Sural Argonus

Chimpanor Productions
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Game Developer
May 12, 2017
762
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Aiko and Enya are sort of intentionally underpowered. Female mercs will have more interactions in the future based on what Grim told me, including sexual options and I think they'll be able to stay at your house and guard the place/keep an eye on your slaves. That's not a complete list, just what I remember from Grim talking about it. So to counterbalance the increased options for female mercs, there's male mercs that are far better. Ayden and the blackguard are the two best mercs in the game, and will easily carry you through all but the hardest fights. Just remember to buy shitloads of tendstims to heal your mercs up after every fight.
I figured out editing them...

Aiko's dead, but I imagine I could revive her if I figure out the variable...

I only want the female mercs. :D

This game is still early in dev that I am not really worried about most things...It's still kinda light on content, but it's not a terrible game. I actually am liking it. I imagine this will become a great one later in it's live, so I will be keeping an eye on it. Even tho I think this is a pretty weak engine for this kind of game. heh.
 
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Hargan2

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Nov 27, 2017
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I figured out editing them...

Aiko's dead, but I imagine I could revive her if I figure out the variable...

I only want the female mercs. :D

This game is still early in dev that I am not really worried about most things...It's still kinda light on content, but it's not a terrible game. I actually am liking it. I imagine this will become a great one later in it's live, so I will be keeping an eye on it. Even tho I think this is a pretty weak engine for this kind of game. heh.
Heh, I feel the same way about the female mercs. But it's by design, so I doubt we'll ever see female mercs as powerful as male mercs, at least in terms of base stats. I think there's a plan to allow mercs to train up their stats, but I'm too lazy to search through the discord for it. So that might equalize things in the long run. Other than that, I'm personally fine with keeping the female mercs on retainer as house guards and glorified concubines while me and the boys go wreck some bandits. The latest public build added Enya's backstory, which is the first text in the game written by yours truly, so if you're keeping the female mercs then definitely ask her about her background every now and then and let me know if you like it! (Hint: If you don't know, the higher a merc's affection, the more of their background they'll reveal to you.)

I'd definitely recommend keeping an eye on it. The party engine that's getting released soon has a massive amount of content, (I should know, I'm helping write it) and there's a lot more to look forward to. Grim's doing a fantastic job of overhauling and revamping older features and backend stuff without slowing the addition of new content too much, which is something a lot of devs struggle with.
 
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Sural Argonus

Chimpanor Productions
Donor
Game Developer
May 12, 2017
762
2,037
Heh, I feel the same way about the female mercs. But it's by design, so I doubt we'll ever see female mercs as powerful as male mercs, at least in terms of base stats. I think there's a plan to allow mercs to train up their stats, but I'm too lazy to search through the discord for it. So that might equalize things in the long run. Other than that, I'm personally fine with keeping the female mercs on retainer as house guards and glorified concubines while me and the boys go wreck some bandits. The latest public build added Enya's backstory, which is the first text in the game written by yours truly, so if you're keeping the female mercs then definitely ask her about her background every now and then and let me know if you like it! (Hint: If you don't know, the higher a merc's affection, the more of their background they'll reveal to you.)

I'd definitely recommend keeping an eye on it. The party engine that's getting released soon has a massive amount of content, (I should know, I'm helping write it) and there's a lot more to look forward to. Grim's doing a fantastic job of overhauling and revamping older features and backend stuff without slowing the addition of new content too much, which is something a lot of devs struggle with.
I saw the roadmap, and things coming look good.

Tho for the record...Current combat, the stats don't seem to really affect much. I was screwing around with them and set the MC's stats to 900+...and they didn't affect any of the damage calculations/rolls.


Combat isn't something I am overly concerned with at this time, tbh. There's no real benefit yet, other than influence and the respect increases for the slaves. I've murdered so many freebooters, punks, and tribals...but hardly advanced any skills. heh

Like I said tho, I will keep an eye on it and as soon as I can spare the extra cash, I will likely sub on SS.
 
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ShinCore

Active Member
May 19, 2020
614
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complete save ?
uh, so this game is open world, so theres no real thing as a complete save. somebody elses save that they have built up, sure. if you want a way to quick start, start off more powerful, please keep an eye on the SSA page. Grim is working on a "MoR Enhanced" game mode that will allow you to change game parameters without potentially borking your whole game and getting stuck.
 
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ShinCore

Active Member
May 19, 2020
614
666
I keep waiting until the day i can cheat in the game i really cant survive

"MoR Enhanced" is being worked on. a way to change game parameters without risking any glitches. Keep an eye on the SSA page.

in the meantime, please check the wiki:



it has info on alot of subjects, and a starter guide as well.
 
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ShinCore

Active Member
May 19, 2020
614
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YOu can use SugarCube.State.active.variables in console...but I have only successfully edited the player. Slaves/Mercs/etc don't seem to be affected.


I keep losing mercs because they are just crappy...even without editing the MC.

I keep losing Aiko...and I like her. :(
One thing about mercs if that they now level up in combat skill. if they survive long enough, they get pretty damn deadly. however, beyond upgrading their armor, some are more squishy than others. a great example is the rifle savant. super cheap, really high ranged skill, and a rifle to boot. however, his hp is crap. hes more of a starter merc.

once you get up to the big boys though, you wont have to worry as much. me, i always buy the best mercs i can afford, because i run a a full science/int/charm build w/no combat perks. which means i cant fight for crap. but i let my 2 mercs carry me, and use my 2 girls as damage sponges, and as time goes on and i keep fighting, my and my girls skill will go up. i dont really train for combat at all unless i get impatient and wanna hit 40 to bypass the recoil penalty on the rifle, or 60 ranged to bypass the recoil on the assault rifle or more powerful weapons.

if you dont wanna have to worry about the recoil penalties, you can always use pistols (but they are better at close range than long range) or the high tech rifle w/no recoil. but the ammo for that thing is expensive. save it for your girls and mercs, you dont have to buy them ammo.
 

ShinCore

Active Member
May 19, 2020
614
666
Any chance this is portable to Android? Mobile browsers dont like displaying files directly, so I tried hosting it locally on the device via a local http server for Android.

That seemed to ALMOST work, but the game was too far zoomed in and I couldn't get it to zoom out properly. Maybe some html meta tags are all that's necessary for it to work properly.
a more mobile friendly version is being worked on. in the meantime, here is a quick workaround from the wiki:

 

ShinCore

Active Member
May 19, 2020
614
666
Thanks for the update! Just checking: Grim you're using Manfriday's Render Queue or something similar, right? Massively boosted my render output to just set up a bunch of renders and let them go overnight.
Grim says hes kinda picky and likes to adjust renders as he does them. but we have had discussions about it before.

if you like, come to the discord and talk to him about it. im sure he would appreciate some tips on how to effectively use the render queue.
 

zuulan

Member
Oct 12, 2020
182
163
Grim says hes kinda picky and likes to adjust renders as he does them. but we have had discussions about it before.

if you like, come to the discord and talk to him about it. im sure he would appreciate some tips on how to effectively use the render queue.
I think GD has done it right no need to reduce it another Porn game. I was playing it before it had any renders at all and writing made it still playable and enoyed other asbets of game like exploring, questing, grindin. Now it has renders and they are done right, would be better to focus more game content.

If you have game content you have experience it all over again. But fancy graphic you enojoy once and then it loses importance.
 
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luwinkle

Member
Jan 14, 2019
362
335
I keep waiting until the day i can cheat in the game i really cant survive
You can use this to edit a exported save file:

It's a bit fidgety, but it gets the job done. Mainly for stats, money and ammo. Can't really increase max health or max stamina points (but *can* the max stamina skill).

Also turn slaves into murder machines.
 

sirdano35

Newbie
Jun 16, 2018
51
31
Yes, you can hire mercs again if you dismiss them. The MC's willpower can be raised through the persuasion skillbooks I believe, as well as teaching at the academy and some random events. Balancing skill training is an ongoing process, and the next update should help a little in that department, by increasing the chance of success if the slave's discipline is above 30. Also, if you don't have the stats to effectively train a slave's skill yourself, it's much more effective to have her attend the relevant course at the academy, which will passively raise her skill over time. The tradeoff being that she'll be out of the house for class for a few hours every day, but this does mean that you can go out and do stuff without worrying about her during that time.

Respect is very difficult to raise, with taking the slave into combat being the only consistent method i've found, but it's honestly not that important of a stat. If your slave's willpower is low and discipline is high, everything else just sort of falls into place. Ranged skill is entirely independent of dexterity, dex is used for dodging melee attacks and such. What's your ranged skill at? 75 is considered above average, and once you hit 80-90 or so you'll likely see a significant slowdown in skill gain, and getting above 100 is very hard indeed as by that point you'll almost never miss. You will always gain one skill point from landing a critical hit however, which has a flat 5% chance of happening, so just using your ranged weapon in combat will naturally see you raise your skill over time.
Thanks again Hargan2! I've managed to win enough battles with my slaves present to increase their respect to impressed. I've found that using save edit works to change stats variables and money to make up for my lost progress from before... I also gave Michelle and Lovice enough ranged skill to be helpfull in combat as for some reason training their ranged skill had almost a 1% success rate (literally 1 point in 40 training sessions). I've shown people how to shoot and hit stationary and moving targets before in 1 day and only one person ever still couldn't hit the broad side of a barn... He turned out to be almost blind and his psycodellic contacts turned out to be perscription... I was worried he just wasn't understanding how the sights worked or was missing that bad as a joke LOL. Anyhow aside from the super unreal slow training progress for ranged, this game is pretty cool. I was sorta looking forward to leaving town to hunt otherworldly beasts for bounty or creature products but I read GRIM doesn't have much time to work on this game... Still I'll be watching to see what he does with this and cant wait to see how far it goes. Cool game Grim!
 

Hargan2

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Nov 27, 2017
1,193
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Tho for the record...Current combat, the stats don't seem to really affect much. I was screwing around with them and set the MC's stats to 900+...and they didn't affect any of the damage calculations/rolls.
This is by design, afaik ranged/melee stats only affect the chance to hit. The weapon has a set damage range that it rolls on to determine damage, but this is not affected by your melee or ranged attack stat. Strength, on the other hand, does modify melee damage. The only way to deal more damage with a ranged weapon is to buy a better ranged weapon, which is somewhat realistic, since while you could argue that a skilled marksman could land more lethal shots (which is by no means guaranteed, there's a reason you always go for center of mass and not the head) one's skill with a weapon does not magically make said weapon hit harder.
 

Sural Argonus

Chimpanor Productions
Donor
Game Developer
May 12, 2017
762
2,037
This is by design, afaik ranged/melee stats only affect the chance to hit. The weapon has a set damage range that it rolls on to determine damage, but this is not affected by your melee or ranged attack stat. Strength, on the other hand, does modify melee damage. The only way to deal more damage with a ranged weapon is to buy a better ranged weapon, which is somewhat realistic, since while you could argue that a skilled marksman could land more lethal shots (which is by no means guaranteed, there's a reason you always go for center of mass and not the head) one's skill with a weapon does not magically make said weapon hit harder.
I did Strength to test the melee...and it still didn't hit hard at all. I did Melee and Ranged, and they didn't seem to hit more often or anything. Is there a hard cap on the bonus the stats give? That would explain why it didn't seem to do better than say changing all stats to 100. (Damage or To Hit rolls)
 

Hargan2

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Nov 27, 2017
1,193
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I did Strength to test the melee...and it still didn't hit hard at all. I did Melee and Ranged, and they didn't seem to hit more often or anything. Is there a hard cap on the bonus the stats give? That would explain why it didn't seem to do better than say changing all stats to 100. (Damage or To Hit rolls)
I've done a few experiments myself now, and you seem to be onto something. I used a character with 39 melee and 49 strength and attacked the dock punks with a combat knife, and the damage and hit rate felt to be in the same range as it was when I changed the stats to 100 melee and 100 strength. It makes me wonder if something isn't going wrong somewhere in the code, with the stats just genuinely not doing anything or something. I don't know how likely that is, I'm an amateur coder at best and purely involved with the writing side of the game, but something definitely feels not right. It could just be a balance issue I guess, like the values involved are so small that there's no obvious difference unless you actually sit down and compare them over a larger sample size.
 

GD-studios

Active Member
Game Developer
Nov 20, 2021
866
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I've done a few experiments myself now, and you seem to be onto something. I used a character with 39 melee and 49 strength and attacked the dock punks with a combat knife, and the damage and hit rate felt to be in the same range as it was when I changed the stats to 100 melee and 100 strength. It makes me wonder if something isn't going wrong somewhere in the code, with the stats just genuinely not doing anything or something. I don't know how likely that is, I'm an amateur coder at best and purely involved with the writing side of the game, but something definitely feels not right. It could just be a balance issue I guess, like the values involved are so small that there's no obvious difference unless you actually sit down and compare them over a larger sample size.
Had to try it myself after observing this discussion, but the damage bonus works as intended for me, build 0.7.9.1.

Did two builds, used combat knife against same enemy in Redhaven.

First build: Melee 40, Strength 40.
Second build: Melee 110, Strength 110.

40 build: damage range 9-29.
110 build: damage range 19-38.

Did about 40 attacks with each build.
 

Hargan2

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Nov 27, 2017
1,193
1,375
Had to try it myself after observing this discussion, but the damage bonus works as intended for me, build 0.7.9.1.

Did two builds, used combat knife against same enemy in Redhaven.

First build: Melee 40, Strength 40.
Second build: Melee 110, Strength 110.

40 build: damage range 9-29.
110 build: damage range 19-38.

Did about 40 attacks with each build.
Glad to hear everything's working as intended, I guess I just didn't take a large enough sample size. What about the hit rate? How much is that affected by skill? The dock punks probably aren't most dextrous of opponents, so now that I think about it I could've just been getting lucky with hitting nearly every attack on account of their probably low dodge chances.
 
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