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Deleted member 81569

Newbie
Game Developer
Jun 24, 2017
90
80
Hello Folks.

Thank you for the kind words and please consider joining the discord channel. I will be more than happy to hear your thoughts and suggestions for the game.

hi
the game froze when you sell/train prisoners
Thank you for the head up. I just dropped a hotfix, see if it's fixed for you.



Seeing what it can already do, I wonder whether it'll sometime have the option to include graphical assets, and could be modded into some brothel/pimping/escorting management game.
On the long ran the plan is to allow you to do that. If you want please send me a DM here or in Discord so you can help me to figure out what more needs to be moddable to allow such thing to happen.
 
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Froster0

Newbie
Sep 15, 2017
88
47
When i open the game it starts up but when i get to the menu all the options are blank and nothing happens when i try to select any of them.
Edit: Nvm i reinstalled the game and it works now, probably just got some corrupt files during the first installation.
 

Bloodly

Active Member
Feb 27, 2019
637
502
No way to recruit beyond missions, it seems. And no way to change traits. Bad trait draw can end up problematic. It needs tp be thought about how valuable people and their traits are, I think.
 

Deleted member 81569

Newbie
Game Developer
Jun 24, 2017
90
80
No way to recruit beyond missions, it seems. And no way to change traits. Bad trait draw can end up problematic. It needs tp be thought about how valuable people and their traits are, I think.
I still need to do some balancing in the first draw, make the first characters be mostly useful, with that said the game is more or less about managing odds and doing the best you can with what you have.(But i sure still need to make at least one character be a good scout.)


When i open the game it starts up but when i get to the menu all the options are blank and nothing happens when i try to select any of them.
Edit: Nvm i reinstalled the game and it works now, probably just got some corrupt files during the first installation.
Good to hear it. XD
 

raska42

Member
Feb 16, 2018
262
288
This seems like it was heavily inspired by No Haven (even kept the whole developing in a less than ideal engine thing), but it lacks the depth NH has, as well as anything resembling balance. While it could potentially go somewhere, it's currently pretty much broken. Characters that only have positive mission stats end up reducing success chances in some missions, mission chances rarely add up to 100 (more than the 2-4 points that could be explained by a lousy rounding function), and conflicting traits aren't blocked (e.g. getting ugly beautiful characters due to a mission adding one). No thought was given to playability, with 2 or 3 exceptions it's impossible to raise success chances past 60 (often 55 even with only positive stats), making it a constant grind of scouting (success 45-55%), successes leading to missions that succeed 55-60% of the time (if you luck out on stats). Fairly sure there's no way to avoid hemorrhaging gold currently, the cheat menu is the only thing that prevents this from just being a slow loss. Only conclusion I can make is that the dev didn't bother play-test this, no way to miss most of this.

Since the dev's active in the thread, a few suggestions:
1: Playtest your builds without using cheats. Only thing I mentioned that wouldn't be obvious by 10-15 minutes of testing is the trait conflict.
2: Change the balance so that at least a scout with all of the positive and none of the negative traits can succeed at a decent rate. I'd recommend increasing the effect of both positive and negative stats across the board, but on a curve that levels out around 90-95% or so.
3: Remove the daily upkeep, and increase the mission costs. There's currently no reason not to send every trash character out scouting at every opportunity. You can logic it as they're doing small scale guard jobs or something that merely covers costs.
4: Add an option to delete missions. While every opportunity should be taken based on the game's current state, ideally not every opportunity should be taken. You'll probably want ways to recruit and dismiss people as well.
5: Either remove days (just call them weeks or turns), or give missions different durations. Everything taking 3 days just means the player clicks "end day" two extra times. It detracts.
6: Add a futa toggle. A lot of people dislike the kink. Unless you plan on making a lot of futa themed events, ignoring something that simple is just hurting your game.
 

Smallfrie

Active Member
Dec 25, 2018
813
280
A good advice: make the game more stable before you go on
Example:the trait system has to be a system not hard coded also the game do not manage the trait gain/loose well
also the missions stay forever
One last thing: try not to carbon copy "No Haven" be creative
 

Smallfrie

Active Member
Dec 25, 2018
813
280
This seems like it was heavily inspired by No Haven (even kept the whole developing in a less than ideal engine thing), but it lacks the depth NH has, as well as anything resembling balance. While it could potentially go somewhere, it's currently pretty much broken. Characters that only have positive mission stats end up reducing success chances in some missions, mission chances rarely add up to 100 (more than the 2-4 points that could be explained by a lousy rounding function), and conflicting traits aren't blocked (e.g. getting ugly beautiful characters due to a mission adding one). No thought was given to playability, with 2 or 3 exceptions it's impossible to raise success chances past 60 (often 55 even with only positive stats), making it a constant grind of scouting (success 45-55%), successes leading to missions that succeed 55-60% of the time (if you luck out on stats). Fairly sure there's no way to avoid hemorrhaging gold currently, the cheat menu is the only thing that prevents this from just being a slow loss. Only conclusion I can make is that the dev didn't bother play-test this, no way to miss most of this.

Since the dev's active in the thread, a few suggestions:
1: Playtest your builds without using cheats. Only thing I mentioned that wouldn't be obvious by 10-15 minutes of testing is the trait conflict.
2: Change the balance so that at least a scout with all of the positive and none of the negative traits can succeed at a decent rate. I'd recommend increasing the effect of both positive and negative stats across the board, but on a curve that levels out around 90-95% or so.
3: Remove the daily upkeep, and increase the mission costs. There's currently no reason not to send every trash character out scouting at every opportunity. You can logic it as they're doing small scale guard jobs or something that merely covers costs.
4: Add an option to delete missions. While every opportunity should be taken based on the game's current state, ideally not every opportunity should be taken. You'll probably want ways to recruit and dismiss people as well.
5: Either remove days (just call them weeks or turns), or give missions different durations. Everything taking 3 days just means the player clicks "end day" two extra times. It detracts.
6: Add a futa toggle. A lot of people dislike the kink. Unless you plan on making a lot of futa themed events, ignoring something that simple is just hurting your game.
7. Try your own ideas first before you listen any mayor game altering suggestions/make the game stable and yours
 

Deleted member 81569

Newbie
Game Developer
Jun 24, 2017
90
80
This seems like it was heavily inspired by No Haven (even kept the whole developing in a less than ideal engine thing), but it lacks the depth NH has, as well as anything resembling balance. While it could potentially go somewhere, it's currently pretty much broken. Characters that only have positive mission stats end up reducing success chances in some missions, mission chances rarely add up to 100 (more than the 2-4 points that could be explained by a lousy rounding function), and conflicting traits aren't blocked (e.g. getting ugly beautiful characters due to a mission adding one). No thought was given to playability, with 2 or 3 exceptions it's impossible to raise success chances past 60 (often 55 even with only positive stats), making it a constant grind of scouting (success 45-55%), successes leading to missions that succeed 55-60% of the time (if you luck out on stats). Fairly sure there's no way to avoid hemorrhaging gold currently, the cheat menu is the only thing that prevents this from just being a slow loss. Only conclusion I can make is that the dev didn't bother play-test this, no way to miss most of this.

Since the dev's active in the thread, a few suggestions:
1: Playtest your builds without using cheats. Only thing I mentioned that wouldn't be obvious by 10-15 minutes of testing is the trait conflict.
2: Change the balance so that at least a scout with all of the positive and none of the negative traits can succeed at a decent rate. I'd recommend increasing the effect of both positive and negative stats across the board, but on a curve that levels out around 90-95% or so.
3: Remove the daily upkeep, and increase the mission costs. There's currently no reason not to send every trash character out scouting at every opportunity. You can logic it as they're doing small scale guard jobs or something that merely covers costs.
4: Add an option to delete missions. While every opportunity should be taken based on the game's current state, ideally not every opportunity should be taken. You'll probably want ways to recruit and dismiss people as well.
5: Either remove days (just call them weeks or turns), or give missions different durations. Everything taking 3 days just means the player clicks "end day" two extra times. It detracts.
6: Add a futa toggle. A lot of people dislike the kink. Unless you plan on making a lot of futa themed events, ignoring something that simple is just hurting your game.
Hello!

Thank you for the feedback! About the odds indeed it still in development and needs improvement.

1- In my tests i could keep afloat "easily" but i assume it's because i created the missions and have knowledge that players don't have. I need people that could beta test the game, if you are interested in helping there please hit me up on discord.

2 - Yes that's the plan.

3-Daily upkeep may be substituted by something else in the future. the resources system still in development, as everything in the game. I just couldn't decide on how granular i want the resources system.(Gold and supplies like non haven or Gold, rock, wood, food, etc)
Again another reason why i launched such an early version of the game. I need feedback from players into what they think would be better.

4- I think i forgot to enable the variable that makes missions go away after X days, but you think that a option to manually remove missions would also be desirable?

5- The idea is to have different duration, like training being 2 days, i just didn't get around changing it into the missions.(if you open the missions xml you will see that all of them are 3 days of duration)

6 - Now that's an interesting thing. Right now all genders/sexually are moddable, you can literally go in the assets folder/xml/gender and delete futa from the game, or add any gender/sexuality you want. I think the game would benefit from an toggle, but at the moment there's others priorities the game needs, like all 5 suggestions you gave before that. XD

A good advice: make the game more stable before you go on
Example:the trait system has to be a system not hard coded also the game do not manage the trait gain/loose well
also the missions stay forever
One last thing: try not to carbon copy "No Haven" be creative
I have my owns ideas, like factions, unique characters and more.
But first i need to get the game in a playable state and for that I feel that having No haven as a guide is a good idea.

Thanks again for the feedback and consider joining the discord channel, it would be nice to have so much feedback there .XD
 

raska42

Member
Feb 16, 2018
262
288
3-Daily upkeep may be substituted by something else in the future. the resources system still in development, as everything in the game. I just couldn't decide on how granular i want the resources system.(Gold and supplies like non haven or Gold, rock, wood, food, etc)
Again another reason why i launched such an early version of the game. I need feedback from players into what they think would be better.
Unless I misunderstood something, we're playing as the desk bound leader of a mercenary group (guild?) that functions more like bunch of bandits than swords for hire (although scouting could be renamed manning the guildhall for scouting the city, and checking with local contacts for other areas if you want it to feel more mercenary-like). They're also based out of/next to a city. Personally I don't see going on raids for common construction materials to be something that makes sense in that setting, those would presumably be fairly cheap to buy. Honestly, even raiding for food is kinda iffy. Hell, think the only reason NH had supplies was that it was a hidden illegal slaver camp, and there wasn't really any plausible access. Also not sure why construction materials would be needed, I can't imagine whatever noble runs the city would tolerate the idea of mercs/bandits building a fortified compound in or next to their city, the players minions are regularly harassing citizens and being run off by the local guards after all. Given the setting, gold as the sole resource would make the most sense, but the game is still small enough that modifying or even fully redoing the setting to fit better with a different resource style is still a realistic option.

4- I think i forgot to enable the variable that makes missions go away after X days, but you think that a option to manually remove missions would also be desirable?
It isn't a big deal currently, but once you have a larger pool of events and players have 15-20 minions working for them, having missions that the player knows it isn't going to bother with stuck at/near the top of the list for however many turns it takes them to despawn would get annoying pretty quickly. Same general idea applies to the players minions, although that's a bit trickier to handle (do the other minions want it keep the buddy that they fought alongside for years around even though some event has made them complete deadweight? Or do they want to dispose of the drain on resources who keeps screwing up the missions)

6 - Now that's an interesting thing. Right now all genders/sexually are moddable, you can literally go in the assets folder/xml/gender and delete futa from the game, or add any gender/sexuality you want. I think the game would benefit from an toggle, but at the moment there's others priorities the game needs, like all 5 suggestions you gave before that. XD
Two reasons for a toggle. First, having the user edit assets is a good thing to avoid in general. If they go in there and see that stuff isn't too confusing to edit, a fair number will try to edit other stuff as well, and people won't always mention the fact that they edited stuff when making bug reports. Second, if you make an event that uses futa artwork, you could flag it as being something that would be excluded for those who have the toggle set to off, or you could use alternate artwork/modified text if you think that's the better approach. It gives you a greater degree of flexibility. I agree that it isn't really a priority, but it's the sort of thing that's easier to get in place early on.
 

Bloodly

Active Member
Feb 27, 2019
637
502
The problem with the current values(Even as a 'work in progress') is it takes 6 days to actually get money, presuming successes. 3 days per scouting mission, and each actual work mission takes another 3. Your initial bunch costs 12 per day. 12x6=72, and your gains need to match that just to hold steady. They don't. The camp attacks and robbery missions are the prime ways that pay that much. They also take the most people, restricting your potential gains anyway. Failures set you back further and further, as does adding more people. Prisoner sales aren't exactly reliable, either.

Character cards don't update immediately on completing a level up and selecting a new trait. To see the updated card, you have to go out of the character screen and return.
 
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1.00 star(s) 1 Vote