I think you're confusing mod version with game version. No Haven 0.92 isn't out yet, over on bedlam's Patreon it's currently undergoing direction polling.Curious question. I may not have gotten te note about it, so I'll ask: But is there any reason why we went from V.92 back to V.90?
Hypnotizing your slavers can instill the trait.Huh, I knew it was related to traits, but I thought it'd be Aggressive and similar traits, not one specific trait. I've been trying to see the new dialogue for Hypnotist/Dominator slavers, but now I have to get lucky enough to roll one with Unscrupulous too? That's gonna be a pain in the ass. Is there an assignment that can give that trait?
Unscrupulous isn't very rare, I think it's possible to gain it from corruption? Otherwise, if you look for it among camp level-up slavers, you'll probably find a few anyway soon enough
As I just discovered, a mistreated slave (low Will/Condition) has a chance of getting Unscrupulous/Depraved as well. Now I'm wondering if that alone qualifies them for a forced encounter if they're your bedwarmer.Hypnotizing your slavers can instill the trait.
Amusingly enough, and I'm probably just not stress testing it hard enough, but I haven't had any actual issues.Minimal testing was done, I essentially just transferred it to the new version and made sure everything worked. If I missed something or one of the things I did test is seriously broken, I will try and get a fix up asap.
Yes, you're right. I'm dumb. I mistook V 892 with V 992.I think you're confusing mod version with game version. No Haven 0.92 isn't out yet, over on bedlam's Patreon it's currently undergoing direction polling.
I tend to save before attempting Biomancy, even if I use the mod option to rig it.are biomancy outcomes hardcoded? despite making sure to set them to work everytime on the victim, spells keep backfiring
They are... Well, they should be. Getting biomancy to consistently obey me has been a quest since day one.are biomancy outcomes hardcoded? despite making sure to set them to work everytime on the victim, spells keep backfiring
The nature of the mod simply requires the biomancy cheat to be active. Otherwise it'd also affect players who don't want that mod conte- I forgot to carry over the flags to the new version. I'm an idiot. I'll fix that.I tend to save before attempting Biomancy, even if I use the mod option to rig it.
Oh and speaking of Biomancy, just what the hell do you need to do to make 'Create Futanari' not impossible? The only thing it says ingame is (Not Male) in pink. Does that mean any potential victim can't be a male, or that the current victim doesn't qualify due to not being seen as male?
I'll investigate the level up block. As far as I can tell, from both looking at the change log and the event pre-reqs for leveling, there shouldn't be any new changes. It's very possible though that bedlam fixed something and the Infinite Aspects is blocking it, as the mod does interfere a little bit there.Okay, got a few new and interesting glitches plus one suggestion:
Started a new Fallen Human character with the Infinite Aspects and trait point cheats active. After getting one level up for my MC I received 4-5 camp rank ups and have not gotten another level up to appear, so I'm not sure if the MC level up requirements are harsher or if something else is blocking it.
...Weird. Nothing in the mod or the base game should be causing that. Slaver 4 or Slave 20, yeah. They're both slots that game start interacts with because of the Slave-Slaver and Mikaela. But 16 is a run-of-the-mill stock character slot.In that same game I started with "Slave 16" in my slaves list, despite not selecting anything that would give me an extra slave. It had no other stats and I sold it as soon as possible, which meant for a while I had -1 slaves. Doesn't seem game-breaking, just weird.
That sounds like a broken chain, where there's supposed to be another option but it wasn't coded properly or was forgotten.What may be game-breaking is that occasionally I'll get a glitch while preparing missions that prematurely ends the assignment process where it goes back to the camp. While most of these happened before I had assigned anyone I did have one case where a slaver is sent out for an indefinite amount of time where only the assignment # is listed. I think it's been longer than the mission's length, although I can't be entirely certain...
...Not sure what's causing that. I know that there are menus without them, but they only appear under certain circumstances, such as when one of the SRA uniques cast biomancy. I'll try and fix it and worst case scenario, just add the options to the menus.Finally I tried to use Biomancy to change the race of one of my slaves only to notice that both Create Futanari and Change Race are not listed in the options. This one happened in two different games (both with Biomancy rigged) so I don't know if this is a glitch or something intentional.
Hard maybe. Every time I've tried to work a mod into the exploration or assignment events I've either caused more issues than it was worth, or it affected the wrong thing because the naming sense is weird there.As for the suggestion: is it possible to create a mod that affects which Rarities are more likely? My first game gave me a Super Rare right off the bat, while my second game had about 8 Critical Success Explorations with nothing higher than Uncommon. Or maybe something help people who want to test out quest lines.
Yet no matter what gender I select, Create Futanari is always listed as 0%. Sometimes the option isn't there at all.However, to answer your question, the event should affect all genders but Futa's; so Males (+Sissys) and Females can all be turned into Futa's.
try to use corruption demonic Futanari . might work.Yet no matter what gender I select, Create Futanari is always listed as 0%. Sometimes the option isn't there at all.