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.
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).
Alright, if you want realistic weights, just copy this over your items.gd file:
https://mega.nz/file/Q8xS1RID#7LqFk873RDWWt4Q-FtaPKcsl9RuNcN3DeNAat3OeeV8
ok, I'm thinking maybe lower toxicity per potion too.
S4P2? I like it - actually I'm a big fan of the sandbox elements in games in general. If I get to make my own character from scratch, that's halfway to getting me into a game in the 1st place, so S4P Conquest seems really promising. That said the other half in getting me interested is being able to mod it well and that means development needs to be a little more mature before I dig into it.