incspector

Member
Apr 16, 2018
247
120
please help , scene replay stucked with 4-5 scenes (messed with the gallery unlock trick :( ) wich file should i delete to reset that ? i wasted my weeked and unlocked like 90% but dint saved
 

blergh123

Member
May 31, 2020
105
109
I did a few playthroughs, and got about half the CGs. Then cheated the rest open, and now i must ask:
1. Are all those CGs implemented in scenes achievable in game?
2.How do i get those events with Fae, and
3.Do i simply need to always pick correct choices to corrup alexia and then let her work as maid to see all of her whoreish acts.
Also where do i get the spidergirl scenes?

nvm somehow missed the scene walkthrough in OP even with using the other walkthroughs to play...

edit edit: I cant seem to get visit options at all even after the fey ambassador arrives and rowan speaks on their behalf.
 
Last edited:

phupdup

Well-Known Member
Oct 24, 2019
1,391
1,087
You may want to unpack the archive.rpa first to see the rpy source files for guidelines on how much to muck with things and what sort of levels of each are necessary to trigger whatever events you want to play through. The script dev seems to be familar with Python and object oriented programming in general so the casual gamer won't just want to go around mucking with directly setting variables.

For Rowan, you want to call a utility function change_base_stats in the console to modify what you want. The easiest way to explain this is to use an example in the events/ruler_eventsxxxx.rpy files where Draith asks Rowan if he can use Drider guards as an experiment in villages.

Code:
menu:
    "Allow Draith to experiment with drider guards in an occupied Rosarian village.":
        $ released_fix_rollback()
        ro "Alright Draith, you have my permission to start your experiment."
        show draith happy at midleft with dissolve
        dra "Excellent! This is why I love having you as a boss. I'll start arrangements at once!"
        hide draith with moveoutleft
        "A moment after the dark elf departed, Rowan slumped in his chair a bit. Even if all went well, what exactly was he condemning h
is countrymen to?"
        #Set flag for drider guard test to 1
        $ drider_guard_test = 1
        $ activate_event('drider_guards_resolution')
        $ set_event_timer('drider_guards_resolution', 'after test', 5)
        #Lose 2 driders
        $ castle.buildings['pit']._driders -= 2
        #Rowan gains a little guilt and infamy
        $ change_base_stat('g', 2)
        $ change_base_stat('i', 2)
        #Gain some Draith relationship
        $ change_relation('draith', 2)
        return

    "Refuse Draith's proposal.":
        $ released_fix_rollback()
        ro "No Draith, my countrymen are not test subjects for this crazy experiment."
        dra "It isn't a crazy scheme! Do you have any idea how much we can benefit from this? I can guarantee that as soon as we've had 
some test research I can-"
        ro "This discussion is over. The answer is no."
        "Draith stared angrily at Rowan for several moments, then turned and walked away. His posture was stiff and indignant as he left
 the room."
        ro "(At least I spared them this horror.)"
        #Rowan loses a small amount of guilt.
        $ change_base_stat('g', -2)
        #Lose relationship with Draith.
        $ change_relation('draith', -2)
        return
If you pick the menu option to allow the Driders, change_base_stat gets called to increase Rowans guilt and infamy by 2 points. Then it calls change_relation to make Draith like him by another 2 points. If you pick refuse option, it decreases Rowans guilt and relationship with Draith by 2, but doesn't change infamy.

The other two things you can modify with change_base_stat for Rowan are 'f' for fame and 'c' for corruption. Look at core/utils.rpy line 278 to see the Python function definition for it.



Changing Alexia's stats is a bit different. Here's a code snippet from events/alexia_corruption.rpy where she boinks Jezera and thus falls under her influence and gets more corrupted:

Code:
"This left Jezera, hovering alone in the room. The scent of her visitor and their activities together still hung in the air. A reminder 
of her most recent conquest."
"The moment Alexia walked through the door, Jezera’s smile faded. She walked slowly over to a game board on a side table that had been s
et up long before. The pieces were already arranged in a complex formation. It was well into the match."
"There was no opponent, no rival in sight. But, Jezera still studied the board as though she were facing against a skilled foe. After qu
ite some time staring impassionately, Jezera reached out and moved one piece."

je "Satisfactory."

#bonus to maid job TODO
$ change_actor_num_flag('alexia', 'jezera_influence', 3)
$ change_corruption_actor('alexia', +5)
$ alexiaJezObedient = True
$ alexiaUnfaithful = True
$ alexiaJezeraSex =+ 1
The change_corruption_actor and change_actor_num_flag functions are generic setter functions for characters other than Rowan to modify their attributes.

You will need to look at the individual events rpy files to find event(.....) functions calls setting the triggers for events you may be interested in. Those will tell you what you will need to set to force an event to get triggered.

Do someone know how to modify Corruption / Infamy / guilt value with the console ?
 

incspector

Member
Apr 16, 2018
247
120
can someone help me ? i unpacked the game in new folder and fresh restarted with no saves but still shows the saves i have and these scenes unlocked only
1111.png
 

incspector

Member
Apr 16, 2018
247
120
how is that possible i have the saves in game when i delete all in folder , renpy has saves in user documents aswell ?
 

phupdup

Well-Known Member
Oct 24, 2019
1,391
1,087
Starting a playthrough again with 2.62b, and I got to this one time only menu event in events/week_start.rpy again when meeting Cla-min and Skordrid for the first time.

Code:
Purchase something from Cla-Min
Discuss construction with Skordred
This got me thinking to how much bit-rot has gotten into the Caravan part of the game. Us old timers remember being able to drop by the caravan to buy and sell personal inventory we may pick up in the wild or through a random event that may be triggered if we have the Tavern. This stuff is still piling up on us, yet locations/caravan.rpy got modded sometime back to remove the option to Trade with Cla-Min. There is still a "label shop_clamin:" in there to open up a shopping gui which is crying for a major revamp anyway because it's just about impossible for the player to see what they may be buying or selling from the thumbnails with flyspeck sized font descriptions. However there is no menu option to jump to it in there anymore. Thus this one-shot menu is all we have left in the game, and it will cause us to defer our construction of either the tavern (my choice), forge or dark sanctum during the closeout of the first week of the game cycle.

I wonder if the devs will ever get back to the inventory management at some point? Both it and the the whole player leveling mechanism were put in early on and have fallen out of use, yet we still have plot points such as bribing orc guards with a spare sword as a gift, and I think game play checks on things like stealth and locks.
 

errte13

Active Member
Oct 6, 2020
526
936
Dunno about the inventory, but skills are being reworked yes, it's been months they worked on it.
 

05841035411

Member
Jan 10, 2018
445
621
I read some speculation of conflict between the Twins in the future, so I thought I'd consider some practical issues regarding such a split...

First, the two bring pretty different things to the table; Jezera appears to be a talented mage and peerless spymaster (when she's not distracted by toying with her prey, enjoying her role too much, or bringing strays back to the castle instead of turning them into assets, at least), while Andras is a sexy shirtless god of war and natural-born leader (when he's not busy killing more of his army for "weakness" than the enemy, at least). At first, these appear to be fairly equal contributions... Except that as time goes on and their power grows, the value of a "sexy shirtless god of war" diminishes as you rely more on a real army instead of a single strong demon. His value as a leader remains, especially since many of your allies value a strong leader who can take to the field, but that doesn't necessarily have to be him; other, more pliable, figureheads can assume that role. The value of your teleporter/enchanter/spymaster remains consistent, however; until the war is won, you're always going to want to know what your enemies are up to, and be able to quickly respond. Thus, as time goes on, Jezera's value waxes, if anything, while Andras's wanes.

The two differ in costs, as well; Jezera's antics carry frequent delays and distractions, but they generally stay in the realm of delays and distractions - she annoys important allies and demands people waste their time amusing her, but she rarely blows up your plans or kills people you need alive, Dark Elves aside. Andras, by contrast, actively wants you sacking villages, and makes a point of slaughtering for fun, no matter how much value his victims offer. As time goes on, Jezera's costs are likely to diminish in aggregate as she can only play with so much of an ever-growing staff at once; Andras's costs will impede growth, but diminish as well - except in a diplomatic context, where his love of bloodshed will galvanize resistance.

Their influence on and value to the coalition thus far appears to change based on Rowan's actions; Delane seems to get along well with Jezera based on what we've seen, while Batri gets along with Andras. Patricia is loyal to both Twins (absent Rowan's scheming), while I suspect that Jacques takes more towards Jezera; he might consider her a rival player, but people like him tend to prefer rivals to dangerous elements that will upend the board on a dime. Raeve, naturally, is exclusively loyal to his master Jezera. Of course, all of this is assuming Rowan remains completely passive, which is unlikely.

In Bloodmeen itself, they have markedly different bases of support; Jezera commands the loyalty of the castle staff and Shaya; Andras, the Orcs, and Draith. The others might have their preferences, but I don't believe any of others would likely intervene in a struggle between them without a significant reason. Andras, if he acted quickly, could likely win a direct conflict; Jezera would almost certainly hear of any prolonged plot, however, and could likely have them all poisoned and/or killed in their sleep with a bit of preparation. Whoever strikes first would likely win, so long as both remain in the castle.

Setting aside such things as "It's neat to see two evil overlords actually cooperating for once instead of pointlessly betraying each other and losing everything", there would appear to be good reason to let Andras go as time goes on unless he shapes up, and Rowan can readily shape the situation to ease that transition. Cutting out Jezera does not appear as viable unless you enjoy the idea of walking everywhere should the portal malfunction (or start collapsing reality or somesuch) and learning to brainwash people yourself; it could be done, but the costs are notably higher, the apparent benefits slimmer, and she's more likely to catch wind of the plot.

$ change_actor_num_flag('Jane', 'Jezera_Influence', 3)
 

manscout

Well-Known Member
Jun 13, 2018
1,203
1,886
Okay Rein, I was trying to keep things easy-going by just talking about Winter's moral dilemmas, but it is time we start having a deep discussion about the critical aspects of the most important part of SoC's lore: What decides the size of the futanari cock?

I think the answer can be reduced to three possibilities: 1. It is an unchangeable and inherent part of the magic itself 2. It follows the will of the enchanter 3. It is based on the characteristics of the enchanted.

For the first, most magic is normally not so "rigid", a spellcaster can normally alter elements of their spells. If all magical futa cocks are strictly monster-sized, this would indicate the large size must be part of the will of a deity, who would also be the source of all futanari magic. Do you already have plans for the futanari deity? Will we eventually get to meet them and potentially cast aside both Solansia and Kairos in favor of such a deity?

For the second, if the size is in Xzaratl's discretion, why did she give Alexia such a large cock? Is it because she fantasizes about Rowan as the sub in a "yaoi-style" scenario and having Alexia have an impressive dick was the only way of getting that to happen while still shipping the two of them? Or maybe she has a fetish for marital role-reversal? Or even perhaps she just wanted to give Alexia a cock similar to her own, so that she can feel a part of her can always be in them even if she's not around?

More importantly though, would she make use of this power during "NTR detox"? Just as Andras is about to try his bullshit with Alexia, Xzaratl sneakily casts a spell on Alexia giving her a gigantic cock, Andras' gets confused as his masculinity is challenged, saboutaging the entire scene.

For the third, what about Alexia as a person would give her such an impressive dick? Is it a reflection of her large magical potential? Or perhaps it is just a matter that if the genders were reversed and Alexia had been born a man, she would have been naturally incredibly hung? Poor Rowana wouldn't be able to walk straight. Or maybe the size is a reflection of Alexia's own desires? She does have to be a bit of a size queen considering the crush she has for Grayhide...
 

phupdup

Well-Known Member
Oct 24, 2019
1,391
1,087
Taking Raeve Keep with a spy is made substantially harder in these later versions, and I'm thinking it is impossible to pull it off in time.

Under the old mechanic, the Brothel unlocked after researching opulence and dark subterfuge if I'm remembering correctly. So the combined cost was 40 + 60 research points and then purchasing the Brothel. That allowed the player to easily unlock spies around week 16 or so and have plenty of time to infiltrate them into the keep before the deadline the twins give us to capture it.

Under the new system, the devs made opulence dependent on fiendish diplomacy which throws another 120 points of research that needs to be done in front of all that. That level of effort was an escalation in the old game where it was assumed that the library had been upgraded for faster research and that we have maybe gotten to the point where we can have Alexia working in it to help things along. The research point bumps requirement levels like 40, 60, 80, 120 and 160 so now we have to get past something that is just about endgame level requirement for research before we can even think of having a basic business that is just about as common as a burger joint in places like the Netherlands or the state of Nevada.

Speaking of highly profitable business franchises, it's a bit bizarre that the "house" doesn't make income off of the silly thing. The Tavern pulls in 30 a week at level 1 (60 at level 2), yet our Brothel fetches a big fat zero as defined for its data structure in core/buildings.rpy. It's also not quite thought through as a concept in that we have the Tavern a bit away from the castle where its infernal connections can be kept on the down low while the brothel is stowed away down in the dungeon. One would think that the brothel would instead be put in the same business park so to speak as the Tavern where our spies and Cubi can also be doing their thing without a big fat "chaos R us" sign hanging over their heads.

My theory about the whole research tree charlie fox for obtaining spies resulted from a rework the team started a few versions back when they started working on buildings as well and then dropped everything to chase after a squirrel. Considering that spies as things stand now are only useful as a strategy for taking Raeve and then later in recruiting the Orc Army, not having them easily available earlier in the game cuts off half of their usefulness.
 

phupdup

Well-Known Member
Oct 24, 2019
1,391
1,087
Another thought about a brothel rework is maybe making it a two building thing. One goes out next to the Tavern for consumption by the great unwashed masses while we clean out their pockets. Maybe throw in a casino type concept there while we are at it. The other stays back in the dungeon level under the "chaos R us" sign where it can function as the morale boosting employee and VIP lounge that it appears to function as currently. The two can be joined via a service/escape tunnel or portal.
 

05841035411

Member
Jan 10, 2018
445
621
Taking Raeve Keep with a spy is made substantially harder in these later versions, and I'm thinking it is impossible to pull it off in time.

Under the old mechanic, the Brothel unlocked after researching opulence and dark subterfuge if I'm remembering correctly. So the combined cost was 40 + 60 research points and then purchasing the Brothel. That allowed the player to easily unlock spies around week 16 or so and have plenty of time to infiltrate them into the keep before the deadline the twins give us to capture it.

Under the new system, the devs made opulence dependent on fiendish diplomacy which throws another 120 points of research that needs to be done in front of all that. That level of effort was an escalation in the old game where it was assumed that the library had been upgraded for faster research and that we have maybe gotten to the point where we can have Alexia working in it to help things along. The research point bumps requirement levels like 40, 60, 80, 120 and 160 so now we have to get past something that is just about endgame level requirement for research before we can even think of having a basic business that is just about as common as a burger joint in places like the Netherlands or the state of Nevada.

Speaking of highly profitable business franchises, it's a bit bizarre that the "house" doesn't make income off of the silly thing. The Tavern pulls in 30 a week at level 1 (60 at level 2), yet our Brothel fetches a big fat zero as defined for its data structure in core/buildings.rpy. It's also not quite thought through as a concept in that we have the Tavern a bit away from the castle where its infernal connections can be kept on the down low while the brothel is stowed away down in the dungeon. One would think that the brothel would instead be put in the same business park so to speak as the Tavern where our spies and Cubi can also be doing their thing without a big fat "chaos R us" sign hanging over their heads.

My theory about the whole research tree charlie fox for obtaining spies resulted from a rework the team started a few versions back when they started working on buildings as well and then dropped everything to chase after a squirrel. Considering that spies as things stand now are only useful as a strategy for taking Raeve and then later in recruiting the Orc Army, not having them easily available earlier in the game cuts off half of their usefulness.
It's been a few days, so I don't recall the research tree exactly, but I believe that in the current version, you can start immediately researching Fiendish Diplomacy to unlock the brothel; I made it my second research option regardless (I started with the one that improved your research speed), but still had it ready with several weeks to spare.

That said, I do wish I could do something with spies if I'm not going to be occupying villages with them...
 
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