X3h0n

Newbie
Jun 18, 2020
24
17
The game is open source. You can download it, make changes and compile your own version. The problem is that the codebase is a hot mess and anyone seriously thinking of succeeding the project would need to spend about a year deciphering and rewriting a lot of code and plan out a future direction for the game without the original author. At that point you might as well do your own thing.
 

Sarkath

Active Member
Sep 8, 2019
510
855
From what I get from reading source, its made (game I mean) by "professional enterprise programmers", which strictly follows task. I.e. "how much dicks should we implement? 2? Okay.
private PlayerDick first_dick;
private PlayerDick second_dick;

Damn Im good. Let get some coffee."
I think you're overselling "professional enterprise programmers" a bit. I've worked with a few of them at my last job and Inno could code circles around them.

Yes, I'm serious. :p

Introduce save versioning system and create additional class (or how it named in Java, interface?) SavesCompatibility, which would fix all "serialized errors", before passing save game data furter into the deeptness of a game.
Yep. That sort of cruft still bothers me, though. I don't mind it when there's a damn good reason for it (breakage due to natural evolution, etc), but it feels like a bit of a kick in the dick when versioning has to be used to fix a problem that shouldn't have existed in the first place.

Not pleased with her output. At all. My job piles more and more responsibilities onto me by the day while median wages and benefits refuse to budge and the cost of living explodes out of control, all while I have little to no time for myself. I'm writing this while on the bus. She's not the only one with problems to deal with.
It wouldn't be so bad if her SubStar didn't continue to grow in spite of the lack of output. A year or so ago you could make the argument that she couldn't afford to hire help or pay for bug bounties, but that's certainly not true now.

I know it's cruel, but I hope someone reverse engineers her code, rewrites it to avoid all the pitfalls being used as an excuse to do nothing, and then just steals all the attention being given to her project out from under her. The groundwork for a really good game is in the works here, and she keeps bungling it for an ever-increasing variety of excuses, despite how much she's receiving on Patreon.
I've mulled over starting a community mod/revamp project (sort of like what people did with Rack 2…which has an even lazier developer who's making even more money), but I'm hesitant to go too far with it. See, the code is freely available for LT, though it's not released under an open source license. If someone did hijack the project and Inno felt so inclined she could DMCA the modded version out of existence.

Another issue with LT is that as it stands it's a very fragile base. The memory and CPU usage is already out of control and the causes aren't particularly trivial to fix (I've cut down CPU usage fairly significantly with one of my patches, but that only partially solved the rampant memory allocations). On top of that, the entire game relies on a JavaScript engine that was deprecated in Java 10 and has been completely removed from 17+, so when Oracle finally pulls support for Java 8 things are going to get very "interesting." It's already more difficult than it should be to run LT on macOS and bleeding edge Linux distros without screwing around with JREs and OpenJFX installs because of this.

If the goal is to make LT good, the best way to do it would be to start a new community project with similar systems and goals. Free and open would be best, as 1) it eliminates the usual Patreon/SubStar slack that generally occurs, 2) it would encourage communal development, and 3) people (myself included) contribute to LT despite it effectively being a paid product, so it's not that people would be unwilling to contribute to something of that nature.

There are some potential legal issues with community projects (content ownership, yadda yadda), of course, but that should be manageable with the right licenses and a friendly approach to content removal and community interaction.

The game is open source. You can download it, make changes and compile your own version.
The game isn't open source, it's source-available. Check the . When you contribute code or content, you are giving Inno sole ownership of your contributions.
 

X3h0n

Newbie
Jun 18, 2020
24
17
On the topic of compiling the source code. Is anyone experiencing worse performance with their own compiled versions of the game vs. the provided binaries? I followed the instructions given on github on how to compile it, but even without any changes to the source I'm getting significantly more lag right out of the gate and an increased amount of memory leakage. I'm not all that experienced in Java, but is it just me or are the compiling instructions bad?
 

Sarkath

Active Member
Sep 8, 2019
510
855
On the topic of compiling the source code. Is anyone experiencing worse performance with their own compiled versions of the game vs. the provided binaries? I followed the instructions given on github on how to compile it, but even without any changes to the source I'm getting significantly more lag right out of the gate and an increased amount of memory leakage. I'm not all that experienced in Java, but is it just me or are the compiling instructions bad?
Make sure you're not attaching a debugger to the game if you don't have to. That will cause things to move noticeably slower.

One thing that might help is to pass the Xmx parameter to the JRE to increase the maximum heap size (i.e. -Xmx8096M for 8GB). I haven't used the release build in forever, but I wouldn't be surprised if it allocated a larger heap than an IDE would. LT allocates memory at a staggering rate, so that should help smooth things out considerably.
 

X3h0n

Newbie
Jun 18, 2020
24
17
Make sure you're not attaching a debugger to the game if you don't have to. That will cause things to move noticeably slower.

One thing that might help is to pass the Xmx parameter to the JRE to increase the maximum heap size (i.e. -Xmx8096M for 8GB). I haven't used the release build in forever, but I wouldn't be surprised if it allocated a larger heap than an IDE would. LT allocates memory at a staggering rate, so that should help smooth things out considerably.
I've been using the Xmx parameter while running my JREs, the problem isn't even that the memory heap get's full. Curiously enough my JRE takes up less initial memory than the official binary (imported new game, skipped intro, JRE takes about 360MB while the binary takes about 1.2GB). However, if I open up the inventory, switching between items is significantly laggier with my compiled version on a fresh start. The UI lag is overall several times greater.

I haven't actually tested how quickly the memory allocation grows over time official version vs. compiled. That just feels much greater on the compiled version, but maybe you're right and the heap size for the official version is way higher than the 8GB I'm giving to my compiled version out of 16GB that my system has.

I don't know how to use the eclipse debugger, so I assume it's not on by default. Doesn't seem like in the build settings.
 

gmant

Newbie
Jul 31, 2017
79
199
This game has modding but were can we get some mods from?
Don't bother with the mods, none of them add anything other than pointless races like various species of pokemon or OC donut steel furries. Oh and some retextured clothing because that's why people play this.
There used to be some map overhauls and gameplay changes floating around but I guess the code is such a fucking mess that everyone gave up on those.
 

Cape Verde

Newbie
Aug 26, 2017
16
14
All the creator needs to do is add more content for the existing characters they have, more lines during scenes, more interactions, most of which are text not code.

The endless feature creep and adding bullshit mechanics serves no purpose, it is a text game, the 'game' is secondary to the text.
I can't fully agree with this. I think one of the reasons why this game (to me at least) stands out from its contemporaries is because of the features and openness that they give. Games like Corruption of Champions and Trails in Tainted Space have a lot more writing and text, but I personally don't like them as much because I don't feel I have as many options in any given situation. Being able to swap positions, focus on different body parts, etc. I think is the big selling point of this game. In some ways, you could argue that developing more features plays to it's strengths.

I'm not saying the development speed or anything has been good though. And I'd certainly love to see more text too.
 

Tattletale21

Member
Jan 26, 2020
320
396
i got a question and a comparison in one.

so, as a person used to playing text-based games like this - or text based games in general, really - i can give the closest comparison to this as Strive For Power. now, i know it may not feel like it, but SFP is the game i feel this is closest to - in terms of both content and gameplay. i see people comparing it to Corruption of Champions of Trials in Tainted Space, and i agree - but SFP feels even closer than those, if only for the darker themes this game has compared to the borderline slapstick sexual porn-world that is CoC or TiTS (like really? COC? TITS? even their titles are jokes, subtle as they may be...)

so here comes the question that i feel other people haven't asked yet, and it ties in with my impromptu comparison to SFP: will there be future improvements/additions to the combat system? for those that dont, you know, wanna slut around for the entirety of the game, is there anything in the way of a plan to expand on the combat system, maybe improve the companion system that was sorta-dropped-sorta-not?

suppose while i'm writing this, i might as well give examples of things i'd like to see in the combat system

- More Spells: Arcane seems to be a large portion of this game but the amount of spells is...kinda underwhelming. maybe add more types of spells per elemental class? perhaps more elements that can be unlocked via gameplay? more summonable elementals that can fulfil different roles?

- More melee weapons: bats, swords and karambits are neat and all, with the zweihander and arming sword added in there, but i feel like more could be added that would expand the roleplaying potential, if not the variety for weaponry - tanto, xiphos, dirks, unarmed melee weapons like chains to wrap around hands, tekko-kage claws, even just armoured gauntlets. more shields and shield types, maybe, maybe even pointed shields to use as unarmed weapons.

- More ranged weapons: i understand why guns aren't added, and it makes sense both gameplay-wise and lore-wise, but the lack of ranged weaponry here is frustrating because all i've seen so far are crossbow-pistols, longbows, shortbows...and that's all i can think of any that ive seen. a simple google search would show hundreds of ranged weaponry that can be used that are historic, and flexing that imaginative brain you could probably come up with at least twenty or thirty more that wouldn't break or unbalance the world.

a few ranged weapons you could add: slingshots, full-length crossbows, maybe rudimentary flintlock weaponry if you feel it fits. using arcane essence as ammunition gives you a lot of freedom with the magical side of ranged weapons, so magical handguns, something that lets you spawn swords from the air and launch them, turning rocks into explosives, that kind of thing.

i suppose a few you could add would be throwing weapons: kunai (could double as a melee weapon), shuriken, throwing axes, senbon (giant acupuncture needles), rocks, grenades - you can get creative with these, make them have elements beyond what you can add to the other weapons -, throwing knives, etcetera.

apart from that, i'm pretty sure whatever you've got planned is more than enough. these are just ideas really.

P.S: sorry for the long post.
 
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Tattletale21

Member
Jan 26, 2020
320
396
a small expansion on my point above about spells and elementals - this one more sexual in nature: i understand that elementals cannot impregnate a character, for both lore reasons and gameplay reasons, but are there plans to add that in the future? maybe through a quest you have to do after having sex with your elemental the first time? maybe by adding elemental transformations - and this could also introduce more ways to make use of your elemental more.

just a thought i suppose.
 

Sarkath

Active Member
Sep 8, 2019
510
855
I've been using the Xmx parameter while running my JREs, the problem isn't even that the memory heap get's full. Curiously enough my JRE takes up less initial memory than the official binary (imported new game, skipped intro, JRE takes about 360MB while the binary takes about 1.2GB).
The heap size should stay about the same after it fills up. Instead of releasing the heap it seems like Java just keeps it at its full size and reuses parts of it as objects are garbage collected. If you truly run out of heap space the JRE will crash, so it kind of sounds like things are working as expected.

However, if I open up the inventory, switching between items is significantly laggier with my compiled version on a fresh start. The UI lag is overall several times greater.
I can't say I've run into those issues on any of my systems, though my dev setup is a bit unconventional (I generally use either OpenJDK 11 or 14, and I do almost all of my development on either macOS or Linux).

I don't know how to use the eclipse debugger, so I assume it's not on by default. Doesn't seem like in the build settings.
It's been a long time since I've used Eclipse, but in some IDEs (such as Visual Studio) it defaults to using the debugger and you explicitly have to tell it not to.
 
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NoStepOnSnek

Well-Known Member
Apr 29, 2018
1,167
1,285
a small expansion on my point above about spells and elementals - this one more sexual in nature: i understand that elementals cannot impregnate a character, for both lore reasons and gameplay reasons, but are there plans to add that in the future? maybe through a quest you have to do after having sex with your elemental the first time? maybe by adding elemental transformations - and this could also introduce more ways to make use of your elemental more.

just a thought i suppose.
The combat system is always subject to change and more items/spells will be added as required by themed zones/encounters. You seem to have missed them so far but the enforcers carry a rather eclectic selection loosely based on contemporary less-lethal options while Lyss' guards just got straight-up Webleys. The early focus on classic medieval fantasy gear is largely incidental in this regard.
Much as this thread likes to deride them, this area is also very well covered by the mods you can find on the discord.

As for the elemental, a quest expanding on ours is planned eventually and might include the things you mention.
 

lifesuckz69

Member
Mar 5, 2017
354
252
I wonder if we ever go back to the main quest.
I think most creators of sandboxes go about it the wrong way. They start a main path, then stop and go in several directions but never to an end. It would be interesting to see paths finished and then add more.
 

X3h0n

Newbie
Jun 18, 2020
24
17
does anyone know a way to make money fast
You can abuse the enchanting system by making normal and transformation potions. You can earn up to 500¤ profit per potion assuming you just buy the cheapest ingredients. You can get bottled essences from the weapon's shop in the Dominion mall and drink them to get essence for echanting.

Or you can capture slaves. The most profitable ones are the demons on the 'very dangerous' tiles in dominion. Close to 50 000¤ per demon profit, but you need to be able to defeat them. Which isn't that hard tbh. Getting their obedience higher nets you more, but generally isn't worth it. You can also capture a normal slave and transform them into a more expensive race.

Base slave values for some races (you probably will get less than half if you sell them just after capturing since their obedience is very low, but it's not worth raising it usually):
A demon is 120k¤.
A half-demon is 50k¤.
An Alitaur(that's the horse body version, not humanoid) is 100k¤ and can be transformed into by giving someone a horse body, wings and unicorn horn, overriding other body parts as needed.
A phoenix harpy is 50k¤. Turn up their occurrence in the options and turn other harpies down, easy to hunt in the harpy nests.
All dragons are 250k¤. Just get a dargonfruit (about 1.2k¤), enchant it, get a slave (preferably human since they only need one body part changed, buy if you want to) and profit massively.
 
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X3h0n

Newbie
Jun 18, 2020
24
17
1635891758472.png

Just to drive home how stupid profitable turning cheap slaves into dragons is. She was a virgin rat girl I bought for about 20k¤. Cost me about 10k¤ to give her all fetishes and less than 2k¤ to transform her into a dragon and give her a dick(+20% value). That's close to 1.66M¤ in profit. Ka-chin

TBH, buying a cheap male slave would be more profitable since a virgin vagina adds 50% value vs. a virgin penis' 20%. Or you can mess with your gender preferences and buy some neuters/dolls and get +70%.
 
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