It's amazing, you managed to almost completely destroy the Russian translation. I am not very happy about this.
There is no Russian 'translation'. There is the original Russian game and then there is an English translation, plus the mod's own additions.
And I didn't
destroy it, merely disabled some parts of it, because the mod is far from being complete.
I am not a Russian speaker, although I can sort of barely understand simpler stuff. So having Russian dialogue directly in the code interferes with my ability to develop the mod. Restoring the Russian via a new translation is not hard, but it's
a lot of tedious busywork. A
very fucking big lot, actually
. For an example, the DW 1.4.1 English translation project died after a year or so without getting very far.
In any case, a translation will constantly be somewhat out of date and need updating. I am not shooting myself in the foot like this.
You want a Russian translation (even if it's just to restore the original text), you (or like-minded people) make it and I'll add it to the mod. Ren'Py basically hands the tools to do that to you on a silver platter. I get nothing out of such a translation personally, and I suspect a majority of players will neither.
You have a strange error in the Girl.rpy file. There are extra, irrelevant lines 308 and 309.
I don't see what's so wrong about this:
Code:
if self.core_power >= 8:
self.regular_spawn = 'lizardman'
And please do something about the prologue. It is all in English, although judging by the files it should be in Russian.
No, it is not:
Only the last two slides, which were split from just one in the original game, and the rest of the sci-fi plot got deleted.
And the fact that weak henchmen can't torture strong prisoners is complete idiocy, they are immobilized.
They are in a
cage, not fully trussed up like sausages. Go into a zoo and tell me you can go and torture the bears, lions or even the monkeys or foxes with impunity. I'll wait for the pictures.
I suppose I could add an option to 'fully shackle captives', which would probably drain an HP per day or so.
Dude, just increase the maximum level of the core that the prisoners can give birth to and it will become easier to play
Why should I be concerned about the mod being 'easier to play'?
And it won't be, because higher-power
Eggs will need more advanced Hatcheries, and the quality boost is very temporary.
Anyway, for people wishing to blast through the game, there are console cheats and difficulty options, with more of the latter coming in the future.
And I noticed here that auto-translation translates even the text that you write.
Er, what? All the translation is manual. Although some of it lives in a dictionary that might indeed work a bit like that. Any examples?
Edit: Or do you mean that the forum has auto-translation now?
BTW, please tone it down a little. I don't own you the tiniest thing. This is a hobby project, not a funded one like many others here. I gain relatively little from publishing my work, and lose a lot of my free time to the project, and even more to feedback and testing.
Personally I've found the game to be a real drag, something I had kinda forgotten about in the intervening time since I had played this before.
There will be some QoL features to help with the tedium, but this is fundamentally a game about
grinding your dragon into Big and Bad. Kinda like the Chinese 'cultivation' genre, come to think of it.
Personally I've modded satiety requirements and loss for evolution to 5 per instead of 10
That just sabotages the satiety part of the resource management. I'm adding a variety of new satiety sources exactly because of similar feedback.
...there's not much to do in the opening areas.
The mod is all about gating, otherwise you'll complain that there's never anything
new to do.
I took the highest starting size and normal difficulty having played the game before and all...
There will be advanced starting options. I guess you can even mod them, if you wish. But I got zero feedback about those when I asked.
...I can't even beat up a Ogre or a patrol of 2 Footmen.
Ogres are pretty tough, you're not supposed to beat them with just Goblins. Footmen are armored, so you need something to handle that. Cockatrices ought to work.
I can take down a single Footie with a full squad, but then it's the same reward as the Huntsman/Jaeger dude or whatevs he was called last time, with many losses.
...but I've just ended up save scumming if I get that guy.
Uh, what reward? The toll post? That one's not save-scummable. If you mean the patrols, those are punishment.
Or do you mean something else?
The rare events of Castle and Palace are likewise impossible to defeat, which is fine but also not fine.
Not quite. Some weeks ago I was raiding Castles on the regular with a year... four? medium/large dragon, using two Homunculi, Basilisks, a Gargant, maybe some fodder and Witch Rituals. Homunculi will get nerfed and castles will be less rare, though.
...fulfilling a power fantasy that I expect from a dragon game.
..."supreme predator" part of the game.
It's not
trivial power fantasy, like typical
isekai. A medium dragon with Goblins or even Lizardmen/Basilisks is in no way 'supreme' yet. Actually, I'm more worried about the battles being too easy rather than the opposite. Who was it that was regularly raiding the Capital for battle food?
So minions are getting a significant nerf, and there will most likely be another tier of tougher enemies.
Basically the only goal you have early game is to beat up dogs and mobs to get sheep and pigs. Anything else is a waste...
There's a bunch of other things you can do and which were indeed an important part of my last test game. Extorting/killing peddlers for silver. Robbing farms/small villages when your satiety is mostly filled up. Finding a good lair like the mansion or even the forest temple (the latter probably requires some luck and a certain amount of setup). Getting a hatchery and cage system set up, finding some peasants to fill them. Learning magic, starting to make inroads towards an Altar. Hoarding trinkets for your first Capital visit.
Once you hit medium, there's more to do. Getting your first Homunculus, the Queen quest, setting up an Altar and the necessary sacrifices, graduating to pigs, merchant caravans and medium/large villages, hunting for XP in the mountains and boar in the Forest, perhaps even raiding weaker lairs like the forts/manors, doing the 200+ Infamy quest, growing Cockatrices, Basilisks, perhaps even Lizardmen and their village.
You need satiety to get to the next evolution, and to survive.
You don't need to pimp the
dragon at all costs if you're using fear or powerful minions. Once the smugglers come online, you can just purchase passably powerful fodder, and Basilisks+Homunculi are a staple of mid-early game.
Battlefeasts are a joke, they are neat and flavorful, cool to have as a bonus, but you can't live on those alone.
Tell that to the guy who was raiding the Capital for ~400 battle satiety a pop. I was forced to bring out the dude with the gnarly staff to stop that abuse.
If you play with big starting dragon, you can reliably take down the bull/mob/dog to get enough satiety to do maybe one other thing.
Eating herds will be scaling with dragon size. And a cattle herd can usually fund an entire sleep cycle that's not involved with anything stamina-intensive, like double evolutions, new buildings, etc.
Edit2:
endless armies of goblins
Will not be endless in the next version. They'll run away if the Lair is too crowded.
Not that getting a gal is wise unless you take the big start and also a blue head to get the Underwater Grotto.
Why? Runaways? Then the answer is cages, which Gremlins can build for you once you get the money rolling in, or just use another herd to build one yourself.
Head starting choice is quite uninformative ... Gold/Bronze/Shadow having an easier start is misleading.
How so? Having access to the full range of Witch services and not having to rely on peddlers for cash infusion is
huge.
But then you get other problems, even with a lair chock full of captives in an Underwater Grotto I only need a single hatchery.
That's an early game thing, what with egg quality being very low. Do you
want something like 3, 5 or even 7 days of minimum hatching time?
And the minions you get from the eggs are not at all worth it for combat compared to a squad of goblins with dragon at the rear.
Very untrue. Snakes don't eat captives or have upkeep and can (currently) be stacked sky-high to catch thieves. Cockatrices and Basilisks are armor-piercing, flying/burrowing, and considerably tougher than any Goblin. Never mind all the other critters like Crocs who you can take underwater raiding, Lizardmen who build the village, Kobolds whom you can trade for food at said village. The other stuff is even more powerful, but needs a better hatchery.
One thing you may be right about here is that girl minions and especially Homunculi are currently
way too strong, obsoleting many early game minions. Homunculi already got nerfed, and guess what's the next item on my TODO list?
I'm quite disorganized right now, but I'll try to keep notes and make a list of things I would change if you want the game to be more appealing to people like me.
Anyway, I can take feedback I don't personally like. I just recently made a bunch of cheat options for exactly that reason, like no deaths from dragon dicking, max affinity disabling running away, no seal decay except the cultist events, double rage limits, etc. I can add something like half satiety for evolution in there quite easily. But these options need a bit of thought put into them beforehand.
Edit3: I think the summary of this mod goes like this: there are two sorts of power fantasies. One where you get some superpower(s) just handed to you and then go and rearrange the local civilisation to your liking, Most
isekai and other self-insert media - including a bunch of adult games - and a sizeable amount of (mostly
extremely modern) literature falls here. The other is where you
work for your power and there are always bigger threats around. Most traditional RPGs,
xianxia as a genre, practically all speculative literature preceding this century.
DMM is firmly in the second camp. Those who want a relatively smooth power fantasy
and a dragon protagonist have Ravager to play. That game is more about the scaly guy doing largely whatever he wants from the beginning, has a mostly consequence-free Power Fantasy mode, original art and, most importantly, much better hand-crafted scenes. And the Ravager dragon is potentially a lot more tender-hearted than the one here.
Finally, I started making the mod because I wanted a
game, not a slideshow. A game by definition means that you have a good chance of losing. Anyone is free to make their own further mods, but I'm not after popularity here. What I get (and care about) from releasing a public version is getting
slaves testers to spot bugs and grave imbalances, and interesting discussions on the topic, including feature proposals. All the "it's too hard/it's too tedious" complaints completely miss the point of the mod. You could raise the same kinds of objections to any RTS skirmish/MOBA game, but it doesn't stop people from playing those games, and being proud of their rankings. Granted, the
hardcore playerbase is tiny, but so is the number of people who are into dragon rape sims.