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Thank you, everyone, for you patience. As you remember, I've announced porting to newer engine version, which is technically finished. There have been quite few changes and lots of broken code which might still come up. On the bad side, progress (as in character gallery unlock) will have to be resetted and older GPUs incompatibility for unknown time period. 

With this I need a bit of help from linux/mac users who can give me a hand with new executables. 

This time I'll go through some upcoming changes.

The slave tab and main screen have been reworked:

As you can see, this is a bit more tightly packed and eventually other parts will be brought on this level. Sliding panel is no more, and old sex system was finally removed.

Now, on the enemy gear rework: the biggest question for me was a drop chance. Currently system already allows generation of random weighted and enchanted gear or leaving it empty. Giving all gear seems to be a bit too much balance wise, but its more reasonable from realism standpoint. As this whole idea was fueled by realism, I'm thinking about making it an additional option with base drop chance around 15%. In future it would be nice to make defined difficulty settings for extra challenge. 

There's still considerable work regarding filling up spawn gear tables and balance and some more new graphics I've not mentioned here. I hope to get release out on next week, so please bear with us for now. Thank you for your attention.

Comments

waffel

well realisticly when you slay a foe, he/she drops all the things he/she was carrying/using at the time of being slain. Not a 85% chance of POOOF all gear has now vanished :p

Anti-No

From a realism standpoint, the main limiter for equipment would be cost. Low-quality enemies who're down on their luck? Nope, they most probably won't have the most expensive items. They might have stolen one, but probably not. One thing to remember of course? The best gear they have is probably equipped.

maverik

True, but we don't have exactly 'worn-out' items for better gradations all the way down. Another thing, is when you defeat over 5-6 enemies and get 2-3+ pieces of gear from each.

Phaos

New UI looks slick as hell.

Lord Snufflepuff Fancypants III

Hi, I missed the previous discussion about changing the "sex system" I think. Are you charging just the interface or how we generate Mana all together?

maverik

There have been 2 systems to generate mana/sex slaves. Old one in the slave tab and new one under 'interaction' menu. The old one is finally being removed.

Anonymous

Can I just say: can you PLEASE add a numeric readout for Obedience and Stress? The game requires you to track their stats as hard numbers (like when a quest calls for a slave to have 90+ obedience) but all we have to go on are friggin' traffic lights!

maverik

You can see numeric numbers with mindread. I think we can adjust values for quests so color would represent when obedience is generally high enough.

Lord Snufflepuff Fancypants III

I personally like the description rather than a number, as a matter of fact I think it would be cool to have slave traits that let them bluff, to pretend to be loyal but secretly they hate you.

raska42

I like the idea, especially if those traits were invisible until discovered (by mindread or the like). Would be obvious to the point of pointlessness if it wasn't an initially hidden trait though. Granted, there could be some issues with balance getting something like that to work. If they're gaining obedience too quick or if they start too high, it'd be an obvious tell.