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Strec

Active Member
Feb 20, 2018
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If this is done, you may also inplement the use of revolvers on companions and the craft of bullets packs to balance.
 

MadSargeant

Newbie
Nov 24, 2021
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Just a question, does giving a knife to slave or guest give them a higher chance of probality from getting killed if they are assigned to scavenging or prostitutions?
 

Magnus Castor

Newbie
Jun 8, 2023
86
108
157
...

but you are right the dumbbell is removed at night because no specific code exclude it explicitly from the list items to remove.

Come on 0.30 :)

Note that unchecking all in the automation setup solve the problem and make the dumbbell active so it's not blocking.
Automation: One of the intentions was to give each NPC a "toolbox", adding and removing tools as necessary. And dumbbell wasn't part of any tooolbox o_O so it was removed at nights. Fixed in code and coming in 0.30.
 

MadSargeant

Newbie
Nov 24, 2021
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85
If this is done, you may also inplement the use of revolvers on companions and the craft of bullets packs to balance.
Better if said companion are given order to fire on selected enemy rather than firing randomly because at least I want to capture women enemies and resold them as slave rather than killing them.
 

Strec

Active Member
Feb 20, 2018
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Automation: One of the intentions was to give each NPC a "toolbox", adding and removing tools as necessary. And dumbbell wasn't part of any tooolbox o_O so it was removed at nights. Fixed in code and coming in 0.30.
Ideally the automation would only take care of items declared as job tools and ignore any other item.

Else it create problems, mainly for example you can't have any optional job tools (non mandatory items but increasing performance if present, I had the problem with the binocular for my slaves hunter).

I'll have the same problem if I want to add an optional whip to the mistress job, increasing submission of slaves.

It would also solve the problem of the dumbbell which would be ignored, because declaring it as a job tool even if it is not is an error and will conduct later to dumb code the more the game advance.
 
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Magnus Castor

Newbie
Jun 8, 2023
86
108
157
Ideally the automation would only take care of items declared as job tools and ignore any other item.

Else it create problems, mainly for example you can't have any optional job tools (non mandatory items but increasing performance if present, I had the problem with the binocular for my slaves hunter).

I'll have the same problem if I want to add an optional whip to the mistress job, increasing submission of slaves.
The automation rules might need a little tweaking. Will possible do that later when brain works....
 

Strec

Active Member
Feb 20, 2018
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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

Engaged Member
Feb 6, 2023
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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
638
433
269
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
78
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85
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

out fighting regex
Donor
Feb 23, 2023
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ApocalypticWorld-0.29b
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Strec

Active Member
Feb 20, 2018
638
433
269
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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