ebemise42069

Newbie
May 4, 2022
33
64
I randomly stumbled on this YouTube : View attachment 4748611 View attachment 4748622

I really like these IA renditions. Recent conversations with members here convinced me that retro style is the best for JONT. It would retain its essential "game from an other era" vibe, while allowing progress (more girls, changeable outfits, facial expressions, etc.).

I thought about it before View attachment 4748664 ; and when looking at the visual history of JONT (especially between 2014 and 2021) it really makes sense. As long as hands don't have more than 5 fingers of course ^^

Modders remain free to use the artstyle they want, it's mostly just a rule of thumb. But it's likely to tip the scale if there end up being several concurrent modpacks.
I also think it would fit the atmosphere of Jack-o-nine Tails perfectly! There's just something about this retro-esque filter on the anime genre that gives it such an immersive, if not nostalgic feel.
 
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ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,247
884
Updated dev version to 2.3.2.3. Changelog: https://f95zone.to/threads/jack-o-n...ugustustertius-qwertyu12359.390/post-14806958

Roadmap idea for discussion: What if we cap slaver ability to raise slave sex skills by slaver's own skills (depending on sex skill, various slaver skills are used, not only from sexual category, e.g. demonstration uses artistry)? Gameplay effect would be either a much longer grind (only if you can afford it) to raise early game slaves to high ranks, or (more economically) going through more slaves at lower ranks while building up slaver skills to be able to train higher slave sex skills to qualify for higher slave ranks. Potentially this constraint could also bring shops into play more with more time spent at the C tier.
 
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RedGreen3

Member
Apr 13, 2020
287
116
I randomly stumbled on this YouTube : View attachment 4748611 View attachment 4748622

I really like these IA renditions. Recent conversations with members here convinced me that retro style is the best for JONT. It would retain its essential "game from an other era" vibe, while allowing progress (more girls, changeable outfits, facial expressions, etc.).

I thought about it before View attachment 4748664 ; and when looking at the visual history of JONT (especially between 2014 and 2021) it really makes sense. As long as hands don't have more than 5 fingers of course ^^

Modders remain free to use the artstyle they want, it's mostly just a rule of thumb. But it's likely to tip the scale if there end up being several concurrent modpacks.
Those pictures are perfect! My gpu broke so I have to abandon my image pack for now, but I wasn't satisfied with it anyway. If someone could make girls like that, it would be amazing.
 
May 5, 2020
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Updated dev version to 2.3.2.3. Changelog: https://f95zone.to/threads/jack-o-n...ugustustertius-qwertyu12359.390/post-14806958

Roadmap idea for discussion: What if we cap slaver ability to raise slave sex skills by slaver's own skills (depending on sex skill, various slaver skills are used, not only from sexual category, e.g. demonstration uses artistry)? Gameplay effect would be either a much longer grind (only if you can afford it) to raise early game slaves to high ranks, or (more economically) going through more slaves at lower ranks while building up slaver skills to be able to train higher slave sex skills to qualify for higher slave ranks. Potentially this constraint could also bring shops into play more with more time spent at the C tier.
i think this would be a good idea if either there were some additional way to train slave sex skills added (ie something similar to paying a tutor or sending a slave to a slave school but for sex skills -- maybe something with the salon of madame jofre?) or additional ways to raise the master's sex skills more quickly (eg, say, training slaves when they're at the cap you can train gives you additional insight, like how tentacle lessons increase tentacle hp when you're at the cap for the tentacle you have; or maybe just some other activites other than active sex (opaque) and sex education (grind) that can grant the slaver some extra sex skill xp)

i think it's definitely an interesting idea though -- having slaves be soft capped at C+ provides a new sort of midgame the game doesn't really have right now, where you can train slaves good enough to get an apartment and leave the slums but not good enough to become self sufficient and/or start going towards training a patrician. but as far as the level of grindiness goes you have to account for the lack of a chimera earring limiting the amount of sex lessons you can do per day more than your energy if they make you cum too much. this change would add a new phase to gameplay progression, but there needs to be relevant content matching the phase to make sure it's more than just an arbitrary grind roadblock stopping you from progressing, something that makes being at that phase meaningful.

also, isn't artistry the only non-sex skill used for training some sex skills? it's also (in my opinion) the second-slowest skill to raise, only behind medic skill, and since it decays that means half the characters would be hard stuck at the sex skill grind no matter what
 

tanukk1

Newbie
Nov 1, 2024
64
115
Like mentioned above, as long as there's still a way to train S+ slaves without maxing any decaying skill...I'd be ok with the change

Also, my previous mid-game strategy was raising cows, and it'd be kinda sad if the lack of sex skills completely tanked their value.
 
May 5, 2020
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Like mentioned above, as long as there's still a way to train S+ slaves without maxing any decaying skill...I'd be ok with the change

Also, my previous mid-game strategy was raising cows, and it'd be kinda sad if the lack of sex skills completely tanked their value.
i think only the fisting skill and xenophily level contribute to cow price, all the other sex skills have no effect
 

tanukk1

Newbie
Nov 1, 2024
64
115
New dev build - new bug maybe? I don't think I had this happen before. But I started another game and did things in a different order, then I wasn't getting the negative moodlet there anymore.

I don't want to deal with the hardcore starts anymore, so my concept was a souped-up Johnny who at least starts with some gear and a full wardrobe. I bought and equipped a bunch of shit before even getting a slave, so maybe that's why.

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May 5, 2020
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Maybe I should put this list in the game files, but I like discussing music here. :)
speaking of this, i was listening to a piece for the music class i'm taking and while i was listening to it all i could think about was how fitting it would feel for this game. Prelude No. 6 - Andante Mystico by Ruth Crawford Seeger. there's a couple performances on youtube but i've attached the mp3/mp4 they had us listen to
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
1,710
1,898
speaking of this, i was listening to a piece for the music class i'm taking and while i was listening to it all i could think about was how fitting it would feel for this game. Prelude No. 6 - Andante Mystico by Ruth Crawford Seeger. there's a couple performances on youtube but i've attached the mp3/mp4 they had us listen to
Thanks for the suggestion! It could fit. It makes me think of home_verybadmood (is it in the same key?). Concretely I don't have an immediate use for it, but I'm bookmarking your post so I can come back to it.

Another very tense music that almost made it was: .

Recently, I gave the soundtrack to chatGPT so it could pick up patterns:
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Conclusion: to expend, focus on minor/modal harmonies, unpredictable or irregular rhythms, and a dark orchestral palette. Avoid overly bright, simple or major key music, as well as modern or synthetic sounds. Keep rhythmic complexity and a somber harmonic structure to match the existing depth and tension.

Its suggestions (that I agreed with):



The song it made me think about and I want to include:
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,247
884
New dev build - new bug maybe? I don't think I had this happen before. But I started another game and did things in a different order, then I wasn't getting the negative moodlet there anymore.
Thanks for the report. You can fix this save by equipping the noble regalia followed by the housecoat. The corresponding moodlets are applied when you first purchase those two outfits, and linger incorrectly if you never actually equipped them. Dev version updated with a non-retroactive fix (for new games only).
 

spiritfrost

New Member
Nov 14, 2024
1
0
Can someone tell me a reason, as to why my slaves just escape spontaneously?
I get a new slave, everything goes well, but at the 4th or 5th day the bitch just runs away! Even if my assistant supervises her, the slave can still just escape.
 

ImperatorAugustusTertius

Engaged Member
Sep 12, 2020
2,247
884
Can someone tell me a reason, as to why my slaves just escape spontaneously?
I get a new slave, everything goes well, but at the 4th or 5th day the bitch just runs away! Even if my assistant supervises her, the slave can still just escape.
Put in dungeon / choose sleep in cells rule or put a collar on them.
 
May 5, 2020
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37
Can someone tell me a reason, as to why my slaves just escape spontaneously?
I get a new slave, everything goes well, but at the 4th or 5th day the bitch just runs away! Even if my assistant supervises her, the slave can still just escape.
in order for her not to get away, she needs to have a collar and a brand (or, if she has a magical brand, you can track her down without a collar)

lore-wise, i think it's that she needs a collar so people can tell she's an escaped slave, then upon examination they find your brand and know it's your slave (bringing it to you for free). or they find the contract brand and give it to the guild, who then gives it back to you (at the cost of some guild reputation, because then the brass find out you let a slave escape). or if she has a magical brand, the slaver can use it as a homing beacon to track down personally, so other people don't need to figure out she's an escaped slave (and so she doesn't need a collar). i think it's implied that if she just has a collar, they don't have a way to figure out she's yours so she just goes to the guild or farid or something.

the actual trigger for an escape attempt is the slave having mood less than -1 (ie melancholic or worse) and having a temperament greater than her obedience (ie a slave with -1 obedience might make an escape attempt regardless of temperament, while a slave with 3 obedience would only make an escape attempt with A+ or S+ temperament). if a slave's devotion is 2 or greater, they won't ever try to escape regardless of their obedience.

the supervise rule does make escape attempts less likely, but it does not prevent them. the escape attempt code looks like this (i've highlighted the variable 'n' since the assistant impacts it)
1745112977683.png
the weird formula is basically just "pseudo-random integer between 0 and n (uninclusive of n)", so you have a 1 in n chance for the slave to make an escape (the formula is used to prevent savescumming, since the number is based on the current day).

in summary, to abate escape attempts, you want a fully devoted assistant with high intelligence, high nature, and high gladiatrix skill, while being a slaver with a high personality stat. but in the early game when you don't even have an assistant, it's much simpler to just put a collar and brand on her (which you should really be doing either way, because brands give slaves passive habit over time and collars give slaves passive taming over time). with how cheap the leather collar is (3 sparks) and how cheap branding is (free if you have a dungeon, 10 sparks at uncle bo's otherwise) you should really be doing both no matter what stage of the game you're at.
 
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May 5, 2020
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by the way, question for the devs -- i've found that on the day of a guild auction, loading an auto_day_end save, ending the day, and selling the slave at auction makes her consistently sell for more than loading an auto_day save and selling her at the auction. as far as i can tell, auction sell price is otherwise deterministic when loading a save/savescumming, and looking at the code i can't think of any reason why this would be happening. maybe something with npc_participation_chance? (it certainly doesn't help that a lot of the variables involved have nondescript names like 'a' and 'z'). any idea what causes this?
 

Ingvar77

Member
May 1, 2021
107
55
by the way, question for the devs -- i've found that on the day of a guild auction, loading an auto_day_end save, ending the day, and selling the slave at auction makes her consistently sell for more than loading an auto_day save and selling her at the auction. as far as i can tell, auction sell price is otherwise deterministic when loading a save/savescumming, and looking at the code i can't think of any reason why this would be happening. maybe something with npc_participation_chance? (it certainly doesn't help that a lot of the variables involved have nondescript names like 'a' and 'z'). any idea what causes this?
Look at the location $guild_auction.qsrc, instead of the usual rand, formulas are used there that produce a deterministic value.
 

LewdGanglia

Newbie
Dec 13, 2020
44
12
Came back to the game and I have a question and probably a bug report.

1 - After selling a slave on auction I got offered another to train since she killed her owner, is there something special about this? Like extra rewards/text? Or when you complete, it will be just like fulfilling a regular contract?

2 - Even though the instructor tells me to train her as a concubine on the diary it says witch doctor.
 
May 5, 2020
48
37
Came back to the game and I have a question and probably a bug report.

1 - After selling a slave on auction I got offered another to train since she killed her owner, is there something special about this? Like extra rewards/text? Or when you complete, it will be just like fulfilling a regular contract?

2 - Even though the instructor tells me to train her as a concubine on the diary it says witch doctor.
there's nothing special about it, it's just a regular contract -- but the particular slave always generates with a few traits. notably, she's guaranteed to generate with the lesbian trait, making her a great choice for a farmhand. she also always has A+ beauty and S+ intelligence, making her very easy to train to S+ once you get over the initial hurdles, and her sadistic trait makes it really easy for her to gain devotion by executing prisoners. her guilt complex and claustrophobia make it pretty easy to turn her obedient within your first decade with her. the downsides are that she's frigid and wayward, most punishments don't work on her (she's accustomed to pain and a psi-masochist, so you have to hard rely on her claustrophobia trait for most punishments) and she starts out in a really bad state -- major scars, major bruises, major oblivion addiction (tanks her mood for the first two decades), major illness (take her to the technosphere as soon as you get her!), C- endurance, F- physique (bony), D- empathy, D- temperament. (B+ pride and B+ nature too, which doesn't really pose a challenge compared to her other stats.) still, by the time you trigger the quest to obtain her (having B+ guild reputation), you should have good enough slaver stats to train her into something great.

there is an extra reward of +10 guild reputation, but you get that as soon as you accept her; the contract itself is just a regular contract that you can fulfill with any slave trained up to be a concubine. you also lose 10 guild reputation if you decline her.
 

LewdGanglia

Newbie
Dec 13, 2020
44
12
there's nothing special about it, it's just a regular contract -- but the particular slave always generates with a few traits.

there is an extra reward of +10 guild reputation, but you get that as soon as you accept her; the contract itself is just a regular contract that you can fulfill with any slave trained up to be a concubine. you also lose 10 guild reputation if you decline her.
Thanks!
 

BliniKot

Newbie
Nov 2, 2021
84
32
Updated dev version to 2.3.2.3. Changelog: https://f95zone.to/threads/jack-o-n...ugustustertius-qwertyu12359.390/post-14806958

Roadmap idea for discussion: What if we cap slaver ability to raise slave sex skills by slaver's own skills (depending on sex skill, various slaver skills are used, not only from sexual category, e.g. demonstration uses artistry)? Gameplay effect would be either a much longer grind (only if you can afford it) to raise early game slaves to high ranks, or (more economically) going through more slaves at lower ranks while building up slaver skills to be able to train higher slave sex skills to qualify for higher slave ranks. Potentially this constraint could also bring shops into play more with more time spent at the C tier.
While the idea is not bad per se I prefer having more things to do than just more grinding
more content not more clickings
 
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