Which stats should I increase for Bard?
It's based on DEX not INT, that's why ^^View attachment 3222815
is this a bug? why is it not doing 8 damage?
DEX is probably the better optionWhich stats should I increase for Bard?
bruhIt's based on DEX not INT, that's why ^^
DEX is probably the better option
Yes, why not?Ninoss is it possible to conquer Orech at the moment?
You can make a girl your "head girl" just like slave or concubine. I think they might have to be a dom. And you should be able to pick a queen now - might have to give some money to the gods first.also how do i get "Managers"?
Yes 4 girls fighting on the front. All the others of your roster have to be rested (its like: Their job is to come from the other directions, but thats not seen in the game. They just have to be ready to attack - "be rested" for that).welp i did it. with only 4 girls.
Just assign the job to a girl. They need skills btw. For "head of school", they need intelligence ...also how do i get "Managers"?
My "head girl" is usually the Sorceress. I assign that title on day 1, and yes, she is a domina (chateau).You can make a girl your "head girl" just like slave or concubine. I think they might have to be a dom. And you should be able to pick a queen now - might have to give some money to the gods first.
# renpy.log("to_hit_modifier() => _status : {}".format(_status))
_song = 0
if current_song == "Bravery" and type(source) is PC: _song = -12
if current_song == "Lust" and type(target) is Monster: _song = 12
# renpy.log("to_hit_modifier() => _song : {}".format(_song))
# if current_song == "Lust" and type(target) is Monster: _song = 12
# change Monster to PC
if current_song == "Lust" and type(target) is PC: _song = 12
modified_roll = roll + to_hit_modifier(source,target,source.melee_damage_type)
if not sim : renpy.log("Swing() <=69 hit/miss roll = {}: {} + {} ({} to {})".format(modified_roll,roll,to_hit_modifier(source,target,source.ranged_damage_type),source.name,target.name))
if modified_roll <= 69 or roll <= 10 or sim:
damage = 3 + int(source.str*0.25) + damage_mod
damage = damage_modified(damage,target,source.melee_damage_type)
# if not sim : renpy.log("Swing() <=69 hit/miss roll = {}: {} + {} ({} to {})".format(modified_roll,roll,to_hit_modifier(source,target,source.ranged_damage_type),source.name,target.name))
# change ranged_damage_type to melee_damage_type
if not sim : renpy.log("Swing() <=69 hit/miss roll = {}: {} + {} ({} to {})".format(modified_roll,roll,to_hit_modifier(source,target,source.ranged_damage_type),source.name,target.name))
Actually I use 3 days of rest very often (cost only 3 mana). Mostly 4 days (1 mana).Really think the 5 days rest is too long, 3 would be better ...
I try not to use energize. There's lots other calls on your mana and I've never (e.g.) had the temple fall to Set cultists because I got there a day late or anything like that. So I just use it now & then to catch one of the girls up when she needs an extra day or 2 for some reason.Actually I use 3 days of rest very often (cost only 3 mana). Mostly 4 days (1 mana).
Also 2 or 1 day rest (for single urgently needed fighters, cost 6 or 10 mana).
Once I even sent a fighter back into the battle without rest, which means: coming home, out again (15 mana).
This worked, but "surprise": Fighter wasnt fully recovered, got only 2 HP since last fight.
Using energize is an easy way to create more money in a given time.I try not to use energize. There's lots other calls on your mana ...
Nice catch, will be fixedSmall logic error in bard ability 'Song of lust' based on the description it should make the player dodge better but actually makes it harder for the player to hit the monster.
It is currently an attacking debuff instead of being a defensive buff.
Larger numbers make it harder to hit.
In the to_hit_modifier function
Should change to target to PC not MonsterPython:# renpy.log("to_hit_modifier() => _status : {}".format(_status)) _song = 0 if current_song == "Bravery" and type(source) is PC: _song = -12 if current_song == "Lust" and type(target) is Monster: _song = 12 # renpy.log("to_hit_modifier() => _song : {}".format(_song))
Python:# if current_song == "Lust" and type(target) is Monster: _song = 12 # change Monster to PC if current_song == "Lust" and type(target) is PC: _song = 12
Also there is an error in damage type in the Swing Function for the logging line is using ranged damage. It is only in the logging function and does not affect gameplay.
Should change damage type to melee_damage_typePython:modified_roll = roll + to_hit_modifier(source,target,source.melee_damage_type) if not sim : renpy.log("Swing() <=69 hit/miss roll = {}: {} + {} ({} to {})".format(modified_roll,roll,to_hit_modifier(source,target,source.ranged_damage_type),source.name,target.name)) if modified_roll <= 69 or roll <= 10 or sim: damage = 3 + int(source.str*0.25) + damage_mod damage = damage_modified(damage,target,source.melee_damage_type)
Python:# if not sim : renpy.log("Swing() <=69 hit/miss roll = {}: {} + {} ({} to {})".format(modified_roll,roll,to_hit_modifier(source,target,source.ranged_damage_type),source.name,target.name)) # change ranged_damage_type to melee_damage_type if not sim : renpy.log("Swing() <=69 hit/miss roll = {}: {} + {} ({} to {})".format(modified_roll,roll,to_hit_modifier(source,target,source.ranged_damage_type),source.name,target.name))
+1 strength?Can anyone explain to me how the magic ring of strength and bondage and magic ring of bondage differ?
p/s: I just realized I'm not sure if I have the magic ring of bondage anymore
So what about magic sword of bondage? Sorry, I think asking this way will be less silly than the previous question.+1 strength?
Gives you bondage trait, item system is fucked up and hardcoded in the game tho- so don't expect inventory or any kind of buff related to it.So what about magic sword of bondage? Sorry, I think asking this way will be less silly than the previous question.