Create your AI Cum Slut -70% for Mother's Day
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4.40 star(s) 9 Votes

bormoth

Newbie
Jan 24, 2022
23
14
About levels, leveling up your main party is not that hard. You just have to seek out worthy opponents, who are at least your level. Preferably ratkin, as they seem to be inherently bad at fighting, but still give plenty of experience.

It's power-leveling newborn slaves that is hard, because AoE attacks keep taking them out. And letting them be trained on training grounds takes a lot of time.
It is not it just not fits. you need a bit of push to get to new tier, because god hard to get hit before lvl 10 with lvl 10 enemy and higher, which have higher level skills, and they do not die fast. But once you past this point it becomes just a chore. You can even add or change party easily because leveling from 1 is easy once you have 3 other characters to carry you through early encounters. Just saying that time comes whatever you did to debuff enemy with gear, becomes pointless because you break enemy. And I feel whole level up as it is now kinda breaks gameplay as you overlevel most encounters. Though again according to patch notes we might have situation it is pointless anyway if girls you changed gear on get out-bread by new on the wild.
 

bormoth

Newbie
Jan 24, 2022
23
14
It is not it just not fits. you need a bit of push to get to new tier, because god hard to get hit before lvl 10 with lvl 10 enemy and higher, which have higher level skills, and they do not die fast. But once you past this point it becomes just a chore. You can even add or change party easily because leveling from 1 is easy once you have 3 other characters to carry you through early encounters. Just saying that time comes whatever you did to debuff enemy with gear, becomes pointless because you break enemy. And I feel whole level up as it is now kinda breaks gameplay as you overlevel most encounters. Though again according to patch notes we might have situation it is pointless anyway if girls you changed gear on get out-bread by new on the wild.
Do not think it is as large time, but I just equip slaves with pants, boots and leather armor and here you go you have 1hp archer is 6 hp, and few tier 1 encounters you get enough HP to survive long enough rest.
 

Blackshard

Newbie
Apr 15, 2018
24
27
In v0.2.3: I was totally defeated in the final battle of the first dungeon I visited, but it counted as a victory and gave me loot?
 

irresponsible

Newbie
Jan 11, 2019
15
38
Very fun to play game, I'm a sucker for a bit more complex strategies than just simple point and click.
There's a possible bug to report, though; using the Fabric Cutter on a Soldier that used Parry reduces the Block pips, but it doesn't seem to reduce the damage block effect of Block; I've lost a few parties simply because the opposite soldier ended up invulnerable
 
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Willaberhaben

Newbie
Mar 24, 2018
23
13
Okay gave it a try. I like the promise of it and here a couple of first observations:
1) It wasnt clear what to do pacify tiles. i thought i would need to clear the nearby dungeons, which didnt unlock any tiles. Took me a while to find out that you need to clear tile by tile by manually combating there.
2) I have the feeling that currently you lose tiles too fast and that watch towers dont protect a large enough era. This makes it feel a bit more a chore to reclaim your ground then providing a feeling of advancing.
3) In the same regards: i think the port should act as a watch tower to protect the starting era so that you dont need to baby sit that early on.
4) Also it might be interesting to give towers a "autoclaim" feature in which they claim tiles if those tiles are isolated and for example less than 10 joined tiles. That way you wouldnt need to claim every single tile but just the important ones.
5) more of a question: but are there any 1x1 buildings? cause it feels wasteful not being able to do anything with those empty tiles when you need to build a road somewhere.
 

Blackshard

Newbie
Apr 15, 2018
24
27
Okay gave it a try. I like the promise of it and here a couple of first observations:
1) It wasnt clear what to do pacify tiles. i thought i would need to clear the nearby dungeons, which didnt unlock any tiles. Took me a while to find out that you need to clear tile by tile by manually combating there.
2) I have the feeling that currently you lose tiles too fast and that watch towers dont protect a large enough era. This makes it feel a bit more a chore to reclaim your ground then providing a feeling of advancing.
3) In the same regards: i think the port should act as a watch tower to protect the starting era so that you dont need to baby sit that early on.
Monster incursion is kind of a thing early on, yeah. Having some watch stuff radius around the port might help. It might also help if the player's active party also had a watch radius, so you don't get the thing where you pacify an area and then instantly lose it because of when the time happened to tick over, and to generally help make expansion less of a chore.
 
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Nirdaeel

Member
Apr 30, 2017
397
122
1) It wasnt clear what to do pacify tiles. i thought i would need to clear the nearby dungeons, which didnt unlock any tiles. Took me a while to find out that you need to clear tile by tile by manually combating there.
you can clear tiles in a cross shape form, all zones around can be pacified if are of same or lower level than the current you are clearing, soon will need to deploy some towers to avoid getting those zones invaded

2) I have the feeling that currently you lose tiles too fast and that watch towers dont protect a large enough era. This makes it feel a bit more a chore to reclaim your ground then providing a feeling of advancing.
yes for starters you use to lose terrain too fast and get your buildings invaded, can make some sweep using cross clearing until you reach some dungeon zone, where you can clear and destroy or just put an outpost (or two) aside so cannot spread any invading forces and still be able to get books from it anytime

count that monster forts work alike your outposts, and they have an control zone that may try to get back after you pacify them, use your outposts to draw a line that they cannot pass

3) In the same regards: i think the port should act as a watch tower to protect the starting era so that you dont need to baby sit that early on.
it does but its range is one tile only... been like that from the beginning

4) Also it might be interesting to give towers a "autoclaim" feature in which they claim tiles if those tiles are isolated and for example less than 10 joined tiles. That way you wouldnt need to claim every single tile but just the important ones.
they had that funcion in the past, sadly is not like that anymore, and had an square area that was clearing overtime, not the star shaped path that currently have
 

irresponsible

Newbie
Jan 11, 2019
15
38
Managed to reproduce this; it seems like clearing every room of a dungeon and then losing the boss fight causes this.
I managed to replicate it as well, it doesn't even have to be every room of a dungeon, I've gotten wins from having only partially cleared dungeons and losing to the bossfight
 

irresponsible

Newbie
Jan 11, 2019
15
38
Here's a basically deterministic crash for me: clicking on items to produce in the Workshop or Manufactury without a worker assigned causes freezes and then crashes the game
 

Qahlz

Active Member
Jul 25, 2023
777
579
Okay gave it a try. I like the promise of it and here a couple of first observations:
1) It wasnt clear what to do pacify tiles. i thought i would need to clear the nearby dungeons, which didnt unlock any tiles. Took me a while to find out that you need to clear tile by tile by manually combating there.
2) I have the feeling that currently you lose tiles too fast and that watch towers dont protect a large enough era. This makes it feel a bit more a chore to reclaim your ground then providing a feeling of advancing.
1) That's certainly an issue now that the game apparently removed tutorials. It kinda makes sense since the game mechanics change with every new update, so keeping the tutorials up-to-date probably was a chore in itself. I hope they make a return, I think they were implemented very well in the earlier versions.
2) Do note that while outposts protect a relatively small area around themselves, they have a relatively large horizontal/vertical denial area. Enemies can only creep in on areas they're connected to, so if you build 2 or 3 outposts and link up their denial areas to form a barrier around your colony, with the sea providing another protected area, you can essentially shield your colony from being run over.
At least it worked that way in the last version I played. Haven't gotten far enough in the new one yet.
 
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pl12

Member
Feb 20, 2022
137
10
I still confuse how to play the game? Like where can I check my mana, where to buy stuff and how training work blah blah... I didn't turn off tutorial but nothing tell me what to do???
 

Qahlz

Active Member
Jul 25, 2023
777
579
I still confuse how to play the game? Like where can I check my mana, where to buy stuff and how training work blah blah... I didn't turn off tutorial but nothing tell me what to do???
Current version doesn't seem to have tutorials anymore. I recommend grabbing the free v0.2.0 version from their itch.io page (link in OP), as that still has tutorials. Consider updating when you have a grasp on the basic game mechanics.
Do note that this game is still in Alpha, and the developers are actually treating it as an Alpha, so many game mechanics are changing rapidly between versions. I'd guess that tutorials might be added again when the game is more stable.
 
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bormoth

Newbie
Jan 24, 2022
23
14
1) That's certainly an issue now that the game apparently removed tutorials. It kinda makes sense since the game mechanics change with every new update, so keeping the tutorials up-to-date probably was a chore in itself. I hope they make a return, I think they were implemented very well in the earlier versions.
2) Do note that while outposts protect a relatively small area around themselves, they have a relatively large horizontal/vertical denial area. Enemies can only creep in on areas they're connected to, so if you build 2 or 3 outposts and link up their denial areas to form a barrier around your colony, with the sea providing another protected area, you can essentially shield your colony from being run over.
At least it worked that way in the last version I played. Haven't gotten far enough in the new one yet.
It still works kinda... problem forests, leather, mountains, iron, aphrodesiac are all no build zones. I think mines you can build on mountains but they are not outposts. So you can fence off a bit but most of areas are nonbuildable zone. Though I guess you can find way to slowly pacify large area from coast to coast I guess but it would be annoying. Need to clear enough dungeons, need clear outpost tiles, need clear road times to bring roads to outposts and then hollow out the occupied area. Pretty huge and usually with level 5 areas. though I think those can be isolated with outposts the most of them have enough buildable terrain around those.
 

flannan

Engaged Member
Dec 15, 2022
2,854
2,873
My impressions of version 0.2.3:
* Finding and equipping characters for each production building is a lot more fun now. Many genes that actually improve production, for example.
* If characters' clothes are unequipped for any reason, and then re-equipped later, they lose their color scheme. I don't like it.
* Mainland requests are still giving a boatload of mana. But I don't have enough warehouses to store all that mana. And I can easily fill my meager mana storage with some fighting. So the requests look totally pointless now. Maybe in the really late game, when I have whole cities made of warehouses.
* Breeding got a lot more difficult, as breeding high-level genes requires high-level strapons. Which you are not guaranteed to get from the books.
* Speaking of books, is there any point to paying x10 for more advanced books? Do they have some exclusive recipes?
* One can now unlock a technology without its prerequisites. Like a reinforced dildo needs a wooden butt plug to make it (and not a wooden dildo for some reason), but you aren't guaranteed to have the wooden butt plugs being found first. I guess it makes sense when looting random books out of a dungeon.
* There is never enough wood. Looking forward to dryads. Or maybe I should build a second woodcutter after all.
* It's good that every resource can now be harvested in a ranch. But ranches suffer from the same cost increases as everything else.
* Cost progression on outposts encourages getting tricky with them, for good or for bad. I have 3 outposts securing my main base, and I'll probably need at least 2 for every shrine. Except for the one on the little island - it looks like it could be just cleared out.
* Genes that increase skill damage by a set amount are powerful. Especially when one replaces ordinary punch with quick jab from the cestus of speed - it becomes much more devastating than a sword.
* P.S. And the new encounters at the end of dungeons? Bring plenty of slave gear, so that you can take them with you! Because they naturally have 2-3 tier genes, while most other enemies have just tier 1 genes.


It still works kinda... problem forests, leather, mountains, iron, aphrodesiac are all no build zones. I think mines you can build on mountains but they are not outposts. So you can fence off a bit but most of areas are nonbuildable zone. Though I guess you can find way to slowly pacify large area from coast to coast I guess but it would be annoying. Need to clear enough dungeons, need clear outpost tiles, need clear road times to bring roads to outposts and then hollow out the occupied area. Pretty huge and usually with level 5 areas. though I think those can be isolated with outposts the most of them have enough buildable terrain around those.
Well, that's just something you overcome with strategy and city planning. Without that, the city-building side of the game would be too easy and boring.

Note that you don't need to connect everything to your main city, it's enough to connect them to the nearest port.
 
Last edited:

bormoth

Newbie
Jan 24, 2022
23
14
My impressions of version 0.2.3:
* Finding and equipping characters for each production building is a lot more fun now. Many genes that actually improve production, for example.
* If characters' clothes are unequipped for any reason, and then re-equipped later, they lose their color scheme. I don't like it.
* Mainland requests are still giving a boatload of mana. But I don't have enough warehouses to store all that mana. And I can easily fill my meager mana storage with some fighting. So the requests look totally pointless now. Maybe in the really late game, when I have whole cities made of warehouses.
* Breeding got a lot more difficult, as breeding high-level genes requires high-level strapons. Which you are not guaranteed to get from the books.
* Speaking of books, is there any point to paying x10 for more advanced books? Do they have some exclusive recipes?
* One can now unlock a technology without its prerequisites. Like a reinforced dildo needs a wooden butt plug to make it (and not a wooden dildo for some reason), but you aren't guaranteed to have the wooden butt plugs being found first. I guess it makes sense when looting random books out of a dungeon.
* There is never enough wood. Looking forward to dryads. Or maybe I should build a second woodcutter after all.
* It's good that every resource can now be harvested in a ranch. But ranches suffer from the same cost increases as everything else.
* Cost progression on outposts encourages getting tricky with them, for good or for bad. I have 3 outposts securing my main base, and I'll probably need at least 2 for every shrine. Except for the one on the little island - it looks like it could be just cleared out.
* Genes that increase skill damage by a set amount are powerful. Especially when one replaces ordinary punch with quick jab from the cestus of speed - it becomes much more devastating than a sword.
* P.S. And the new encounters at the end of dungeons? Bring plenty of slave gear, so that you can take them with you! Because they naturally have 2-3 tier genes, while most other enemies have just tier 1 genes.



Well, that's just something you overcome with strategy and city planning. Without that, the city-building side of the game would be too easy and boring.

Note that you don't need to connect everything to your main city, it's enough to connect them to the nearest port.
It is already boring imho. Just takes a lot of time and usually not worth it. If you ask me by the point you can fence off your usual production anything beyond your neighbourhood stuff and tier 2 area you are better off just storing enough iron to travel and build port in new area because most places have tier 2 fights, only few have small bridges of tier 3 so you can jump gaps and build port and build small colony there for new productions. I feel having area spreading from dens, and enemy attach if you get under controlled area, and then when you clear den if there is no den in range of square clear it out(den=dungeon) would reduce tedium, and if you make dungeons needing a bit of preparation you might make already pretty cool challange without drawing out game artificially up to a point it is too much to bother.
If in ero dungeons large map is more like your leveling and money/mana earning ground with limited resource(you can get to infinite dungeons, but never done them might be late game thing to farm for fun. Here all those regular fights more chore that give nothing but a bit of mana. Good at start later well I guess you can do here and there. But usually mana is least you care at that point because even non breeding colony start most likely gives strapon, and doing dungeons and just exhausting all book data gives 100 mana per book, not saying once you start outfit and train production you gain quite sizable mana gain for limited mana pool you currently can have without going killing spree just to free and fence off buildable space which you do not really need for warehouses.
Which is a bit awkward to say the least. By getting to tier 3 you should at least have solved tier 2 problem which is basically interconnects map. But also add lots of monkey work.

And yeah as soon as I saw precrafted boss encounters I thought oh nice not boss dungeons from ero dungeons so just capture offenders to get custom crafted fighters that might be already somewhat good with minimal breeding or training.
 

c4145317

Member
Oct 14, 2019
193
474
With all the combat in the game it wears down on one's soul to watch the same combat animations over and over and over again. It got to the point where I dropped it, because the reward of opening up more land for development paled to the task of more combat.
I think a fast combat setting where animations are either skipped or sped up would be a massive QoL improvement.
 
4.40 star(s) 9 Votes