noIve been away from this thread for a while now, so can someone here illuminate me if the AI art packs are already implemented in the latest version?
The intention with all of the tweaks to slaver progression is to make starting choices more impactful. Took a lifetime to achieve those levels...
-> i absolutely agree with that realistic approach for starting proficiencies. But as a game it feels bad when you have to play it and spend a whole in-game year to raise a skill from B to A.
If a skill drops, you exceeded the soft cap.
-> i'd like to be able to see the caps on my currently played character
High diligence is fairly common even with low rankings.
-> not saying it's impossible, but the messages don't have a colored blurb to indicate the performance. Could you color the "deserves a perfect score" text in green for S result for example, like it's done for lessons/trainers? I think it could help the players.
This change was to close a nonsensical loophole of spamming deliberately low-quality lessons as a means of raising slaver skill faster.
->understandable. Linked to the above point, color telling the player when it happens would help clarity.
Depends on play style. Do you spend a long time on one slave before starting the next or do you work on short and long term projects in parallel? Skills have other methods to raise to D besides lessons. If you just play without focusing on slaver skills, their rise is a pleasant surprise/reward instead of a source of frustration.
->i work 1 slave at a time, i don't mind spending some more days. parallel projects aren't my thing in this game, too much micromanaging. i can be a bit of a perfectionist sometimes so when my mind says i want X to be green, who am i to say no and it can frustrate me. but that's a me thing.
->i'd like to have a progress score on the skill level like there is for slaver strength.
Magic also rises through application. Seems quite realistic if it's easier to master in fine arts than in medicine.
->the magic skill states that only magic of the highest applicable rank counts for this. so when your skill is B, only Tremedio counts. And you're probably not casting that often, i know i'm not casting it more than once per slave early, or perhaps never if i don't need to push for 4 fear early. I'd rather raise fear over a couple more days with less despair to avoid damaging base mental stats.
Slaver's energy is best spent on sex training as no one else can do it. An assistant is a "free" teacher for common skills once the slave is obedient enough.
->well, IF you have an assistant. it's more for the early game where you have to split your little energy between everything, especially when staying in the slums for a while. And, does assistant lessons raise slaver skills? if yes, it's contradictory because speaks of lesson that the slaver conducts himself.
Combat requires investment to advance. As does food.
-> they do, but i like spending more sparks than neurons for this.
Slaver and slaves were never the same. The continuity of slaver stats makes it possible to hover at the border and "maintain" with constant effort.
->i remember staying at the border of B/A slaver strength for a while because of cooking level, had to sex my assistant once to get that +1 and get back to A STR then train my slave's stamina, haha. it can feel a bit weird bt it's honestly alright.
It's not the same. Young fiend gives 1. Huge fiend gives 4.
->didn't really realize there was a difference. grinding 500 pts from A to S is just such a big gap compared to B -> A. It's the cap, i get it, but still discouraging.
Mood from clothing is very dynamic.
->i know traits can affect a slave's liking for clothing, bronies definitely don't hate pony gear (actually they get a mood bonus iirc). I guess it's fine as it is, it's just when tweaking an outfit to stay in a positive mood that it can get annoying but you can learn that easily per slave in a couple of days.
Maybe. Where? When switching difficulties?
->honestly no idea. switching difficulties is probably not meant to happen often so having a popup at that moment sounds good to me.
Thought we fixed that already?
->apparently not on may 31st 2.2.7 build, sorry. it happened to me with brony and pet slave. doesn't seem to happen for some other traits like nurse.
Examples?
->nothing comes to mind as is, it's just my feeling overall. Do stuff, hope it pushes things in the right direction.
-> i'm sorry. competitive rock paper scissors doesn't get more hardcore than this.
Yes, mood limits meal prep quality when not supervised. If skill is sufficient but meal quality is lacking, stock more variety of ingredients. Meat is optional.
->ah, so that's why. but no one supervises the assistant when she's the one cooking! Also, when an ingredient reaches 0, sometimes i get a downgraded meal (lower recipes) instead of assistant doing groceries again? Having the ingredient reach 0 before cooking when i have the "buy X" rule active feels weird. If i ask for cheese, i expect a constant supply of dairy goodness.
Unless i'm mad and assistant with ecstatic mood can still mess up (i usually fuck assistant to get her arousal down before she cooks to avoid distractions)
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Well. Since I have completed all special tasks in my recent Johny gameplay, I do not pay much attention to latest updates. Howerver, I still found a BUG. If you end a day when slave refuses to wear what she is wearing due to mood or some other reasons. The day counter will increase but you will not experience the day you passed. Here is a save. Firstly, I take this bug wrongly, so do not pay much attention to this save's name. I just not want to change its name.Thanks for pointing this out.
Thanks for sharing these insights.
It's easier now to add or replace art.
Definitely interested in new content. I'd like to implement localization too.
Wow, another Chinese player, rare to see. Good to see you.After many years, I played the new version of the game again. I found a lot of updated content. However, there are also many problems.
1. Sanbox cheating cannot give slaves indolent and dextrous traits. These new traits were not added to the original cheating module (I know that the cheating function was also a MOD at the beginning. In fact, my friend made a better cheating MOD, but because of the language barrier, it was not uploaded to f95 or contacted with the production team at that time)
2. Skill decay will occur due to the character background. I read everyone's feedback. This really raised the original Johnny's hell difficulty to another level. But in fact, everyone is more looking forward to adding exclusive plots to her sister. Many people even said that other characters should be added with daughter and mother plots after becoming nobles. Of course, because these feedbacks are not from f95 , not even from English, so you may not know
3, people actually hope to replace the old pictures that are not so refined. I know about copyright protection issues. Even my own painter friends have their works adopted by jackonine because I know about it. Of course, most people still maintain a tolerant attitude
4,, In fact, in non-English environments, no matter 1.75/2.22/2.23 versions, there are language localization versions and various MODs and revisions based on f95 forum and github versions. I don’t know if you are interested in these versions. These revisions did not make too many changes to the game source code. Most of them added special characters, story plots, and rich pictures
Leave your home via the front door after six (or more) days.how can i get Johny's sister after this
Thanks. Fixed in latest dev build.Well. Since I have completed all special tasks in my recent Johny gameplay, I do not pay much attention to latest updates. Howerver, I still found a BUG. If you end a day when slave refuses to wear what she is wearing due to mood or some other reasons. The day counter will increase but you will not experience the day you passed. Here is a save. Firstly, I take this bug wrongly, so do not pay much attention to this save's name. I just not want to change its name.
Please share this idea.That's it. I don't think i'm being unreasonable here. If you agree to this then I'll clarify my position on whatever you're confused about, briefly, and rejoin the discussion as long as it doesn't drag on for too long. If you think this is unacceptable then i won't comment here again, it's not worth the time or mood cost and 1.7.5 is still good enough as far as i'm concerned. I've given it a lot of thought and have one idea that i think will make almost everyone happy and be future proof. However it'll probably be a lot of work initially so if you are going to do this you should save it for a later main release so you can get that abandoned tag lifted.
Made a change in the latest dev build to skip auto meal prep if ate already and unable to produce better than canned food (unless living without a kitchen where no higher quality is possible).he still shut up and go to sleep just fine in the slum
can we come to a compromise here? add a mallus if the slaver go to bed hungry and don't let him automatically flops out canned foods and then complains about it
First saved game, yeah. I describled what will happen in old version. There is no same problem in new version. The cow's weight stopped dercreasing endlessly. I just think the new mechanic introduced to restore this problem is a little bit weird, at least, not fit my own intention. The huge calorie in some particular day makes Cow's weight increase not so smooth as it used to be and I find no good reason to explain this situation. "The farmhand finds the cow starve and feed her more in the following day?"First saved game
Second saved game, I just want to stopping her from fatting. I can not tolerate a Corpulent slave due to my own taste, so I sold her, since I do not have empty slot for her. Of course, I am too lazy to manage to spare time excrise her. Especially the micromanagement of this game is so time-ocuppying.Second saved game
Third saved game. I am not sure but I think if the assistant starve in one day, then she will lose one point energy in the following day. Is my guess right or not? If right, I do not think it is a good design, since it is an inevitable way to lose daily energy.Third saved game
Wow, you have found and solved this problem.Thanks. Fixed in latest dev build.
The cow is more hungry.First saved game, yeah. I describled what will happen in old version. There is no same problem in new version. The cow's weight stopped dercreasing endlessly. I just think the new mechanic introduced to restore this problem is a little bit weird, at least, not fit my own intention. The huge calorie in some particular day makes Cow's weight increase not so smooth as it used to be and I find no good reason to explain this situation. "The farmhand finds the cow starve and feed her more in the following day?"
In latest dev build, I've reduced daily calories for egglayers not on fattening diet to avoid unwanted weight gain.Second saved game, I just want to stopping her from fatting. I can not tolerate a Corpulent slave due to my own taste, so I sold her, since I do not have empty slot for her. Of course, I am too lazy to manage to spare time excrise her. Especially the micromanagement of this game is so time-ocuppying.
Yes, that is correct. But with the current design, if you are careful with her calories and consume enough for her to lose weight without starving, she will start eating more. So she adapts to how much you use her.Third saved game. I am not sure but I think if the assistant starve in one day, then she will lose one point energy in the following day. Is my guess right or not? If right, I do not think it is a good design, since it is an inevitable way to lose daily energy.
It's harder to reply when you format your post that way. (Reply/quote only captures what is quoted above.)Answered in line ->
Isn't it just a matter of aligning expectations to a slower progression?The intention with all of the tweaks to slaver progression is to make starting choices more impactful. Took a lifetime to achieve those levels...
-> i absolutely agree with that realistic approach for starting proficiencies. But as a game it feels bad when you have to play it and spend a whole in-game year to raise a skill from B to A.
Thinking about how best to address this.-> i'd like to be able to see the caps on my currently played character
I’ll add this to the queueHigh diligence is fairly common even with low rankings.
-> not saying it's impossible, but the messages don't have a colored blurb to indicate the performance. Could you color the "deserves a perfect score" text in green for S result for example, like it's done for lessons/trainers? I think it could help the players.
Unlike attributes, skill progress has always been opaque. I’m reluctant to piece this veil.->i'd like to have a progress score on the skill level like there is for slaver strength.
We need to fix that text, it’s not correct. If you auto-cast magic you’ll eventually get to S+ on those spells alone.->the magic skill states that only magic of the highest applicable rank counts for this. so when your skill is B, only Tremedio counts. And you're probably not casting that often, i know i'm not casting it more than once per slave early, or perhaps never if i don't need to push for 4 fear early. I'd rather raise fear over a couple more days with less despair to avoid damaging base mental stats.
You can train an assistant in the slums too. Assistant training slave does not raise slaver skills. In early game unless playing with an S+ teacher it’s more efficient to use other methods to raise common skills.->well, IF you have an assistant. it's more for the early game where you have to split your little energy between everything, especially when staying in the slums for a while. And, does assistant lessons raise slaver skills? if yes, it's contradictory because speaks of lesson that the slaver conducts himself.
Assistant shopping happens before cooking. If you see this again upload your end day autosave from the night before.->ah, so that's why. but no one supervises the assistant when she's the one cooking! Also, when an ingredient reaches 0, sometimes i get a downgraded meal (lower recipes) instead of assistant doing groceries again? Having the ingredient reach 0 before cooking when i have the "buy X" rule active feels weird. If i ask for cheese, i expect a constant supply of dairy goodness.
Fuck off peanut gallery shit stirrer. I made that opinion clear right at the start when i said i don't agree with this dev teams design philosophies and in a previous post where I realised i miss 1.7.5 and said i intend to go back to it. The point of it all was also clearly to elaborate that there's no point addressing individual concerns and solutions to problems i have with this branch, there's just too many of them. Maybe i am just an old man yelling at clouds now but there's also a ton of examples of my theory being correct. Both this branch and the russian one which are all that's left in active dev are objectively bigger gameplay departures from what the game used to be between 1.0 and 1.7.5. Almost none of those old versions are well preserved and if they were i wouldn't care what any other branch does, i'd have my version i'm happy with. How dare I have an opinion and express it, what a mystery why i rarely think it's worthwhile anymore.Amazing, such a massive write up on something that can only be described as an opinion.
At least the ending came with a conclusion " 1.7.5 is still good enough as far as i'm concerned ", which youd think should be the first thing that come to mind when writing this essay.
To keep it short make every change since then optional, a gui launch settings exe where you can enable or disable checkboxes for whatever changes appeal to each player. Have a few presets like your vision, qwerty's vision, legacy with no changes except bug fixes and qol changes etc. That would bring me back at least, while i don't think the issues with legacy were particularly bad i'd still prefer legacy's issues fixed so at that stage i'd consider your version better. I have no clue how you'd get the word out to the others that gave up, but if they do come back to try it we'll find out whether i'm right. Either way you'll be able to gather data on what most players find ideal and just leave that as the default settings while also giving total freedom to customise for anyone that disagrees. The stainless steel mod for medieval 2 total war has a more simplistic version of this mostly focused on ai behaviour as an example, don't have it installed right now to get a screenshot but it's a simple concept and i'm confident you get the picture.Please share this idea.
More optionality heard. As you rightly called out, a full 1.7.5 emulation mode would at this point be a massive effort since we would have to branch the entire codebase with “if 1.7.5 do old thing”. Plus deciding for every difference whether it constitutes a "bug fix" or a "qol change".To keep it short make every change since then optional, a gui launch settings exe where you can enable or disable checkboxes for whatever changes appeal to each player. Have a few presets like your vision, qwerty's vision, legacy with no changes except bug fixes and qol changes etc. That would bring me back at least, while i don't think the issues with legacy were particularly bad i'd still prefer legacy's issues fixed so at that stage i'd consider your version better. I have no clue how you'd get the word out to the others that gave up, but if they do come back to try it we'll find out whether i'm right. Either way you'll be able to gather data on what most players find ideal and just leave that as the default settings while also giving total freedom to customise for anyone that disagrees. The stainless steel mod for medieval 2 total war has a more simplistic version of this mostly focused on ai behaviour as an example, don't have it installed right now to get a screenshot but it's a simple concept and i'm confident you get the picture.
Thanks for the feedback you were willing to share. Looking forward to continuing the conversation if you are ever open to it.It's far easier and more pleasant for me to just stay on versions i like than to came here and argue for what i want your version to be.