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aevojoey

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A member registered Nov 23, 2017

Recent community posts

(1 edit)

In the file src\core\game_party.gd around line 20 replace


func advance_day():
    update_global_cooldowns()
    for i in characters.values():
        i.tags.erase("no_date_day")
        i.tags.erase("no_loyalty_gain_temp")
        i.cooldown_tick()
        i.process_event(variables.TR_DAY)
        i.quest_day_tick()



with 


func advance_day():
    update_global_cooldowns()
    for i in characters.values():
        var numt = 0
        for t in i.tags:
            if t == "no_date_day":
                numt += 1
        while numt > 0:
            i.tags.erase("no_date_day")
            numt -= 1
        for t in i.tags:
            if t == "no_loyalty_gain_temp":
                numt += 1
        while numt > 0:
            i.tags.erase("no_loyalty_gain_temp")
            numt -= 1
        i.cooldown_tick()
        i.process_event(variables.TR_DAY)
        i.quest_day_tick()


The original code only removes 1 instance of "no_date_day" and "no_loyalty_gain_temp" per day. This updated code will remove all instances.

The problem is 4 weeks in one of my people has only 1 "Unknown" trait in the list and no known traits. I then do a date with intimate talk and learn that trait. Now the list has 6 shown traits that are usable. The 5 previously known but not shown traits have been unusable up til now.

I understand that the 1 unknown trait should not be usable until it is learned but that should not prevent newly learned traits to also be unusable until that 1 unknown trait is discovered.

(1 edit)

If any "sex_traits" or "negative_sex_traits" is false in the save file, none of the "unlocked_sex_traits" will be shown in the game list. The person will still get new traits unlocked but they will not be usable until all of the "Unknown" traits on the game list are discovered. So basically in order for a person to get new usable sex traits, you must first learn all of the "Unknown" traits from "Intimate Talk" during a date. If they start with 1 unknown trait and later learn 10 more traits, you can only use the 11 traits after you learn that 1 unknown trait.


in InteractionMainModule.gd   >   func endencounter():  >  instead of using p.person.unlock_sex_trait(i) ,  use p.person.add_sex_trait(i,true)

Or when building the list of traits, change how it iterates though traits and unlocked traits

I start by getting the first slave from joining a guild and buying another slave. I send one of them to the location with the magic logs to recruit Lilia while the better fighter and I go to an easy dungeon. I then do whatever I can to make money until day 3 when you can get Daisy from Aliron streets for 200 (or 100) gold. I now have 5 people in the house and can collect 50 wood and 25 cloth to upgrade to 10 rooms. Buying wood, stone and food is faster than harvesting at the moment. Buy any tools you can so you can collect faster, 15-25% for <200g will pay for itself in just a few days.


Other tips:

Use dates to improve physical for anyone so they can collect faster and do more damage in combat.

If you can buy any tool that is 45% or more get them as soon as you can.

Get an Attendant, collect cloth and make bandages to heal your fighting parties cheaper.

Equip everyone with the best weapon they can use.

Buy all shards you can.

Upgrade Forge and Tailor as soon as you can.

Send your strongest characters to collect mythril and sell it for 75.

Once you can collect 10+ mythril per turn, save up and start making mythril picks. Later make all tools out of mythril.

Upgrade the guild quests to tier 2 as soon as you can. Do not upgrade quests to tier 3.

Upgrade the workers guild with disassemble as soon as you get 100 points.

When you need obsidian buy and disassemble items until you can mine it.

Never buy usable items from guilds.

Don't bother upgrading guild hirelings.

Always send a thief and a healer with the party to dungeons.

Archers are the best class to start with, upgrade them to snipers as soon as you can. Don't bother with knights or paladins until much later.

Bandit forts have ballista that are immune to air but weak to fire, use Snipers and Scholars

Rogues and casters are best in jungles, giant ants are weak to water and immune to air and centipedes are easily stunned by lightning.

Harlot+Succubus will gain xp a lot faster by draining other's lust.

Cooking is an easy way to make money early in the game.

I don't know if this is the problem you are having but I had a glitch where the game thought 3 of my characters were still in a dungeon harvesting even though I had returned them to the mansion. I hit the forget location button while they still had materials to collect and the resources line stayed there not progressing.
I had to edit the save game and remove the duplicate hid from the '   "workers": [],   '  line for the location in the save file.

Did you set the craft queue for alchemy?
If you don't have enough of the required materials to make an item, it will stop all of the queue at that point. So in cooking if you have 1 bread then 20 meat soup queued up and have 500 meat and 500 veg but no grain, nothing will get made at all.

On the craft page the number to the right of the item is how many progress points are needed to make 1 of that item.
On the job assignment list, when you select the job, a number appears next to the person's name. That is how many progress points they make per turn.
Certain characters may have penalties for certain tasks (Inept reduces all crafting by 80%, Crude reduces tailor, smith and alch by 80%)

(2 edits)

Leathers and bone are missing from  races.gd > var tasklist so there is no "currenttask.code" for it to use.

Leathers are also missing from upgradedata.gd  >  var upgradelist  so you can not add leather to home like other materials

Version 5.3.1d is unplayable, where can I download 5.2.2?
OS: windows 10

You used to be able to get mana by raping bandits, now you can't.
When healing people outside of combat, you get a big popup every time that does nothing that I can see.
There are more popups that don't go away in 5.3.1d than there were in 5.2.2

If a slave has the Mute trait and they get 100% exp, you can not talk to them to to investigate their potential.
If I edit the save and remove the mute trait, the investigate appears.
Adding it to someone else removes the investigate from them.

version 0.5.2.2
windows 10