- Jun 11, 2017
- 21
- 2
I've just revised this. Next day after taking kamra, if addicted, start the day with a half star of energy less, so kamra becomes half as effective. You can choose to continue with half star benefit or wait for addiction to clear so it returns to full effectiveness. Addiction also applies a next-day strength penalty.how does it lowers energy exactly?
Intended effect of negative mood. Stops at Aloof. Makes the "getting her ready for sex" phase slightly more interesting as pride raises refusal thresholds for sex. Tends to drop fast once she is obedient, if not sooner, depending how you manage her mood.My new slave doesn't have any devotion yet, but her pride is rising because she's unhappy.
Normal start is equivalent to custom start on normal difficulty, except that normal start provides some starting items and does not allow you to customize the slaver you choose. Also there are soft caps on certain slaver skills and/or strength depending which slaver you choose. Those soft caps are optional for a custom start, not applied by default but can be enabled using the checkbox under the slaver portrait when you are setting up the game.Is custom start the same as Normal Start (Story Mode). Or is custom start (Sandbox Mode)?
The slaver's starting skill levels matter more if it's more effort to raise them. This distinguishes the starts more, which is good for replayability. We're going for a "jack ofImperatorAugustusTertius
Can you do a Johny start and note how fast it is to level any skill with the recent change that requires A+ diligent or better?
I think nothing would change difficulty wise but it will make the process of raising skills significantly longer and raise the amount of money needed to invest into each slave (need to do more contracts to cover to cost of schooling, need to buy uniforms, etc)
essentially longer early game
Correct. If she's Dying, 50$ will revive her with C- endurance. If she is Feeble, supplements and nutritionist can fix that quickly too. I just made the tier 1 fights slightly harder but should still be able to win without armor. Even with a Weakened slave. Unless you get hit with a doubled attack in the first round. Learn the "safest" defensive stance for each style of opponent.>50$+ (minus medical costs) per decade from arena battles
Assuming your first contract slave is heathy and bodyable
Sometimes not all of the competitors finish. Slow and steady can win the race, or at least place. Even if not, losing a race still has training benefits. Buying pony gear and armoring the chariot may be required depending on the track. Not all slaves will be able to do this.can you even third place race without any training?
never even thought about race with untrained slaves
Start an easy custom game, change obedience difficulty to normal under settings, edit the slave to have those stats, raise her mood and send her to school.>With normal obedience difficulty, even a slave who is Passionate, Intelligent, Willful and Arrogant with 13 thorns of rebellion can achieve D- or better outcomes from school or tutoring lessons. Just keep her mood out of the red.
I would like to see this
The former, I hope! I'm keeping the changelog post up to date with what's in the latest code, and this is already released.So I can redownload and everything will be in working order? Or wait for next update?
Of course, I know why. I come here just want to say this design is not reasonable at all. No matter what your original purpose is, in my game, my own game routine, this mechanic makes Isabella's Obedience out of control and her level switchs between F-, D+ and C+ accordingly. I do not think you are intended to make this game like this, but it really happened. In this case, I have to claim this design is a totally fail. In fact, none of your changes I think highly of about trainning system compared to version 2.2.0. In recent versions, taming is somewhat too seperated from other factors. I do not think it is the initial intention of designer of those factors. A slave can have 5 awareness, 0 taming, 4 habits, 3 devotion at the same time! Actually, it is bad and can never been rated high.Her fear wears off quickly because she is devoted.
You are enforcing rules on her (checkbox on rules screen). When her obedience drops because of lack of fear, she would refuse some of the rules you set. Her inability to refuse is what is lowering her devotion.
Her arousal is maxed, so she is unhappy about the chastity belt, among other things. Your Johny's sex skills are D- so even if he has sex with her, it's not very effective. You have deny orgasm and no masturbation rules set, so she gets no relief.
Your Johny won't be able to keep her tamed her until he either improves himself (aura strength) or acquires a weaker slave to show off his dominance. (Actually, if you add heavy piercings, her overnight taming is more manageable, so escalating punishments would also work. Just don't give her tasks that she will refuse; let her guilt come from poor performance. Refusals would also lower taming.)
For example, if he gets a haircut and cosmetics to improve allure to S+, wears noble regalia, raises strength to B+, raises personality to C-, and casts magna magnifika, his aura will be stronger than Isabella's in the saved game you shared.
Or, if he's using Isabella as an assistant while training a slave weaker than him, Isabella's taming will rise overnight if she is wearing anything with that effect.
In short: when playing with a weak slaver, use Isabella as an assistant, not as training slave, for optimal results.
If you do want to train her, you can raise her obedience (minus taming) by focusing on the other aura stats. The taming items aren't helping and are making it harder due to mood penalties, so swap those out, and remove the rules she doesn't want to follow without forcing so that you don't lower her devotion.
Example of a weaker slave (even without magna magnifika or noble regalia, Unfit/Rube/Irresistible/Passive Johny's aura is stronger):
View attachment 3661367
I agree we need to improve this for Johny (and Uncle Tom). Which are, incidentally, the highest difficulty normal starts.Of course, I know why. I come here just want to say this design is not reasonable at all. No matter what your original purpose is, in my game, my own game routine, this mechanic makes Isabella's Obedience out of control and her level switchs between F-, D+ and C+ accordingly. I do not think you are intended to make this game like this, but it really happened. In this case, I have to claim this design is a totally fail. In fact, none of your changes I think highly of about trainning system compared to version 2.2.0.
These factors are different motivators for obedience. This says she is strongly rationally motivated to seek rewards and avoid punishments (awareness is her "it is better/safer to obey" self-talk) and is highly accustomed to following orders (habit is her acceptance of slavery) but does not instinctively feel that the slaver is superior (taming is reflexive obedience, her motivation to obey before thinking about it). Finally, she is motivated to obey because she has begun to adopt a slave morality (judging herself by how well she serves and pleases her owner before attending to her own desires).In recent versions, taming is somewhat too seperated from other factors. I do not think it is the initial intention of designer of those factors. A slave can have 5 awareness, 0 taming, 4 habits, 3 devotion at the same time! Actually, it is bad and can never been rated high.
With the goal of making training more varied, we've increased the extent to which attributes influence outcomes. A slave with S+ nature (willful) is consequently harder to tame. A couple of points difference here or there can have a big impact, as in the scenario you are experiencing. We can make this better without discarding the concept that taming can decline with low aura strength.In addition to reasonable obedience, there''s also an instinctive obedience, when your slave subconsciously feel your superiority and strives to please you. Less temperamental people are more prone to this type of obedience.
...
I will now say a few words about the superiority and physical resistance. It will be much easier to subdue the girl who initially feels that you are stronger and, on the other hand, if she feels that she is stronger than you, she will not want to obey.
Whether or not she will feel your superiority is influenced by several factors. First - of course - your physical strength. Second - your spiritual strength and charisma. Third - the experience of command, the ability to dominate. Finally - your appearance. Good looks make it easier to submit to you.
Isabella used to be a bit of a "cheat" - or at least we felt so - because of how good her stats were. We wanted to reflect her back-story better. She is desperate to escape from the Slums and she trades conditional obedience ("Just do not go too far; I will not work in fear") for safety. She also was not able to get into the city on her own merits, because of her age and appearance. So we adjusted some of her attributes and traits to better align to that concept. But we took it a bit too far since she is not fulfilling for you her promise ("if you treat me fairly I will do anything you command"). A boost to her obedience is clearly justified.Isabella herself, I think, is introduced to ease newbies' gameplay, but now her herself can be a big obstacle in gameplay. This is ridiculous, a slave with 3 devotion started is more troublesome than those with 0 devotion started. In old version 2.2.0, once you have enough time or sparks, you can easily conquer her and make her one of you family. But now her is the source of trouble.
Johny is a weak child so it's not unreasonable that he has trouble taming a mature, strong-willed adult. Even if Isabella's taming drops to zero, she still is useful as an assistant. I gave several examples earlier of how she can be tamed even in the current version. We've updated the tutorial to describe additional methods of raising taming.As you say, you know it is impossible to have Johny tame Isabella in the early part of game. So here comes the question what is the meaning of get Isabella in this timing, the very beginning of game, just to make this game harder ? or only to occupy one slot in croy room ? and you need to pay for it.
Let's examine whether Johny can prevent Isabella from losing taming in the current version by boosting his aura strength:Since you made taming bound with aura strength, if Johny do not train Isabella once you getting her, her taming will inevitablely get to lose to ZERO.
C+ food only drains B+ strength by 1 point. Johny has a high libido so he can gain multiple strength points each day either from sex or from physical punishments (if sex is refused). Even if Isabella's taming is zero, one point of fear is enough for her to accept sex currently.Then her level will become F- at the same time. As you know, to a poorly trainned slave, its mood is restricted to very low. In this case, whatever her cook skills is, B+, A+ or S+, she can only make C+ or D+ food everyday. How can Johny get B+ strength if he can only get access to C+ food ?
And a slave weaker than Johny, that must be a junk, can fetch no money in slave markt.
Devotion can increase even with zero taming, which would double her obedience in the current version. For example, raise Johny's allure (spa men's treatment) and Isabella's mood and put a wedding dress on her:Other factors ? even I raise her other factors all to five, her obedience is no more than 5. In this version, taming is an inevitable part of trainning.
All feedback is appreciated and will be taken in good faith, especially when it is detailed and constructive as yours has been. Thank you for taking the time to test and share your observations. While we may not (yet) see eye to eye on design, I hope we can continue to look for common ground.Last of all, I am disappointed to your changes in trainning system, it makes the system weird and irrational. You have more intention than wisdom.
Anyway, thanks for your efforts, though I do not think high of them.
In short to not require that level of proof to be taken seriously. My second post on this site was in this thread on may 27th 2023 and all the way back then it was addressing another poster also unhappy with the poor information clarity and unexplained mechanics changes, specifically regarding strength gain. We both agreed that seeing a numerical value for player strength would at least make it clear what's making it go up or down which is needed to even evaluate the cause let alone whether we agree with the reasoning behind those effects. I've just started a new game to grind out a leviathan for the raven crown to check in case it's needed for some reason (another day of my time irl and 112 ingame just to check this one thing i'm certain is an issue regardless, insane) but to this day you still cannot get a numerical value for player strength even with the crown. Even before that post i'd been playing and lurking since your initial release but didn't bother commenting about my issues after seeing how common it was for players to have concerns dismissed. You're implying i've lost my shit overnight for no reason but even though just the recent events are bad enough the reality is this frustration has been building for a very long time. I despise both drama and arguing and rarely engage in either, the fact i had to do this before i felt heard is obscene.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
That much is true and appreciated. However the cause of contention isn't that my high effort wasn't responded to favourably, it's that i had to go to that length in the first place.- and I multiple times expressed appreciation for your taking the time to do so.
I doubt you're incapable of it, more likely unwilling. Devs of other games are able to put themselves in someone else's shoes despite knowing exactly how everything works and what the "correct" response is.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.
Continuing from above i think that's what you want the game to be because you personally fall into that camp. However you realise admitting it upfront would alienate the majority of your audience and make this branch fall into obscurity like a kaizo mario romhack, so you have to pretend you're making what they want and then try to gaslight them into believing it. Nearly worked even on me, until i managed to find a copy of 1.7.5 and confirm i halfway believed the claim the difficulty was comparable and i'm just rusty. The state 2.2.2 was released in that devs thought was fine and the overwhelming backlash needed to walk it back is the most damning evidence supporting my theory, I think it's the closest yet released to what you really want.If I didn’t, I wouldn’t.
I hope you do because not knowing what items do anymore is a regular complaint and clear downgrade from legacy. Can't check the wiki anymore to find out and unlike legacy where use of any of these items was often completely optional it's damn near mandatory to have at least one if not several full sets every time now.Sure. ( these effects to be mentioned at point of sale )
Exceptionally hard to believe, i clearly think you're being duplicitous but i don't think you're stupid. Do i have to make a wall of quotes from players raising concerns, getting disheartened by your response and never commenting here again before you acknowledge this is a common issue? It won't be short. Still not gonna address those specific points personally, my wall of text is tall enough as is, he can come back and reiterate his case if he feels its worthwhile. I think you're using pilpul to chase away players willing to object to your changes. Once they're gone you can inch towards the real goal of making what you want to play with only the in-group who understand the real assignment left and anyone else not willing to speak against your vision.Not sure why you take what I write that way.
I did, until i came back and noticed you were celebrating my departure like it's a victory for your goals (yes you could argue i'm misinterpreting since i don't have absolute proof, i don't buy it, split that hair i know how this game is played). Every time i start to think i was wrong here there's something else to throw all of that generated good will in the trash. Assuming you're being honest about both your design goals and inability to understand a normal playstyle wouldn't players like me be exactly what you need to stay on target? I came back to say i'm considering doing a full run of 1.7.5 as fenris on hard obedience. I have never beaten this game on hard but i have a theory that legacy hard will be substantially easier than modern normal especially since i've picked up habits from your branch that are extreme overkill there, preliminary testing confirms this so far. However if my perception is right i'll be wasting days, weeks, maybe even months of my time for no benefit. I don't want to do that playthrough right now personally, i'm only willing to if it'll lead to a better version of JONT.Thanks for the feedback, and hope you feel better…
Yeah how entitled and butthurt some people get over a game these guys are putting out for free is pretty ridiculousWow you people really have a lot of free time
So angry and emotional over a free hentai game lol
Fair.In short to not require that level of proof to be taken seriously.
If you check the changelog post that I’ve been keeping up to date you’ll see that this was added yesterday.seeing a numerical value for player strength
Fair.That much is true and appreciated. However the cause of contention isn't that my high effort wasn't responded to favourably, it's that i had to go to that length in the first place.
Fair. I don’t want to spend my limited time playing an old version while trying to guess how someone else would respond to it.I doubt you're incapable of it, more likely unwilling. Devs of other games are able to put themselves in someone else's shoes despite knowing exactly how everything works and what the "correct" response is.
Fair. I think it’s somewhere in the middle. Not maximum efficiency and not smooth sailing in a straight line. The overall trend lately has been towards making the game easier.Glad you admit your playstyle is different though, until this comment i thought you didn't realise or didn't care. To be blunt, you have an autistic view of difficulty and normal play. My impression is you assume maximum efficiency no matter how tedious is the default and anyone not playing like that wants to but doesn't know how and simply needs to be told how so they can.
If I am understanding correctly, you want to be able to take any slave, leave them naked, ignore their rules, use only lessons (school + tutors allowed?), rewards and punishments, and always achieve an outcome where that slave can be sold for a profit. Anything else would be an optional efficiency boost to increase profit for time. Is that right?This simply isn't true and i'll reiterate - i want the option of using equipment, drugs etc to help training if and when i deem it necessary, not the expectation i'm making full use of all of them all of the time. I care far more about what's fun than what's efficient. The end result of this design process won't be 1.7.5 plus bug fixes and QOL improvements, it will be turbo-autists optimisation adventure and the niche for that is tiny.
I would hope the current version is closest to what I want. Design thinking evolves over time.Continuing from above i think that's what you want the game to be because you personally fall into that camp. However you realise admitting it upfront would alienate the majority of your audience and make this branch fall into obscurity like a kaizo mario romhack, so you have to pretend you're making what they want and then try to gaslight them into believing it. Nearly worked even on me, until i managed to find a copy of 1.7.5 and confirm i halfway believed the claim the difficulty was comparable and i'm just rusty. The state 2.2.2 was released in that devs thought was fine and the overwhelming backlash needed to walk it back is the most damning evidence supporting my theory, I think it's the closest yet released to what you really want.
I can provide a copy of the code. Image pack I’m not sure I still have.Going back to check is unreasonably difficult, an english version of 1.7.5 is not on the wiki and while i was able to find a copy anyway not everyone will.
I did.I hope you do because not knowing what items do anymore is a regular complaint and clear downgrade from legacy.
I think the change log says otherwise. Expecting me to remember what you said months ago isn’t realistic. If you got disheartened and stopped engaging, that’s on both of us. It isn’t my intent to shut anyone out.Exceptionally hard to believe, i clearly think you're being duplicitous but i don't think you're stupid. Do i have to make a wall of quotes from players raising concerns, getting disheartened by your response and never commenting here again before you acknowledge this is a common issue? It won't be short. Still not gonna address those specific points personally, my wall of text is tall enough as is, he can come back and reiterate his case if he feels its worthwhile. I think you're using pilpul to chase away players willing to object to your changes. Once they're gone you can inch towards the real goal of making what you want to play with only the in-group who understand the real assignment left and anyone else not willing to speak against your vision.
”Yay, new update” is how I respond to posts reporting an issue / asking for a change when I implement that change. I was attempting to draw your attention to the fact that I had added point of sale item effect displays.I did, until i came back and noticed you were celebrating my departure like it's a victory for your goals
Yes!Assuming you're being honest about both your design goals and inability to understand a normal playstyle wouldn't players like me be exactly what you need to stay on target?
I think it would be a waste of time to do a full playthrough with 1.7.5 for the purposes of testing. Playing for fun is another story. You can’t play them side by side with the same actions and achieve the same outcomes. So you have to decide on a standard, and you might as well just apply that standard to the latest version.I came back to say i'm considering doing a full run of 1.7.5 as fenris on hard obedience. I have never beaten this game on hard but i have a theory that legacy hard will be substantially easier than modern normal especially since i've picked up habits from your branch that are extreme overkill there, preliminary testing confirms this so far. However if my perception is right i'll be wasting days, weeks, maybe even months of my time for no benefit. I don't want to do that playthrough right now personally, i'm only willing to if it'll lead to a better version of JONT.
i do like some of your changes.
It shows more on extreme difficulty. But even on normal, try a side by side with two slaves that differ only on a single attribute (one F- the other S+). You can set this up with custom easy start for the slave editor, and set obedience difficulty to normal under settings.Slave personalities and willingness to do different trainings based on stats is nice in theory, in practice i can barely notice the difference.
We’ll cross that bridge when it comes.Much of the new art is nice however swapping it to ai being on the cards fills me with despair - it's shitty gifs 2.0.
I again have to mention it:In short to not require that level of proof to be taken seriously.
Well, calm down. No one gets to demand anything, first of all. Suggestions are welcome and the roadmap is filled with them, but just because one wants something doesn't mean a developer ought to do it for him. An asked feature appears if it appears, when it appears.My second post on this site was in this thread on may 27th 2023 and all the way back then it was addressing another poster also unhappy with the poor information clarity and unexplained mechanics changes, specifically regarding strength gain. We both agreed that seeing a numerical value for player strength would at least make it clear what's making it go up or down which is needed to even evaluate the cause let alone whether we agree with the reasoning behind those effects. I've just started a new game to grind out a leviathan for the raven crown to check in case it's needed for some reason (another day of my time irl and 112 ingame just to check this one thing i'm certain is an issue regardless, insane) but to this day you still cannot get a numerical value for player strength even with the crown. Even before that post i'd been playing and lurking since your initial release but didn't bother commenting about my issues after seeing how common it was for players to have concerns dismissed. You're implying i've lost my shit overnight for no reason but even though just the recent events are bad enough the reality is this frustration has been building for a very long time. I despise both drama and arguing and rarely engage in either, the fact i had to do this before i felt heard is obscene.
I happen to agree with you ^^ ImperatorAugustus won't deny it, he wants the game to be what most people would call "brutally difficult", this is fun and realistic for him.Glad you admit your playstyle is different though, until this comment i thought you didn't realise or didn't care. To be blunt, you have an autistic view of difficulty and normal play. My impression is you assume maximum efficiency no matter how tedious is the default and anyone not playing like that wants to but doesn't know how and simply needs to be told how so they can. This simply isn't true and i'll reiterate - i want the option of using equipment, drugs etc to help training if and when i deem it necessary, not the expectation i'm making full use of all of them all of the time. I care far more about what's fun than what's efficient.
Continuing from above i think that's what you want the game to be because you personally fall into that camp. The state 2.2.2 was released in that devs thought was fine and the overwhelming backlash needed to walk it back is the most damning evidence supporting my theory, I think it's the closest yet released to what you really want.
The end result of this design process won't be 1.7.5 plus bug fixes and QOL improvements, it will be turbo-autists optimisation adventure and the niche for that is tiny.
This is sad, I hate when media are lost forever and I like preservation work.The branch as a whole is at risk of becoming lost media.
This is a bit disingenuous. The game is not worse for creating changes that make the wiki wrong ^^ It was also giving false information back in v1.7.5. Saying that new version is a downgrade because it makes the wiki wrong is implying that the wiki was necessary back then, which was exactly something that was a reproach.I hope you do because not knowing what items do anymore is a regular complaint and clear downgrade from legacy. Can't check the wiki anymore to find out and unlike legacy where use of any of these items was often completely optional it's damn near mandatory to have at least one if not several full sets every time now.
Nope, he's simply counter-arguing better than most people so they want his head on a stickI think you're using pilpul to chase away players willing to object to your changes. Once they're gone you can inch towards the real goal of making what you want to play with only the in-group who understand the real assignment left and anyone else not willing to speak against your vision.
Misinterpretation ^^ He's saying "yay" to the other part of your post which is about you being happy about one new change. "yay new update" is the name of this emoji, and it's a celebration that the game is becoming better with your input, as not to discourage you from giving your opinions.I did, until i came back and noticed you were celebrating my departure like it's a victory for your goals View attachment 3668543 (yes you could argue i'm misinterpreting since i don't have absolute proof, i don't buy it, split that hair i know how this game is played).
Makes one wonder if "easy" obedience difficulty is like "normal" 1.7.5, and therefore would be, before stable version release if we decide to lower the difficulty, the best experience you can have with JONT. Don't let ego get in the way of you trying, you might have a good time ^^Every time i start to think i was wrong here there's something else to throw all of that generated good will in the trash. Assuming you're being honest about both your design goals and inability to understand a normal playstyle wouldn't players like me be exactly what you need to stay on target? I came back to say i'm considering doing a full run of 1.7.5 as fenris on hard obedience. I have never beaten this game on hard but i have a theory that legacy hard will be substantially easier than modern normal especially since i've picked up habits from your branch that are extreme overkill there, preliminary testing confirms this so far. However if my perception is right i'll be wasting days, weeks, maybe even months of my time for no benefit. I don't want to do that playthrough right now personally, i'm only willing to if it'll lead to a better version of JONT.
Our goals align, we want to make the game awesome, not have it be our personal thing with no regard to what the entire community thinks (actual beginners, returning averages players, and hardcore veterans).I sincerely hope i'm wrong about all of this. If I am our goals are aligned and there's no reason not to cooperate.
It's good you voice it out.Much of the new art is nice however swapping it to ai being on the cards fills me with despair - it's shitty gifs 2.0.
Thanks, it's actually nice to read, and important for motivation.I've focused a lot on the negatives here because my confidence in both the future and history of this game are at an all time low but in the interest of fairness i do like some of your changes. 1.7.5 has an issue with artifacting when hovering over text and images, it also causes an endless number of lav audio decoders to appear in my taskbar until it's closed - i'm glad to see both of these bugs fixed. Being able to click on the slave portrait in town to double check is a great quality of life feature so i don't have to go all the way home and back if i think i'm misremembering a stat while shopping. Slave personalities and willingness to do different trainings based on stats is nice in theory, in practice i can barely notice the difference. Reverting super-isabella is also good, railed against that on hf back when it was implemented, she's meant to be a poor man's assistant right now with risks to accepting her. And of course i like that some of my requests are finally being implemented.
Did you try the cheat menu on easy mode? I think it has an infinite energy option.How do you change the code to make it so you lose zero energy?