zarqupang

Forum Fanatic
Nov 2, 2017
5,642
1,509
the game is good. it feels like a true rpg to me we are loseing are rpgs to real time stuff. also to stupid thought's and other stuff i really have to thank ryan for the feel of old time d&d. mixed with some porn lol
 
Jun 29, 2017
80
48
Why the fuck just focus on COMBAT.
Where the hell content: transformation, pregnant, childbirth, incest with son/daughter, etc...
Many content very ridicoulous, it make game very heavy and has nothing with sex.
It make game looks like game combat and no sexual content.
Do game sex with your brain, not do game just combat, fucking hell.
 

RPDL

do torrent. go fast.
Donor
Dec 17, 2020
4,978
14,317
RenryuuAscension-23.03.25
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devilchamper

New Member
Feb 23, 2019
7
17
Stuck with the stupid storage limit in new Overview map system lol can't do anything. I like the efford of revamp the whole system but this system is kinda over complicate thing. The reputation time reduce too fast, The storage is too limit, The aqquire skill is not worth, The budget system is lesser profit and what the hell with all of the construction and upgrade gone, just vanish everything just poof!! lol all effort are gone sadly. (welp maybe not all some of them still left as a monument before god Just Instantly nerf your Kingdom)
 
Last edited:
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RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,666
2,378
I saw quite a few negative comments about the new overview map system, and wanted to let you know that your feedback will not be ignored. I understand that the system became too complex and was probably too much for a playerbase and a game that doesn't focus on this kind of content. I won't "throw it all away" immedialtey, just because it didn't turn out to be a fan favorite, but I'll try to improve the system based on your feedback, to make it more fun.

The issue about Reputation, Faith, and other variables decreasing too fast can be fixed very easily. Currently I'm thinking about changing it to decrease by 2 every 5 minutes, instead of minus ~2,5 every 2,5 minutes. (Or maybe even lower would be better?)
I'm also considering to increase the reputation you get from request from 20 to 30 for easy requests, and from 30 to 50 for medium requests.
This way, you'd have much more time between visits to the overview map, and it doesn't become a constant chore. Which it wasn't supposed to be, but it turned out that way because the timers and productions aren't perfectly balanced yet.

I'm trying to find ways to improve the production of goods as well, but I'm not sure what the best solution is yet. Here are a few things I consider:
- The production speed can be increased to make productions less time intensive.
- While I don't think the individual storage limit should be removed, maybe the total max storage limit was overkill, and causes more frustration than it's worth.
- When a building is blocked due to the production of a resource at the individual storage limit, there should be an option to change the production, so that players don't have to bother to go to the storage screen and delete that one resource manually.
- I could make a few productions less complex, by removing some of the required materials.
- In some cases, it would be possible to change the production in such a way that it doesn't consume the required resource for it anymore. For example, instead of pickaxes disappearing when you mine a metal with them, it could become a requirement to have X pickaxes of that type. This would mean you only have to get the requirements once, and then you can always produce that resource without having to repeat the previous steps all the time.
In a similar way, I could change explorations so that they don't "consume" the soldiers anymore, but only require them.
These changes would reduce the amount of things you need to produce more than once.

An option to "pay someone" to automatically gather resources for you, or similar, don't sound like good solutions for the system to me.
A bulk production of resources was mentioned, however it's unlikely to get added. But I'll keep it in mind, while thinking about what I can do to improve the new system.

Were the battle skills not worth the effort because they're not powerful enough with the reputation bonus, and I should make them stronger, or will they be good enough once the work to increase reputation is reduced significantly?

I also received a few bug reports, with issues about false productions, a broken max storage amount, wrong units beind trained, and more. All problems are noted and will be checked and fixed.
Thanks to everyone who reports issues and gives me feedback for the new system, so that I can improve it.
 

RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,666
2,378
How do I trigger the new quest I go to Jeanene room and nothing happens
You may be missing the private beach on the island Amaranthe. I think I forgot to mention that the beach needs to be unlocked for Jeanne's new events in the update news when I added that content.

DId my brothel just dissapear and most of my lumberjack and command center
The triggers that saved if those buildings were already constructed changed in the last update. I know it's not optimal that some buildings have to be constructed again. My apologize for that bother.
 

dreas

Newbie
Feb 8, 2018
53
101
I saw quite a few negative comments about the new overview map system, and wanted to let you know that your feedback will not be ignored. I understand that the system became too complex and was probably too much for a playerbase and a game that doesn't focus on this kind of content. I won't "throw it all away" immedialtey, just because it didn't turn out to be a fan favorite, but I'll try to improve the system based on your feedback, to make it more fun.

The issue about Reputation, Faith, and other variables decreasing too fast can be fixed very easily. Currently I'm thinking about changing it to decrease by 2 every 5 minutes, instead of minus ~2,5 every 2,5 minutes. (Or maybe even lower would be better?)
I'm also considering to increase the reputation you get from request from 20 to 30 for easy requests, and from 30 to 50 for medium requests.
This way, you'd have much more time between visits to the overview map, and it doesn't become a constant chore. Which it wasn't supposed to be, but it turned out that way because the timers and productions aren't perfectly balanced yet.

I'm trying to find ways to improve the production of goods as well, but I'm not sure what the best solution is yet. Here are a few things I consider:
- The production speed can be increased to make productions less time intensive.
- While I don't think the individual storage limit should be removed, maybe the total max storage limit was overkill, and causes more frustration than it's worth.
- When a building is blocked due to the production of a resource at the individual storage limit, there should be an option to change the production, so that players don't have to bother to go to the storage screen and delete that one resource manually.
- I could make a few productions less complex, by removing some of the required materials.
- In some cases, it would be possible to change the production in such a way that it doesn't consume the required resource for it anymore. For example, instead of pickaxes disappearing when you mine a metal with them, it could become a requirement to have X pickaxes of that type. This would mean you only have to get the requirements once, and then you can always produce that resource without having to repeat the previous steps all the time.
In a similar way, I could change explorations so that they don't "consume" the soldiers anymore, but only require them.
These changes would reduce the amount of things you need to produce more than once.

An option to "pay someone" to automatically gather resources for you, or similar, don't sound like good solutions for the system to me.
A bulk production of resources was mentioned, however it's unlikely to get added. But I'll keep it in mind, while thinking about what I can do to improve the new system.

Were the battle skills not worth the effort because they're not powerful enough with the reputation bonus, and I should make them stronger, or will they be good enough once the work to increase reputation is reduced significantly?

I also received a few bug reports, with issues about false productions, a broken max storage amount, wrong units beind trained, and more. All problems are noted and will be checked and fixed.
Thanks to everyone who reports issues and gives me feedback for the new system, so that I can improve it.
A couple of suggestion for improving remove the overall storage and just have a set storage for each item/resource and once its capped have it stop generating new ones until some has been used. Along with this for atleast primary resources such as wood, stone, metals and raw foods consider having them as passive generation instead of having that be something clicked so players know if you leave the game running for say 20 minutes and come back to do map stuff you know you will have those base resources ready to use. Seriously whoever invented that mobile click to gather wood and food system should never have been allowed near game development.

Another suggestion would be for things that need other resources to make like say books and weapons create an order system where the player can go 'okay I want to make 7 swords and 20 books' and if they have the right resources it starts making that fixed amount of those items over a period of time. If you want you could limit the amount of orders you can do at once so for this example I could order the swords to be made while I also order the paper for the books but then I have to wait until another order is done to start making the books. Basically make it more of a production time then the micromanaging click simulator it currently feels like.
 

mathiau

Member
Aug 4, 2020
330
231
Really in depth looking game. though on question is their laws or policies to really lewd up the kingdom in some way?? or is this not that type of game?
Not that type of game. There's a girl who's locked behind "female soldiers" being on

Well.. maybe in the future.
There is that slavery law, after all. It doesn't do much yet though. :whistle::coffee:
That would feel antithetic to everything we've built up with Brad

To be honest if that's all that you're interested in, then probably no.
There's like 1 ntr scenario, and it has almost nothing to do with mc.
Maybe a few gangbangs, mostly multiple females on mc if i remember right.
And one giant zero of any sharing, if i remember right. :whistle::coffee:
There's also one bukkake where you're the only one to actually touch the girl

An option to "pay someone" to automatically gather resources for you, or similar, don't sound like good solutions for the system to me.
A bulk production of resources was mentioned, however it's unlikely to get added. But I'll keep it in mind, while thinking about what I can do to improve the new system.
In any case, can you make so that the taxes an other "passive increase but you have to collect it" either pile-up or don't need to be collected? I'm pretty sure they currently don't and if the passive decrease can pile-up then the passive increase should to
 

devilchamper

New Member
Feb 23, 2019
7
17
I saw quite a few negative comments about the new overview map system, and wanted to let you know that your feedback will not be ignored. I understand that the system became too complex and was probably too much for a playerbase and a game that doesn't focus on this kind of content. I won't "throw it all away" immedialtey, just because it didn't turn out to be a fan favorite, but I'll try to improve the system based on your feedback, to make it more fun.

The issue about Reputation, Faith, and other variables decreasing too fast can be fixed very easily. Currently I'm thinking about changing it to decrease by 2 every 5 minutes, instead of minus ~2,5 every 2,5 minutes. (Or maybe even lower would be better?)
I'm also considering to increase the reputation you get from request from 20 to 30 for easy requests, and from 30 to 50 for medium requests.
This way, you'd have much more time between visits to the overview map, and it doesn't become a constant chore. Which it wasn't supposed to be, but it turned out that way because the timers and productions aren't perfectly balanced yet.

I'm trying to find ways to improve the production of goods as well, but I'm not sure what the best solution is yet. Here are a few things I consider:
- The production speed can be increased to make productions less time intensive.
- While I don't think the individual storage limit should be removed, maybe the total max storage limit was overkill, and causes more frustration than it's worth.
- When a building is blocked due to the production of a resource at the individual storage limit, there should be an option to change the production, so that players don't have to bother to go to the storage screen and delete that one resource manually.
- I could make a few productions less complex, by removing some of the required materials.
- In some cases, it would be possible to change the production in such a way that it doesn't consume the required resource for it anymore. For example, instead of pickaxes disappearing when you mine a metal with them, it could become a requirement to have X pickaxes of that type. This would mean you only have to get the requirements once, and then you can always produce that resource without having to repeat the previous steps all the time.
In a similar way, I could change explorations so that they don't "consume" the soldiers anymore, but only require them.
These changes would reduce the amount of things you need to produce more than once.

An option to "pay someone" to automatically gather resources for you, or similar, don't sound like good solutions for the system to me.
A bulk production of resources was mentioned, however it's unlikely to get added. But I'll keep it in mind, while thinking about what I can do to improve the new system.

Were the battle skills not worth the effort because they're not powerful enough with the reputation bonus, and I should make them stronger, or will they be good enough once the work to increase reputation is reduced significantly?

I also received a few bug reports, with issues about false productions, a broken max storage amount, wrong units beind trained, and more. All problems are noted and will be checked and fixed.
Thanks to everyone who reports issues and gives me feedback for the new system, so that I can improve it.
I have a question will the Reputation and Faith go down when MC out side the Overview map? I think maybe increse the reputation limit may help with the reputation reduction rate too.

Also the all everything storage limit. I have a question why limit every item 10 each, When you have only 75 storage?
Is the soilder also count as storage too? What the hell are they doing in there!? Hanging out with cow and pig in storage room? (Don't know if this a bug or not) At lease seperate them

Agriculture with Agriculture 0/75
Soldier with Soldier 0/75
Construction stuff with Construction stuff 0/75
Ore with Ore 0/75
etc.

System Please!

About "pay someone" to gather stuff for you. I disagree, you are the King of the country not a ONE MAN CARRY GUY. (Potential quest line *Wink Wink*)

"I understand that the system became too complex and was probably too much for a playerbase" Sorry that I'm not an intellectual playerbase I'm just a MONKEY playerbase who want to enjoy playing your game
 

RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,666
2,378
I have a question will the Reputation and Faith go down when MC out side the Overview map? I think maybe increse the reputation limit may help with the reputation reduction rate too.

Also the all everything storage limit. I have a question why limit every item 10 each, When you have only 75 storage?
Is the soilder also count as storage too? What the hell are they doing in there!? Hanging out with cow and pig in storage room? (Don't know if this a bug or not) At lease seperate them

Agriculture with Agriculture 0/75
Soldier with Soldier 0/75
Construction stuff with Construction stuff 0/75
Ore with Ore 0/75
etc.

System Please!

About "pay someone" to gather stuff for you. I disagree, you are the King of the country not a ONE MAN CARRY GUY. (Potential quest line *Wink Wink*)

"I understand that the system became too complex and was probably too much for a playerbase" Sorry that I'm not an intellectual playerbase I'm just a MONKEY playerbase who want to enjoy playing your game
Yes, the values like reputation go down even while you're not in the overview map. Same as production/research/training timers and cooldowns also continue while you're not on the map.

As mentioned above, the max storage limit is probably getting removed. It didn't work out the way I intended.
 
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YouShallNotLol

Well-Known Member
May 6, 2022
1,521
3,085
- Variables like „Reputation“ or "Safety" currently decrease every ~2,5 mins by a random value from 1 to 4.

This sounds like a chore and a major fun-killer. :(

Edit: Now I'm on a constant timer, and have to stop whatever I'm doing every 5 minutes just to avoid debuffs for low safety and reputation. Don't like it. "Values decrease over time because fuck you" easily one of the worst mechanics I've seen in games.
 

devilchamper

New Member
Feb 23, 2019
7
17
Yes, the values like reputation go down even while you're not in the overview map. Same as production/research/training timers and cooldowns also continue while you're not on the map.

As mentioned above, the max storage limit is probably getting removed. It didn't work out the way I intended.
Ok maybe I will just let the Kingdom rot then. Why would player care about it anyway. The overview map system at first is pretty sweet you can make money while you're questing and farming for EXP and sweet loot but now to be honest I don't see the point even in the future for story progress? What fun? The overview map now cause a lot more trouble and complicate than it use to, So why shouldn't player let it rot?
 

♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,501
14,329
I understand that the system became too complex and was probably too much for a playerbase and a game that doesn't focus on this kind of content.
The issue about Reputation, Faith, and other variables decreasing too fast can be fixed very easily. Currently I'm thinking about changing it to decrease by 2 every 5 minutes, instead of minus ~2,5 every 2,5 minutes. (Or maybe even lower would be better?)
It became too annoying, rather than too complex.
I'd rather grind raids than be stuck clicking in the overview map like i explained before.
I don't want to be stuck collecting all that faith, rep, etc manually, even if it gonna pop only every 30 mins.
I liked how it worked previously, namely, if you configure everything just right in the law screen, nothing will decrease at all.

IF you still want for things like Faith and Reputation to decrease, then do it this way:
1. Return the skip-turn system.
2. Every time player skips a turn in the overview map, there is a % probability of negative events happening.
3. These negative events will inflict damage on the overall amount of faith, reputation, etc the player has remaining.
Remember how fire event worked? Create similar events that will inflict damage on faith, rep, etc.
While you are at it you could also create positive events that will give the player various one-time benefits.
So instead of constantly draining things like faith and rep, they will be taking one-time hits.
This should make things far less annoying, and depending on what kind of events happen it could even add extra fun value to the game. You could create a bunch of those events with various probabilities of happening.
Some 1% probability, maybe some other 10% probability, etc.
- While I don't think the individual storage limit should be removed, maybe the total max storage limit was overkill, and causes more frustration than it's worth.
No we don't need that global storage limit at all.
Why can't you just sell or trade away the excess you produce for the benefit of your kingdom?

*Link production and trading into one system.
*Change storage so that it only allows to store, say... 20 units of every product available in the game.
*Then simply allow the excess to be sold automatically if the player produces more than the 20 units limit and goes over capacity limit.
*Allow the player to choose what the excess can be sold for, gold or budget. This way i can select what i need the most atm.
*Also allow the player to trade away or sell currently stockpiled products if the player wishes to do so even if they aren't over the capacity limit.

This way we won't need to throw anything away and can produce whatever we like and how much we like and nothing will be wasted.
Also we gain a source of income. Products in the game will need various gold and budget price tags put on them though, it will be fun finding out which product is most profitable to sell. Maybe you can even introduce a 'supply and demand' system, where product prices become cheaper or more expensive depending on how much demand there is for those products.
Thus, if the player oversaturates the market with bananas, the bananas will become dirt cheap and not worth selling so the player will need to find another product to sell. Etc. You could even let the other countries fuck around with the trading system as well so that market prices aren't only dependent on player actions alone.

Were the battle skills not worth the effort because they're not powerful enough with the reputation bonus, and I should make them stronger, or will they be good enough once the work to increase reputation is reduced significantly?
They just not worth the effort, imo. Not because of X, but because they're JUST skills.
We have tons of skills offered by party members, why do we even need more?
The rewards should not be skills in the first place, i think, but something else.
Maybe the reward should be something that makes your kingdom or/and its army stronger overall?
I think that would be better reward than a bunch of skills you don't even need.

Or maybe the reward should be stats like crit boost for the entire party, and you will have these extra stats as long as you maintain the reputation or whatever above certain threshold. Sort of like an 'inspiration' buff due to the happiness of your people.
You could also add a negative 'debuff' for the whole party if that reputation falls below a certain threshold, reflecting your people's unhappiness with your rule, thus making this whole thing even more interesting.

That would feel antithetic to everything we've built up with Brad
You built, maybe. I was never really onboard with Brad and his rebel gang personally. :whistle::coffee:
There's also one bukkake where you're the only one to actually touch the girl
Bukkake isn't really what i'd consider sharing but.. now that you mentioned it, i remember that girl.
She was indeed sort of shared between multiple dudes, but it was very light.
Ryen was the only one to sample her holes even though she did wank other dudes while he was fucking her and then they came on her.
I guess we do have just one sharing scene, although this girl isn't even his so it's prolly closer to gangbang. :giggle::coffee:
 
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Skyline7070

Newbie
Aug 13, 2022
57
67
for me its best just let it auto, i had rather focus more on story and girls..Also,15 sec for 1 stuff, then another 45 sec for 1 stuff, its feel too much grind compare to the overview map back then.Anyway, all the best for the dev but i cant touch the overview map because kingdom grind management isnt my thing
 

22ndgentlemen

Newbie
Apr 11, 2022
89
41
Version: 23.03.25
Impact: Minor to Moderate, research is halted

Issue: In research laboratory menu, unable to research Book. Message given when clicking on Book is that Paper needs to be researched first even though it already is. Paper icon is green, book icon is grey. Message given when clicking on Paper is that Religion is already researched and cannot be improved further.

Everything currently researched: Paper, Religion, Armory, Storage.
Current Tech Level: 1
 
4.00 star(s) 76 Votes