CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
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Strec

Active Member
Feb 20, 2018
603
386
Note: I edited an add to my previous post.

Anyway the actual code already defines separatly a list of items a NPC can have in inventory and a list of job tools so the better solution is to only manage the job tools and let the player manage himself the other items :)
 

GamerDaddy

Well-Known Member
Feb 6, 2023
1,938
1,153
Hey,
In attachment the .js that makes the v0.28 action pack v0.29 compatible.

I'm busy right now but I will work sooner or later on :
- male 'mistress'
- male+female guests having sex

CU
wouldnt a male mistress be a master?
 

Strec

Active Member
Feb 20, 2018
603
386
Heretics! There can be only ONE master and it's the player!!!

You may name it a "trainer" as it is really is job to train slaves. Note that it's the same for the "mistress", it's more a "Madam" or a "Matron"
 
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MadSargeant

Newbie
Nov 24, 2021
68
24
So, I have a couple idea for the game. Since the revolver (which its stock image are probably Colt Phyton) use 38 Specials, how about introducing heavy-armored bullet-resistance/ near bulletproof enemies with higher health than regular enemies and can tank 45-70 percent damage from 38. ( Knife deal standard damage just like on regular enemies.) The only insta-kill the heavies are 357 Magnum which basically can be fired in the same revolver. Make 357 harder to find in game (like police car event which 30 to 40 percent probality to get it alongside standard 38 or gasmask.) Or make it pricier to buy from probaly future-faction related to military or something.
Just for the sake of game balance, make heavies appear after you build the settlement gates/ formally established the your settlement. This to avoid getting game too hard for the newcomers.
 
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grahegri

drunk off sake
Donor
Feb 23, 2023
10,159
5,597
ApocalypticWorld-0.29b
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Strec

Active Member
Feb 20, 2018
603
386
Some toughts concerning breeding, jobs and submission...

The why concerning breeding:
  1. for now the interest of breeding comes principally from the fact we can transmit the skills
  2. the skills are innate and for some can be learned by occupying jobs
  3. most jobs are only allowed if you have the traits (so they can't be learned)

The why concerning the jobs:
  1. as said most of the job can't be trained as the trait learned if the same as the required one
  2. most job performance ehancements come from traits and locations

The why concerning the submission:
  1. the submissions seems very under-used. Only unlock the possibility of starting to work and used to unlock the sex acts

So, after mixing it all up in my head I came up with this:
  1. remove trait requirement for jobs (but the very specialised one) so slaves can learn the trait by working
  2. increase performance in work based on submission levels (motivattion)

Note: I can easyly code all this in the js scripts if I find someone able to push them in the GitHub team tools :p
 
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DarkMage73

Member
Aug 22, 2022
159
328
How actually to use shop in your settlement? I don't completely understand the instructions at the bottom.
Go to storage in the shop at the bottom of the page and just transfer whatever goods you dont need from your inventory to the store using the >> buttons, or, visa versa when taking stuff from the store <<.

Plus set the price of goods being brought or sold amd what goods you want to buy or sell by your shop worker and how many you want her to have in stock, Minimum amount and maximum amount.
 
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ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,451
1,651
How actually to use shop in your settlement? I don't completely understand the instructions at the bottom.
You can set limits min/max. If items you have enabled in shop (has set min/max) are outside that range, shopkeeper will try to buy/sell them untill it's in the range.
For example if you set max wood 100, shopkeeper will try to sell wood as long as it's above 100.
 

MadSargeant

Newbie
Nov 24, 2021
68
24
How about min, how do they work? (If wood: min 10, max 100) And what if I want to sell every single thing of the item ( like milk) and not buying it?
 
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Strec

Active Member
Feb 20, 2018
603
386
Shopkeeper try to maintain the amount in storage between min and max. If there are less than min it buy, if there are more than max it sell.
 

ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,451
1,651
How about min, how do they work? (If wood: min 10, max 100) And what if I want to sell every single thing of the item ( like milk) and not buying it?
If min is 10, then shopkeeper will try to buy wood if it's below 10.
That way you can hope that wood will always be in the range on 10-100 and you won't need to buy/sell it manually
 
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