- Sep 12, 2020
- 2,138
- 811
Sure, we can do that (slaver baseline health increase). As for the slaver losing spars, I haven't noticed it myself (honestly, haven't tested it recently either), which is why I'm asking.
I like this idea.Were I to give the arena lady unique quests, one of them would probably be finding her a Gladiatrix-loli to be a crowd drawer.
I wouldn't give them bigger prizes, but...Perhaps lolis that win fights get 20% bigger prize pools
I like this idea too.or increase the master's fame more with victory because, again, they're not generally known as fighters and that makes one that's successful more appealing and attention drawing.
Gladiatrix trait in particular doesn't factor into slave price formula. I like the idea of it giving a bonus inversely proportional to the age of the slave.But, and I apologize if I have missed it, that isn't the case.
Once the slave is obedient, you're right, the slave generally won't refuse orders unless you push her far out of her comfort zone. At that point it's more of a "soft" challenge - how quickly can you complete your training objectives? If she's doing what you say but getting D- grades, it'll take a lot more repetition to advance her skills than if she's getting S+ grades.One thing I've observed at least in my creation of two B+ slaves (and a few attempts at a D- guild contract) is that at about the C- level, raising a slave becomes incredibly easy and all difficulty transforms to pure time investment as they now like you enough to generally be totally obedient and rack up devotion and awareness as you train their core skills. I'm not really sure what could/should be done here, but I'd be interested in seeing a world where it's much easier to get slaves to the C area, and then progressively much harder after that. Maybe attribute influences beyond only Beauty. A+/S+ slaves should be incredibly difficult and rare, perhaps needing specific traits or exotic features. (Where are my animal-ear girls, demonesses, elves? Why is everyone in Eternal Rome human? XD Or maybe they're just really quite rare, which would be good!)
Or, to put it another way, F- to D-feels harder than any other portion of the raising process and where most of the gameplay is. The rest just takes time. (Although some of the more out-there shit like Xenophil I think I remember being mentioned as understandably very hard to do, I haven't tried.)
All good ideas, but I don't have any specific inspiration at the moment. If you or someone else can write some good dialogue or random scenes, I'm willing to do the coding to make them appear. Spontaneous behavior can be interesting, but we have to be careful. If it seems out of context, that can be worse than not having it. And random, repetitive dialogues quickly become another form of meaningless spam, so whatever happens should ideally be part of an ongoing narrative, a story... which someone needs to think up first.I feel like that could also lead into far more things than just that, which will make it quite an exciting change. Just as a baseline I think the one-slot system probably limits you a bit on what you can really do. That being said, I think the one thing the game is lacking at the moment is special events and character interactions. Isabella's thing is cool, but she also ceases to exist after joining you. Might be nice for her to have additional comments or things happen, y'know. Even something as simple as commenting on her treatment eight decades after she joins if you've kept her around. Eternal Rome is a city that feels enormous, but also nearly entirely dead, though I understand if that's perhaps the intention. The special rewards that have been postulated for actually fulfilling some of the shopkeeper's extremely specific slave desires could be quite a good avenue for that.
Not quite, the specific problem I'm not sure is even really possible to address within the framework of the game that actually exists. I was just commenting on the fact that high-tier slaves don't really feel that 'special', if that makes any sense? Combined with slave girls being pure human things can end up being a bit 'generic'. I like the way what they're willing to do is influenced by their stats though, like proud/willful ones being up for gladiatrix training when they might not want to do anything else. Perhaps it's less about making it 'harder without being impossible' is more a specifically-targeted 'make it harder if the slave's not high quality in the first place.'Once the slave is obedient, you're right, the slave generally won't refuse orders unless you push her far out of her comfort zone. At that point it's more of a "soft" challenge - how quickly can you complete your training objectives? If she's doing what you say but getting D- grades, it'll take a lot more repetition to advance her skills than if she's getting S+ grades.
Making it harder to reach higher ratings but not impossible would simply turn into an even larger time investment.
So, are you're looking for some kind of ongoing "hard" challenge with an obedient slave, or are you looking for less time to be spent on training after achieving sufficient obedience to avoid refusals?
Don't really have Taurs in mind. Just something like elf, animal-ear, or demonette girls could add a lot of variety to the sprites. Well even among the humans them all uniformly being naked leads to a kind of bland homogenity since there's no unique outfits around but I do understand that's probably for consistency. Still, I think any change in this vein is probably best saved for after a multi-slave/assistant system anyway where you might be able to keep ones you're specifically attached to around in the first place.We don't have non-human slaves because no one wants to review every in-game text to see if it needs a variant to account for unique slave physiology. I wouldn't be opposed to it in concept, but it's not a simple thing to add seamlessly.
Might give that a shot at some point. (Though I also might not, don't count on it ;P.)All good ideas, but I don't have any specific inspiration at the moment. If you or someone else can write some good dialogue or random scenes, I'm willing to do the coding to make them appear. Spontaneous behavior can be interesting, but we have to be careful. If it seems out of context, that can be worse than not having it. And random, repetitive dialogues quickly become another form of meaningless spam, so whatever happens should ideally be part of an ongoing narrative, a story... which someone needs to think up first.
Currently, you can take any raw material and turn it into something precious (with enough time and effort).Not quite, the specific problem I'm not sure is even really possible to address within the framework of the game that actually exists. I was just commenting on the fact that high-tier slaves don't really feel that 'special', if that makes any sense? Combined with slave girls being pure human things can end up being a bit 'generic'. I like the way what they're willing to do is influenced by their stats though, like proud/willful ones being up for gladiatrix training when they might not want to do anything else. Perhaps it's less about making it 'harder without being impossible' is more a specifically-targeted 'make it harder if the slave's not high quality in the first place.'
Ratings already require a certain average level of attributes. We could raise the thresholds higher.Ultimately the only thing that gates really high-ranked slaves is Beauty, even if they're otherwise relatively low quality it's not that hard to pump them up because it only checks skills, which are simple to deal with as soon as they're above F-Grade. The two I've gotten to B+ rank aside from Isabelle (and could have taken to at least A+, probably even S+ if I invested in the beauty surgery or made them famous) were both bought for two digits and were pretty easy to work with as well. Not really sure what could be done though, aside from a more extensive trait system or attribute requirements other than than purely beauty. (A+ slaves might need A+ intelligence and temperament or some such.)
After D-, it's an optimization game - if you play "optimally" then you can train her faster. The issue is, there's not a lot of time pressure, because once you get past the first few slaves, you're not at risk of running out of sparks. When you have all the time in the world, it doesn't affect much if you train her fast or slow. When players complain about the number of lessons to rank up a skill, it's often because the slave has low motivation and is learning slowly.I wouldn't really say it's something to focus too heavily on at the moment but at least have it in mind. It's kind of like there's a big wall between F- and D-, and after that there's not much. Too hard to get a slave to a low grade but too easy to a high one? Still, as said, addressing this properly would probably be more than a few simple tweaks so not worth looking at in earnest quite yet. Some people might even prefer it that way.
If it doesn't require any consideration in how the game treats that slave compared to others, it's as simple as adding some extra json files and image files to the content folder. If it requires calling up separate text or image sets (for example, "elf" images), that's a lot of work to make sure every image set and text has at least one appropriate variant.Don't really have Taurs in mind. Just something like elf, animal-ear, or demonette girls could add a lot of variety to the sprites. Well even among the humans them all uniformly being naked leads to a kind of bland homogenity since there's no unique outfits around but I do understand that's probably for consistency. Still, I think any change in this vein is probably best saved for after a multi-slave/assistant system anyway where you might be able to keep ones you're specifically attached to around in the first place.
Might give that a shot at some point. (Though I also might not, don't count on it ;P.)
Tsundere?Suggestion regarding Dialogue condition:
If slave has +5 horny and asks to be fucked, the dialogue with "resentment in her eyes" in response to being fucked is incompatible regardless of obedience.
Upload your save if you want us to give it a try.Would anyone mind sharing their strat for defeating the maneater in the arena? She only does green damage and my slave only has 70 green health max.
Look at the roadmap on the first post of the thread. The "dev" version currently includes everything that is marked completed (Can someone please explain it to me? I have 2.2v but there is also dev. version. What is the diffrence? Does the dev version have more content? From which one I should start?
Some feel it's easier, but most feel it is harder. Try prioritizing keeping mood at calm or better.Man, I haven't played this since like.. 1.7.5 I think? At least 2016 or so I think, and not very seriously since even before that.
I can't even beat a small fog fiend or get a girl to accept secretary or maid training without going all oraoraora on her and then things seeming okay for awhile until her temperament and nature just lead to mindbreak. I feel like my routine is the same as it used to be and I never had this much trouble starting off.
Did the normal game just get harder with all this work since then or am I rusty as fuck? It's kind of incredible.
The former. You need worthy opponents.Anyway, when you spar with slaves as the colosseum, does the text afterword along the lines of saying you can't improve from this mean I have to move up in terms of opponents to build more strength or endurance or is it closer to "You didn't get enough exp this time but will if you keep beating on them"?
Fighting was already terrible in 1.7.5. I remember trying a new game with a maxed out character, buying weapons and armors, and still failing my first fights.I can't even beat a small fog fiend
In 2.2, as opposed to 1.7.5, the obedience threshold for a lesson depends on the girl's affinity for each. For exemple, in 1.7.5 you could spam fitness training as much as you wanted from the get go, which was the first step to building obedience. Now, you'll have more trouble getting a fatass do 2 hours of cardio than making her do something which necessitates only to use her brain (unless she's dumb, in which case she'll prefer other tasks). All stats are concerned, for exemple a low temperament slave will hate being asked to use weapons (even in training) while some smart amazons might take the training with the aim to become better at combat until they can beat/kill you.or get a girl to accept secretary or maid training without going all oraoraora
Which is exactly the problem. The game changed. No more 1.7.5 routine allowedI feel like my routine is the same as it used to be.
ThanksI'm glad to see all the work everyone has put in over the years, so thanks guys.
After a couple more slaves the mood juggling started making more sense now. I think I was also having difficulty because in addition to my old habits of playing I also got saddled with two Guilty slaves in a row and one of them also being a masochist which I had a lot of trouble with. I'd have mostly positive comments about their treatment and conditions but I'd need Encourage to get them to a baseline of Calm most of the time.Some feel it's easier, but most feel it is harder. Try prioritizing keeping mood at calm or better.
The former. You need worthy opponents.
Yeah the combat in the game since the beginning has never been great.. Even when I started doing well at it in the past I feel like I didn't even fully understand why.Fighting was already terrible in 1.7.5. I remember trying a new game with a maxed out character, buying weapons and armors, and still failing my first fights.
Or the opposite, doing a full game starting from D- in every stat, and then being invicible just because I've spent 1000 in-game days and not by virtue of my strength stats (with same weapons and armor).
In 2.2, if anything, fights should be easier than before. Because we've balanced weapons (and edited out typos in the code) which should make most weapons (especially the small ones) hit as originally intended (based on cost and description.
Then the rest is mostly about sparing the strong opponents a lot in the colloseum, and eating well.
In 2.2, as opposed to 1.7.5, the obedience threshold for a lesson depends on the girl's affinity for each. For exemple, in 1.7.5 you could spam fitness training as much as you wanted from the get go, which was the first step to building obedience. Now, you'll have more trouble getting a fatass do 2 hours of cardio than making her do something which necessitates only to use her brain (unless she's dumb, in which case she'll prefer other tasks). All stats are concerned, for exemple a low temperament slave will hate being asked to use weapons (even in training) while some smart amazons might take the training with the aim to become better at combat until they can beat/kill you.
Which is exactly the problem. The game changed. No more 1.7.5 routine allowed
Thanks![]()
It's more about her physical condition than her weight. If she's feeble or weakened or dying, having an order to do cardio will require more obedience. And yes, if she goes from feeble to very much endurent, she'll more easily accept sport training.That affinity thing is interesting. In your example will a slave with a corpulent physique start accepting athletics training more as she gets slimmer? Or is her refusal of physical activity just inherent in her character permanently and she's always going to have a negative modifier to liking or accepting it?
That information is definitely going to help choosing initial training tasks if it means she'll mostly only accept specific things and let me start rewarding her listening to the slaver.
Wasn't expecting to feel like I'm learning a new game but it certainly makes it interesting again.
Skills and stats matter. The effectiveness of your actions (like Encourage or Explain her position) depends on the slaver's skills and stats and the slave's. You'll notice that the text describing the outcome of the action varies. If it says something along the lines of her not being impressed or not taking you seriously, then it wasn't very effective. Contrary to what some older guides suggest, it's not always best to use them right away.One trap I think I was falling into was starting training too fast. In the last versions I played you could start almost right away while doing the 3 day Explain Her Situation stuff but now it actually seems better to just take those first 3 days extremely slow as you finish those conversations. And I think my old habit of holding onto the Sundress until the slave started seeming broken in is less ideal now, it seems better to get her covered up with it right away just for that mood boost.
The wiki is outdated but the section on combat isn't bad for explaining the concepts. Most of the confusion comes from two things:Yeah the combat in the game since the beginning has never been great.. Even when I started doing well at it in the past I feel like I didn't even fully understand why.
Is the anime-sharing wiki still accurate? For the combat system as well as training and stats? I remember some more thorough guides but all the links in the wiki are dead and I imagine if they weren't they'd be obsolete now anyway but what about the regular page info?