Good feedback here!
I do think that poverty is a bit out of wack, since keeping it around 50 means that no meaningful resistance can be mounted against you.
Even 100 poverty only takes away 10 mobilization out of up to 20. And high poverty downscales a lot of encounter rewards and wastes your time with the 'poverty' encounters. Maybe there are more fine-grained issues, but I don't see anything very wrong with poverty.
...it's just how much money I will lose or which trap will slay them at that point.
Then randomising defence/trap rolls and getting them to come earlier (by mandating 'lair found at 99 knowledge' and making larger dragons not 'sleep-block' their progress) should make them more interesting.
I assumed, in error, that the way to get better hatcheries was to follow the 'hatchery' line of quests, which was fire or ice hatcheries.
Yeah, hatcheries are not telegraphed. It'll be even worse now that I have two intro hatcheries unlocked by quests, but not the others.
Not sure what to do about it, either. Except for making giant lairs more common, and thus raising the chance of the player getting a hatchery from there and figuring out that this is the way to get new ones. I doubt people read Mom's briefings or tips all that carefully.
The issue is that quests that seem unrelated gate other quests which unlock things you need, while other quests seem related but don't actually matter.
How so? I mean, most quests chains have some sort logic to them. Size quests. Make a good lair -> Get offspring -> Get offspring to make a village -> Get lots of/special offspring. Rampage -> Fortify the lair -> Rampage more / Catch intruders. Some jumps are kinda unintuitive, but, well, the Mistress is female. She's fickle.
I nearly had a demon invasion crash down on my head once because I could not for the life of me figure out which quest would unlock altars.
Well, she does say "Prepare yourself by doing the tasks I give you." So you do as many as you can. The quest that unlocks altars comes much earlier now than it did originally, after just three quests.
Knightd which have a 'kill' goal as opposed to 'free' goal do not ever retire, as far as I see.
Hmm, that was actually not intended and didn't even work like that (all knights always retired), but it's a good idea. I'll extend the mechanic so that only maiden-freeing knights who actually free some maidens retire. Dragon-slayers, blue-balled paladins and sluts (yes, you can have a 'slut vow' now; happens after you release a female knight after capturing her) will be relentless.
You have only yourself to blame for this.
This means that it can be a horrid cycle of misery if you fail to take one out early...
Well, you're supposed to keep a low profile until you can handle one. I'll hold onto the current mechanics for now, since knights got changed to start much weaker. If they're still OP, maybe I'll fiddle with difficulty settings.
...facetanking when I didn't need to.
See... this screenshot tells me something that upsets me to an endless degree. It tells me that I can be a careful dragon who let's his minions die first against knights and other powerhouses.
...
Is that part of the new WIP build you're working on? Or is this some ability I just never knew I had.
It's been in the game since... forever. Clicking on 'hero cards' in the active party moves the dragon back one position. You can do any kind of sorting with that and carefully adding/removing minions.
It
is kind of hidden, although I didn't have trouble finding it myself when I first played, because I habitually try to interact with anything in a game. But the criticism is valid, and most places have sorting buttons now, including party management:
I've also added Big Brother coming in after a week in your first game ever and telling you to let the others take the hits.
If I can use minions as meat shields, I think I could probably handle almost anything the game threw at me, probably a bit too easily once you get a nice durable meatshield.
Which is why I nerfed minions, especially Homunculi, and plan to make some tougher enemies.
Although do remember that there are harder difficulty levels which boost enemies and weaken the dragon. A lot. And minions who are not juiced to the gills via torture aren't quite as good.
I think you have more money than I do. My knights often cost 90 a pop to harass, and you can't harass more then once per sleep...
I might, but the thing is, robbing them costs less when they're weak, so constant robbery is both more effective
and cheaper.
I did say smallish dragon, because big ones indeed have it much worse due to long sleep cycles. But they can at least aspire to beat the knight in open combat, or stack traps/guards to weaken the party. My screenshot had the knight weakened quite a bit just from some random debug minions and traps.
...it just seemed... well, not very useful overall as an option.
Even for a big dragon, managing to steal e.g. the Dragon-Slaying Lance or Mirrored Shield so he won't have it in combat is pretty huge. A knight is not guaranteed an equipment levelup during the next sleep cycle.
...the RNG can be cruel with giving out caravans to loot.
You can hunt all the caravans that exist once your dragon is level 25+. Well, you may have to kill some patrols first. And sky hunting is excessively powerful for that ATM.
...I have never captured a knight or thief... I didn't know you got maidens from them.
indeed.
I finally got to the point where I hid my lair so well they never found it, and that finally stopped all the misery. Which also was a balance oddity...
Again, my thieves(and knights) seem to wait a long time and gather power before attacking.
It's an artefact of them only getting one event per sleep cycle, long sleeps and the ability to hover at 99 knowledge for pretty much ever. Which are both changed now. I tried to make them come roughly... six months when starting from zero, I think? But the variance is still pretty huge due to all the random rolls.
As to downsides...
...extra opportunity to get loot, or more weighting of the loot towards your lair specifically?
That would defeat the purpose of this mechanic, since the goal is to "get them while they're young".
I really have no good ideas here, since most penalties I could think of (infamy, boosting this or future knights, siccing the King on you after several sessions) would make the whole thing not worth it.
I must admit, I was kinda hoping to actually be able to challenge the knight directly, like fly up, roar at him, and then just let him follow me back. Would have a certain hilarity to it.
Well, there's a random event where you do that. The one that gives the knight the 'Liberator' ability.
But the idea is that it's really difficult to find a single person in the whole Kingdom. The smugglers don't actually
find the knight, they wait until (s)he hits a tavern and asks for info. But the big guy can't really stake out a tavern for weeks on end.
It might be interesting if there was a low chance to run into knights...
Fluff-wise, same problem as before. But the real reason is that there are actually three different combat environments in the game, normal, Darkwood and, you guessed it, knights invading lairs. I'm too lazy to try to refactor the whole mess, and adding the knight as part of the Final Battle cured me of any desire to put the bugger anywhere else.
You can console yourself with the tourney champions and road knights, I guess.
Could always make it a little less random on coming back later. And I like the wake up rolls as they currently stand, just not the ones for deft hands/sleeping powder, since fear/power/size play ZERO roll in that.
And the issue is more that lvl 40+ thieves with deft hands and sleeping powder seem to be the only thieves I ever get.
I made both defense and 'come back' rolls 1.5-2.5*[thief level]. Deft hands/sleep powder are
supposed to make dragon stats not matter. When thieves start coming in earlier and without all the abilities, I think it'll make more sense.
Realistically 4 gold heads is already a huge investment.
It would be better if the gold heads had less influence...
The thing is, 11 gold heads are a very specific build. One that's not really tailored to keep thieves away, because there are other ways to do that, notably just killing them off. And thieves don't really hurt you
that badly, they're kinda like dragon taxes.
What lots of gold heads give you is the ability to reliably capture very high-level thieves. Who are one of the extremely rare sources of demonettes. So once you have enough captured thieves, you respec to whatever else you want to do.
I had one thief (admittedly level 45+) who wandered in and out of my lair 8 times, said lair had 100+ defenses, succubi/dragonspawn guards, and every single type of trap in multiples.
Even my tentacle traps, which I had such hopes for, she just got 'lucky' every time.
Traps and guards need to be stacked into a single type to have an effect. If you just rebuilt all your traps as tentacle traps, it might have turned out differently.
This is also why I'm giving traps their own size limit separate from other buildings, because constructing lots of traps is just a waste of space right now.
With herds, it might not be a bad idea to let you choose to stay around if you aren't full to catch and eat more animals, but at the risk of patrols finding you or other interference happening.
Good idea, done. There's now a random roll against mobilization to see if a patrol finds the dragon having a long meal. I think I won't let them
interrupt the feeding, because the 0.5-1 extra action penalty is already pretty bad.
That means you live on rabbits, foxes, sheep, and if you're lucky and have goblins, perhaps pigs.
I usually live on (small) village food and use sheep or pigs to stock up for buildings or other satiety-intensive activities.
Also, pretty sure a (non-center!) starter dragon and four goblins can take on most pig herds.
As an aside, I just got reminded that minions can desert even from your active squad. I'm not sure I dislike it, made for a chuckle when the baby dragon showed up to raid a herd and discovered half his 'army' was AWOL.
Scrabbling for food, however, isn't really a bad thing in a lot of ways. Since food is realisitically the only limit on evolution (I've always had more xp then I knew what to do with).
I don't disagree, although I haven't played far enough to have such a surplus of XP. Might have to do with the fact that one of my last extended games was on impossible.
And you can always speed things up with multiple evolutions if you have too much XP and food.
...damage must be healed using food...
I usually go to the Witch. It's costly, but much faster. Buying her rituals is also a good way to get some combat power.
It might be worth considering having some tiny-medium dragon size foods...
It might be reasonable to consider that a large+ dragon would never see a rabbit, because he was too big and terrifying.
But... I just made it possible to eat, lemme check... up to 12 bunnies at once.
If there are enough bunnies around, of course.
And rabbits do get hard to hunt with 10+ fear. Most forest animals (and also sea and mountain hunts) have such a threshold. Not all of this is in the release version, but at least some is.
Basically, I think the mod already
has enough 'small dragon food'. All these effin' goosegirls, rabbits, foxes, starving dogs, lonely/abandoned farms and whatnot. It's always been the
big dragons who had trouble filling their (now huge) satiety meters. Maybe all the surplus food means I should bump up their metabolic rates. But since I also have a new feature that makes evolution slower if your hoard is too small (the dragon is tormented by shame and gets insomnia
), I won't do anything radical for now.
Would be really interesting, for example, to have wolves or starving dogs come you after you killed some prey items, or the fox come and try to steal your rabbit.
While a hilarious idea, predators aren't
that stupid. I'll put it down as something I might come back to one day, but it's going straight to the bottom of the list.
Also... elk would be a really cool addition to the forest as more filling but also dangerous prey.
That niche is filled by boars and now also eating deer herds. While I'm not against it as such, there's more pressing new content I want to do.
As part of a more long-term question, have you given any thought to creating more permanent tributary relationships with human villages, etc.
Yes. The answer is "NO!". Or more specifically: "Minions can't have agency." Because then minions (dragonspawn or human) will need to be inserted
everywhere, and this turns from a mod into a whole new game. One I wouldn't mind playing, but would take
eons to make. This has been discussed several times.
...classic fantasy of 'a village which every month must provide a virgin to the dragon.'
This is kind of simulated by showing up in
person dragon and demanding a virgin. The trope dragon also tends to come and collect the virgin himself.
The idea of the dragon being unable to break his word...
...the dragon as he is shown in the game does make quite a few deals, and keeps them in almost all cases.
They tend to be sneaky pieces of lying shit, even when shown as wise.
Actually, kind of agree with Laxard and like that he
can break his word. I went and changed the forest event so that he can, at the expense of +5 mobilization. Or
will, if he's currently frenzied.
I think the dragon can do as he wishes during the de'Ad storyline, and is not bound to anything. Isabella and Marianne are kind of a middle ground. Breaking your word about the payment doesn't really change anything, since the alternative was capturing (and sexing) them anyway.
What else is there?
On the 'sneaky pieces of lying shit', it's a matter of perspective. Dragons are
very inhuman characters. Would
you keep a promise to a housefly?
Also, lots of literary dragons do keep their word. But they've either been hit with the Lawful Good nerf bat, or tend to interpret their 'word' somewhat differently from what mortals assume to be the case.
I remember something about game having alternative ending (tied to the de Ad questline?) where Dragon is fallen in love with some elf, saved her life and they becoming new gods of the world.
Yes, that's the third ending. Probably the easiest of the three to get, too. Although I don't think there's any real love involved, and they kinda fuck up the world in the process.
...a maiden offering to lead the dragon to treasure so long as she is spared.
...a maiden seeks out the dragon to provide him her virginity in exchange for revenge or somesuch.
Interesting ideas, but not really central to the 'dragon rape sim' experience. And I already have a whole bunch of ideas that need implementation (and motivation
).
...part of dragon lore has been the idea of deals being possible.
Sure. I can see all kinds of events going in that direction. But the core of the game is being a big, bad, rampaging sex-crazed dragon, and these are peripheral to that. More importantly, I haven't updated in 11 months, and that's because I set myself some (much less lofty!) goals and promptly drowned myself in things that started to look like
work after a while.