what prize to claim, and saw the notebook-taking text again. My only option was rest, which makes me wonder if it was something to do with running out of stamina during the manticore fight first. I wish I was paying more attention and had the foresight to use the back button to investigate what went on - it might've just been from me mashing and maybe having forgotten I hadn't chosen the notebook before(?).
For feedback: - Not really a big issue because it's nothing serious, but I did notice a stylistic inconsistency with how talking to NPCs work. Sometimes it's initiated by an option in the grid buttons, sometimes it's initiated by clicking hyperlinks under the game log, and then it's sometimes displayed as text in the game log, while other times it appears in a popup instead. - The new UI makes it a lot more tedious for both buying and consuming items (a lot of extra mouse/finger movements, more clicks to achieve the same thing, having to re-open the inventory every time - which takes a while to load each time for me when playing on mobile) to the point where I just stopped bothering even trying to use those systems. What might help somewhat could be: - As someone else mentioned, a Buy X option. Or at the very least, have it so the "Buy it" section doesn't close upon purchase. - The Use X options in the inventory are nice, but don't really help in situations where the number you want to consume don't fit into a multiple of 10. One thing that could help is if the inventory didn't close after using an item.
Since I've been digging in the files while modding, I've been keeping some notes on errors (mostly just typos) as I notice them (but not all of them, because I'm not that organised >_>). Aside from some more general notes, I'll list the exact passage names for ease of fixing:
-- General -- The prices of items don't take into account charges. For example, it only costs 0.75 gold (the price of 1 donut) to buy the box of 6 donuts. Same with cake, the giant fruits, etc. Store vendors always say their thanks line, even when buying items, which doesn't really make much sense in the case of the Earl's/the racoon's. Some of the not-formatted-for-players'-eyes passage names can be seen because the game always displays the passage name beneath time. One example are the vendor parts of the stores.
-- bubble orca ai -- "waves with her tail as you drift away" should be "waves with $npc1.his tail as you drift away"
-- cabal dragon ai -- "he lets out an stifled, beast-like growl!" should have "a stifled" "The tendril ceases" should be "The tendrils cease"(?) "looks immensely please" should be "looks immensely pleased"
-- Slay Queen -- "that as inside the queen" should be "that was inside the queen"
-- thin fur ai -- "the $npc1.species is send sprawling" should be "the $npc1.species is sent sprawling"
-- A near bursting patient -- "says betwee groans" should be "says between groans"
-- spell objects -- In `$lighning3`: "chant an invokation" should be "chant an invocation"
Thank you very much for all the reports! Hopefully I'll be able to fix them all in the next patch. Changing how inventory stuff works may need to be a bit more in depth. And yeah, character dialogue changed from how it worked originally, and I never changed it back after I added the grid thing back in. I wasn't 100% sure which system I actually wanted to use or how best to implement it.
Adding onto some more things (I'll keep editing this until a response so I know it gets seen): - I noticed during the fight with the cheese, it doesn't end once your stat's been reduced to below 0. `cheese ai` is missing the check that debuffers usually have to trigger defeat when the stat is below 0. - Because of that I was checking the instructions to make sure it is supposed to be the case where you always lose when your stats drop to 0 or lower, and noticed that the instructions for the devour action aren't in line with how it works in the current version. It alludes to the old functionality where the devour option would only show if you could handle the creature on an empty stomach, whereas in the current version of the game, the option is always available to try (so there's a problem with one thing either way - either the instructions are outdated, or the devour action is showing when it shouldn't).
Holy smokes, an updated FTAG! I played way too much of the original - still occasionally do - I'm pretty sure I experienced everything it had multiple times. Even made my own mods for it, and flirted with designs for games based off of it, like a real dork. Excited to see there's new stuff to play with :D
Also, is there a way to implement a "sell 10/100/100" or a "sell all" feature (EDIT: Maybe a buy 10/100/1000 feature as well?)? I don't mean to be rude but uh... I currently have 2046 wizard staffs and I don't want to click sell 2046 times to get rid of them...
Say, if someone were to write up text and such for new additions, where would they go to submit them? Just asking so that we could help contribute to the game and such
Sorry for the late reply! If you want you can email me at sck140@gmail.com . Although I have to admit I can't guarantee how fast I'll be able to get around to actually implementing anything
thinking of ideas of where eating an enemy gets the player poisoned and some sort of poison effect that hurts the player when resting instead of healing (may work on enemy ideas later)
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Probably one of the best games ever made in this niche.
Are you still updating this? Its pretty fun and id love to see more from it.
Hey noone, I've been a big fan of this game for a while. Thank you for your efforts over the years, it really is a great game and you've achieved a lot of fantastic things here.
I've always been interested in modding it some and adding in my own parts to the stories. Recently I've gotten into chatgpt and had the crazy idea of trying to integrate something here. It took a lot of tinkering, but I finally got something decent to work with gpt3.5. Would you be interested in taking a look at it? It's no problem at all if you don't, I made it for myself mainly and thought I would share here in case there's any interest.
This is a chat with a character you can come across in a inflation-based swamp area. There was a bunch of establishing stuff before this page.
Is it possible to get access to this mod? Thanks in advance
I'm working on it with some others here https://github.com/FullnRound/ftag-public/tree/v0.6.1 Looking for some writers for fat or vore right now, because I mostly do inflation/expansion. Please reach out if you're willing to help!
Hello. I'm very glad you enjoyed the game, and thank you for asking, but for a number of reasons I have no intention of involving AI with the game.
can you add pregnancy
Why? Just why?
why not it was only an idea
if you ever choose to update this game again,
could you a an A.I. generated image based on the status of your character please
I think the game is already dead because it no longer has updates.
I have a question, what happens to Samson after he falls asleep?
Is getting too fat to move a feature in this
I'm very late, but the answer is: kinda. The heavier you are (in terms of fatness and what you've eaten) compared to your strength, the more stamina it takes to move around. Internally, there's a threshold where you can be classified as "immobile", but it doesn't prevent the player from moving around (otherwise you'd get softlocked!), and only comes into play in some niche narrations. If you're curious as to whether your character is considered immobile, you can check your status/narration - if your walk description starts with "slowly", or your status page mentions "You're starting to feel rather slowed down by your weight.", then you're immobile by the game's standards ;p
is there a way to increase your height?
Yes, though I don't know if you want anything spoiled so I'll keep things vague: There's an event in the Hills that has a chance to increase your height, and a service in the Mountains to do it guaranteed, too.
Many thanks!
I've gotten back into FTAG modding with a couple of new mods I've added to my page :D My effort's mostly been focused on quality of life / bugfixes at the moment, but hopefully I get around to more content additions soon (which I assume is what most people are interested in ^_^;)
please add a new limit bar to the clothing fatter this if the clothing is not in a size that can explode you will add more realism something else in the monsters that feeds you add a new button until how long you go feed asat 50% 100% or %129
I wish you could have the option to like rub your belly and burp for a little more room
Honestly if you ignore the fetish stuff it’s kinda just a furry rpg text adventure ngl, and a pretty good enough one at best, the descriptions describing your character when you have certain stats high enough are a somewhat decent ego boost also
still I feel awkward to know this is the first game I put in my collection
I completely agree with you good sir or miss
So I understand you don't want someone else taking over the game. but how do you feel about people modifying and sharing their changes publicly? If that's a hard no I understand, I just wanted to share some fun small changes I managed to make.
Sadly it's a no about distributing modified copies (see this chain) :c If you want to distribute mods, you've gotta do it awkwardly by distributing all your edits with instructions of where to add them, or hack things together by using a patcher program and providing the patch (though you can only use one mod that way...).
It rather killed my enthusiasm for making further mods or any other contributions - I was totally prepared for making new content, as well as providing edits to the game to make it more modding friendly, and fixing any bugs I came across - but with the policy and waiting in limbo for a response, I moved on to other things Q_Q
i mean to be fair all i had to do was replace the index file in my itch storage to make the changes. I can make a short how to
Yeah, the modding bit isn't the problem, it's the distribution. A modded index file is still a game asset, and so can't be shared. Unless I'm misunderstanding what you're suggesting. If there is a way to make my mod easier to distribute (and use alongside other mods), I'd be happy to learn about it!
so idk how you apply your mods but for me its as simple as opening my game folder through the itch app and replacing index with the file i modded. Index holds the primary game code in it so i just threw it into and editor and replaced it afterwards. At that point you can just replace index with your new game file, though you will lose all your saves.
If I can ask you a favor, open up your index file in https://twinery.org and link me the file you make by going to Build -> Publish to file. I did that with my changes then just exchanged the index file in the itch folder
You should take that down, as it violates the game's license by distributing modified game assets (which is the whole thing I've been talking about xP)
Yeah I'm trying to modify the files the way you described but in both instances they create errors, i can see why you're having difficulty with this. If you could I'd love to see if my method works but until I can debug what's wrong with the code I have I can't fully test it (something in StoryInit is very unhappy, and the IPS patch introduces a lot of typos and swaps <<>> for various texts)
My mod should work fine, as it has before. I feel like there's been a bit of a misunderstanding here: I already know how to make and distribute mods and aren't having problems with that. My point is that not being able to distribute the modded files as-is is a pain.
I'd wager you're likely trying to install my mod on a non-vanilla setup, which as noted shouldn't work. If you are following the install instructions, you shouldn't run in to any problems. If both install methods have failed though, that's concerning (especially as it works for me :S).
So for those here who have not seen noone's FA, they don't seem to have any significant plans to add to the game as is. They stated that they primarily wanted to create a stable version of the game in twine (this was originally a flash game). Now I won't speak for their future plans, but I thought I'd make this information a bit easier to access since a lot of people might be finding this for the first time on this platform. Please read the dev's FA page for further info, and happy stuffing :)
umm... I didn't edit or mod this. this has gotta tell ya how broken the weird berries are
The eating contest doesn't seem to ever go past round 3. If you click the eat button, nothing happens.
I'M FCKING INVINCIBLE!!! For now I just gaining weight to get stuck in storehouse.
can you ad futa option in the gender selecter and add dick length as well as ball size
could you please add an ending/s and make the bed in your house break when you get too heavy?
Does this have an ending? If it does Idk how you're supposed to get it
if it doesn't then I really have no motivation to continue playing it
i've seen basically everything
It's incomplete and is a fairly complex and enjoyable fetish game, there is no current ending
pretty sure it'll sadly never be completed
would it be possible to add a "sell all" option for items? I think that the item list may start to lag the game from just how many things are in it after a while
love the game, big fan
Since all of the controls are placed in a 3x3 grid it would be nice if I could use the numpad keys to navigate. I'm enjoying the game so far!! :)
they aren't planning on adding new things unfortunately
So I finally got around to releasing my mod that adds feeding (coulda taken a lot less time, but I'm not great at focusing or writing :p). People who are crazy enough to go through the tedium and spoilers involved in installing mods can find it here: https://icyibis.itch.io/ftag-mods
I could not find the instructions for the combat inventory edit.
Oops, looks like a missed that one! I'll update the instructions (and do a pass for others I've missed). For that one in particular, place it above the `<br>`
Edit: It was just that and one other that were missing instructions, I've made a new release, though all that's changed is I've added in the instructions.
I tried using a twine editor to install the mod but I have absolutely no idea how to read the stuff in it. Its far to complicated for me. I dont understand why the creator of the game wont just let people give out modded copies for people who cant or dont know how to use a twine editor. They aren't making any money off of it anyways.
I can't blame you - I do really hope the situation changes at some point...
Good news, though: I've just put out a new release that includes a much easier way to install the mod that somebody suggested. It's a rather hacky workaround, but it'll work for the time being.
Could you make it like so its already added to the game because it hurts to try to understand and my brain hurts after doing a day of school and now it hurts more :( I just wanna play a game with this mod (I am asking if u can just change the codea nd add it to the game
Due to the game's license, I'm not allowed to provide versions of the game with the mod already installed :c
Do check out the IPS Patch installation method though - it should be easy and straightforward enough to do.
could there be a NSFW mode of sorts? perhaps a few more descriptions when naked
Is there a way to powerlevel/grind max fullness/stomach capacity, easily and quickly?
Be nice if we could turn fatness into capacity somewhere(maybe there is, and I just haven't found it yet).
EDIT: I found a fat "cult" in the mountains, and we can only change our height, species, and gender? I feel like we should be able to change stats as well. If anywhere, THIS would be a good place to turn fatness into capacity.
EDIT2: Oh wait, maybe if I get their cauldron back! One sec!
EDIT3:Nope, didn't unlock any new options. Just these robes.
- Generally you can carefully (or recklessly, now there's an undo button) use the Restaurant combined with resting to safely rack up time overfilled at the cost of gold.
- Using one of the stretchy items, filling up to capacity, then letting the effect wear off will also leave you with lots of time overfilled, and is usually the method I tend to use when I can.
- You can grind XP to level and choose to upgrade stomach capacity.
- You can also turn in Wyvern Eggs to the cabal and choose to upgrade your stomach capacity for a gain very close to what you'd get for levelling up.
- In Options, there's the Cheat menu available down at the bottom that lets you edit your stats. The game isn't necessarily all that grind-friendly, so it's a good option to use even if you are playing "legit" to save time on the more tedious parts (though you've got to draw lines somewhere, since technically everything is infinitely achievable with just time being the barrier). Figure out some rules for conversions and use those to skip the tedious parts.
Bonus: Cheatsheet for cheaty conversions:- Fat to Gold: 1.5 fat gained per 1 Gold (based on buying and eating cake, although this conversion is currently 6 times as efficient because of a bug - exploiting the bug makes it more 9 fat per 1 Gold)
- Fat to Stats: 10 Fat translates to 1 stat point, plus 1/3rd of an Endurance stat point if the training is physical (i.e. not INT).
- (Not worked out how much a stretchy fruit or similar translates into stomach training yet)
thx for the little guide!
Um for the battle of the monteress cheese can you make it so we can fight it motiple times?
So I've been doing some modding (currently added in a feature to feed enemies in combat) and was wondering if you could clarify the game's license. What constitutes an asset in the game's case? The asset license forbids sharing any modifications, so from my understanding that means I won't be able to release any mods I make?
I'm going to be honest, I don't really know how it works myself. But the intention is, you can release "mods for the game", but you can't release "a modded game". There's something called either Twee or Tweego that essentially lets you add things into Twine games, but I haven't actually used them myself. But theoretically it would let you add your own passages into the original game and implement them that way. Somebody was working on a system for adding mods to the game, although I'm not sure how far they actually got with it.
Ah, okay. Not sure if it'll be worth releasing my mods then, since I'm not sure how many people could be bothered editing all the necessary files to install it (currently at 62 passages/passage edits and counting for a mod that goes out of its way to make minimal edits - I know I sure as heck wouldn't bother with that) 😿
Any chance the no releasing modded games policy might change at some point in the future (or if special permission could be given?)?
In terms of editing, I think it might be easy if you use Git and Tweego (google it), since it lets you decompile an HTML file, merge edits, and then recompile it to play it.
True, but then instead of requiring users to manually install files without any special programs, it's instead a tradeoff of requiring them to install and know how to run 2 programs (and I think requires the main game to always decompile the same way between versions, which might not happen?)
I am extremely extremely sorry for not responding sooner, but I didn't really have a good answer for you. I really didn't want to change the policy, although I was also hoping a better alternative would pop up. But that never really materialized. And a lot of irl things came up and things got away from me. Which I know isn't a good excuse, but it's what happened.
Which is all to say that I'm willing to give you permission to release an already modded version of the game. I know that's probably too little to late at this point, but I didn't want to leave things unresolved. And I really didn't want you to feel like you wasted so much of your time. I know how disheartening it is to have your efforts wasted.
And again I'm so sorry for taking so long to give you a response. I was worried about scenarios that I probably shouldn't have been worrying about and hoping for solutions that probably won't come. So I hope this brings at least some positivity to you.
Well the IPS patch method did come up, which was rather straightforward for users (like one or two steps more than immediately playing the game). The only problem is that the method can't be used for installing multiple mods, which really is also a problem for hosting modded versions, too. Though that concern might be a bit moot because I don't really know if there are many mods for that lack of compatibility to be an issue! xP
I had been considering trying to focus on more gamedev stuff recently, so there is a chance I come back to this and work on more of the mods I had ideas for. I'd decided to have them all the mods be part of the same modded instance for ease of installation, with in-game options to toggle each one on/off. Being able to host the modded version without requiring anyone to have to install them sounds like a sweet deal, thanks!
Here's a few bugs I've run into during a play session (I didn't take any notes, and wasn't fully paying attention, so some of this might be a bit off):
- No Random (Gender): With random male NPCs disabled, Sampson swaps to being female (I don't think that's intentional, since no other standard NPCs genderswap from it, and it doesn't happen in the original). I would also encounter some fights where random NPCs wouldn't respect that setting (or there was an error with it) - the preamble for the Bloated lion encounter correctly notes them as female when random males are disabled, but then the in-fight text notes them as male.
- Tailor Gendering: I forget which one it is, but there was a line where the tailor used the incorrect terms, using the male versions for my female character. The rest of the dialogue was normally otherwise correct with its gendering.
- Wizard Tower: Something wonky happened with my second trip to the wizard tower (after fighting the manticore and claiming the notebook as my prize the first time), where I didn't get a choice of what prize to claim, and saw the notebook-taking text again. My only option was rest, which makes me wonder if it was something to do with running out of stamina during the manticore fight first. I wish I was paying more attention and had the foresight to use the back button to investigate what went on - it might've just been from me mashing and maybe having forgotten I hadn't chosen the notebook before(?).
For feedback:
- Not really a big issue because it's nothing serious, but I did notice a stylistic inconsistency with how talking to NPCs work. Sometimes it's initiated by an option in the grid buttons, sometimes it's initiated by clicking hyperlinks under the game log, and then it's sometimes displayed as text in the game log, while other times it appears in a popup instead.
- The new UI makes it a lot more tedious for both buying and consuming items (a lot of extra mouse/finger movements, more clicks to achieve the same thing, having to re-open the inventory every time - which takes a while to load each time for me when playing on mobile) to the point where I just stopped bothering even trying to use those systems.
What might help somewhat could be:
- As someone else mentioned, a Buy X option. Or at the very least, have it so the "Buy it" section doesn't close upon purchase.
- The Use X options in the inventory are nice, but don't really help in situations where the number you want to consume don't fit into a multiple of 10. One thing that could help is if the inventory didn't close after using an item.
Since I've been digging in the files while modding, I've been keeping some notes on errors (mostly just typos) as I notice them (but not all of them, because I'm not that organised >_>). Aside from some more general notes, I'll list the exact passage names for ease of fixing:
-- General --
The prices of items don't take into account charges. For example, it only costs 0.75 gold (the price of 1 donut) to buy the box of 6 donuts. Same with cake, the giant fruits, etc.
Store vendors always say their thanks line, even when buying items, which doesn't really make much sense in the case of the Earl's/the racoon's.
Some of the not-formatted-for-players'-eyes passage names can be seen because the game always displays the passage name beneath time. One example are the vendor parts of the stores.
-- bubble orca ai --
"waves with her tail as you drift away" should be "waves with $npc1.his tail as you drift away"
-- cabal dragon ai --
"he lets out an stifled, beast-like growl!" should have "a stifled"
"The tendril ceases" should be "The tendrils cease"(?)
"looks immensely please" should be "looks immensely pleased"
-- Slay Queen --
"that as inside the queen" should be "that was inside the queen"
-- thin fur ai --
"the $npc1.species is send sprawling" should be "the $npc1.species is sent sprawling"
-- A near bursting patient --
"says betwee groans" should be "says between groans"
-- spell objects --
In `$lighning3`: "chant an invokation" should be "chant an invocation"
Thank you very much for all the reports! Hopefully I'll be able to fix them all in the next patch. Changing how inventory stuff works may need to be a bit more in depth. And yeah, character dialogue changed from how it worked originally, and I never changed it back after I added the grid thing back in. I wasn't 100% sure which system I actually wanted to use or how best to implement it.
Adding onto some more things (I'll keep editing this until a response so I know it gets seen):
- I noticed during the fight with the cheese, it doesn't end once your stat's been reduced to below 0. `cheese ai` is missing the check that debuffers usually have to trigger defeat when the stat is below 0.
- Because of that I was checking the instructions to make sure it is supposed to be the case where you always lose when your stats drop to 0 or lower, and noticed that the instructions for the devour action aren't in line with how it works in the current version. It alludes to the old functionality where the devour option would only show if you could handle the creature on an empty stomach, whereas in the current version of the game, the option is always available to try (so there's a problem with one thing either way - either the instructions are outdated, or the devour action is showing when it shouldn't).
Holy smokes, an updated FTAG! I played way too much of the original - still occasionally do - I'm pretty sure I experienced everything it had multiple times. Even made my own mods for it, and flirted with designs for games based off of it, like a real dork.
Excited to see there's new stuff to play with :D
Thank you so very much :D
Forgot to mention: The bronk quests are all completed, and yet he's still there, and I can't seem to progress the "quest" at all.
Hmm, so you have all 5 quests in your quest log and they all say completed?
Also, is there a way to implement a "sell 10/100/100" or a "sell all" feature (EDIT: Maybe a buy 10/100/1000 feature as well?)? I don't mean to be rude but uh... I currently have 2046 wizard staffs and I don't want to click sell 2046 times to get rid of them...
I think that should be relatively easy for me to implement
Say, if someone were to write up text and such for new additions, where would they go to submit them? Just asking so that we could help contribute to the game and such
Sorry for the late reply! If you want you can email me at sck140@gmail.com . Although I have to admit I can't guarantee how fast I'll be able to get around to actually implementing anything
Um can you add a feed spell like some of the wizard have
I'd love to see something like this as well, think it'd be fun
thinking of ideas of where eating an enemy gets the player poisoned and some sort of poison effect that hurts the player when resting instead of healing (may work on enemy ideas later)