Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Oh is that random? I just did a quick start with the $750k enhanced money start just to see and she was my pilot on the first try. I just assumed she was always the pilot but maybe not. You can ask her out for a drink if she is. I didn't take it far enough to get to where I could hire her.
It sounds like you got lucky, I haven't had her yet. I'm going to try again now.
 

Porrvald

Active Member
Sep 12, 2020
596
634
if you dont want to share a save just dont reply on me
Or maybe read my original reply again, to understand that this is not the type of game where you would have any use for another persons save, and especially not one where they have already completed the game.

But let's pretend that you have actually lost your saves and want another persons save. What quests had you completed at that point? And what stats did your character have? Oh, you can't answer? I wonder why...
 
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khumak

Engaged Member
Oct 2, 2017
3,717
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Actually the int of npcs is still uncapped (there was something missed, when a few things did get capped in v8.32).

Concerning wife in Cafe: The bonus for the int increase to the skillroll (chance) is +15 (for aca>79 and science>79) and another +15 (for aca>89 and science>89) and the difference between wifes int and mcs int is substracted from the skillroll (skillroll is normal diceroll as chosen in the options), so the chance can be above zero (if the mcs int is not 30 points or more lower, or 20, if the wife has a scarefactor of 3 or more).

And the best marriage candidate (for really high int values) is the girl called "Luckie" (aka the hotel urchin)¹. Also wife in cafe is still a repeateable uncapped int increase (as the int of npcs is still uncapped), other repeatable int increases are capped.

¹) And as I think that at least Luckie's int should be uncapped, I will not give any information about which (repeatable) int increases for npcs was missed.
It might be more worth doing now than when I tried it last. I tested it quite a bit before the house expansion when we still had a max of 8 household slots and back then it was most definitely a waste of time. I believe it was also hard capped at 120 back then. The chance of Int gain from poker was significantly higher than the chance of int gain from the cafe. And the chance from poker is already pretty low.
 

Porrvald

Active Member
Sep 12, 2020
596
634
Actually the int of npcs is still uncapped (there was something missed, when a few things did get capped in v8.32).

Concerning wife in Cafe: The bonus for the int increase to the skillroll (chance) is +15 (for aca>79 and science>79) and another +15 (for aca>89 and science>89) and the difference between wifes int and mcs int is substracted from the skillroll (skillroll is normal diceroll as chosen in the options), so the chance can be above zero (if the mcs int is not 30 points or more lower, or 20, if the wife has a scarefactor of 3 or more).

And the best marriage candidate (for really high int values) is the girl called "Luckie" (aka the hotel urchin)¹. Also wife in cafe is still a repeateable uncapped int increase (as the int of npcs is still uncapped), other repeatable int increases are capped.

¹) And as I think that at least Luckie's int should be uncapped, I will not give any information about which (repeatable) int increases for npcs was missed.
Is this a correct interpretation?

Each time I bring my wife (who is 1 point more intelligent than me and 0 scared) to the cafe, I have 29% chance to increase my intelligence, if I have 90+ in both academic and science skills?

If yes, then it would seem like stormchild is the ideal wife for intelligence farming as I can keep adding 1 point to her intelligence, up to 120 intelligence? (Then later Urchin girl).
 

bolondro2

Active Member
Oct 12, 2018
532
593
Some words about the crafter trait and the artisan and Blacksmith skills.



With a plain start (no businessman class, no crafter trait) you start with +10+10 in artisan/blacksmith. After reading the books, assuming that you get the brainy trait, you get 30 blacksmith and artisan 28-29. Let´s round up to 30-30.

30-30 it´s good for nothing of value, or almost nothing.

In the armour department, you can craft padded armour, and it´s going to cost you more in raw materials that going to the shop and buy a new one.
In the weapons side, you can craft melee weapons up to sword, ranged weapons up to crossbow and pistols, so nothing of interest on this side, you can craft them with your workshop more efficiently.
In the medical field, you can craft Tendisim, injectors and Doctor´s Kit. That can be of marginal utility, but you are going to need a high Medical/Science skill and nanites, so nothing that you can get in the early part of the game.
The only thing useful it´s the ability to craft ammo. You need a 20/20 skill, and it´s by far more efficient to build ammo by yourself that make it via workshops. That used to be a big deal in early versions, when the combat was range centric, but now, with a melee centric combat the expense in ammo it´s a small one.

All in all, in this start, would be more efficient for you just forget about all the crafting stuff, the crafting books and all this mess. It´s not your thing, and if you need something, you just go to the shop and buy it. As a friend of mine used to say "I have a credit card and I´m not afraid of use it". You get nothing, but you have expend nothing, so everything its fine and fair

The second steep it´s to buy a steep in the business class, but not the crafter trait. You will start with Artisan 25 and Blacksmith 20, and after reading the books you get Blacksmith 40 and Artisan 43-44. Let´s round to 40-45

That means an investment of 20 character points. Not big, but not small. What you get on return?

In the armour side, after reading the books, you can craft Heavy Leather Armor. That´s something useful if you want to equip your "B" or "C" combat team, but not good enough to make a minimum serious profit making and selling. So, small potatoes here.
In the weapons side, you add rifles and shotguns to your building capabilities. Again, nothing to write home and you will be better building this things via workshops.
In the medical side, you don´t get anything new
And yes, you can build your ammo from day one. That´s may be the biggest advantage.

All in all, my opinion it´s that this it´s not worth the expense.

Next in the ladder it´s a steep in the business class and the Crafter trait. You will start with an artisan skill of 35 and Blacksmith of 30 and a nice bunch of raw materials. The value of the raw materials it´s nothing to sneeze at. 100 textiles, 200 steel, 200 wood and 150 merchandise are worth 7000$ at least. That will cost 30 character points, and that means that, after reading the books you will have a 50 Blacksmith and 53-54 artisan. We will, again, round it up to 50-55
.
Let´s see what you get in return.

On the armour side you will be able to build Heavy Leather Armour from day one, as soon as you build the anvil. The anvil it´s somewhat expensive (3500$) but you can sell part of your raw materials to finance it. That can be done with ease at end of day one (selling part of your raw materials) or at the end of day two (without selling them). In the prior build I was dismissive about building Heavy leather Armor. Well, it´s not the same to be able to build H Leather at day 15 that being able to do it at day two. In one case it´s upgrading the armour of your "C" team and in the other it´s upgrading the armour of your MC and your "A" (and only) combat team. Far superior. And also, and more important, late in the game you can build HULC armour from parts. You can get 11 free and quest related Hulk parts, and instead of "buying a Hulk Armor" you can just buy 4 parts and build your own. 4 Hulk parts are 90.000$ and 6.000 influence. A full suit, 1.100.000 and 12.000. The difference it´s huge

In the weapons and Medical field there are no difference at all. The +10 in crafting and blacksmith don´t give you anything in return.

In my opinion, if you invest in taking a steep in Businessman the Crafter Trait it´s mandatory (or almost). It´s worth the expense. Further investment´s in businessman are, in my opinion, more suited to roleplaying considerations ( I love my full businessman build) that to eficiency considerations, so I will let them aside

And now, some thoughts about "you can always raise blacksmith and artisan making knives and bolts", instead of taking Crafter. Yes, you can indeed. But it´s something that it´s very time and fatigue points consuming. Not sure about how it´s exactly managed, but assuming that it´s a 5% chance in increase for each item build, and supposing that you start building the quite useless bolts, you are going to need 10 hours and 40 fp to increase one point your Blacksmith or Artisan skill. That compares really bad with the time and fatigue expense in raising FP, Melee, Ranged, DX or ST, in a 5:1 ballpark.
 
Last edited:

Porrvald

Active Member
Sep 12, 2020
596
634
Some words about the crafter trait and the artisan and Blacksmith skills.



With a plain start (no businessman class, no crafter trait) you start with +10+10 in artisan/blacksmith. After reading the books, assuming that you get the brainy trait, you get 30 blacksmith and artisan 28-29. Let´s round up to 30-30.

30-30 it´s good for nothing of value, or almost nothing.

In the armour department, you can craft padded armour, and it´s going to cost you more in raw materials that going to the shop and buy a new one.
In the weapons side, you can craft melee weapons up to sword, ranged weapons up to crossbow and pistols, so nothing of interest on this side, you can craft them with your workshop more efficiently.
In the medical field, you can craft Tendisim, injectors and Doctor´s Kit. That can be of marginal utility, but you are going to need a high Medical/Science skill and nanites, so nothing that you can get in the early part of the game.
The only thing useful it´s the ability to craft ammo. You need a 20/20 skill, and it´s by far more efficient to build ammo by yourself that make it via workshops. That used to be a big deal in early versions, when the combat was range centric, but now, with a melee centric combat the expense in ammo it´s a small one.

All in all, in this start, would be more efficient for you just forget about all the crafting stuff, the crafting books an all this mess. It´s not your thing, and if you need something, you just go to the shop and buy it. As a friend of mine used to say "I have a credit card and I´m not afraid of use it". You get nothing, but you have expend nothing, so everything its fine and fair

The second steep it´s to buy a steep in the business class, but not the crafter trait. You will start with Artisan 25 and Blacksmith 20, and after reading the books you get Blacksmith 40 and Artisan 43-44. Let´s round to 40-45

That means an investment of 20 character points. Not big, but not small. What you get on return?

In the armour side, after reading the books, you can craft Heavy Leather Armor. That´s something useful if you want to equip your "B" or "C" combat team, but not good enough to make a minimum serious profit making and selling
In the weapons side, you add rifles and shotguns to your building capabilities. Again, nothing to write home and you will be better building this things via workshops.
In the medical side, you don´t get anything new
And yes, you can build your ammo from day one. That´s may be the biggest advantage.

All in all, my opinion it´s that this it´s not worth the expense.

Next in the ladder it´s a steep in the business class and the Crafter trait.You will start with an artisan skill of 35 and Blacksmith of 30 and a nice bunch of raw materials. The value of the raw materials it´s nothing to sneeze at. 100 textiles, 200 steel, 200 wood and 150 merchandise are worth 7000$ at least. That will cost 30 character points, and that means that, after reading the books you will have a 50 Blacksmith and 53-54 artisan. We will, again, round it up to 50-55
.
Let´s see what you get in return.

On the armour side you will be able to build Heavy Leather Armour from day one, as soon as you build the anvil. The anvil it´s somewhat expensive (3500$) but you can sell part of your raw materials to finance it. That can be done with ease at end of day one (selling part of your raw materials) or at the end of day two (without selling them). In the prior build I was dismissive about building Heavy leather Armor. Well, it´s not the same to be able to build H Leather at day 15 that being able to do it at day two. In one case it´s upgrading the armour of your "C" team and in the other it´s upgrading the armour of your MC and your "A" (and only) combat team. Far superior. And also, and more important, late in the game you can build HULC armour from parts. You can get 11 free and quest related Hulk parts, and instead of "buying a Hulk Armor" you can just buy 4 parts and build your own. 4 Hulk parts are 90.000$ and 6.000 influence. A full suit, 1.100.000 and 12.000. the difference it´s huge

In the weapons and Medical field there are no difference at all. The +10 in crafting and blacksmith don´t give you anything in return.

In my opinion, if you invest in taking an steep in Businessman the Crafter Trait it´s mandatory (or almost)

And now, some thoughts about "you can always raise blacksmith and artisan making knives and bolts". Yes, you can indeed. But it´s something that it´s very time and fatigue points consuming. Not sure about how it´s exactly managed, but assuming that it´s a 5% chance in increase for each item build, and supposing that you start building the quite useless bolts, you are going to need 10 hours and 40 fp to increase one point your Blacksmith or Artisan skill. That compares really bad with the time and fatigue expense in raising FP, Melee, Ranged, DX or ST, in a 5:1 ballpark.
You are a little bit off in the book gains. With Brainy trait, the Ingot book gives you 15 blacksmithing (and I belive 5 irelevant artisan points), meaning that if you start as Adept Business man with Crafter skill and read the Ingots book, then you get exactly 60 blacksmithing, which is what you need to craft combat armor. Each combat armor costs ~$300 in resources and sells for $1600 (at least in Grimdark, A dying world).

But, it also requires the anvil and lots of stamina to spend all days crafting, so you can get rich by doing it, but it won't be fast or you focused your entire build on it... And in that case you should probably aim for duraplate armors, which you can get very close to as an expert business man, and eventually craft 4-5 per day with a profit of ~$4k each.

I more or less accidentally stumbled upon the duraplate crafting for profit during one of my turtle start games, and figured that it seemed like a good stepping stone towards workshop. But when I tried do a new game with that as strategy, I ended up spending lots of time ramping up my stamina and basic needs, before I could actually buy a decent workshop ($55k) and ultimately concluded that it is not really worth doing.
 
Last edited:

Porrvald

Active Member
Sep 12, 2020
596
634
And now, some thoughts about "you can always raise blacksmith and artisan making knives and bolts", instead of taking Crafter. Yes, you can indeed. But it´s something that it´s very time and fatigue points consuming. Not sure about how it´s exactly managed, but assuming that it´s a 5% chance in increase for each item build, and supposing that you start building the quite useless bolts, you are going to need 10 hours and 40 fp to increase one point your Blacksmith or Artisan skill. That compares really bad with the time and fatigue expense in raising FP, Melee, Ranged, DX or ST, in a 5:1 ballpark.
I have found that when crafting bolts... Given enough stamina to do it 23 hours per day, you are almost guaranteed to get at least a few points. If you only do it a few hours per night, you often get nothing and sometimes 1 or few points.

Without looking at the code, I'm guessing that it is probably an individual 5-10% chance to get either artisan or blacksmithing skill increase for each bolt (you never get increase in both skills from a single bolt). It also seems to be more difficult to increase skill, the higher your current skill is.
 
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Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
I haven't found her yet but I think I recall reading she has to be the pilot listed on the Mastersphere shuttle. I've been there a few times but not had her listed as the pilot. I started going there ~9AM to see who was listed as pilot but did that only twice and no joy so far.
Just got her on the second try. We went for a drink, as far as I could see that's all there is for now.
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,081
946
Early non-violent, Grimdark dying world, start typically looks like this:

First two weeks
Hunting twice per day: ~80 food
Sell the food for $10-20 each =~$1200 per day.
Train stamina every evening after hunting.
Put Kyle as gardener and build small garden + 3 big gardens for additional 59 food per day and a total investment of ~15k.
You now have a daily income of ~$2k and ~50 stamina.

Next three weeks
Buy May-Lynn if you have access to Crystal Heights.
Keep training stamina.
You now have a daily income of ~$3k and ~90 stamina.

Next few weeks - get rich
Buy a workshop for $35k + 2 x $10k upgrades, for a total of $55k and staff with whatever lazy dimwit numbnuts you can find and put Doyle as foreman, and let them produce rifles to be sold at Hamah bay.
Start training strength or melee.
You now have a passive income of around $5k from gardens and workshop.

Re-invest the income towards further workshop upgrades.
Even with lazy idiot slave labor you will produce a passive income above $10k.
You can optionally improve the workforce to significantly increase that income.

At this point you are strong enough to give Lovisa a fair fight and you can pretty much focus on anything you want, such as for example picking up Ayden, Einar and some other mercenaries to start ruling the outside world.
Try Jack Peasant as your early game Gardener once, he's much better at it than Kyle.
 

Porrvald

Active Member
Sep 12, 2020
596
634
I was just referring to character creation and going from memory. I just checked it out, if you do a normal start you are capped at 90 but if you're playing Enhanced you can raise attributes to 130. You can even get it higher if you utilize a few naughty tricks known by veteran character-creators....

Training just about every day after the third has been part of my strategy in every single run since before Rebecca had her pic profile completed. I was initially intrigued by 'Disciplined' and the Dojo but soon found my training progress went well enough without them and cut them out of my strategy.
I think disciplined may need to be re-evaluated... As far as a I can tell from the code (which I at least sometimes get right), there is no cap on any of the basic training skills... And disciplined looks like it is just added on top of all other chance values, which effectively would mean that you eventually end up with 30 points more from training in each skill.

To me that looks like an extremely big advantage for any combat build.
 

khumak

Engaged Member
Oct 2, 2017
3,717
3,751
I think disciplined may need to be re-evaluated... As far as a I can tell from the code (which I at least sometimes get right), there is no cap on any of the basic training skills... And disciplined looks like it is just added on top of all other chance values, which effectively would mean that you eventually end up with 30 points more from training in each skill.

To me that looks like an extremely big advantage for any combat build.
I believe it's supposed to give you a nearly guaranteed chance at skill gain up to a cap of 90 but I haven't tested it. The Dojo raises the cap from 110 to 120 and also gives you an increased chance. So to me the Dojo always seemed like it made Disciplined unnecessary. Still a nice early game boost though. If Disciplined removes the caps though then that's a whole different story (and doesn't match the description for what it's supposed to do).
 

Porrvald

Active Member
Sep 12, 2020
596
634
I believe it's supposed to give you a nearly guaranteed chance at skill gain up to a cap of 90 but I haven't tested it. The Dojo raises the cap from 110 to 120 and also gives you an increased chance. So to me the Dojo always seemed like it made Disciplined unnecessary. Still a nice early game boost though. If Disciplined removes the caps though then that's a whole different story (and doesn't match the description for what it's supposed to do).
It's not that it removes anything. It just looks like the training is based on diminishing returns and the diminishing is now at 30 points higher.

<<if $mctraitdis gte 75>><<set $chance+=30>><</if>>
...
<<set $chance-=$masterstrength>>
...
<<if $chance gte 1>>
...
<<set $masterstrength+=1>>

Basically this: Do dice rolls and lots of adjustments to chance, Add 30 if Disciplined, subtract strength, if end result greater than 0 then increase strenght.

Unless there is a cap somewhere that I'm missing, then it would mean that you can train 30 more points per skill, before it becomes impossible to train further.
 

bolondro2

Active Member
Oct 12, 2018
532
593
Either the wiki or the game are wrong.

From the wiki:

Ironman mode[ | ]
You can now enable an "Ironman" mode either in the Character Creation Process or through the Option > Mods > Ironman setting. Enabling Ironman means that any NPC who reaches -10 Health Points during combat situations is immediately killed and removed from the game.

From the game:

Ironman: NPC are killed if they reach -20 HP

Does anyone know what version it´s accurate?
 

Porrvald

Active Member
Sep 12, 2020
596
634
Either the wiki or the game are wrong.

From the wiki:

Ironman mode[ | ]
You can now enable an "Ironman" mode either in the Character Creation Process or through the Option > Mods > Ironman setting. Enabling Ironman means that any NPC who reaches -10 Health Points during combat situations is immediately killed and removed from the game.

From the game:

Ironman: NPC are killed if they reach -20 HP

Does anyone know what version it´s accurate?
<<if $ironman is 1>><<set _deadhp to -10>><</if>>
 
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Clemency

Active Member
Jan 21, 2024
622
670
The slave masters of ranaa quest disappeared if you are married to aria in 8.3.2.
If you had freed her men, it will be gone.

Otherwise, if you have not and it still disappeared, it may be because she is no longer a slave. Her status changed. I am not sure if divorcing her will work. This new version she can become a paragon I think the moment she is freed. And paragon is the strongest status classification in this game. It's the status of Ayden and Milou.

Save beforehand and divorce her. Then check if you have the enslave option in the Talk -> Affect and if you can make it work.

I assigned my girl a job but at the end of the day she doesn't bring any income?
Have you checked the Manage Economy option? It's in Economy, under the Assignments tag labeled Vendors I think.

Hello my dear f95zone friends. Ive got a question. I played it only once, and i guess i playaed it in wrong way because during my 3h playthrough i mananaged to find only 3 girls lol. Is it possible to find more without fighting? Is it possible to share girls with our friends? Is it possible to find that scavenger girl who was with her brother in old house, when he gets old enough?
Yes. A lot of the unique girls in this game are not from combat captures. You buy them or you have events where you can acquire them. The wiki has a list:

Talika Pai, a capture from the Haruto Pai bounty, is not yet listed in there though.
 
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