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PDP19

Member
Aug 31, 2022
104
336
Did some experimenting with extreme difficulty on my overtuned "balance" branch:
  • Asking for sex related skill for specialization is a no-go, at least for C and D rank due to the repulse being very high
    • Maybe make the requirement progressive, so for C and D rank only need to meet 2 out of 5 requirements and add 1 per alphabetic rank above, S rank needs to meet all skill requirements of a specialization.
      • This will probably not make concubine or pony any easier to train due to inherent repulse of the related skill, might need to stop guild from giving low rank contracts of these specializations to reduce frustration
  • Food cost crushed the early game economy, might need to bump up the lower end contract payment a bit if making pub food more expensive
    • Or just lower the cost of all ingredients ffs. I'd call halving it except for alcohol.
    • Pub food should still be more expensive than cans. Maybe at 2/3/4/5 sparks, which will align with halved ingredient cost nicely.
    • Restoring dinner date to 8 sparks
    • Need various text changes regarding price drop (mainly barn related profit flavor text)
  • Depression loop is a false statement, sex club exist for a reason, you can easily shoot yourself all the way from 0 to max mood by one full service
    • How fast player gets horny and subsequently depressed needs another look, however
Some observations scratching my head over code seeing if I can make any progress:
  • Faction fame is shockingly cheap to obtain and guild fame for unknown reason gets a flat +5 and full rating per auction while brand fame only has += half of rating and with no flat base bonus.
  • The game has no events to introduce difficulty spike. There is no real hard time limit once you can survive early game and start turning profit. This makes the game stale. Some ideas to spice things up during mid game:
    1. A noble noticed your activities and personally orders you to train a slave with multiple specializations for him.
      • Can be seen as guild contract plus, the payout will be better than guild contract of same rank due to harder requirements and you are not stuck with the provided slave
      • Penalty will be money and fame?
    2. Mid game crisis (Stealing Stellaris ideas), which one happening is randomly generated on game start and trigger based on time and player financials while extreme difficulty will have the honor to be hit by all of them (will not all hit at once)
      • Disease crisis: public activities all become risky. Races, auction, club, or even just grocery shopping. Central forum will show the progress of finding a cure/vaccine and reward whoever can train witchdocs to help with the situation. It is able to re-infect cured patients after a certain amount of time has passed. Being infected will provide nasty effects gradually reducing strength and player skill levels (mind fog).
      • Sex crisis: A group of succubus wandered into Eternal Rome. They only eat cums and can go too far and kill people in the process. They also have very strong magical ability and obviously was able to cast Domini Dictum on guild staffs, making available contracts only concubine and provided slaves are all succubus (all the auction slaves will also be succubus just so you don't have any ideas). You can defuse the situation by either submitting and train enough of them (satisfy them all), or go to their base camp to start a very hard fight and make them swear they never do this again. Overcoming this crisis will be the requirement of Succubus transformation ritual in extreme difficulty due to the crisis guaranteed to be triggered.
      • Deny Access crisis: the fog breached the city wall. Thick fog now surrounds all districts except for the base camp outside the gate and whichever district player currently lives, making it dangerous to travel to other part of the city. Player gets option to explore the fog but cannot select the destination. Once player reach a certain district enough times, the path in fog will be recognized allowing player to consistently travel again. Note that auction and races are still held but you'll need to find a way there.
    3. A personal rival trainer (Stealing pokemon idea) who will challenge you with twin slave training competition (both sides start with exact same slave). The side ended up selling the slave for higher price wins money from both slave sales (you get nothing if you lose the competition).
      • The slaves will be contracted so you will pay a fine should you attempt to dodge it by not spending any effort to train
Edit: fell asleep when I was composing this

Working on new item: camping stove
You will have one by default and you need to purchase charges (currently thinking $10 per 10) for it
This should allow cooking in the slum having a convincing reason and this item will be required for the dungeon expansion.
I like the idea of the fog breaching the city walls and closes up the place a little for an undetermined amount of time. So for each travel you stand a chance to go into random encounter fights (probably medium difficulty) and if you lose your slave gets raped or something similar like that (stamina takes a hit, mood goes down) etc.

Gives the game a different edge. Because currently you can actually completely ignore combat as a game mechanic.

Just wanted to ask if the engine is robust enough to do events for slaves. So the slaves can interact with the slaver based on her current stats and get good/bad results that affect mood etc. This might make the slave training a little less mundane, because post D+ its pretty much the same grind upwards onto higher ranks.
 

Ingvar77

Newbie
May 1, 2021
92
48
Is this correct? Seems weird that the requirements does not include demonstration.
Its from an actual code

if slave_state = CONST_INT['slave_exist'] and slave['petting'] = 5 and slave['oral'] = 5 and slave['penetration'] = 5 and slave['fetishism'] = 5 and slave['orgy'] = 5 and slave['xenophily'] = 5: interaction_city = 15333
 
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alan0511

Newbie
Dec 4, 2023
33
23
Just wanted to ask if the engine is robust enough to do events for slaves. So the slaves can interact with the slaver based on her current stats and get good/bad results that affect mood etc. This might make the slave training a little less mundane, because post D+ its pretty much the same grind upwards onto higher ranks.
I'm not sure if you mean 'doable' by saying 'robust enough'. Judging by code syntax that's the least thing that needs to be worried about, but the complexity of interaction logic would be the bottleneck.

Can you elaborate what you mean by current stats? Maybe an example scenario?
 

PDP19

Member
Aug 31, 2022
104
336
Its from an actual code

if slave_state = CONST_INT['slave_exist'] and slave['petting'] = 5 and slave['oral'] = 5 and slave['penetration'] = 5 and slave['fetishism'] = 5 and slave['orgy'] = 5 and slave['xenophily'] = 5: interaction_city = 15333
Thanks for that. Still a bit weird that demonstration is not required and yet fetishism and xenophily are.

I appreciate the code digging.
 

PDP19

Member
Aug 31, 2022
104
336
I'm not sure if you mean 'doable' by saying 'robust enough'. Judging by code syntax that's the least thing that needs to be worried about, but the complexity of interaction logic would be the bottleneck.

Can you elaborate what you mean by current stats? Maybe an example scenario?
Im just tossing around ideas because I feel management games in general tend to be perhaps too emotionally cold, because lots of things tend to be about numbers when it comes to games like these.



So perhaps if the slave's nature if high (maybe independent and above) there would more likely be an event where the slave would ask for some time off (1 stamina bar) or if her pride is high (arrogant) she'll ask for better food quality or clothing etc. And there would of course be an option to accept (which increases mood, reduces despair etc.) or refuse (increase despair, lowers nature etc.)

Or maybe something even simpler, like high pride slaves would occasionally quip about poor standards, or how her life wasnt meant to be like that etc. No obligations or effects, just occasional text boxes about how the slaves feel. Even stuff like that can color the game a little more, instead of just grinding stats from day to day. Might even make it more tempting to purposefully train slaves with poor starting stats (like feeble endurance, which most of us I believe would traditionally avoid)
 
Jun 28, 2020
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Personally not really a fan of daily missions especially it's likely going to be repetitive after a few runs.
It would depend on how much stamina it saps from your slaver, you'll risk an entire day of training in hopes of getting a few sparks just to barely survive a week were you're short in funds, it shouldn't be like a job you use to thrive in money.

However, if the dungeon needs to be explored (procedurally generated when you enter it) it may be more interesting as now it's possible to toss in something other than combat in it.
That would take a lot of planning in terms of actions and items, if it was just combat it shouldn't be that difficult as it would be reusing the fog battles, about rooms randomly generated, something simple like how the pony racing track works could be implemented.

The one issue I can see is this activity competing for the energy stars you have each day.
That's the trade off, you trade whatever you'd do for the day for the chance to get some sparks so you can survive, say for instance that you already took a loan so you can ask for another one but you still somehow got 10 sparks left or whatever and your slave would take 3 or 4 days to be ready but next day is end of the week, so you take the deal, you delve into the dungeon for a day, gain x quantity of sparks and you make it barely through that day

Get rid of the generic "pet" training, I don't really know what that's supposed to mean.
Have you never had a dog/cat? pet training is meant to dehumanize the slave, "it" should behave like a cat or dog, eat from a dog bowl, meow instead of talk, clean it's body by licking it, walk in 4 legs, etc, that's what pet training is meant to be.
About how the contest would work... thought on something kinda like the pony races work, generate a bunch of performances at random that judges the stats of the slave (beauty, how clean she is, exoticism, obedience, zoophilia skills, pet skills and maybe dancing and fame) and maybe your stats (dominance, charisma, whip and artistic), the slave with higher points takes the prize.

Not entirely sure which post you’re referring to

Potions are *way* too cheap to make and is not a very engaging mechanism in first place since you’re not gonna brew a pot every day, probably not even every once in a decade while renting the lab(?) is one of the most expensive housing additions.
If the proposal is about allowing player to buy potions from a shop directly, it removes the value of alchemy completely. If they sell exclusive potions I’m not sure what’s the goal of it.
It's expensive because potions are kinda broken, aphrodisiac and philtre potions are very good for training and the rest mostly is useful in combat which are crucial when you're doing a hardcore run.

When composing this reply I stumbled upon an idea. What if we allow player to make Incense which expires daily? Potion stays for way too long but incense would make the investment actually have consistent value keeping around. It’s also possible to make the strength of effects tied to the skill or even potentially introducing negative effects if you’re making incense well above your level.
???
I... don't understand, potions only last for 1 day, also incense sounds kinda random, where have you seen that being used as a slaving tool? (game, media, history)

  • The slave isn’t going to have some magical instant transition but requires a certain amount of time to be fully developed
  • Regular food will give way less calories than they typically would including leftover and treats. The only exception is Fiend Cum which will provide same amount of calorie as it used to. Beware if you turn on nutritionist, it may attempt to overdose on regular food costing you a lot on buying food to keep her from starving.
  • As mentioned, cum will provide calories, which encourages sex activities. Rule: alarm will also provide calories. Mating any non-human will provide calories if you so choose to. Note that milking fiend may overwhelm the slave with calories.
  • A secret tracker (can be inspected by auspec) tracking source of calories during the transition period. This will lead to different forms of succubus depending on their main source of calories during their development. It will be set in stone once the transformation is completed and cannot be reversed. You will be notified about a ritual she will perform on the day of completion which she will have penetration sex and drain power from a source of her choice to complete the transformation.
    • Tracked in 4 values: food, master cum, human cum and non-human (fiend included)
    • If the slave is extra virgin and the majority of the calories (over 50%) is from master she turn into Devoted Succubus and a femdom scene plays (she will lose virginity to you due to the ritual, no guilt is generated, increased devotion). This type gets increased calories from your cum and can regenerate energy once a day from having sex with you. She will also have higher milk productivity and allow you to drink from source directly (once a day, recovering energy and mood). If not extra virgin, the bar raises to 75% calories from you and the devotion bonus does not apply. Important note about this type is that she will explicitly fuck you to complete the ritual, resulting in reduced strength level, offset by her breast feeding ability.
    • If obedience is too low and/or has despair, she will suck you dry instead (game over, highest priority condition)
    • If over half calories come from non-human she becomes Chaotic Succubus and will fuck your fiend to complete the ritual (if no fiend presents, she becomes regular succubus instead). Your fiend will shrink due to this (and killed if too small). Gain increased calories from non-human (including fiend cum) sources and increased training speed in xeno mating.
    • If over 30% calories come from regular food, her transformation is permanently stuck at half completion. However, this also means she will have more calories from regular food (still less than a regular human). The one downside of this type is she won’t be able to generate succubus milk and is now again available for all types of body modifications.
    • Lastly just regular succubus with nothing special. She will have sex around the town with unspecified amounts of entities (non human included). Small increase in fame.
  • Due to design and potential conflicts, succubus will not be eligible to have fertility or lactation modifications. Existing ones get nullified. Womb modified slaves cannot be turned into succubus.
  • Excess calories for succubus turn into succubus milk (new alchemy substance)
  • Fertility solely based on calorie count. Having high amount of excess calories will result in the succubus fertile thus can be impregnated
  • Not sure if I should add more to this, probably can
Way too complex, gaining calories or energy seems like enough of a trait for a succubus womb, don't take offense of this but there are things that you need to take into account, like... is it feasible codewise? can it be justified lorewise? is it fair gameplaywise? these are some questions that you have to make before doing anything, why? let's say I decided to insert a new thing into the game, dunno... a red lights district, is it feasible codewise? yeah doesn't sound impossible but it's a mechanich, in your case you added a lot of features in your theoretical trait, is too much complexity just for a single trait, traits so far have been things like "she is afraid of spiders" or "she enjoys sweets" or "she is good at painting" they are simple... is it justified lorewise? NOPE, it's verboten by the lore of the game because guilds have their own trades and they don't step on each other's business, slavers don't step on the prostitution business because the brothel won't step in the slaving business, the shops don't step in the coliseum business and so on and all it's mandated by law.... would the red light mechanic be fair? probably not as it would give you an advantage by getting some passive income which would then have to be counteracted by increasing your expenses and THEN after changing that the balance of the game will break in other areas that you are not paying attention just because of that. Now, imagine you developed that change without making those questions beforehand, you would have invested a lot of time and effort in something that may not be congruent in those areas.
Fortunately is just concept right now, like said before, I like the cab and the succubus womb concepts, may not be a thing right now or next time but who knows later on.
 
Jun 28, 2020
188
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Im just tossing around ideas because I feel management games in general tend to be perhaps too emotionally cold, because lots of things tend to be about numbers when it comes to games like these.
That's... how coding works, in the most basic form of things it's numbers... it's kinda hard to explain emotions in terms of numbers.

So perhaps if the slave's nature if high (maybe independent and above) there would more likely be an event where the slave would ask for some time off (1 stamina bar) or if her pride is high (arrogant) she'll ask for better food quality or clothing etc. And there would of course be an option to accept (which increases mood, reduces despair etc.) or refuse (increase despair, lowers nature etc.)


Or maybe something even simpler, like high pride slaves would occasionally quip about poor standards, or how her life wasnt meant to be like that etc. No obligations or effects, just occasional text boxes about how the slaves feel. Even stuff like that can color the game a little more, instead of just grinding stats from day to day. Might even make it more tempting to purposefully train slaves with poor starting stats (like feeble endurance, which most of us I believe would traditionally avoid)
Hmmm... events you say... I can see it work... the text scripts could be an issue...... hmmm :unsure: or maybe not that much of an issue taking some things into consideration.
 

alan0511

Newbie
Dec 4, 2023
33
23
???
I... don't understand, potions only last for 1 day, also incense sounds kinda random, where have you seen that being used as a slaving tool? (game, media, history)
It's expensive because potions are kinda broken, aphrodisiac and philtre potions are very good for training and the rest mostly is useful in combat which are crucial when you're doing a hardcore run.
Potion is too cheesable by only renting the lab for one decade and poop out however many you want then cancel the contract. There is 0 reason why you want to keep the lab around. They stay on shelf forever once made is what I mean. And as you said, their effect is too good for little investment. At that point maybe remove home lab altogether and make it a shop and making it cost you every time you make a pot.

Way too complex, gaining calories or energy seems like enough of a trait for a succubus womb, don't take offense of this but there are things that you need to take into account, like... is it feasible codewise? can it be justified lorewise? is it fair gameplaywise? these are some questions that you have to make before doing anything, why? let's say I decided to insert a new thing into the game, dunno... a red lights district, is it feasible codewise? yeah doesn't sound impossible but it's a mechanich, in your case you added a lot of features in your theoretical trait, is too much complexity just for a single trait, traits so far have been things like "she is afraid of spiders" or "she enjoys sweets" or "she is good at painting" they are simple... is it justified lorewise? NOPE, it's verboten by the lore of the game because guilds have their own trades and they don't step on each other's business, slavers don't step on the prostitution business because the brothel won't step in the slaving business, the shops don't step in the coliseum business and so on and all it's mandated by law.... would the red light mechanic be fair? probably not as it would give you an advantage by getting some passive income which would then have to be counteracted by increasing your expenses and THEN after changing that the balance of the game will break in other areas that you are not paying attention just because of that. Now, imagine you developed that change without making those questions beforehand, you would have invested a lot of time and effort in something that may not be congruent in those areas.
Fortunately is just concept right now, like said before, I like the cab and the succubus womb concepts, may not be a thing right now or next time but who knows later on.
Too complex in terms of how hard to understand or how hard to implement?
I make a living by coding, complexity is the last thing I would worry about IF there is already clear logic like I've listed. For users, you just need to know she now succs you or should be fed with fiend cum instead of eating regular food. You seem to forget that all the statuses are largely abstracted, for example, the game doesn't *really* tell you doing what gains tame and a random piece of nipple chain happens to rise that every day.

Oh and dear Archbishop Molaru (Taurus House) mentioned succubus in one of the refusal quote, so it is at least a concept recognized by the game's world.

And don't get me started on balancing, I've just composed an about how cheesable it is IF you know how to raise a cow, by poking into game file and see how the cow is rated. I will not attempt to make any changes to the mechanism of cow sale or barn system as a whole because duh someone put insane amount effort into making it, but personally will also not attempt to use it in any playthrough due to all the unexpected additional logic that needs to be handled to even be able to turn profit. It's almost like a new game of it's own, so to speak.

And all the obnoxiously cheap pub foods, you can say they're already messing up white town grocery store business because no sane person should ever buy any cheese or cream if they can easily maintain strength A+ eating just $3 daily.

Have you never had a dog/cat? pet training is meant to dehumanize the slave, "it" should behave like a cat or dog, eat from a dog bowl, meow instead of talk, clean it's body by licking it, walk in 4 legs, etc, that's what pet training is meant to be.
About how the contest would work... thought on something kinda like the pony races work, generate a bunch of performances at random that judges the stats of the slave (beauty, how clean she is, exoticism, obedience, zoophilia skills, pet skills and maybe dancing and fame) and maybe your stats (dominance, charisma, whip and artistic), the slave with higher points takes the prize.
Problem is training for different animal is totally different and you don't train a pony like a dog. By being a slaver you're already domesticating the slave by the standard statuses (tame, habit etc), thus nullifies any possible reason this generic skill should exist.





Unrelated edit:
So it seems like master increases pant size by a shocking 20xlibido, which means a max libido character go blazing in at most two days.
All the moodlets kinda just stick around and the boring moodlet is especially dangerous as it INCRESES requirement after your mood goes lower.
Code:
if master_moodlet['pos_show'] < (brand_reputation + master_cha)/2 - 1 - master_mood:
    master_moodlet['neg_boring'] = 1
    master_moodlet['pos_show'] = 0
    gs '$mod_master_drop', 1
This $mod_master_drop is outright disgusting as this penalty is comparable to a slave suicide and it will happen EVERY SINGLE DAY if you don't get out of it.
There are only a few ways of increasing master_moodlet['pos_show']: let your slave entertain you or watch races/colosseum fights. Basically penalizing people who don't spend energy on these activities that used to seem like fluffs.
The blazing moodlet penalty was never implemented due to an accidental reset of the day count during evaluation. It will probably be easily cheesable by going to brothel once every three days to reset the counter but that will still leave the boner negative moodlet active.
 
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alan0511

Newbie
Dec 4, 2023
33
23
Did development on the game stop? There's someone different posting the game in the OP.
It technically can never stop as long as someone still makes mods. The editor is readily available.
It also means the game can have numerous different versions that may be incompatible with each other, system-wise or lore-wise. Jack HF is NOT the original JoNT, it's already heavily modded with years of community effort. For one I'll be making more code for the game as long as I still have fuel to burn, and if my vision and world building stray from HF mod so be it, it'll be a separate modded version of JoNT that can no longer be called Jack HF.
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
1,823
Did development on the game stop?
The development is ongoing. Whenever the OP is updated, it means one task got added or completed. Last update: "Friday at 5:06 PM

There's someone different posting the game in the OP.
I changed my profile picture sometime this year but it's still me. :illuminati:

Edit:
It technically can never stop as long as someone still makes mods. The editor is readily available.
It also means the game can have numerous different versions that may be incompatible with each other, system-wise or lore-wise. Jack HF is NOT the original JoNT, it's already heavily modded with years of community effort. For one I'll be making more code for the game as long as I still have fuel to burn, and if my vision and world building stray from HF mod so be it, it'll be a separate modded version of JoNT that can no longer be called Jack HF.
It's already not called HF anymore since after v1.7.5, since Hongfire community is defunct :coffee:

The true cannon is Russian Branch v1.21, and ideally we don't stray away too much from this legacy in terms of difficulty balance or art direction. We can be progressive as long as what we add is 100% better and there's no way to think "it was better in 2014 when x worked this way".

v1.7.5 got criticized for the change of art.
v1.7.6 HF got abandoned because glitched
v1.8 received harsh criticism for making the game too easy
v2.2.2 received harsh criticism for making the game too hard

There were not many "Perfect" versions that satisfied nearly all the playerbase, but v2.2.3 is one of them which means we have a good basis to build upon with new features. :)
 
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alan0511

Newbie
Dec 4, 2023
33
23
The formula is balanced so that with high enough mood you avoid boredom regardless of whether you've done something fun recently.
My problem with this formula:
1. it's a negative feedback loop
2. most master_moodlet['pos_show'] already takes a minus master_cha before applying, this is essentially double dipping
3. instant reset is mean

posted a cherry picked from self running branch, let me know if it makes sense to you
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,213
861
My problem with this formula:
1. it's a negative feedback loop
2. most master_moodlet['pos_show'] already takes a minus master_cha before applying, this is essentially double dipping
3. instant reset is mean

posted a cherry picked from self running branch, let me know if it makes sense to you
Try playing with your changes for a while and see how it feels. I don't have time now. Variance is interesting and negatives create contrast. You've made mood easier to keep up with these changes. The effect will be to diminish the value of things that can raise mood. Ever try drinking alcohol when bored?
 
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alan0511

Newbie
Dec 4, 2023
33
23
Try playing with your changes for a while and see how it feels. I don't have time now. Variance is interesting and negatives create contrast. You've made mood easier to keep up with these changes. The effect will be to diminish the value of things that can raise mood. Ever try drinking alcohol when bored?
Who would've thought a chug a day keeps the bad mood away? Since gs '$mod_master_rise' is called before alcohol addiction is calculated, first alcohol every day has no negative consequence other than a financial one. Just giving people one more reason to go to pub and dine there because drinking there is cheaper than buying from the store and drink at home.

AFAIK no tutorial ever mentioned anything about master mood controlling, only slave one. Seriously, even is misleading and tries to convince people NOT to drink. People kinda just accept it since being depressed as a master can do just fine and after slave gets obedient it "automatically" goes back to positive. If slaver mood is not serving more significant function, probably not even worth changing. Perhaps master mood should affect slave mood: if a slave sees a happy master she would probably be more hopeful while master with a bad mood should make the slave more pessimistic.

Unrelated edit: investigating issue regarding significant mismatch between active sex and simplified sex. Master with high penetration is unable to reduce slave arousal significantly after making the slave repeatedly orgasm in active sex while slave is unable to lower master excitement effectively when using simplified sex.
 
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AdamWenston

New Member
Jan 3, 2019
3
0
How much has this game changed in recent years? I remember playing it something like nearly 10 years ago, and then a few years ago, and there was very little difference I noticed between versions. Just wondering if people are actively working on it. Thanks
 

alan0511

Newbie
Dec 4, 2023
33
23
How much has this game changed in recent years? I remember playing it something like nearly 10 years ago, and then a few years ago, and there was very little difference I noticed between versions. Just wondering if people are actively working on it. Thanks
Afaik the game has next to no QA resource if at all. A lot of dev time is really playtesting to see if shits makes sense and more time is spent tweaking existing numbers and formulas or fixing bugs but not making new features. At best adding more pictures to the game for existing actions. Last “big feature” I remember being added was the barn and it was… uh, 5 years ago.

Just a quick question, what feature or new content would you like to see? While I have juice for this game, might as well make a wish.
 
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qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,639
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How much has this game changed in recent years? I remember playing it something like nearly 10 years ago, and then a few years ago, and there was very little difference I noticed between versions. Just wondering if people are actively working on it. Thanks
For all the changes, you can take a look from the roadmap starting from the last version you played. If you had downloaded on Hongfire or before 2019, it was probably v1.7.3 or v1.7.5.

From the top of my head:
- Now all images are uncensored
- All girls now have at least one non-generic pictures for all sex scenes and normal scenes
- Soundtrack completely redone, taken from lossless sources, with the home and city ones changing based on your character's mood or status
- Obedience overhaul (every lesson used to have a given obedience threshold so you'd always follow the same training order, now it adapts to the slave's personality)
- Engine tweaks to make saving instant (could take a full minute)
- Re-translation of some lines and dialogues from Russian (cryo capsule was called "camera", Isabella would tell you she'd always been a "tomboy" instead of a "brat")
- Inclusion of mods, like the cheat menu, Julia the sister, or the moo mod

If you expect new storylines, mini-games, or such things... it hasn't been done, yet (maybe). The game is already finished, people simply work on the thing that interested them the most, or they saw was what the game needed in priority.

At least, and that's already a great achievement, the game is not worse than the previous best versions. In my opinion, everything has been improved, without drawback. And it isn't abandoned, we are close (in terms of % of features left to implement, time unknown) to release next version. :)
 
Jun 28, 2020
188
94
How much has this game changed in recent years? I remember playing it something like nearly 10 years ago, and then a few years ago, and there was very little difference I noticed between versions. Just wondering if people are actively working on it. Thanks
Something that has not been mentioned above is the diet system works in a different way, now it's a full new mechanic meant to control weight, can't remember how it used to work exactly though, there are also new small events on the slums meant to put pressure on you to move out.
 

alan0511

Newbie
Dec 4, 2023
33
23
Something that has not been mentioned above is the diet system works in a different way, now it's a full new mechanic meant to control weight, can't remember how it used to work exactly though, there are also new small events on the slums meant to put pressure on you to move out.
Reminded me there’s a bug on that event I shall go and fix. If you already lived at another location and canceled renting for whatever reason you default back to slum, if you visit slum the event is inappropriately triggered without considering how long you actually stayed at slum.
1. Fix the event to check days at slum instead of total day count or at least have a buffer
2. QoL change allow moving without contract cancellation
 
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