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.How do I trigger the new quest I go to Jeanene room and nothing happens
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.DId my brothel just dissapear and most of my lumberjack and command center
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.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.
Not that type of game. There's a girl who's locked behind "female soldiers" being onReally 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?
That would feel antithetic to everything we've built up with BradWell.. maybe in the future.
There is that slavery law, after all. It doesn't do much yet though.
There's also one bukkake where you're the only one to actually touch the girlTo 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.
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 toAn 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.
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.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.
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.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
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?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.
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.
It became too annoying, rather than too complex.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?)
No we don't need that global storage limit at all.- 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.
They just not worth the effort, imo. Not because of X, but because they're JUST skills.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?
You built, maybe. I was never really onboard with Brad and his rebel gang personally.That would feel antithetic to everything we've built up with Brad
Bukkake isn't really what i'd consider sharing but.. now that you mentioned it, i remember that girl.There's also one bukkake where you're the only one to actually touch the girl
Nooooooo! Real Time ANYTHING Isn't an Upgrade! Why?! Its a horrible mechanic that mobile games use to siphon more money from you to avoid. Its not for RPGs! Especially not Single Player RPGs! Why would we want this instead of just pressing the next turn button a bunch of times?!- The country overview map now has a real-time based system instead of a turn system. This means all productions and constructions happens in real time while the game is running.