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Persistent Enemy sounds like a feature that would work better to either stay modular, or have some kind of in mod function to be turned off because it pretty much kneecaps anyone who want to min/max the slaves they keep around (because of the low max slave capacity unless you cheat) while also role play as a pseudo good karma character.

With how base game's character progression goes, a slave's stats get their potential Maxed out around level 5 or so if I remember correctly, and what makes a Randomly generated slave flat out better than other by a fairly significant margin due to low soft level cap is to either have higher beauty rating (I usually only keep those that's at least at Cute rank), and have one of the four traits with a flat +2 stats bonus to one of the four prime stats. That's not even counting the species a randomly generated NPC belong to and try to grind one of the rarer race.

Granted, I can keep executing the random bandit till I get a new random one with both high beauty AND one of the four best traits. But I generally like to go for a non-lethal playthrough, so that option is kind of kneecapped for me.

Couple of ideas I have is to mitigate this is once again, keep the persistent enemy a modular mod that can work alongside with the big overhaul Expansion, have a function to turn it off in game within the mod, add a new option where player can exile the bandit rather than execute (essentially the same but for those who want to roleplay nonlethal), increase the softcap of every race larger so the +2 stats no longer matter a lot therefore make the four traits less OP overall (would also solve the problem with slime race can't be modded in laboratory problem), or rework the rebellion effect to expire faster either by default or add some late game upgrade to make it go away much quicker so fullfilling one of the slave guild request (particularly the 'good karma' one like bodyguard and merchant helper for those who want to role play a semi-good karma slave owner) so we can turn over the less desirable slave and make a profit much quicker.

After the “cloning” bug is fixed, the next slated improvement for the NPC expanded feature is the option to turn them over to the local authorities for a reputation boost with that town.


Trying to make that system modular right now is going to be incredibly tough and involve rewriting half of that feature and creating dummy holds for the base mod for the features they pull from it, and most of the mod’s features tie together in some way. Hopefully that new option will address some of your concerns with the system!

Thank you very much for the response!

I really like this idea of turning captured bandit to authority for a reputation boost rather than turning them for a profit through selling of fulfilling a job order at slaver's guild. Add an extra layer of role playing a lawful alignment in addition to good/evil which is pretty lacking in base Strife.

That being said... hope reputation would matter more in future update, since beside Maple's optional recruitment quest it doesn't matter in base Strife, which make the entire system pretty pointless (and way too easy to farm in base Strive by keep beating up bandit who try to bully travelers). Maybe have it tie back to the town upgrade system in someways you planned to work on in the future if you haven't planned this already?

I appreciate the feedback! Per v.07, Reputation can be spent to "acquire" prisoners that have been captured and are pending execution (via: Gathering in the Town Square > Hold Execution > Either Option (one uses gold, the other uses rep, both require Reputation > 0).

I do plan on having a myriad of uses for it in the future as well, including being able to affect the town's laws/rules to suit your playstyle (ie: a good town, cruel town, perverted town, etc).