ReC3KS

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I took the initiative to port this game to Ren'Py. "For now, only the main menu is halfway done."
GitHub repository:
A guy said once Ren'Py is unsuited for non-VN games, especially ones that have a lot of fiddly bits. He was so right.
 

ReC3KS

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Does anyone have the korean ver? I tried to search it , but is harder that I expected.
Also any other non English ver, I want to archive all those in github to make easier to search and download a specific version

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.
Good idea, but the Slaver ability isn’t that hard to raise. If I’m not mistaken, it takes about the same effort to level up Slave and Slaver abilities, so this change would have minimal impact.

The main issue with this game is its progression system. For example, you start the game, buy a slave, train her to S+ rank, and sell her for 10,000 Spark. Then you repeat the process with the next slave, and so on. Unless you're playing on a custom mode with a harder start, you might only need to sell a D-tier slave at first. But once you get a decent slave, you can just send her to the coliseum to earn enough money to sustain yourself.

We need a complete rework of the slave value system. One idea is to introduce three types of auctions: cheap, normal, and expensive slaves.
Cheap slaves would come with drawbacks such as permanent bruises, lower attractiveness, weaker stats, and—most importantly—fewer traits.
Normal and expensive slaves would be similar in structure but differ in quality, with higher attributes, better appearance, and a greater number of traits.

Traits will now act as multipliers for a slave’s value, but not all traits will have the same weight. For example, a minor trait like Arachnophilia might apply a 1.05× multiplier, while highly desirable traits like Disciplined or Brony could multiply the value by 3×.
 
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ReC3KS

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Why do we need a rework of slave value? The game worked pretty well last time I played it.
There's no thrill — there's a hard cap on the sparks you can earn from selling a slave. To me, training a slave is like creating art: you might end up with a worthless piece of junk, or a true masterpiece that worth millions. It all depends on the quality of the base material (the slave) and the effort you invest.

Guild Auction code really simulate a auction, pretty impressive.
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The way pseudo random number are generated, make me think there are only 9 possible outcomes when you sell your slave, depending on the day—Day 10 triggers Outcome 1, Day 20 triggers Outcome 2, and so on, with Day 90 triggering Outcome 9. The cycle then repeats, so Day 100 triggers Outcome 1 again. - I'm not sure —someone should test it
 
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Celerarity

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I've certainly never had issues making more money than I can spend once I have a skilled slaver with basic tools so I really don't think raising the cap would meaningfully change the way the game is played. If you have enough money to sit around and spend all the time it takes to train up an S+ slave you don't actually need the profits from it anyway.
 

tanukk1

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Why do we need a rework of slave value? The game worked pretty well last time I played it.
I guess it's about flattening the difficulty curve.

IAT suggests putting in more incentives to max out the slaver skills. But if it's too easy to make bank while doing that, the added play time wouldn't be that interesting. That's where the slave value changes would come in.

Another possibility would be adding more money sinks associated with high-level training. For example, maybe your slaves' skills would not be recognized at a high level until you pay your dues. (Although that's just another way of changing slave values)
A servant or secretary from someone living in an apartment? I don't think so, move to the White Town mansion and maybe we take it seriously.
Great artist? You must sponsor the theater and be recognized as a noble patron.
S tier cow? We'll believe it if you do a marketing campaign for the product.
etc etc.
 
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aumhs

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My opinion is, that what we really need is something that makes the slaves more different. There are already some differences, but there's still some problem of training most slaves the same way until they become obedient, then just finishing the skills they need for the specialization they need. Force us to look at the slave and then decide what they would be useful for, not just training them to whatever milestone we need next.

The specialization traits (like Expert Maid or Gladiatrix) that currently exist help a bit with that, but there needs to be more. Currently, the only specialization where I have to think "is it really worth to give it to this slave", based on how the slave starts out, is gladiatrix, and that's because of the nature/temperament/endurance requirement. For all other specializations, you can basically get every slave to that specialization within reasonable time.
EDIT: Forgot about cows, that one is another one where you can't really get everyone to be good at it with reasonable investment.

There currently is a quality difference for the slaves you can get, but that mostly indicates to what rank you want to train one, not in what specialization.
 

ReC3KS

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My opinion is, that what we really need is something that makes the slaves more different. There are already some differences, but there's still some problem of training most slaves the same way until they become obedient, then just finishing the skills they need for the specialization they need. Force us to look at the slave and then decide what they would be useful for, not just training them to whatever milestone we need next.

The specialization traits (like Expert Maid or Gladiatrix) that currently exist help a bit with that, but there needs to be more. Currently, the only specialization where I have to think "is it really worth to give it to this slave", based on how the slave starts out, is gladiatrix, and that's because of the nature/temperament/endurance requirement. For all other specializations, you can basically get every slave to that specialization within reasonable time.
EDIT: Forgot about cows, that one is another one where you can't really get everyone to be good at it with reasonable investment.

There currently is a quality difference for the slaves you can get, but that mostly indicates to what rank you want to train one, not in what specialization.

The game needs some balance, but requiring an A+ or S+ rating for specialization skills—instead of just a B—would solve the problem.

I've certainly never had issues making more money than I can spend once I have a skilled slaver with basic tools so I really don't think raising the cap would meaningfully change the way the game is played. If you have enough money to sit around and spend all the time it takes to train up an S+ slave you don't actually need the profits from it anyway.
"Maybe because there weren’t many ways to spend your sparks, imagine if you could use them to upgrade your house—for example, to have more slaves at home or even buy your own theater."

If this makes the game too easy, we could balance it by adding taxes or introducing the risk of being robbed. This would also make player housing more important, rather than just serving as a mood modifier.
 
May 5, 2020
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The game needs some balance, but requiring an A+ or S+ rating for specialization skills—instead of just a B—would solve the problem.
this is already required for high rank specializations. an A-/A+ slave must have specialization skills at A+ to fulfill the specialization, otherwise they're treated as a B+ slave by anyone who wants the specialization. requiring A+ skills for specializations at all ranks would, dare i say, make it impossible to fulfill your first D- contract in custom extreme difficulty. i feel like the suggestions you're making are really unbalanced, serving to flatten difficulty requirements in a way that makes the early game even harder and the late game even easier, which is arguably the opposite of what this game needs. in my opinion, there should be a way to complete your very first contract no matter what instead of having to savescum to make sure you get a gladiatrix specialization, and i think it should be significantly harder to go from a B- to S+ slave than it currently is (there's pretty much no challenge other than time management/energy management and the beauty/fame cap once you get the second level of devotion)

also, 14,000 sparks isn't a hard cap, i've sold a slave for 16,600 sparks before. i made a save at the auction to commemorate. no cheats, custom start, extreme difficulty.
 
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To me, training a slave is like creating art: you might end up with a worthless piece of junk, or a true masterpiece that worth millions. It all depends on the quality of the base material (the slave) and the effort you invest.
i dont think this really works within the current economic balance of the game. the most you can ever really spend is on the order of 60k to buy the house in white town, and then having an extravagant cost of living that has you spending around 1k per week on expenses. the amount you make from an S+ slave is pretty well balanced around this, especially considering the additional supplemental income you can get from a well-oiled barn and sending slaves to the coliseum each week. if you wanted to make slaves orders of magnitude more valuable, you'd need to have a reason for that extra value to exist or you're basically just cheating money into the game with nothing to spend it on. the game would have to take on grander orders of magnitude (like masters of raana and free cities) for that level of wealth to have the potential to mean anything, which doesn't really work for a game about training one slave at a time in the small town that is new rome.

i do think it would be cool to have a longer late-game with more 'side gigs' like the barn and other side goals where you could have an incentive to save more money and invest your time into other ventures instead of just paying your rent and cost of living (i'm a massive fan of the public square special orders and the lord spectre quest, and of the process that goes into training a farmhand and a good cow and harpy). like how the capped scale of the barn is the maximum allowance given by the grocer's guild in lore, it would be cool if new rome had other ventures you could do as a private citizen or member of the slaver's guild. it would also be cool if there were some ways to affect new rome through what you do, like maybe selling a lot of witch doctors and gladiatrices allows new rome to expand into the fogs a little or something.
 

ReC3KS

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this is already required for high rank specializations. an A-/A+ slave must have specialization skills at A+ to fulfill the specialization, otherwise they're treated as a B+ slave by anyone who wants the specialization. requiring A+ skills for specializations at all ranks would, dare i say, make it impossible to fulfill your first D- contract in custom extreme difficulty. i feel like the suggestions you're making are really unbalanced, serving to flatten difficulty requirements in a way that makes the early game even harder and the late game even easier, which is arguably the opposite of what this game needs. in my opinion, there should be a way to complete your very first contract no matter what instead of having to savescum to make sure you get a gladiatrix specialization, and i think it should be significantly harder to go from a B- to S+ slave than it currently is (there's pretty much no challenge other than time management/energy management and the beauty/fame cap once you get the second level of devotion)

also, 14,000 sparks isn't a hard cap, i've sold a slave for 16,600 sparks before. i made a save at the auction to commemorate. no cheats, custom start, extreme difficulty.

Sorry, I was speaking from my own experience and double-checking the code to be sure. It took me 7 hours, but I'm finally done—the max cap is 25,100 20,225 sparks. You can find the explanation in that exact post

And you are right, increasing rank specialization is a bad approach. Maybe we can improve the other specializations—they feel pretty underwhelming right now. The pet specialization is actually solid because it's a lot easier to train the slave, and you can earn sparks by winning races. Those two aspects make it worthwhile since you’re actively rewarded with sparks. It might be a good idea to add spark-earning opportunities to each specialization so they all feel more balanced and rewarding.




i dont think this really works within the current economic balance of the game. the most you can ever really spend is on the order of 60k to buy the house in white town, and then having an extravagant cost of living that has you spending around 1k per week on expenses. the amount you make from an S+ slave is pretty well balanced around this, especially considering the additional supplemental income you can get from a well-oiled barn and sending slaves to the coliseum each week. if you wanted to make slaves orders of magnitude more valuable, you'd need to have a reason for that extra value to exist or you're basically just cheating money into the game with nothing to spend it on. the game would have to take on grander orders of magnitude (like masters of raana and free cities) for that level of wealth to have the potential to mean anything, which doesn't really work for a game about training one slave at a time in the small town that is new rome.

i do think it would be cool to have a longer late-game with more 'side gigs' like the barn and other side goals where you could have an incentive to save more money and invest your time into other ventures instead of just paying your rent and cost of living (i'm a massive fan of the public square special orders and the lord spectre quest, and of the process that goes into training a farmhand and a good cow and harpy). like how the capped scale of the barn is the maximum allowance given by the grocer's guild in lore, it would be cool if new rome had other ventures you could do as a private citizen or member of the slaver's guild. it would also be cool if there were some ways to affect new rome through what you do, like maybe selling a lot of witch doctors and gladiatrices allows new rome to expand into the fogs a little or something.
You are also right. My approach is for when the game has developed a lot more, currently those side gigs are more important
 
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lokicatooop

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Request to merge branches.
I changed the text of options such as weapons and armors. Change from direct text to call the parameter variable from the [#боевые_предметы] file.It also centralizes translatable texts.There is no addition or subtraction function. It is only for the convenience of translating the text.
There is a mark in the text,=Request to merge branches=,from =begin= to =end=.
 
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ReC3KS

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I think butler should be normal difficulty instead of high difficulty, he start with 5000 sparks. Fenris and Doc also is high difficulty but only starts with 1000 sparks
 

zzdwzsm

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The new version seems to be unable to SL anymore, and the results obtained after SL are the same every time:cry:
 
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