- Sep 12, 2020
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Which version are you using? What is the game difficulty? What are the master's stats? I meant to show the full screen, not just his mood.
Would you be allowed to extend a loan more than once?Since you're changing the money lender, you could maybe consider adding an option to take a new loan to pay for the old one.
I started a new game as Jhonny in 2.2.1 and needed to take a loan to finish training a guild contract. When the loan was due, I was 20 short of being able to pay back the loan and take a new one. Could have rolled back to almost a decade back when I bought a Livery I didn't end up using, but that was an unecessary hassle, so just cheated myself the missing amount, paid the loan and then took out a new one. In my head that was just me renegotiating a new loan to pay for the old one, something you do regularily in reality, but it would be neat if you could do so in game.
Yeah, I could see the sense of limiting it to being only doable once. Or only doable if you can pay like 50% of the previous loan back as you renegotiate, but that could be just as annoying as the situation I had. You shouldn't need to take more than two loans to get sustainable, unless you've screwed up big time or are in a debt spiral. But then again, might not be necessary to limit renegotiating, as long as the player can only have one loan at a time.Would you be allowed to extend a loan more than once?
Can you reproduce the crash by repeatedly saving the game? Did it happen anywhere or only when you were saving in a particular part of the game? Are you low on disk space? Are you manually saving and typing a filename or using the quicksave?On a separate note: A bug report for 2.2.1, or at least I can't remember having this issue in 2.2. Rarely when saving the game crashes instead. Creates an unusable savefile.
I guess it's more reasonable. But I remember that if you want to remain more energy after a combat with a strong enemy, drinking potion at the penultimate turn can't meet your demands usually.Unless you are lucky or have post-patrician rewards, I expect to need at least one healing balm in a top-tier mists battle. Those battles shouldn't be won consistently without consumables. If you are seeing that in your testing, then we should make those enemies harder.
In combat with multiple enemies, elven chainmail is less useful indeed, but temporary team enemies in game aren't hard to defeat lol.In most multi-enemy fights, you need two rounds to kill one, so that's two rounds of all of them hitting you. For an attack-first strategy, elven chainmail certainly helps, if one of their attack colors is green. But multi-enemies usually have lower base damage, and gothic plate gives slightly more base damage reduction than chainmail. Considering you are hit multiple times, gothic plate should leave you with more health at the end of the round, unless you are lucky with chainmail and most or all of the enemies picked green damage.
Agreed, severe wounds cost more to cure too.Your analysis makes more sense with the understanding that you're trying to kill them before they kill you, without using potions. But as I mentioned before, that's not really how I expect mists battles to go. For example, you should usually use a balm before your killing blow, to more efficiently minimize injuries. So minimum expectation for a difficult 1vs1 battle would be 5 turns: 2 turns applying attack multipliers, 1 turn using a super attack, 1 turn taking a balm, then 1 turn attacking again to finish.
Armor value difference between armors matters less than agility facing a doubled damage.After the first round, you might be taking double damage from more than one color, so this analysis is only for the first round, correct?
Yes, you are considerate.On the other side, with large loans as you said, the idea is to take credit against future profits so you can achieve your goals sooner. But unlike reality, there is no escape into bankruptcy; if the player miscalculates and is unable to pay the long loan, it would be a very frustrating dead end. Therefore, I think few players would take such loans. That's why I'm thinking to make them all shorter, so the potential loss from miscalculation is a smaller amount of playing time.
The music and art room may not be a good idea, I intended to join the expensive instruments like piano into rental, but similar to going to school or maybe be replaced by school and tutor.I was thinking along similar lines. Already in 2.2.1, we have some of the homes giving you certain rentals for free. (Included, really.) The music and art room doesn't exist, currently, so we'd have to think more about that one. What would it do, functionally? You wouldn't be able to teach those lessons without the space for the musical instruments and art supplies? Seems like you could have some instruments and art supplies without a dedicated room, but maybe we should require special supplies to train above B+ in music and painting (and dance?) at home. Need to think if school still should be allowed to train to S+.
Won't it make a burden more annoying?Not change it, but it might limit it. However, at the moment we are only allowing you to raise living standard by one level above the "natural" level of whichever apartment you choose. So for example, Necropolis can reach Luxurious but the "natural" level is Respectable. Purchasing better decor could be made a prerequisite to select the upper living standard.
I vaguely remember it took me about 60~70 days to train Fecility in version 2.0, I don't quite notice it in ver 2.2, because most time I'm reading codes, doing modifications and testing my content.How long does it take you to train an S+ slave? Felicity challenge gives you 120 days, so it's achievable within that if the slave has high enough attributes. I think achieving Legendary fame should take longer than 120 days / 12 decades. I've come up with a formula that puts it at 19 battles for a slave starting with no fame, while also having sensible alignment for early fame (D- "rumored" after 3rd arena win, C- "recognized" after arena champion battle).
Too much limits on fame.Change arena so it only allows multiple contestants based on guild reputation, not brand reputation. Guild reputation requires actually completing contracts. Also limit maximum number of arena battle contestants per decade to 3 (guild reputation + 1)/2 instead of current limit of 5 at A+ or higher brand/guild reputation. You'd be limited to just 1 battle per decade until B+ guild reputation, instead of being able to field 2 at C- brand reputation (which you currently reach after just a few arena wins
Get it, and no disagreement.Currently (2.2.1), eating S+ food can raise master strength to A+. Eating B+ or better quality food is necessary to avoid losing strength.
Food ingredients are for the master's meals, not for the slaves. They eat pet food and maybe occasional table scraps from the master if they are good slaves. The "fresh" food diet for slaves is still pet food, not what you buy from the grocery.
Yes it should be like this.In 2.2.1 it's currently a maximum of 150 sparks. Overall, I'm thinking that we want the cost of living to exceed what you can earn from arena events every decade, so that you either need to sell slaves or live in the slums. Raising the cost of rentals will accomplish that.
A CN colloquialism is that you suffer from illness due to poverty, you already lack for money, so don't be too pushy on money, we can set other bitter experience instead, as a driving force for players to move away the slums, for example, you have higher chance to get ill when you are dirty living in the slum, you can't sleep well so you recover one less energy when you have A+ strength, no tutor is willing to come to the slum to teach your slave, you have to repay extra money to the moneylendder for medium loans living in slum(that's the really ugly face of a loan shark), and repay a little less with a higher reputation.On the other hand, should living in the slums without selling slaves be possible? If not, that puts a fairly low limit on arena rewards at least for the early game, as with a single arena champion and a racing champion you can reliably earn 150-300 sparks while living expenses in the slums usually will be less than 100 sparks. Maybe we need to increase the cost of living in the slums. Protection money (bribes) to local gangs to leave you alone?
Easy to solve.One thing we decided not to do is scale up racing rewards for consecutive wins. Because we didn't want to create a situation where switching which slave you use for races would lose you a lot of potential earnings.
My mistake, but it's relatively easy, compared to B rank, F- to D-(0 to 1) is always easist.C+ requires 1 devotion and at least one mastered sex skill category for the slave.
C- needs no devotion, just enough obedience, skills and attributes. It does need some sex experience, but many young and mature slaves are generated with enough experience to qualify.
Good idea.I don't think we should remove the low ranked contracts entirely, but maybe a speed bonus should only be given if you are completing contracts at your guild reputation level or higher. That would make the lower contracts less valuable but not worthless.
Oh you can look forward to mine as well, though I haven't finished a half lol.I'm waiting for Pianocat's input on the barn as most of it is his design.
One thing I have to say about Fecility is, it took a lot of work in the codes, but the experience in game is worse, why I get killed just because I put her the assistant just for one day, like this, I get killed immediately for a small misfollowing even without a warning.Right. For Felicity I prefer to just train her and get rid of the spoiling "naturally." A fully skilled master has plenty of tools for dealing with a spoiled brat. In fact, I feel that Felicity isn't challenging enough. Maybe we should make her harder by adding some interesting traits...
Can't reproduce it. Doesn't happen consistently and obviously can't reload just before it. I'll try to keep an eye on when it next happens, if I can remember what exact actions I took after the previous save and try to replicate, but might not happen any time soon. The crash isn't that common, but has happened to me about ten times now. I think it has happened to me mostly around combat, because I always save at the start, but I seem to recall it happening at home too. I'll keep an better eye on it. Plenty of disk space, has happened both with manual and quicksave.Can you reproduce the crash by repeatedly saving the game? Did it happen anywhere or only when you were saving in a particular part of the game? Are you low on disk space? Are you manually saving and typing a filename or using the quicksave?
Does audio work for you? Sometimes crashes in the past have been related to audio issues.Can't reproduce it. Doesn't happen consistently and obviously can't reload just before it. I'll try to keep an eye on when it next happens, if I can remember what exact actions I took after the previous save and try to replicate, but might not happen any time soon. The crash isn't that common, but has happened to me about ten times now. I think it has happened to me mostly around combat, because I always save at the start, but I seem to recall it happening at home too. I'll keep an better eye on it. Plenty of disk space, has happened both with manual and quicksave.
if interaction = menu_xxx:
if interaction = menu_xxx:
, menu_xxx will be assigned a default value 0dynamic $replace($function, 'dyn'+'slave', 'slave')
..... dynslave_rate['moral']
completely replace dynamic "..... <<args[0]>>_rate['moral']"
?
Dynamic "<<$args[0]>>['xxx'] = 1" &! No matter
Dynamic "<<$args[0]>>_rate['xxx'] = 1" &! No matter
Dynamic "<<$args[<<args[1]>>]>>['xxx'] = 1" &!Error, '<<>>' can't run in another '<<>>'
Dynamic "<<$args[0]>>['<<$args[1]>>_xxx'] = 1" &! ???
Dynamic "<<$args[0]>>_rate['<<$args[1]>>_xxx'] = 1" &! ???
Dynamic "
...
dynamic $replace($function, 'dyn'+'slave', <<$args[0]>>')
...
"
menu_item.json provides the actual values for those menu_xxx variables, which need to be unique. Each key name (string) in menu_item.json is interpreted as a variable name. We could switch to strings instead, and should, as one of the reasons for large save files is sparse arrays - QSP saves every element between index 0 and the largest, even un-initialized ones, so saves are full of zeroes.Since you can useif interaction = menu_xxx:
What's the value of menu_xxx in menu_item.json used for?
Yes, this can be done. I discovered the dynslave approach later in development and did not go back to refactor all of the earlier code to make it more readable. Although, in your example, you might still need the contents of $args[0] instead of dynslave, but you could pass it in through a $replace.Since you can usedynamic $replace($function, 'dyn'+'slave', 'slave')
Can..... dynslave_rate['moral']
completely replacedynamic "..... <<args[0]>>_rate['moral']"
?
As long as you don't have something where you're trying to evaluate a substring inside another substring (<<abc<<def>>>>), it's usually ok.
Dynamic "<<$args[<<args[1]>>]>>['xxx'] = 1" &!Error, '<<>>' can't run in another '<<>>'
Dynamic "<<$args[0]>>['<<$args[1]>>_xxx'] = 1" &! ???
Dynamic "<<$args[0]>>_rate['<<$args[1]>>_xxx'] = 1" &! ???
I fixed a bug when I replace all '<<$args[0]>>' with 'dynslave' in $function, and replace the codes at the calling area withDynamic "
...
dynamic $replace($function, 'dyn'+'slave', <<$args[0]>>')
...
"
shes weakened ...give her supplements and just let her rest until the health is normal... thats what i would do. The energy u get from having a healthy slave outweighs the time invested (and u get some obedience anyway over time). Are u playing on harder difficulty, so that u need more than 2 rules? Are u beginner in this game? Maybe normal difficulty would be good for ur first run.I passed the tutorial(all 3), but there you are already given a lot of things by a skilled master
a starting guild contract for a servant and a wasted week - when trying any non-verbal punishment, she gets into a fight, loses energy and takes two days only to get out of the red star zone.
yes, you can send her to a public toilet twice, after which she agrees to the simplest actions (but she does them in such a way that she only provokes further punishments), but this is 25 sparks for treatment and it is not known how many more expenses for restoring mood - and at the beginning of the sparks and without it is not enough
I'm ready to listen to advice -
u could add ur own art, u know that?Does this game still use already made CGs from other eroges or have there been new original art?
But what about this game’s art? I am not an artist.u could add ur own art, u know that?
Yes error always happens in nested evaluations, I tested for several times, and this one succeeded to run, is there any other forms of codes. Correct ones, more readable better.As long as you don't have something where you're trying to evaluate a substring inside another substring (<<abc<<def>>>>), it's usually ok.
When you do have situations where you need to do nested evaluations, sometimes you do it outside the dynamic, when constructing the string that dynamic operates on, like this:
dynamic "<<$args[" + $str(args[1]) + "]>>['xxx'] = 1"
dynamic $args[0] + "['<<$args[1]>>_xxx'] = 1"
dynamic $args[0] + "_rate['<<$args[1]>>_xxx'] = 1"
$test_dynamic = {
$name1 = $args[2]+'_'+$args[3]
dynamic "$name = $<<$args[2]>>_<<$args[3]>>"
$description1 = $args[0]+"_"+$args[1]+"["+$args[2]+"_"+$args[3]+"]"
dynamic "$description = $<<$args[0]>>_<<$args[1]>>[$<<$args[2]>>_<<$args[3]>>]"
msg "<<$name1>> = <<$name>> <br> <<$description1>> = <<$description>>"
}
$test_name = 'sally'
$show_description['sally'] = 'test succeeded'
dynamic $test_dynamic, 'show', 'description', 'test', 'name'
Maybe the bug I found was because of a missing '$' ahead of nested substringsI'm not understanding what bug you found, but in your $replace you are missing a ' before <<$args[0]>>, or you could just use $args[0] without the <<>>.
Is there a bug in code you added or in the original?Maybe the bug I found was because of a missing '$' ahead of nested substrings
Where I added, the original has no problem.Is there a bug in code you added or in the original?