Oct 2, 2022
289
236
I agree, but in the original message you said about all stats to soft cap, not just the three that furries give


that racial trait has a small chance of activating, so either get super lucky or savescum for that to work reliably


for that you need gnome npc to get training, brothel (day10 earliest) or get birth count reset (since by the time you get her to max lewd so that her breeding time passive get boosted) and even then it could be boosted to +0 which will not increase

all and all, it needs alot more game time than "by day 3 you're good"

as for Project R - getting crazy hp and attack values and then trivializing the combat can be solved with softcaps (say, cap is double of base stat, for hp and attack). As for passing the traits it is annoying enough as it is, if in the future we'll need more that 2 stats it will take ungodly amount of breeding to pass down 5 traits or the same amount of savescumming
Fair enough. I tend to forget people prefer to play Complex breeding, whereas I prefer vanilla. In vanilla, tentacles are great with foxes because more milk procs more often since the tentacle rooms are always milking the girls within, and humans can have breeding time as early as day 3.
As for the Project R stuff, I agree completely. If there isn't a softcap, pretty much all monsters other than your bred ones are rendered obsolete, so some Stat caps would help diversify your combatants. The trick would be to make sure as few monsters are rendered obsolete as possible.
That said, isn't 5 stats more than necessary? I find four to be just fine. Health, Damage, breed time, and fetal growth time, no? Conception chance is neat, but if they breed incredibly rapidly, conception isn't a massive issue and if you breed goblins with 4 stats and women with zero, I find 4 stats to appear fairly regularly, though I might just be getting lucky. What stats do you prefer? I'm curious if I can take anything new into the next patch.
I'm probably missing your point though, and I apologize if I am.
 

Xypster

Newbie
Oct 21, 2019
61
43
In vanilla, tentacles are great with foxes because more milk procs more often
you're right, i tend to play with self-imposed restriction of not using tentacles (makes game too easy) so they slipped my mind

as for which traits i run in Project R - hp must have, if i get hp+fetus growth that's a win. Tried to run conception+hp+crit rate+fetus growth but 4 stats were pretty rare for me. Usually i just run hp and try to get beefiest melee goblins i can and deploy 1 melee 3 shortstacks (shortstacks have higher dps per cost point compared to ranged goblins, if you don't run atk stat)
 

FluffyRaKu

Newbie
Jan 2, 2023
57
80
Regarding breeding progression for stats in Project R, I do think that some of the mechanics behind it do need some work. The current system overall means that it's too easy to get absurdly high stats for single attributes, while also making the hard-capped stats like conception rate too easy to obtain. It also has the odd side-effect of making multi-attribute monsters much harder to manage, so it pushes players to just optimise single attributes. I mostly just have a strain of +hp melee goblins and a strain of +damage ranged goblins as there's little point breeding for much else; everything else I breed is just for completion's sake. Sure, getting some knockback resistance might help the melee goblins and getting the crit stats up on my ranged goblins might increase their DPS, but the added complexity of trying to get those stats means that I am often just as well off maximising their primary stat instead.

I don't really have a single solution to this, as there's plenty of potential ones that all provide their own advantages and disadvantages, particularly as there's several different potential issues that need addressing.

Making stats asymptotically approach a maximum value would lessen the exponential growth issue, but would effectively function as a hard cap once players get a bit of breeding underway as there's very little difference between, say a "pretty good" goblin at 950 hp and a "max stats" goblin at 1000 hp; this would effectively create a gameplay loop where players are encouraged to do a few rounds of breeding to get as close as is reasonable to the stat cap then to wait until they get a new type of monster. Making things like conception chance work like this too would have the exact same effect as there's almost no difference between a 98% conception rate and a 99% conception rate, despite the latter likely being much harder to obtain.

Another suggestion that hasn't been mentioned yet is to make the stats or circumstances somewhat antagonistic towards each other. For example, having increased hp also cause increased fetus growth time or having each birth reduce the conception rate of a slave by 5%. That way, sure you could create some kind of optimised supreme goblin, but it actually function like an inbred mess. An extreme form of this would be to do away with simple stat increases and instead embrace more thematically linked sets of attributes similar to MBM's Complex Breeding mod.

There's also the current mechanic of how stats basically are a 50/50 from the parents as to whether they are inherited, regardless of the actual values behind the traits. To me, it would make more sense if the breeding was less deterministic and required more deliberate efforts to obtain better stats, such as by making the child have their traits be randomised between their parents +-20% or so; so a +10 damage mother and a +30 damage father would create a potential range of +8 damage (+10 damage -20%) up to +36 damage (+30 damage +20%). This would avoid the weird inbred exponential growth, while also not punishing players to a large degree for trying to mix various stats as all stats would be inherited via the same formula.

There's also the point that providing simple flat values for traits is a pretty bad one in terms of flexibility. +damage basically only works on creatures that are cheap, attack quickly or do some kind of AoE, while a big monster with a heavy single-target attack would basically not care. Similarly, +hp unfairly helps cheap creatures that can be deployed en-masse as they allow the same +hp value to give a defence far more hp per deployment point. Moving across to percentage modifiers or at least giving different monsters some kind of multiplier on these stats would likely be necessary to make all stats at least somewhat relevant for all monsters.
 
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Krongorka

Active Member
Sep 22, 2017
850
2,741
- An extreme form of this would be to do away with simple stat increases and instead embrace more thematically linked sets of attributes similar to MBM's Complex Breeding mod.
Which makes me think if anyone can take CB's mod ideas and port it on ProjectR's base when it hits the release. It's a shame original mod is closed-source.
 
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FluffyRaKu

Newbie
Jan 2, 2023
57
80
- An extreme form of this would be to do away with simple stat increases and instead embrace more thematically linked sets of attributes similar to MBM's Complex Breeding mod.
Which makes me think if anyone can take CB's mod ideas and port it on ProjectR's base when it hits the release. It's a shame original mod is closed-source.
I think it wouldn't be too difficult to do if you are just looking at the combat stats and how traits affect them. There's dedicated scripts in the code for merging traits from the parents together and sections for how it assembles the final stat-block for the monster, so I don't think it would be too difficult to simply blur things a bit more and have the different stats draw from multiple traits.

But yeah, for breeding of new monster subspecies using inherited traits, that's a more challenging one as the current systems derive entirely from the parents' figures and those mechanics aren't in the main code, but instead tucked away in the assets folders. It might require creating a new section in the inheritance or fertilisation stage entirely.
 
Oct 2, 2022
289
236
I almost want to think a level up system might have merit. Sacrifice a certain amount of a certain monsters to permanently buff them collectively. The trick would be finding a way to keep the buffs while making sure no species is rendered obsolete.
 
Oct 2, 2022
289
236
Oh, don't get me wrong, I am shaking in anticipation, but a certain colored creature catching game has taught me what happens when you rush development.
 
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Perniciousducks

Active Member
Aug 21, 2018
624
1,353
1729867539915.png



We are free.
This time, I would like to introduce you to a pedestal, one of the structures added in the next version.
The pedestal can be installed on the ground and monsters placed on the ground are available. We plan to have different effects for each pedestal (for example, recovering the strength of the monster used in the case of a sister).

Scheduled updates for the next version are targeted from late November to mid December. I want to include this and let me wait a little, but I'm happy to understand.
I will continue to do my best, and I would appreciate your favor.
 
Jan 6, 2018
76
120
Well, that'll be an extra wrinkle or two in sex scene complexity. Glad to see we are getting a solution to possibly healing the monsters on guard, but wonder how/if it'll allow the Monmusu to also heal. Having that and a way to repair the doors (not the mod) natively were the two biggest longevity issues.

Edit: Also, as a side note for the breeding discussion. Maybe if the worry is on getting things to easy with breeding, they could introduce soft caps you need to unlock either by X day or an unlock system to raise soft caps. Currently the waves have caps on what traits you can get and randomize inside them. It'd bloat the code during the character inheritance a bit, but . . .
 
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Oct 2, 2022
289
236
View attachment 4166276



We are free.
This time, I would like to introduce you to a pedestal, one of the structures added in the next version.
The pedestal can be installed on the ground and monsters placed on the ground are available. We plan to have different effects for each pedestal (for example, recovering the strength of the monster used in the case of a sister).

Scheduled updates for the next version are targeted from late November to mid December. I want to include this and let me wait a little, but I'm happy to understand.
I will continue to do my best, and I would appreciate your favor.
This will be nice since it gives girls in the earlier breeding stages, or girls with bad stats a purpose in vanilla.
Usually you'd use the sacrifice mod to buff the gate and nothing else. I wonder if the regular women will be used to capture new monsters?
 
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needlesskane

Newbie
Nov 10, 2020
24
27
very nice addition, but I still do wish the game was about goblins invading rather than humans invading
View attachment 4166276



We are free.
This time, I would like to introduce you to a pedestal, one of the structures added in the next version.
The pedestal can be installed on the ground and monsters placed on the ground are available. We plan to have different effects for each pedestal (for example, recovering the strength of the monster used in the case of a sister).

Scheduled updates for the next version are targeted from late November to mid December. I want to include this and let me wait a little, but I'm happy to understand.
I will continue to do my best, and I would appreciate your favor.
 

uglywolf

Member
Nov 3, 2018
229
149
very nice addition, but I still do wish the game was about goblins invading rather than humans invading
"YoRoKoBeShOnEn", you-are-not-alone.

I personally think about half of us here do want that to happen.
Thus why, even if its not now. Let's hope that idea will be used on their next game once they done with this game.
 

Cho775

New Member
Nov 17, 2022
7
3
What quality of life stuff you guys think they should add? I was trying to think of stuff they could have done in MBM since it's the closest thing
 

flannan

Engaged Member
Dec 15, 2022
2,265
2,239
What quality of life stuff you guys think they should add? I was trying to think of stuff they could have done in MBM since it's the closest thing
  • Controlled pause. And unlike MBM, allow us to move units around in that mode. A 0.1 time speed mode is a possible alternative.
  • Ability to mark units as favorites, for easy location both on the main screen and on the lists.
  • Ability to add a variety of markings, such as having markings for goblins with good genes for archery or melee, and no markings for useless goblins. Perhaps something as simple as potions to change their color. Perhaps something more involved, like a variety of hats.
  • Automatic transfer of babies to breastfeeding.
  • Automatic childbirth too. Perhaps switchable for specific slaves or rooms.
  • Since in this game, women need rest after sex, and men don't (which is the opposite of how it is IRL), a room where a monster would automatically switch between multiple women to rapidly build up an army.
  • Some place to put away extra units so that they would not show on the list. Perhaps a brothel for slaves and a hunting hut for monsters.
  • If they're going to implement some kind of resources, an indicator of how the resources are going to change when the clock strikes midnight.
 
4.40 star(s) 24 Votes