No.313174 [Last50 Posts]
Alunia is a text based slave management game I made in unity.
Link: https://mega.nz/#!zgpACYBZ!fVS2gSCkNiA7nxNfEAHaSgF6a2cy6VmWJOGnt_Zb6Vc
Currently you can play as male, female or corrupted (dickgirl/futa). You can buy, capture, manage, punish, reward, modify, train, work, sell, rape, befriend and impregnate slaves in a fantasy setting. Sex is male on female or corrupted on female with text and stolen art. There is a relatively complex rpg combat system but it’s entirely optional.
Even though the game has some content for a demo of course it still needs a lot of work and I don’t find it too much fun to play at the moment. Didn’t plan to post it in this stage but I need feedback, it would be really helpful to know what people want so I can prioritize that.
You can add your own images by editing this example pack: (only download if you want to make your own) https://mega.nz/#!qs5CkIBY!pLYbVxzgpqwtm1dszTzLsuwVe-6gin8QlNsj-ArYJOw
Uncompressed link: https://mega.nz/#!qwoUyaKD!9F-UFWU-mOcgQRlsEAoib67nUF1BmJBJ1X6j3PWleV0
(Cheating gives 1000 gold and triggers a unique slave event.)
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No.313185
can this be played in windowed mode?
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No.313186
>>313174
>slave management game nº86
No thanks, over saturated market with nothing new and interesting.
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No.313189
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No.313202
>>313174
Does it have lolis?
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No.313206
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No.313244
Ok, you've got something going so far. My biggest compliment to the game is that I'm glad how clean it is. Most new games either feel completely barren or cluttered with actions that aren't part of the game yet, and I feel like you've hit a good middle, which makes me want to wait for the next version and see what'll be added next. The tutorials were also pretty well formatted and I could skim through them pretty quickly and get the gist on how the game worked. For some special idoits out there I'd reccommend implementing a tutorial list containg all past tutorials so someone can easily reread them and see if they missed anything..
As for the gameplay itself, I felt that some things could use a little tweaking. The warrior and the assassin were the only characters that could actually hold their own. While all the classes had interesting gimmicks that, with the right setup and management, could lead to good damage, I often found myself dying before pulling it off. On that note, the healer is extremely weak and while the temporary health they grant is "cool", I'd much prefer more potent, straight-to-the-point healing abilities. Either that or implement some kind of basic potion system.
With that said, I think the Witch was the only other class that I thought was pretty interesting in terms of abilities. Most of the other classes defensive and debuff abilities were pretty useless and I never found myself beniffiting from the race bonuses. The enemy would still decimate me whether I pulled it off or not. I won't complain about the difficulty too much though as I found myself winning more reliably as I got used to the classes and the enemies themselves. I will say that while I appreciate there not being any repercussions for losing could there PLEASE be an "escape" feature". Three actions in I can tell pretty reliably when I'm going to lose or win and it's a drawl to wait for myself to die. Also, the lich and undead skeleton encounter that you have in the game is extremely overpowered if only because it has the ability to straight up heal itself which literally no other enemy can do and I never am able to deal enough damage to kill them.
Now for the sex-scenes. I'd say it's pretty basic and that's appropiate considering how unfinished the game is. There's just nothing that jumped out at me and made think "Woah, this is good". It all just felt rather dry with all action but no description of said action. I'd recommend taking a peek at the CoC thread and the game itself. Fetishes aside, MOST of the writing manages to splice description with action pretty well. With all things though, the more you do it the better you'll get so don't dwell on the sex scenes too much. Seriously, don't though. Creators going out of their way to make ball-busting sex scenes when their not too familiar with it kills most of these little projects.
So, with my autistic rant done, the only things I have left to say are: add more "cleave" like abilities and make the abilities a bit more potent in general.
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No.313270
>>313186
Basically this.
Enough of sim-brothels, and "how to train your whore". If this isn't built on a very innovative concept, then i have no much interest in this.
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No.313294
>>313174
I think this game is interesting and you can be the one to make a good fantasy slave trainer.
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No.313299
>>313174
basically >>313244
It's an oversaturated market but a clean interface and good run helps miles.
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No.313302
>>313270
>If this isn't built on a very innovative concept, then i have no much interest in this.
Devil's Advocate: a mundane concept *could* still be worthwhile, depending on the details of its implementation.
If the dev team has setup highly modular content, robust APIs, and separable code … then it's *acceptable* for the game to just be a collection of familiar gameplay mechanics in a generic fantasy setting. Modders could then give it a decent world map, additional races, difficulty rebalance, extended quests, new sex actions, Portugese UI translation, etc. I had hoped to see Strive for Power deliver on such promises, but the modding system turned out to be cumbersome and unreliable.
Strive for Power used (mostly) plaintext source code. Modding was a pain-in-the-ass, but a sufficiently motivated loser *could* make improvements and expansions using MSPaint or Notepad. Unity demands a higher level of technical proficiency from modders, which will discourage many people from even trying. Unless the developer makes a conscious and sustained effort to support mods (e.g. Rimworld), it's unlikely that Alunia will see any secondary content aside from cheats. Therefore the game's entire value proposition will rest on the developer's ability to deliver interesting content. And so >>313270's criticism definitely applies, because this demo simply doesn't show any unique spark of creativity or talent. It echoes features, UI elements, and aesthetics from other games - but if fails to express a clear vision of what *this* game will eventually become.
Here are a few potential changes to consider:
* shift design focus towards the *map* - the player character's location, their ability to travel, the significance of terrain, and the different actions which can be performed in various places. Maybe the game could grow into something akin to Mount&Blade, with the player attacking remote villages for fresh slaves and then returning to civilization for resupply (or making risky forays into enemy territories in search of rich plunder) (or wandering dangerous forests to slay legendary monsters).
* shift design focus towards the *party* - the player character's companions, their strengths and weaknesses, their loyalty, and their ability to work as a team. Maybe the game could grow into something akin to No Haven, with the player selectively abducting, recruiting, and/or training characters to fill key roles. In order for this system to be fully satisfying, the game must also present a wide variety of challenges to the party (combat, traps, exploration, negotiation, infiltration, survival, seduction, etc).
* shift design focus towards the *struggle* - the contest of wills between the player character and their slave(s). Implement overly-complicated variables for psychology, mood, trust, confidence, arousal, etc. Give the player incomplete information and present them with dozens of possible actions at every moment. Increase the difficulty so that careless play often leads to rebellious or mindbroken slaves. Jack o Nine Tails used this approach - but it was arguably due to shitty code and lazy testing (rather than intentional obfuscation).
* shift design focus towards *power* - the player character's status in the world, their subjugation of slaves, and their relationship with authorities and quest-givers. Establish characters within the game world who are exerting power responsibly (or capriciously) and encourage the player to interact with them. Allow the player to treat subordinates kindly or harshly, and show consequences for these decisions. Present different forms of power within the game lore (e.g. hereditary aristocrats vs talented mages vs wealthy merchants vs revered priests) and force them to collide. Plan some lategame events in which the player can support/usurp/enslave some of the major NPCs.
* write a setting/story which gives an interesting *context* for the mundane gameplay. Maybe some races are rare within the game world, so that the player will be excited upon finding one of them. Maybe the player character has a relevant backstory (former slave? disgraced noble?) which allows for sympathy and roleplaying. Maybe there's political upheaval or intrigue which invites the player to choose a side.
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No.313308
Thanks for the input.
>>313202
>Does it have lolis?
no
>>313244
>PLEASE be an "escape" feature"
Forgot to add this because I had it as a dev tool. Game is balanced from my point of view when I know what everything does but I might make non damage skills a bit more attractive. I will expand the combat then, fairly easy to do with the framework and this is what I enjoy, was going crazy over trying to improve the smut generator.
>>313302
>because this demo simply doesn't show any unique
Well this is because I was worried how more complex features or expanded lore would be received and just decided to stick with the usual hgame mechanics first. Your suggestions were mostly already planned, worked on some of them just wanted to focus on the basics before I get carried away.
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No.313315
>>313244
> The tutorials were also pretty well formatted and I could skim through them pretty quickly and get the gist on how the game worked. For some special idoits out there I'd reccommend implementing a tutorial list containg all past tutorials so someone can easily reread them and see if they missed anything..
Forgot to mention that you can turn off and on the tutorials in the menu and they will trigger again. Tried to make them informative and compact so they are not a waste of time and people actually read them.
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No.313318
does pregnancy actually do anything? i got a slave pregnant and advanced a bunch of days but nothing seemed to be happening. then i tried to get other slaves pregnant but it seems like it didnt happen anymore…
well anyway, i think pregnancy mechanics are very important for slave management games like this. if you can do a better job than the other ones i'll play your game.
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No.313322
>>313318
Impregnation only for now, chance is based on semen volume and fertility, everyone has a menstruation cycle so you need to hit the right time. Semen restored over time but if the male is more attracted to the female the ejaculation will increase. Elves are less fertile human nobles have the best genetics for breeding, there is also a chance for twins. I haven't decided how to implement birth yet, not sure what do with the kids since they would remain babies for the entire game if they are even born.
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No.313327
>>313322
i really like those concepts (menstruation cycle, racial differences, etc…) but i think the implementation could be better somehow. like maybe if there were ways to obtain information about a female's cycle (like it tells you when she has her period at least)
oh btw, i got a virgin slave after my first one and when i had sex with her it didnt remove the virgin attribute.
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No.313341
>>313299
>>313270
>>313186
>It's an oversaturated market
Compared to the flood some other game types receive like male MC VN or rpgs it's pretty much new land with only a few mention worth games.
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No.313350
>>313308
>no
Into the trash it goes then.
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No.313398
you really should add lolis
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No.313422
>>313322
>they would remain babies for the entire game if they are even born.
Other games have systems were the kids go to a different dimension where they age rapidly. Perhaps "magic" would solve the problem.
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No.313435
Combat is way too fucking hard
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No.313442
Mummys crash the game whenever it comes to their turn in combat
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No.313451
>>313435
Are you playing on easy? It gives a significant boost.
>>313442
It appears I didn't actually gave them skills, how silly of me.
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No.313470
>>313308
>Does it have lolis?
>no
It's pointless then. This game brings absolutely nothing new to the table that other(far more developed) trainer games already have. Loli's would at least give it a purpose.
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No.313476
>Genderlocked classes in a singleplayer game
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No.313486
>>313476
>having genders at all
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No.313488
>>313476
Gender is part of the combat, the witch can use various effects on males which are stronger the more attractive she is, there are also gender locked races, upgrades and items in the future. Males and females are generated in a different way there is no homosexual attraction at the moment.
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No.313505
>>313270
I would not mind but every single one is using slaves that other than there stats and looks are the same i would prefer they make a game where ther are maybe 3 girls that are unique and fleshed out over than blond girl number 44.
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No.313514
Will it be moddable?
Will we be able to mod in lolis?
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No.313554
Where are the save files located?
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No.313558
>>313514
You can add your own portraits for slaves.
>>313554
Registry and you can export them to the game folder.
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No.313672
>Stolen art
>Unity
>"management" "game"
>no lolis
This thread should be purged.
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No.313706
It's just me or the difficulty of the fights is fuckin insane ? Even in "easy" my party is wiped in 4 turns at best when i can't even kill one enemy. It's not "easy" it's fuckin "Korean F2P shitty moba" difficulty.
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No.313734
>>313186
I don't really mind. Looking at the number of games that have been made for specific niche's I think there's only a moderate amount of games for slave management games.
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No.313750
>>313341
We never said we like MC Soyboy Magical Haram Harem VN Sugoii Edition 5 either. Honestly, the only reason I tolerate these is because I'm giving the creators the benefit of the doubt and say they're first time creators.
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No.313751
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No.313766
>>313706
It'd be a hell of better if healers had offensive abilities, imo, as it stands they have a lot of wasted turns, witches too, once you've thrown out a couple of debuffs and used the centuries long bleed.
There just aren't enough sources of damage in balanced parties.
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No.313913
>>313706
Well not impossible as the goal of my balance for normal (which is same as hard) was to make as hard as possible while I can still win every fight. Of course I know every skill AI has and know how they make the decisions. I will make easy and normal easier.
>>313766
There will be subclasses for that, they will replace a few skills and upgrades so if you don't like some of the skills a class has can use a sub instead. You have wasted turns on normal? Easy makes party health much easier to manage. If you have 2 male with the witch she can boost damage constantly.
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No.313962
>>313270
>>313186
Name 3 (three) good ones.
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No.313969
Playing through this and i have several problems already.
Why separate through strength/agility and intelligence/affinity at all if they do the same stuff just for different classes one being magic and the other being non-magic shit, even the levelling system is geared towards one or other for the two different classes systems. You could simply collapse affinity and agility under the same stuff and have strength/magic be collapsed under the other as "class mastery" or something along this to calculate damage and everything, i would like some setting to add the damage calculation as well.
To the interface part of problems, it kinda sucks but is not the worse i have meet, but we never know what we earned in battle, the experience system makes no sense and we never know how far some character is along his levelling, the items that we get we don't know what they do unless we put them on and keep note on the changes, we don't know what costs actions nor doesn't as well, and upgrade tab on the main map area is worth less considering we don't do this solo nor can we change it to other unit by pressing the keys.
Several graphical bugs i have meet as well like hire tab showing a race/class that is nothing about the character that is hired and we can't sell hired ones as well, quests disappear from world map once we load the game, the hex tile is not clearly defined and we don't know what we are clicking to go to, slave tab losing its shit and making sure i can't see current status of the slave.
And about combat I have some question is on the healer class, why can't it heal and any overhealing be used as the shield? The lichs can combat/heal/shield their own units and have about 65 damage reduction for a unit that hits hard and can spawn up to 3, our healer is kinda stupid in comparison, giving one shield that can barely stop one single attack from anything and doesn't take precedence on the status bleed/burn, one status cleanse from one unit considering they are plenty and can sometimes be casted in aoe agaisnt us, aegis with its pitiful duration and reliance on AI coding, pacify which might be the best ability, song of valor being the only sure morale increasing ability for the party is only usefull once in a while besides being one upgrade usefull.
And demon cerberus, mummy and giants right now crash the game. Will try if i can do dungeons besides two fights before going more about combat in general.
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No.314014
>>313969
Very good points, thank you. I was aware most of the issues you listed and will fix them in the next update, kinda rushed this version.
>Why separate through strength/agility and intelligence/affinity
Mainly for future additions such as arcane archer class, humans can already specialize somewhat on their dump stats with upgrades and legendary talismans. They are also used for non combat interactions: agility and affinity affects beauty, exploration is based on sum of all stats and dialogues will have stat checks in the future.
>we don't know what costs actions nor doesn't
>The lichs can combat/heal/shield their own units and have about 65 damage reduction for a unit that hits hard and can spawn up to 3
Yes I need to show more information, I wanted to make a character sheet for enemies that shows up on mouse over which shows their skills and gives tips about their weaknesses, this may take some time.
Undead units have 50% higher reduction at the cost of 30% lower health, this can be exploited by abilities that ignore or nullify reduction such as bodkin shot or curse of mortality. They are also immune to morale and bleeding damage. I have nerfed the lich heal but it will also deal aoe morale damage. The temporary health is actually the shielded slash skill of the skeletons and the value is based on the number of skeletons.
>why can't it heal and any overhealing be used as the shield
I plan on focusing more on fights similar to the dungeon where you don't heal between battles, for now it is just annoying but it could be interesting once the system is fleshed out.
So about the healer, I have nerfed aegis several times during testing and thought about removing it because it can negate excessive amounts of damage especially if you build speed and use cure to time it. Units like behemoth should be the same value as 2 adventurer, if the healer gets lucky and manages to aegis when 2 behemoth is using a big attack then she basically 4 times more valuable than usually. I always felt like healer and knight is a must in every team. Cure can be very good against enemies such as the imp who explodes the burn stacks on you, it only has 1 action cost. However I did most of the testing at level 1 and 5 and forgot to test some of the enemies I added later.
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No.314025
>Has futa
Didn't even read the thread just you keep doing you
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No.314035
>>314014
I managed to finish a dungeon after having full part with 4 upgrades till reaching the fourth line which has some cool stuff, I do remember having 3 humans knights, one human archer, me as the worthless elf assassin, and the human healer had one job, use song of valor to buff everyone damage by 10%, nobody died, there was no difficulty even after 4 fights consecutives fights.
Because the knights tanked with hold line to boost things up to 60 reduction, with hope buff they were capable of doing 100 damage with all out, considering they can even protect others most attacks did nothing on the party. (dwarfs are pretty much very good tanks as well, but because of them being slow they are worse than humans in the shield bash enemies side of things and will always be behind the enemy attack speed)
Assassin lacks attack I mean a lot of attack it is a wasted slot, does pitiful damage even with macabre buff + hope on the pitiful 30 just bumps it to 40, the bleed is worthless on several enemies and the use that i had for assassin was just to make enemies slower one by one instead of killing them and because i it choose as starting i couldn't even get rid of myself.
Ranger is alright and is better than assassin all around because he is not limited by front line attacks only, save for his 5 ability which is worthless.
Mage is a very good supportive role, has decent damage, and can apply some status and hold enemies as well.
Now for some weirdness on upgrades, humans females have one upgrade with the tooltip inverted on the second roll, it states using strength/agility for mage/healer class, intelligence/affinity for knight class.
Elfs got the short end of the stick, being incapable of being mages because their race upgrades focuses on affinity somehow, making them worse all around, the hatred of orcs upgrade just destroys their morale as well for not good damage output. They can be fast assassins with no damage behind, they can potentially be ok rangers only because of the rangers upgrades. They are literally geared towards only witches.
Dwarfs are the perfect tank, unable to move, unable to die.
Humans are the best species overall just because they are more general on their upgrades with no drawbacks and capability to go first (which is useless on ranger), with two cases they being worse is witch and tank only knight.
And it appears the longer you go with the daily updates messages that have your input the more easily your game just breaks and you can't do anything because the save corrupted retrogressively, by corrupting any save related to the current playthrough. Somehow your game is trying really hard to not work. Any first break will fuck up hiring, any second or more and you are already looking at everything starting to go downhill and you can't level up new hires.
Funnily enough the first save corruption i had was when i got the daily message that one of my slaves was getting corrupted, i ignored it and i couldn't play that save anymore.
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No.314044
What the fuck is this click fest.
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No.314060
>>314035
>humans females have one upgrade with the tooltip inverted on the second roll
Humans have knighthood for knights and the other classes get bonus from the stats they don't originally use, females get doll. One of the human speciality is increasing all of their stats and using those the class normally doesn't. Two human artifacts Crown of the First King and Seven-League Boots focus on this.
>They are literally geared towards only witches.
They get +2 agility at the start you can see those bonuses on the character creation, they are more focused on agility than affinity. Elves are better in pure elf teams. Assassin is indeed weak however and will get some buffs, though knights all-out attack supposed to be a risky move. Elves will get a mage subclass that doesn't have fireball as it doesn't fit the lore.
>And it appears the longer you go with the daily updates messages that have your input the more easily your game just breaks and you can't do anything because the save corrupted retrogressively, by corrupting any save related to the current playthrough.
Should be fixed, game was trying to call events I didn't write yet similar to the enemies not having skills. Though I never had this happens so can't be sure.
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No.314087
>>313244
Source for the pic? I found the artists pixiv, but all I can find is the non cum version of that.
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No.314089
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No.314106
The combat is fucking shit, you literally can't kill anything.
fix it
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No.314110
>>313174
I forget what board I saw it in, but I recall you posting that first gameplay screencap a couple months back somewhere and you announced that you were thinking about/in the early stages of making a slave trainer. As a man who only gets erect at the sight of numbers and stats, imagine the fucking hype when I saw this thread.
As for actual feedback:
-Do the stats unrelated to a class affect the character in any way?E.G. strength and agility for healer/mage/witch or intelligence and affinity for knight/ranger/assassin.
-Claims that the genre is saturated don't hold much water considering that Strive for Power, No Haven, or Free Cities are essentially more-developed versions of Whoremaster, which is a 10 year old game, yet they're of the most popular h-games in development. When the game is good, regardless of tropes and genre, people will be interested.
-If the protagonist is on the move constantly but is still able to interact with their slaves, does that mean the slaves are traveling with them?
-As others have said, pregnancy is awesome. At the same time however, depending on what direction you move the game towards (more management heavy, RPG heavy, narrative heavy, etc), having dozens of children stuck in baby limbo while the protagonist is roaming the country could become problematic. Orphanages? Adoption? Keeping an in-home nurse in the MC's mansion to look after them? Time magic to speed their aging along and cut out the baby problem all together? I dunno.
-The healer's overhealing is nice, in place of it flat out restoring health. It gives an incentive to make use of the rest feature or renting out an inn or whatever, rather than just healing everyone to full after each fight and moving on.
-You mentioned lore and how it might overwhelm. If inspiration strikes and you feel like 10 paragraphs are needed to describe the socioeconomic impact dwarves have on the steel trade, go nuts. Too much lore has never hurt anyone.
-I like the idea of hex exploration and the turn system. It gives room for random events based on the hex you're on or time-sensitive quests and relationship tracking (a slave kept happy+obedient, unhappy+defiant, etc for so many turns triggers an event that gives the slave a perk based on that mood–that kind of thing).
Looking forward to where this goes.
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No.314146
>>313174
zip https://mega.nz/#!O8wV1SJJ!_EZmYdyB3xsNozALUOqXi13ZJuJQDhVb4je4sdEMlzo
exe https://mega.nz/#!b9gXSYiK!fwr16aDCxkoEVJ2MjqfhX-5UtC6OG8XnCor-2ysNias
Quick fix because of the game breaking bugs.
-Buffed assassin starting bonus and upgrades.
-Nerfed game difficulty on easy and normal.
-Added flee button, tutorial on levelup, text popup for rewards and losses.
-Added berserker subclass.
-Fixed major issues with enemies and events.
-Fixed virginity, UI issues.
-Removed leftover testing tools.
-Minor changes.
Hopefully nothing broke.
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No.314150
There's a virus in the files. Activates when you try to delete the game. evb8341.tmp
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No.314154
>>314150
Your antivirus threw it up? Others got nothing so the problem is likely on your side.
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No.314155
>>314150
>downloading shit from the internet
What were you expecting?
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No.314159
>>313962
Slavemaker 3.5
SimBrothel 2 Revival
Jack-o-nine-tails
Brothel City
No Haven (RAGS)
Strive - Mage Brothelgame
… and Counts "Free Cities" ;-) it´s a Kind of brothel City, too ;-)
Aaaand it is WITH LOLIS o:-) >:-) o:-)
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No.314164
>>313308
>stick with the usual hgame mechanics first
This is a good idea only if your finished game will *include* these exact elements. If you've implemented them as mere placeholders then that's a waste of effort, because your v0.001 demo was *never* going to offer a satisfying play experience. Your demo ought to say "here are my cool new ideas" instead of saying "here are someone else's ideas, which you've already seen before, and which I've copy-pasted in order to make this demo feel like a complete game."
Example: your combat UI resembles Strive for Power. Strive's UI is very good at depicting horde battles, in which a large number of fodder enemies mindlessly attack the player's team. Without showing a single line of text, the combat UI can convey ideas such as: "your team is outnumbered" or "the enemy has just received reinforcements" or "the outnumbered team gets fewer actions per turn." All of these messages nudge the player into acquiring combat-capable slaves, intead of attempting to play the game as a solo adventure (which is good, because the game is not balance for solo play). If *your* game will consist mainly of head-to-head battles between large parties, and if the enemy characters rarely/never use special abilities, then echoing the Strive UI is a good decision.
But the Strive UI can't show terrain, or formations, or high-ground advantage, or cover, or flanking/ambush/encirclement. Its animations can't distinguish between long-ranged and melee actions. It can't effectively depict positional advantage, unusual forms of movement, or AOE attacks. The interface is streamlined and efficient, but the result is that each individual action lacks emphasis (even - for example - a sudden crit which kills the player's waifu). The characters can't pause mid-battle for a VN-style conversation or death soliloquy. It's infeasible to deliver a climactic 1-on-1 duel in the Strive combat system, so the plot sets up 1-on-1 confrontations and then ignores them (the player's full party suddenly appears and then the Fairness Genie gives the boss a handful of bodyguards). The Strive UI cannot easily indicate roles such as "backline healer", "main tank", "flanking ranger", etc. It can't depict stealth, aggro, area denial, lines of retreat, etc. Therefore such concepts simply weren't added to the game, and the player never gained the ability to win an "underdog" battle via clever tactics or good reactions.
It's useful to contrast Strive against Portals of Phereon, which uses a randomly generated hex-grid map for its combat encounters. PoP puts heavy emphasis on the unique traits and abilities of its various monstergirl species, and these peculiarities are fully expressed during combat. The system rewards balanced teams (tank, crowd control, support, glass-cannon mage, etc) and often allows the player to seize (or bypass) important chokepoints on the map. The battle system encourages the player to maintain a large and diverse harem (mermaids are crucial for ocean battles but useless in forests … so you'll probably want 2-3 mermaids in reserve). But the battle system also has a low level cap, which encourages the player to regularly bring "fresh blood" into the party instead of relying on a few favorite companions. These aspects of the combat design *support* the core appeal of the game: find weird creatures, journey with them through weird places, make them stronger, then cross-breed them and repeat the whole process with their offspring. PoP combat isn't fun, fast, or pretty … but it exists in harmony with all of the game systems.
>Your suggestions were mostly already planned
If a few were already planned then that's great. Which ones?
If they're *all* on the development roadmap then that's a mistake. You *cannot* deliver a game with great party-based combat AND complex psychological slave-training AND thorough examination of power dynamics AND extensive customization of the player character AND political intrigue AND exciting world-map exploration. There are people who want each of those things, but few people want/expect ALL of them within a single game. A combat-focused player will be annoyed if the slave-training minigame demands too much of his attention. A training-focused player will be dismayed if he can't faceroll the boss battles. A breeding-focused player will be frustrated if he's asked to resolve 50 random events while he mashes "End Turn" and waits for a fetus to gestate. You *cannot* please everyone, and you shouldn't try to do so. Please tighten your scope; focus on doing 1-2 things *well* instead of doing 6 things adequately.
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No.314295
Female elf assassin is the most broken shit
widows dance+elusive. slows make enemies automatically and gets 40% damage resist against slow. At level 4 she has a 93% damage resist. higher than my knight at 50%.
unfortunately her damage os pathetically low. hilariously, lower than the knight. who is supposed to be the dedicated tank here?
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No.314297
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No.314374
>>314164
>>313302
This is interesting stuff to read. I'm not any sort of developer, but I still enjoy reading this kind of thing.
also
>A breeding-focused player will be frustrated if he's asked to resolve 50 random events while he mashes "End Turn" and waits for a fetus to gestate.
god this is what I hated about PoP.
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No.314529
Does any1 know if the virus was a false positive or totally a virus?
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No.314531
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No.314533
>>313174
zip https://mega.nz/#!W45U3SDC!SODW2XjkRE1ggHNgEevY6dpuOMUPGc9CaMcP_-X1wGk
exe https://mega.nz/#!rsxyBYKB!qqbyr-WGul7ZhLt_UvjiVYlWEtlwnj4CPBNd10QVlEs
-Added talisman shop in the city.
-Added descriptions for talismans.
-Added priest subclass.
-Fixed major combat bugs.
-Fixed assassin.
-UI improvements.
-Minor changes.
Later encounters are way harder now on hard since scaling didn't work for several reasons. Teams have to be filled with companions and talismans to fight them.
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No.314535
Any1 want to test if this is also a virus or not?
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No.314539
>>314159
Is Slave Maker development even active?
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No.314549
>>314110
Glad to hear that.
>-Do the stats unrelated to a class affect the character in any way?
Yes, a few human upgrades and items for now and some smaller non combat bonuses.
>-If the protagonist is on the move constantly but is still able to interact with their slaves, does that mean the slaves are traveling with them?
Initially it was only available in cities but I removed that for simplicity for early versions, lore wise they are in the city.
>Orphanages? Adoption? Keeping an in-home nurse in the MC's mansion to look after them?
Could work.
>Time magic to speed their aging along and cut out the baby problem all together?
I would prefer a more serious late game approach where the player travels forward in time a few decades and the whole world changes.
> It gives an incentive to make use of the rest feature or renting out an inn or whatever, rather than just healing everyone to full after each fight and moving on.
That was the original plan but simplified it, will see how it goes later.
>>314295
Should be good now.
>>314164
Yes I have too much planned, we will see how it goes. I can separate different features so players can choose which ones to pursue and can ignore the rest.
>>314529
>>314535
Only one guy had problems with that so either that or shitposting, I ran a scan regardless and nothing came up. Obviously a dev wont put virus in his own game that took significant effort to make.
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No.314552
>>314549
Yeah, you say that, i tried running the game and for some reason my AVG immediately quarantined yours and said it has
Dyna:Injector-AL im gonna give it another go and see if it gonna pop up again or not
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No.314555
>>314554
If you are the only one who has it then most likely you didn't get it from this download. If anyone else gets the same result I will get the antivirus you are using and check why it throws that up.
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No.314556
>>314555
it only popped up after launching the game, i've tried scanning it before launching the game and it does nothing
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No.314559
Just for info
>>314150
that one is not me
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No.314560
>>314556
Actually I looked it up, it is possible that it recognizes it as a virus because it simply edits the registry, unity saves player prefs into registry which is a basic feature. That is where I save. Do you play other unity games?
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No.314561
>>314560
Does CM3D2 count? I'm pretty sure it's a unity
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No.314564
>>314561
No idea I will check, there are two popular on hgg that I know portals of phereon and stationmaster is unity.
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No.314565
>>314564
Ah, if PoP count, i do play that and it has absolutely no problem
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No.314566
>>314565
I will take a look at pop code to see if he uses playerprefs.
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No.314570
>>314565
>>314566
It doesn't, so you are likely getting false positive because I am saving in the registry. I wanted to change the saving system not sure when will I do it.
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No.314572
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No.314573
>>314533
>>314572
Try the latest version.
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No.314575
>>314573
Found it, guess I'm too retarded to scroll through a thread on my own. my bad
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No.314578
>>314159
Jack-o-nine-tails was honestly the only good one. This and No Haven are the only ones that have any semblance of meaningful cost management, but No Haven is broken in so many other aspects.
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No.314627
Every single fight is overwhelming odds that auto target the pretty useless healers. And that's just if you stay in the initial starting city, one hex out and giants with full front line team of orcs and goblin back ups start appearing.
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No.314700
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No.314702
>>314627
Enemies make decisions based on calculation to give them the highest chance to win. Staying in city doesn't matter fight strength depends on your level and encounter type: dungeon path < exploration < questing < dungeon final room. I left in dev tools in that update which may have caused you to level up prematurely. I need to sleep so I can focus.
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No.314707
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No.314738
>>314578
The fact that No Haven is on RAGS is already enough to completely ruin the game. This and the shitty way to "calculate" rng success.
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No.315108
>>314702
Went reasonably well until I hit level 3, won some fights lost others/ After leveling every enemy had 50% or higher damage reduction and twice my health. I couldn't do jack shit.
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No.315239
>>315108
At lvl 3 you can have 6 characters in battle, I will make it more clear in the future.
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No.315256
>the bug where the end turn event is blank and corrupts every save still exists
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No.315260
I'm not a fan of how the player starts with a premade squad and how certain classes aren't that versatile. For example, the healer can't really do damage or heal directly. Would be nice if all characters had a base attack like in Strive.
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No.315274
>>315256
I missed one event, I believe it only happens if you have a virgin slave.
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No.315486
>>315274
Do slaves even lose virginity? using >>314700
they didn't through sex or rape. none of the three positions removed it and anal didn't either.
that would explain things though.
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No.315784
Finally, a porn game that blocks cheat engine. I'm so glad we can ensure the integrity of a single player porn game.
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No.315789
>>314578
>JONT
>good
Fucking niggers like you are the reason we can't have nice things. Edgelord economics game with shitty sex mechanics and tons of fetish content locked out because the dev is a faggot.
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No.315790
>>314700
If the player can't get pregnant as a female slave owner then you're doing something very wrong.
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No.315793
>>315486
They weren't, they will in the next patch.
>>315790
You can get pregnant but the chance is low, depends on your cycle and fertility I will increase it in the next patch which will also introduce childbirth and nursery for babies. Today or tomorrow.
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No.315896
>>313174
zip https://mega.nz/#!jkxCxYLL!_9xJmwhC9BWtfWSwjZyImbGHK5xMEvU3P32oUkn3rR8
exe https://mega.nz/#!fgoQ3AiR!5GGV6nLEBCZwvWqejGcubcCZHt99Lp0FqSLRto_67rE
-Added childbirth which happens about 40 turns after impregnation.
-Added nursery to house babies, it can be built in the mansion.
-Added menstruating trait to make it more clear when the player and slaves can get pregnant.
-Buffed female player fertility to counterbalance low testosterone slaves.
-Fixed event, virginity and UI bugs.
-Minor changes.
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No.316192
>>315896
I am at a point where i think it would do you good to make either a blogspot or wordpress account. Also, has that problem with the dyna-injector thingy fixed yet?
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No.316200
>>316192
>Also, has that problem with the dyna-injector thingy fixed yet?
I got another idea did you try it with the zip download? If not then try that.
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No.316234
>>315896
Any party member past 5 can't upgrade. It shows they have race and class points but it's all undetectable. this effectively means you have to choose your first two extremely carefully
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No.316235
>>316234
>undetectable
unselectable.
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No.316269
>>315896
This shit is just full of virus'. Care to fix that "bug"? I'm not too keen on being a bug chaser.
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No.316271
>>316269
It doesn't have virus the antivirus is throwing up false positives.
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No.316272
>>316271
Your mom is false positive.
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No.316279
>>315896
Combat is a bit hard early on if you don't invest in other party members right off the bat, at least on normal. The concept works and I can see it being pretty fun with more fleshed out sex scenes and slave training. I especially like that there's no tedious healing or reviving of fallen/injured allies and everyone just auto heals. I'm not sure if you can yet but being able to capture nonplayable races as slaves from combat would be neat, like orcs. Maybe have it be like buying capture nets/cages in town. Then there's a way to capture slaves outside of random events and encourage exploration more outside of quests.
>>316269
Malwarebytes didn't show anything for me
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No.316439
>direct level scaling
Why not have level zones? Level scaling is basically the opposite of what an RPG should be.
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No.316801
>>316234
This bug also happen when you hire someone with a full party.
Also, in the second and third slot, doesn't show any stats for the talismans, the in-battle queue from the previous version doesn't work in the last and sometimes new additions to my party (who appeared as "stranger") like female elf ranger appear in battle with my MC pic.
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No.316837
>>316439
It would make sense at the current stage but I plan on changing things.
>>316279
>I'm not sure if you can yet but being able to capture nonplayable races as slaves from combat would be neat, like orcs.
Not yet but planned for banshee and succubus first but they would need a different personality which will take time. What would you use the orcs for exactly?
>>316801
>the in-battle queue from the previous version doesn't work in the last and sometimes
I fixed the rest not sure about this one. You mean that you are limited to 3 now? It was a bug before, now 3 companions allowed in battle at lvl 1 and 2 and you can have 6 after.
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No.316853
>>316837
I'm referring to the queue in the down left corner that let you know whom character next turn is, it was in a previous version but disappear.
Sorry for my english.
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No.316858
>>316837
>What would you use the orcs for exactly?
Well you could sell them as labor slaves or keep the males for your fem MC's pleasure. There's also plenty of thicc female orc art that a lot of people are into. Even if the sex scene itself isn't written widely differently it's the thought of enslaving and fucking different races that's hot.
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No.316864
>>315793
A hero /hgg/ desperately needs in this dark hour.
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No.316866
>>315896
Hangs forever when party is defeated.
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No.316868
>>316853
I was just confused because I couldn't notice any change with that feature between the patches. You can turn it on in the menu "show real time turn order".
>>316858
Makes sense, slaves having sex with each other will be an option as well. Orcs are a male only race lore wise that rapes other races to reproduce and kills males (which would lead to extinction) but there are still other greenskins.
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No.316870
>>316866
Can't seem to reproduce, could you give more details? Flee button doesn't work either?
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No.316872
This game is bugged like a fuck, the resolution is cropped for me. I try to change every resolution to all resolutions and keeps cropped making me mad so much.
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No.316873
>>316870
PC had 2 hp left in battle that went bad
I am not sure if they were killed or not (hard to tell if all enemy moves were completed) but the game window became unresponsive. Obviously as a result I couldn't determine if the flee button did anything or not.
Also the dropdown for slave activities and similar have no text on them for me. Win 7 running in JP locale.
Some other questions:
Are the "hire servant" and "slave auction" buttons working yet at all?
How do you tell if a slave is virgin? (May be that I can't see some UI elements due to the above bug)
Why are slaves getting sick after 1-2 turns?
Do you intend for sexual interactions to affect slave opinion of you at all?
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No.316874
>>316868
>You can turn it on in the menu "show real time turn order".
I'm retarded, sorry.
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No.316880
>>316872
You can try pressing R, if you upload a screenshot I will see what I can do.
>>316873
If the freeze happens again a screenshot would help, I will try to reproduce it.
>Also the dropdown for slave activities and similar have no text on them for me. Win 7 running in JP locale.
I will attempt a fix for that in the next version.
>Are the "hire servant" and "slave auction" buttons working yet at all?
Servant doesn't auction needs 60 fame (gained from selling slaves but degrades) it just sells better and more expensive slaves.
>How do you tell if a slave is virgin? (May be that I can't see some UI elements due to the above bug)
Virginity is a trait like submissive.
>Why are slaves getting sick after 1-2 turns?
Most likely because you are feeding them dog food.
>Do you intend for sexual interactions to affect slave opinion of you at all?
It already does depending how attracted they are to you if you are female. Rape reduces it the value depends on if it's physical rape or coerced.
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No.316887
>>316880
I also have a slave with 100 happiness that keeps ending up broken. wtf?
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No.316888
>>316880
>>316887
In general this game needs MUCH better feedback about what is going on with the slaves and much better info about the impact/consequences of various actions.
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No.316890
>>316887
This happened when I had the slave on "rest" assignment btw.
Also the way the slave gain/lose obedience randomly every turn is shit. The player needs to be able to control who interacts with whom if you want it to actually affect them, otherwise it's just this annoying dice roll thing.
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No.316891
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No.316898
>>316891
>1280x1024
Unfortunately that resolution is not supported, I kept trying to fit everything in but I couldn't. We we were discussing it in the dev thread here and the reply I got was "Just a tip: it's OK to say no to potato PCs." then I looked up statistics and 5:4 seemed to be a very small part of gamers so I left it at that.
>>316890
The random changes are very minor.
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No.316906
>>316891
You will likely get the best result from 1280x825 but probably wont be playable still.
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No.316909
About the slaves, i simply don't have any idea of what i am supposed to do. The best i can do is being super harsh and break them. If i try to be reasonable with them, defiance keep skyrocketing for no reasons.
If i try to be kind and give everything, opinion and happiness go up a bit but defiance is still fucking me. I am completly lost about what i need to do to get a obediant slave since nothing work at all.
in fact, it feel like my choices doesn't matters at all and i'm just playing with dices to get a random change of stats..
Also, any work for them will just nuke every stats .. I would expect a maid to lose some defiance for example but nope.
Any tips ?
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No.316911
>>316909
This.
The idea for this game is good, but the balance and feedback are shit at the moment.
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No.316912
>>316906
>>316898
Ok, thanks. Work here with this resolution.
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No.316919
>>316909
> in fact, it feel like my choices doesn't matters at all and i'm just playing with dices to get a random change of stats..
There is barely any luck involved, things that are random have minor effect and even out like who she spent time with or getting sickness. It feels random because there is just many things going on the player doesn't know about. Now the idea and goal behind this is that the player shouldn't know what the game does because then it becomes math but on the other side the game should work as the player expects it to work in a real situation.
Breaking a slave with kindness is supposed to be very difficult. You should start with submissive or pet slaves as they are much more fitting for this goal. If you are simply nice to a slave they will like you and enjoy freeloading but wont serve you as their master.
Now the details. Defiance is mainly based on 4 things which is bravery, pride, purity and opinion. 100 is the resting point, bravery is very effective for obedience when falls below 100 since the slave is getting terrified, pride on the other hand is quite bad when going over 100 as the slave will consider you more of a servant than a master. This means when you are nice to a slave keeping an eye on pride is important, if you don't want to spoil them then things such as noble dress is a very bad idea. Maid indeed makes them more humble but rest gives opinion and happiness so changing it from that wont lower defiance. You can go on the lowering purity route which takes more investments because the slave will need things such as: sensitive body, aphrodisiac, rest, medicine. If a slave is unhealthy or tired they wont be horny. Then once they are willing to have sex or you are able to start training them you will be able to make them docile. Training only one disobedient slave at a time also helps. Various traits change the method as well, if the slave is ungrateful praises are not a good idea. A free spirit probably wont be obedient until she breaks.
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No.316922
>>316909
Here is an example for a reasonable setting, once the slave goes around 80 defiance and pirde (for degradation) then you can start training them.
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No.317072
>>316919
>If you are simply nice to a slave they will like you and enjoy freeloading but wont serve you as their master.
This is weird sometimes because I've had random event royals pretty much immediately fall simply by giving them lavish food, a noble dress, and a bedroom for one night. They were still prideful as shit and had high defiance but opinion just skyrocketed so high they submitted to me.
on the other hand, the self enslaved event slave that starts with lewd and docile I've found is completely impossible to keep loyal. there is no combination of rules I could figure out to even keep one of the two traits.
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No.317202
>>316919
>It feels random because there is just many things going on the player doesn't know about.
Yes, and that is fucking bullshit design.
I thought you simply hadn't implemented the UI, but you are not a fucking psych major and even if you were you wouldn't be a good enough programmer to convincingly emulate the human psyche. Entire teams at Google and Microsoft pour millions of dollars into years long research projects to do that and they still fail.
You can't give us real people and you're going to embarrass yourself (and fuck your own game out of existence) if you try. Very few people will have any interest in slogging through your deluded, autistic vision of what people really act like if you don't give them numbers and stats so they actually know what the fuck is going on.
This is a game. It's supposed to be fun.
If I wanted to deal with some crazy bitch telling me "it's fine" and then exploding two hours later for no obvious reason I'd just dick girls in real life.
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No.317277
>>317202
>I thought you simply hadn't implemented the UI
You were right, there will be more details such as the opinion modifiers I added now that details what events caused change and the value of it. Other slave training games are very simple: you know exactly what you need to do, make the same interactions as a routine over and over, set same rules for each slave and you know exactly how the numbers are going to change. This is what I want to avoid and as I observed other people dislike it as well. There will be more information available and the player should understand the game but not the underlying math. At the current stage the game is confusing and I aim to change that.
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No.317315
>>317277
All that means is that we'll RE your system because it's not gonna be all that difficult. Spare us the tedium.
If you want to make it less predictable, then you can do two things:
1. Make the stats/traits actually fucking mean something. Games like FC are boring because you can use the exact same formula on every fucking slave and max them. If you were to make it so different traits created unique response patterns then the intersection of those traits will result in a gigantic amount of variation in potential play. Even if you knew all the individual effects, you wouldn't necessarily know how they'd interact together and that would result in an enormous amount of experimental play.
2. Randomness isn't bad if it's logical in nature. If I throw dice and get a random outcome, that's logical. If I can choose an interaction that might be beneficial or not, I can make an informed decision - "do I permit X and Y to interact?" for example. If I know they're always going to interact in a way that's bad for me, I should be able to prevent it, but if it's probabilistic (maybe they talk about how awesome I am, maybe they don't) then I have an element of risk that I can manage intelligently. If you add additional incentives for me to permit it, then I have a reason to take that risk at all.
Combining both of those things would give us a complex (and interesting) interaction system where you can tell us everything about how it works without it leading to exact formulas of play that will always work. The alternative is you make yet another bullshit dice roll system or another bullshit deterministic system and attempt to blackbox it which will fail anyway.
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No.317456
>>317202
>I'd just dick girls in real life.
Anon, if this was a real option for you, you wouldn't be writing angry paragraphs about game design on a hentai image board.
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No.317685
>>313174
https://mega.nz/#!614HEahA!yDaWvC7tyPsRswxTlrU3Xt8l5o5NBfTTIkEPq4pN8C4
-Fixed quests, upgrades, party management.
-Added more information about slaves and traits.
-Added ironclad subclass.
-Added more events.
-Improved UI.
-Minor changes.
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No.317730
>>317456
Wow, you're hilarious.
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No.317747
>>317685
before the patch that added menstruating slaves used to get pregnant as a fairly common occurrence, but I haven't seen any but the cheat elf get pregnant, and only her through her event.
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No.317897
>>317685
Artifacts only work if in the first slot, it is intended to only use one per character, right?
I got the event where I can get a Priest, but… i think its not worth it, she die in seconds, and is like a healer but useless because dead, I prefer use the slot for a witch.
I like the Ironclad, but i never use the spear attack, maybe if instead of slow will cause bleeding or ignore reduction would be more useful.There will be human ironclad?
Hold the Line + talent in knight does not affect other members of the party in mele.
Oh, and also some males menstruate.
Btw, now the slaves stats are more clean and easy to understand, good job.
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No.317978
>>317897
>Oh, and also some males menstruate.
First it was feminine penis, now it's masculine uterus. What kind of fucked up world is this?
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No.317984
>>313174
your game looks cool, keep it up!
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No.317985
>>313174
do you have a blog or something where we can follow your game progress?
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No.318095
>>317456
>muh sekrit klub iz 2 euphoric to be comprehended by non-wizards
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No.318096
>>317978
>>317897
Yet another game FUBAR. At least he outed himself fast.
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No.318152
>menstruating men
OP did you make sure to quality check anything yet before shipping it cause damn well it seems like you didnt
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No.318385
>>317315
>do I permit X and Y to interact
Jail does this now.
>>317747
Chance wasn't lowered and I was testing that.
>>317897
>Oh, and also some males menstruate.
Can't reproduce, how often does this happen?
>>318095
No, is this thread not convenient?
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No.318426
>>318385
>Can't reproduce, how often does this happen?
I don't know in slaves, because i´m not a faggot, but happen to me in a party member, they have the same traits slaves have, and one of them is menstruating.
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No.318445
>>318385
>Priestess event
>capture her
>ask if she will join you
>she agrees
>no additional slaves or party members added
also not getting any fame for completing quests or winning battles.
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No.318520
>>317897
>Artifacts only work if in the first slot, it is intended to only use one per character, right?
yes
>>317897
>There will be human ironclad?
Subclasses are race specific so probably not.
>>318426
Got it thanks. Also weird how small the trait text is are you >>316873 ? Was this issue fixed?
>>318445
Did you have free space for her?
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No.318640
Ran it and nothing happens. running on windows 10
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No.318651
>>318640
Try to run it as admin.
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No.318728
>>318651
Does the same thing.
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No.318730
>>318728
Could be antivirus, which one do you use?
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No.318731
>>318730
Bitdefender, it doesn't show anything though.
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No.318732
>>318731
It was blocking it, just didn't say anything.
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No.318733
>>318520
>weird how small the trait text is
I thought that was normal.
>are you >>316873 ?
No
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No.318734
>>318732
Some of them doesn't like that I am packing it to an exe and they can't read it. I will try to work something out until then you have to fight it out with your antivirus.
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No.319106
i would like to be able to rename party members or at least have them have names instead of the first two being named after their class and the rest just being stranger. ive played a few hours messing around with the combat. i like it so far, not so much the slave training thing, i honestly think you should focus more on the combat and world building and adventure and have the slave training just be one secondary mechanic/possibility for the pc and not flesh it out too much, because its quite fun to play.
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No.319118
>>319106
They will get generated names soon. Combat is getting a balance overhaul in the next patch.
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No.319218
>>319118
>lower resolutions and non-standard screen ratios are not supported
seriously
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No.319275
>>319218
Well you can set any resolution but the monitor have a limited amount of pixel and the game requires a ratio to show everything.
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No.319368
>>318520
Can't remember if I had space or not.
Need to have a keep/replace option when over capacity.
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No.319500
Can you keep slaves for yourself or is this yet another NTR simulator?
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No.319514
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No.319524
>>319275
I wonder why all the other games can resize the content or have dynamic ui placement
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No.319525
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No.319584
The game needs to have its level scaling encounters removed. It takes away feeling of getting stronger. Instead the player should simply be given access to new areas by virtue of actually standing a chance in those areas.
A better and more understandable slave training guide would also be good, that and some more tooltips.
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No.319607
>>319584
This. The scaling in this game is shit and annoying.
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No.320588
>>319584
>The game needs to have its level scaling encounters removed. It takes away feeling of getting stronger. Instead the player should simply be given access to new areas by virtue of actually standing a chance in those areas.
>A better and more understandable slave training guide would also be good, that and some more tooltips.
>>319607
>This. The scaling in this game is shit and annoying.
I heartily concur
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No.320671
>>320588
>>319584
>>319607
For now I will make exploration fights scale with distance instead of level.
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No.320678
>>320671
I was just trying to give name some concrete improvements instead of saying "this game sure could use improvement".
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No.320707
>>320671
Better than nothing I guess but scaling is shit. Give monsters set levels and give sane encounter tables. None of this "L99 bandit" bullshit.
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No.320730
>>313174
I tried this game and i have to say…the combat balance is bad,even at max start 12 int as a mage i barely did any damage.
The Healer has no attack and doesn't even actual heal you,which you might as well rename as buffer or bard.
The combat in general is way too hard even on easy,enemies easily out damage and out number you,which in turn FORCES you to recruit new part members.
Humans racial "ability" is very very bad if a combat is longer than 2 min(Which it will be even on easy)humans run away even at full health,either change that or change it so that humans retreat when their morale is 0 and they are low on health.
Ranges literally are suck weaker assassins(which they themselves are weak as it is)and you literally have no reason to ever make or even recruit one.
I don't understand the Fame thing at all nor know what it even does but it goes down steadily.
Bugs:
For some funny reason all the salves traits are "transfered" to the new recruit aka a new dwarf recruit is pregnant,submissive,docile,which i laughed my ass off when i saw it
You can skip quests if you save on that quest title and reload,the game itself thinks you already completed the quest.
These are just some stuff i can think off
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No.320742
>>320730
>You can skip quests if you save on that quest title and reload,the game itself thinks you already completed the quest.
Thanks, fixed.
Fame and combat balance will change in next patch and fame will have a tooltip which explains what it does.
Assassin is receiving another buff the other classes are fine, their utility skills are better than they look. Moral is a big weakness for humans, comfort of the faithful or folklore can counter that. I actually nerfed mage and ranger slightly in the coming patch, though this is because other changes made them stronger. Mage is not just pure damage an 50% slow means enemies will act half as often, ranger excels at taking out the back row and those enemies usually have high damage low health or strong utility.
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No.320744
>>320742
Stop wasting time with your shitty unbalanced combat system and make with the porn already.
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No.320752
>>320744
That was the plan but I prioritize what people are interested about and most feedback is related to combat.
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No.320816
>>320742
>Mage is not just pure damage an 50% slow means enemies will act half as often,
One of the two biggest problems with mages was their only worthwhile spell, fireball, was worthless against most enemies due to the prevalence of hell demons.
the second is that every combat has a lot of enemies and their bonus damage is effectively 0 when they need it the most, lowering their damage to the point where the fire DoT to every enemy is better than any single spell they could cast for damage.
for example, here is a new game I made for this purpose. 13 int 6 affinity.
fireball did 9, with 2 health burn every second for 4 seconds. that's a total of 17 damage. frostbolt did 20. that's 3 more damage for casting a single target vs multi target. 3 damage extra against 1 enemy for giving up 34 damage split between the other two.
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No.320817
>>320752
>>320816
also I don't really have much feedback on the porn, besides that it's lacking, but saying it's lacking doesn't help improve it. so instead I give feedback where I can.
others are probably similar.
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No.320819
>>320816
Action cost for frostbolt is 3 while for fireball it's 6 so you can cast it twice as much and frostbolt slows. Prioritizing single target is also better, the faster they die the less they can hurt you.
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No.320838
>>320819
I don't understand what the cost actually means, I assume it's how long they have to wait before performing their next action after that one but what does it mean in seconds, how does speed affect it?
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No.320840
i like to see some role reversal where the slave doms you. you defacto becoming there slave in private
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No.320922
>>320752
Don't be such a fucking moron. We're bitching about the combat because there's literally nothing else to bitch about. The rest of the game is so bare bones it barely counts as existing.
Get some actual fucking slave management features going or this game is gonna die a quick death. If your sex content is as shitty as your combat, you should just hang yourself and save us all the trouble.
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No.320936
>>320838
Correct, speed multiplies the relative time so when you use a quick strike with 2 action cost and 1 second passes if the character has 100% speed bonus then it will be as if 2 seconds passed and they can act.
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No.320962
>>320819
The issue with that is since most enemies have 50+ protection, the frostbolt is rarely actually worth casting.
Here is another example. I made another test mage, this time with a more reasonable 12 int 9 affinity. sought out the same battle twice, one did nothing but cast frostbolt, one did nothing but cast fireball. the knight used shield block any time a lich was under 1 second and hold the line any other time, the healer used intervention, cure, and song as needed.
then I sought out and did the same with one lich. the results were similar.
frostbolt doesn't actually do enough damage to be worth casting if there are 3+ enemies.
these tests are small scale, yes. and level 1, but it only gets worse the higher level you are because as seen in the 2 lich fight, frostbolt completely falters as soon as a second priority target is introduced, because it just can't do enough damage to get through even one lich before the knight and mage dies.
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No.321407
>>320962
Appreciate the testing but mage is not designed to be a main damage dealer even if she has the potential to become one on later levels if you build entirely damage. Fireball is supposed to deal more damage naturally since it is an aoe pure damage spell. Undead have high reduction and for lich setups a single damage dealer is not ideal. Mage is best against greenskin and in the next patch damage reduction of most enemies will be greatly reduced at the cost of higher health.
>>320840
On the long list of planned things.
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No.322559
>>321407
Can I just say that enemy damage reduction is absurdly high? Aside from that I suggest that each type of enemy have a weakness, undead take extra damage form fire DoT, orcs take extra bleeding damage etc.
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No.322576
>>322559
>Can I just say that enemy damage reduction is absurdly high?
I have added health stat to them so damage reduction wont be that high anymore and constitution reduction is now multiplicative not additive.
>undead take extra damage form fire DoT
I will add this, though UD is already weak against penetrating attack due to high reduction low health. Orcs are to cc.
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No.322669
Links are dead. Can we get a reupload?
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No.322806
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No.323251
>>313174
https://mega.nz/#!Csh3BI7Z!Jv-jGxtvjDwokxLTkkQApxib5LU-1pai98_dcf211ZY
Got sidetracked and ended up refactoring quite a bit, hopefully nothing broke.
-Expanded fame mechanics, tooltip explains them.
-Exploration now scales with distance from starting city instead of level, the teams are random so they can be quite weak if they lack frontline.
-Quests now have their own level and the enemies scale with that, they get much harder at lvl 3 and 6.
-Added new artifacts and now they are unique. Artifacts can be acquired from dungeons and lvl 6 quests.
-Added consort job, a unique job with various tasks. Job is avilable when the slave is docile and you have a manor.
-Random events can be turned off by having a consort who doesn't seek out opportunities.
-More tooltips and information.
-Combat rebalance and fixes.
-Enemies got more skills and more skilled.
-Minor changes and fixes.
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No.323261
>>320922
there are plenty of porn heavy h-games that have shit mechanics. I want a game with good mechanics that also has porn in it, thats all that makes an h-game stand out these days
even now im downloading it to see what the combat improvements are.
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No.323267
>>323261
>there are plenty of porn heavy h-games that have shit mechanics. I want a game with good mechanics that also has porn in it, thats all that makes an h-game stand out these days
I agree but the porn needs to be worthwhile too. Otherwise you're better off going with a non-h game.
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No.323494
>>323347
Strange, can't reproduce it. Can you give more details, a screenshot perhaps?
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No.323536
>>323251
At some point the game enters a state where you can no longer have sex with or rape your slaves. it uses a action point but does not do anything.
if you exit after this, all saves are corrupted.
I had 5 slaves, a mansion, nursery, and consort. I notice it after visiting the nursery after consort gave birth.
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No.324555
>>323261
Good mechanics doesn't mean "challenging" or "deep". You don't want me engaging my brain too much as a player or I'm gonna go into critical thinking mode and tear your shitty world model apart instead of enjoying it because what you have here as a fundamental game concept isn't interesting or unique and none of your gameplay elements are even close to a good strategy game or JRPG in complexity or fun.
What you want is something that games reasonably well. I'm not even sure why you faggots are always so obsessed with combat since that's basically filler you have to slog through to get to the porn. There's a million fucking ways to make sex and slave management interesting inherently because psychology is complicated and there's all kinds of erotic conflict that you can use to make the game challenging and sexy and complex without tacking on irrelevant bullshit.
If you ripped out your fucking shitty combat system and put all the effort you were going to waste on orthogonal bullshit into making the game characters interesting and complex so that managing them was actually engaging instead of "work out the game dev's shitty excuse for a black box and how to game it effectively" then you'd have the basis for a good game. What you want is unexpected (but plausible and compelling) results to things the player does naturally.
If you were to have your nice complex set of variables that represent the slave's state - things like obedience, affection, sexual tension, arousal, fear, physical and psychological needs of various kinds (comfort, security, intimacy, approval, attention, etc) - and then came up with a nice set of slave modifiers (attributes) that changed how those values changed in response to various environmental factors and events, and actually wrapped all this up in a nice polished way, then you'd have something unique. Something where you'd have to think about each slave as an individual instead of another robot that you know exactly how to program.
Let's take FC as a good example, or Strive4Power, or SlaveMaker3. All of them try to make their slaves "unique" with really superficial shit, but every one of them has a formula you can use to make any slave a loving/obedient slut very quickly. Or a terrified/hateful rapedoll if that's your thing. It's not interesting after you've figured it out because no matter what or who you're dealing with you can treat them all the same.
This game is going down the exact same fucking path. That's fine if you want another mediocre game, but don't expect anyone to care about it unless you do something that's actually unique and that means not doing the exact same bullshit everyone else did in a very slightly different way so that at 10,000 feet your game looks exactly the same as all the others.
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No.327016
>>323536
Thanks for the detailed description unfortunately I couldn't reproduce it following the steps it could be caused by something unrelated.
>>324555
>Something where you'd have to think about each slave as an individual instead of another robot that you know exactly how to program.
As I said before this is my goal and steps towards it have been made between patches, in the next one each slave will have a personality and a background trait which will have higher and more visible impact than regular traits.
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No.327188
I think you need to rethink this. Are you making a turn-based RPG or a slave trainer? Because right now, this game does both badly. It would be much better to do one of those things well. There is practically no interaction between the rpg combat exploration aspects and the slave training aspects, which makes it feel like two different games mashed together into one without considering what the experience you're aiming for is.
Also right now there isn't really anything in either part of the game that is…. unique or particularly interesting.
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No.327265
>>327188
I changed my mind several times during development because as I progressed I felt like this isn't what people want, this is why the current state is bland and generic, so I don't end up with something no one is interested in. Combat and slave management is separated on purpose so you are not forced to do one part if you don't want to. With the changes on scaling based on the complaints I might intertwine them more since the difficulty became more fluid. I am mainly focusing on a foundation that I can easily build on and now that I am getting feedback I know where to go from there.
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No.327274
>>313962
That's the point, they are average at best
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No.327616
>>327016
>>327265
I don't think you actually read my post ( >>324555 ) very carefully. It's not just about unique slaves.
I want you to raise your right hand, flat, with your palm facing you. Bring it rapidly toward your face until you hear a nice "slap" sound.
Then I want you to think about whether or not combat is actually adding to your game, because I really don't think it is.
You can't even make up your mind about what sort of game to make; and everyone else is telling you that what you're doing is wrong.
So just fucking rip out your half baked combat system and put all your focus into making slave management/training interesting and challenging without needing a shitty crutch like a combat system to add some kind of "challenge" to your game.
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No.328252
>>323267
There are plenty of lewd/suggestive non-h games out there that could simply be turned up into full h games.
>>324555
>"challenging" or "deep"
i used neither of those words in the post you are replying to
>combat
the idea is to push ever towards the goal of making all games h-games. The way that mainstream games often have romance options in them or things like that, i dream of the day every game lets you simply decide to not kill that npc but instead rape it todeath or grind it up into fertilizer for your demonic hell portal infused tentacle garden that rapes orphans to produce longevity serum that people buy from you pretending not to know what it is, but they know, everyone does.
An h-games is not a 'game about h', its a genre like 'scifi' or 'horror', and just like you can have multiple genres overlapping "scifi-horror", i dream of maximum degeneracy spreading to every facet of modern civilization, where you dont have to look for hgames or porn or any of that, where you can just do whatever it was you are already doing slightly different to see whatever depravity you desire.
a hgame is a game foremost, it needs good game mechanics, and a combat system is something fairly straightforward and well understood as far as games go (something i disaprove of, as i think straight violence is a bit overused and potentially psychologically harmful. I am aware of the irony) but OP has an interesting combat system, it is different at least from the standard rpgmaker thing you get in hgames, so its worth developing i think.
IN all honesty id rip the slave management system out and grow it organically. Start with simply having a slave market system, you can capture some enemies to sell. Then a way to store them and use them for more interesting activities, then finally tack on breeding mechanics and whatever else direction you want to go into. Grow it out of the combat.
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No.328294
>>327265
Here's the thing, you will always receive criticism no matter what direction you take from people who want you to take a different one. Instead of constantly trying to please everyone determine what specific niche you want to cater to and devote all energy to that.
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No.332065
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No.332121
I have to agree the combat is pretty bad.
Getting instantly wrecked at 1st level isn't my idea of fun nor challenging.
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No.332296
>>332121
Exploration on the first tile should be fairly easy same goes for lvl 0 quests, which fights were you losing? Did you play on easy? I will make it an option to change difficulty in game.
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No.332766
>>332296
Play on easy
Oh some orcs
Get obliterated
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No.333020
There doesn't seem to be much here yet, but I appreciate the effort. The combat is complex and clearly has some thought put into it, but that doesn't make it fun. There's not much to do with slaves at the moment either.
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No.333574
>>327265
>I felt like this isn't what people want
Don't bother with that. Just put it out of your mind. Figure out what game you want to make and just do that, then you can worry about trying to please a bunch of faggots that all want something different out of it.
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No.333606
>>333574
This. Make it your mantra. Hammer it over your bed. Scribble it on your hand. Chant it at your office and/or in the toilets. Do whatever, but listen to this wise anon, anon.
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No.334408
>>323251
This thing gets blocked by Avast
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No.334551
>>334408
Please try this: https://mega.nz/#!S1YwSQqL!ZQMqNLI7kAX5VO5Ofns_z-0OXQlBTf90nN87HPUPaYM
It's still the old version I just made some changes that should reduce the false positives. Tell me if it worked.
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No.341342
wow really interested in this, is there a more organised place to get it from?
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No.341388
>>341342
Not at the moment, there will be a relatively expansive patch in a few days.
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No.343666
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No.343683
>>313174
Since people pointed out that things they complain about might no be the same they want to see developed I made a list of future features I was thinking about adding to choose from: https://strawpoll.com/xbegeysr
https://mega.nz/#!e0owiAJa!GG231I3KkluwprCjzsqkOt4mTXd2m0_6UECOOdDoe6g
-Each slave now have a personality and background. Personality defines various needs and has a significant effect on mood and opinion.
-More tooltips and details for slave management.
-Added consumable items as loot, they can be used on the party management screen. They can change gender, race, class, traits, stats, upgrades.
-Added a new race and two new subclasses unlocked with an item. Available for player, companions, and slaves.
-Difficulty can be changed in game now, lowered easy and normal difficulty. Player damage taken is reduced and damage done is increased by 40% on easy, 20% on normal.
-Significant class, buff and ability changes, some received major buffs due to the AI better understanding and countering them.
-Added humans as an enemy group, they follow the same rules for character building as the player with stats, talismans, and upgrades.
-Added exploration events, these may trigger battles.
-Old bugs removed, new bugs added.
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No.351569
>>343683
What is meant by "PC customization"? The vote option says personality, non-combat traits, and body types, but none of those make any sense. Personality should be expressed in dialogue instead of informed by traits, out-of-combat utility should be determined by job, and body type, if implemented, would have to include body types for all NPCs and some kind of system to make it mean more than a line on a character sheet. Not really sure what people were voting for, or what I didn't vote for.
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No.351727
>>351569
>body type, if implemented, would have to include body types for all NPCs and some kind of system to make it mean more than a line on a character sheet
It's already implemented and can be modified by flesh shaper. It determines male attraction to female and changes some of the text during sex.
>Personality should be expressed in dialogue instead of informed by traits, out-of-combat utility should be determined by job
Personality and other traits will eventually unlock new dialogue options.
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No.352082
I played it for a bit and it was okay as a very early alpha, just think that some things are unclear.
- Training doesn't seem to do anything? Also, when I tried training, it gave me -1 action points. I could end turn and let them replenish, but training again just sends me back to -1.
- Interacting with the slave should be more impactful. Beating them up didn't seem to do much. Raping did come with an affinity penalty but that's about it.
- Maybe I'm just used to that game, but I like that once you've broken your slaves in Free Cities you could upgrade their living standards without receiving penalties to obedience and trust. It would be cool to have that instead of upgrading and seeing Bravery and Purity creeping back in.
- I wish Healers could do more. Popping up a shield that gets bypassed with DoTs is lame, not having any sort of attack is lame. If you don't want to add "real" healing, at least put some damage on the damage debuff they can apply on enemies.
I'll sink more time into later. Undead enemies seem somewhat OP.
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No.352138
>>352082
>- Training doesn't seem to do anything? Also, when I tried training, it gave me -1 action points. I could end turn and let them replenish, but training again just sends me back to -1.
It does, it just has a bad representation just like many other things in the game, which is also the cause of a lot of problems for players, I will work on that. The -1 instead of 0 is a bug but it doesn't effect anything, I will fix that. What happens is that you fail the training otherwise she gets a trait that effects stats, I will add a text that describes the training.
>- Interacting with the slave should be more impactful. Beating them up didn't seem to do much. Raping did come with an affinity penalty but that's about it.
Beating effectiveness depends on strength, doing nice things are mainly based on affinity and opinion. Better description is required.
>- Maybe I'm just used to that game, but I like that once you've broken your slaves in Free Cities you could upgrade their living standards without receiving penalties to obedience and trust. It would be cool to have that instead of upgrading and seeing Bravery and Purity creeping back in.
You can eat up the penalty once you stacked up enough bravery and purity reduction, training and hitting 0 for the respective trait is important for this.
>- I wish Healers could do more. Popping up a shield that gets bypassed with DoTs is lame, not having any sort of attack is lame. If you don't want to add "real" healing, at least put some damage on the damage debuff they can apply on enemies.
Common complaint which means I have to change something, they are useful but if they are not fun to play then it doesn't matter. Priests have attacks but they are not that easy to find.
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No.352166
The chaos potion always aplies on pc, no matter what you choose.
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No.362491
I don't understand how training is supposed to work, selecting train just uses 1 ap and greys out the train button and then clicking the x to close the menu uses 4 ap forcing me to end turn but I see no mention of any training having happened at the start of the turn.
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No.362498
>>362491
There is a lack of feedback towards the player which I will work on. The training itself will be different, not sure if in the next update as I begun changing a lot of things recently. The training has a chance of success based on defiance and the corresponding stat such as pride, when it succeeds the slave will get a trait.
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No.374160
Is this some kind of isometric strategy porn game right? I might give it a try.
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No.374162
Oh shit, this one game is dead.
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No.374163
>>374162
No wait, I'm just retarded, there is a mega link down below.
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No.374167
>>374160
Very outdated, I only got back to the site recently since it died. I am "about" to finish a release with major changes to gameplay as a whole and with plenty of new content as well and with less stability issues.
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No.374262
Just gave the game a quick spin
Seems like an interesting concept
After reading through the thread, it seems like most of the major problems are already known, but I may as well reiterate them
>combat has a solid foundation but needs polish
>slave management is lackluster; needs more content and better explanations of existing content
>more exploration events
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No.375767
I don't get this. Why can't I unlock the auction? I am supposed to have sufficient fame. Why can't I upgrade my mansion beyond the nursery? Or hire servants?
How do I even have sex? Only the broken elf slave in the event let me bang her without rape. Speaking of which are there any other unique slaves?
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No.375781
>>375767
Oh found it, just need 100 opinion
Which is weird because defiance and opinion are different stats
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No.375843
>>314578
Jack-o-nine-tails was a shitty game why the fuck can they take away my pregnant slave
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No.375915
>>375843
^this
so much fucking this, train and impregnate a sexy slave and wanting to pound her pregnant pussy aaaand The Church takes her away…
Worst fucking game ever.
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No.376359
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No.376367
>>376359
Ended up adding more stuff instead… still need to finish a couple things, maybe I will post a less polished version, better than having this old one.
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No.376383
>>375915
>>375843
Should have became a member of the church, lmaoing at your career choices.
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No.378490
>>374167
>>376367
You still working on this game, OP?
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No.378529
>>378490
Yes but probably wont post a build for a while.
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No.378848
>>378529
You should probably make some kind of blogspot shit so people can easily check in on the project, it'd also give you a place to post progress reports and things. Just don't post deadlines for yourself so you don't become Lilith's Throne 2.0 and have thirty delays a week
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No.379225
>>314578
If any game should be copied is No Heaven made in a good engine. The game seems so good, but RAGS sucks.
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No.379300
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No.379322
>>379225
No haven but with some level of clariy so you don't have to utterly immerse yourself, less random chance bullshit, and a decent engine would be good, yes
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