Clemency

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Is there a way to progress the Pregnancy or Fertilize the Egg Much Faster than repeatedly activating the sex scenes?
The days for her to give birth can be hastened by game settings page 2, the pregnancy one. Nursery aging meanwhile speeds up the time the kids spend in the nursery before they are processed.

Fertilization is affected by you having the trait Massive Load, and her Fertility stat. Massive Load allows you to keep her semen load at 9+/10 much easier. The stat that determines if she gets pregnant is Fertility; it is the initial chance roll. At semen load 3, 6, and 9, there is a stacking +10 to her chance to get pregnant (e.g. if she is at 9/10 semen load, and her fertility is 60, her chance is 60 + 10 + 10 + 10 = 90). This is then affected by a new roll between 1 to 150. If the final number of her total chance minus this new roll is 1 or higher, she gets pregnant.

So, in the example, if this new roll gives her 80, then her chance to get pregnant is 90 - 80 = 10, which is equal to or higher than 1, so she is now pregnant.
Kid Age 10x Page 3 Settings. What's it for?
Every NPC below 18 age faster until they are 18.

Each NPC has the variable $agedays. It starts at 0 and goes to 365. At 365+, the NPC gains age+1, and agedays is reset to 0. Kids Age x10 makes it so kid NPCs gain 10 $agedays per day instead of 1, so they reach age+1 faster.
Does anyone know what the stargate cylinder does? I already have the fusion power generator so it doesn't make sense to get it if it is just a power generator.
I do not think that has a purpose yet, outside of maybe the SMR grand questline (I have not explored that questline beyond testing Kansas in his initial release). If it is required there, they will explicitly tell you. Otherwise, you don't have to do anything about it.
Am I the only one that plays the game without giving a fig about what the willpower of the girls is [...] and that think that affection at an amiable level for a slave that I hardly interact with is perfectly fine?
Once someone is at Undying, unless they have the requisite traits (Emotionally Detached, Relationship, Stormchild), the affection never goes below undying naturally. So it's a wakeup call that something somewhere needs to be addressed or it will go down to Neutral.

Also,
Screenshot 2025-10-11 065823.png
 
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rndmann

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Feb 11, 2019
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I initially posted this bug report on itch.io, but I'm also posting it here for more visibility.

1. Some traits, such as Crafter, Wealthy, and Pharmacist, do not appear on my traits list when I open the character sheet from the main screen and click the button at the bottom left to show "TRAITS & DISADVANTAGES." I do have their effect, though. I have crafting supplies from the Crafter trait, an additional $5,000 and $15 per day from the Wealthy trait, and various pharmaceutical items from the Pharmacist trait. They just don't appear in the list.

2. There are some bugs related to day changing and concluding a day: When I conclude a day after 00:00, the log doesn't show any stat changes related to npcs.

If you do one of the numbered interactions with an npc, such as encouraging them, and then interact with the npc when the day changes (interaction as time passes 00:00), you won’t be able to encourage them again the following day. The game indicates that you have already performed this interaction today.

When a sexual encounter ends after 00:00 and results in pregnancy (examining the character says "1 day pregnant" immediately), I do not get any notification about it when I conclude the day.

3. Fully upgrading my office or allowing an npc with 63 int to work as an Accountant does not increase her Administration skill.

4. I don't know whether this is intentional or an oversight, but even though Av107 (Astrid) no longer shows up for sale at the slave markets, which I assume is because she is now a scripted random npc, Av100 (Julia) still appears for sale at the slave markets.


The most problematic bug is that the log does not show stat changes related to npcs if the day is concluded after 00:00.
 

Nadekai

Spooky Booty Biter
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Aug 18, 2021
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I initially posted this bug report on itch.io, but I'm also posting it here for more visibility.

1. Some traits, such as Crafter, Wealthy, and Pharmacist, do not appear on my traits list when I open the character sheet from the main screen and click the button at the bottom left to show "TRAITS & DISADVANTAGES." I do have their effect, though. I have crafting supplies from the Crafter trait, an additional $5,000 and $15 per day from the Wealthy trait, and various pharmaceutical items from the Pharmacist trait. They just don't appear in the list.

2. There are some bugs related to day changing and concluding a day: When I conclude a day after 00:00, the log doesn't show any stat changes related to npcs.

If you do one of the numbered interactions with an npc, such as encouraging them, and then interact with the npc when the day changes (interaction as time passes 00:00), you won’t be able to encourage them again the following day. The game indicates that you have already performed this interaction today.

When a sexual encounter ends after 00:00 and results in pregnancy (examining the character says "1 day pregnant" immediately), I do not get any notification about it when I conclude the day.

3. Fully upgrading my office or allowing an npc with 63 int to work as an Accountant does not increase her Administration skill.

4. I don't know whether this is intentional or an oversight, but even though Av107 (Astrid) no longer shows up for sale at the slave markets, which I assume is because she is now a scripted random npc, Av100 (Julia) still appears for sale at the slave markets.


The most problematic bug is that the log does not show stat changes related to npcs if the day is concluded after 00:00.
I am not sure how often does Grim visit f95, but what I know is that reporting bugs on Discord will always yield a response.
 
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burned01

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There used to be a penalty for making your wife a maid. It looks like that is now gone. I looked at the code and I cannot find the penalty any more and the wiki implies it went away with the new(ish) wife framework. Can anyone confirm or deny?
 
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Clemency

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Jan 21, 2024
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There used to be a penalty for making your wife a maid. It looks like that is now gone. I looked at the code and I cannot find the penalty any more and the wiki implies it went away with the new(ish) wife framework. Can anyone confirm or deny?
This new-ish 0.8.4+ one:

Code:
/* MAID */
<<if _npc.dayblock is 5 and _npc.busy isnot 5 and _npc.maid is true>>

/* for influence increase, see Economy2 passage */

<<set _maidroll to random(1, 100)>>
<<if _npc.wear is "maid">><<set _maidroll/=2>><</if>>
<<set _npc.stress+=1>>
<<if _maidroll lte 15 and _npc.domestic lte 59 and _npc.traitperf gte 25>><<set _npc.domestic+=1>><</if>>
<<if _maidroll lte 15 and _npc.discipline lte 59 and _npc.traitperf gte 25>><<set _npc.discipline+=1>><</if>>

/* daughters */
<<if _npc.status is 9 and _npc.willpower gte 40 and _lossroll is 1 and _npc.masterlove gte 61 and _npc.masterlove lte 109>>
<<set _npc.masterlove-=1>>
<<set _npc.happiness-=1>>
<<if _npc.traitmat gte 80>><<set _npc.happiness-=1>><<set _npc.masterlove-=1>><</if>>
<</if>>

/* wives */
<<if _npc.status is 10 and _npc.willpower gte 40 and _lossroll lte 2 and _npc.masterlove gte 61 and _npc.masterlove lte 109>>
<<set _npc.masterlove-=1>>
<<set _npc.happiness-=1>>
<<if _npc.traitmat gte 80>><<set _npc.happiness-=2>><<set _npc.masterlove-=2>><</if>>
<</if>>

<<if _npc.status gte 9 and _npc.willpower gte 21 and _npc.masterlove lte 89 and _lossroll is 3>>
<<set _npc.willpower-=1>>
<</if>>

<</if>> /* end of maid */
There are some bugs related to day changing and concluding a day: When I conclude a day after 00:00, the log doesn't show any stat changes related to npcs.
There's a mod for that posted here earlier as grim never got around to coding a workaround for that.
Some traits, such as Crafter, Wealthy, and Pharmacist, do not appear on my traits list when I open the character sheet from the main screen and click the button at the bottom left to show "TRAITS & DISADVANTAGES." I do have their effect, though. I have crafting supplies from the Crafter trait, an additional $5,000 and $15 per day from the Wealthy trait, and various pharmaceutical items from the Pharmacist trait. They just don't appear in the list.
Wealthy should get a trait list since it does have a passive long time component, but Crafter and Pharmacist are not necessarily a trait. They are more like here's a bit of material to start with and maybe a stat bonus that you can earn in-game anyway, so I think I can get some of the logic there.
Fully upgrading my office or allowing an npc with 63 int to work as an Accountant does not increase her Administration skill.
Accountant Admin skill up is a 0.5% chance if I read this correctly:
Code:
/* ACCOUNTANT */
/* Found in Economy2 Tab - search for accountid */

<<set _accoroll to random(1, 200)>>

<<if _npc.dayblock is 15 and _npc.int gte 60 and _accoroll is 1 and _npc.admin lte 129>><<set _npc.admin+=1>><</if>>
I don't know whether this is intentional or an oversight, but even though Av107 (Astrid) no longer shows up for sale at the slave markets, which I assume is because she is now a scripted random npc, Av100 (Julia) still appears for sale at the slave markets.
Av107 no longer shows up as a captive you can roll? I have not rolled a captive in so long, so I'm not sure. I think she's not allowed in auctions anymore, but I have not checked if she is allowed in captives.
 

burned01

Member
Jun 3, 2024
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Thanks -- that's exactly the code I was looking for.

Also, Av107 (Astrid) now has a fixed location in 8.4 (and probably before).
 
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rndmann

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Feb 11, 2019
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There's a mod for that posted here earlier as grim never got around to coding a workaround for that.
What if stat changes took effect at the time when the MC is supposed to wake up, instead of at 00:00? Currently, some stat gains, such as those from being a student in the academy, are applied exactly at 00:00. This is why, if you go to sleep after 00:00, you don't see these changes in the log when you conclude the day. But if these changes were to take effect the time (07:00 or 08:00?) your character is supposed to wake up, then you would be able to see them in the log.

This may also fix the bug I mentioned above:

If you do one of the numbered interactions with an npc, such as encouraging them, and then interact with the npc when the day changes (interaction as time passes 00:00), you won’t be able to encourage them again the following day. The game indicates that you have already performed this interaction today.
Because now, a day will be over the time you are supposed to wake up, not at 00:00, and NPCs will still be going to sleep at 00:00, and you likely won’t be able to interact with them for an additional 7 or 8 hours.
 
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json.err

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Sep 14, 2016
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What if stat changes took effect at the time when the MC is supposed to wake up, instead of at 00:00? Currently, some stat gains, such as those from being a student in the academy, are applied exactly at 00:00. This is why, if you go to sleep after 00:00, you don't see these changes in the log when you conclude the day. But if these changes were to take effect the time (07:00 or 08:00?) your character is supposed to wake up, then you would be able to see them in the log.

This may also fix the bug I mentioned above:



Because now, a day will be over the time you are supposed to wake up, not at 00:00, and NPCs will still be going to sleep at 00:00, and you likely won’t be able to interact with them for an additional 7 or 8 hours.
I would argue that some arbitrary wake up time is better than midnigt. 00:00 is considered daily reset in real life too. So this is time when all stat changes are calculated. You don't see them in the log because of the way it's coded. Log is not saved anywhere, it's constructed as a diff between current and previous state.And snapshot of the previous NPC stats is being saved when you go to sleep. If you do it after midnight it's a bit too late so log will be empty since "previous" and current stats are the same. There is a mod ;) that has it fixed so log always show those changes.

Regarding moving stat calculations to wake up time or interaction flags to some other place. Game has hundreds of small things with their own flags. If you do such a big move I'm 100% sure it will break in some unexpected place. To be honest I believe it's too late to do it.
 

Clemency

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Jan 21, 2024
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What if stat changes took effect at the time when the MC is supposed to wake up, instead of at 00:00? Currently, some stat gains, such as those from being a student in the academy, are applied exactly at 00:00. This is why, if you go to sleep after 00:00, you don't see these changes in the log when you conclude the day. But if these changes were to take effect the time (07:00 or 08:00?) your character is supposed to wake up, then you would be able to see them in the log.
You are free to suggest that on discord, but understand that the log has been one of the most suggested and most complained about part of the game in discord and yet it still remains.
 
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Economic Bonus from being a Muslim is so shit, do not bother. The income will be stated in the Al-Dahiya network in the Economy tab and mine just said $118. The bonus has no real scaling at all since it only boosts the old investments.

Most trait gains are listed here (some are still outdated):

Some may be detailed in pages like:

Alternatively, you can go to the Game Settings, page 3, and turn on the kids aging speed x10, so Laika ages faster and still gains the stats (weight, height, and body type) that come with naturally aging.

It is also indiscriminate and targets every NPC, including the ones that benefit from high Willpower.

80 Willpower.

Is that the one from the swamp you can donate to the Catholic Church? The one where you can get a priest to look at it and he explicitly state that you can donate it?

Golden Dragon dinner is one on one since 0.8.3 and done through the NPC interact menu ---> Events & Activities.

View attachment 5327571
How do you get this dress ?
 
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