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.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
Happy to help.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
Thanks again for the feedback.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.
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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 for the idea, but I think it does not work.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
I mean...first version already v0.9 ? that seem like false number
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...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!
I explained both in the OP, and in Itch.io that I have been working for a year in the game before posting it.first version already v0.9 ? that seem like false number
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.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.
ok i seenI 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.
Two. But the second, the demon girl, has no pictures yet. Are the pictures AI? If so what are you using?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.
The code allows for as many special workers as people creates. I created AI placeholders, and I'm happy that people like them but my wish is to have a community around the game using fanart collected folders, or any other type to feed into the game... To me it's half the fun, and it's how I really play it. Still, I understand a lot of people would rather have them done, and I will add images for the demon girl, and will do more (eventually).Two. But the second, the demon girl, has no pictures yet. Are the pictures AI? If so what are you using?