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Aug 3, 2017
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so i was wondering the last time i played. will alexia actually be able to get pregnant? and will it only be by rowan?
The devs are at least thinking about it as there's a hint of it in the game. At one point, Rowan can inquire about fertility treatments with a certain someone at the Library, but it hasn't been implemented as of yet. The game will call you out on it in a rather interesting way though.

While we're at it, is the Nemesis angle in danger of being dropped from the game? I vaguely recall art for it on Patreon from way back in the day.
 

RC-1138 Boss

Message Maven
Apr 26, 2017
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If i am not mistaken it was pushed back until they settle other more imediate things the game needs implemented.
 
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Aug 3, 2017
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If i am not mistaken it was pushed back until they settle other more imediate things the game needs implemented.
That's what I'm remembering as well, but was curious about its current state and whether it will be ultimately cut from the game.
 

Semantics

Member
Apr 28, 2017
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Anyone got latest cheats using the console commands? Ones on page 2 dont seem to work?
all_actors[u'alexia'].coruption=X
all_actors[u'alexia''].relation=X
castle.treasury=
avatar.gold or treasury=
avatar.exp=
avatar.mp=
castle.rp=
week=
change_relation('cla_min', #)
change_relation('cliohna', #)
change_relation('skordred', #)
change_relation('draith', #)
change_relation('xzaratl', #)
all_actors[u'alexia'].flags['jezera_influence'] = #
all_actors[u'alexia'].flags['andras_influence'] = #
change_base_stat('c', #)
avatar.corruption
change_favor('jezera', #)
change_favor('andras', #);
castle.treasury=x -> set treasury amount
castle.military=x -> set military capacity
castle.tech=x -> set tech rate
castle.morale=x -> set morale (cap at 100)
castle.villages=x -> set number of Villages
castle.mines=x -> set number of Mines
That's about as full a list as exists currently. Mind that there's a typo on the Alexia corruption one.

That's what I'm remembering as well, but was curious about its current state and whether it will be ultimately cut from the game.
From last month:

Backburner but not scrapped. We have a bunch of assets sitting around unused we want to use one day. And we still think the idea is cool.

The problem is that the scope of this game is massive and we're already facing a daunting ammount of work. The nemesis system got sidelined when we were faced with the 2018 re-tooling. When we're struggling to keep up with the current scope it's not time to expand it.
 
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Ozo-One

Newbie
Mar 23, 2018
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Why does this game get so little content each update? or it is just me? just very curious. i enjoy the game and want more content. and yes i do remember the term 'beggars cant be choosers'
 
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SommelierVN

Newbie
Apr 16, 2020
24
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Did the latest release fix the village event bug?
Seconded. This has been an issue that's been ongoing now for a couple years. Heck, the last time I played (back in early March) I rolled really well for the Nobleman+Girls events and bypassed them entirely; thus, after "capturing" all the other villages on the map, I had a grand total of one (or possibly two) villages. Definitely no more than two for sure. Eh, it is what it is. Wish it was fixed but it doesn't really affect gameplay much.
Hello guys, can you give me in depth details on how this bug came to be? I need to replicate the conditions for it to be properly quashed.
any images of the bug, save file you can share for the conditions will definitely help.

Thanks in advance.
 

Kosarev

Newbie
May 6, 2019
21
6
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As far as I know, the problem is with capturing villages. When you capture one trough different events (like an orc wants to lead, or you meet the girl that invites you to her home) everything seems to be alright. But when the week ends and you look at you kingdom stats the captured village count remains unchanged.

So the only events that seem to work correctly and that let you capture the village are the one with a cult and I thi k the nobleman offering you girls.
 

manscout

Well-Known Member
Jun 13, 2018
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Hello guys, can you give me in depth details on how this bug came to be? I need to replicate the conditions for it to be properly quashed.
any images of the bug, save file you can share for the conditions will definitely help.

Thanks in advance.
Keep in mind the last version of the game I played was 0.2.49 (I think it was the last free version?), so if something was fixed or changed about this in the meantime my information is going to be outdated, but from taking a look at the code here's the situation:

While I don't know the exact details of how it works, you guys use a function to randomly select an event among a list of viable ones, which I think are defined by conditions on the event itself and a list of files the function can look at (so when looking for village events it can only look at the "village_encounter" files to look for an event), also I believe this random function only lets any event happen once and then they become ineligible.

So, with villages, it seems you guys wanted to have 2 models of randomness, the player could get a unique random full event as soon as they reached the village (unscrupulous_noble, swamp_coven, a_friendly_dinner, a_cheating_elder, the_dragons_path), or they could get the generic village encounter (village_general) and then a random follow-up event based on the players's choice (occupy_ev, destroy_ev, trade_ev, village_trade_offer_slave_instead, village_trade_other_trader, the old hero event variants).

The issue is, the follow-up events don't seem to be specially guarded from the random function over the full ones, they can be chosen to play without the generic village encounter playing first, and most of the rewards are handled by the choice done during the generic village encounter event (since quite a few of the follow-up events are just for flavor). So essentially, the player can reach a village and then it will play an event saying Rowan conquered/destroyed/traded with a village (without the player's input), but it won't change anything in the game's logic, Rowan won't receive more money, income from villages won't be increased, slaves won't be acquired, etc.

Without touching the random event selector function you guys are using, I think the fix would be to separate all follow-up events from the full ones into different files, this should stop the "empty conquests" from happening. Another concern is that I believe that the generic village encounter can only be called once by the random event selector, don't know if that's something that can be easily disabled in the function's parameters, if not and you guys don't want to rework the event selector, then you guys might need to implement the randomness outside of the selector for this in particular.

Also some events just have TODOs on their code, but I figure these aren't worth pointing out and will be handled when you guys do a big "spring cleaning" on the game's code.
 

diebesgrab

Active Member
Feb 25, 2019
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I don't know much about the scripting, but I described the bug in one of my guides, the second link in my signature. It's not in any great detail, the mention in the guide is just to help players avoid losing revenue, but to my recollection, it's been in the game at least as long as I've been playing (0.2.39 being my first version). I can 100% confirm it was in 0.2.41. I don't know if that'll help you track it down, though.

I'd tested all unique village capture events that were in the game as of 0.2.43, and can confirm that, among those, only the Unscrupulous Noble event and the event starting with a village attempting to perform human sacrifice seem to add to captured village count and revenue. The generic village capture events all seemed to work correctly. I unfortunately can't at this point remember what flags may or may not have been set, but I was prioritizing village captures, so these would have all been tested very early on in the game, certainly before Week 22. I don't know if it would make a difference with the way the scripting works, but I would have tested the events solely on villages around the starting area, ie the area you can explore before crossing any bridges.
 
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Ellioto

Active Member
Sep 26, 2017
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yea so I talk o her when you first meet everyone at the palace but can't find her after that
 
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