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January has been quite productive: main quest ending, random enchanted gear and inventory gui has been released. Now I want to give a little detail on whats going on next. 

On large scale we will be rebuilding main GUI for better usability and nicer looks, but this is not much to talk about and is quite straightforward. I have two main concepts regarding gameplay changes on other hand. 

Firstly, unique slaves not being unique enough after their questlines are finished. Yes, this issue has been haunting me for some time and I was puzzled at how to deal with it. The obvious solution would be to give unique lines and interactions to them, but that requires lots of potential writing and can be generally risky. This can be added, but right now I gonna aim for shorter term solution. 

Unique slaves will gain unique mechanics or traits. I like this way, since this can potentially have huge impact on unique slaves being... well, unique, while also complementing gameplay. Some of the unique effects will also be tied to their quests. 

While I have been working on the possible enchantments for items, I've realized there's a big number of possibilities, like items which can only be equipped by certain races, or items only effective against certain enemies. So, this brings me to the idea of having more direct combats and gameplay: enemies which would scale from their character stats. Right now enemies have fixed stats and attached slaves to their bases. The idea is really simple: make enemies inherit their combat stats from slaves and gear. This would make combat and capturing experience a lot more intuitive and 'realistic', as you would get (generally) exactly the character you defeat. This brings couple of issues, like generating those slaves with better difficulty curve and proper gear, and rebalancing some combat stats, but I believe this would make whole experience much better from immersion point (albeit, probably sacrificing some balance, but its probably not that good right now anyway). 

Let me know what you think about it, and thank you for another month of support! 

Comments

Anonymous

I don't know where else to ask this so i am really sorry for being off-topic here. I recently discovered the game and want to try it out for a bit to see if i want to dive in an support the pateron long term. But honestly i am struggling to start off the game well without constantly reloading saves. Main issues so far: Earning gold -I tried just fighting then capturing then selling bandits, but it was wildly inefficient cost wise and left me with no energy to do anything else in the day. -Then i have tried to complete the "custom requests" and trained a character who i believe fits all the requirements but the game won't allow me to offer the character? When clicking to offer, it allows me to choose anyone in my mansion and once i click the person then it just backs out of the window and does not respond in any way. My only guess is that the quest wants a trait that may no longer exist or something? It wants someone with "lewdness -25" and i don't see what that trait is anywhere. Please help? I want to like this game but am immediately running several problems that worry me enough to not want to jump on the patreon train yet :/

maverik

Its better to avoid combat early on, especially if you don't really know what you do. Game first and foremost focused around employing and controlling your slaves so give them some occupations and wait until they bring stable income. Also wiki might prove helpful as it have some guides: <a href="http://strive4power.wikia.com/wiki/Strive4power_Wiki" rel="nofollow noopener" target="_blank">http://strive4power.wikia.com/wiki/Strive4power_Wiki</a>

Anonymous

Just started playing this game and it's fantastic. One thing worth noting though is that when I use mindread after a battle, it crashes the game. :S

Anonymous

I really like the idea of getting the characters you defeated, always kind of bothered me that it seemed like my character stripped his captives naked and threw their gear off a cliff after every combat. lol

Anonymous

I think that's a great idea! Making things more consistent is usually a thumbs-up for me, and I think it probably would offer a side benefit - more difficult areas would probably mean more levels on enemies, which makes them more valuable, giving you better rewards for higher difficulty. Neat potential!

Anonymous

How about improve facility usefulness? i always think on laboratory cannot improve physical stat on both magic affinity &amp; endurance, only on muscle &amp; reflex. Another one would be farm facility, use mansion upgrade for 'P*n*s milking' maybe? for plausible myth of increasing/improving slave &amp; main character(MC) looks but can only used once per person. Next would be library, if any of your slave/captive have low wits and study there, our MC can interact with them &amp; improve wits speed improvment (use energy per person)

Smaug

One thing needs to change: Slavers Guild requests need to scale better, easy quests should have their rewards slashed hard. I suggest rewards to be calculated: (slaves value )x(type of quest). It is ridiculous that the widow quest (that only needs hair color and gender) pays almost as much as far harder quests. Maybe also check the requests against the market (or make em harder) so you get less quests where you can instantly fulfill it by buying from the market. These super easy quests make players not take harder quests that need multi-day planning. I feel more like stock trader than a slave trainer honestly, scouring the market for instant profits.

Anonymous

The unique slaves improving idea sounds interesting. How about unlocking certain actions only when you have the unique slaves? Like Cali can train slaves for a unique trait that improves hunting/forage, and Yris can train slaves her trick to make them more effective when working as a public entertainer? Also, maybe adding a few side requests from acquaintances (like Melissa, Sebastian...) that appear sometimes to make them look "active" outside of their functions?

Shaun Holmes

Funny how i take time and fulfil quest all quest. Easy quest are design to be easy. Also there is a spawn rate for the guild quests. Think it updates every so often. Think the slave guild system ok.

Shaun Holmes

Mav is there any chance you going to up the basic Jail, common room and personal room numbers as i think they a bit low and should be by default unlocked to 100 max upgrade. As i usually have unlocked mode on as i have anywhere between 40-200 slaves depending on what i working on.

Anti-No

Sounds good. Any preferences on where you want bug findings to be sent, as some are rather obscure, and it's hard to fix what one doesn't know about?

Kraven1

I was wondering if you plan to add unique fetishes to some slaves ?