- Sep 12, 2020
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It's only in custom games, easy difficulty. Under settings menu.How do you enable the cheat menu in story mode?
It's only in custom games, easy difficulty. Under settings menu.How do you enable the cheat menu in story mode?
Let's fix that:The tutorial makes no mention of clothing having an effect on taming.
The descriptions of clothing have always indicated that they have effects. For example, collars say that they will remind the slave of her fate / her place.The only information that the game contains to suggest that clothing matters for any purpose beyond role play is that only recently have poor diligence lessons (but not refused ones!) suggested that suitable clothing might help.
By popular request:Things that a new player would be expected to intuit about items without any hints in-game:
Items have specific numerical effects per day that are hidden
Item effects on aura are compiled overnight
Granted, the game isn't cruise control, but there is substantial room for alternative play styles to be successful.I find it very illuminating when player concerns over tight time restrictions are replied to with a request for the save file and ultimately an example of how the dev would handle the difficult slave. While I respect the effort taken to show that the unwinnable scenario is, in fact, technically possible, it's always via a series of steps that only make sense to someone who is already deeply, intimately familiar with the game and its mechanics.
Easy and hard modes exist so that players can adjust the game to suit their preferences, but normal is not intended to be punitive. We've tried to create reasons for what exists in the game to be useful. As a result, in some cases not using what the game provides will make it harder. Using alcohol is very powerful for mood management, for example.But so long as easy modes and cheat menus exist, it's fine for the game to be balanced to the highest and hardest tier possible, right? Anyone who isn't willing or able to play "guess the developer's reasoning" can just go play in the corner.
Let's change that to increment only if the slave achieves maximum diligence.On some testing, I believe master_medic_rate increments 1 point on successful lesson, regardless of slave equipment or diligence.
I thought this was legacy but you're right, it wasn't in previous versions. It's been quite a while since this was implemented but I probably confused older versions linking enema training to the slaver's medical skill for efficacy with linking for skill increase because many other lessons use the same skill for both.Oh! And you might be able to get a little bonus medical skill out of teaching Enema fetish training? That's a nice little detail that I'm fairly certain isn't mentioned anywhere whatsoever.
Icon at top right of slave portrait or equipment screen.How Does one use the outfit manager? Ive seen screenshots and im using the Devbuild but dont see an option.
2.2.1 is ancient. The latest dev version is 2.2.6.x. Follow the instructions from the post there: https://f95zone.to/threads/jack-o-n...tsman-community-development.390/post-13795444Have I done something wrong? I dont see it.
That's an improvement.Let's fix that: View attachment 3656753
Likewise although i don't think you wanted to do this. Also i still want these effects to be mentioned at point of sale. For players willing to savescum it's still annoying to buy something thinking it'll do something from the description only to find it's worthless for their goal when they get home and need to reload. Anyone not willing to do that will just have to live with the sparks and energy cost for no benefit and as you say the point of the game is resource management.By popular request: View attachment 3656860
All of this seems, at my most charitable interpretation, dismissive and stubborn or entirely missing the point. I'm burnt out on these interactions and the game as a whole so i'm not going to spend a third day in a row responding to it. Likewise for the changes in the patch notes, probably a step in the right direction overall but i'd rather do anything else with my time today than go check. Maybe i'll comment on them at a later date.The descriptions of clothing have always indicated that they have effects. For example, collars say that they will remind the slave of her fate / her place.
Granted, the game isn't cruise control, but there is substantial room for alternative play styles to be successful.
Easy and hard modes exist so that players can adjust the game to suit their preferences, but normal is not intended to be punitive. We've tried to create reasons for what exists in the game to be useful. As a result, in some cases not using what the game provides will make it harder. Using alcohol is very powerful for mood management, for example.
Let's change that to increment only if the slave achieves maximum diligence.
What would you want to have had happen differently? By my reckoning, it has only been a couple of days since you shared your views - with specifics - and I multiple times expressed appreciation for your taking the time to do so.Look, while i appreciate that some of these issues are finally being addressed the process to get here was exhausting and infuriating. I'd mentioned the poor information clarity multiple times as had other posters before me but it wasn't until tbell's effortpost that changes were implemented and even then seemingly begrudgingly.
Difficulty is an ambiguous metric. I have to rely on others’ perspectives to know if the game is meaningfully more difficult, because I don’t play like others do.Also if your goal really is to keep difficulty in line with 1.7.5 it's bizarre that you aren't going back to check if that's true while also insisting it is and telling players they just need to adjust.
If I didn’t, I wouldn’t.Likewise although i don't think you wanted to do this.
Sure.Also i still want these effects to be mentioned at point of sale.
Not sure why you take what I write that way. Thanks for the feedback, and hope you feel better…All of this seems, at my most charitable interpretation, dismissive and stubborn or entirely missing the point. I'm burnt out on these interactions and the game as a whole so i'm not going to spend a third day in a row responding to it. Likewise for the changes in the patch notes, probably a step in the right direction overall but i'd rather do anything else with my time today than go check. Maybe i'll comment on them at a later date.
huh, there was a thread? mind linking it?Man, this thread seems crazy the past few days. I blame 4chan. The game was mentioned on a games thread about 2 weeks ago and I think you got a few new players cause of it.
A ton of great bug reports, and a ton of great fixes. If bews and I ever finish the image pack (the milfs are HOT, look forward to em. ) , I think ill have to go back to updating the wiki. heh.
huh, there was a thread? mind linking it?
it's such a minor mention I don't think that's it but thanksYou don't have permission to view the spoiler content. Log in or register now.
Finally, I made it. I spent about two days in this shit, version 2.2.6.10, and managed to live 69 days as Johny in HARD difficulty, then just found a bigger problem.Yes. Some starts can't rent an apartment right away, either due to cost or lack of reputation.
The version that is currently under development is 2.2.6.10.
In 2.2.6.13 those taming clothes do not increase taming at all!Bumped dev version to 2.2.6.13 (older saves are fully compatible; enable "Ignore version check when loading" in the Game menu)
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Available from git or from here as usual:You must be registered to see the links
There is one new image since 2.2.6.1 (attached -> goes in game/content/pic/mob). if you hadn't already downloaded the images that were attached to the 2.2.6.1 post, go back to that post (You must be registered to see the links) for the attached zip that includes images that have been added recently (2.2.5.4+).
Load the same game save saved in 2.2.6.10, taming clothes do not increase taming in version 2.2.6.13 unlike what will happen in version 2.2.6.10.Bumped dev version to 2.2.6.13 (older saves are fully compatible; enable "Ignore version check when loading" in the Game menu)
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Available from git or from here as usual:You must be registered to see the links
There is one new image since 2.2.6.1 (attached -> goes in game/content/pic/mob). if you hadn't already downloaded the images that were attached to the 2.2.6.1 post, go back to that post (You must be registered to see the links) for the attached zip that includes images that have been added recently (2.2.5.4+).
Intended. It isn’t zero, but reduced. Trying to find a better balance for taming that doesn’t involve clothing. Buffed taming from punishments. Buffed diligence from fear. Reduced overnight taming drop with high slave nature and low slaver aura.Load the same game save saved in 2.2.6.10, taming clothes do not increase taming in version 2.2.6.13 unlike what will happen in version 2.2.6.10.
Is this intended or another new introduced bug ?
Here is the same, give the slave same taming clothes, pass 3 days and different results ocur.