Monday, March 31, 2025

Progress 31.03.2025 and Changelog for ToaM 0.37.0

Hello all!

Early one today. So as you would expect, the update is uploaded and ready to release. And as usual, I started rendering the 0.38.0 and writing 0.42.0... Well, at least the file for 0.42.0 is created, and the title put in. It is a start, right? Anyway, I'll write later today.

And since it is start of the update cycle, no spoilers, but couple completely unrelated renders, sort of. Sorry the first one is a bit darker so you might want to open the larger one.

Working title for this was "the adventure continues", it's... kind of thing I think of while doing things. One thing sparks an idea that is good, at least at the moment, but it doesn't fit the current story. So you need to make a note about it and see will it be in this or in something else. Although, I rendered this particular line of thought because I found out I had the "vapour" asset (the smoky flames that are coming from the dragons mouth) and never actually tried it, thus it was a good time to try it. And I have to say, I like it. Probably try to figure out additional uses for it...

And the second, I've said it few times. Time between renders I'll either update or create characters for other stories at the moment since ToaM is "character" locked. I finally managed to finalize these two visually, and partially for their background. It will be... interesting this time around. Anyway, to the important stuff.

Changelog: ToaM 0.37.0

  • 386 renders

  • Implemented the next part of the story

  • 1 hidden image

  • Grammar, spelling, and other fixes (Thanks to Adry, Shaddy, BryonSmothers3DX, Bread, Oaiki, Horny Toad, DocWhoJ, Orion, OBE, Bernie64GER, Jadeus08)

Release schedule:

  •     $15 Tier: As soon as the post has had its final touches and links been verified.

  •     $10 Tier: 2nd of April

  •     $5 Tier: 3rd of April

  •     $3 Tier: 4th of April

  •     Public: 14th of April

Checksums SHA256:

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Sunday, March 30, 2025

Public Release: Tribulations of a Mage 0.36.0

Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So, as always, if there are any issues, please report them on Discord if possible. That way, I notice them quicker.

https://discord.gg/GJK5kfKypg

Tribulations of a Mage 0.36


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Friday, March 28, 2025

PRogress 28.03.2025

Hello all!

Update 0.37.0 is done... for most parts. Just little pieces left to do, and probably I will forget dozen of small things. Eh there is always the next update. So it's the usual, I'll write the weekend, do the builds and upload the thing. And then start rendering the 0.38.0 on Monday. The usual. And now a couple of notes.

I was notified that some have... a lot of save pages and it can be cumbersome to return where you were if you accidentally click the page 1 button. Or the automatic saves for that matter. So to ease up the clicking the checkbox in bottom right corner of the save/load screen (as seen on the picture) helps with it.

Checking it changes the view to this:

The slider can be used to go quickly up to 600 pages with 25 page intervals (1 to 25, to 50, to 75 etc). Then fine tuning with the "prev and next" buttons as you would normally do. So set the page that is closest to what you need and press "Go" and you'll end there. Note of all this, this might not be the final version. I'll probably refine it more when I get the time and my brain functions normally. Note, this isn't on Android, at least until I figure out why it crashes. The crash log wasn't helpful, at all.

And then... something motivational. This is one of the few renders that isn't directly tied to anything as is. As I've said it before, at times I get an idea, and the idea needs to get out... this is one of them, and it even might be feasible mythologically. Just need to dig a bit deeper about certain subject. And I need to find some Greek ruins... Anyway, you all have a great weekend!

Monday, March 24, 2025

Progress 24.03.2025

Hello all!

It is progress post time. So how are things going?

Rendering, I'm surprised of this. I have one scene left to render, granted it is a large scene render count wise. But I'm on schedule regardless. And a note of the renders, there is a singular render in this update that is meant to be more of a visual aid for the scene rather than accurate representation of the visuals. I tried the particular section without the render, but it wasn't working that well as with it.

Writing... I know this will shock people, but I'm exactly where I should be. 0.41.0 starts the next adventure, and sets the stage for the finale. Don't worry it still some updates away.

 

A preview... I was going to write a lot of things about this particular image, but... suffice to say, there is a reason why choices leading to this particular scene might seem strange overall. There is a method to my madness, there is something planned if chosen... poorly. Joking, partially. But regardless of that, I like the render. I do prefer this night time lighting over the daylight, less harsh. But that's how it is with large tinted windows in the background. And then a bonus.

It's funny how making the underground dwarf city made me use lights differently, I started to pay even more attention to reflections. Or should I say how light bounces from the surfaces. And when to increase lights at certain points even when it isn't "natural" to create better effect. The figure inside of the barrow wouldn't normally be that visible if I would just use the light the circle gives. It would have worked, but at the same time with the added light the "target" of the image is more clear. Beyond that? The environment is new, sort of, and wanted to know how it works. Now I need to figure out would it allow sand instead of grass. Don't see why not but you never know until you test. Anyway, short break and back to rendering then.

Friday, March 21, 2025

Progress 21.03.2025

Hello all!

It has been a long week... or feels like that. So how are things?

Rendering is in alright state, if we go by render count I've done this weeks quota, but of course I wont stop there, it's the script that matters not the amount of renders. Anyway, looks good so far, will now more on Monday. As usual.

Writing is in okay spot. Maybe a page behind where I would want to be but that's not really an problem as is. So I'm happy.

Then an actual preview, setting the stages for the next adventure, or adventures. We are at least up to update 0.41.0 with the tower, things to deal with, people to see and so on. And a couple of surprising events... Although, after the dwarf city I kinda miss the lightning, I've "fixed" it in some places, some I've left it alone. Although there is one place where I need to rebuild it but that's for later. Anyway, things looks good so far and things are progressing decently. Thus, have a great weekend you all!

Monday, March 17, 2025

Progress 17.03.2025 and Changelog for ToaM 0.36.0

Hello all!

Monday and a release day. Hooray. I think. So how are things otherwise?

Well started rendering 0.37.0 as scheduled, almost. Just doing the release post takes time away from it, but I'm not too concerned about it yet. There are some set building ahead, and, two large scenes that probably take time, but that's something to worry about then.

Writing also moved onto 0.41.0. Weekend as alright for the writing overall, nothing too distracting or anything else just need to be careful not to open up new plot threads right now as there isn't necessarily time to close them properly. So it gets slightly frustrating at times to ensure a certain length while needing to wait "people to do their thing". But overall I'm happy with it. And avoiding spoilers... I'll give a motivational render. I will resume the previews on Friday as no longer in the spoiler territory.

I've noticed a shift in how I do these. ToaM is character locked, and the things I like to do are... either not suitable for public posts or they are just too much of a spoiler. But in the end, the point of the test and these "motivational" renders is just to have fun, and giving that creative outlet to do something different after a long project. This though? Well, let's say it's nice to see old friends again after several years. Anyway, to the interesting stuff...

Changelog: ToaM 0.36.0

  • 329 renders

  • Implemented the next part of the story

  • 1 hidden image

  • Grammar, spelling, and other fixes (Thanks to Adry, Shaddy, BryonSmothers3DX, Bread, Oaiki, Horny Toad, DocWhoJ, Orion, Bernie64GER, Volt)

Release schedule:

  •     $15 Tier: As soon as the post has had its final touches and links been verified.

  •     $10 Tier: 19th of March

  •     $5 Tier: 20th of March

  •     $3 Tier: 21st of March

  •     Public: 31st of March

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Sunday, March 16, 2025

Public Release: Tribulations of a Mage 0.35.0

 Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So, as always, if there are any issues, please report them on Discord if possible. That way, I notice them quicker.

https://discord.gg/GJK5kfKypg
 

PC
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MAC Compressed
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Friday, March 14, 2025

Progress 14.03.2025

Hello all!

The update has been finished and handed to testing and so on. No surprises there I think, and as usual it means I will write the weekend. Well, most of it anyway and resume rendering on Monday. Outside of that, I just have some auxiliary renders, mostly things for the codex... and mostly dwarfs. And thus no preview, sadly. This update has been slightly annoying since I've been trying to avoid giving spoilers. And I kind of ran out of things that aren't exactly that big spoilers. But nothing new...

So this is... while it is a rendered today, it is a story concept I had, but had to put to aside. The beginning and the end, those are the two things I know when I start to write a story. Everything else depends on the flow of the writing. The ending, while I know what it is, how it happens is a different thing. With the characters, it is the same thing. Everything gets refined while I write things. Jhaena has a section where she is more heavily involved planned. Just that the location changed something different from I thought it would be. But that will be the last section... for various reasons. Although, I need to test the well portal thingy with vdb fog instead of that what it came with... Anyway, some random rambling aside, I'll go back doing stuff. Have a great weekend you all!

Monday, March 10, 2025

Progress 10.03.2025

Hello all!

It's amusing how I'm always in panic mode on Fridays because I'm not where I want. Then suddenly come the weekend and I'm pretty much where I want and need to be in relation to the script. And I don't even do anything extra as is. Anyway. So the rendering?

I have three scenes left to render. This isn't entirely accurate since there are variants, and they aren't that large scenes. Hopefully, I should be able to do most of them today so I can spend the couple of days that are needed for the last scene. And speaking of that... I can fairly certainly say that 0.39.0 and 0.40.0 will take a longer to render. Annoying, but there simply will be a lot of renders needed for those days. But the silver lining will be that then I probably have a better idea how long will the epilogue takes to make. Maybe.

Writing. Writing of 0.40.0 is in a good spot, so I'm happy with it. There have been changes to what I originally planned, slightly irritating... but it might be for the best. There is an aspect that... is still happening, just not like how I envisioned. Partially because, while death is always an option, I don't exactly want to punish people for some of the choices they have made twice. There are darker choices that can hinder things or make you miss things. During development, they are more glaring than with full VN. So what changed exactly? How I think of the endings. Originally, there were supposed to be two (technically three, since failure is an option, and still is, but not counting that). Two sides of the same coin... this got changed. Now one of them is still what I originally planned. The second? That changed rather drastically with a simple choice ages ago. And yes, I am referring to the one choice that made things difficult for a lot of people. It isn't a bad thing, just... different. But that spawned also something else that I'm still trying to figure out how it will play. Throughout the VN, there have been these choices that track "soul balance", that was originally what determines the outcome during certain times. It still does, but not to the degree I thought it would. Partially because some of the choices are so intertwined that it would lead to choices where you can't influence things when you should be able. That... isn't the desired thing. So how will it change? I was going to say that I'm not sure yet... but as I wrote this long paragraph, the idea formed and it has been noted down. It might not be an ending people will like... but choices need to have consequences. But don't worry, there will be room to play. And there is a good heroic ending if you will. One what I suspect 99% of the people will see, granted that is the only "surviving" original ending. Anyway, preview time!

A lot of dwarfs. Update 0.36.0 can be painful. And it can be short if you messed things up. There is about a third that can be missed. And as I said above, these things are more glaring during development time than during full VN. This? This is seen when things go well. Which I suspect most of you will see, anyway. So there is some... politics involved with things. And some of you might recognize a couple of the dwarfs in the semi-circle-line-thing... Also something important to note about this update: there is only one choice in it, to my surprise. But it is a kind of "end of Malgrins story arch" in a sense, so only thing that are left is consequences of the choices made. But not to worry, more choices in the next ones.

And this might seem familiar. And you are right to think so, it is an further customized version of the "Daily Motivational Render" from last week. Didn't expect to use the environment this soon, but it made sense to use it for the exit scenes. And yes, not all the possible characters are in this, this is one of the variants where things didn't go as planned... Anyway, a few more renders then a short break.

Friday, March 7, 2025

Progress 07.03.2025

Hello all!

Hmm... I might have made a mistake and used too few variables. Annoying. Not entirely sure what I was thinking at that point while coding. Meh. I'll sort it out somehow, if nothing else than a nice questionnaire at the start of 0.36.0. Anyway.

Rendering is going, not entirely happy where I am, but set building, a lot of characters on screen, and some variants tends to slow things down. There is one variant that I'm not happy to render, but it needs to be done, sadly. For Malgrin's "ending" there are three states: one is good, one is bad, and one that is... better, but not that good either. There is fairly little wiggle room with things. I might revisit the thing later on, seeing how it goes with the ending people get. Right now, they are the way I want. Not easy, nor difficulty. And speaking of renders, I have about 30 images to fix for the next version, then just need to convert them.

Writing is where it should be, more or less, so I can't complain. Just hoping the weekend will be good for writing. You can tell that we are heading towards the end. Making all that I want to put in is easy, but the problem is pacing the events and providing just enough information, so it seems to be "realistic" and not at the omnipotent level. The issue is that you have to fill the gaps without opening new plot threads, other way would be doing some time jumps, but that is the last resort. Luckily, there are few that I created intentionally... and a couple unintentional ones that I can use to fill the gaps. Eh could be worse.

And I'll keep this update spoiler free still so a couple random pictures.

Two reasons for this render, to test the environment and the prosthetic arm the lady in green kaftan has, it's kind of... magic? I'll do a better render about it eventually. But for now it's seems useable for what I want. I'm mostly happy with it, the environment is a bit heavy but it is workable. Lightning is... yes well... it's decent for 30 seconds hack job I did. But with that knowledge, I can plan some scenes for the next section that is coming. And the environment is useful for a future job as well...

And then there is this. Our friend is sad because the interdimensional customs confiscated his fishing rod... So sad. I'm bit annoyed that I haven't found a place to hide him in this game, yet. But paired with the render above I might have an idea, just need to wait the right opportunity... Anyway. That's it for this week. Things are going okay, I'll more clear idea on Monday how things will look. You all have a great weekend!

Monday, March 3, 2025

Progress 03.03.2025 and Changelog for ToaM 0.35.0

Hello all!

Ugh... way too early for the brain to function normally. Anyway, as you can see release day... yay.

But beyond that, I started rendering 0.36.0, right with set building. There is a couple sets that needs to built but that's nothing new. So it's going on, there shouldn't be nothing drastic as is, but unexpected things can happen.

And writing of 0.40.0 has started. Granted, it is like two lines, but I started it last night before I decided to that I needed a break. Which did good, so I'll continue it later tonight. Once I wake up that is. So all is good on that front as well. Then to avoid major spoilers, one of the motivational renders ahead.

I enjoy set building. Sure there are annoying things about it, but that's mostly Daz being clunky occasionally. But when things falls into place you can do interesting things with it, and it doesn't take much to change the original something that has never seen before. The original set didn't have the waterfall and the pine trees... or the vines. Replacing the original palm trees with them changed the set from something you see in the south to something more northern. Next step would be add some snow and bit of steam rising from the waterfall. Might do that actually when I get the time. Also of note, some of the things I build and "test" during this time is for the future so who knows when and where the set appears... And then the important stuff.

Changelog: ToaM 0.35.0

  • 297 renders

  • Implemented the next part of the story

  • 1 hidden image

  • Grammar, spelling, and other fixes (Thanks to Adry, Shaddy, BryonSmothers3DX, Bread, Oaiki, Horny Toad, DocWhoJ, Orion, DavidCF, Draco, OBE, Lt_Walke)

Release schedule:

  •     $15 Tier: As soon as the post has had its final touches and links been verified.

  •     $10 Tier: 5th of March

  •     $5 Tier: 6th of March

  •     $3 Tier: 7th of March

  •     Public: 17th of March

Checksums SHA256:

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Sunday, March 2, 2025

Public Release: Tribulations of a Mage 0.34.0

Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So, as always, if there are any issues, please report them on Discord if possible. That way, I notice them quicker.

https://discord.gg/GJK5kfKypg

Grammar fixes etc... nothing game breaking as far as I know. And yes, I’m aware of the codex being derpy. Blame Kharmek for it.
https://mega.nz/file/3nRmUZzb#S3PRfTbBbsdiEUmjYb8fpBoDjoT6aoj0Ut99m0WwVG8
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Update only
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https://mega.nz/file/az4DlKJR#Cc1DG3JW3jjzLTyJgsjj6O5dqnb4oOTjR860rc65clY
https://gofile.io/d/AMFfAH

Update only compresseda51b5f1742f118ca53df4e9925417d4f97b963b69b69e0e036a1600cec2e35af
https://mega.nz/file/y3xUFR5Z#5_Ji0AyU0fzwZXD60FxcP6iaK93w9zMAKTtdjV9-Isg
https://gofile.io/d/4CYzZD

Android
6f018ef8494c70cc77f966fca583800427e42ea0a1554d7984e66478ee71ae3c
https://mega.nz/file/CypV3BIJ#wFt70-RQuzHrlVRGlh0PwgHoJceEv5MeP_l64Izc1lA
https://gofile.io/d/yorK1z

Android WT
6b20db0ce4ccf195f301d86a0f2fbc27a485f9cce25096e245518d7be7674e2f
https://mega.nz/file/arhXSQxD#4nZEmFfml-PhoeqeQMQ9H2RXbvnKbCX_MsUIG6geWEQ
https://gofile.io/d/QSCErV

Progress 02.05.2025

Hello all! Blah, it's been a week. So what's up? Rendering? It's in okay state. I've been taking it slower this week. Simply...