Hi, i wanted to give a short statement how things are going. I worked on the game the whole time since and i have changed a great amount of what is most pressuring.
Most important, i implemented some new stuff to deal with loyalty.
I added governments and a focus, each with 4 options. The governments basically increase loyalty each week and add different loyalty caps and some other advantages/disadvantages. I also added the option to not hire males/females. Now when you hire goons, loyalty will decrease, but since you don't have to, it's not an issue anymore.
There is one focus that gives 2 additional stamina each round, and also a government form that can give 1 stamina.
Most of that is finished, but i worked since early in the morning and i don't think i manage to complete it today. I think tomorrow i update the game, even though i haven't laid a hand on missions, food and the escape mechanics. But i think it will be more playable than before.
As a suggestion, having the loyalty events be triggered at a threshold instead of randomly and having base loyalty be something that the value will tend towards rather than a floor would be good starts I think.
Also would you consider looking at the xp and level systems as well. Part of this maybe fixed with the more stamina you suggested, but it seems like right now it takes way to long to be able to raise any stat other than stamina. A lot of the systems seem based on building those values up but it will be the 3rd or 4th area before you can feasibly start to increase them.
More of a question of design choice but is the constant resets in the areas intended? The story of the game seems to be about building up a single settlement but mechanically the game plays more like fixing an issue in spot and then moving on.
There will be caps now for loyalty, at the moment ranging from 70 to 100, depending on government. There is also a focus that gives +10 on loyalty.
The level system will be changed, but probably not the amount you get "naturally". The thing is, when your settlement is build up somwhat, there will fire a lot of events that increase the chance for xp. I also wanted to add more "goals" within the missions to get xp.
The constant resets are intended. The idea is, that you "conquer/settle" one area and expand. You will be rewarded with stuff that you take with you to the next area, like fold income, starting goons, whores and so on. Research is fixed anyway, which means you always keep your research. The same will be with governments. You can change them periodically and they have requirements, but when you have a government form, it will stay in the next area, even if you wouldn't met the requirements.
Or give two points in stamina at the start and change the "pass stage" to grant 1 stamina automatically when you pass a stage and one point per level to spend as the player desires. That way you'll reach the cap on stamina and will only get your 'customization' point to spend. The way it is now I feel that I *HAVE* to spend level up points in a certain way or I won't be able to pass the level tests.
I feel with the government forms and the foci it will be better. I feel it's still not perfect, ut tomorrow you may see for yourself.
Maybe make it a toggle you can set globally rather than a decision that has to be made each and every time ?
Maybe make it specific as in
Accept new male subjects Y/N ?
Capture new female subjects ? ALL / If prison is not full / None
I just have a yes/no toggle for male/female, but it is relatively comfortable, since it is right next to the "explore" button.
EDIT: In this game it doesn't matter if prisoners die. The only disadvantage is that prisoners eat food. When they die, they don't eat. I also updated the auction that prisoners can be sold too.
What's best to get pets ? I was trying to reach the secondary objective in the last stage (10 guards 5 pets) but didn't get a single one although I had gotten as many as 2 in other stages.
Do concubines and/or slaves at your HQ have any effect ?
Depends on your settlement, but torture and humiliation can be good. There is also a small chance due to the prison events and the capture event from the company on patrol duty.
But to be honest, it's probably too hard. It's just like that, because i switched pets from barracks to watchtower and it was whores before.
EDIT: I had to change it since it makes more sense to have whores at the barracks. Also pets will have a use in combat later on, but that is low priority,
I never got more than a dozen or so research points at any stage, and as such never got access to any drugs.
Scientists do research by themselves, when you have femal scientists, there are also events at turn end. You can also help with research in the lab, but you need at least 1 female scientist.
When I fail a stage or bump into the end, I'd like to keep a little more of my progress when I'm returned to the beginning. Yes, you get a bump after your first failure, but you don't seem to get one for subsequent failures.
I have to rework achievements and mission rewards anyway. I think i will make the mission rewards more generous as they were.
When I restart from the current end of content, the game made me put all my points into the first thing I clicked on, although that may just be operator error.
I never had that. When it happens regularly i look into it.
Klausus
I understand that pleasure is the worst option to create whores, but my problem was that I never could keep a warden more then 2 weeks (and 2 weeks was already rare) and they are extremely expensive to replace, so I see the torture options once in the game and then never again basically.
I usually saved up and even let goons flee before i startet to build up. A few goons in the village is a nice start when it's upgraded a little, since it helps with materials. When there are a few whore, there are events that give more materials or even a whore or a slave occasionly.
When you are short, just upgrade the prison and add all wardens at once, best when you still have all stamina. THen you can use gangbang to increase loyalty.
But that strategy will be more or less obsolete soon.
Klausus
I agree that the Loyalty system needs to be replace and I personally like the Idea that you have a number the loyalty tends to automatically (e.g. 50) and Events and your work actually can push it further up or below.
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Yes, this post and some similiar post from others gave me the idea with the governments you can install. For example, the one easiest to install is anarchy, where you get 5 loyalty a turn, but it's capped at 70 loyalty.
I do hope there will eventually be a sandbox option.
I don't think that would be too hard. But i want to untangle the mess and then implement the other "basics" still missing, most importantly combat.
QUESTION: What is the requirement for the achievement "Leader" ?
Raise the minimum loyalty of your subjects.
How is this done ?
You need to hit a hidden value, which is a base loyalty of 70. I will change that, since base loyaltyisn't very usefull as it is. However, if you want to achieve it, you basically have to get a thriving settlement, meaning a lot brothel whores, gloryhole slaves. To do that, you will need a fully staffed prison (more or less) full farm and so on. It's not easy. But when you have some achievements, it's doable.
Someone has tried the video pack? How do you like the "click to continue" aspect of the game, and the fact that many events unfold at the end of the turn?