Updated the dev branch... it should now be that the assistant can teach as long as her skill exceeds the slave's (except athletics, there she can still teach an S+ endurance slave if she also has S+ endurance). Master has same rule, including for teaching endurance.No, at the beginning she (isabella) only could teach endurance, now she can the top 3.
the first 2 she now has S+, the third b+ and the fourth B+ too, sooo...
Corretion (im dumb): she can when she has S+, the top 3, if she has B+ doesnt work
I can answer for magic. We rebalanced it because it was significantly faster to become a S+ mage than become an S+ Housekeeper. (Could take as little as 36 days to go from F- to S+ Mage playing normally).In the cryostatic cells, at least when you have 6 maximum, the 6th says "take out" even when empty.
You have to interact with some other cell before it refreshes it's state to the correct one.
P.D: when updating the build my character dropped in, as far as I know, Magic from b+ to c+
Well, it's part of the original design that Pianocat did, yes. Cows trend towards weakened endurance. Indolent lifestyle, I suppose.It is normal for a "cow" in the barn to drop endurance even when fully suited for it?
The button labels for empty and full were swapped, thanks for catching that!In the cryostatic cells, at least when you have 6 maximum, the 6th says "take out" even when empty.
I overwrote the latest build files you posted and found that the problem was fixed. Thank you for your help.Hm... I don't have that problem either, on the latest build, so could you try updating?
Base game:
You must be registered to see the links
You must be registered to see the links
I've been having a lot of trouble getting the loli version to work. I've installed and reinstalled several times, but I keep getting a bug where the game treats every slave as feeble regardless of the actual endurance level. You can tell quickly because they're all rated F-. I followed the installation instructions in the OP exactly, but it doesn't work.
The links that Imperator gave work just fine, but they're for the no-loli version. I thought that I might have outdated files, so I tried to be a real hackerman and change the link to read "game-base-patch". That did get me the file, but then I got the F- problem again. Also the version itself is clearly the most up to date, since Johnny is the only guy rated at maximum difficulty and all those black lines are gone (unlike the previous version).
It goes without saying that I don't know how to navigate gitgud. Tried downloading each part directly from there, but that gives the no-loli version.
Thanks, but I'm still getting the issue. All the slaves are F-.You must be registered to see the links
This is the (non direct link) to the alpha loli version
That's it.Well, it's part of the original design that Pianocat did, yes. Cows trend towards weakened endurance. Indolent lifestyle, I suppose.
So you mean, on the auction?Thanks, but I'm still getting the issue. All the slaves are F-.
Glad to have you back, Pianocat.That's it.
About this...the issue is that I wanted cow training to become more time consuming, when you go beyond the C level (training takes a lot more time, and it encourage slavers to put them in barn). But as the "time" factor is not depicted in Jont, the only way to represent this is by consuming two stars of energy instead of one.
But this is tricky, because it allows endurant slaves to be trained twice in the same day, and weakened only one. It's a nonsense, 'cause this training should only takes time, and not energy
I think that making punishments directly lower spoil would make spoil too easy to get rid of. Spoil already decreases nightly in proportion to devotion, fear (which increases with effective punishments), despair (which increases nightly if the slave's mood is depressed) and empathy (if the slave's mood is negative). There is also the "put in place" interaction, which gets more effective as the master's skills grow, and the Garden of Gethsemane reward, which is very effective in lowering spoil.Hi
Lockdown again... I get back to the game, and find it well improved! You really did a great work. I took a look on the cow parts, and some of my rough code have been entirely rewrite by more delicate hands (I have to thanks ImperatorAugustusTertius I think?)
I'm a bit disappointed by the equipment bar, but I think it's what we can call a compromise haha
Also, I see the "Unequip all" option disappeared?
I had some more ideas to implement, or to propose as mods, but there is one thing, concerning the game balance, which bothers me: spoil...
Currently if you do not set rules the "spoil" of the slaves increase. It's a good idea when the slave is already accustomed. But when your start their training it's a but ridiculous. You can punish them 4 times a day, they'll remains "spoiled", and this spoil will increase, even if you put them in depression!
It makes the game a lot harder for a wrong reason, I think... rules shouldn't be mandatories, especially when starting a training (only my opinion^^) Why not just add some lines, in the "punish" interactions, to lower this spoil? This simple line:
slave_rate['spoil'] -= slave['spoil']*X
...where X is equal to torture_intensity.
For "abuse" (the verbal punishments) and torture demonstration/torture prisoner, we could only write:
slave_rate['spoil'] -= X
...where X is equal to torture_intensity, once again. We can consider words are less effective than acts, to lower spoil.
This way slave's spoil would remains quite low until it really makes sense: when slaves are more accustomed, and punishments are rarers. Just an idea, but I think it could be a good idea to make spoil a "mid training" challenge (and why not make it more sensitive, so it can increase easier, or from additional factors?)
Anyway thanks for your dedication to this great game
Intellect still lowers for every night in the barn even at max cow skill, I noticed. It isn't a factor in the cow price formula, so I suppose it's fine... but couldn't she be reciting poetry in her head while lazing around all day?Yeah, the challenge is really to find the good balance to avoid a mind break before the training is over - and temperament/pride/nature stop to lower
We currently have spoil increases from:I think it could be a good idea to make spoil a "mid training" challenge (and why not make it more sensitive, so it can increase easier, or from additional factors?)