There is a journal if by guide you mean "what I need to do next".is there a guide available?
Slave management UI. Everything is micromanagement, there is no macromanagement tools available to us, so things scale up poorly. I'm seeing this even at only 20-30 workers, God forbid someone has 100+ workers and has to deal with that size of a workforce.What should I focus on next release? Thought maybe I should add more sex scenes.
Cum inside pussy and you have 50/50 chance she'll get pregnant. After that 7days later she'll tell that she's pregnantHow to get a girl pregnant?
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Pregnancy broken, girls don’t get pregnant.
Can you upload your save file?1/ I did not buy the milk pump at the farm when I returned from the city and know the farmer don't propose me to buy it. Am I fucked or is there another way to get it?
2/ Is there a location we can sell crafted items? For example a bow.
3/ In my mind hunting is a fail. Introducing such minigame in a management game seems to me a bad thing and a lot of time lost for no interest. A dev must choose to focus on some features, here craft, RPG and management are engough. Dispersing in new features is only a good thing for ego but don't generally ameliorate games and, at least must be done when the game is almost finished.
Sorry I restarted the game, as this is one of the first events I did not take the risk of a game without the pumpCan you upload your save file?
Check if you have enough energy. Will add description about itAnyone having an issue building the church at the settlement? I have 50 wood and I can't build it.
As for pregnancy, there was actually only 15% chance that she'll get pregnant. So I could be just unlucky.Pregnancy broken, girls don’t get pregnant.
Noted about minigame. There isn't a way to sell your crafted stuff. I am too busy to write a code so I am not sure how would that impact game money. I've seen saves where people where they have 30 slaves who work in garden and pretty much you can sell that food and be rich - I kinda want to avoid that so if any of you got ideas how to not to make food such a money grab, my ears are yours.2/ Is there a location we can sell crafted items? For example a bow.
3/ In my mind hunting is a fail. Introducing such minigame in a management game seems to me a bad thing and a lot of time lost for no interest. A dev must choose to focus on some features, here craft, RPG and management are engough. Dispersing in new features is only a good thing for ego but don't generally ameliorate games and, at least must be done when the game is almost finished.
I guess I am creampieing every girl nowCum inside pussy and you have 50/50 chance she'll get pregnant. After that 7days later she'll tell that she's pregnant
I did this to 4 girls and nothing happens when I woke up after 7 days, I am doing something wrong or 0.1% chance that nothing went wrong according to the chancesCum inside pussy and you have 50/50 chance she'll get pregnant. After that 7days later she'll tell that she's pregnant
What type of macromanagement you got in mind?Slave management UI. Everything is micromanagement, there is no macromanagement tools available to us, so things scale up poorly. I'm seeing this even at only 20-30 workers, God forbid someone has 100+ workers and has to deal with that size of a workforce.
More job types. Yeah, it's great I'm making 20 food per day or whatever the number is (I don't actually know how much food I make per day - see above). But the bottleneck is resource spending, since I can only build new rooms and raise stats so fast, since only the MC can do this. Building and buying/selling would seem to be the next logical choices, as that's how the game economy runs. Possibly a management-type guest to support the above.
Fleshing out the difference between guests and slaves. There doesn't seem to be any reason to "upgrade" slaves to guests, as guest rooms cost a lot more to build than cells and they need time/energy to upgrade their stats. What incentive is there for me to have guests? Without an incentive, guests are an unnecessary feature.
Also, as a side note, hunting is useless if it costs 60 energy. Hunting nets 10 food for 60 energy (0.167 caps/energy). Chopping wood nets 8 wood for 40 energy (0.2 caps/energy). Since you can turn wood into food, there's no reason to hunt since it's less efficient.
Check the patch. I lied about 50%. It was ~ 15% only. Changed it to 50%.I did this to 4 girls and nothing happens when I woke up after 7 days, I am doing something wrong or 0.1% chance that nothing went wrong according to the chances