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It is theoretically possible to increase the cap, it's something I'm still contemplating along with possibly rebalancing some of the requirements by lowering some numbers. 

I'm going to be adding Tier 2 materials soon so I will likely decrease the number of items required to craft armours/weapons and see how that goes before I really decide on whether I should try increasing the stack number.

Storage on the other hand is not very likely but it's also something I'm contemplating. I'm not sure how feasible it would be to make a storage that can store everything but some sort of specialised storages might be possible.

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I strongly urge you to increase the cap even if you reduce the materials requirements, for a maxed out farmer it is very easy to go over the limit and not notice, then you are down a good bit of work. Also annoying when you have to make runs for 4 materials because you need roughly 400 of a material total for your project and can only carry 99. Of course, its your game, you can do what you want but I think this would be a VERY big improvement. Also, is there a way to get bedroom exp without the risk of gaining fetishes? I want to erase them via exp but every time I try to gain exp to do so I gain at least 2 fetishes.

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The main issue is that increasing the cap requires another 3rd party script and I'm running so many already that I'm dreading a possible conflict or bugs that can emerge, but I'll definitely attempt it.

And at the moment no, all sexual acts can lead to fetish gain, however if you keep getting the same ones they will cap out at 5 and not give any more levels, so you can stock up on exp after they are capped and use it to level what ever you want and then use the leftover to sink the fetish down to zero afterwards.