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Is it just me, or is the "garbage collector" (arrest/execution) system a little... overzealous? The post-combat notifications always make it seem like there's a chance you'll find your opponents again, looking for revenge - yet nearly every single bandit winds up being arrested that very night. Hell, even characters saved from bandits almost inevitably get arrested.
It's a great idea, cutting down on save bloat, but it'd be nice if at least some characters, especially the innocents, were able to persist for a much longer time.

Oh, and speaking of executions, I still need your discord info so I can send you ideas for the "eroticized" executions we discussed a while back

https://itch.io/t/284398/discord

Discord info is in the link Ank sent, I’m easily found on the mods thread most days.

I’ve heard complaints on both sides (ie: too overzealous or not zealous enough on the purge). The system can be lessened to your tastes though, as I try to please everyone. Open up your expansion.gd, go to Settings, and find the town guard capture chance variable. You can lessen/raise that as much as you’d like. Basically, that’s the base chance each NPC has which is then modified by other factors like their notoriety (ie: how many times you’ve fought them), the overall number of NPCs in the NPC system (to lessen bloat), etc.

Keep in mind that lowering it will drastically raise the number of re-encounters. Also, any of them caught have a 33% chance to be sent to the slaves guild (to be bought), 33% to be “executed” which can be rescued or bought from that scene, and just 33%ish to be “sent away” which permanently removes them.