It is not even alpha but I would agree compared to previous game needs way more meat or at least reasons to put everyone in strange gear.Tried, didn't really liked it. I may return in the future to give it another shot, but as it is now, it's slow, doesn't explain much (at least for me) and I can't enjoy the gameplay. Ah well, gl dev.
Well, it's 0.13 so judging like I would judge a complete game would be unfair. That's why I will wait for more content. Also, some controls (like switching characters) should be bit easier. Except if I am stupid and I did it the wrong way. Anyway, let's hope the dev will keep it up.It is not even alpha but I would agree compared to previous game needs way more meat or at least reasons to put everyone in strange gear.
Though I guess fighting also kinda side content you engage when you need clean up space or get rare resources to build next grade production. Unlike previous game it was main thing and gear you get was relying on things you get.
There are certain things you can always judge from design standpoint which are direct and worth considering especially this early in development. Like core design stages. Battles as side content is good if for example they set up target of seeing how kink gear works or abused. For example dunno if leveling should even be part of game or part of fighting get exp instead of special training buildings. So fights now more get more girls baseline protect your buildings get more space. Though I guess dungeons could have special devices gear or structures which you need to fight to to get special ingredients for some special gear devices or kink facilities. And leveling as part to bring girl to modify at special dungeon facility without her being kidnapped on the way, or way to get the special gear ingredients (like unique not mass produced for example some cute debilitating gear which you would see girl you equipped in wild and say oh cute you should cherish it I went through a lot to get it for you your struggles are cute)Well, it's 0.13 so judging like I would judge a complete game would be unfair. That's why I will wait for more content. Also, some controls (like switching characters) should be bit easier. Except if I am stupid and I did it the wrong way. Anyway, let's hope the dev will keep it up.
this is kinda already tall. but with flat increases flat base damage is not the best, and I agree need other stats and special gear so slaves would not look the same in the feature. But hey for now it is ok as is and there is new layer of debuffing your combat encounters in each zone till every one wearing bondage gear aspect which is fun... so eventually hopefully there would be more variety and different conditions to have good production maybe special gear requirements or tags on job to boost production speeds. or cause mishaps but if it would be done or even considered I think it would be much later once base game mechanics all ironed out and in game. And found most buildings need just obedience so even manipulation is usually not a factor.Strategy guide for version 0.13:
What the authors say about building tall, not wide, is true. You can have just one production facility per resource. It just needs to have a thoroughly enslaved ratgirl. Ratgirl, because any production depends on sum of two stats. One of these stats is obedience. And ratgirls have the highest base obedience (70), which you can get as far as 160-200 with commonly available gear. Other races don't have anything comparable to compensate.
If you want to go to maximum, breed your imperial heir genes into domesticated ratgirls, for 270 base obedience (and so, +170% bonus if she's naked). But then you'll need to level them to at least level 18 (to take 2 production bonuses), as opposed to just capturing some level 40+ ratgirls.
Other races are useful for production recipes that are unique to them. For example, normal people can use leather and mana to make wool. Sheepgirls just make wool out of nothing.
Most production needs two stats - manipulation and obedience. Somehow, workers don't need to see, speak or be able to concentrate. So a typical slave would have a blindfold, two gags, a collar, an anal plug, and ankle cuffs. While those who need mobility instead would have an armbinder and some broken cuffs instead of ankle cuffs. And for those producing mana, just stack on everything you have, except for underwear.
Now for combat. Unexpectedly, paladins are main damage-dealers. With just one round of prayer, their smite becomes the hardest-hitting attack I've seen. Beware - enemies also have paladins. I have yet to figure out how to make a proper mage useful in combat.
Heavy armor seems like a bad idea - the loss of speed does not compensate for defense that enemies can just negate with a clothes-ripping attack. Any tank worth their salt can just use a guard move to get the same level of defense.
Good weapons are hard to find. Sword of inferior striking is good for paladins, because they don't strike anyway (they only smite). All the other weapons are rather meh.
If you want to capture enemies alive, your best option is combination of lewd and conventional attacks. It seems that chances of capture depend on their stats, and obedience is one such stat. Which is why ratkin are easy to capture, and enemy slaves are easy to capture too. Cleric's "vibrating staff" is a pretty solid option - minimal damage (so you are unlikely to knock them out before you can capture them), and applies lewdness. But maybe love mages can do it better. If you're carrying around slave ratkin (perhaps to level them up), their lust explosion is a solid move in your hands, because enemies can't throw capture devices at you. It's also worth it to have low-damage attacks do that you can beat up your victims half to death.
In general, remember that throwing a capture device can be your most powerful attack, even if you don't need that slave and will release her after the battle.
If you want to clear out your territory, use a lot of clothes-ripping attacks. Due to the way enemies persist, your opposition will soon be full of nudists who are weaker than ordinary enemies. Throwing various chains at them is also an option, if you can afford it.
Dealing with negative status effects is troublesome. Paladin can heal bleeding, but cleric can only apply regeneration that cancels out damage over time. And only the mule can carry negative effects for the rest of the party. But she can't do much else.
To make things worse, Ratkin's "slave" profession gives them 20 obedience on levels that end in 4. As opposed to mage classes only getting new spells, and warrior classes getting 10 to their favorite attribute (such as manipulation for soldiers and paladins, moving for lancers, siege rams and waitresses, sight for rangers, focus for wool mages and speech for pets).Strategy guide for version 0.13:
What the authors say about building tall, not wide, is true. You can have just one production facility per resource. It just needs to have a thoroughly enslaved ratgirl. Ratgirl, because any production depends on sum of two stats. One of these stats is obedience. And ratgirls have the highest base obedience (70), which you can get as far as 160-200 with commonly available gear. Other races don't have anything comparable to compensate.
If you want to go to maximum, breed your imperial heir genes into domesticated ratgirls, for 270 base obedience (and so, +170% bonus if she's naked). But then you'll need to level them to at least level 18 (to take 2 production bonuses), as opposed to just capturing some level 40+ ratgirls.
Other races are useful for production recipes that are unique to them. For example, normal people can use leather and mana to make wool. Sheepgirls just make wool out of nothing.
Most production needs two stats - manipulation and obedience. Somehow, workers don't need to see, speak or be able to concentrate. So a typical slave would have a blindfold, two gags, a collar, an anal plug, and ankle cuffs. While those who need mobility instead would have an armbinder and some broken cuffs instead of ankle cuffs. And for those producing mana, just stack on everything you have, except for underwear.
At higher levels, defense tokens are kinda useless. I don't think I've ever seen more than 3 of them, and even a ranger's suppressing fire does 6 damage.Unfortunately, I think most of the changes to combat are unpleasant, and they make the whole game unenjoyable. Combat moves are either toothlessly weak or have frustrating targeting or have viscerally unsatisfying delays, the time system is annoyingly complicated, and fights drag out due to persistent defense tokens and do-nothing mark target moves.
Well flat damage reduction you can get maximum up to 5 need to be higher level but yeah stat ups might make it stronger. But up to 2 star maybe 3 star fights it is still useful dunno if there would be damage reduction gear aside one that adds defense tokens from start, but you might have outscaling stats. But again cool thing about this game you can disarm your competition almost permanently(well I think maybe except weapons) so unless main damage explosion with levels from weapons or innate class levels buffs you can work on it.... Though you can also balance weapons and innate stat ups with bondage equipment debuffs. Less sight or dexterity less useful archers. less manipulation less useful fighters. There are still buster skills I am sorry they are necessary because it is hard to punch through defense if you debuffed or too low attack currently. But their raw damage still can be by most part severily reduced.At higher levels, defense tokens are kinda useless. I don't think I've ever seen more than 3 of them, and even a ranger's suppressing fire does 6 damage.
Leather corselet gives damage reduction 2. And I don't think fabric cutter can deal with it, at least until it's max level.But up to 2 star maybe 3 star fights it is still useful dunno if there would be damage reduction gear aside one that adds defense tokens from start, but you might have outscaling stats.
the disabled slots are not really because that caracter can't wear a piece, but that you have no items to put on there instead.. unlike previously seen on ero dungeons, here there is no infinite items, so once you see an item in green on items list, means that girl already has her own piece and if you select a white piece, when worn will also turn green (yes, they dont like to share panties)Sometimes gear slots are grey (disabled) when they should not be. Like, you've got a character who isn't wearing bra, panties or pasties but those slots are disabled. If you manually select the item from the 'All Gear' list then she can wear them, but clicking on the grey slots does not show the item category.
FEATURE
You don't seem to be able to unassign workers from a building, just replace them. I have a ridiculous amount of Iron, but there is no 'Pause production' recipe for iron, and I can't remove workers from the building.
In which case, I suspect it's allowing them to wear items that have zero free copies existing if you select them from the 'All items' list.the disabled slots are not really because that caracter can't wear a piece, but that you have no items to put on there instead..
Did you manage to build a steel mill? Because in my playthrough, they refuse to be built.dont worry much here about the amount of iron or anything else, as you will need that to make better materials, build a steel mill or two if you like
I think you can put a production limit on your raw materials, not just on gear.You don't seem to be able to unassign workers from a building, just replace them. I have a ridiculous amount of Iron, but there is no 'Pause production' recipe for iron, and I can't remove workers from the building.