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Right now we are finishing 0.5.1 version which took a bit longer than originally anticipated. It gonna feature Daisy's quest rework, new upgrades GUI (and couple new upgrades) and various bugfixes. 

While at it, I want to talk a bit about my next plans for the Conquest development some of which already making it into. As you remember we have been collecting responses on the latest version so I've taken those into consideration. 

GUI reworks/updates

While most of the GUI works on a reasonable level, there's a few places which needs improvements. We gonna have to rework the core of it, which shouldn't actually be very hard, as most of the pieces are modular and fairly independent. Besides that we plan to improve Occupation and Crafting menus, as well as add a couple new options to character info. 

Missing mechanics

There's a couple of things from the first game which we are still missing and plan to reimplement in near time, namely: contraceptives, relative tree and hairstyle changes. Those will be fairly easy to add and have mostly been held back by the GUI. 

Changing mechanics

Combat skills

I have a small plan to change how combat skills will be acquired. Previously you gained combat skills from unlocking certain classes. In a revision I plan to make combat skills unlocked separately while also increasing number of skills a class can unlock. The classes will some options in the pool and perhaps some points to spend on those skills. In this way you will be able to more carefully craft characters for combat instead of having same pool of abilities. 

Mansion Resource Occupations

Currently the mansion allows infinite resource gathering if resource is present, while locations have completely different approach. The goal will be to make resource gathering at mansion similar to settlement gathering (you can assign a number of workers to certain resource, so better workers are more valuable). Meanwhile you'll also be able to unlock new resource types through upgrades, and increase number of available slots for them. I also plan to limit amount of crafting workers which can be assigned at once in similar fashion.

Enemy Buffs

A small improvement to the existing combat to make things bit more varied. Some enemies will be spawned with stronger buffs like extra health, damage or resistances, to make things more interesting during the combat. Those buffs wouldn't occur during boss fights though. 

All these things are fairly minor improvements which we'll be able to add in relatively quickly, after which we'll be working on more content and planning on bigger improvements like adding map and revamping sex related mechanics. 

Thank you for your attention and stay tuned for the updates

Comments

Anti-No

Will there be the possibility of making it so that "people who leave for a trip, then come back again, default to continuing the work they did before"? Instead of always automatically using "rest"?

legendppk

Is there anyway to add back in those epic battles in Strive 1 where there's like 14 bandits trying to gangbang your tiny group of four? Of course there might need to be some balancing like AoEs only hit 6 enemies at a time instead of all enemies. 6v6 feels too frigid and gamelike. If they have an army, why wouldn't they use everyone to kill you instead of getting into groups of 6 and waiting their turn to eat a Blizzard?

maverik

I've thought about adding multiwaves to enemies, but as current system stays, it would be very hard to change to fighting more enemies at once without completely redoing it.