that's why I said D100, since some start, & then Quit, w/o getting very far. I had that some problem (prev ver) when I tried Dr/medic (sucked @ combat!) 45R isn't too bad (did you get the 1 w rifle?) T2 slave (obviously, not everyone has this optionJust started a .8.1.1b run. Only on day 45.
Can't remember all starting choices, but I selected doctor parents get decent medical skills (I feel if you get those up a bit it speeds up healing overnight and I don't have to use a pick on the healing implant). Ended up with around 45 range, science and academics were 25, manipulate and charm 40/35, respectively and I selected crafting choice to boost that up a little to help. Otherwise, everything was not very high.
I took Loren and Ansel, plus picked up tier2 girl as my combat group. No other slaves at the moment. Very selective of battles due to all the low range attack values (a lot of misses). Struggled with money having to improve armor and weapons on self, mercs and slave, plus minimum upgrade of house and a few books to up medical skill and persuasion skills.
Have multiple runs going on at same time, though I've abandon a couple and started again. That's usually how I do things, have several games going on at same time with different choices as I only like to have a few girls at a time. Each game will have mostly different girls and the MC with different game parameters.
1st point:Combat suggestions for the author GD-studios (I don't need assistance from players).
Make the starting distance from your opponent random or factor in the player's stealth with a dice roll. Currently, all encounters start at Range by default unless the player chooses to change this manually. What this does is makes melee weapons pointless for your opponent if the player and followers are using ranged weapons. It takes your opponent two turns to close the distance to melee weapon range. They are almost always dead before they get there. Because of this huge advantage, there is no point in the player/followers using anything but ranged weapons (unless you want the extra challenge). I always target the opponents with ranged weapons first and the melee fighters are just target practice (running towards the bullets and two turns away from attacking).
Make it random who gets to go first. The player always getting the first turn is too big of an advantage!
Lower the number of red enemies on the maps that only have one person. When I have myself and four followers, even a super elite enemy with super stats and the best gear gets mowed down like grass after 5 people take shots at them each turn. If the single enemy has a melee weapon they never end up getting a turn to strike me or my followers since they are dead before they can close the distance. Imagine you're in a fight with 5 people shooting guns at you and you charge at the player group from range with a sword (very stupid and instant death).
The Furry's Tavern renders are such a great addition! I use those girls all the time and love the writing, supercool!Here are some previews of the updated Furry's Tavern (fully rendered sex scenes will be out in 0.8.1.2), and the revamped Tier2 quest.
Included in tomorrow's hotfix (0.8.1.1c).
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1- It 100% is a playstyle. Those are career paths in the game not playstyles, you can be academic and still fight.1. It isn't a playstyle, there is no "fighter" class. Your playstyle would be the choice between pimp, academic, or combatant. With potential to do all 3 on the same character. Your exact weapon choice during combat is too minuscule to count as a playstyle. And gets changed multiple times as your wealth increases.
2. In game lore is a thing. it has to be respected.
3. I addressed it very next post. If you want to make it viable then add high end gear that makes it viable instead of rebalancing so that your 100$ sword is as good as your plasma cannon that costs over 100x the price.
There are various lore compliant paths towards making it not suck. From the active camoflage stealth armor (invisibility), cybernetics, and high tech melee weapons.
armor is better than dodging in this game
... how would explicitly solving the issue not solve the issue?3- That won't solve the issue if your damage is nothing so you end up just being a punishing bag. You can add good armor and maybe make melee weapons not do s much damage because they require no ammo after all so we need to balance that out but they still need to do more damage and by that I mean better melee weapons in game.
I read the word "gear" as armor idk why so that's on me lol. Now that I reread it again I agree with your 3rd point.... how would explicitly solving the issue not solve the issue?
Your damage won't be nothing with an expensive high tech melee weapon that costs 100x more than the basic sword.
that is literally the whole point of introducing it in the first place.
Ok, that is a funny miscommunication.I read the word "gear" as armor idk why so that's on me lol. Now that I reread it again I agree with your 3rd point.
I would like to add melee should not be as strong as ranged weapons here because melee requires no ammo so I think it's unfair for them to do the same damage here since ammo costs a lot, tho I would still like them be playable atleast... how would explicitly solving the issue not solve the issue?
Your damage won't be nothing with an expensive high tech melee weapon that costs 100x more than the basic sword.
that is literally the whole point of introducing it in the first place.
edit:
this is actually standard fare for RPGs.
you got a 100g pistol, a 10,000g pistol, and 100,000g pistol
you got a 100g sword, a 10,000g sword, and a 100,000g sword
with each weapon being comparable to those similarly prices.
my personal preference is still a more simulationist world where things are not balanced.
But if you must go with "make all weapon types viable and balanced" approach, then matching price point to effectiveness is the standard RPG route towards doing that
that is a fair point...I would like to add melee should not be as strong as ranged weapons here because melee requires no ammo so I think it's unfair for them to do the same damage here since ammo costs a lot, tho I would still like them be playable atleast
How? Ive soken to shop owners and it says that vendor location is avaialble in slave control menu. But when I click on the slave i dont see a job optionthis is no longer necessary. you can assign girls to jobs or classes directly from the slave interaction screen.
You click on the symbol that looks like dark circle with three horizontal lines in it, below "- Main Slaves -" (there is a double arrow directly below "- Main Slaves -", it is below the arrow). Then you get a page "Household Slaves". Here you push on one the slave you want to manage, then you get the main way to interact with your slaves, assign jobs, choose courses at academy, set chores, look at stats, look at traits, set household rules.How do I assign jobs to slaves? Ive spoken to shop owners and it says that vendor location is avaialble in slave control menu. But when I click on the slave i dont see a job option
Wow. Obviously you've never studied battles.I would like to add melee should not be as strong as ranged weapons here because melee requires no ammo so I think it's unfair for them to do the same damage here since ammo costs a lot, tho I would still like them be playable atleast
I'm pretty sure it hasn't been implemented yet.Hi All
anyone can help tell me how to put anal plug on your slaves?
thanks