trulul

Newbie
Aug 11, 2023
37
19
He said something about a Mastersphere content for 0.8.3.3. There's also an upcoming Master Traits mechanic. The wiki is down for me right now but it provides sizeable buffs you can always earn in-game. For example, the master of war raises your damage with any weapon by +20 but you need to have a high melee, ranged, and other stats to get it. I forgot the exact numbers. If you can access the wiki, the page is called Master Traits.
The one which apparently gives the enemy -75 to skill in the first round seems far better. May or may not be decent odds of actually evading some fire. Tier 6 bounties hit hard, but another round of culling their numbers before they can return fire at full capacity should help.
 

rfptricio

New Member
Jul 1, 2017
6
3
I am encountering locked options when it comes to sexual interactions. For example, YES is unclickable and faded during interaction with Maj. Valkess. Am I doing anything wrong?
 

Clemency

Member
Jan 21, 2024
350
338
The one which apparently gives the enemy -75 to skill in the first round seems far better. May or may not be decent odds of actually evading some fire. Tier 6 bounties hit hard, but another round of culling their numbers before they can return fire at full capacity should help.
I just assumed you can get both, as long as your stats qualify.

I am encountering locked options when it comes to sexual interactions. For example, YES is unclickable and faded during interaction with Maj. Valkess. Am I doing anything wrong?
Did you give her everything she asked for? (Weapons, men, $100k).
 

addasus

Newbie
Oct 30, 2019
96
71
Can anyone tell me what the input was to increase the master bed occupancy? I swear that was a thing someone posted earlier, but went digging through a couple dozen pages and never saw it.

Thanks
 

Yeppers34

Member
Aug 11, 2021
163
516
So what's the best way to make money in this game. I just kind of have a cycle of doing the two arena matches and doing the daily bounty but it's not really much
 

Seewolf

Active Member
Feb 27, 2019
553
1,289
Well, if you want them and you are willing to use console commands, press Control + Shift + J and copy-paste:

SugarCube.State.active.variables.truls = undefined

SugarCube.State.active.variables.cassius = undefined

Just be sure you have only one of each or it might brick something. Save to disk beforehand.
Wow, I didn't know that you can edit the game, if you botched something up.

I'm slowly getting into this game and trying it out. I'm unsure yet, if the grind is worth it. Anyway as a total noob to this game, of course I make "wrong" decisions and therefore might miss content. F.e. I have defeated one of those npcs and sold them into slavery instead of adding them to my household. But I really wouldn't like to start from scratch again because of it. Do they have quests (Truls and Cassius) btw?

It's great, that it seems to be possible to reset "quests", because restarting the game each and every time and grinding your way up several hours after having botched something up would be a total disaster.

Do you happen to have the code for resetting one of those beginner quests? Westside Raiders quest in Furry's tavern is greyed out in my game unfortunately. Seems like I waited too long to do it. Do you happen to have a console code to reset this one, too?
 

errte13

Active Member
Oct 6, 2020
516
911
Why there is no convert option under affect? Do you only have one chance to convert a given NPC and if you fail, you can't never convert that NPC again?
 

Clemency

Member
Jan 21, 2024
350
338
Do they have quests (Truls and Cassius) btw?
[...]
Do you happen to have the code for resetting one of those beginner quests? Westside Raiders quest in Furry's tavern is greyed out in my game unfortunately. Seems like I waited too long to do it. Do you happen to have a console code to reset this one, too?
1.) When I open their Ask Something menu, there's no Background option or Hopes and Dreams so I am guessing none. I have not yet tried dinner via the events menu with them.

2.) SugarCube.State.active.variables.westraiders = 1

This spawns the bounty's enemies in Westside.

Although you should check first if you have not accidentally started the quest yet and the enemies are actually already spawned in Westside.
 
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Clemency

Member
Jan 21, 2024
350
338
So what's the best way to make money in this game. I just kind of have a cycle of doing the two arena matches and doing the daily bounty but it's not really much
The Workshop. You build it and you can just upgrade the top upgrade option if you are pressed for cash and assign NPCs to work in the workshop in Jobs & Titles page 3 or 4. You can set the Workshop to Processing, Manufacture, or Sweatshop. Processing converts merchandise into raw materials. Sweatshop gives you passive income per day and it gives more when you add merchandise into it. Manufacture is the one you want for active money generation. If you put it on Manufacture, they will do nothing for the day and then by the next day they will have generated production points. You spend production points and materials like steel or wood or fasteners to craft items. It is best to buy materials from Aimee's Shop in Stokke Hills if you have interacted with her. She offers discounted prices. I am not sure if you have to finish her quest first (A Sister's Dilemma where you acquire Dakota) to get discounts. You can calculate how much profit you gain from producing a weapon. For example, buying materials at Aimee, crafting auto rifles and selling them to Hamah Bay in batches (because the trip is long and you do not want to run to Hamah Bay to sell 20 rifles every day) nets you a profit of $797 per rifle. If you have a late game party, going there every 7 days also allows you to kill the two charucks that live in the woods above for 60 meat each. They hit hard, have at least 800(?) hp and respawns every 5-7 days. Knives cost so little production points you can produce 200 knives for the same production points cost as 10 auto rifles. You can sell knives in the market near your house for $45 profit per knife. Calculate the other items.
 
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Clemency

Member
Jan 21, 2024
350
338
Why there is no convert option under affect? Do you only have one chance to convert a given NPC and if you fail, you can't never convert that NPC again?
First check if you have the same religion. Maybe one of your conversions went through without you noticing.

If not, two possible reasons: You might be able to try again tomorrow or your devotion points went below the value necessary to convert anyone and you need to gain those devotion points again. Conversion, even if they failed, cost devotion points.
 
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JaxMan

Active Member
Apr 9, 2020
680
620
Why there is no convert option under affect? Do you only have one chance to convert a given NPC and if you fail, you can't never convert that NPC again?
You can try multiple times. You need the 100+ devotion to try and you lose 10 points no matter if successful or failed. Also, there are penalties to your chance, one of which is the difference in religions between MC and convert. Some have as high as -25. So, if you failed, look to increase you chances with rising you charm or manipulation skill (not sure which one), increase affection, use incense, etc. to mitigate any negatives.
 

devil999LEXX

Newbie
Feb 5, 2021
84
36
Well, if you want them and you are willing to use console commands, press Control + Shift + J and copy-paste:

SugarCube.State.active.variables.truls = undefined

SugarCube.State.active.variables.cassius = undefined

Just be sure you have only one of each or it might brick something. Save to disk beforehand.
and how exactly that console looks like ? i use firefox and when i press ctrl + shift + J i get some type of console, but it only show problems and writing there have no effect on anything (only at filter part is posible to write, with no effects).
 
Mar 5, 2024
56
25
easiest way how to prevent these hacks to get acces to tier2 benefits, is very easy. lets make all tier2 in another file, and this content will be present only if this extra file is present - similiar to tier4 bonus which needs extra file to be present.
I really like it, when some people say something is the "easiest way" to do something (and your comment suggests, that you do not know much about both computer science and programming).

Anyway, as this game is written in sugarcube and has images and audio files as resources (and also fonts), the game does not consist of just one file, but encompasses multiple files.

Images and audio files, which are for non-public versions only, could be put into other folders (ie. using pics_tier2, pics_tier4, sounds_tier2, sounds_tier4 instead of pics and sounds folder).
That way it would be easier,, when making the zip-file for the game, to not have pics (and sounds) for a non-public version appear in the public version (ie. as it was forgotten, to remove an image or audio-file from the folder to be zipped). Of course one could automate the process, ie. having a script (or small programm) do the packaging (see ie. "ant" or "antlr") and having a metadata file (or property file), which has for each and every image, audio (and font) file stored in which package the image, audio and font file is to be included.

Now to the html-file (or html-files) with the game itself:
Neither html or sugarcube are programming languages like "brainfuck" or "whitespace", which are hard to read, also neither html or sugarcube yield programms, which do need compilation into machine code (bytecode) or something like that for the programm to be runnable. Which means that people with some background in computer science (or some expertise in programming) can easily read and understand what the program does (especially since a few things, which some websites do to make it harder to download video files from their site, are not done) - otherwise it would need "reverse-engineering" (and some guess-work as what a variable and function are used for...). So if somehow some tier-only game data (like quests etc.) end up in a public version, even if it does not function (out-of-the-box) without some editing of the game files, people with some knowledge in programming can modify the game file(s), so that it does function (ie. a quest or some parts of a quest become(s) available) - people without such knowledge might screw-up their gamefiles instead.

Now you can think of the gamefile(s) (without the resource files) as one "master copy", which contains all the code for all different game versions (where game version refers to the public version and the different tiered versions). And removing the code for all tiered versions from the "master copy" yields the public version and removing the code for higher tiered versions from the "master copy" would give a tiered-version (ie. tier2 version instead of tier4 version).

The "problem" is how to make sure, that by removing code (from "higher" versions, where higher version means higher tiered-version or all-tiered versions, in case of "public version") you do not miss to remove code that does not belong to that version, while also making sure, that the code is still working (after code removal).

If the "master copy" does contain the code in explicit form (ie. during the execution of the code no new game code is generated, ie. via DOM-scrips (Document Object Model scripts) or javascript) and the "master copy" is also one file (or multiple files) - eg. one does not manage separate (stand-alone) copies for the public and tiered versions - then you would need to remove the code either manually or in an automated way.

As the game is written in "sugarcube" (or twine script) this would mean that ie. "complete game passages" are to be removed and also from some game passages code might need to be removed (at least if no separate stand-alone copies for the different versions are maintained, but bugfixing and changing game mechanics might be a little bit more difficult if standalone copies are used, ie. as a bugfix would need to be made to multiple versions - so maintaining the code does require more work from the developer).

Of course it is easier to remove complete game passages from the game (in comparison to removing only some code blocks from a passage), without "breaking" something or missing some code which does not belong into the public (or low tiered) version. But it is more complicated to structure the game code in such a way, that all tiered-only game code is only in separate game passages. For quest texts and quest rewards (etc.) this is relatively easy doable (ie. via using "include passagename" or link statements etc.) and having ie. definitions for "pois" in the public version (which are not used in the public version) are also no problem (it only becomes a problem, if the quest data itself including quest rewards are also somehow in the public version). For some other "features", like tier-only traits, which give boosts to some "chances" (ie. change some game mechanics slightly), it is a little bit more complicated, eventhough also "include passagename" can be used here, but then the code for the game mechanics themself are a little less readable (for the developer himself) - and there are also a few more complications (in contrast to additional quests, renders or tasks for tiered-versions), when it is desired that a one-time supporter also has some benefits with newer versions (ie. still being able to do tier-gated quests, enjoying tier-only mc-traits, with a game started with a tiered-version but then patched to a newer version). (Ie. making it possible that old tiered-version game passages are included into a newer public version instead of new tiered-version game passages (with the same name)).

And as this game is still in development, when code is marked in a "master copy" (ie. via comments or otherwise) as tiered-only content, the code might get moved around during "tech revamps" etc. and it might happen that the code markers (for tiered-only content) are not moved, when some tiered-only code is moved from one location (in the game file) to another as it is overlooked that the code is between such code markers (ie. the code blocks being too large to fit on the screen and not paying enough attention when moving the code around, that it was tiered-only content, which ends up outside of codemarkers for tiered-only content). In case of code, which is in tier-only passages, the chance of such things happening is much lower (especially if it is moved from one tier-only passage to another tier-only passage).

and honestly i think that anyone who is paying for game deserves some extra bonuses, even small ones. modifing file to get something you are not suped to have, is simply pissing on people who pays (or payed) for game so it is actively developed, so others can have it for free.
i think that hacks like that to get tier2 for free is most safe way to get game stoped developed since developer will lack income.
Single player games, which run on ones own laptop (or personal computer) and do not need any form of internet-connection (to function), will always be modifiable (or modable) by people with enough knowledge in some things (at least as long as there are still free operating systems and big tech companies and the content industry have not made their dream come true, that they have complete control over all computers of would-be customers).

And then, as this game is a single-player game (and thus the term "pay to win" for "free to play" games is not really applicable), there is nothing wrong with giving game supporters additional benefits (out-of-the-box)¹, but what needs to be kept in mind is, that there are one-time supporters and long-term supporters and thus there are arguments for letting one-time supporters still have some benefits with newer versions. This needs to be kept in mind, when deciding on a solution (or lobbying for some solution) - and the developer might have also considered this, when he did chose how to handle content for the different tiers in the first place.

¹) Non-supporters can always write code (without knowledge of the tiered-content) which might give similiar advantages (or benefits) as tiered-content (only in case of quests, tasks and additional "lore texts", this is unlikely).
 

mailn2

New Member
Oct 6, 2020
14
20
Anyone know how to trigger the Urban Titans quest? I'm pretty sure I've fully invested with both Walton and Roo, but they don't talk about it when I have them over for dinner
 

Tango13

New Member
Feb 24, 2020
3
0
Could someone please tell me where I can purchase the dildo chair and standing cage, as well as the obscene art? Wiki says the chair can be purchased at devious tools, but it doesn't show up.
 

mailn2

New Member
Oct 6, 2020
14
20
Could someone please tell me where I can purchase the dildo chair and standing cage, as well as the obscene art? Wiki says the chair can be purchased at devious tools, but it doesn't show up.
I think it has been removed from the game because it was too much work to create additional furniture scenes for all possible characters.
 

Clemency

Member
Jan 21, 2024
350
338
It seems the selling price of knives decrease from $80 to $56 at 15,000 market supply (aka the newly introduced market saturation mechanic). Can anyone corroborate if this is the same market supply "cap" in playthroughs without A Dying World on?

masters of raana knives hitting saturation 0001.png
 
4.50 star(s) 115 Votes