crash.7ds

Active Member
Nov 18, 2018
959
830
290
Alright, frick it! I wouldn't be able to wait much longer either. If you like and are able, please show the dev some love and join us patrons. And remember to report any bug you see. Since this one was mainly to fix a lot of shit, it's especially important that SMDev gets word from us if something breaks. Now excuse me while I go pass out...don't look at me that way, Farm Together killed my sleep schedule, not me! I'M INNOCENT, I TELL YOU!

Windows freaks:
Mac dorks:
Linux weirdos:

Changelog:
Planet Visits
You now have more options when visiting your holdings, mostly to give some color to the planets and make your upgrade choices seem like they matter more. 0.22 proper will have graphics attached to this as well, but it's mostly text for now.
Economy Events and New Event Log
The economy is now slightly more fluid. Demand for classes of goods and services will now fluctuate independently. This will give stability to players with well-rounded stations, and make one-trick stations more subject to the whims of the markets.
There's now a new "minor event" log on the economic report. It shows things like slaves becoming devoted, virginity payments, and a new class of events that change the state of the economy (for example, a new study finding health benefits for slave milk may increase dairy revenue).
Other Additions
  • You can now click and drag to place multiple instances of a furniture item. This should cut down on carpal tunnel syndrome.
  • Optimized the pathfinding engine for wandering characters, which should cut down on station lag when you don't have enough assignments / entertainment / beds for everyone.
  • Intelligence and charisma are now shown directly on the proxy assignment list so you don't have to sit there and wait for the tooltip like a donut
  • Added date display to status bar to give a better sense of time
  • You can now overfeed slaves from the inspection screen instead of having to wait for the event.
  • Added obedience and fear drugs (I haven't integrated them with the rules assistant or added side effects, but those should be in the next patch)
  • You can now have sex with some faction leaders from the diplomacy screen, if you butter them up in their dates first (some are, and will always be, impossible for story reasons). Prime/Micah also got some new lore.
  • You can now free slaves from the inspection screen (though slaves with certain mental conditions may react unpredictably to the news)
  • Added a sensitivity implant, which will increase orgasm speed.
  • You can now apply hormones, serums, and diet plans to slaves in vats.
  • New station upgrade: Fusion Drives (doubles ship speed on the galaxy map)
Tweaks and Bugfixes
  • You can no longer click on the "Artifacts" tab until you have an artifact to place
  • Fixed a bug that caused planets to get reset to "abject poverty" on game load
  • Fixed a bug that was causing the rules assistant to default to applying male hormones to all slaves
  • Renamed Carousel to Hourglass to improve clarity for people who haven't seen a certain old sci-fi movie
  • Fixed a bug that prevented final faction conquest events from triggering in certain cases when the Eye of Entropy was used.
  • Added some sanity checking that might prevent slaves with serum from doing strange things to your money (though I still haven't been able to replicate the issue)
  • Slaves will now properly change jobs when they are reassigned from the slave list instead of the inspection screen
  • Improved graphics on economic report
  • Added some sanity checking to the indentation parser. There were several events that were broken by my text editor "intelligently" swapping out tabs for spaces, and now the code can deal with that.
  • Fixed a bug that stopped terraforming from showing up on the galaxy map until a reload
  • Fixed a bug that prevented you from making peace with the Null Autonomous Collective through the diplomacy screen
  • Fixed a bug that caused "[body] is under attack!" notifications to be blank
  • Added a notification for failed raids.
  • All scroll bars will now be set to the top when the game starts (instead of wherever I left them during development)
  • Fixed one bug that prevented orgasm meters from increasing for certain slaves, but I suspect there's another one.
For modders:
There are several new dialog parser commands for dealing with planets. They are as follows:
  • [planetupgrade|thoughtpoilce|yes|no]
  • [bodytags] - returns the tags that a body would apply to slaves (like "redhead" or "thin")
  • {prosperity high}
  • {bodyobedience high}
  • {bodyfear high}
  • {planetupgrade thoughtpolice}
  • {notplanetupgrade thoughtpolice}
 

x7xas4UprEta

Member
Apr 21, 2018
137
73
163
  • You can now click and drag to place multiple instances of a furniture item. This should cut down on carpal tunnel syndrome.
:giggle:(y):giggle:(y):giggle:(y)

  • You can now free slaves from the inspection screen (though slaves with certain mental conditions may react unpredictably to the news)
(y)
I can now play as a Benevolent Enlightened Despot (only slaves owned are criminals put in cages in the suite) whose mission is to bring Universal Healthcare to the galaxy whether the galaxy wants it or not without having to make a huge spa for all the captured slaves.
 

x7xas4UprEta

Member
Apr 21, 2018
137
73
163
About version 0.22a:

OMFG

This is easily the most significant update for any game I've seen on F95 in the year I've been a member of F95. In previous versions of the game, if my Tourist+Citizen count got above 500, my FPS would drop to 0.05 or so if the camera moved anywhere near the Citizen/Tourist areas. I would usually sit looking at my military base for 95% of the game since there would be no NPC's there. With 0.22a, my Tourist+Citizen count is over 900 and I'm getting no discernible lag. I can even move my camera over all the tourists and bring up an Economic report. One qualification is that my station is built with no walking areas, every tile is covered by some sort of room, but this is still a huge huge improvement (will be testing more open layouts in the coming days).

Congratulations, you've turned a major corner with the new pathing algorithm and I really look forward to being able to explore building different types of bases that I just couldn't before because of the lag.

Also, the click/drag to build multiple items at a time ablity is absolutely wonderful. Huge source of tedium totally eliminated.

I can't praise the changes in this version enough. Again. VERY WELL DONE!!!!(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)

If anyone reading this post stopped playing the game because of lag issues, I very strongly recommend you give version 0.22a a try.
 
Jun 13, 2018
351
363
135
In regards to version 0.22a, I don't know if it's my pc or not, but whenever I put down more then four of the bedroom style porn studios my game starts to lag while they are in screen. Now as I said, I don't know if it could be a problem on my end but I thought I was say something and see if anyone else noticed something similar happening in their game.
 

esoom

Well-Known Member
Sep 6, 2017
1,117
1,371
334
:giggle:(y):giggle:(y):giggle:(y)


(y)
I can now play as a Benevolent Enlightened Despot (only slaves owned are criminals put in cages in the suite) whose mission is to bring Universal Healthcare to the galaxy whether the galaxy wants it or not without having to make a huge spa for all the captured slaves.
Someone needs to make a prison game out of this, like that Prison Architect game but with more rape.
 

praxis2011

New Member
Mar 22, 2019
11
31
47
Please allow me to introduce myself- I'm a man of wealth and taste. May as well make my first post here a helpful one. This is one of my favorite games on the forum, and I'd very much like to see it continue to grow and refine. It's one of the few I've seen that has a real path to greatness ahead of it.

Preliminary testing of 0.22a

- Pregnancy appears to be broken in this build, even when checked to allow it. I came to suspect this when I noticed that none of the brothel slaves were getting knocked up. I've made several attempts to deliberately get a slave pregnant, even using fertility implants, to no avail. I'm still messing around with this one though, so perhaps this bug should be considered anecdotal unless others note it as well.

- Pathing glitches still need some work; NPCs still randomly getting stuck in the floor or other structure, sometimes floating above the arena pits instead of sitting in the bleachers, but there's a noticeable improvement.

- Xeno-pit and lethal pit animations sometimes freeze during teleportation sequence, leaving the teleport beam frozen in place.

- Transition to Galaxy map will sometimes show the teleport beams from the arena pits still operating as a shadow on the map. Presumably, the galaxy map is an overlay and not a separate operation.

- Scenario messages are bugged- sometimes clicking on "Plan B," "New Recruit," or some other message appears to randomly jump to a picture of Ava for some reason, and only option is to close. All subsequent messages after that glitch result in the same problem, requiring a reload.

- Still having troubles with textures on the characters, but it does seem to be improving. Bodies are still sometimes showing through the clothing, and in the odd case, a new slave showing up in the exam room bounces down and looks like fresh roadkill (eyes out of sockets, hair in their lap or merged into the middle of the skull, etc.). A glitch, but an amusing one.

- In diplomacy chart- "Micah" is misspelled 'Miach." (minor nit-pick)

- When male slaves come about, there are errors, such as "Sell HIS for (price)" instead of 'Sell Him.' Male slave biographies during examination also have this problem with mixing the two up. I'm assuming that the bio screens were meant to be interchangeable so you didn't have to write a bunch of new content in favor of more important priorities, but it isn't quite carrying over properly between genders. And no, I shut the trannies off completely for testing. Two genders- everything in between goes directly to the xeno pit.

- Unsure if this is intentional, but the owned holdings roster of your territories seems to be having troubles too. While controlling 250+ outposts and planets, you can only scroll through about 5 pages or so, and the rest don't show up when organizing them. Incidentally, the "previous" button reads as "next" the same as paging forward through the list. Just another minor thing I noticed.

- Holding shift to sell and skip dialog in the slave roster is causing some problems: sometimes not selling at all, and occasionally re-opening the slave roster results in duplicate slaves after trying, including but not limited to, rival main characters I haven't even attacked and conquered yet. I'm not sure exactly what is causing that, but it seems to be repeatable.

- Personal Critique: the male voice in panic mode doesn't convey his fear- it sounds more like he's practicing Lamaze breathing while dropping a deuce, and it just makes me want to torture him in front of small children even more. Might see if you can find a better sound for it. Then again, it may just be my irritable side peeking through the normal stoicism.

I'm sure I'll find more as I tinker with it, but these stood out. Hopefully it helps.

Additional thought: it might be kind of interesting in the future to be able to free a devoted slave and perhaps take her as a bride (maybe she would prefer to stay). Strictly speaking, I run the station like a business, but it occurred to me that it might be interesting to be able to start a Dynasty.

In the previous build, I went on a rampage and conquered about half the galaxy, and in one sector, I took a princess as a slave that had desirable traits (addicted to Sadism, stabbed the less fortunate, high charisma and intelligence, etc.) and she got pregnant and gave me a daughter when I broke her in. So I renamed the princess as a Queen and made her the head girl (perfect for keeping the others in line), and the daughter I assigned to be the Madame when she was fully trained. It might be something interesting to add to the immersion of the game.

Keep up the great work- I always look forward to seeing any new changes or ideas implemented in this game.
 
Jun 13, 2018
351
363
135
*Gets a slave that was a porn star* Me: Great!
*reads just below that the word Virgin* Me: Logic!

lol but yeah, this is kind of odd to have happen. I mean how can the game claim the slave use to be a porn star only to then turn around and slap a virgin sticker on them?
 
  • Like
Reactions: puffy001

moemi02

Member
Aug 24, 2017
206
427
275
*Gets a slave that was a porn star* Me: Great!
*reads just below that the word Virgin* Me: Logic!

lol but yeah, this is kind of odd to have happen. I mean how can the game claim the slave use to be a porn star only to then turn around and slap a virgin sticker on them?
If you look around the net you'll find a few real porn star who are virgin ....... u know they can be "one hole only" depraved :sneaky:
 

Obsidian01

Member
Modder
Jan 5, 2018
122
427
93
@crash.7ds

Thx for uploading.


Just a question for a bug.

Is it normal that we cant use the Sensory Noise and Lobotomize Implants? I cant add them to Slaves. No matter the Stats or where they came from.

The New Sensitivy implant doesnt change anything? Cant see changes in Stats when i use it.

And the Rules Assistant seems to be broken again. Every time i Load a save it fills up with Random Rules.

When i use the Sucubus Serum and then get the Slave Pregnant it Glitches into something like a Lightning Storm and this applies to the Child too.

Thx for answers to anyone.
 
Jun 13, 2018
351
363
135
Having trouble with the area. Every area I put down and assign people to get the first assigned slave stuck in mid teleport. They are now in limbo in the center of the station and my areas are completely useless. Any tips to fix this?
 
  • Like
Reactions: Q Who

skyshreder

Newbie
Jan 28, 2018
38
19
18
Having trouble with the area. Every area I put down and assign people to get the first assigned slave stuck in mid teleport. They are now in limbo in the center of the station and my areas are completely useless. Any tips to fix this?
This has been a bug for some time now. Only way I've found to remove them is to find that slave in the Slave list and Sell her from the list. The DEV knows about it but it's low priority so I don't expect it to be fixed in the next patch :)
 

Solak

Active Member
Nov 22, 2017
502
732
268
(TL;DR at the end)

So I had read in the changelog that you now had random events to spice up your station management life. I played and...saw nothing? Confused, I kept on playing. At one point, I decided to check how much money hydroponics make. Opened up the economics screen and there, I saw the latest random events.
Bad, really bad place to put them. Most players wouldn't even notice! Random events are fun because you have to play around them. If you don't even know they exist, then they're worthless. I'd suggest to change them into regular events, give that huge empty column on the left something to be filled with other than "Boredom". They could always be filtered out if the player so desires.

Speaking of "Boredom" events, these probably shouldn't be events at all. You could have icons at the top of that column (rather than at the bottom). If the "boredom" icon is lit up, you have entertaining issues. If greyed out, all is well.
Alternatively (probably the better option too), you could have gauges you want to keep maxed. If "boredom" falls below I don't know, 75% for instance, the gauge starts changing colours to indicate a rising concern. Other gauges would be "lodgings" (for tourists), "apartments" (for citizens), "beds" (for slaves) and... and wait, that's all? Shouldn't there be something to make the management part challenging at first (rather than sit around, waiting for money to accumulate), before you take on the galaxies head-on with your fleet? Such as:
- expenses (I don't think you can lose money other than via events or buying stuff, the only staff you have are slaves)
- security
- satisfaction (tourists)
- happiness (citizens)
- appeal (some buildings increase that yet it's shown nowhere - if tourists are bored, this should get negative, reducing the number of tourists)

Citizens... Lazy bastards who you accomodate without being given anything in return. They don't even work, they do nothing. If they were employed, you'd actually want to keep them happy or risk losing your staff. If your military men are citizens, that means no more army. Wouldn't that be a shame?

Last point, selecting several slaves at once to change their job in bulk instead of one by one (in the slave list screen). This would be I think a fairly welcome addition to the game. Some could be "favourites" - indicated with a star symbol. There could even be the creation of groups of slaves. An example of how it could be useful: let's say a random event renders your brothel much less productive than porn studios or dairies for a short while. Select a group of slaves, switch them from brothel to porn studio or dairy. Event ends, switch them back to brothel. Saves lots of clicking and looking through all your slaves to send them where you want.

TL;DR :
- random events occur out of sight. Make them regular events so players know and play accordingly (option to filter them out).
- "Boredom", "Citizens tired" and the likes... these events could be removed in favour of "warning icons" or better yet, "stat gauges". If "satisfaction" is >75%, tourists are satisfied. Below that, it starts becoming an issue.
- introduce one or a few elements to make early management more challenging. Expenses, satisfaction + appeal, citizens' happiness...
- give citizens a use. Why keep them happy? Because they're working for you, possibly manning your fleet. Unhappy citizens, no citizens. No citizens, no fleet.
- selecting several slaves at once in slave list screen.
- add an option to have "favourites" (with a star symbol). Maybe create groups of slaves too to avoid looking for the slaves you want through the entire list every time.
 

green_vortex

Newbie
Jun 30, 2018
61
26
180
TL;DR :
- random events occur out of sight. Make them regular events so players know and play accordingly (option to filter them out).
- "Boredom", "Citizens tired" and the likes... these events could be removed in favour of "warning icons" or better yet, "stat gauges". If "satisfaction" is >75%, tourists are satisfied. Below that, it starts becoming an issue.
- introduce one or a few elements to make early management more challenging. Expenses, satisfaction + appeal, citizens' happiness...
- give citizens a use. Why keep them happy? Because they're working for you, possibly manning your fleet. Unhappy citizens, no citizens. No citizens, no fleet.
- selecting several slaves at once in slave list screen.
- add an option to have "favourites" (with a star symbol). Maybe create groups of slaves too to avoid looking for the slaves you want through the entire list every time.
it can be very promising to teach kids (espesially old age), the mechanics of society control with sex& booze , violence & total control. ex: with 100 loyal slaves control 500+ crowd and so on/ there can be quests for consumption control, or over exploitation & lgbt parades
 

alex2011

Conversation Conqueror
Feb 28, 2017
7,729
4,485
508
(TL;DR at the end)

So I had read in the changelog that you now had random events to spice up your station management life. I played and...saw nothing? Confused, I kept on playing. At one point, I decided to check how much money hydroponics make. Opened up the economics screen and there, I saw the latest random events.
Bad, really bad place to put them. Most players wouldn't even notice! Random events are fun because you have to play around them. If you don't even know they exist, then they're worthless. I'd suggest to change them into regular events, give that huge empty column on the left something to be filled with other than "Boredom". They could always be filtered out if the player so desires.

Speaking of "Boredom" events, these probably shouldn't be events at all. You could have icons at the top of that column (rather than at the bottom). If the "boredom" icon is lit up, you have entertaining issues. If greyed out, all is well.
Alternatively (probably the better option too), you could have gauges you want to keep maxed. If "boredom" falls below I don't know, 75% for instance, the gauge starts changing colours to indicate a rising concern. Other gauges would be "lodgings" (for tourists), "apartments" (for citizens), "beds" (for slaves) and... and wait, that's all? Shouldn't there be something to make the management part challenging at first (rather than sit around, waiting for money to accumulate), before you take on the galaxies head-on with your fleet? Such as:
- expenses (I don't think you can lose money other than via events or buying stuff, the only staff you have are slaves)
- security
- satisfaction (tourists)
- happiness (citizens)
- appeal (some buildings increase that yet it's shown nowhere - if tourists are bored, this should get negative, reducing the number of tourists)

Citizens... Lazy bastards who you accomodate without being given anything in return. They don't even work, they do nothing. If they were employed, you'd actually want to keep them happy or risk losing your staff. If your military men are citizens, that means no more army. Wouldn't that be a shame?

Last point, selecting several slaves at once to change their job in bulk instead of one by one (in the slave list screen). This would be I think a fairly welcome addition to the game. Some could be "favourites" - indicated with a star symbol. There could even be the creation of groups of slaves. An example of how it could be useful: let's say a random event renders your brothel much less productive than porn studios or dairies for a short while. Select a group of slaves, switch them from brothel to porn studio or dairy. Event ends, switch them back to brothel. Saves lots of clicking and looking through all your slaves to send them where you want.

TL;DR :
- random events occur out of sight. Make them regular events so players know and play accordingly (option to filter them out).
- "Boredom", "Citizens tired" and the likes... these events could be removed in favour of "warning icons" or better yet, "stat gauges". If "satisfaction" is >75%, tourists are satisfied. Below that, it starts becoming an issue.
- introduce one or a few elements to make early management more challenging. Expenses, satisfaction + appeal, citizens' happiness...
- give citizens a use. Why keep them happy? Because they're working for you, possibly manning your fleet. Unhappy citizens, no citizens. No citizens, no fleet.
- selecting several slaves at once in slave list screen.
- add an option to have "favourites" (with a star symbol). Maybe create groups of slaves too to avoid looking for the slaves you want through the entire list every time.
I'm pretty sure the military aspect consists completely of unmanned ships and maintenance equipment, drone ships and drone repair systems if you will.
 

Solak

Active Member
Nov 22, 2017
502
732
268
I'm pretty sure the military aspect consists completely of unmanned ships and maintenance equipment, drone ships and drone repair systems if you will.
Pretty sure as well. Drones are probably used for maintenance too. Doesn't mean citizens can't be used for something - post-prod for your porn studios for instance. Perhaps even a few military men as a safety measure against hacking and jamming. I'm sure there are some jobs that even in that universe couldn't be filled in by robots. Though maybe "loyalty" rather than "happiness". Wouldn't make sense if you're playing like a heartless mastermind.
 
Jun 13, 2018
351
363
135
This has been a bug for some time now. Only way I've found to remove them is to find that slave in the Slave list and Sell her from the list. The DEV knows about it but it's low priority so I don't expect it to be fixed in the next patch :)
Tried this but any slaves assigned after doing it just get stuck as well. I got lucky and one slave was able to pass through the teleport into the xeno pit but that was it.
 
3.60 star(s) 57 Votes