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x
Jan 6, 2018
64
104
There is 7 traits in the game but I've never reached to get all 7 on one monster. I'm stuck at 5 traits atm:
View attachment 4368970
Well, you can't really get more is the sad and short truth without rewriting the CombineTrait code. You are rolling basically a 1/20 shot to get 6 traits. Also, with the addition of some new stuff, I can imagine we will be getting even more traits down the line.

Here is the relevant code section, btw.

C:
int num = Ut.GetRandomIndexFromChanceList(new float[]
            {
                40f,
                30f,
                15f,
                10f,
                5f
            }) + 1;
Essentially those float values get passed to another method that randomizes a number between 0 and the combined total (100), and then counts each 'success' where the number in that array above is greater than the number rolled. So the max you can get (if it chose between 0 and 5 inclusive), is 5 + 1, or 6. Now you could rewrite it so everything is guaranteed, but I think that takes the very little challenge in breeding super monsters away.


Edit: The simple solution is just to make int num = list.count, btw. Or just delete the section entirely and replace the one instance of num with list.count in the while loop.
 

dustbeen43

Newbie
Feb 19, 2023
85
53
Here is the advice from flannan :
The stats start getting really high, when your breeding process gives you a monstergirl, and you breed a human woman from her. With that human woman having much higher stats, the breeding process becomes that much more powerful.
The easiest way is to get one (if you are lucky) or two slave from raiding both humans and monster with Attack and / or Health. That's the most usefull stat to bully your neighboors :)
Then raise your infamy to level 3 and let them send you lots of women and sisters to your base. You just have to select those with traits that are missing in your pool of slaves.
 
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flannan

Engaged Member
Dec 15, 2022
2,246
2,215
Uuuhhh what did i miss? The Oni and the ORC are new?
Yes. Version 0.4 introduced them recently. Also the map with raiding and infamy mechanics.
Infamy mechanics means that you can progress through the game at your own pace (if you do it right, you can even avoid having your base attacked before you breed uber-defenders).
 
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uglywolf

Member
Nov 3, 2018
205
131
Sometimes, it very odd that I didn't get any notifications for new messages. I am sure I've set it though.

Anyway, I'll be getting them to try some stuff and see any new FAQ and info I could get.
 

beberep

New Member
Nov 23, 2019
8
7
And sometimes, santa came early :

View attachment 4369137

Sister can have more traits (max 4) than common Woman (max 3) from my experience (not the code ^^)
All of them can spawn with 4 traits; I have 129 rounds on my save and in about 600-700 "drops" on infamy tiers 4 - 5, I have gotten four women and two sisters (+/- 1 or 2 accidental deletions) with 4 traits.
 

B4rb4ra

Newbie
Oct 10, 2018
67
29
Specifically, that logic is in the "conceive" function which you can search for if you do the full assemblies search, which normally returns if FetusCount > 0, which basically means it does nothing if there's more than zero fetuses. For testing purposes, I just changed the FetusCount to check for > 2, which means it can add more fetuses if there is not already more than 2 similar to how the rabbits worked in MBM; it's not an elegant way of doing it, but it was the simplest way I could see to override the check. You can see when it adds another fetus as it also resets the pregnancy's development as that's part of the same function.

I've also included a zip with the replacement .dll that has the above change (it also includes AutoBio's sacrifice mod that heals the door as I had that installed when I was tinkering). Just replace the assembly .dll in the "managed" folder



Multiples are an unfinished feature in the assembly scripts (not the notepad accessible ones, the .dll ones). They kinda work if you remove some of the checks to force them to occur but they are missing some animations.

The colour scripts are only accessible in the character scripts in the assets folder in the earlier versions. In the latest version, they have been folded into the main game logic scripts for some reason. Still technically accessible, but far trickier as it requires specialised programs to decompile.

And speaking of the colour scripts, I do want to sit down and try to figure out how they work as it seems like they are actually fairly complex. as they keep track of half the family tree for some reason.
This mod doesn't work on the new version, when I opened the new version and wanted to edit it via notepad I didn't know what to do because there were a lot of letters I didn't understand.
 
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