Probably on the itchio page.Does anybody have download link for the latest version 0.11.1e
Probably on the itchio page.Does anybody have download link for the latest version 0.11.1e
Is this trolling? arent't the itch.io downloads only available after you pay?Probably on the itchio page.
No, that is entirely up to the dev (for each game on itch.io). This one in particular, let the game downloadable for free. I suppose he just gets donations for this particular work.Is this trolling? arent't the itch.io downloads only available after you pay?
\src\core\variables.gd is the file you want. I alter several areas of this file everytime I download a new version.anyone know which file I can edit to change the starting class options? for master or initial slave
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 effectiveYou 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.
You dont really need to since advancing main quest stops the debt.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
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.Training options definitely 'regenerate'. They became available again after resistance drops back to a certain threshold.
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.You dont really need to since advancing main quest stops the debt.
I have the same issue and I DID have it working in a previous game version.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
When the main file gets updated to 0.12 (Update just dropped) that bug has been fixed.Games getting locked up and having to reload when I select any option on this event:
View attachment 5083720
gui_modules/Mansion/Scripts/MansionJournalModule.gdstatreqs.append({code = 'has_status', status = 'tr_obed_donate', check = true})