From discord:Some bugs I have found in 8.3.2_Public version while reading the code.
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Yeah, Fort Sera probably only give 1/3 of its power rating and not adds its total power to the mc/pc faction, it must be therefor a fluke that in my games I always get the whole power value added to the mc/pc faction (after having completed the Fort Sera Questline).Donating to Fort Hamilton requires you to have power of 15 or more.
You get 1 power if you have 50 or more in melee or ranged skill.
Some hired NPCs give you 1, 3, or 4 power.
Influence, +1 power above each of 600, 1500, 2500, 5k, 10k, 25k, 75k, 100k, 150k, +2 at 50k, 200k
Number of soldiers, NPCs with melee or ranged skill of 40 or more, +1 for MC at 50 skill, give +1 power at each of 10 and 15, +2 at 25, +3 at 50, +4 at 75.
Cash you currently have, +1 power at each of 40k, 70k, 120k, 500k, 1M, 10M, +2 at 100M.
Number of HULC suits you own, +1 power each.
Having something built in the 2 external building slots in Redhaven, +2 power each.
Up to 2 power for business power, increased by some investments in Redhaven Weapon and General store, Stralsund caravan in Imogens Barrow, Aimees store, Belial guns.
Factions if you are their leader (standing 100+) give 1/3 of their power to you, currently possible for Viking/Aesir, Christian, Bandit, and Fort Sera factions, other factions currently limit standing to 70 or you cant increase your standing with them, and religious factions also require you to use their religion.
Looking closer, Fort Sera directly adds its power to player power, while other factions add up to a temp variable that gets divided by 3 before being added, so Fort Sera gives all of its power.Yeah, Fort Sera probably only give 1/3 of its power rating and not adds its total power to the mc/pc faction, it must be therefor a fluke that in my games I always get the whole power value added to the mc/pc faction (after having completed the Fort Sera Questline).
And HULC armors probably also add +1 to the power value, when they are worn by mercs/npcs, eventhough the variable $ownhulc has a different value, depending on whether mercs/npcs are wearing HULC armor or if they are rotting away in the mc/pcs armory (aka inventory).
And there is of course no faction, where standing is capped at 70, but for which it is possible to still reach 100+ standing (via other means than donations), so it must be a fluke that someone might have reached 100+ standing with such a faction (which has a few more stats than all other factions - I hope neither Mordecai or Aria do mind).
Congrats, someone is able to read the code and interpret it more or less correctly.Looking closer, Fort Sera directly adds its power to player power, while other factions add up to a temp variable that gets divided by 3 before being added, so Fort Sera gives all of its power.
Player armors are boolean (true/false) value, so +1 from player HULC armor always applies if you own it, NPC versions only count those in inventory, equipping NPC armor reduces related variable by 1, unequipping it increases it, $ownslhulc for NPC HULC.
Capping standing to 70 happend when viewing Faction page for the specific faction, so I guess you could increase standing past 70 via other means, but it would still get capped if you happen to open the Faction page at some point.
As far as I have understood it, no.Is gay content on the roadmap to add to the game?
What about feminization? I would love to see forced chastity.
I belive that threesomes are already work in progress. Tatoos and branding are most likely only a matter of workload and prioritization.Are possible tattoos/branding on the roadmap?
What about multiple partners at the same time?
Or, having one slave fuck another?
@Grimdark is frequently lurking in the forum. So, with some luck he may notice and perhaps even like your suggestions.Maybe have a torturer assignment and able to place slaves in the room with them with various stats to 'break' them.
Add a way to have girls prep their ass daily (enema), so that anal sex lowers hygiene at the same rate as other sex.
With a dojo, add a fitness trainer and/or martial trainer role and be able to assign slaves to see the trainer daily.
As always, thank you for making the game, I have enjoyed playing it multiple times and probably have put around 100hr into it.
You cannot get rid of the bandit faction, after all they are an integral part for the functioning (or disfunctioning) of the whole Ikaanian Society (or ikaanian ecosystem), but with control at least 90, you can make sure, that no new bandits are added to the bandit faction (due to the execution of the MidRes passage), provided there are at least 100 bandits. If there are less than 100 bandits, they will miracously be 100 at the beginning of the next day (due to the execution of the EndRes passage, which happens during the mc/pcs sleep). Otherwise some (global) events concerning bandits need 1500 or 2000 minimum bandits.By taking out bandits and random events.
If your news girl is a rebel like mine you can force a change in her news once you upgraded her office enough, bur that could lower her affection and stuff.
Just saw the bandit faction in my game dropped to ~800, what happens if i wipe them out completely? Is that even possible or will there always be new ones?
How do you clone her?Personally i always cheat-clone her so i have her in both, daddys garden and mine ^^
However, its up for you to decide, she is the only girl with a green thumb so she IS the best gardener in game...but if she works with daddy all you get is money...and honestly, money is rarely short, but since you can donate food at the orphanage it makes more sense to keep her in the long run...or clone her ^^
Are you sure, that you did not accidently release the original? Anyway only (releasing the clone and keeping the original) or (releasing the original and keeping the clone) should work as expected. Do you know which it is - as in one case there is a loop over all npcs querying, whether the girlid is 12 (and the girlid of any npc can be set to 12), in the other case $npc.av12 is queried directly (and only the original is in $npc.av12).1. complete her quest first
2. add a useless slave to your household
3. save to disk
4. saveeditonline.com
5. search for her name and copy everything between her slot and the next slot
6. search for the useless slaves name, mark everything between its slot and the next slot and paste mai-lynns data there
7. download your changed savegame (keep the original in case something goes wrong, its unlikely but one } more or less corrupts the savegame, so rename the download filename)
8. back to the game
9. load the edited file from disk
10. clear her crimes if she has some, then free and dismiss her.
Done, now the clone should work for daddy and the original is still with you. Sometimes you need to set her gardening job again since its a unique job and she shares it with the copy-clone after loading, but thats all.
If you did edit $slot and not $npc.avXX then in both cases - in the npcmenu - it refers to the same npc (no clone) - I so far assumed, that you did edit $npc to copy the data (which by the way would work fine, if you afterwards would release the original). In that case (copying the reference in one $slot to another $slot) releasing one of them, sets the state-attribute of the npc to 0, which means, that a few things will not work (ie. some stat increases during midnight calculations). And there will never be any difference between the stats, as you just managed to keep an npc with state 0 still in the npcmenu.Dunno why you try to confuse me or what you even want to say. I have Mai-Lynn with her green thumb working in my garden and in my bed, i have Mai-Lynn ready for hire working at home and earning me money. Same stats and same progress until one of them gains/loses points of anything, then they become different, but only in this aspect.
Confused the fu*k out of me too......Then, I been drinkin!Dunno why you try to confuse me or what you even want to say. I have Mai-Lynn with her green thumb working in my garden and in my bed, i have Mai-Lynn ready for hire working at home and earning me money. Same stats and same progress until one of them gains/loses points of anything, then they become different, but only in this aspect.
I'm pretty sure that mc duraplate armor is the most profitable crafting object (for all metrics), followed by npc duraplate armor and then by combat armor.with crafting what items have the best turnover for the time spent crafting?