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User_10739
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The runaway lust was an experience from versions 0.2 through 0.4, I had 5 girls with upwards of 500-600 lust & affection, because it was very easy (then) to manipulate all my girls to be submissive, exhibitionist, voyeurs. I still have a save from 0.4 if I can figure out where they're kept and whether it's seperate from my other saves.Thank you for the feedback and kind words. I read this and messed around with some changes, and the basic attack option will no longer shift around as of the next version.
On the other question -- what I'm seeing in my test games is actually a runaway money problem. What you seem to be encountering is a runaway lust problem, and not enough money, so I wonder what we're doing differently. PM me if you'd like to explore that further.
Thanks for your report. I'm gratified by the fact that you're still playing characters close to level 10. The content isn't there yet for the higher level characters, and hearing reports like this urges me to work on higher level content. 20+ encounter trips won't happen in 0.6. I had the same experience, and find those long trips tedious as well as unbalancing. (And not just for the possibly still-overpowered exhbitionist-voyeur combo... get a good bunch of sadists on a huge trip and they can come back with tons of lust.) Either way, I think the game is more interesting if those high level characters go on shorter but more challenging expeditions.The runaway lust was an experience from versions 0.2 through 0.4, I had 5 girls with upwards of 500-600 lust & affection, because it was very easy (then) to manipulate all my girls to be submissive, exhibitionist, voyeurs. I still have a save from 0.4 if I can figure out where they're kept and whether it's seperate from my other saves.
In addition, in those older versions, once I figured out I couldn't actually 'tend to' more than 5 or so girls, I deliberately got rid of the ones I disliked (deliberate permanent death, or Temple guards). This meant that for several 'months' in game I always had action points whenever they wanted attention, and due to the very specific fetishes (submissive exhibitionist voyeurs), tending to one would also raise all the others.
Gold is really only a problem in the first 2-3 weeks of the game, when the girls are still easy to kill, and the player hasn't had time to 'farm' enough affection to have sufficient mana to revive the dead. After you get a core group to between levels 5 and 10, gold becomes irrelevant, you have more than you can use and nothing to spend it on. I use an Amazon, Archer, Sorcerer, Priestess combination and by level 5 they can easily punch out 20+ encounters in a single trip, which means they all very quickly acquire alot of magic items for the various fetishes, which leads to the runaway lust problem in town, and stupidly high amounts of golds.
Agree about Sorceress/Pirate. Fireballs will do slightly more damage; the Pirate grapeshot attack was actually supposed to have a chance to miss each target, so it's been more effective than intended. That will be fixed, and the combination should adjust that balance.Id actually suggest/recommend something he setup to handle the runaway gold issue first as opposed to high level characters. While doing the 20+ encounter on a single trip farms, mindlessly clicking attack/shoot with an occasional 'heal all' to keep everyone going, we get truly incredible levels of gold but nothing to spend it on.
Also the ability to dismiss girls immediately, from the home base. Giving them to the temple is great and all, but it is both a random encounter, and can only be done when you have a dungeon team ready to go, and didn't to the Blood Plains last trip.
Finally, casters could use some love, being able to see how much mana they have and how fast its recharging. Additionally, the damage for the sorcerer and enchantress is very low for their inability to spam spells. Level 1 sorcerers deal 2-3 damage per fireball, but level 5+ sorcerers seem to cap out at around 5 damage per fireball yet have the same cap of ~4 fireballs before they're out of mana.
Meanwhile, the new pirate's scattershot pistol hits all enemies, can be spammed without cooldown in addition to actually being good at melee range, actually completely replaces the Sorcerer as the ideal AoE party member. Only reason to keep a Sorcerer now, is because she has a hot model to play with in town.
Yeah, actually I'm more concerned with the fact that the endless expeditions could get tedious. The fact that stopping them reduces the flow of something that is overly plentiful already is a nice side effect. And from a story point of view I like the idea that the expeditions have an objective, rather than being just random wanderings.I am not really sure that the gold supply matters much honestly. I noticed the same thing as Somtaaw101 did. After the first couple of weeks, it just didn't matter anymore. There just isn't that much to buy. Energize costs 100, Angelic dreams costs 300, Seraphic dreams costs 1000 (I think?). Hire 2 more girls because I can't really keep more than that happy and boom, anything over 3000 gold is just a pretty number that I stopped paying attention to. It is kinda like air. I need it, but there was so much of it around me as I went around doing other stuff that I don't really pay much attention to it.
Before bothering trying to control how much gold or mana higher level adventurers get, I would figure out ways to spend it.
I hadn't really thought about getting a few hundred lust/affection with the Voyeur/Exhibitionist combo. I just like em half naked, and the voyeur let me use my slave to keep em all horny. I tended to use a lot of kisses, and only really focused on enjoying one sex scene a day, because I was building up their lust so that Demonic Dreams would work. I didn't build up a lot of mana because I was constantly casting Demonic dreams in the last update. This update, I didn't worry as much about mana because I would really only spend around 400 of it total. 120 on Demonic dreams for 6 ladies, the rest on buying the demon spells and opening the dungeon. With a healer in the party, my girls tended not to die, and without a healer, they tended to die fast, so I always have a priestess in the group and that makes resurrection more of a fail-safe than a regular use thing. I never use the Angelic or Seraphic dream spells.
Also, I just finished the third level of the dungeon. I really like the adventure aspect of named enemies and trophies like her ring. Maybe eventually we could get a dungeon to drag the pretty named enemies back to, with whips and chains and stocks and a fortuitous lack of adequate clothing?
enable the console (gamefolder/renpy/common and look for console.rpy open as txt and hit crtl+f and search for config.console = False and change to True, the T must be capitalized) then while in game press shift+o (the letter o) and type attention = x with x being any number you desire. It's only for that day and must be done and can be done at any point (though you'll want to do it immediately after choosing next day)Is there a way to boost my maximum available attention? I hate trying to decide who to refuse.
In a sense though, having the ability to do long expeditions is good. The only things to do right now, is going on long expeditions or sitting around town getting laid, or in otherwords, farming exp & gold, or farming mana.Yeah, actually I'm more concerned with the fact that the endless expeditions could get tedious. The fact that stopping them reduces the flow of something that is overly plentiful already is a nice side effect. And from a story point of view I like the idea that the expeditions have an objective, rather than being just random wanderings.
Thanks!enable the console (gamefolder/renpy/common and look for console.rpy open as txt and hit crtl+f and search for config.console = False and change to True, the T must be capitalized) then while in game press shift+o (the letter o) and type attention = x with x being any number you desire. It's only for that day and must be done and can be done at any point (though you'll want to do it immediately after choosing next day)
Just use roster[x].experience = y {99999999} to increase their levels which improves all their combat stats.roster[x].affection = y affects affection for each girl. the x referes to the girls in order top to bottom starting at 0 for the top. I tried changing combat stats and hp for the girls and it bugs the game and kills them every time you go on an adventure.