Storm4n

Active Member
Jul 10, 2017
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So if I'm getting this right you gotta aim first for the type of slave you want to unlock (servant, worker or combat) and carefully use the training options to only issue those training types that unlock each class as spirit for some reason doesn't regenerate even if they have decent rooms and food, then the first thing you unlock is dating and then raise loyalty from there to unlock her and train her?
 

cd13

Newbie
Mar 5, 2019
54
176
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Training options definitely 'regenerate'. They became available again after resistance drops back to a certain threshold.

A tip: it is better to use training (other than the Positive one which can be used once a day) when resistance is as close to zero as possible. You will get more loyalty that way instead of spamming it whenever it becomes available.

System is clunky and re-checking what training you need to unlock specific type is an extra unneeded click every time, but it is actually easy enough.

And yeah, unlocking dating right after the very first one (that removes Rebellious status) is usually a best choice if you want to fully train that slave. Workers with whom you do not plan to interact much need only two unlocks (first and third one, I'm not sure what second one does because you can definitely sell them out without it).
 

Storm4n

Active Member
Jul 10, 2017
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You need to ruthlessly optimize for money produced per unit of time. The jobs are not created equal in this regard.

Paying off the entire debt is possible, I've done it. You need to think like an evil bastard with a head full of half-remembered econ 101 lessons and a graphing calculator to the side of the desk. I'm not saying this is the only way to play the game, but if you like management sims, this is how you do it. If the words "hey hey, people" don't confer an instant Pavlovian response in your brain and if you haven't ever made a spreadsheet to optimize your gameplay strategy... maybe this isn't how you in particular have fun. But if that is your idea of fun, keep reading.

The market prices for resources don't fluctuate at all. Supply and demand no real, suck it, Adam Smithcels! Therefore, you need to be collecting the resources that are the most expensive per unit. Those take a little longer to collect per unit, but only a little. Rough stone and rough wood are only useful inasmuch as they are crafting ingredients. Mining iron, or better yet mithril produces much more $/turn. Magic wood and ironwood are harvested only a little slower than rough wood, but sell for several times more. Make sure to give your resource-collecting slaves ranks in worker and farmer; the resource collection bonuses for those classes are enormous, and make sure to equip them with the correct tool type for the resource they're collecting (yes this is a pain in the ass and the interface is bad), because again the bonus is enormous.

It's always better to get guild quests for a particular resource than it is to just sell the resource on the regular market. The guilds are always willing to buy the materials they specify in their quests at a huge markup, possibly because they were born retarded and are unaware of the existence of the market. In fact, the markup is so large that in many cases it is possible to buy the resources off the market and sell them back to the guild and still make a profit. The profit from doing this is slim, but in some cases it's worthwhile because it means you get cash instantaneously and the completed guild quests refresh the next day.

The very best possible guild quests are the ones where they request resources that can be bought for guild reputation. This is because completing guild quests also gives reputation, and you come close to neutral on guild reputation and far ahead on gold.

The slave request quests are tricky. The low and medium difficulty ones are generally OK, but the high difficulty ones that request multiple slaves are 100% a player trap because the payout doesn't scale with the number of slaves requested. Again, these quests pay a huge premium over normally selling the slaves, so it's generally worth it to look over the available slave request quests after looting a dungeon to see if the slaves you've accumulated fulfil any of the requirements, as selling them through the quest system can yield a several hundred or even thousand gold bonus vs. quick-selling them.

Try to pair dungeon clearing quests with monster killing quests of the same monster type (e.g. kill x number of undead when raiding a crypt). The one-shot combat quests where you go to a single location are better payout per turn than the dungeon clearing ones because they only take on turn, while a lengthy dungeon can be a multi-day operation. The assistance quests generally have the worst payout because the time they take to complete simply can't be whittled down short enough with character skills.
JFC there must be a middleground? I mean sure I remember the 1st game was ludicrous in terms of the fact you could place ALL of your slaves in the entertainment job and make money and if you were to hunt for Nereids that were little singing money producing machines then that job would be x4 as effective

But this is insane it just means you have to be ultra efficient and ultra attentive to all that shit
 

blergh123

Member
May 31, 2020
349
280
155
JFC there must be a middleground? I mean sure I remember the 1st game was ludicrous in terms of the fact you could place ALL of your slaves in the entertainment job and make money and if you were to hunt for Nereids that were little singing money producing machines then that job would be x4 as effective

But this is insane it just means you have to be ultra efficient and ultra attentive to all that shit
You dont really need to since advancing main quest stops the debt.
 

dinopara

Active Member
Apr 1, 2021
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Training options definitely 'regenerate'. They became available again after resistance drops back to a certain threshold.
after 3 days is 100% chance but doing multiple training raises resistance, you need good intimacy with the trainee in order to not increase resistance by 99 if you give them a thumbs up for example.
You dont really need to since advancing main quest stops the debt.
after paying 5000 gold the quest to become mayor and axe the debt starts, it's not hard to make that much money either since fishing is unlocked by default.
 

LurkerFail

Newbie
Feb 13, 2022
15
11
46
Items equipped by the slave also reduces spirit losses such as the , as does the Bath upgrade to the mansion.
 
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Sep 5, 2021
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I mean i don't understand how i could have set it up wrong. Also i don't know how i would go about trobuleshooting this, guess i'll have to wait for someone else with the same issue
I have the same issue and I DID have it working in a previous game version.
The images folder in appdata is untouched, I just deleted the game folder and unpacked the new version.

I've tried renaming the image folder and running the game so it recreates everything in there, then adding back the body and portrait images, but I just can't get it work anymore.
 

MarkCuban

New Member
Jan 16, 2022
13
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1753102743154.png
Anybody knows how to fix this issue ? Happens when i try to get calis quest (error clearing subroom setup)
 
Last edited:

a1fox3

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maverik — Yesterday at 4:55 PM
@Announcements
0.12.0 Release


Added Act 4 intro
Added new Fame stat and system:
Characters will earn fame which will affect their wage and performance in certain places
Added new items which block Fame growth
Added new minor trainings
Added new breakdown event triggers
Added upgrade to allow race crossbreeding
Added combat animations for physical skills
Added new sidequestline to access dwarven capital before act 3
Added small bonus event to the tower of dreams
Collars now increase resistance drop speed instead of training bonuses
UI
Optimized turn log menu, character changes are also displaced there now
Optimized character details&training menu
Added quick enslave option to dungeon recruits
Added option to recolor collars
Balance
Earth magic T2 replaced acid bomb with impale (new spell)
Percentage heals no longer benefit from heal bonuses
Skipped fights will play win animation faster
Disintegrate now deals less damage but deals bonus damage to non-living enemies
Bugs
Fixed a mostly cosmetic issue with console errors after reloading the game
Fixed some sequences not working properly
Fixed some shrines giving out wrong rewards
Fixed some combat statuses not working correctly
Fixed characters recruited in villages having wrong type
Fixed skillbook not properly saving its setups in some cases
Fixed silk not being properly unlocked and used for item generation
 

dinopara

Active Member
Apr 1, 2021
750
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still can't lock personality and the purchase skills animation still takes a year to finish.
damn :HideThePain:
at least the critical bugs were fixed, time to find new ones :KEK:
 
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papiez1337

New Member
Jan 25, 2022
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If any of you has now problem with finishing "Slave Required" quests - in 0.12 there has been a new "balance" change not mentioned in the changelog where you need to train them first with "Obedience Donate training". It's an absolute PITA to finish those quests with dungeon raiding now.

But don't worry! It can be easily fixed with one line change:

In file

gui_modules/Mansion/Scripts/MansionJournalModule.gd

Comment out or remove this line
statreqs.append({code = 'has_status', status = 'tr_obed_donate', check = true})

It should now work as in the previous updates.
Enjoy your slave raids!
 
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