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Hello everyone! I've been planning to make a release for some time but as usual I've got stuck in a row of adding new features. And given there will be considerable data changes I want add as many things before next release as possible, to make version saves more durable for future updates. I plan to make a new release in a week or two and since there's been no other mentions, I've decided to tell a bit about what's happening.

Numen Introduction

Next update will be adding first batch of events tied to gods and religion. There's one small sidequest with some exposition and a couple of random dungeon events which will allow player to find an deity altar to offer an item or a character to a shrine for varying results. Offering correct item will usually net a reward. There's also an option to demolish the shrine for materials but this will come with a risk of a curse. 

Reputation shops and class unlock

Some of the classes are now locked behind quests and purchases. Many of them will be purchasable from guilds for reputation points. Those reputations points can also be used for some rare consumables (like Writ of exemption and oblivion potion) and materials. 

Obedience system revamp

We are planning some chances to correct existing system. Basically, the issue is that it's too simple and makes social classes unneeded quickly. To sum it up, the new system will only let a few characters obtain infinite obedience, while others will have to be checked once in a while. We will be rebalancing some social skills and will try to make it feeling not too tedious and natural. 

Other notable things:

  • Sex traits will be hidden and will have to be learned for new characters
  • Story dialogue seduction checks will now be based on master's sex factor instead of charm factor
  • A couple new illustrations at some points
  • Many little balance changes

Once we are done with this update I plan to move to story expansion. It will be featuring further main story progression, civil war and more sidequests, which will be the main focus in october. 

Thank you for your attention and let us know what you think in the comments!

Comments

Tommi

I haven't really played much of the new strive, but I was curious if there's any plans for other consequences resulting from low obedience or loyalty rather than them just running away. Such as actually disobedience where they don't perform tasks, or are less efficient, or maybe interactions with other slaves, sexually assaulting them, or even the player maybe behind a trait check.

maverik

I haven't really thought about it as of right now obedience is basically a work meter. Once we get to the random character events there would be a potential

Ajax

I'm having similar thoughts as 'Tommi' on the obedience issue. Slave games and obedience issues go hand-in-hand so I would like to see a range of possibilities there. Maybe there should be character specific criteria to get their obedience past certain threat holds? Such as character X can not have maxed obedience/loyalty until they win a death match in the arena. (I'm assuming your still going to include an arena at some point.) I like the idea of religions, alters and options. But I'll wait until I see how it actually works in game to comment further. ---Just a thought: Maybe the religious alters could be tied into the loyalty system? Such as each character having a chosen deity and their maximum possible loyalty being affected by your actions at the alters. Reputation points with the guilds.... I think you are going in a good direction with this.

Ajax

In order to give more emphasis to peons, so its not always slaves, maybe replace peons loyalty with 'guild loyalty'? So if your reputation with the guild is good, then the peon will remain co-operative, and vice-versa.

maverik

The problem is that right now guild reputation is basically just a currency, it would not work quite correctly as a loyalty meter

maverik

For now religions are just getting set up for future content but it will be giving more depth to the world. I've had a thought about giving each character their own religious beliefs, but this won't be happening soon.

Anonymous

Ill leave my suggestion on how to make obedience systems more interesting without adding grind here: Instead of needing to check characters periodically, make certain social skills allow you to control more characters. In addition to housing you would need characters that can keep other characters in check. The main character could, for example, have enough social skills at the start of the game to control 4 other characters, but would either need more social skills to get more characters under their control, or other slaves or peons would need to be trained to have social skills so they could manage more slaves or peons. Any characters that are passively being looked after by people with these skills could then get random events with positive outcomes due to being managed by people with social skills and if you dont have enough social skills assigned to look after your roster, characters without "a manager" would get penalties, disobey or try to leave your employ. Then different social skills could provide different benefits and bonuses during events and you would thus have a mechanicaly interesting social system that would include meaningful choices and decisions while encouraging social skill development because they would help you to not only maintain your roster, but improve the skills, abilities and stats of other characters in your roster.

maverik

We are kinda already planning to introduce multitarget skills. There was also a consideration for overwatch skills, but they would be too hard and annoying to implement given multitude of locations. As for the events, it's a quite far stretching goal, for now we just trimming up the existing system to make it more meaningful.

FuckEA

I hope you at least consider having the current unlimited infinite obedience system as either a legacy mode, or some kind of cheat/unlockable bonus option. Conquest already have way more micromanagement than For Power, adding more things player need to constantly monitor over feels like it'll make the game more tedious with no benefit because those kind of management isn't challenging. It's just an annoying stats player need to constantly fuss over. As for social classes being useless... you have to remember a game isn't just about extrinsic motivation. Intrinsic motivation exist in management type of game just like action or tournament fighter games. I for one unlock the social classes for characters in this game because I want to role play.

maverik

Having infinite obedience as a cheat option is not an issue. I do believe we'll be able to make it feel more natural and not as tedious as possible.

Anonymous

Tried conquest yesterday and was not able to get my slave to be loyal without use of magic. Once I had magic at hand, it was very easy to max out loyalty. Same with rebellious slaves, a child was born and was in rebellious phase for a long time until I sedated him with a few spell.s The whole 1 interaction per day makes it fucking hard to increase a characters loyalty without use of magic. That is one limitation I absolutely hate, I'll try to edit some files later on to see if I can manage to work around it.

maverik

As I've mentioned we will be chaning obedience/loyalty system in next version. In current version to increase loyalty you need to raise authority first.