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After 140 days and reaching lvl 10 i found out that you can very easily skip the farm part if you just become express slave delivery (lots of ropes in eq , high str and agl master and / or starting servant , anything above normal look makes you a guaranteed profit after lvl-ing up you can just move to sea/marsh/mountains to hunt rare monster girls/bois for even more coin, after you acquire coin you can take it easy with a slave or two at a time so they become actually proper servants not rebellious cattle (dem upgrade pointz). Any thoughts?

I've been thinking I need to nerf slave sale price multipliers some.  Raising slaves for upgrade points definitely seems like a good method that should stay.  Is this the direction you're thinking (too easy?)


Thinking maybe to reduce Fox racial max magic stat down by 1 so people won't be tempted to take a Fox as starting slave every time to get the possible max 8 magic stat (don't want perfectionists to feel there's only one route to go).  Alternately I could change some of the starting slave bonuses so others give +2 in  a stat and/or add other slaves to the list of allowed starting races.  Thoughts?

Any other balance suggestions?
I'm at day 18 and up to level 6 or 7 and doing well to pull in higher value captures at the seaside.  Cook buys food every other day or so.  I'm more than staying afloat via selling captured NPCs, but need more $ to get dim crystal to level 2 and start breeding seriously.

To be fair in this run i try to avoid magic as much as possible thats why neither my master nor starting servant were proficient in it also which is quite funny 7000 gold in the stash and these two mentioned above are the only ones living permamently in the mansion , other way to just mess around the farm i think would be going for multiple public entertainers / merchant type slaves (laboratory and beuaty parlor can get their looks up pretty nice while library can help train them way faster ) the only downside is that you need to hunt for specific slaves (pretty voice is the most preferrable trait) . Going back to your first question raising and training slaves for upgrade points should stay since getting your rep back from selling untrained ones to Sebas can be tiresome , my idea for a perfect game is to have multitude of ways going forward so if you were to nerf the sell prices i would still look for any different available pathways (i love to explore this type of thing) . Magic casters are not very good at early game after second guild quest tho their power can snowball as long as they have necessary cash for it , would love to see some weak dmg aoe spell added tho while warriors depend more on equipment (thats where rerolling shitty daggers and leather armor in umbra comes in) and are pretty reliable since the beginning.As for races i  have serious bias knife eared creatures (elf / dark elf) so depending whether i feel like mage/warrior run i dont pick anything else , would have to do some runs to determine whether other races are balanced.That's all for now.

Cool, very interesting.
Are their any paths to earning gold you feel were uninteresting b/c they earned too little money?  
Did you find any interesting hybrids or subspecies in your playthrough? Are there any subspecies or variants of elves you'd be interested in having added?

Will check out alchemist/mage/master merchant pathways soon (in a day or two) to see how viable are these  compared to the warrior path , as for subspecies i find just impure vanilla races (ex. human 95% goblin 5%) will keep a close eye on those tho in next 3 playthroughs , as for elves i think wood/moon elves could be nice  , is there any chance for a portrait pack integrated with this mod  in the future?

I'll look into Wood and Moon elves to add.

A portrait pack integrated with Aric's Mod for subspecies?  Well, I've started putting aside pics that fit with the subspecies as I'm working on a portrait pack anyway, so if you're looking for something in particular now, just let me know and I'll get some together.  As for integration, with the Randomportraits mod or similar... I was going to say no, but that's an interesting idea.  I think I might enjoy tweaking that and getting it to work to my preferences, so let's call that a maybe (assuming I can figure it out, it's not a ton of work, and the author is ok with me releasing a new version of their mod).

Out of smaller things to tweak  i think you should look into item weight it is kinda odd that tiny gold ring weights exactly as much as a full suit of chain armor . Thoughts on that?

Sounds easy enough so sure I'll add it to the list, but I'm more focused on the hybrid system, making all the game elements tie into a well paced playthrough, and otherwise adding/fleshing out content.

Alright, if you want realistic weights, just copy this over your items.gd file:

https://mega.nz/file/Q8xS1RID#7LqFk873RDWWt4Q-FtaPKcsl9RuNcN3DeNAat3OeeV8

Mage run done, i can safely say that it is as reliable as always (120+ dmg each second turn thx to mind blast and over 100 dmg acid spit makes it very good) , alchemist is gonna be next .

So far the weakest option out of all of them is the alchemist while the most op is the breeder , outside of that could you tell what do you plan to add / change for now?

gonna nerf Breeder sale prices.  I wanted to remove them, but some folks like them.  What do you think?

any ideas on buffing alchemist?