drebin

Member
May 1, 2017
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371
The 2.2 dev branch has some bugs in it currently that are making it a bit more difficult than we intended, also.
That would explain it.
It seems like the threshholds for slaves to be willing to do a simple task is a lot higher now. Even against the basic M'lord, most of the slaves refuse to do physical training on the first few days, which in the case of feeble and weakened slaves is kind of necessary.
The whole punish them into doing your bidding still works and they quickly start doing everything, but it seems to be harder to try not to be cruel.

I specifically looked for weak-willed girls, since prideful/willful slaves needed some punishment even before.
This one started with some habit and was willing to do excercises day 1. Refused other activities though.
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But this one that has even less backbone than the other one without the added habit, refuses everything until you punish her.
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Did more girls with M'lord and if you add a bit of nature or pride to it, it takes several days of punishment for them to start doing the simplest of tasks.

Also tried some with zero stat slaver. It honestly seems way harder to train the simplest skills to the most weak willed slaves than it was before. You also can't force them with punishments, unless you want to fight them.

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Smarts might be weighed a lot more than before and the threshholds are higher.
Getting weak-willed slaves to do a positive outcome is also unnecessarily hard. It's hard to even give them a sundress as a reward, unless I just buy it in the shop. For the first few occasions of doing a task, even a half-assed outcome should be counted as positive, since even listening to you is good progress in the beginning. (I do remember reading something about this in the roadmap.)
I also think that a cowerdly/open slave shouldn't rebel for being spanked.
Right now zero stat in the slums is more of a chore than a challenge.

Other things. -Morale calculation factoring in combat ability is working perfectly.
-I'm unsure if the -1 end of day penalty is still active or not after eating at the hip, it still took 8 days to go to unfit with eating Catch. It also takes 8 days with the cheapest Shawarma, so it seems to provide the same amount of nutrients.
-As an extra, here's a bug I noticed a while back and seems to be still active. When you buy a slave outright without bidding at the auction and click the skip button at the top, you don't recieve your slave, but the sparks still get deducted.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,106
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Thanks for the detailed report.

We revised the obedience thresholds for basically everything, and one of our goals was to introduce more variety by having the thresholds depend on the stats of the slave. For example, one of your slaves had A+ endurance and the other had B+ endurance. A slave who is more fit is now more willing to do gymnastics, all else being equal. Across the spectrum of possible stats, no common skill is guaranteed to be the first accepted any more (fitness is no longer the "go to" first lesson); some slaves may be willing to paint or cook or do something else first, and some slaves will be more willing to obey orders that involve them having some time alone (cook for me) while others will be more willing to do those same tasks with the slaver providing instruction (cooking lesson). The variance is not huge, just a couple of points of obedience usually, but it's enough to make things less predictable. Your later example with the two slaves where one was Bright and the other Dimwitted and took 5 vs. 2 days to accept exercises also was a difference of Feeble vs. Healthy.

In addition to exercise, slaves can gain endurance passively each night from diet, with the amount determined by their metabolism and how many calories are unspent at the end of the day. Take a look at the help text for calories (click the calculator in slave stats screen). And if they are below B+ health, supplements give a boost too. With that, you don't necessarily need to start with fitness training. Of course, you could be unlucky and have a slave with a very weak metabolism, so raising their endurance passively takes longer. In any case, they can't refuse being thrown into a sparring match at the colosseum, so that's always an option for giving them exercise if they refuse everything else, although if they are feeble and lose a spar it won't be good for their health.

Did more girls with M'lord and if you add a bit of nature or pride to it, it takes several days of punishment for them to start doing the simplest of tasks.

Also tried some with zero stat slaver. It honestly seems way harder to train the simplest skills to the most weak willed slaves than it was before. You also can't force them with punishments, unless you want to fight them.

I also think that a cowerdly/open slave shouldn't rebel for being spanked.
Fighting back chance is more strongly determined by relative aura strength (your aura is fainter/stronger on slave aura tab) than it was before. Therefore, as an F- slaver, you'll tend to get more resistance. But perhaps it should be toned down a bit more.

Getting weak-willed slaves to do a positive outcome is also unnecessarily hard. It's hard to even give them a sundress as a reward, unless I just buy it in the shop. For the first few occasions of doing a task, even a half-assed outcome should be counted as positive, since even listening to you is good progress in the beginning. (I do remember reading something about this in the roadmap.)
One of the unintended-difficulty bugs I mentioned is in the diligence code. We'll have to see if we need to do further tweaking on this after that gets fixed.

Other things. -Morale calculation factoring in combat ability is working perfectly.
(y)

-I'm unsure if the -1 end of day penalty is still active or not after eating at the hip, it still took 8 days to go to unfit with eating Catch. It also takes 8 days with the cheapest Shawarma, so it seems to provide the same amount of nutrients.
You're right, the cheap meal is giving the same amount of health progress but it stops raising health at Unfit (C-) whereas the Catch is good up to B+. I'm not sure that it makes sense to have the more expensive food raise health faster, but I can see why you had that intuition, so perhaps we make it work that way instead.

-As an extra, here's a bug I noticed a while back and seems to be still active. When you buy a slave outright without bidding at the auction and click the skip button at the top, you don't recieve your slave, but the sparks still get deducted.
Good catch. (y)
 
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Crell

Member
Aug 6, 2017
444
1,652
Well, I tried the stable version now. It's a huge difference. The Alpha version is unplayable for people who don't know the game in and out yet. Now all I have to do is figure out how to make money. Nobody wants to buy my shitty slaves yet. But that's just a lack of experience, unlike the disobedience in the Alpha.

Also, you added incest it seems. What exactly does it entail?
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,106
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drebin I've updated the master-ia branch with some changes. More expensive Hip food should now raise your health faster. Traveling away from your home district now consumes half energy instead of full energy. The prices of clothing for the master have been increased. The base damage values for weapons have been adjusted to align with the weapon prices, and the stiletto now has fixed rather than scaling damage as indicated in its description, making it (like the rapier) useful for low-strength slavers. The auction skip button should no longer appear after you buyout a slave. The diligence formula now considers fear a stronger factor. As an F- teacher, you'll still be better off with classes but you should find early training to be somewhat easier now, even if your slave is depressed - though you might need a boost from clothing bonuses if the slave also has high nature, temperament or pride. It should also be easier to maintain higher levels of the master's allure stat, which contributes to aura strength. The slave fighting back formula was modified to reduce but not eliminate the possibility of combat when attempting physical punishments. Hopefully nothing broken in the process. Feedback welcome.
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,570
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Okay, I tried again. It is literally impossible to train slaves. No matter what the fuck I do, they are either depressed all the time, become spoiled or so rebellious they'd rather endure torture than cook a fucking meal. My current slave managed to get all of those things together.k How does one become spoiled by being tortured and sleeping on the goddamn ground?

And yes, I read the tutorials and other guides. I tried every approach possible. It just doesn't work.

Not even once have I seen "taming" and "devotion" go up. Fear goes down almost instantly after a punishment, while rebelliousness skyrockets no matter what I do. I even picked the easiest start this time. That Johnny Depp dude.

Is this game supposed to be impossible or something?
Except for the spoil level raise that has to be your fault... You raise valid points that the game sometimes doesn't hint enough as to what to do next to be obbeyed. And new players especially get softlocked.
Also, you added incest it seems. What exactly does it entail?
If you pick a specific character when starting and complete the game... Something might happen and a sister may join him :)

It's in 2.1 too ;)
 

Celerarity

Member
Apr 23, 2018
206
219
There's no chance I can discover that playing as Jonny, right? I usually pick him for max difficulty, but if there's surprises hidden in other characters maybe I should start to reconsider...
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,570
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There's no chance I can discover that playing as Jonny, right? I usually pick him for max difficulty, but if there's surprises hidden in other characters maybe I should start to reconsider...
It is specifically for Jonny (but don't tell others, it's a secret :illuminati:). You also need the full version, with the patch.
 
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Wrell

New Member
Jun 26, 2020
12
12
I'm not sure if this is intended, but on the newest 2.2 build having a slave undergo cook training will overwrite any meals already prepared. For example, if Isabella prepares a B+ meal at the start of the day as assistant, and then the player trains an F- cook in cooking, the meal eaten at the end of the day will be the D- meal prepared by the slave during the training instead of Isabella's B+ meal prepared earlier.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,106
803
Not intended. The 2.2 master-ia branch has been updated with a fix for that and some other things. Should be safe to reuse your saved game with the update.
 
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ImperatorAugustusTertius

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Sep 12, 2020
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Glad to hear it. We're way past our original planned release date because we keep coming up with more things we want to do, but it does feel like we might be getting close at last.
 
Jan 13, 2018
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Glad to hear it. We're way past our original planned release date because we keep coming up with more things we want to do, but it does feel like we might be getting close at last.
It's not my place to say this but I think the dev team needs to focus on what's currently on their plate for 2.2 before jumping into more features and delaying the 2.2 final release. Unless these features are incredibly minor and take less than a day's work to implement, just take note of new ideas and set those aside for the eventual 2.3 or later release. Just focus on ensuring 2.2 is as stable as possible for a public release. My sincere apologies if I'm coming off as too forward.
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,570
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It's not my place to say this but I think the dev team needs to focus on what's currently on their plate for 2.2 before jumping into more features and delaying the 2.2 final release. Unless these features are incredibly minor and take less than a day's work to implement, just take note of new ideas and set those aside for the eventual 2.3 or later release. Just focus on ensuring 2.2 is as stable as possible for a public release. My sincere apologies if I'm coming off as too forward.
You're definitely right and that's what we've been thinking since literally September. And yet every idea we're coming up now take less than a day to implement, so that's been the problem ^^

Also since we were blocked by the sound bug, we thought "let's wait a few days so the bug might be resolved by our busy engine specialist" but it seems that the bug is impossible to sort out even by him, so we'll have to resort to leaving it in.

On a side note, it's cool that we're having more and more bug reports. These are the only essential focus, new features haven't made us waste time, playtesting mostly did (remember the code has been completely adjusted for 2.2 to unify all and make it easier to work with).

Given the time we've spent on 2.2, I at least want it to be as perfectly stable as it can. I want the game to get back to its former glory and have people share the upcoming full version on their country's most popular torrent site. If we release the stable version and there are unexpected bugs provoked by bugfixed, we might ruin our efforts. Of course a hotfix is possible but... We'd hope to at least do our best to be thorough in our research for bugs. We want to spend at least two or three days without finding a bug or balance problem that makes the game as easy as broken or as hard as overly frustrating.

I think, however, that it could be only a matter of days. I'm pretty confident for a release date before the end of november at least. (y)
 

30eruxa

Newbie
Mar 14, 2018
33
3
Tried the new 2.2 alpha with jonny and feels like the nerf to selling F rank slaves to slave market is a bit extreme. We as the player can't even buy a slave for 30 spark and selling it there for only 15 seems too little.
 
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