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ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,213
861
Start the game, take Isabella as an assistant, go to the technosphere, heal the scar. Profit!
The save file size increase is because the assistant treatment interactions are assigned very large internal ID values. The game keeps track of how many times each interaction type has been done. A single array contains all of those counters, with the index in the array corresponding to the ID assigned for the interaction. For example, the assistant scar removal interaction has ID 331231. Consequently, after scar removal, the game increments the value at position 331231 in the array. After this, when you save the game, it is saving a much larger array, which is very sparse (most of the slots are empty). You can see the same growth in save file size if you do other assistant treatment options, because they also use high ID values. I tested changing the ID for the scar removal to 3319 (which is unused) and the save file after removal is 7 MB instead of 13 MB.

So, we could improve the save file sizes by renumbering these IDs to use lower values. Or we could change how we keep track of the counters.
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,638
1,823
Recently switched to version 2.2.1, before that I played 1.7.5.1.
Most of the changes are strictly positive, but there are a few that are strange.
Already mentioned above about the real rank of cooked food without groceries.
Unexpected purchase of a stethoscope from the Slavers Guild. Before it was in the technosphere, which, in my opinion, makes more sense. Or, for that matter, why then are there no collars and shackles for sale in the same guild?
Johny was given the C rank of mage from the beginning of the game and the opportunity to buy an apartment appeared. I agree with the mage, but the slum start is more interesting. It's not for nothing that this is the maximum difficulty.
I also noticed that there was an old problem with the removal of the scar at the assistant. It even got worse. Have you tried to fix this?
Can you give me a screenshot of 1.7.5 stethoscope being in Technosphere?

None of us changed its place, so if it indeed was in 1.7.5, it was changed in 1.8, just before I got involved.

I also always found it strange that it's given in the guild, but I don't remember it ever being in the hospital. I've been playing since 1.7.3, but my memory of it might fail me.

If it used to be in the Technosphere in the original version, we'll sure put it back. Otherwise, I tend to assume Old Huntsman had a good reason.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,213
861
Can you give me a screenshot of 1.7.5 stethoscope being in Technosphere?

None of us changed its place, so if it indeed was in 1.7.5, it was changed in 1.8, just before I got involved.

I also always found it strange that it's given in the guild, but I don't remember it ever being in the hospital.
Counter argument: It makes sense for the guild to promote a reusable but low-tech method of monitoring for health issues (stethoscope), because in the long run it can save the guild members money. The Technosphere has no incentive to sell something that competes with their services.
 

Lorien

Newbie
Jun 29, 2017
16
5
Counter argument: It makes sense for the guild to promote a reusable but low-tech method of monitoring for health issues (stethoscope), because in the long run it can save the guild members money. The Technosphere has no incentive to sell something that competes with their services.
Then why don't they sell collars and shackles? Following this logic, it would sell even better. In addition, the technosphere is the only hospital in the entire city. They already have enough work.
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,638
1,823
Russian version
That really surprises me, thank you for the screenshot. I'll check v1.21 and see if it was the same, if so I'll put it in the roadmap for v2.2.1

Edit: 1.png 2.png
Well I guess there was no stethoscope in 1.21 to being with ^^
 
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Lorien

Newbie
Jun 29, 2017
16
5
Some more considerations.
Small buttons for washing, cooking, rewards / punishments, etc. at first they look beautiful, but do not quite match the overall design. They are all different, with small pictures, and in the end they are distracting. Maybe return the old ones? Or pick up something without pictures, more unified.

At the start of the game, when choosing a character, some portraits were changed compared to the original. Changed M'lord, Sugar Daddy and Doc. They stand out from the rest. Basically, Doc is fine in my opinion, but M'lord and Sugar Daddy of the old version fit better.
Nevermind. It was a matter of taste, and I calmly changed it for the desired ones.

Previously, I hardly used the whip skill. Now does the damage in battle depend on it if you have a whip or a leash in your hands? It would be natural for the whip master to deal more damage than the beginner.
 
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Danzema

New Member
Dec 16, 2020
1
0
How does the pregnancy part work? Is it even possible? they're all fertile and such. Does your character have something to do with it?
 

Ingvar77

Newbie
May 1, 2021
92
48
Previously, I hardly used the whip skill. Now does the damage in battle depend on it if you have a whip or a leash in your hands? It would be natural for the whip master to deal more damage than the beginner.
Not only this. Ponygirl training now linked with whip mastery. Basically you can't train S+ ponygirl without S+ flagellation.
 

Lorien

Newbie
Jun 29, 2017
16
5
So, we could improve the save file sizes by renumbering these IDs to use lower values. Or we could change how we keep track of the counters.
It is better, of course, so that the file does not grow so much, or at least after getting rid of the assistant, it returns to its previous size and does not leave it enlarged.
Not only this. Ponygirl training now linked with whip mastery. Basically you can't train S+ ponygirl without S+ flagellation.
Wow, I didn't know, thanks.

Found another small mistake in the description.
In an operation for permanent lactation, it is said that the recovery period is 15 days, but in the description of the slave it writes 10 days.
I also noticed that the cost of rewards by giving free time is not indicated. Considering that they are in other awards - why were they removed? Although, spending time together is also without a indicated cost, but it was like that before ...
 
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tcallas

Newbie
Nov 6, 2017
16
10
Love this game, but kinda wish Hardcore mode was more challenging. Once you have a Slaver with decent stats the game is too easy. All you do is get your slave to 3 fear with threatening and punishment, which normally takes 2 turns. Then just make sure you keep her mood as pleased and then spam classes and rewards. She will build all the other aura stats naturally. The higher-level the slave you are just more griding really without having to think too much. I think a problem is a disobedient but "Pleased" slave performs too well. I think the mood is too important. All you need to do is keep her mood is to achieve good results.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,213
861
Love this game, but kinda wish Hardcore mode was more challenging. Once you have a Slaver with decent stats the game is too easy. All you do is get your slave to 3 fear with threatening and punishment, which normally takes 2 turns. Then just make sure you keep her mood as pleased and then spam classes and rewards. She will build all the other aura stats naturally. The higher-level the slave you are just more griding really without having to think too much. I think a problem is a disobedient but "Pleased" slave performs too well. I think the mood is too important. All you need to do is keep her mood is to achieve good results.
Any thoughts on how to make it more challenging? The quality of her participation in lessons (her "diligence") just affects how many lessons are needed to increase her ranking. Refusing a lesson entirely and needing punishment is presumably not what you have in mind.

Time pressure is only felt at the start of a game where you have limited budget. Without time pressure, even very inefficient gameplay (wasting time or money) is viable, it just takes longer. We could look at tweaking the game economy to make it harder to gain and keep large sums of money, or introducing other forms of time pressure that carry strong penalties for missing the deadline (for example, mandatory instead of optional guild contracts until you attain at least B+ guild ranking, with penalties if you fail to take a contract within a few days after turning in the previous one, and a demotion in guild rank [or expulsion from the guild at F- rank] if you fail to deliver on time, instead of the current situation where you are simply paid nothing if you are late).
 

Lorien

Newbie
Jun 29, 2017
16
5
Found another bug. Isabella has Cooking rating A, but she prepares B meals both at the bottom of the screen and at the end of the day. If the master cooks, then everything is correct.
 
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Ingvar77

Newbie
May 1, 2021
92
48
Found another bug. Isabella has Cooking rating A, but she prepares B meals both at the bottom of the screen and at the end of the day. If the master cooks, then everything is correct.
It's not a bug. It's a feature. The quality of the meal prepared by the assistant is limited by her devotion.
 
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henkaipan

New Member
May 30, 2021
3
2
Hello. I wanted to thank all developers for picking up the game, specially also for the Linux version. I used to play Jack o Nine back when it was on hongfire and I really enjoyed it. I hope I can contribute to testing the new versions that you guys release.

Love this game, but kinda wish Hardcore mode was more challenging. Once you have a Slaver with decent stats the game is too easy.
I agree with you, this is the reason I became bored with this (otherwise excellent) game back in the day. I'll check out the new version to see if difficulty is improved but I agree that once you have a high level slaver and assistant everything becomes trivial.
 
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tcallas

Newbie
Nov 6, 2017
16
10
Any thoughts on how to make it more challenging? The quality of her participation in lessons (her "diligence") just affects how many lessons are needed to increase her ranking. Refusing a lesson entirely and needing punishment is presumably not what you have in mind.

Time pressure is only felt at the start of a game where you have limited budget. Without time pressure, even very inefficient gameplay (wasting time or money) is viable, it just takes longer. We could look at tweaking the game economy to make it harder to gain and keep large sums of money, or introducing other forms of time pressure that carry strong penalties for missing the deadline (for example, mandatory instead of optional guild contracts until you attain at least B+ guild ranking, with penalties if you fail to take a contract within a few days after turning in the previous one, and a demotion in guild rank [or expulsion from the guild at F- rank] if you fail to deliver on time, instead of the current situation where you are simply paid nothing if you are late).
First I gotta say I like the changes in 2.2! You guys are doing a great job with this game.

I'm not sure with messing with the game economy is the answer or introducing penalties for lateness. If someone is having a too easy time training the slaves, that's not going to make it more challenging for those players. It will only punish the players that are already struggling. My problem is it's too easy to train the slaves with the same cookie-cutter strategy that ignores so many of the game mechanics. Given its hardcore mode, it feels like this should be a bit harder to do.

It seems like the whole 'stick' aspect of the game is a bit neglected. I'm generally using 1 or 2 punishments max in total. Compare that to 1-2 rewards every day from day 2 onwards. I also don't bother with the rules until fear decreases to 0. They tank mood. For clothes, I just equip a sundress and slippers the whole time. I'm too lazy to micromanage outfits and mood is so important it doesn't make that much of a difference. I just spam the 2-5$ classes, auto-cast the rewards amplification spell, and get a 5* reward every day. Your slave automatically will become obedient and eventually devoted if you do this.

Some personal suggestions to make the game harder/more interactive:

Perhaps raise spoiling if your non-devoted disobedient slave is given comfy clothes right of the bat?

Make the optimal balance between punishment and rewards better somehow. My slaves are having such a cushy ride, and given the game's thematics, it doesn't seem right. "Carrot and stick" right? ATM punishing your slave really has only downsides, after you have raised a bit of fear in the first day or 2. Pride is easier to reduce later with other means. Maybe in hardcore mode, have spoiling raise every turn your non-devoted and disobedient slave has not been pushed outside of her comfort zone and has required to have been punished? There are lots of ways you could play around with the game mechanics to make punishment a more important part of the game.

I think it was better when you had to implement rules, regardless of fear. At least in hardcore mode.

IMO make mood less important for your slave's working results. It's a bit silly for me that even a completely disobedient slave with 9 red buds will still perform well in class as long as she is 'pleased', and earn a big reward. Meanwhile, if you put the fear of god into her with horrendous tortures, she will still perform relatively badly if she is not 'pleased'. If it is was necessary to implement rules, punishments, and BDSM clothing for your slave, it would be much harder for your slave to remain 'pleased' at all times. Having a very low mood has other drawbacks anyway, such as raising despair, so you would still be incentivised to keep mood above depressed, even if the mood had a lower impact on performance, relative to fear/obedience, etc. It doesn't seem right that it's optimal for my slave to be permanently 'pleased' from the very beginning! This is Rome!

Habitat/taming/awareness. A lot of effort has been made to make these interesting game mechanics, but currently, they can be ignored as they just rise themselves with no interaction. Within about 10 days I have 3-4 of each just by sending my slave to class and using rewards. Maybe make the specific clothes/rules/punishments that raise these more important, relative to whatever is making them raise automatically.


I got more thoughts, but that's probably enough for now!
 
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