Does anyone know the full list of changes that Extreme difficulty vs Normal brings?
Nevermind i digged trough the file. And some things are NOT obvious. So:
!Added bonuses for normal and easy game difficulty (+15 on easy, +10 on normal) - ImperatorAugustus
---This refers to +15 and +10 Max Player Helath, Max Player Endurance and Max Player Spirit in battles
!Added bonuses for normal and easy game difficulty (+2 on easy, +1 on normal) - ImperatorAugustus
---This refers to +2 and +1 in chariot races, so we gain + to maneuverability, pony_health and - to weight
! raven crown is required only on extreme game difficulty - ImperatorAugustus
---Easy and Normal can see detailed aura info without gear
! F- food (cooked_food = 0) can lower strength to Frail (master_str = 0) and will stabilize there (only on extreme difficulty)
! on hardcore obedience difficulty, adjust remaining calories only if day ended above starvation threshold (-6)
if torture_succeeded > 0 and difficulty_setting = 2 and dynslave['pride'] > 2: dynslave_rate['pride'] -= 2*torture_intensity &! only for hardcore obedience difficulty
---So slave loses pride double to torture intensiry
! added taming drain when slaves gain additional guilt on top of guilt already felt (e.g., refusing a second order after refusing the first) - ImperatorAugustus
---Reduced magnitude and limited to extreme difficulty - ImperatorAugustus (---could not say better myself)
! reduce rental costs for normal [1] and easy [0] game difficulty (not obedience difficulty so not adjustable during play) - ImperatorAugustus
---If Normal all main and additional costs divided by 4
---If Easy divided by 10
---Also Extreme difficulty seems to affect reputation with 4 houses(specificly ability to buy house in region?):
(if sparks >= (estate_cost_main['korvus_house'] + estate_cost_main['korvus_house']/10) and faction_fame['korvus'] > game_difficulty/2:
func('$menu', 'interaction_city', $menu_item_realtorNecropolis, menu_realtorNecropolis, 'Necropolis')
(repeats for all factions..))
But perhaps the biggest change lies in 'obedience_difficulty'
On Easy:
dynslave['obedience_difficulty'] = 2 (what i can tell is basically how easy to do anything with the slave)
Overnight rules count cannot exceed 3 (game counts as 3 even if there is more)
Daily reward count cannod exceed 2 (game counts as 2 even if there is more)
Daily puishment count cannod exceed 2 (game counts as 2 even if there is more)
Slave spoil cannot exceed 3 (if more reverts to 3 and sets progress to 10)
Slave agnst cannot exceed 3 (if more reverts to 3 and sets progress to 10)
On Normal:
dynslave['obedience_difficulty'] = 4
If overnight rules count count = 2, it sets to 3
If daily reward count is 3, it sets to 2
If daily punishment count is 3, it sets to 2
Extreme:
! disabled daily obedience increase and fixed obedience difficulty at 14 for 0 devotion, 10 for 1 devotion, 6 for 2 or more devotion - ImperatorAugustus
! this removes how long you have owned the slave as a factor, and replaces it with an obedience increase at 1 devotion (equivalent to obedience after one decade in the old formula)
! this tracks with the old formula that reduced obedience difficulty down to a minimum of 6 (see commented code below) so the net gameplay effect is to emphasize devotion vs. time
dynslave['obedience_difficulty'] = 14 - min(8, 4 * dynslave['moral'])
!if dynslave['age_count'] = 0: dynslave['obedience_difficulty'] = 14
!if dynslave['age_count'] = 1: dynslave['obedience_difficulty'] = 13
!if dynslave['age_count'] = 2: dynslave['obedience_difficulty'] = 12
!if dynslave['age_count'] = 3: dynslave['obedience_difficulty'] = 11
!if dynslave['age_count'] = 4: dynslave['obedience_difficulty'] = 10
!if dynslave['age_count'] = 5: dynslave['obedience_difficulty'] = 9
!if dynslave['age_count'] = 6: dynslave['obedience_difficulty'] = 8
!if dynslave['age_count'] = 7: dynslave['obedience_difficulty'] = 7
!if dynslave['age_count'] >= 8: dynslave['obedience_difficulty'] = 6
---Slave 'obedience_difficulty' will be decreasing as long as her morale >2 daily