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`Reputation system upgrade is held back a bit due to some additional checks and updates to the GUI which I wanna push rather sooner than later. The basis for 'evil' gameplay is laid out and will probably be expanded further in next patches. Anyway, new version will be coming out in next few days, so stay tuned.

Now, I also wanna talk about the next plans I want to focus on. Before I get to finishing main plot line, I wish to address another serious part I've been sort of neglecting for quite long time: exploration (and to extent, combat). Exploration requires a considerable revamp. 

To put it simply, at the very least I want exploration to involve more decisions and less remembering of which encounters happen where. Stuff like having a food supplies with you which you could use to heal and restore energy, ropes for securing slaves (instead of magically teleporting them to mansion), and other sorts of details to add more depth to the exploration and combat aspects (running away and capturing could naturally use some tweaks). Instead of meeting strangers we could for example encounter settlements to interact with (with races depending on the location), focus on the areas rich with bandits, or monsters, rich trade routes or dangerous places with high chance of good quality prey.  That would likely require big exploration revamp, since current area system plays more like a poor dungeon crawler, but biggest part will be on the design anyway. 

With the addition of new options to sell and buy slaves it also makes me consider adding new elements to existing mechanics (like when you could previously trade with wild slavers). There could be a rare events promoting buying/selling of specific slaves (for example, certain race would be bought by guilds for double price) which in turn would promote exploration of certain areas. 

So... this is my thoughts and starting point for next update. Let me know what you think about it.

Comments

Anonymous

on the 'evil' gamplay u can add anputation so the slaves cant run away or resist whatever u make them do, ofc with demerits to health, stress and so on, other than that I like the exploration part ur talking about, would also bee cool if u could spend the night outside in a tent or somthing along those lines with opertunety to triger some encounters

maverik

Amputation would have quite huge impact on overall gameplay and mood. I'm not sure I'm willing enough to tackle with it. Maybe some enthusiastic mod maker will.

Anonymous

well whatever u decide to do I'm sure it will be good, been that way so far

Oldcityguy

Well, I'm excited about a richer world to explore and additional complexity to exploration. I am finding establishing a viable household more difficult now with the building points and the new leveling system (this is a good thing). I used to have slaves of level 40 or more by the time I reached the end of the main quest, now I haven't had one reach level 10. I do wish there was more clothing type gear for males and the MC.

Paween Hinmuangkao

TBH, I spent more time on exploration (farming level, courage, rep, supplies to sell, etc.) than on managing slaves. Walking around with fully armed girls hunting beasts and bandits. I also found it strange that capturing bandit actually resulted in bad rep. Those bandits ware robbing people and were attacking us when we caught them. If it was perceived as cruel to enslave them for poverty, then maybe we should have other way to punish them (Other than the non-lethal swing of big fucking sword it the face and the lethal swing of the big fucking sword.). I'm guessing turning them in for very low reward and no reputation change. (Made the road safer, but pity those poor bandits...) Or did the game actually don't differentiate between capturing bandits and innocent travellers/sanctioned slavers?

maverik

I'm pretty sure jailing or selling bandits does not cause your rep to drop. Selling bandits gives + reputation actually. Freeing strangers gives good reputation. Killing anyone, but monsters, reduce reputation.

Shaun Holmes

Mav here is a idea as a lot of people don't know where certain races inhabit I managed to nail down all except the bloody dragons. So adding sum way to help with Rare monster spawn and a map that shows where races are. Would help a lot for players who don't know all races and spawn locations. Like new ideas and keep it up. As even your wika page only has a few.

maverik

I have been thinking with bit different approach to it: some way to scout possible encounters per area, hence making it also part of exploitable gameplay mechanic. Well, gonna see where exploration revamp takes us first. Dragonkin can be found at the mountains at very low chance, and as capturees at bandit camps.

Anonymous

an idea, would it be posible to make an option to send slaves to spa/or simular to make then recover from stress faster? ofc for an amount of money. of since you have plans for the exploration how about if u bring them with you to a town you can bring then to a tavren to eat out or somthing along those lines to increase loyalty/reduse stress. ofc I dont know how much work this would be so its only an idea

Anonymous

Might be interesting to, instead, have a spa as another part of your home that can be upgraded as you go along. Perhaps it could up healing and stress by a set amount with each upgrade to it. Really wish there were more upgrades there anyway