Yukihirou

Well-Known Member
Feb 4, 2018
1,344
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Based on pictures, I cannot confirm that the penalty stays. If it would, then I would have higher then -13 Control entering Level 2, since it is nothing new, entering a new Floor, that you have much less Control compared to the room before but hey I can dobule check it with a quick run, that I finish sooner.Also sure I will make the same now for Level 2 and contuine it to show that is not that hard to do. Also I have a rule to NEVER fight above 25% Fatique, so no, I don't take risks at all. Bar Mini Game is part of the Strategy, this is why I am going for high Charm, since later, I will make up to 5k Gold a Shift. Nerd Blackmail is nothing at that point compared to that money.
Yuck, I did account for that 5k gold + free mind training / 15 fatigue but ehh, It seems I won't be able to get first prize gifts down the line so yeah, you cant get everything.
 

Iexist

Well-Known Member
Jul 20, 2018
1,766
2,657
Based on pictures, I cannot confirm that the penalty stays. If it would, then I would have higher then -13 Control entering Level 2, since it is nothing new, entering a new Floor, that you have much less Control compared to the room before but hey I can dobule check it with a quick run, that I finish sooner.Also sure I will make the same now for Level 2 and contuine it to show that is not that hard to do. Also I have a rule to NEVER fight above 25% Fatique, so no, I don't take risks at all. Bar Mini Game is part of the Strategy, this is why I am going for high Charm, since later, I will make up to 5k Gold a Shift. Nerd Blackmail is nothing at that point compared to that money.
I'm not certain either, but right now, no one knows if it's actually working as it's intended too or not. This isn't made any easier by the fact that the "Control" value we get displayed in game is generated by a lot of functions in the code that take into account a lot of variables. On top of that, in the code, the only thing that is tracked as "Control" is the final value that gets displayed to the player. Everything else is "Order Per day" type stuff, which makes it a lot harder to parse what's going where... especially for someone like me, who's many things, but not a programmer.

It doesn't LOOK like there's a function to remove the penalty when it's added. But that might be baked in the same part of the code that clears up the Control penalty from Riots once they're resolved, and it's not obvious due to me being too dumb to see it. Or maybe into the part that handles the set-up at each start of day that calculates Income, Expenses, Subsidies, Riot chance etc... o_O

Obviously, if the penalty gets removed when a level is subjugated, then that changes the equation significantly for a lot of reasons.

The Divider bit also takes into account certain Edicts, so it's actually possible to influence the Decay rate with Guard training Edicts, and I think the Improve Prison locks edict. On the other hand, suffering defeats seems to make it worse... but I'm REALLY not sure about that one...

Oh well... I'm still far from a fan of the measure, and odds are that when the final game comes out, I will modify the file so that it's not possible to trip the thing on any level of difficulty. Because fuck that noise. :D
 

Neriel

Well-Known Member
Jan 19, 2018
1,014
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I'm not certain either, but right now, no one knows if it's actually working as it's intended too or not. This isn't made any easier by the fact that the "Control" value we get displayed in game is generated by a lot of functions in the code that take into account a lot of variables. On top of that, in the code, the only thing that is tracked as "Control" is the final value that gets displayed to the player. Everything else is "Order Per day" type stuff, which makes it a lot harder to parse what's going where... especially for someone like me, who's many things, but not a programmer.

It doesn't LOOK like there's a function to remove the penalty when it's added. But that might be baked in the same part of the code that clears up the Control penalty from Riots once they're resolved, and it's not obvious due to me being too dumb to see it. Or maybe into the part that handles the set-up at each start of day that calculates Income, Expenses, Subsidies, Riot chance etc... o_O

Obviously, if the penalty gets removed when a level is subjugated, then that changes the equation significantly for a lot of reasons.

The Divider bit also takes into account certain Edicts, so it's actually possible to influence the Decay rate with Guard training Edicts, and I think the Improve Prison locks edict. On the other hand, suffering defeats seems to make it worse... but I'm REALLY not sure about that one...

Oh well... I'm still far from a fan of the measure, and odds are that when the final game comes out, I will modify the file so that it's not possible to trip the thing on any level of difficulty. Because fuck that noise. :D
Penalty does not stay. As you can see, on the Boss Rush Version, I have -15. In the normal one -13. The difference comes from not having the kitchen.
 

Iexist

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Jul 20, 2018
1,766
2,657
Penalty does not stay. As you can see, on the Boss Rush Version, I have -15. In the normal one -13. The difference comes from not having the kitchen.
Let's hope that's intended and Rem doesn't change their mind... Still don't like it, but it definitely looks a lot more manageable now than it did before, and definitely makes Warden Mode feel like it's balanced-ish...

Though I'd probably raise the limit there with a few more days, if only so players don't actually feel pressured. The time limit still seems a bit too short for me on both Warden and Prisoner, even IF very specific combinations work. The fact of the matter is that to get what you're getting, you still need to be pretty specific in title and Edict Choice...
 

Neriel

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Jan 19, 2018
1,014
1,051
Let's hope that's intended and Rem doesn't change their mind... Still don't like it, but it definitely looks a lot more manageable now than it did before, and definitely makes Warden Mode feel like it's balanced-ish...

Though I'd probably raise the limit there with a few more days, if only so players don't actually feel pressured. The time limit still seems a bit too short for me on both Warden and Prisoner, even IF very specific combinations work. The fact of the matter is that to get what you're getting, you still need to be pretty specific in title and Edict Choice...
When it comes to Warden Mode, sure. If it is too short there, they should change it, since it is the Standard Difficulty in which players still learn the game and you should not put too much pressure on them. But when it comes to Prisoner Mode, that Difficulty is there to challenge you and me personally, as long as Prisoner Mode is beatable with fighter and slut builds, I am fine with it. And as of right now that is the case. Now this doesn't mean that I think the Balance is perfect. I would like to see certain stuff nerfed/buffed but still long way till the finished product so we will see.
 
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Shinobikun

Member
Oct 5, 2017
140
328
Regarding not wanting to play New Game+ for prisoner mode, I can understand when you guys say you don't feel like doing so now, after having played the game a LOT throughout its developement, but when you look from the perspective of someone who starts playing only once the game is complete, it sorta makes sense.

The game will have multiple endings depending on how slutty Karryn becomes. If you're a newb, your first playthrough will most likely end up to be a very slutty run, simply because you don't fully understand the mechanics yet, and scenes are super hot. Then you after getting the ending you're allowed to restart, but with a few titles (which makes the game easier). At that point your goal will be to do a pure run, which is much more difficult. If you fail, you will yet again hopefully get some new titles (and experience) to make the next try easier. You can do this until you finally manage a true pure run, at which point you 'complete' the game. All that in the same Save File.

Then, if you're still hungry for more, you can try the same thing in prisoner mode. Again, the game doesn't expect you to manage a 'pure' playthrough right away, maybe you won't even make it to the end the first time, but either way you can gather titles that make future playthroughs easier until you finally manage it.

This at least seems to be the vision that developer has in my view and in theory it sounds pretty promising.

One problem I personally have for this is that the game is too grindy (read, time consuming) for this to properly work. When one playthrough can take like 10-15 hours, expecting multiple play-throughs is a bit too much. I really feel like the main game needs to be shortened a little bit. The most immediate concern being the minigames. Simple offer more order/money, for less minutes and don't even offer 30+ minute shifts in the first place, then make desires/drunkeness rise equally more to make up for the lost time and voila, the time it take to complete a minigame is halfed. Another thing to do would be for Karryn to get more fatigued from fights, but let fights offer more control. Again, a small change that should make the game feel way less 'grindy' without having to touch the actual battle system.

Honestly, if the game ends up too grindy I might just make a mod myself that changes these values to be more manageable.
 

Neriel

Well-Known Member
Jan 19, 2018
1,014
1,051
Regarding not wanting to play New Game+ for prisoner mode, I can understand when you guys say you don't feel like doing so now, after having played the game a LOT throughout its developement, but when you look from the perspective of someone who starts playing only once the game is complete, it sorta makes sense.

The game will have multiple endings depending on how slutty Karryn becomes. If you're a newb, your first playthrough will most likely end up to be a very slutty run, simply because you don't fully understand the mechanics yet, and scenes are super hot. Then you after getting the ending you're allowed to restart, but with a few titles (which makes the game easier). At that point your goal will be to do a pure run, which is much more difficult. If you fail, you will yet again hopefully get some new titles (and experience) to make the next try easier. You can do this until you finally manage a true pure run, at which point you 'complete' the game. All that in the same Save File.

Then, if you're still hungry for more, you can try the same thing in prisoner mode. Again, the game doesn't expect you to manage a 'pure' playthrough right away, maybe you won't even make it to the end the first time, but either way you can gather titles that make future playthroughs easier until you finally manage it.

This at least seems to be the vision that developer has in my view and in theory it sounds pretty promising.

One problem I personally have for this is that the game is too grindy (read, time consuming) for this to properly work. When one playthrough can take like 10-15 hours, expecting multiple play-throughs is a bit too much. I really feel like the main game needs to be shortened a little bit. The most immediate concern being the minigames. Simple offer more order/money, for less minutes and don't even offer 30+ minute shifts in the first place, then make desires/drunkeness rise equally more to make up for the lost time and voila, the time it take to complete a minigame is halfed. Another thing to do would be for Karryn to get more fatigued from fights, but let fights offer more control. Again, a small change that should make the game feel way less 'grindy' without having to touch the actual battle system.

Honestly, if the game ends up too grindy I might just make a mod myself that changes these values to be more manageable.
I would not call the game grindy at all. The only thing in the game that is grindy is the Waitress Job, since a 45 minutes Shift actually takes 45 minutes but the amount of money you can make there, makes it a must to do in Prisoner Mode. Rest of the game feels fine to me. Without the Waitress Job a current run would take me 3-4 hours to complete.
 
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Spillo89

Newbie
Jul 8, 2020
64
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Here the full post of the V6 change log on Reddit if someone have missed in the discussion
 

Shadowclonezero

Active Member
Sep 21, 2017
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in a game like this type, wouldn't the penalty reset after the level was cleared? and then the grace period would start the new countdown until the next level was subjugated ?

I'm just curious if you saw anything that made it seem for logical like that in the code (or in the gameplay) when you looked?
I guess I've played games like this before(the strategy part) and it always reset this kind of component of gameplay after you beat the level..
so it strikes me as very illogical and seems like what you half implied.. impossible in a way.

..maybe I will change all the values anyways, but also..

the divider part though.. I still don't understand it, could you please explain that part a bit more?
 

Neriel

Well-Known Member
Jan 19, 2018
1,014
1,051

in a game like this type, wouldn't the penalty reset after the level was cleared? and then the grace period would start the new countdown until the next level was subjugated ?

I'm just curious if you saw anything that made it seem for logical like that in the code (or in the gameplay) when you looked?
I guess I've played games like this before(the strategy part) and it always reset this kind of component of gameplay after you beat the level..
so it strikes me as very illogical and seems like what you half implied.. impossible in a way.

..maybe I will change all the values anyways, but also..

the divider part though.. I still don't understand it, could you please explain that part a bit more?
The penalty does reset and also it starts a new Countdown once you enter a new floor.
 
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tanabe74

Member
Aug 16, 2017
307
90
How to enable full version?
When i clear 2nd floor and it said "this is the end of the demo version"
 

Neriel

Well-Known Member
Jan 19, 2018
1,014
1,051

in a game like this type, wouldn't the penalty reset after the level was cleared? and then the grace period would start the new countdown until the next level was subjugated ?

I'm just curious if you saw anything that made it seem for logical like that in the code (or in the gameplay) when you looked?
I guess I've played games like this before(the strategy part) and it always reset this kind of component of gameplay after you beat the level..
so it strikes me as very illogical and seems like what you half implied.. impossible in a way.

..maybe I will change all the values anyways, but also..

the divider part though.. I still don't understand it, could you please explain that part a bit more?
Oh and the Divider part. This is how often the penalty is applied. If the Divider is 1, that means once you have reached the time Limit, each day -1 Control Penalty will stack. So after 5 Days as an example the penalty would -5. If the Divider is 3, that means every 3 Days you will get a stack of -1 Control. Hope this helps.
 
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Shadowclonezero

Active Member
Sep 21, 2017
774
414
oh I see, that's why he said if you're on easy mode its not bad.. like every 6 days you get -1

um.. I said that wrong.. lol it would start at 3 days and go to 9 days.. at lvl 5 oops lol

yes, thanks that helps me understand more clearly :D
 
Last edited:

Iexist

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Jul 20, 2018
1,766
2,657
The divider I referenced earlier is part of the function that affects the rate at which control decreases once you pass the thresshold. It is not actually a linear thing, though it tends to work out that way most of the time on the 1st Floor.

It was discussed on Rem's discord, and, for example, the level 1 function looks like this:
if(this.prisonLevelOneIsAnarchy()) {
orderChange += PRISON_LEVEL_ONE_ANARCHY_ORDER_CHANGE;
let levelAnarchyGracePeriod = anarchyGracePeriod * PRISON_ANARCHY_GRACE_LEVEL_ONE_MULTIPLER;
anarchyDecreaseDivider *= PRISON_ANARCHY_DEC_LEVEL_ONE_DIVIDER;
if(this._prisonLevelOne_anarchyDays + this._levelOneBonusGracePeriod > levelAnarchyGracePeriod)
orderChange += Math.ceil((this._prisonLevelOne_anarchyDays + this._levelOneBonusGracePeriod - levelAnarchyGracePeriod)/anarchyDecreaseDivider);
What that means is that the Divider's function is actually more complex than that, though the results tends to work out that way.

The code also includes functions that increase the divider based on certain Edicts, like the guard training ones... but that won't really have a visible effect on the Control Decrease outside of easy mode. And that's because the Easy Mode divider multiplies the other values. So for example, with no Guard training Edicts, on Secretary Mode, level two ends up with a 7.2 divider.

That may sound weird, but apparently that "Math.ceil" function rounds out numbers to the nearest Integer, which includes zero.

So the formula for Level one usually ends up with stuff like 1/1=1 On Day 9, and then 2/1=2 On Day 10, which causes another -1 to be added to Control.

On Level 2, which has a 2.4 Divider, it'll start with 1/2.4=0.4etc which will be rounded out at 0 if it works as we expect it too, so you won't see a decrease in Control yet. 2/2.4=0.8etc which will lead to the first control decrease. 3/2.4=1.25, which will be rounded down at 1, which will mean you won't see a difference. But the next day, you will.

This will obviously change if you have Guard Training Edicts, which I think can push that to 2.8...

Either way, plenty of testing will be needed. Especially since that "Bonus Grace Period" variable is confusing...
 
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Shadowclonezero

Active Member
Sep 21, 2017
774
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well.. I may have to see what the lowest tier on his subscribestar is for getting in discord.. I'm interested in stuff like this.. I didn't think ppl would talk about it on discord. I guess REM can't stop conversations though
 

HarkenEliwood

Newbie
Sep 28, 2018
21
13
Can someone tell me how to modify the "RemtairyKarrynReceptionist.js" in order to only have perverted visitors ? I'm sure there was already a post about it, but I can't find it anymore.
 
Jul 28, 2019
251
169
thanks but it seem my wine can't launch it. guess I can't play it rip lol
This is essentially an NW.js game.

So you should be able to run it native in Linux by overwriting the NW.js files. I tried replacing the whole thing with the Windows version of NW.js and it ran. Give it a try.
There is a bit an an additional twist here since some/many of the paths the game uses are inconsistent in their use of case. It doesn't matter for windows filesystems since they are case insensitive but does for linux since they are case sensitive.

The way I deal with this is to run it from a thumb drive formatted to FAT32 (nfts would probably also work), but any method to igore case sensitivity should in theory work. So a full working solution is to use nwjs and put the game files on a fat32 drive and play in native linux. (Works for me ;).)


https://f95zone.to/threads/playing-on-linux-tutorials-tools-and-help.19523/page-13#post-3909528 describes the best way (imo) to do nwjs on linux (may need to search for the appropriate packages if on Ubuntu or whatever) but it may be easier for some to follow the method from a couple of posts later in that thread - although that does mean repeating the nwjs install process for each rpg mv game rather than a one and done.
 
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