qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
How'd you get your game to look right again? I've reinstalled the game, deleted all files I could find on my system related to QSP and it still remains looking fucked up, no matter which version of the QSP I load (and I start new games, of course).

The blue looks good on my screen... We need more opinions I suppose. The one you provided initially was not well-readable for me.
I went to %appdata% and removed the folders "Qqsp", "FastQsp" in Roaming, and "Qqsp" in Local

Edit: And retrieved my old original 2.1 QSP.

Edit 2: I think there's another color problem; slave mood and slaver mood don't have the same color for the same text. Slave's Optimistic is light blue, while Slaver's Optimistic is Green. I assume it's not a glitch, but just some consequence we didn't think about early on.
 
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i107760

Sistersitting / Housesitting Developer
Modder
Game Developer
Nov 1, 2016
849
1,482
I think I have an idea, so let me try to fix it. Yep found the problem, fixing it now. Problem lied in this commit: , shoud be an easy fix. Thanks for helping find the problem qwertyu12359.

Edit 2: I think there's another color problem; slave mood and slaver mood don't have the same color for the same text. Slave's Optimistic is light blue, while Slaver's Optimistic is Green. I assume it's not a glitch, but just some consequence we didn't think about early on.
Hmm that indeed warrants some thinking. I'm pretty happy with the gradient I've chosen, but I'll do some more tinkering with it to fix this. Will post back here when I have come up with a new scheme, that is hopefully readable and consistent. I do think it already looks better than 2.1 did, though, personally.

EDIT: Quick and dirty fix is implemented. Will start tinkering with colors again soon.
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
I think I have an idea, so let me try to fix it. Yep found the problem, fixing it now. Problem lied in this commit: , shoud be an easy fix. Thanks for helping find the problem qwertyu12359.


Hmm that indeed warrants some thinking. I'm pretty happy with the gradient I've chosen, but I'll do some more tinkering with it to fix this. Will post back here when I have come up with a new scheme, that is hopefully readable and consistent. I do think it already looks better than 2.1 did, though, personally.
You're welcome :)

That (#187700) light blue in the game is absolutely gorgeous; I don't know why, but I keep looking at it ^^ Overhaul, the color gradient is fine, at least on my screen. (y)
 

Slaver0

Newbie
Feb 20, 2020
18
15
Sorry about the bug I've created with my re-indentation of multiline strings.

About the "rules details" improvement (showing the players which rules are broken + text hints about rules effects), I might code it, because it feels important and relatively easy to me. I would have waited for some community input, but for the moment my post describing raw ideas has been met with some "likes" and no detailed answers, so maybe I should take that as a "good idea, do it your way".
Feel free to voice your opinion about this whole "rule effects details" thing.
 

i107760

Sistersitting / Housesitting Developer
Modder
Game Developer
Nov 1, 2016
849
1,482
Sorry about the bug I've created with my re-indentation of multiline strings.
It's no problem, especially since you are now implementing the way I explained to you over PM :)

About the "rules details" improvement (showing the players which rules are broken + text hints about rules effects), I might code it, because it feels important and relatively easy to me. I would have waited for some community input, but for the moment my post describing raw ideas has been met with some "likes" and no detailed answers, so maybe I should take that as a "good idea, do it your way".
Feel free to voice your opinion about this whole "rule effects details" thing.
I like the way you mentioned. Coding wise, there are things to discuss though. Do you want to make a new 'page' (aka $text[x]]) per rule message? Or have messages about rules in the current 'page' for message about rules (whether she obeyed or not).

If you want messages about several rules in 1 page to not require 1 extra click on day end per rule, you will need to find a way to split the messages intelligently since the amount of characters you can use is pretty limited. And nowhere else in the game are messages split based on character limits as far as I know. In my where I added sister mod, I was pushing the limits of character limit for dialogue boxes. As you can see, it's pretty limited. So you will need to think about how you can make sure your rule messages do not add TOO many extra clicks on day end.

Perhaps an idea: Keep a short summary of whether slave is following rules or not on day end screen(basically what we have now, it informs you when slave breaks your rules, you can perhaps expand this by adding reason for refusal OR list of which rules broken/following), and have a detailed view in Domestic Issues? That way there won't be too many clicks, and you can populate the domestic issues tab for rules based on which rules she's following.

So you add a button: Rule Reports, when you click on that it opens a new menu, in which (with conditional statements) active rules are shown and you can click on to get information about if the slave obeyed that specific rule (and perhaps its effects?). Because I would personally not be interested in seeing the same message about my slave following every rule, every day end.
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
Slaver0 : If that's possible, you could make it so that, the next day, every rule that is disobeyed has a white mark ✓ instead of a green mark . It'll be a good visual complement to the daily briefing.

i107760 : Could you make a rule for the City music? I'd like to implement it.
"City_poor": would play in the city, when your residence is the Shack at the Slums.
"City_citizen": would play in the city, if you've actually rented an apartment (any neighborhood)
"City_honor": would play in the city, as soon as you are able to access a big house Castle/Tower.

I actually don't have any satisfying music for City_Patrician, but I think it's alright for city_honor to represent that state of citizenship anyway.

I wanted to implement those 3 musics since... August 2019 :alien: But never got the chance because of some contingencies. So it would be great :)
 
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i107760

Sistersitting / Housesitting Developer
Modder
Game Developer
Nov 1, 2016
849
1,482
Heh, while cleaning up the code and fixing some bugs, I came across this:
Code:
"menu_sneoplasty1": 3324,
"menu_sneoplasty2": 3327,
"menu_sneoplasty3": 3328,
"menu_sneoplasty4": 3329,

"menu_aneoplasty1": 33242,
"menu_aneoplasty2": 33243,
"menu_aneoplasty3": 33245,
"menu_aneoplasty4": 33246,
The original idea of these was as follows, you can apply Neoplasty multiple times to the same slave. The code was simply not fully implemented. To fix a bug with cheat menu, I had to variablize slave["beauty"] and $beauty_cap, which makes this WAY easy to implement, so I will. Pretty cool stuff. Means you can make any slave Exquisite given enough time and money.
Example for what was in the code, but was not usable due to hospital options not including it:
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EDIT: New code for assistant Neoplasty, will do same for slave. It's funny the things you find in this game's code when you're just going through it. It always confused me that the surgeons could make a slave go from Beautiful -> Exquisite, but Ugly -> Plain -> Cute was simply impossible.
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EDIT2: Tested it and pushed to master. Works well, awesome.
 
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i107760

Sistersitting / Housesitting Developer
Modder
Game Developer
Nov 1, 2016
849
1,482
Slaver0 : If that's possible, you could make it so that, the next day, every rule that is disobeyed has a white mark ✓ instead of a green mark . It'll be a good visual complement to the daily briefing.

i107760 : Could you make a rule for the City music? I'd like to implement it.
"City_poor": would play in the city, when your residence is the Shack at the Slums.
"City_citizen": would play in the city, if you've actually rented an apartment (any neighborhood)
"City_honor": would play in the city, as soon as you are able to access a big house Castle/Tower.

I actually don't have any satisfying music for City_Patrician, but I think it's alright for city_honor to represent that state of citizenship anyway.

I wanted to implement those 3 musics since... August 2019 :alien: But never got the chance because of some contingencies. So it would be great :)
I'll look into it in a bit. Feel free to add it to roadmap, with link to this post so I don't forget. Should probably also add something to roadmap that summarized my above comment, I suppose " - Fix Neoplasty being able to be applied only once per slave" would do. (Although the actual change is more than that, but mostly back-end).

I've also fixed the blue color you didn't like, and the optimistic thing, so feel free to give it a try. As always, to just download the most recent .qsp file, this works (and will keep working, always).

Also, installing development release is now easy as pie. I would appreciate a bit clearer instruction in the OP of this thread, perhaps above the download links for v2.1 that to play the most updated game, they can simply go to my thread. Installation is now basically as simple as installing the archive, so would like everyone that comes to play the game, to play the updated version since it contains many bugfixes that are pretty important.
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
I'll look into it in a bit. Feel free to add it to roadmap, with link to this post so I don't forget. Should probably also add something to roadmap that summarized my above comment, I suppose " - Fix Neoplasty being able to be applied only once per slave" would do. (Although the actual change is more than that, but mostly back-end).
Done.

I've also fixed the blue color you didn't like, and the optimistic thing, so feel free to give it a try.
Looks marvelous (y)

As always, to just download the most recent .qsp file, this works (and will keep working, always).
There's a slight problem. When updating, and loading a save it gives us the pop-up "updated to 2.1 (no loli version)". But since the config.xml is not updated, it lacks consistency and will be a bit confusing for players.

Also, installing development release is now easy as pie. I would appreciate a bit clearer instruction in the OP of this thread, perhaps above the download links for v2.1 that to play the most updated game, they can simply go to my thread. Installation is now basically as simple as installing the archive, so would like everyone that comes to play the game, to play the updated version since it contains many bugfixes that are pretty important.
I made a change in the OP, to try and convey the idea that your thread will players the most updated version, in a transparent non-bloating way. Tell me if this is satisfying
 

Slaver0

Newbie
Feb 20, 2020
18
15
It's a real pleasure to see updates available to players. Congrats !

1. Versioning
Releasing often seems good to me. It raises some points though :
- Are we able to do so without adding too much bugs ? (seeing how many old bugs we fix, maybe it's not a big worry :) )
- Should we settle for a consistent numbering system, like "major.minor.version" ? We would have released 2.1.1, for an example ? Or "major.minor.date", like "2.1.200301" ? Would we increment minor when some new feature is available ? Would we increment major when breaking saves ? These are just thoughts.

2. Neoplasty
It always confused me that the surgeons could make a slave go from Beautiful -> Exquisite, but Ugly -> Plain -> Cute was simply impossible.
Hmmm good point, it never occured to me. I've always thought of Neoplasty as something that could slightly improve someone's facial traits (body is improved through fitness), but that just couldn't do miracles.
From a gameplay point of view, I liked the fact that Neoplasty could only be done once, because it made it essential to choose beautiful slaves when pursuing some high objective.
If Neoplasty is going to be possible any number of times, I think it would be interesting to balance it in some way :
- Increase price and/or recovery time for each step
- Add some risk element after the first operation ; like, 20% cumulative risk of reducing beauty. I can't refrain from thinking about some Hollywood stars having done too much surgery and looking like monsters.
 

i107760

Sistersitting / Housesitting Developer
Modder
Game Developer
Nov 1, 2016
849
1,482
There's a slight problem. When updating, and loading a save it gives us the pop-up "updated to 2.1 (no loli version)". But since the config.xml is not updated, it lacks consistency and will be a bit confusing for players.
That should only happen if you were using the loli version before. If so, just download the loli version, if only need new .qsp, this . The .qsp I linked is for non modded non-loli version of game. For the rest it should work exactly the same as before.

If Neoplasty is going to be possible any number of times, I think it would be interesting to balance it in some way :
- Increase price and/or recovery time for each step
This is already the case. Cost and rehabilitation time increases every time you do it. To go from Ugly to Excquisite, you are looking at 100+ days I believe. Remember, the medical center in Rome is the most advanced medical center in the multi-world. It makes sense they can totally rework a slave, just look at other surgical procedures they can perform and the lore associated with the place. (Plus I just made code that was intended to work, work, so it's more a bugfix :p).
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
It's a real pleasure to see updates available to players. Congrats !

1. Versioning
Releasing often seems good to me. It raises some points though :
- Are we able to do so without adding too much bugs ? (seeing how many old bugs we fix, maybe it's not a big worry :) )
One essential improvement to be made first is how save can glitch from one version to another. I've had many problems when changing the json files, or the QSP file, and loading an old save. We never know what might break.

The key might be to make the game always tick "ignore version check when loading", and refresh database automatically once a new version is detected. That's unsure, but a hope.

We would have released 2.1.1, for an example ? Or "major.minor.date", like "2.1.200301" ?
"2.1.200301" looks horrible to me :4Head:

- Add some risk element after the first operation ; like, 20% cumulative risk of reducing beauty. I can't refrain from thinking about some Hollywood stars having done too much surgery and looking like monsters.
I had the same thought. Cumulative risk seems to be a bit too much for effective gameplay, but it's a good idea. We'll have to make a new dialog tho, as in the doctor being "sorry about that, there was always a risk it would happen, blablabla, no refund." (y)

Edit: But I agree with the statement of i107760 above; most talented doctor of the multi-world! :coffee:
 
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Porn Pleb

Active Member
Jun 23, 2019
613
423
I never realized this game was still being worked on. I remember cannibalism, is that easy to avoid or am I bound to see it?
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
I never realized this game was still being worked on. I remember cannibalism, is that easy to avoid or am I bound to see it?
In the lore, cannibalism is just everywhere; meat = former slave, or roaming girl that got kidnapped.

In theory, if you don't ask specifically to eat some human meat in the tavern, or to have it produced in front of you by the butcher, you won't see any image of cannibalism (I didn't). There's also an option to remove "Gore", in the game (I don't know how far it reaches, but it can be an added barrier).

You can also choose to role-play a vegan if you wish ^^
 
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stoof66

New Member
Feb 26, 2020
2
1
Hey guys, first wanted to say how much I'm enjoying the game and the work you guys are doing here is great.

I'm a little confused about the rewards and punishment system. It seems that a lot of the time it will always go to the max of 5 merit or guilt even with just a single action. This has me defaulting to handling rewards and punishments with spells which takes a lot of the fun out of it. Am I missing something?
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,824
Hey guys, first wanted to say how much I'm enjoying the game and the work you guys are doing here is great.

I'm a little confused about the rewards and punishment system. It seems that a lot of the time it will always go to the max of 5 merit or guilt even with just a single action. This has me defaulting to handling rewards and punishments with spells which takes a lot of the fun out of it. Am I missing something?
I think you're just too much of a good slaver ^^ Using spells as rewards ensures devotion is leveled up at a fast rate, so this is what you're seeking actually.

Does your girl has 5 merits if you teach her Fitness 3 times in a row? All three times, even after rewarding her each times?

If so, maybe something weird's up.
 

stoof66

New Member
Feb 26, 2020
2
1
Does your girl has 5 merits if you teach her Fitness 3 times in a row? All three times, even after rewarding her each times?
I'm not saying it's every time, like sometimes it's 4. Just imo games are a collection of puzzles you've got to work out, here the answer seems to be ignore the puzzle altogether and just use spells. I guess that's fine if it's the intent, just didn't know if I was missing something.
 

i107760

Sistersitting / Housesitting Developer
Modder
Game Developer
Nov 1, 2016
849
1,482
Many things only apply (all) effects once a day, take Delikacia spell. Reward you choose depends on which stats you want to increase, spells are not always the best. Most of the 5 point rewards are very good.
 

Porn Pleb

Active Member
Jun 23, 2019
613
423
In the lore, cannibalism is just everywhere; meat = former slave, or roaming girl that got kidnapped.

In theory, if you don't ask specifically to eat some human meat in the tavern, or to have it produced in front of you by the butcher, you won't see any image of cannibalism (I didn't). There's also an option to remove "Gore", in the game (I don't know how far it reaches, but it can be an added barrier).

You can also choose to role-play a vegan if you wish ^^
that kinda sucks, I mean more power to you but cannibalism is a stretch to far for me. even if I dont like a slave killing them just makes me sad.
 
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