Doorknob22

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Is there a way i can get both Domia and Alam ?
The fact that only one of them (Domia by default) accompanies you to the vault does not indicate that you can't convince both of them to come with you, just me being lazy :). However, in version 0.2.x (which you are playing) they will not appear in the palace even if the text hints otherwise.

This was fixed (one or both are available in the palace) in 0.3 which I will hopefully start releasing to my sometime next week and make public towards October.
 

Doorknob22

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0.3 release schedule
  • Wednesday 9/22 - Subscribestar tiers 10+
  • Friday 9/24 - Subscribestar tier 5
  • Sunday 9/26 - Subscribestar tier 2, itch.io and public release


As for content, I’ll start by saying that 0.3 is as big as the two previous releases combined. Additionally, I want to stress that old saves from previous versions will not work. Vae Victis is a game, not a VN, and as such the game's infrastructure changes as it evolves. If you wish, you can use Skip 'n Win to quickly jump over the miniquests you have completed.

  • New! Gallery for replaying scenes you already played. Courtesy of Niv-Mizzet the Firemind. Thanks man!
  • New! UI overhaul by the very talented Kia. There’s a lot to love about the new UI but my favorite is the Send Troops slider.
  • New! Impregnation flow. When you fuck a (former)ruler wench in your palace or your dungeon there’s a chance she’ll get pregnant. If she does, you will be notified and for for a few turns you’ll be able to have pregnant sex with her. Once she gives birth she will not be available for a few turns as she rests and then she’ll become available again. Impregnation is currently reserved for wenches only.
  • New! In 0.2 I made the mistake of hinting that Alam and Domia from the oasis accompany you to your palace, so in 0.3 I owned my mistake: both are available in the palace if you take them with you. I’ll be more careful next time ;)
  • The 1:1 RPS combat was streamlined and a very short tutorial is now available after you escape jail. Defensive attacks are considered to be Subdue attacks, so when meeting a new Subdeable opponent you can (and should) play a few rounds in Defense mode without ruining the Subdue effort. Furthermore, Subdue attacks cause much more (Subdue) damage but leave you more vulnerable to damage so learn that wench’s attack patterns before subduing her!
  • All wenches now have rigid attack patterns instead of an affinity to choose one attack.
  • Obedience and Morale were improved. Details below: TL;DR: if you garrison more than 30 troops your Obedience in that fiefdom will go up.
  • Originally Fort and Gold Mine multiplied the fiefdom’s Troops and Gold yield but were useless if the Troops/Gold stat of a fiefdom was 0. They now yield a small amount even if the Troops/Gold stat of a fiefdom is 0.
  • Cool surprise scene after you conquer all available fiefdoms (Oryeonguk, Marbia and Tinpigia).
  • One last thing: old saves from previous versions will not work. Vae Victis is a game, not a VN, and as such the game's infrastructure changes as it evolves. If you wish, you can use Skip 'n Win to quickly jump over the miniquests you have completed.

Enjoy the game, I’m already bursting with ideas for version 0.4!

Doorknob22
 
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Doorknob22

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Obedience and Morale in details. One of the biggest problems of the fiefdom management aspect was the handling of Morale and Obedience. In the early versions both dropped constantly with no easy means to restore them, causing loss of productivity (Morale), rebellions (Obedience) and general frustration to the players.

TL;DR: Obedience failure effects are weaker now and you have more ways to increase Obedience in your fiefdoms.

Quick recap on how Morale and Obedience work.

Each fiefdom has two base Yield stats (collectively known as Yield): Troops and Gold, typically 0-3 in each. Morale stat will be roughly between 5 and 20. Every turn each fiefdom rolls between 1-100. If the result is lower than the Morale stat, the fiefdom will yield its troops and/or gold. Morale goes up every turn but drops significantly when you attack a fiefdom.

Example: your starting fiefdom, Gaunteinguk, has gold Yield of 2, troops yield of 4 and morale 20. Every turn, there’s a 20/100 chance you’ll receive additional 2 gold and 4 troops from that fiefdom.

Obedience works differently. Until version 0.3, every turn the game would roll 1-100 and compare it to the number of fiefdoms you control. If the roll was below that number, Obedience would drop by 5 points. Every turn the game would roll an additional 1-100 roll against the fiefdom’s <Obedience+Garrisoned troops> and if the result would be above that score, the fiefdom would rebel: all buildings destroyed and the fiefdom becomes natural. As noted earlier, Obedience would drop continuously but you had only two ways of increasing it: conquering a fiefdom and defeating a raid.

However, this proved very frustrating to the players for two reasons:

1. Conquering a fiefdom was a rare incident, as there were exactly 2 fiefdoms to conquer, and defending against a raid was a toss of a coin, as such raids are random.
2. Losing an Obedience roll was devastating: you lost a fiefdom and a lot of gold’s worth in destroyed buildings.

So until version 0.3, Obedience was hard to control and had a devastating effect when you lost a roll.

What’s going to change in version 0.3?

1. Obedience tiers. Starting in this version, when you fail an Obedience check, the results may not be an automatic rebellion. If Obedience in the fiefdom drops between 75 - 95, 1-5 troops garrisoned in the fiefdom will defect (i.e. gone). Between 50 and 75 Obedience: a non-garrison, random building will be arsoned (and lost) and below 51 the territory will rebel as it does now. All in all: you have more time to react and manage your Obedience.

2. Troops in the garrison can now increase Obedience. If you have 20 or troops, Obedience will stop dropping. If you have 30 or more it has a chance to increase every turn.
 

Lorenz1

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Nov 1, 2017
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I want to donate for the new update tier, but the new picture scares me. Are all wenches in the new update so fat?

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Cause if they are, I would rather not break the good impression from the first 2 updates
 
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Doorknob22

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I want to donate for the new update tier, but the new picture scares me. Are all wenches in the new update so fat?

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Cause if they are, I would rather not break the good impression from the first 2 updates
I'm very fond of this trio, but most of the ladies in this update are rather slim.
 

vimey

Active Member
Nov 29, 2020
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Thanks for this great update I think this was the best part ( at least for me ) screenshot0001.png
 

randomguy6516265165

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Jun 21, 2018
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Well Ive never played this game nor that I knew about it existence but man this shit looks good. Edit: is the wt in the op needed to play or I can do whatever I want?
 
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VEHX

Member
Jun 14, 2018
460
359
I don't know why but for some reason my PC won't run the game, no problems with other Renpy games just this one.......
 

Layrann

New Member
Nov 20, 2020
11
2
Hello i have finish to burn the temple but Oryeonguk’s military force don't drops to 20 and when i win against them i don't see Angilia in my citadel, like the walkthrough say is that normal?
 

Doorknob22

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Hello i have finish to burn the temple but Oryeonguk’s military force don't drops to 20 and when i win against them i don't see Angilia in my citadel, like the walkthrough say is that normal?
1. I've updated the walkthrough: After you burn down their temple, your forces will attack at double strength for 20 turns. Their numbers will stay the same but (behind the scenes) they will attack at double strength.
2. In order to find a wench in your citadel you will have to conquer the fiefdom and beat her in combat using Subdue attacks only.
 

Umariel

Member
Jan 21, 2019
201
160
I don't know why but for some reason my PC won't run the game,
no problems with other Renpy games just this one.......
Providing some PC specs would give more insight
than a prayer of even most pious ruler wench :love:
 
4.30 star(s) 116 Votes