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Sick&Alone

Member
Aug 30, 2020
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Oh, it's because you're poorer than an urchin. Just $159 and 0 Influence. It costs at least $500 for all the paperwork/party material. I sold Juno in your save and the marriage proposal option reappeared. So all is as it should be. ;)
lol! whoever said marriage is *CHEAP* obviously has never been married!
 

McLOVINu

Active Member
Mar 18, 2018
894
409
187
What are the ways to raise manipulation, besides books? as I want to raise it as high as possible before reading books.
[because book uses are limited, and are able to raise stats higher then max?]
 

Gunner Rey

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Aug 15, 2018
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Yeah kinda not happy myself about that I was planning on using a team of all women and only using women in my household but there's only 3 women that can fill the mercenary role. 1 of which has a health cap of 25 and another is locked until later. I'm thinking of putting it on hold until they bring back more mercenaries.
There's no longer a cap of two mercs, two slaves. You can have four mercs or four slaves if you want. Thus Loren plus three fighting slaves would allow for an all female fighting force.

You can train basically any slavegirl to be an effective fighter, some take more time than others though.
 

Gunner Rey

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Aug 15, 2018
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Gambling is like Ass plant---you *LOOSE*! [yes, I know some win, ---but takes *VERY* long time to get very hi gambling stats, how do u make $ in 1st place? & 1st ~ ? 200 days]
If you max gambling in character creation (Troublemaker/Gambler) and then do the courses and the books right away you'll get your Gambling stat high enough to make a go of it. You only need to win one time a night to make more money than you lose, as generally you'll win six or so times more than you risk.

There's enough low-hanging fruit out there in the beginning to get you started and then there's hunting which pairs nicely with gambling as you can do a full run of both each day.

Hunting---related to combat [R skill] Never know anyone to do this as "full-time job"---possible?
--->>> Has anyone ever done this? [recent ver] [ W/O combat!]
you'd need to really know/understand/use, the "famine" & price fluctuations....
I've not done it in a while, but I see no reason you couldn't make hunting work full time, there's more hunting locations available now for instance. You basically wait on a famine, in the meantime leather and pelts make for a decent supplementary income.

Loren, Ansel and soon the Budman (who will have an ammo pack--he does live in a weapons store) make for a cheap merc crew you could train up with time to be quite effective. There's also Mr Doyle who's a great long term investment if you don't want to go the full combat run and buy the very expensive mercs.

As for the rest, I kinda cringe when reading about what I'm doing while bounty hunting, I think I killed some poor fourteen year-old kid for 'insulting a noble' last time I played, but we are playing a 'grimdark' game. I'd like options to make it at least a somewhat better world, and perhaps recruit some of my potential targets to be soldiers in my (eventual) rebellion, but that might not be where the game is headed, and I can live with that too.

You can make a decent income scrapping and crafting if you don't want to rely on endlessly beating people up and taking their stuff. You don't buy most of your materials, you get them from scrap.
 
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Arachnox

Member
Aug 3, 2018
241
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Enya (merc) suddenly disappeared from where she was standing near the arena. Anyone know where/when I can find her again?

Edit: Nevermind, just found her again.

But who is the blonde woman in the above 'Masters of Raana' signature?
 
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Arachnox

Member
Aug 3, 2018
241
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152
How to increase gambling skill? I have 41 gambling(did the 2 uni courses related to gambling), 69 science, and 63 Intelligence. Still I lose every round against the 'Mad Preacher'. Why is that?
 

Gunner Rey

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Aug 15, 2018
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How to increase gambling skill? I have 41 gambling(did the 2 uni courses related to gambling), 69 science, and 63 Intelligence. Still I lose every round against the 'Mad Preacher'. Why is that?
Play at Furry's on a regular basis. At least one of the books gives a boost to Gambling as well.
 

bolondro2

Active Member
Oct 12, 2018
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The slave market in the Watery Eyes need to be unlocked in any way or have not been implemented yet?
And also I have been reading about "building the Annex" in the wiki, at 7000$ cost. It´s a feature that need to be unlocked, have not been implemented or have been removed?
 
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Ukghar

Member
Nov 10, 2022
232
418
155
Gambling stuck 54 :( Impossible to beat the 'Mad Preacher'
If I'm not mistaken it's possible to raise gambling past 54 from random events in taverns, but it would be a pain in the ass to rely on it. Building a gambler from the very beginning and later training him may be a solution.

Alternatively quite possible you can have a very powerful squad, as you can threaten the priest and then appear something like evaluation of your squad. IIRC I've only 15/25, where the squad was pretty strong imo in practice as it already was able to kill anything without any loses (except one kind of animal/monster). But MC and slave were weak, so maybe they need to be strong too.
 

Ukghar

Member
Nov 10, 2022
232
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(...) I have been reading about "building the Annex" in the wiki, at 7000$ cost. It´s a feature that need to be unlocked, have not been implemented or have been removed?
If I understand correctly, "annex" doesn't exist from version 0.8.1.1: "Removed The Annex as a technical >>entity<<." -https://www.mastersofraana.com/index.php/Version_0.8.1.1
 
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Ukghar

Member
Nov 10, 2022
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It’s my second attempt at playing this game and this time it hooked me till 7 a.m.

First attempt was when the “tutorial” with Ansel was non existing. It was an excellent idea to provide early guidance for new players.

Despite finding this game very good, I want to support what people said already (on itch also) : it’s too much grinding for a modern game. At least it’s too much, if the main audience is not supposed to be asians, as they have higher tolerance for it overall.

The high demand for grinding is forcing optimisation on acting and repetitiveness, which is causing boredom at some point.

For anybody that want to have a suggestion what can be a passable optimized schedule after “early stage” I have a proposition:

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PS. It really forces players to grind a lot. I slept only for 2h irl, because before I was trying to achieve anything of note in this game.
 

Gunner Rey

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Aug 15, 2018
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The slave market in the Watery Eyes need to be unlocked in any way or have not been implemented yet?
And also I have been reading about "building the Annex" in the wiki, at 7000$ cost. It´s a feature that need to be unlocked, have not been implemented or have been removed?
That's still coming, he's working on it now I think I read.

You get the Annex for free now, it was the room for more slaves than 2.
 
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Gunner Rey

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If I'm not mistaken it's possible to raise gambling past 54 from random events in taverns, but it would be a pain in the ass to rely on it. Building a gambler from the very beginning and later training him may be a solution.

Alternatively quite possible you can have a very powerful squad, as you can threaten the priest and then appear something like evaluation of your squad. IIRC I've only 15/25, where the squad was pretty strong imo in practice as it already was able to kill anything without any loses (except one kind of animal/monster). But MC and slave were weak, so maybe they need to be strong too.
Gambling is just one reason to go to Furry's, you can also pick up academic, science and influence there. I also like the atmosphere and enjoy finding out how my night went there.

I set a schedule too, but it depends on what kind of character I'm playing and what I'm trying to accomplish at that point. For a while it's training, bounty mission/keep board clear of targets, Educate, Arena, sex and talking and then either Furry's or crafting/scrapping depending on when the sex session ends. Other times I'll run a slavegirl ring every other day instead.
 
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SpikyHair

Member
Nov 13, 2019
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Played a bit with the current version, damn nice, especially considering the scripting limitations. Really looking forward the procgen girl generation.

Some random observations:

- Morning BJ does not seem to improve either oral skill, or predisposition toward it. Which is... odd, because even with capped "likesoral," at least oralXP should increase. Also, 1 hour long blowjob? Those girls must have jaws of steel. Personally would definitely lower that to 15-20 minutes max, maybe with less skilled blower taking longer with breaks in between.

- really dislike the Follower Interaction limit. Interactions limit with individual characters I get from balancing point of view (though, even then... if someone wants to spend the entire day with their favorite mercenary to get into her pants, why not?), but really think time should be the only constraint on how many followers MC can interact per day with, if so desired.

- If possible (not sure if you can set up an "owned slave" AV number array, and didn't really think much about another way to implement this), would be nice to get arrows in Prostitution, House Rules, and Inventory panels to cycle through all slaves in the Annex. Also, could you add active character name in House Rules, for consistency? Bugs me more than it probably should :)

- Stat/skill gain from combat feels extremely limited. Around 12 points spread across 5 characters for 70 kills (the tribals outside the city), though from what I dug out it's heavily RNG dependent. Maybe in addition to using critical hits to trigger gain it would be possible to also trigger it based on damage inflicted during a fight, or number of actions taken, or any other trigger?

I can fully appreciate that you're trying to avoid "master in a day" implementation, but for combat skills in particular the balance feels really off. Especially since the gain itself is very limited (melee/ranged skill, maybe STR) in the first place. Dexterity could use some love, too, particularly since it's more "Agility" than "Dexterity" as it's used. Definitely something in active use during combat, even when not dodging enemy attacks.

In general, physical stat (STR/DEX/stamina/hp) gain through combat is... extremely disappointing.

- Stealth armor as a choice for mercs would be nice, if only to allow dedicated "tank" builds even with followers present.

- Some brief explanation of potential gains/effects of assignment in Follower's duties screen. Would make decision on assignments that much easier (as an aside, the "Current Trait Values" popup in slave Overview panel is excellent, thank you very much for that one!)

-Slaves "sharing" Respect with other slaves - some fraction of value from each slave being applied to others daily. I've only ever seen it increase through combat, which in itself is somewhat limiting for non-combat characters. Would be helpful if there was some mechanic to spread the respect you build up with your combat team. I'm not taking Fragile Lovissa out shooting Raiders...

-Not sure if I missed it somehow, but didn't see an option for bulk ration purchases at the Market to stock up on when the price is low.

Some broader comments/suggestions:

-Daily summary of skill gain/employment results panel, or similar notifications when activity/assignment ends. I know you initially intended limited number of slaves, and the interface was built around it, but it's somewhat cumbersome to track right now. It's not even a matter of immediately necessary information, but seeing "level up!" screens is a good way to trigger player's sense of achievement/progression. Also helps with learning what you can effectively do at what stage. Been waiting for a month now for Mai-Lynn to learn another point in Domestic at the Academy for her "over 60" Head Maid bonus... still waiting. I'm starting to think she's not going to lectures but to tend to some secret flower garden of hers somewhere...

-Girls asking for interactions (both sexual and events/activities) on their own. I assume that's something you have planned once the necessary base systems are in place (combat rework's another thing definitely looking forward to), but feels worth mentioning. Personal bias, but I like seeing "living" characters that "act" on their own, not just respond to player's actions.

-Likewise, some vinegette interactions between slaves and/or followers without immediate (or any) involvement of the MC. Flavor and character presentation, depending on the variables considered.

-Girls giving hints of specific sex activities they'd prefer during sessions. Or outright demanding, with high Willpower. See above :)

-Daily schedule panel? Showing allocation for both slaves and household members, and their location/availability during specific hours. Again, a lot more slaves/followers around now, even with the the limited number of followers I had (four) it'd have been very handy to have all of that in one place, just to figure out when someone will be available to interact with without the need for checking each character individually.

Also, would be massively handy if you could use it for "default" assignments for everyone, including training sessions. Just to have all of that information and options in one screen would save a lot of time clicking through things, especially if it included household management summary changes as well. Not much of a problem before, but definitely would be useful with the increasing number of characters.

-House upgrades allowing basic skills training in-house. Home shooting range (uses crossbow bolts), home library (intelligence, academics/medicine/science), gym room (str/dex, STAMINA, combat, acrobatics), higher living room upgrades allowing dancing/performing, garden allowing gardening/survival. Only useful for raising low skills (up to ~30?). Something you can assign a girl to do even if MC is doing other things. Again, more characters, more time pressure. Training sessions as existing now probably should have better effect, though.

Hell, while on the subject, it might be helpful if skill gain method and rate was based on their current value.

Not sure if something as elaborate would be something you'd consider/could implement, given what you're working with, but my personal preferences (doesn't mean the best approach, or even desirable depending on your design goals) would be something like this:

No/low skill slaves can get assigned to try to learn on their own (assuming they are obedient/affectionate enough), albeit at relatively slow pace. MC involvement through "homeschooling" makes the gain faster, and more reliable.

"Average" skill values require a trainer. Either MC through homeschooling sessions, if own skill high enough, or assignments to some reasonably-priced trainers. Capped at around 50-60.

Above that, specialist training. Again, if MC's skill is high enough, homeschooling, or -expensive- professional training.

Allow some degree of home training for physical stats. Without a trainer, or, for higher values, requiring superior values for MC to be an effective trainer. Maybe some heavily capped possibility for self-improvement at a sufficiently upgraded home (no house's complete without a library, damnit) for Intelligence, and the more demanding mental skills (Academics/Medicine/Science).

In general terms, I'd see "practical" stats/skills to be much easier raised through use. For combat skills, training should likely come with a somewhat low cap beyond which, without actual combat experience, no character could improve (~70? Still trying to get a feel for what values you consider average and desirable).

Also, gain through use should be much easier at lower levels, whereas training - as long as still possible - give reliable and steady improvement, at the cost of taking longer to achieve, aside from direct expenses involved.

Just to clarify, since I'm not sure I'm not making out things more complicated than they are - basically I'd generally see skill gain through direct use to be a much faster approach for low skill characters, professional training being more effective for someone with a notion of what they are doing, and differentiated between direct use and specialist training being the best approach depending on the skill itself at high expertise level, however you define the desired values.

By the fourth slave my MC had spent at least an order of magnitude more time on girls' education and physical training than having sexy time with them, and, for the game MoR purports to be, that just ain't right, mister :)

Hell, at this point, with six slaves, the only time I start sex scenes is when MC desire gets too high. "Ain't nobody got time for dat!" o_O

-Weapon mods. Not sure what your plans are for the combat rework, but it would be nice if it was more than just "keep on clicking on specific enemy until they are dead, switch to the next."

Especially if some specialist mods were quickest obtained through self-production. Assuming high enough competency of the character involved, would give another reason to specialize a slave as a science/tech type.

-The Retreat. Would prefer to see it as "alternate housing" type of a deal (until you let us buy an even larger property somewhere as primary hosing for EVERYONE >.>) that would still allow at least some assignments. Basically education/jobs, and be present (and interract with) annex slaves if it's at player's residence (maid, floor crawler, nanny, whatnot)

Way I'd imagine is the Retreat to be used for slaves on back-burner, or assigned to tasks that do not require player interaction (prostitution, jobs, education), while the Annex has whomever you interact with daily or want to train up.

Personally I'd probably even leave my combat team at the Retreat, if possible to still "gather the party to venture forth," once I'm happy with their stats/skills. Leave Annex slots open for others.

Also, whatever upgrades you intend for it, I absolutely demand an option to aim for Happiness 90 with the three stooges there acting like actual servants to the girls. And if they don't like it, I can always (cheaply) hire a replacement for all of them.

Preferably a female one, at that. The Mad Preacher has it all figured out.

Anyways, stray thoughts out of the way, definitely appreciate what you're doing, especially in this medium. Ticks off all the right things on my RPG-management-junkie list, so, for the lack of capacity for tangible financial support, and for what it's worth, heartfelt "thank you."
 
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Gunner Rey

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Aug 15, 2018
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If you dismiss someone from your household, you cant recruit them again?
You used to be able to rehire them if they were mercs, but I haven't dismissed one in so long I wouldn't know if it changed.

The slave girls are pretty much gone forever though.
 
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