JaxMan

Active Member
Apr 9, 2020
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With sufficient manipulation and a bit of luck you can scare the shit out of people who hold her, and they'll give away both the goods and the girl without a fight.

Am not sure, but it might be easier to scare them if you don't show up alone, but with some hired muscle.

Just don't bring her to her former owner, that part is hardcoded to fail and end up in fighting.
I was pleasantly surprised when I was able to complete that without a fight, I hadn't able to do that before in any of my other runs as I always failed those rolls.

I always thought that she would be gone forever if I sold her back to him so I never brought her back. Good to know.
 
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ffive

Devoted Member
Jun 19, 2022
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Hmm the Oral Fixation trait seems to be really easy to obtain, ain't it? Pretty much all it takes for a girl is to get off while sucking on a dick once, and they immediately get all crazy about it, even if they don't actually like oral sex (yet).

Would be a bit more interesting/plausible if the initial trait value was a random negative number, meaning they'd acquire it at different rates. Maybe even put a clause like, if the initial value is below certain threshold, it can never grow, so not everyone winds up obsessed with slurping on the dick. Just for variety.
 

ffive

Devoted Member
Jun 19, 2022
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Wolf's Planetary Studies seem to be bugged. (other studies as well if they use the same structure, i haven't looked) Finishing the course, final screen claimed the MC (with intelligence of 39) would gain +4 intelligence, +3 science and +8 academics... but the actual gains were significantly higher: +9 intelligence, +5 science and +12 academics.

The bug is caused by how the relevant code is structured:

Code:
<<if $masterint lte 39>>

<<set $masterint+=5>>
<<set $tech+=2>>
<<set $aca+=4>>

<<set _first to 5>>
<<set _sec to 2>>
<<set _third to 4>>

<</if>>

<<if $masterint gte 40 and $masterint lte 59>>

<<set $masterint+=4>>
<<set $tech+=3>>
<<set $aca+=8>>

<<set _first to 4>>
<<set _sec to 3>>
<<set _third to 8>>

<</if>>

<<if $masterint gte 60>>

<<set $masterint+=6>>
<<set $tech+=5>>
<<set $aca+=10>>

<<set _first to 6>>
<<set _sec to 5>>
<<set _third to 10>>

<</if>>
Because character's attributes are modified immediately, instead of getting added after this check is done, it is possible for the MC to get two bonuses instead of just one, if initial intelligence value was close to the threshold, and get pushed past it when the bonus is added.

To fix it, the blocks which adjust character attributes should be removed, and replaced with single block at the end:

Code:
<<set $masterint+=_first>>
<<set $tech+=_sec>>
<<set $aca+=_third>>
(alternatively use elseif for subsequent checks, but this way you'll have some reduntant code that could be pruned)

There's another, minor bug there as well -- the int gains for first and second reward levels appear to be swapped.
 
Last edited:
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ShinCore

Active Member
May 19, 2020
614
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Incidentally, current description of Advocate trait completely doesn't match how the trait actually works. It claims there's 15% chance for the girl to influence others, but the actual code is

Code:
<<set _ran to random(1, 200)>>

<<if $traitadvoc gte 5 and $bondage lte 0 and $avatarunc isnot true and $happiness gte 10>>

<<set _chance to $discipline>>
<<set _chance+=$av_int>>
<<set _chance-=_ran>>

<<if _chance gte 1>>
This means characters like Rebecca whose combined Discipline and Intelligence is 110, has more than 50% chance to win against a 200 range roll. Juno's combined attributes of ~65 give her 30% chance to win that roll.
bug submitted
 
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ShinCore

Active Member
May 19, 2020
614
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Wolf's Planetary Studies seem to be bugged. (other studies as well if they use the same structure, i haven't looked) Finishing the course, final screen claimed the MC (with intelligence of 39) would gain +4 intelligence, +3 science and +8 academics... but the actual gains were significantly higher: +9 intelligence, +5 science and +12 academics.

The bug is caused by how the relevant code is structured:

Code:
<<if $masterint lte 39>>

<<set $masterint+=5>>
<<set $tech+=2>>
<<set $aca+=4>>

<<set _first to 5>>
<<set _sec to 2>>
<<set _third to 4>>

<</if>>

<<if $masterint gte 40 and $masterint lte 59>>

<<set $masterint+=4>>
<<set $tech+=3>>
<<set $aca+=8>>

<<set _first to 4>>
<<set _sec to 3>>
<<set _third to 8>>

<</if>>

<<if $masterint gte 60>>

<<set $masterint+=6>>
<<set $tech+=5>>
<<set $aca+=10>>

<<set _first to 6>>
<<set _sec to 5>>
<<set _third to 10>>

<</if>>
Because character's attributes are modified immediately, instead of getting added after this check is done, it is possible for the MC to get two bonuses instead of just one, if initial intelligence value was close to the threshold, and get pushed past it when the bonus is added.

To fix it, the blocks which adjust character attributes should be removed, and replaced with single block at the end:

Code:
<<set $masterint+=_first>>
<<set $tech+=_sec>>
<<set $aca+=_third>>
(alternatively use elseif for subsequent checks, but this way you'll have some reduntant code that could be pruned)

There's another, minor bug there as well -- the int gains for first and second reward levels appear to be swapped.
bug submitted
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
944
3,605
366
Wolf's Planetary Studies seem to be bugged. (other studies as well if they use the same structure, i haven't looked) Finishing the course, final screen claimed the MC (with intelligence of 39) would gain +4 intelligence, +3 science and +8 academics... but the actual gains were significantly higher: +9 intelligence, +5 science and +12 academics.

The bug is caused by how the relevant code is structured:

Code:
<<if $masterint lte 39>>

<<set $masterint+=5>>
<<set $tech+=2>>
<<set $aca+=4>>

<<set _first to 5>>
<<set _sec to 2>>
<<set _third to 4>>

<</if>>

<<if $masterint gte 40 and $masterint lte 59>>

<<set $masterint+=4>>
<<set $tech+=3>>
<<set $aca+=8>>

<<set _first to 4>>
<<set _sec to 3>>
<<set _third to 8>>

<</if>>

<<if $masterint gte 60>>

<<set $masterint+=6>>
<<set $tech+=5>>
<<set $aca+=10>>

<<set _first to 6>>
<<set _sec to 5>>
<<set _third to 10>>

<</if>>
Because character's attributes are modified immediately, instead of getting added after this check is done, it is possible for the MC to get two bonuses instead of just one, if initial intelligence value was close to the threshold, and get pushed past it when the bonus is added.

To fix it, the blocks which adjust character attributes should be removed, and replaced with single block at the end:

Code:
<<set $masterint+=_first>>
<<set $tech+=_sec>>
<<set $aca+=_third>>
(alternatively use elseif for subsequent checks, but this way you'll have some reduntant code that could be pruned)

There's another, minor bug there as well -- the int gains for first and second reward levels appear to be swapped.
Thanks for your reports/suggestions! Much appreciated.

Fixed the Academics double gain. The Academy uses a rather arcane coding structure from MoR's early days that I'll have a look at one day.

Rewrote the Advocate Descs. A leftover from how it used to work before the public release.

Also did some changes to the oral fixation trait.
 

Gunner Rey

Well-Known Member
Aug 15, 2018
1,124
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I was pleasantly surprised when I was able to complete that without a fight, I hadn't able to do that before in any of my other runs as I always failed those rolls.

I always thought that she would be gone forever if I sold her back to him so I never brought her back. Good to know.
Remember though, you do find that thousand dollars (and a little more too) on him when you finish the fight he starts. It's one of the better risk/reward targets on the board in the beginning. Just make sure Michelle is in the first position (left side) and with you when you go back to Westside or the icon won't show up.
 

ShinCore

Active Member
May 19, 2020
614
670
144


GrimDark — Today at 9:06 PM
Complete freedom over your servants (and future mercenaries) inventory!

You'll be able to fully customize your combat crew's weapons and armor. In the example below, I'm contemplating on whether Laika should be carrying a rifle or something heavier. I just happened to have looted a couple of recoil-less plasma rifles, so I'm feeling rather generous. 1664608183212.png
1664608200364.png
 

ShinCore

Active Member
May 19, 2020
614
670
144


Explore your mercenaries' rich background stories (revealed by raising their Affection, similar to how slaves work) and build your trust by spending time with them. This might eventually unlock certain events/options.

Meet Loren (Tier request) who'll be ready for the Alpha 0.8.1 release. My goal is to gain this woman's trust (visiting cafes and having long conversations), unlock her sexual options and then corrupt her enough to open the Whore assignment. I think she'll be of better use that way than just walking around with her crossbow all day.

1664608378479.png 1664608390999.png

Of course, some mercenaries will be harder to affect or disarm. The Space Marine will never accept a knife over his Coilgun, and good luck trying to fit him in a leather armor.
 

ffive

Devoted Member
Jun 19, 2022
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What is your dream, Piper?

1664625848694.png

What do you fear most?

1664625868441.png

Piper is a bit of contradictory girl, ain't she. "Please, take me with you on your adventures; oh, but i hate this."
 
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QQP_Purple

Well-Known Member
Dec 11, 2020
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Another question. I have the loom installed but I can't seem to process leather. I have 18 skins from hunting but the option is grayed out.

EDIT: Found it. You need a minimum of 35 survival.

Also is it possible to change the background of the save menu to something other than ultra pale white/blue? For some reason the save text is white and its completely unreadable. I modded it for my self but I still think it is an usability fix that might be worth investing in.
 
Last edited:

Space_Cow99

Member
Jul 26, 2019
433
252
108
Is there way to eradicate the other side guild before being member? Is that chance? I noted I could play as long I could without story but then I went upgrade manor estate as far as I went. Could the otherside recruit player before going main guild?
 

QQP_Purple

Well-Known Member
Dec 11, 2020
1,484
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Can anyone tell me how to read the dice rolls? Like say the text is Roll 10 (-5) what does that mean? Did the dice roll 10 and I need 5 or less to pass or what?
 
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ShinCore

Active Member
May 19, 2020
614
670
144


GrimDark — Today at 10:33 PM
One new thing to experiment with is the assignment of duties to your servants and mercenaries.

The freedom is (almost) endless.

My crew of non-slaves now consist of Laika as a Scavvy, Loden as my accountant (better start early!), Armand as a janitor and Loren as a guard (who's still not accepting to work as a whore, even if I've reached the point of being able to screw her).

1664704607104.png

Their assignments affect your entire household:

Next to the Servant Duties panel, you'll see your Total Household Gains.

The guard power value affects your slave's willingness to escape. Assigning better guards than Loren, or giving Loren a powerful weapon, would further increase this value, as well as raising her Melee skill through the training section (or bringing her out in combat - available in 0.8.3). Assigning all four servants (with plasma rifles) as guards would probably hinder most slaves from contemplating escape.

I get an Influence boost from Armand working as a Janitor.

Laika brings in Merchandise each day after her scavenger run is over. Raising her Intelligence will increase this daily yield further. Having both kids doing scavenger runs would add up to 7 units per day.

I have no income from Petty Whoring yet, but my intention is to get Loren there eventually. (edited)

1664704654788.png

But I might not have planned the assignment of duties very well...

In the example above, I've assigned Loden as my accountant and Armand, who is a trained accountant, as a janitor.

The duty texts displayed when interacting with my servants clearly indicate why I was losing more cash every day with Loden as the head economist of my once-burgeoning empire. Well... Raising his Education (5!) to at least 40 would make him more suitable for that job.

Armand seems to be fine working as a Janitor, though. But maybe I should switch those assignments, even if Armand is a great janitor that displays a lot of random anecdotes while interacting with him.

1664704694942.png
1664704712393.png
 

ffive

Devoted Member
Jun 19, 2022
9,763
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A classic example of "be careful for what you wish for". She thinks it would be great to go on adventures outside the city, but really once it happens she regrets it.
I think it's not quite the same thing, because Piper already knows she hates outdoors. Now, granted, some people might wish for things they know would harm them, but that's usually fantasies and not actual wishes they'd seek granted.
 
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