That's the beauty of symbolism.There's actually two ways I can read this:
If you're saying the game is not sex-positive, then yes, I agree. This is pretty standard regressive hentai-shit when it comes to tropes and theming. Not to mention just straight up depicting misoginy.
But there's also the reading of "The game is trying to fuck me!".
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some of the enemies will have lvls next to their nameEnemies scale with days passed? Really? Tell me does the game inform you of that at any point?
Oh, that one is actually pretty clever:Enemies scale with days passed? Really? Tell me does the game inform you of that at any point?
Thank you for this. Was always trying to find an easy way to re-edit files after a new update.Tip for folks who are modding and trying to keep up with the versions... get Notepad++ and find a plug in for Compare. Bring up your old modded version and the new version (gotta be the same files working on) and find your tweaks and remake them easily.
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Those are some really "hard" times indeedI find it really funny how a bunch of supposedly straight guys here talk about how many dicks they sucked, which guy they lost their virginity to. lmao
passives are in the js fileanyone that knows how to edit conditions for passives ? I am trying to find the conditions for passives but i am unable to find them. Help will be much appreciated.
i know they r in the js files but i cannot find the code where they are defined. I want to edit there conditions and for that i need to know the function which defines them. But i cannot find that function.passives are in the js file
Ask him if he's Rem's supporter, that's where the namelist comes from afaik.No joke, when the game is finished. I will edit out the name of one thug because he has the same name as my IRL brother.
Every time he is in battle, it is just wrong.
It isn't the first time this happened to me.Ask him if he's Rem's supporter, that's where the namelist comes from afaik.
It can't be all there is i have avoided taking +inmate stats, i have only 1 edict for that and it its been on for a while. Yet clearly room that was easy started giving me trouble after some time.Oh, that one is actually pretty clever:
There are two main kinds of scaling in the game: Edicts and Wanted enemies. There might be some general scaling, but if there is it's very slight.
Wanted Enemies will start spawning once you reach a certain point in the game. Their main gimmick is that each time you meet and defeat them, they will gain a level and get stronger. They give an order-bonus for subjugating them, but there is no way to get rid of them permanently, meaning you have to keep proggressing through the game to keep up with them. Their max level is 50, and the game tells you about wanted enemies and their number once you have built "the office" (not recommended early in the game)
The second way is just through the various edicts that affect enemies. The gimmick here is that each time you clear a floor, the "problem"-edicts for that floor's enemies will be automatically enabled, which you have probably noticed makes them a bigger pain. The problem-edicts are the main reason battles become hard, especially trying to deal with stuff like Thugs, Rogues and buffed-up Lizardmen. Picking solutions usually are among the priorities for me while playing, especially when I'm not playing a build that can handle those kinds of threats. But you'll also probably notice that there are always downsides to every solution...
Beyond ones for individual enemies, you can also pick Edicts that just generally give "inmate stats+", and edicts that give "Rare enemy+", making spawns of "special" enemies, for the most part higher statted ones, more common. Almost all of these are tied to giving you more income, making it a pretty straightforward risk/reward with the caveat that you can't go back on anything but the first-floor "admittance-policy". One of the early "hidden" ones is actually building a mess-hall, since that stops weak "starving" prisoners from spawning, but the rest are all labeled, to my knowledge.
The last thing that influences difficulty beyond that is the ammount of enemies, which the guards clearly tell you is based on the level of order in the prison. Less order means more prisoners.