Welcome to my Mods

This is a modified version of the Twine version of Noone's Fatty Text Adventure Game (which you can find here: https://noone-fa.itch.io/ftag), containing a collection of all my mods packaged together in one installation.

This modified version of the game is uploaded with permission from Noone.


Brief Overviews

Here's a quick rundown of the mods included in the pack (note: most still need manually enabling in the options menu for their content). Click the links to see more information on the mods.

  • Feeder Expansion - The Feeder Expansion adds the ability to feed enemies in combat. To help in that endeavour, the mod also adds in a simple crafting system for cooking new meals alongside a handful of quests to unlock more powerful recipes, as well as spells for lazy mages to simply conjure them up.
  • Downtime - The Downtime mod adds a simple quality of life feature to help cash-in your accumulated Gold and Fat for fat and training, without you having to tediously do it all manually yourself.
  • Fixes and Edits - Fixes and Edits is a collection of tweaks to the base game. It includes things like quality of life edits, like the ability to buy/sell/eat multiple items, use keyboard keys to quickly select actions; bug fixes, like making multi-charge items cost what they're supposed to; and other edits like re-introducing elements from the original flash game.
  • Spellbook Selection - Adds a number of miscellaneous spells I couldn't find a home for in my other mods.
  • Pokemod - Pokemod Core replaces all the base game creatures with their closest pokemon equivalents, while Pokemod Plus adds a handful of additional popular pokemon. More of a proof of concept / example reskin mod, rather than anything substansive.

Installing my Mods

Now that I'm allowed to distribute the whole modded game with the mods preinstalled (:D) there's no need to manually install anything - just play the game and they're already there. I won't be supplying any options for manual installing anymore, which will mean it'll be harder to use alongside other mods, but with the growing scope of my edits it'd be impractical to list everything (internally, most of the areas I've edited are marked, so you'll be able to piece them apart if needed with some searches).

While all of the mods are installed together in the pack, they may not be enabled to begin with (Fixes and Edits is always active, however) - you have to enable the mods you want to use in the options menu before they start affecting gameplay. During the start of game setup, a few gameplay-enhancing or content adding mods will be ticked by default.

Updating to New Versions

From release 3 onwards, mods will be automatically updated to the latest versions when loading a save from an old game. This doesn't apply to loaded autosaves - either save and reload, or manually trigger the patch (see below).

Whenever you update the game and play a previous save, you should immediately open the "Options" menu, then select "Mod Options" and click "Update Mods" to update your save. Depending on your in-game location, there may be errors in the passage when you first load, but hopefully it won't impact anything. If you do end up stuck in errors, you can download one of the previous versions and move to somewhere like your bedroom, then save and try running the new version.

If you're using the browser version, updates will be forced upon you, so it's important to do this!


What's Next?

I've got a few ideas I'd like to work on, though it depends how long my focus keeps up. In rough order of priority, I've got:

  • More bugfixes and edits. I remembered I'd accumulated a few notes of problems in the base game in need of fixing. It's been a while and the game hasn't had a patch, and now I'm allowed to more easily distribute changes, I may just take it upon myself to fix 'em xP
  • Icy's Grab Bag. Y'know when undisciplined modders tend to make unfocused mods that add a bunch of random stuff? Yeah, that's the idea for this one. The main features will include a handful of new encounters, new spells, changes to some existing spells, and new abilities to use in combat fuelled by Stamina to give non-magical characters something to do other than hit the Attack button over and over.
  • Slime Mode. A special mode where you play as a slime/absorbing thing. Rather than the more traditional progression and equipment, you enhance yourself by growing fatter, with the food you eat altering your properties. Might be more effort than it's worth to make, though.
  • Infinite Scaling. A semi overhaul that adds infinitely scaling versions of the existing areas, with ever-growing threats so there's always something to challenge you despite your stats. Number go up. Since this is the highest effort mod, it's probably the least likely to get made...
  • Internal Edits. Make some more boring internal edits to make things easier for people to mod, such as making tuning variables for things that really should have them, or making edits to how NPC species and genders are handled so it's easier to change them or implement a system to genderswap them.

I realise that most of my mods tend to be focused on different ways to play the game, rather than adding new content for it. If you've got FTAG-friendly ideas (especially if they're all written out - I hate the writing part of making these mods) that you'd like to see realised, maybe drop a comment and I'll consider making a mod for it.


License

All of my work is licensed under the CC0 1.0 Universal license (https://creativecommons.org/publicdomain/zero/1.0/). Any code/content present from the original game remains under the game's original licenses, which you can find under "more information" on the game's page (https://noone-fa.itch.io/ftag).

Download

Download
Modpack - Release 1 - Local Download.zip 5 MB
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Modpack - Release 2 - Local Download.zip 5 MB
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Modpack - Release 3 - Local Download.zip 5 MB
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Modpack - Release 4 - Local Download.zip 5 MB

Development log