Need ropes, methinks.Hi, I had a question. I am incapacitating bandits as well as the Valkyria, but I am unable to take them as slaves. The number of slaves I have in my taken is 0 right now. Could anyone tell me what the problem is?
Need ropes, methinks.Hi, I had a question. I am incapacitating bandits as well as the Valkyria, but I am unable to take them as slaves. The number of slaves I have in my taken is 0 right now. Could anyone tell me what the problem is?
gameplay request: could we get a gypsy... or trader girl that takes stuff from the workshop and sells it at best prices according to her stats and settings?Has anyone noticed that Rebecca's mother is listed as "a bitch"?
Has anyone finished all seven of the "read books" sequence of events in the library? Are the effects random or scripted? I've gotten everything from INT to Occult and I've still got three left.
UI request: could we please get a x100 button for manufacturing (at least things like knives, rifles, etc.)?
Gameplay request: could the daily scavenging report please be available at all conclude day cycles, not just ones before midnight?
Factions where you can become the leader: The Catholic Church in Westside and Warrior's Hall/Odensborg in Watery Eyes. There's also Fort Sera but that's not hard to miss.Hello, are there any factions that can be vassalized? invest up to 100 and receive income
But to donate to this faction, and ultimately become a leader, shouldn't I "convert"?Factions where you can become the leader: The Catholic Church in Westside and Warrior's Hall/Odensborg in Watery Eyes. There's also Fort Sera but that's not hard to miss.
That depends of the faction. For some of them you need to adopt their religion. For some - not.But to donate to this faction, and ultimately become a leader, shouldn't I "convert"?
Does your mod change anything or just gives shortcuts?I made a mod for this game that significantly reduces the grind! It saves you around 80% of your time. It adds some extra ugly buttons that will click the in game buttons for you. I might program day schedueler (or something like that) in the future.
Unpack it in the main folder. Check out the script.js file for button descriptions. You can add your own scripts and plan your day (it's easy). The html buttons a at the end of the start_game.html. I didn't change anything else.
Check it out if you're interested!
View attachment 3683905
IIRC if you get her from the expert trait instead of the slave market, she comes with an additional short quest that is unavailable otherwise. Pretty sure I got some WEGA canisters from that quest, too, which are a pain in the ass to get elsewhere.- Expert Slaver: This one gives you a free slave that you can just buy if you don't start with her. She's guaranteed to have both Workaholic and Perfectionist but that's just 1 slave. The real reason to take this one is the boost to sex related stats if you want to focus on slave training early.
That's true. I forgot about that. That's actually the main reason I used to take that one, but after finishing the quest it basically just amounts to "here's some free ammo". If it was something more noteworthy I might take it for that. If it was something more like the gold crafting station from Amelia's quest so you could craft unlimited wega ammo then that would be a big deal.IIRC if you get her from the expert trait instead of the slave market, she comes with an additional short quest that is unavailable otherwise. Pretty sure I got some WEGA canisters from that quest, too, which are a pain in the ass to get elsewhere.
They're a tough gang. Best to wait til you've got health implants for you and your mercs. Then you may want to consider switching to greatswords. If you have melee and strength at 80+, greatswords do more damage than plasma with power attacks and you can start in the close formation.Any strats for defeating urban titans? right now getting my butt kicked hard have duraplate and plasma rifles on all 5 characters. ain't cuttin' the mustard
Hunter and Businessman is only temporary requirement for wildborn and crafter traits. As soon as you have added them you can clear the background.Kind of curious what other people think about the skill classes. To me there are really 2 main reasons to pick any of the skill classes. One is to boost your stats enough in something to get a trait you want that has minimum requirements you can't get from boosting attributes directly (like Deadly Strike, Wildborn, or Crafter).
I tested it and it and I think that it is, at the very least, a really impressive proof of concept.I made a mod for this game that significantly reduces the grind! It saves you around 80% of your time. It adds some extra ugly buttons that will click the in game buttons for you. I might program day schedueler (or something like that) in the future.
Unpack it in the main folder. Check out the script.js file for button descriptions. You can add your own scripts and plan your day (it's easy). The html buttons are at the end of the start_game.html. I didn't change anything else.
Check it out if you're interested!
View attachment 3683905
View attachment 3683959
Well yeah I can try make it more usable and more fitting style of the game, but I'm not that good with HTML and it will be very boring for me.I tested it and it and I think that it is, at the very least, a really impressive proof of concept.
But, yes, those buttons are extremely ugly and completely dominating the view in such a way that I could never imagine playing the game with them.
I think the best option to preserve look and feel of the game, would be to make them more discrete, possible to select a few of them as favorites and putting those favorites directly below the game interface. For most days you would typically only need a few.
And if that would be complicated (which it probably is), then perhaps stacking them in a few rows at the bottom of the screen would at least be less intrusive. Especially if combined with a hide/show button.
I also encountered some kind of bug where the slaves in bottom right was offset by 1. For example I had to click on the button below (or mayby it was above?) May-Lynn to actually select May-Lynn. I suspect that it was Ayden in slot 1 that didn't register correctly and messed it up, but I didn't investigate it further.
I'm also curious to know how much changes you had to do in start_game.html? I would most likely want to experiment with it on the Tier 2 version.
<div class="button-container" style="display: flex; flex-direction: column; position: absolute; top: 20px; right: 10px;">
<button id="Day">Day</button>
<button id="Morning BJ">Morning BJ</button>
<button id="Work academy">Work academy</button>
<button id="Play cards">Play cards</button>
<button id="Craft 1 hour">Craft 1 hour</button>
<button id="Craft 5 hour">Craft 5 hour</button>
<button id="Train stamina">Train stamina</button>
<button id="Train strength">Train strength</button>
<button id="Train dexterity">Train dexterity</button>
<button id="Train ranged combat">Train ranged combat</button>
<button id="Train melee combat">Train melee combat</button>
<button id="Velvet train">Velvet train</button>
<button id="Battle melee">Battle melee</button>
<button id="Battle range">Battle range</button>
<button id="To basic training">To basic training</button>
<button id="To advanced training">To advanced training</button>
<button id="To craft">To craft</button>
<button id="Interact1">1</button>
<button id="Interact2">2</button>
<button id="Interact3">3</button>
<button id="Interact4">4</button>
<button id="Interact5">5</button>
<button id="Interact6">6</button>
<button id="Interact7">7</button>
<button id="Interact8">8</button>
</div>
<div class="button-container" style="display: flex; flex-direction: column; position: absolute; top: 20px; left: 10px;">
<button id="Talk">Talk</button>
<button id="Talk with everyone">Talk with everyone</button>
<button id="Arouse">Arouse</button>
<button id="To bondage">To bondage</button>
<button id="Bondage session">Bondage session</button>
<button id="Whip">Whip</button>
<button id="Fuck">Fuck</button>
<button id="Caress">Caress</button>
<button id="Kissing train">Kissing train</button>
<button id="Pussy train">Pussy train</button>
<button id="Anal train">Anal train</button>
<button id="Oral train">Oral train</button>
<button id="Education academics">Education academics</button>
<button id="Education medicine">Education medicine</button>
<button id="Education science">Education science</button>
<button id="Education domestic">Education domestic</button>
<button id="Education acrobatics">Education acrobatics</button>
<button id="Education dancing">Education dancing</button>
</div>
<script src="script.js"></script>
<script src="buttons.js"></script>
I've found myself happier with characters for whom I skipped the Expert level as 120 points on the traits and attributes pages is a lot. There's no expert perk as useful long term (and even short term in many cases) as having those points to spend on 'Deadly Strike' and then maxing Charm and Manipulate and be a lady-killer from the get-go.Kind of curious what other people think about the skill classes. To me there are really 2 main reasons to pick any of the skill classes. One is to boost your stats enough in something to get a trait you want that has minimum requirements you can't get from boosting attributes directly (like Deadly Strike, Wildborn, or Crafter). The other is the expert level special bonus. The special bonus is really the only part of that which makes me consider taking a skill class. Otherwise I would rather spend my points on traits or boosting attributes directly.
I tend to either pick no skill classes at all, or a single expert class and no others.
I find the window of advantage a little longer as with Einer, Doyle and two other cheapos you can quickly take down all the easy-to moderate targets and get to the higher end ones faster which gets me a workshop more quickly. All without much in expenses.Here's what I think about the expert skill class bonuses so far after having tried all of them:
Best bonus for the first week of the game:
- Expert Soldier: The combination of good combat stats, 3 free suits of combat armor, and the immediate availability of Einar at a reduced salary makes the first week of the game go much easier than any of the other expert perks.
I've not tried it yet, but while I still end up in a tendstim-expense crunch at some point in the game, I know as soon as I've everyone in Duraplate wielding coilguns or Greatswords and starting in the first row I won't be needing much healing anymore.Best early to mid game bonuses after the first week:
- Expert Doctor: If you're focusing at all on combat, this one saves you so much money on stims that it quickly eclipses the value of Expert Soldier after the first week or so and remains useful for the whole game.
It's also about the only place (outside Doctor above) where you can pick up much Sci skill. That can be especially useful if you plan on much early hacking or crafting the fun stuff.- Expert Scholar: If you're not focusing on combat much, this one gives you a fairly significant permanent income source for the early game plus starts you off with decent academic stats to dig into the classes or books or to start homeschooling your slaves.
Another place to pick up starting Sci if you want it. A Master Businessman with level two Scholar gives you the highest starting sci you can achieve.Strongest late game bonus:
- Expert Businessman: Oddly enough this one gives you literally nothing in the early game unless you're set on a pure crafter so I would put it as the absolute weakest early game perk but the combination of the workshop bonus plus the investment bonus makes it scale up to be the strongest late game bonus IMO. This is also the only way to start with high enough crafting skill to be able to make most of the best gear yourself without having to grind up stats first. So you can actually make decent money from crafting alone if you wanted to. For me it takes about 2 months for the Entrepreneur income to scale up to more than the bonus you get from Expert Scholar and it continues to scale infinitely after that. Add in the workshop bonus and nothing else comes close to generating the kind of money this bonus provides. Then again, in the late game you have tons of money anyway so that might not matter to you.
Having a guaranteed Workaholic/Perfectionist with Submissive and perhaps two more traits allows you an opportunity to make a damn fine Slave Mistress in short order.RP only bonuses:
- Expert Slaver: This one gives you a free slave that you can just buy if you don't start with her. She's guaranteed to have both Workaholic and Perfectionist but that's just 1 slave. The real reason to take this one is the boost to sex related stats if you want to focus on slave training early.
I agree, the bonus here is too far away and takes too long per session. It should be easier to access and work and/or come with a chance to capture slavegirls and such.- Expert Hunter: I found this one to be entirely pointless except during the small window of time where I decide to train up a bunch of my scavengers to 60 survival. That's the only time an extra hunting grounds makes any difference to me. It could be a decent money maker at low prosperity if you were focusing on selling food but once prosperity goes up that kind of dries up.
Yeah for me it depends on whether I'm doing an enhanced start or a rise from the ashes start. With a rise start I find that I get a better overall character going with no skill classes at all even though it means I can't have Deadly Strike. I can get almost all of the other good ones that way.I've found myself happier with characters for whom I skipped the Expert level as 120 points on the traits and attributes pages is a lot. There's no expert perk as useful long term (and even short term in many cases) as having those points to spend on 'Deadly Strike' and then maxing Charm and Manipulate and be a lady-killer from the get-go.
Well most of the other expert options that I would consider start with enough influence that I can just grab Ayden literally on day 1 and he's so strong in the early game that the free combat suits and early access to Einar are not that big of a deal to me. Still nice, but I can buy duraplate pretty quickly with Ayden anyway at which point the combat armor is just for respect training on people who are not my A team.I find the window of advantage a little longer as with Einer, Doyle and two other cheapos you can quickly take down all the easy-to moderate targets and get to the higher end ones faster which gets me a workshop more quickly. All without much in expenses.
I tend to burn through stims pretty fast early on so the free heals are nice for me. Once you get a workshop up and running you can make stims and doctors kits for a lot less so the advantage of the free heals diminishes somewhat then. It also partly depends on who the advanced tactics AI decides is going to tank. I haven't figured out how that works yet in the current version. Sometimes I'm always the tank. Sometimes one of my mercs is, and I haven't really found a pattern that explains why yet compared to previous versions.I've not tried it yet, but while I still end up in a tendstim-expense crunch at some point in the game, I know as soon as I've everyone in Duraplate wielding coilguns or Greatswords and starting in the first row I won't be needing much healing anymore.
Yeah if I'm looking to dive into the academy classes and books immediately then getting the right skill classes to boost my starting academics and science skill to more than 50 each is nice. Without that I usually end up waiting til I have unlocked the palace so I can boost them via drinking at the palace bar. It's expensive but fairly high probability.It's also about the only place (outside Doctor above) where you can pick up much Sci skill. That can be especially useful if you plan on much early hacking or crafting the fun stuff.