2.70 star(s) 6 Votes

Sir Anal

Member
Aug 19, 2021
394
707
So what are the differences between the free version and the paid version so far?
Apart from conquests and citizens, what else is there?

For example, in a previous version, you could still make citizens work because I have some that work when I use my old saves.
This and other things, sorry to say, but it's starting to look like a regression.
It's OK if there are differences between the paid and free versions, but gradually removing functions from the free version is going to cause problems.
I understand that you want to earn money for your work, but maybe that's not a good thing to do on a piracy site :unsure:
Ofc, it's your game, so do as you want, it was just to say ...:sneaky:
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
430
1,059
So what are the differences between the free version and the paid version so far?
Apart from conquests and citizens, what else is there?

For example, in a previous version, you could still make citizens work because I have some that work when I use my old saves.
This and other things, sorry to say, but it's starting to look like a regression.
It's OK if there are differences between the paid and free versions, but gradually removing functions from the free version is going to cause problems.
I understand that you want to earn money for your work, but maybe that's not a good thing to do on a piracy site :unsure:
Ofc, it's your game, so do as you want, it was just to say ...:sneaky:
The only difference between the paid and free versions is that you can only conquer a few systems in the free one. I just reworked citizens to serve a different purpose a couple builds ago.

They're not just super-tourists anymore, they have jobs that only become relevant when you hold more territory, and they only unlock when they're needed.

Now that I think about it though, you should be able to get them once Nova joins on, after 3 systems or so. I think the demo only stops when her sister shows up a couple systems later.
 

Ziggeroth

New Member
Dec 4, 2019
14
13
so a couple of things I feel should be mentioned.

1 the mental status/level of a slave should effect how they react to you having sex with them. like a brand new acquired and now whole sale bought salve should resist some or at the very least not be all " I love it when you use me" it would add tot he train/ breaking in of newer slaves not bought whole sale and make training them mean more. I got bored and went digging into other boards about the game and the free cities comparison was pretty good and could be as big or bigger. but the actual training/stat building of slaves add very little past what they can make in the station and even then its not exactly a big change. I spent a while maxing a pack of 10 out with a before and after in a brothel and the money difference was well negligible. so since there is stat training it should actually mean something or there really is no major point. ( as a side vein in this) for the stat building structures in the slave area. maybe adding a " trainer" aka a slave that maybe got that stat maxed for a buff or increase in training time or something would be benefitable as well.

2 all the buildings in the throne room. Filling it up is nice and all. but they have little to no meaning that I could find. Adding it as a buff to say interactions with those coming to the station. maybe a way for guests to visit it and want to come more. or something. Some benefit to building it up would be helpful. Other wise its just another room to fill up and then do nothing with. because right now its almost only a money suck. Maybe it could effect the mindset of slaves being put in there. or the better stuff in there the quicker obedience grows. Something. to make it more then just a huge money pit


3 better starship balancing." Once you have a few ship yards for the biggest ship and can make more of them. there is little reason to use anything else. maybe have some systems full of something that only smaller chips can go into? or make the smaller ships worth something or able to do something to not be well... useless. could even be a speed buff like if you need a fleet some where fast. the smaller the ship the faster it goes. giving the small and medium ships some value and adding a whole new layer to the strategy side as you balance speed with combat power.


4 maybe adding a station editor to the game would be useful. Like once the main rooms fully unlocked can add or remove walls to make it more your own as I know trying to build around some of those corners makes it more... annoying then it really needs to be. I get its to help limit in the early game so that you want to build out but just gets in the way later. and could add one last building stage once all 9 area are unlocked. making it also more customizable and free to make something cool and personal
 
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Fake Count

Newbie
Jun 4, 2017
99
99
When Hue, Saturation, and Brightness are adjusted, the body changes shade, but not the face. This is using the mod tools in the options menu. Is this intended StationmasterDev ?

If not, consider this a bug report.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
430
1,059
When Hue, Saturation, and Brightness are adjusted, the body changes shade, but not the face. This is using the mod tools in the options menu. Is this intended StationmasterDev ?

If not, consider this a bug report.

That's intentional.

The technical reason is that faces are all pre-rendered, and their colors don't change (I tried to do that, but humans are too good at picking up when faces have odd coloration). The mod tools are intended for people who want to render their own faces, so they can get the body color to match them.

This one looks very promising, will it feature gay/femboys content as well?
That's the plan. The first one did.


Says mod has virus!? :unsure:
The mod I posted in the Discord is 0 bytes, which may be why. If I could hide a virus in that though, I would be retired in the Bahamas.

how much more content does the Patrion version have?
Quite a lot more. The galaxy has a bunch of factions you can meet/conquer.
 

Fake Count

Newbie
Jun 4, 2017
99
99
The technical reason is that faces are all pre-rendered, and their colors don't change (I tried to do that, but humans are too good at picking up when faces have odd coloration). The mod tools are intended for people who want to render their own faces, so they can get the body color to match them.
Okay, thanks.

Is there a way to get exotics like in the previous game? I was going to attempt replicating them via recoloring, but that isn't currently an option.

Also, I feel like the Civilian Infrastructure on the galactic map don't function as intended. They seem to be lowering the prosperity, obedience, and fear scores of planets in systems where they are used.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
430
1,059
Okay, thanks.

Is there a way to get exotics like in the previous game? I was going to attempt replicating them via recoloring, but that isn't currently an option.

Also, I feel like the Civilian Infrastructure on the galactic map don't function as intended. They seem to be lowering the prosperity, obedience, and fear scores of planets in systems where they are used.
Thanks for the report.

As for exotics, not yet. It's on my list though, and I think it should be pretty doable now that the character engine is a bit more finalized.
 
Mar 6, 2019
95
240
Alright, I have to be honest here, this game looks better than the first, I think the 4x mode might feel better, (If I had ever gotten to it before getting frustrated and quitting) but this game is just nowhere near as fun as station master 1. This one does feel a bit more like a game, but the economy ramping in SM1 felt so much better, coupled with the fact that it was 100% possible, and even a viable strategy, to never prostitute your slaves in SM1, instead pumping their stats and assigning most to milking, and the best ones to jobs that increased profits from the non-sex facilities like the club stuff. In SM2, you just can't make a viable profit off of non sex facilities, you'll maybe make 1000 a month off of each, while in SM1, the facilities were expandable and as such you could make massive amounts of cash off of them. Speaking of expandable facilities, I really miss them in SM2. Sure each floor is basically its own specific facility, but being able to place each small piece of each facility instead of one giant building felt much better to me. The game also looks way to dark for me. I have bad eyes, and even with my glasses, the minimal lighting coupled with the walls and floor being black, plus most buildings being dark meant that everything kind of blended together to me and it was not easy for me to spot details.

All in all, SM2 feels like the frostpunk 2 to SM1's frostpunk 1. The scale is ramped up, the game and UI are prettified, new mechanics are added and old ones refined, but what is lost are the smaller details, the simplicity, and the very soul of what made me enjoy the first game so much. At heart its the same game, but all its made me want to do was go back and play the first one again.
 
2.70 star(s) 6 Votes