Nitro47

New Member
Jun 5, 2025
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AMAZING game, but I'm curious I cant seem to complete the "Objective 8 The Grand Design" even after i have achieved all the quests for it eg, 2 buildings,10k and 10 workers. Is it a bug or is that as far as the quest line goes for? Objective 8.jpg
 

clockwork_horologist

Formerly 'anarkyn'
Game Developer
Sep 29, 2018
33
73
139
AMAZING game, but I'm curious I cant seem to complete the "Objective 8 The Grand Design" even after i have achieved all the quests for it eg, 2 buildings,10k and 10 workers. Is it a bug or is that as far as the quest line goes for? View attachment 5637715
Thanks a lot for trying it, and thanks a lot for the feedback. That is a bug! I think it's already solved it, but since I'm working on a hotfix, I'll try to double check before I publish.
 
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sappho

Member
Aug 31, 2017
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Thanks a lot for the feedback and the ideas.
I have two ideas to improve item management, let's see how they work.
When you run out of servants to buy, the game will create new one, the game is hard-coded to create procedural workers.
I tested that part yesterday and it worked... I will check again if more reports on that come up.

I like a lot your ideas on the story, random events, etc
The take a walk action does increase your relationship / obedience... stat with a worker. I will add more events to the map.
Random event variety is bound to increase, I will do more events, but hopefully people will take a look at the devkit and create their own...

Adding more tension with the governor is a great idea, I was going to "stretch" the quest, but I think it would be interesting to make something like being attacked... I don't know how possible it is, but we'll find out.

As much effort as I put in the AI images, those are placeholders. For my own playthroughs, I use collected fanart packs from artists that I keep since WM, so I completely get you, and making your own images for your own taste is at least... half my fun. I do see how more variety to avoid repetition would be great, but the priority is the "system being able to receive community contributions".

Thanks a lot again
Happy to help.
Ah that makes sense, I think I left one servant in the store because i didnt need it and just assumed it would repopulate up to five options and when it didn't...

Maybe make a little +Relationship text pop up when it happens because it seemed like that is what it was supposed to do but it wasn't obvious. Not the most important thing though

I don't think you need to stretch it out necessarily if you add more depth and tension to it. Will there be more main quest after the governor is dealt with?

Yeah I get it. I have a reasonably efficient workflow with DAZ for an enthusiastic amateur and it will still take me a week at least to make enough images for a small but adequate image pack I think.

..
I have now tried the combat, I liked it. My guys did have a tendency to die after two or three missions even with 50 combat + equipment which does make it harder for them to skill up lol.

Also when a worker died I would get a message saying "I have died and been removed" or something like that but no name which was a bit unclear. Also I think I had a waitress die which I'm not sure is intended? I had 3/3/3 in a brothel then got the "I have died message" and it was 3/3/2.
 

clockwork_horologist

Formerly 'anarkyn'
Game Developer
Sep 29, 2018
33
73
139

wait_failure (3).jpg

v0.9.3.1

--- Further reviewed saves: My testing has managed to solved all instances of weirdness restarting the game to load.
---> Minimized saves weirdness too (hopefully)
--- Fixed max worker calculation on building upgrade (save compatible)
--- Clarified Storage UI: You can pivot between different workers
--- Fixed quest text typos
--- Fixed misgendering in some interactions
--- Fixed instances where traits could be applied twice to one worker
--- Added a button to automatically feed a potion on the manage workers and manage buildings menu
--- If necessary, it will also prompt you to buy the potion
--- Added a tip to the questline to clarify your first energy potion does need to come from the shop
--- Tweaked starting money to 6000 based on feedback
--- Added a "safe" agility based profession to the Adventurer's guild
--- Clarified item descriptions on "wait" skill which should be Service
--- Added a feature to limit the amount of daily stories per worker in a building
---> This should help with automated management of energy / health too.
--- Fixed the "Rest" image selection
--- Added a grand total counting gains / losses in daily report (Works with the filters)
--- Added a check for the issue of getting stuck in quest objectives after objective 6

Thank you for your playing, and sorry for the frenetic update speed, but your feedback makes the game better, and I'm excited to implement it.
 

clockwork_horologist

Formerly 'anarkyn'
Game Developer
Sep 29, 2018
33
73
139
Happy to help.
Ah that makes sense, I think I left one servant in the store because i didnt need it and just assumed it would repopulate up to five options and when it didn't...

Maybe make a little +Relationship text pop up when it happens because it seemed like that is what it was supposed to do but it wasn't obvious. Not the most important thing though

I don't think you need to stretch it out necessarily if you add more depth and tension to it. Will there be more main quest after the governor is dealt with?

Yeah I get it. I have a reasonably efficient workflow with DAZ for an enthusiastic amateur and it will still take me a week at least to make enough images for a small but adequate image pack I think.

..
I have now tried the combat, I liked it. My guys did have a tendency to die after two or three missions even with 50 combat + equipment which does make it harder for them to skill up lol.

Also when a worker died I would get a message saying "I have died and been removed" or something like that but no name which was a bit unclear. Also I think I had a waitress die which I'm not sure is intended? I had 3/3/3 in a brothel then got the "I have died message" and it was 3/3/2.
Thanks again for the feedback.
Will slowly have a look at the main quest enrichment.

The new "actions per day" limiter will help you with deaths. Baseline adventuring does not one-shot but two encounters might.
Also added a new safer profession to adventurers, could help level up and get more hp.

The notes for interactions are a nice touch, I'll try soon.
Same for the details on death, I will check what could happen to a waitress.

As for the plans...
I want to add more quests. There are multiple routes I'm thinking of: More PC choices, skills, customization, dungeons (Detailed combat system?), the dark woods (already featured in the map) and maybe other cities? Another idea was a sort of visual novel with the governor with more detailed interactions...But those ideas are all post-1.0
 

FlorpFlorble

Newbie
Dec 16, 2017
40
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You could do away with the energy system and bake the cost of an energy potion into the actions directly - 1 energy is ~$10 right now - and end up in the same place but with infinitely less micromanagement
 

clockwork_horologist

Formerly 'anarkyn'
Game Developer
Sep 29, 2018
33
73
139
You could do away with the energy system and bake the cost of an energy potion into the actions directly - 1 energy is ~$10 right now - and end up in the same place but with infinitely less micromanagement
Thanks for the idea, but I think it does not work.

The micro-management is not necessary:
Workers go to rest automatically and go back to their works when recovered when there is a manager in the building.
Workers do not even stop working if they reach 0 energy, they just regen 1 energy, and are "less efficient".

The energy is a cap for when high reputation allows for 8 actions (8 hr shift) worth of work. That is only possible for high level workers, and for mid-level workers if someone Wants to micro manage.

The system does not depend on micro-managing. Removing ways to optimize the results manually, just removes the ability to have different "degrees" of success and removing cap systems does impact the game negatively. I could put the cap based on level, but then it could not be improved by using consumables... Putting a money tax would remove the cap, and remove an option that is really a choice. I think it makes sense that you might want to optimize some buildings, and not others, some workers and not others. It is also not necessarily better to give more attempts to workers, since they can be further frustrated, hurt, or lose money with them. Essentially, removing the mechanic is removing options and choices, which is why I'm not convinced.

Maybe something in the tutorial message gives that idea? The journal does say: "Yet I must remember: no remedy is truly necessary, for all workers regain their strength with each passing day and shall perform their duties." but if it can be further clarified there might be value to that.
 
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Evilfish82

Newbie
Jul 25, 2018
78
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Also may I suggest RARE traits for the Adventurer Guild? I don't mind the micromanagement with potions, but after a while it gets boring. Maybe add some workers with rare traits, perhaps even monsters that can't be killed? Make them go into a downed state for several days or something.
 

Grizloy

Member
May 3, 2019
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first version already v0.9 ? that seem like false number
I mean...
The main quest is mostly done, the default men and women workers are useable for most instances. A bit of the text is place-holder-y but that was the case with our predecessor, and I'm on it!
And there's this funny tendency of WiP games to go beyond version 1.0 - especially if it's a potentially highly moddable game (like this one)... And there's also the fact that sometimes version numeration goes 0.9->0.10, rather than 1.0...
 

clockwork_horologist

Formerly 'anarkyn'
Game Developer
Sep 29, 2018
33
73
139
first version already v0.9 ? that seem like false number
I explained both in the OP, and in Itch.io that I have been working for a year in the game before posting it.
0.9 is the first version I posted, I don't generally like playing very early versions, so I kept it offline until I thought it had some value. It might go further than 1.0, 1.0 in my mind is the "Solid Base". For reference, the last Whoremaster (which is listed as the inspiration) version I played was 7.2.
 
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clockwork_horologist

Formerly 'anarkyn'
Game Developer
Sep 29, 2018
33
73
139
Also may I suggest RARE traits for the Adventurer Guild? I don't mind the micromanagement with potions, but after a while it gets boring. Maybe add some workers with rare traits, perhaps even monsters that can't be killed? Make them go into a downed state for several days or something.
I like these ideas! I need to improve a bit the devkit but you will be able to create your own traits, and items. There are workers that can only be obtained through the guild (I created one, and wil do more, but anyone can create them). In any case, I'll think about those concepts and implement something like that... special weapons, items, and traits sound cool too.
 

Azope

Active Member
Jul 26, 2017
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I explained both in the OP, and in Itch.io that I have been working for a year in the game before posting it.
0.9 is the first version I posted, I don't generally like playing very early versions, so I kept it offline until I thought it had some value. It might go further than 1.0, 1.0 in my mind is the "Solid Base". For reference, the last Whoremaster (which is listed as the inspiration) version I played was 7.2.
ok i seen
 
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