- Jan 29, 2020
- 23
- 39
I've never seen the deployment cost one. I guess I've got something else to hunt for.
Here is the advice from flannan :Teach me
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 neighboorsThe 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.
Uuuhhh what did i miss? The Oni and the ORC are new?If you reach to get the right trait, you can !
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wait. how do you get "deployment cost"?If you reach to get the right trait, you can !
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Yes. Version 0.4 introduced them recently. Also the map with raiding and infamy mechanics.Uuuhhh what did i miss? The Oni and the ORC are new?
I'm sorry. Just found out about update 0.4 today. It will take some time to update the compilation post.the faq doesnt mention untranslated menu's am i the only one having that problem?
You should raid monster nest and try to get impregnanted slaves. If you're lucky a monster are going to be born with this trait.wait. how do you get "deployment cost"?
I play like 6 hours and never see it. not even in max infamy
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.And sometimes, santa came early :
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Sister can have more traits (max 4) than common Woman (max 3) from my experience (not the code ^^)
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.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.
Tbh... Or rather, lets be real. Please.It's hard to find results with a search: Why is this censored/why hasn't it been uncensored?