$ girl.hp = girl.maxhp
Well, what else could they be?The palace maidens are all classed as nobles for now it seems.
That would apply to the 'fished out' girls more than the sacrifices, I'd say.I thought maybe the dragon squeezed them too hard while picking them up, yet still able to play with them. was quite funny.
I must have killed them or sent them home.... can I call the event again?There are actually a couple more at the royal palace and the summer palace. Marianne will return and be a princess as well.
Sure, the palace and summer palace events are infinitely repeatable. If you can take on the King, you can have as many princesses as you want.I must have killed them or sent them home.... can I call the event again?
Uh, sorry, looked at the wrong file. That menu is tied to a new-ish feature, bluffing (you can always try to demand tribute, but the victims can call your bluff if you're not scary enough).Its just called menu, put it above that?
There's no single function for that, because I'm lazy. 'girl_birth()' in 'lair - classes.rpy' and the 'Egg potential' lines in 'lair - cells.rpy' should mostly cover it.I've found some of the pregnancy functions, but wheres the function that reduces egg level from multiple pregnancy?
Well, yeah. Dragons have a thing about virgins, you know.An angel who gets pregnant 2nd time wont birth an egg as powerful as a deflower pregnancy.
Erm, there's one girl type that's immune to dying from childbirth, but she gets deflowered just like everyone else.I think you mentioned 1 type of girl immune to that, or was it imagination?
That, too, but there are lots of those lines scattered around in rape.labels, and only one 'lair.girl_birth()' function.rape.labels actually does the virginity check, and sorts egg power into better or average, better being deflowered.
Mod comments go here, 1.1.1 remarks into the original TfD thread.Just started playing this, and I'm not entirely sure whether I should be posting this in this thread or the original game thread
This mod is slowly going farther and farther away from its DW origins, where battles were rather random and the overall atmosphere was more VN/CYOA than a 'full' game. I'm doing this primarily for myself, and if others also find some enjoyment, all good and well. If not, the choice is doing your own fork or playing other games. I'm open to reasonable suggestions, but the overall direction of the mod is not going to change much if at all.but despite having spent quite a lot of time on the original Defiler Wings, I'm immediately finding the game completely fucking unplayable.
It is. Higher difficulties just have pointlessly inflated enemy stats (so you can get your bragging rights ) and easy starts you with considerable extra resources.Even though I'm only playing on Normal difficulty (which should be all respects be the most "balanced" difficulty)
Well, yeah, you're basically a pet dragon at the start. Grow up, as the trainer says.my starting dragon literally cannot DO anything except steal the odd bit of food that doesn't require a skill check and mildly inconvenience some maidens. Seriously, I can't win a fight against the guard dog
This will change.I can kidnap any maiden with no effort at all
Yeah, but think of the sweet, sweet revenge when you get bigger and badder and pay these bitches back for all the humiliation.I can't actually DO anything to them because I'm too wimpy to even rape them
Start as a blue dragon and find an underwater lair. Or hoard some money (by getting milked, if nothing else) and buy some goblin guards or traps from the gremlins.they just walk out of my completely-unguarded hideout as soon as I rest.
Getting milked, the usual treasure spots in forest/mountains/sea, robbing girls if you've built up your strength a little. Try to find weak peasants to play with/rob, some of them are significantly tougher than others.There's no way that I've discovered to find any money
Quests. You get your first 50 XP by raising infamy, which you can do by just bothering the country girls for a while. The next two quests should also be relatively easy.no way to gain any experience
Experiment. Do quests. The mod is in a rather fluid state at the moment, so I'd rather spend the time on development than writing guides.Honestly, what the game needs (and could be incorporated into this mod) is a better tutorial to give some vague idea of what you should be doing when starting out, because frankly I'm clueless.
Wimp of a thief, got lost in the lair and left and went straight.
Very nice!I'm doing a little guide, and I kinda need a tad bit of help.
No, because there are no portraits for those.Can you attain the Tentacled Head or Rainbow Head at the start?
A lot of data is stored in YAML files in 'game/db'. Evolutions are in 'evolution.yaml', minions in 'minions.yaml' and 'army.yaml', enemies in 'mob.yaml', lair buildings in 'rooms.yaml', etc.And also, where is the evolution file stored, if there is a place where I can copy paste descriptions and see actual effects?
Neither was I, a year and change ago. It's rather easy to learn if you've had at least a little grounding before.I'm not too familiar with renpy, sorry
I assume your dragon isn't particularly coldproof, i.e. doesn't have 4+ white heads? In that case, you're just going to freeze to death if you move in there.I found an uninhabitated Ice Castle, but the game doesn't give me an option to turn it into my lair. It's there under "Recall Locations" but it only gives me the choice to leave again.
Um, are you saying that you have two Ice Castles under 'locations'? That would be a bug, and I'd be interested in the corresponding save.I've also got the Jotun Castle unlocked which seems to be the same lair but guarded by a Jotun and two bears, maybe it has something to do with that?
I know about and have fixed this, even skipping combat altogether if the whole party gets wiped out.Knight party combat - still enters with full party even when traps have killed a couple of them. When it comes to the dead member's turn they just auto die, so just a graphic glitch.
How? Infamy measures how well the Dragon is known and feared in the entire Kingdom. It's not local knowledge of his comings and goings.Maybe you could add infamy to the encounter rate - more infamy should make knight and thief move faster.
No, in the labels in 'knight.rpy' and 'thief.rpy'. The current WIP versions are like this:Think I will want to make the thief come to the lair faster, is that in sleep report?
label lb_event_knight_receive_item:
...
$knight.intel(random.randint(1,10))
return
label lb_event_knight_receive_ability:
...
$knight.intel(random.randint(1,10))
return
label lb_event_knight_party:
...
$knight.intel(random.randint(1,10))
return
label lb_event_knight_prepare_useless:
...
$knight.intel(1)
return
label lb_event_knight_find_useless:
...
$knight.intel(random.randint(5,20))
return
label lb_event_thief_receive_cursed_item:
...
$thief.intel(random.randint(1,10))
return
label lb_event_thief_receive_item:
...
$thief.intel(random.randint(1,10))
return
label lb_event_thief_receive_ability:
...
$thief.intel(random.randint(1,10))
return
label lb_event_thief_prepare_useless:
...
$thief.intel(1)
return
label lb_event_thief_find_useless:
...
$thief.intel(random.randint(5,20))
return
Kind of. It's extremely inaccessible, which slows down lair discovery and makes thieves under level 30 always lose their way and become florists. It also has a bunch of prebuilt traps. There are much worse places to invade, but it's not the easiest.Does a darkwood lair make it so hard for knights and thieves??