Hans98

Member
Aug 3, 2018
170
125
Hi there,
i´m stuck in the Quest of Caitlin because i can not dismiss her even if
- she is undying
- has no job
- has no title
- no assigned slave master
and she suggests to build a clinic if asked for hopes and dreams.

Has anyone an idea?

Greets Hans
 

bolondro2

Active Member
Oct 12, 2018
532
594
Hi there,
i´m stuck in the Quest of Caitlin because i can not dismiss her even if
- she is undying
- has no job
- has no title
- no assigned slave master
and she suggests to build a clinic if asked for hopes and dreams.

Has anyone an idea?

Greets Hans
It´s still your slave? You must first rise her to a servant status, and then dismiss her, IIRR
 

Clemency

Active Member
Jan 21, 2024
632
683
Oh and while we are at it - the wiki says it's possible to buy more property in Redhaven to e.g. build a tavern - how does one do that? :D
One waits for the next patch, 0.8.3.1, in late March or early April.

ps. I currently only count on Almer and Lil Cooney to become more or less permanent additions to the household.
Any combat oriented men will definitely be permanent retainers in mine. So the Hulk is on that list and Almer too. Depending on their fame modifier (for the guard captain role), I might even make them paragons under my watch.
 
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Clemency

Active Member
Jan 21, 2024
632
683
There are just too many combat-oriented men and too few household slots and the men will definitly (about always) draw the short straw in any decision, who to keep permanently and who to let go (in the event that space runs low). And the girls also do not really need too many playthings (as my mc/pc is not the mad preacher).
Differences in playstyle and preferences I guess. There's about ~54 women in my house. I have not had sex with around 20 of them and I am willing to get rid of around 15 of them. There's just too many and I am still on my journey to reach 100 vaginal and oral xp on a select number of the unique NPCs (Lovisa, Laika, Adrienne, Loren, Leia, the urchin, Adora, and Kelly for now).
 
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xfto

Member
Dec 1, 2019
121
148
does the scrap heap/kelly questline still trigger if you found the trinket but removed the scrap heap? thread says its pretty rare to trigger but no info about the requirement to still have the scrap around.
 

IZ2bSA80

Newbie
Dec 25, 2017
53
37
Yes. Sometimes.
You can try here or go to the discord channel.
Alright I'll drop it here then because discord is my pc's nemesis, freeze everytime for some ungodly reason.
I'm putting all of it behind a spoiler tag to avoid making this page a scroll fest since it's not exactly small.

You don't have permission to view the spoiler content. Log in or register now.
 
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Jun 10, 2022
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Alright I'll drop it here then because discord is my pc's nemesis, freeze everytime for some ungodly reason.
I'm putting all of it behind a spoiler tag to avoid making this page a scroll fest since it's not exactly small.
Progress & quest markers
.....
Wow... I just want another barracks to house more girls... :)
 
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bolondro2

Active Member
Oct 12, 2018
532
594
Talking a bit about legacy things....

The effects of some of the titles have not changed at all since, at least, Vs 8.0, possibly earlier. And from my point of view don´t fit really with a household of the size we have now. May be they make sense with a 2 slaves household (something that changed in 0.78 when you can build " the Annex" and increase to 4), or with the 9 slaves household that you get in version? 0.81? (and even them starts to seem short to me) but now...

from wiki

Probably the most revered title of all. A head maid has responsibilty over all other slaves, manages the household's economy and eases many of the burdens from her Master.

Benefits[ | ]
  • If Domestic skill is above 60: -$3 Maintenance/day.
  • If Head maid has Workaholic trait: +4 Influence/day.
  • If Discipline is 60 or higher: +1 Discipline raise chance/day (15%) for slaves with Discipline below 50.
Risks[ | ]
  • If Domestic skill is below 20 or Intelligence is below 30: +$5 Maintenance/day.
  • If Head maid has Malevolent trait: -1 Happiness loss risk (15%) for slaves with Willpower below 59.
If you read the description, seems something really important. May be as important as the accountant, or close to him

But the difference, between having a top notch 60+ domestic skill Head Maid or having a clueless (below 20 skill) head maid or a moronic (below 30 INT) head maid (or both, moronic AND clueless) it´s, all in all, 8$. That can be something in a two slaves household, but in a 60 people household is less that a fart against an hurricane. As far as a Head Maid has Discipline +60 and it´s not Malevolent, it´s fine. Work-alcoholic may be a bit of an extra, but even this, just +4 influence it´s not a big deal.

Somehow, seems to me that the effects of the Head Maid should scale with the size of the household. May be by increases of 10´s? A Domestic 60, reduces the maintenance by -3 in a 0-9 people household, but in a 72 strong one, he reduces maintenance by 21.

And may be the influence boost of a work alcoholic Head Maid may would be +4, and +4 extra (or +2, or +3, I don´t know...) for each slave assigned ?
I don´t know exactly how can be adjusted, but the current description don´t fit at all with the bonus of the head maid. It seems a legacy thing that have not been updated since really really long time ago and have become obsolete.
 
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caju

Well-Known Member
Oct 5, 2017
1,276
1,229
To date, The most slaves/ employees I ever had in my household was 11 *briefly*
Even then, it was only for about a week.
Normally, I keep 8 max.
If their quests are done and not repeatable, they get sold.

Not everyone needs 100 slave slots
 

harem.king

Engaged Member
Aug 16, 2023
3,049
5,114
To date, The most slaves/ employees I ever had in my household was 11 *briefly*
Even then, it was only for about a week.
Normally, I keep 8 max.
If their quests are done and not repeatable, they get sold.

Not everyone needs 100 slave slots
what do you do when the game updates with more content for a named slave you sold?
 

Clemency

Active Member
Jan 21, 2024
632
683
Night time combat?
It might be interesting if debuffs were applied to ranged weapons after 8pm (HULC armor would nullify this effect)
This would allow players who focus on melee to get a bigger advantage against mobs that are still too dangerous to be fought
Melee does not need more advantage. Powerstrike could even use a tiny bit of nerf to be honest. Specifically,
  • Option 1: the accuracy/hit of powerstrike should be lowered; or
  • Option 2: powerstrike cannot be used consecutively (lore reason: your girl gets tired doing them in succession). <-my preferred one
I am at a point where my ex-arena champ regularly powerstrikes for 99-105 damage, maybe even more. After the opening shot, Ayden with coilgun does far less damage-per-turn than her. Maybe ranged weapons could use some damage buffs and buffs to how their armor piercing damage works.
  • Option 1: One could make the coilgun the anti-armor specialist and plasma rifle an anti-natural armor specialist via the same mechanic Aesir religion and Malevolent trait has (coilgun does +10 vs heavier armor, plasma +15 against natural armor, +5/+10 on lighter armor).
  • Option 2: Or just improving their damage overall but as a drawback, the lower your ranged skill, the higher the chance of not hitting the stronger the weapon is or even cause mishaps like the plasma user burning himself a tiny bit, causing 10 self inflicted damage and not firing the gun at the enemy for that turn because of the temporary shock of the burn. Since the plasma rifle has no recoil, mishaps could be its drawback.
The second option is my preferred one since it is more lore friendly than the option to give these guns bonus damage vs an armor type, but it could also prove to be more complicated.
 
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xfto

Member
Dec 1, 2019
121
148
the kelly questline did indeed spawn after getting the trinket and just...wait many moons...

anyways another question, i couldnt find an answer with the search function.

is there actually a questline or an event that goes somewhere when you are rude to the devious tools shop? for example stuff that continues in chapter 2?
 

IZ2bSA80

Newbie
Dec 25, 2017
53
37
Melee does not need more advantage. Powerstrike could even use a tiny bit of nerf to be honest. Specifically,
  • Option 1: the accuracy/hit of powerstrike should be lowered; or
  • Option 2: powerstrike cannot be used consecutively (lore reason: your girl gets tired doing them in succession). <-my preferred one
I am at a point where my ex-arena champ regularly powerstrikes for 99-105 damage, maybe even more. After the opening shot, Ayden with coilgun does far less damage-per-turn than her. Maybe ranged weapons could use some damage buffs and buffs to how their armor piercing damage works.
  • Option 1: One could make the coilgun the anti-armor specialist and plasma rifle an anti-natural armor specialist via the same mechanic Aesir religion and Malevolent trait has (coilgun does +10 vs heavier armor, plasma +15 against natural armor, +5/+10 on lighter armor).
  • Option 2: Or just improving their damage overall but as a drawback, the lower your ranged skill, the higher the chance of not hitting the stronger the weapon is or even cause mishaps like the plasma user burning himself a tiny bit, causing 10 self inflicted damage and not firing the gun at the enemy for that turn because of the temporary shock of the burn. Since the plasma rifle has no recoil, mishaps could be its drawback.
The second option is my preferred one since it is more lore friendly than the option to give these guns bonus damage vs an armor type, but it could also prove to be more complicated.
Well a few things about combat might be changed with v8.31, which might result in melee being a little bit less "powerful" compared to ranged - so I will spare my comment on that until v8.31 goes public.

And then about nighttime combat and debuffs for ranged, they might not do that much (if this only decreases hit chance directly and the ranged skill is ie. 150, especially if this "debuff" would be applied after giving a damage boost, because of "high skill"), and I am also not seeing a reason, why during nighttime or other bad weather conditions (which affects sight) melee should not also get penalized (unless you are a blind martial artist, who senses where the enemy is and what the enemy is about to do).

ps. While there were many interesting ideas in the suggestions, I think non of them will be implemented in the way he did suggest (that is if they are implemented at all) - eventhough in the long run, there should be ie. "negative" events for Fort Sera (but siege events might be counterproductive¹ and in some cases even be unbeliebable, ie. an army size, which is outnumbered maybe 10:1, laying siege to Fort Sera or a "Great House", whose power value is only a tenth or lower of the power value of Fort Sera, laying siege to Fort Sera or a foreign army, which is not stationed in Ikanoos City and would have to march through Ikaanos City to reach the Outer Marston Swamps to lay siege to Fort Sera, marching through Ikaanos City and a high control Ikaanos republic not caring about such an army waltzing through the city, eventhough that would undermine their authority - in my game the only believeable sieging force, would be the whole army of Ikaanos, if they would have still a compareable manpower to game start, otherwise maybe the whole Davidian army might suffice, but they might be far away, or about 30% of the whole bandit faction, who might not want an all out war with Fort Sera and who might also be very unwilling, if both factions are controlled by the mc/pc).

¹) Some player may try to milk such events to boost the number of soldiers of Fort Sera even higher (ie. about 1/4 to 1/5 of the sieging army ending up as new recruits of Fort Sera).
Hmm, what if we used the effect of a certain paragon's damage boost here?
It'd limit the advantages/disadvantages given to the first strike for both sides, kinda like the MC doing an ambush rather than being the one ambushed.
 
Jun 10, 2022
277
297
How much combat experience in MoR do you actually have? And how familiar are you with the current combat mechanics?

I can also tell you this, for all fights except the fights with two certain Charuks (in the location north of Hamah Bay), the level 6 common bounty missions (and legendary common bounty missions) and the fight against the Black Scorpion (himself, not the "punks" in the other black scorpion fights), I normally use Bud, Enya, Loren and Aiko as followers, where everyone has only bare fists and a rifle (except Bud, who is allowed to use expensive ammo and a plasma rifle) and wears expensive Hulc armor. For the Charuk fights the rifles get replaced by automatic rifles and Bud, who is usually in the first follower slot, gets moved to the last follower slot. And I expect to win every and all fights easily (except for the level 6 and legendary common bounty missions and the Black Scorpion fight) with that setup (and the changes for the Charuk fights), in fact if I let Enya, Loren or Aiko shoot with a rifle from closed range they will do less damage than they would do, if they attacked with bare fists (but they already have 150 melee, but can still improve somewhat in ranged, so I let them shoot with the rifle¹). Only for the legendary common bounty missions and maybe 5 men level 6 common bounties this setup might be a little on the weak side (for the black scorpion fight for once giving the girls some melee weapons would probably be enough). As to the legendary bounty missions (probably currently the hardest combat encounters, except maybe the last fights to become really arena champion), I am quiet sure of a layout - which involves the usage of grenade launchers (including exploiting the badass calculations) and Aydens first shot - to eliminate the (only) enemy with the cybercannon in the first round (with a very high probability) and then win the fight, with the MC/PC staying alive and probably only Ayden going down - oh and Ayden would use his ranged weapon only in the first round and also most other followers would probably only use the grenade launcher in the first round (and maybe also second and third). Otherwise they would only use armor piercing melee weapons. Oh, and the mc/pc would also try to knock out the enemy at the second position (after the other enemies are down), ie. making sure that that enemy stays alive (and not gets damaged too much), as the other enemies are more dangerous and probably harder to knock out (via bare fists).

And then to your question, a lot can be done (which is for the game developer to decide, I am just someone who often puts his 2Cent where they might not belong ;-) ), but I would like to see the combat mechanics of v8.31 before I am commenting further on it.

ps. The above post totally disregards the high-tier arena fights (ie. the above content only covers the normal unsanctioned fights without a paying audience).

¹) And using the ranged weapons lowers the probability of "lucky" captures (which I usually consider unlucky captures, as they usually prevent me to capture the enemy I want to capture).
What difficulty is this based on?
 

IZ2bSA80

Newbie
Dec 25, 2017
53
37
How much combat experience in MoR do you actually have? And how familiar are you with the current combat mechanics?

I can also tell you this, for all fights except the fights with two certain Charuks (in the location north of Hamah Bay), the level 6 common bounty missions (and legendary common bounty missions) and the fight against the Black Scorpion (himself, not the "punks" in the other black scorpion fights), I normally use Bud, Enya, Loren and Aiko as followers, where everyone has only bare fists and a rifle (except Bud, who is allowed to use expensive ammo and a plasma rifle) and wears expensive Hulc armor. For the Charuk fights the rifles get replaced by automatic rifles and Bud, who is usually in the first follower slot, gets moved to the last follower slot. And I expect to win every and all fights easily (except for the level 6 and legendary common bounty missions and the Black Scorpion fight) with that setup (and the changes for the Charuk fights), in fact if I let Enya, Loren or Aiko shoot with a rifle from closed range they will do less damage than they would do, if they attacked with bare fists (but they already have 150 melee, but can still improve somewhat in ranged, so I let them shoot with the rifle¹). Only for the legendary common bounty missions and maybe 5 men level 6 common bounties this setup might be a little on the weak side (for the black scorpion fight for once giving the girls some melee weapons would probably be enough). As to the legendary bounty missions (probably currently the hardest combat encounters, except maybe the last fights to become really arena champion), I am quiet sure of a layout - which involves the usage of grenade launchers (including exploiting the badass calculations) and Aydens first shot - to eliminate the (only) enemy with the cybercannon in the first round (with a very high probability) and then win the fight, with the MC/PC staying alive and probably only Ayden going down - oh and Ayden would use his ranged weapon only in the first round and also most other followers would probably only use the grenade launcher in the first round (and maybe also second and third). Otherwise they would only use armor piercing melee weapons. Oh, and the mc/pc would also try to knock out the enemy at the second position (after the other enemies are down), ie. making sure that that enemy stays alive (and not gets damaged too much), as the other enemies are more dangerous and probably harder to knock out (via bare fists).

And then to your question, a lot can be done (which is for the game developer to decide, I am just someone who often puts his 2Cent where they might not belong ;-) ), but I would like to see the combat mechanics of v8.31 before I am commenting further on it.

ps. The above post totally disregards the high-tier arena fights (ie. the above content only covers the normal unsanctioned fights without a paying audience).

EDIT: How could I forgot Goran-Ikko (or how its name is), for him/her the combat setup would also not be enough.

¹) And using the ranged weapons lowers the probability of "lucky" captures (which I usually consider unlucky captures, as they usually prevent me to capture the enemy I want to capture).
I started playing with the 8.3h release and yeah I'm not really big on combat, Kahill's mother thoroughly wrecked me so many times.
Business, management and crafting is what I'm more into. It's probably why I often seek alternatives to combat, the only reason I know what reward we get after the tough fights is because I cheated my way through to see what's worth it or not.
Raikan's village is the one true loss here imo, no way around to get the village...
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
How much combat experience in MoR do you actually have? And how familiar are you with the current combat mechanics?

I can also tell you this, for all fights except the fights with two certain Charuks (in the location north of Hamah Bay), the level 6 common bounty missions (and legendary common bounty missions) and the fight against the Black Scorpion (himself, not the "punks" in the other black scorpion fights), I normally use Bud, Enya, Loren and Aiko as followers, where everyone has only bare fists and a rifle (except Bud, who is allowed to use expensive ammo and a plasma rifle) and wears expensive Hulc armor. For the Charuk fights the rifles get replaced by automatic rifles and Bud, who is usually in the first follower slot, gets moved to the last follower slot. And I expect to win every and all fights easily (except for the level 6 and legendary common bounty missions and the Black Scorpion fight) with that setup (and the changes for the Charuk fights), in fact if I let Enya, Loren or Aiko shoot with a rifle from closed range they will do less damage than they would do, if they attacked with bare fists (but they already have 150 melee, but can still improve somewhat in ranged, so I let them shoot with the rifle¹). Only for the legendary common bounty missions and maybe 5 men level 6 common bounties this setup might be a little on the weak side (for the black scorpion fight for once giving the girls some melee weapons would probably be enough). As to the legendary bounty missions (probably currently the hardest combat encounters, except maybe the last fights to become really arena champion), I am quiet sure of a layout - which involves the usage of grenade launchers (including exploiting the badass calculations) and Aydens first shot - to eliminate the (only) enemy with the cybercannon in the first round (with a very high probability) and then win the fight, with the MC/PC staying alive and probably only Ayden going down - oh and Ayden would use his ranged weapon only in the first round and also most other followers would probably only use the grenade launcher in the first round (and maybe also second and third). Otherwise they would only use armor piercing melee weapons. Oh, and the mc/pc would also try to knock out the enemy at the second position (after the other enemies are down), ie. making sure that that enemy stays alive (and not gets damaged too much), as the other enemies are more dangerous and probably harder to knock out (via bare fists).

And then to your question, a lot can be done (which is for the game developer to decide, I am just someone who often puts his 2Cent where they might not belong ;-) ), but I would like to see the combat mechanics of v8.31 before I am commenting further on it.

ps. The above post totally disregards the high-tier arena fights (ie. the above content only covers the normal unsanctioned fights without a paying audience).

EDIT: How could I forgot Goran-Ikko (or how its name is), for him/her the combat setup would also not be enough.

¹) And using the ranged weapons lowers the probability of "lucky" captures (which I usually consider unlucky captures, as they usually prevent me to capture the enemy I want to capture).
Interesting assessment, I'm just curious why you don't use whipsticks instead of bare hands. They do a little more damage and are actually better for taking captives.
 
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khumak

Engaged Member
Oct 2, 2017
3,717
3,751
ps. The wiki was and is wrong about the base capture chance (and thus total capture chance). The base capture chance is 11% (in v8.3h) and only on a diceroll of 1 (diceroll 1 to 100 (inclusive)) a whipstick fails a capture of a capturable enemy (ergo 99% capture chance) and fists still give a 96% capture chance (ie. only dicerolls of 1 to 4 (inclusive) will fail), this was the case in v8.23 and is still the case in v8.3h. But maybe the wiki will be correct for v8.31, if the five occurances of "_slavechance gte 90" in the html-code are changed (or already have been changed in the current alpha versions of v8.31).

¹) I guess he often is.
Good reason to take this, just to be sure...

manhunter.jpg
 
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