Strec

Active Member
Feb 20, 2018
617
401
Please make a hard alert when we lost a companion, it's hard to get good ones and very frustrating when we look them lost to late to restore a save :/
 
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Bbtyhu

New Member
Jan 2, 2024
2
1
What you have in mind?
Making sexual scenes based on player preference.

Like When mc woke up Blair move her hand over his chest.
Replace horny bar with loneliness that when you work to much to gain money it raises, you must make party or group workout to clear loneliness.
Replace the dream scenes when you're horny with nightmares.

Just make it to people who can play it in public areas


Cus the game is filled with
tragedy (when you explore the forest your slave that you trained him for long time died)

Action ( Vincent missions, helping rodger, i want negan to suck my Dickson)

Funny ( beating Octavia's ass in every fight)

I liked Vincent 3rd mission when writing Make it epic (i think gpt made the writing)

The shop

Nice extension Bounty hunter and fighting ring ( wait more from thim in the future)

There's more but that can spoil the game


Question

1.is corruption or relationship make slave escape or decrease production?
2. What the needed strength to free that cuffed man rather than searching him?
3. can I kill Denzel Washington?

I think I drifted from the main point but that's all in my mind, i still not finished the game.
 

Virian

Newbie
Aug 26, 2020
38
23
Got some time to look at advancement, good job :)

Gameplay bug : when a guest is a companion I see no option to free it from the comapnion task (must send it to a cell) and no way to change it's assignement to a job

General gameplay :
- Combat is too hard, at least at start, even with str40/end40 and a knife I'm unable to win a combat
- Prostitude gain is too low compared to the risk. I gain 40caps/day cutting wood, she gains (sometimes) 7 or 8 caps/day

UI:
- We don't see the assignement of guests when we look at the stats ("more info")
- In the inventory transfer with a slave/guest you may replace ">>" and "<<" by ">" and "<", ">>" generaly indicates the transfer of a quantity ( " > >> >| " for 1, some, all)
You are supposed to get companions to help you early on. You never fight anyone that's single, so why should you?
 

muffinman69

Newbie
Sep 29, 2021
39
57
"I will reread your message later fully but look like almost 1/3 of that is complaining about slaves not able to get added as companions. This is already adressed and I will probably add change in 0.29 that you can add slaves as companions too."

Question: are you still planning on doing this. I just tested v0.29, have 4 blonde 80+ beauty ready to go to Negan. Of course, to re-summarize, I am not going to literally delete 1/2 my guests and slave to fulfill the Negan quest (and the complaint most people have is the same). But anyway, noticed the CHANGELOG and the fact that the slaves cannot be eithered added to companions.

Also, why don't you simply make the condition for Negan quest fulfillment just to "exchange/sell" the 4 blonde slave girls exactly as you would at the city market?? Again completely illogical to really even have to add them as companions at all. In terms of good coding this is a simple solution and won't even require much time or heavy changes or coding to exisitng game, keeping it simple and realistic. You can sell/buy slaves to market. Similarly, you can when player visits Negan with quest active, simple offer the option/button to deliver slave, increment counter. Done.

All you have to do is have the slaves meeting the requirement of BEAUTY 80+ && BLONDE, right. This way people can even just deliver one at a time to Negan, even and all you have to do is increment a simple variable for the question requirement. And then when you visit Negan and VARIABLE => 4 - quest done.

Please let us players know if you will be implementing this still or not. Thanks
 

ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,508
1,794
"I will reread your message later fully but look like almost 1/3 of that is complaining about slaves not able to get added as companions. This is already adressed and I will probably add change in 0.29 that you can add slaves as companions too."

Question: are you still planning on doing this. I just tested v0.29, have 4 blonde 80+ beauty ready to go to Negan. Of course, to re-summarize, I am not going to literally delete 1/2 my guests and slave to fulfill the Negan quest (and the complaint most people have is the same). But anyway, noticed the CHANGELOG and the fact that the slaves cannot be eithered added to companions.

Also, why don't you simply make the condition for Negan quest fulfillment just to "exchange/sell" the 4 blonde slave girls exactly as you would at the city market?? Again completely illogical to really even have to add them as companions at all. In terms of good coding this is a simple solution and won't even require much time or heavy changes or coding to exisitng game, keeping it simple and realistic. You can sell/buy slaves to market. Similarly, you can when player visits Negan with quest active, simple offer the option/button to deliver slave, increment counter. Done.

All you have to do is have the slaves meeting the requirement of BEAUTY 80+ && BLONDE, right. This way people can even just deliver one at a time to Negan, even and all you have to do is increment a simple variable for the question requirement. And then when you visit Negan and VARIABLE => 4 - quest done.

Please let us players know if you will be implementing this still or not. Thanks
Yes - slaves as companions (wont help in fights) will be added. Maybe in next tech update.
As for other option - that's also would be a solution that when you meet Negan, you would have list with girls who meet requirements BUT first option (adding them as companions) gives other options in the future.

For example while you travel, slaves might try to escape, etc.
 
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armyofrobots

Active Member
Game Developer
May 26, 2018
676
1,765
Yes!!! That was/is/ will be my intent. As its post apocalyptic world, I dont want MC to get too comfortable. Spoiler. I intend to kill also one of the main characters BUT I dont want to do it before MC has a chance to spend some time with him, not sex, but rather just getting closer.

Somewhere someone wrote that he feeled very bad when npc who helped him from the start was killed. That what I am aiming for
While I kinda hated it as a player, from a narrative perspective, I thought it was excellent. Having key people you've developed an attachment to suddenly taken away (as some of the work events can too) does add a very significant element of danger and risk. I do hope we get to mitigate some of these risks at some point (for example, sending some people to protect your prostitutes or arming them giving them a chance to escape ending up dead).

Bravo overall, btw; our whole team has been watching this game going "Fuck, that's better than what we did" (Seriously; very well done).
 
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ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,508
1,794
While I kinda hated it as a player, from a narrative perspective, I thought it was excellent. Having key people you've developed an attachment to suddenly taken away (as some of the work events can too) does add a very significant element of danger and risk. I do hope we get to mitigate some of these risks at some point (for example, sending some people to protect your prostitutes or arming them giving them a chance to escape ending up dead).

Bravo overall, btw; our whole team has been watching this game going "Fuck, that's better than what we did" (Seriously; very well done).
Thank you! That was the plan.
Idea is that in the future these kind of things will happen also BUT for some events there will be chance that you might get them back later (also for randomly kidnapped slaves from settlement, etc)
 
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muffinman69

Newbie
Sep 29, 2021
39
57
Sounds good - great.

I would suggest the 2nd option, to "
As for other option - that's also would be a solution that when you meet Negan, you would have list with girls who meet requirements BUT first option (adding them as companions) gives other options in the future.

For example while you travel, slaves might try to escape, etc."

Because I suspect it will be much easier for you to code, you could also make a 'function' for this type of exchange, which of course you can use in future in game, as well as modify quickly for other such "shop/exchange" scenarios for quests, etc quickly.

However slaves as companions (without guest requirement first of course) might be good too. Why? Well of course you would have to invest time in training them, their submission and strength - a lot of work, but by default have some risk of loss of them escaping, being eliminated in someway factored in...

In other games for example: slaves are just that disposable slave workers, used for that. In this A.W. slaves can be used captive in garden or in cells. However thrust on the street they can be killed or without proper management driven to depression, suicide (some more/less based on characterists (maybe masochists, highly submissive less so for example)). Similarly a slave companion balances this equation. So you already have these features, mechanic in game to great effect. The slave companion now-or-later, will only be an additional feature of game, logical, inline. The Negan quest is obviously a simple quest, so likewise can be fixed easily to just transfer slaves too.

It really then depends on you as developer, if you wish to introduce and develop slave as companion option or not at the moment.

But either way as the temporary quest solution or slave companion - either works. The temporary question solution may be of value alone too to create modular functions as I mentioned for reuse. And you could always introduce slaves as companions later, mull over/design the item and introduce at any time per need.

Great news. Thanks. I will say that you are a developer that actually tends to the forum is responsive and cares to develop game and listen to people - that says a lot, and personally I am glad to follow this game and its progress. I was worried for a moment, but will be patient.

(y)
 

Strec

Active Member
Feb 20, 2018
617
401
Limited money for traders is a good idea but if their amount don't show anywhere selling become difficult, try to sell 100 wood.... missed, try 50 wood .... missed, ha, after some try the key is "sell 23 wood" :)

More seriously, if we are one proposals :
- let us have the village shop far sooner (for example after we help to build Rodger's one), if in endgame it lost any interest.​
- had some more job tools :​
  • a whip for the mistress* if they really have the trait (would double her performance)​
  • a sickle for gardeners if they really have the trait (would multiply the performance by 1.5)​
  • a bat for the gards (making them capturing girls on a better frequency)​

* In the state of the game the mistress loose any interest the more you have slaves because she choose the slaves to train randomly. Ideally we need 2 basements :
  • The current one, as it is, perfect to store working slaves
  • A reduced hard basement (maybe 5 jails in some sort of prison) where we could sent to be broken by the mistress (who would only work here)
M2p
 
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Strec

Active Member
Feb 20, 2018
617
401
This post is not here to denigrate the work of the devs but just to give an opinion that I hope is constructive.

I am very disappointed with the many discussions we had in the first months of development. What looked like a potential very good sandbox turned little by little into just a story with some pornographic sides.
From the moment any progress in the construction of the camp (and therefore the slave trade) is impossible without progressing in history, we are no longer in a sandbox, we are even very far from it...
Buildings cannot be unlocked other than through history, materials cannot be unlocked other than through history, new equipment cannot be unlocked other than through history, etc... It's the Evil2 syndrome taken over by a bunch of care bears.

Where in all of this is the point of the slave trade? However, the construction of the village and slavery were at the start the basic idea of the game, in any case that is what served to attract customers... What happened to all this?

The framework of the game is good, the chosen paths are open to criticism. However, this is easy to correct by separating camp construction and story, which should only serve to provide advantages and speed up farming, for those who want it... Not in every game!
Think about Bethesda games, nothing prevents you from playing and progressing even if you decide not to follow the main story, for example after ten games.

I can make some suggestions on the sandbox side but I don't have the impression that this is what is expected since the evolution and implementation of the Patreon mode, which will have killed one more game.

Good luck for the future and may the money be with you.
 

ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,508
1,794
This post is not here to denigrate the work of the devs but just to give an opinion that I hope is constructive.

I am very disappointed with the many discussions we had in the first months of development. What looked like a potential very good sandbox turned little by little into just a story with some pornographic sides.
From the moment any progress in the construction of the camp (and therefore the slave trade) is impossible without progressing in history, we are no longer in a sandbox, we are even very far from it...
Buildings cannot be unlocked other than through history, materials cannot be unlocked other than through history, new equipment cannot be unlocked other than through history, etc... It's the Evil2 syndrome taken over by a bunch of care bears.

Where in all of this is the point of the slave trade? However, the construction of the village and slavery were at the start the basic idea of the game, in any case that is what served to attract customers... What happened to all this?

The framework of the game is good, the chosen paths are open to criticism. However, this is easy to correct by separating camp construction and story, which should only serve to provide advantages and speed up farming, for those who want it... Not in every game!
Think about Bethesda games, nothing prevents you from playing and progressing even if you decide not to follow the main story, for example after ten games.

I can make some suggestions on the sandbox side but I don't have the impression that this is what is expected since the evolution and implementation of the Patreon mode, which will have killed one more game.

Good luck for the future and may the money be with you.
Noted. As for locations opening only if progressing story - there will be different ways to open them. Not all of them but hopefully a lot of them.
As for Bethesda cant fully agree - you need to have story progression to open something, at least some (FO4) But I will keep this in mind and for future locations maybe try to add some random events who would unlock them.
 

Strec

Active Member
Feb 20, 2018
617
401
Bug report :
  1. I you have a maid you start to regullary have the Blair sex scene, ok. If you remove the maid you continue to have the scene, with bugs as JS don't find the NPC to show.
  2. We don't see the money traders have
Not sure it's a bug :
My companion (with 100 in submission and relation) regullary diseapear without any explanation, I'm unable in game to understand why and I have a doctor, I did think it was able to heal them. Please make a strong alert when for example one die, with the reason.​

Some thought concerning the gameplay and to help a sandbox orientation :
  • Needing reputation for people to give you information is understandable in term of roleplay.
  • Having to wait some days after an action can be understandable.
  • Having to wait "day nnn" is not.
  • Give access to all materials (eventually in very limited quantities) in city shop. Being unable to get metal kill the last craftable item you introduced for example.
  • Give access to blueprints in city shop eventually at very high price, so you'll have 2 ways to get the blueprints, one by hunting and trading slaves, the other by following the story.
  • Another way for the blueprints could be exchanging them with Vincent, Roger and Dom in some sort of mini-quest like the one of Negan with materials needs for the Vincent and Roger, slaves for Dom.
The main idea is to have everything accessible in hard way of farming, but accessible. Story could give money, good slaves, or for example electrified versions of the buildings with better performances.
 
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3.70 star(s) 51 Votes