K.O. status is extremely annoying. Seems like a lot of the game is double -checking stamina bars every turn to avoid that problem . Seems the gameplay would be much smoother if the courtesan just refused to work instead.
Gives Robots Names
Recent community posts
My current preferred start is two fairies: MC starts off as Acolyte (for healing) and free NPC is fairy Apprentice with Hidden Powers.
Goblin Cave is easier than Bandit Den.
Give the Apprentice the staff and Mind Blast will one-hit-kill most non-boss enemies in a Goblin Cave, which goes a long way to cutting down damage taken.
Having one stone and one cloth (or one silk, if cloth is not available) lets you collect shards from shrines, which goes a long way to solving your sustain problems. Rock pile wants a stone, wooden statue wants cloth , metal marker wants food/grain. If you're in a pinch, store has a few of each shard for sale.
You can use shards/healing spells between fights by dragging the crystal/spell onto a wounded character.
Random treasure chests are risky until somebody has the Thief class. One mimic will easily KO an unprepared party (and on day one, you're not prepared). Might want to just avoid those until you have a Thief.
It's possible to clear a Goblin Cave dungeon on day 1. If the initial city setup is favorable, you can clear two Goblin Cave dungeons on day 1.
(Good RNG can include things like a Notice Board mission for shop items that you can turn in immediately for extra cash, reasonably priced starter weapons in the shop, etc.)
"with the changes in obedience and limited dates you must keep your roster low"
There's plenty of tools available to keep obedience up. Quite a few classes have obedience-boosting social skills. Get a few of those classes and managing a full roster can be done (but the clicking can be tedious until you get a few mass-boosting skills like dancing, etc.).
There seems to be an interesting divide in the playerbsse.
We have some people saying things like "All these make everything more difficult & a lot less fun! :-("
Then you have people who are crushing the game.
I made a speedrun challenge as a lark--how long does it take to clear a Fire Depths dungeon? I've gotten a Fire Depths clear as early as Day 4. Omega on the game's Discord posted a savefile from a Day 2 FD clear.
I've refined the double orc strategy further--it's better to start both as Archer and pick up Fighter later.
Archer makes the starting fights MUCH smoother.
I'm going out on a limb and calling Double Orc Archer as the strongest starting setup in the game. They can take down a Bandit Fort as early as W: 1, D: 3.
Test run of hybrid strategy (two orc fighters, remaining NPCs mostly prostitutes) is complete.
In game time is Night of W: 2 D:6.
Gold counter reads "14k". I have 10k worth of just cotton and assorted armors/weapons/etc. worth a few thousand more.
Mansion has 20 rooms, first Master's Bedroom Upgrade, and Forge I completed. Upgrade schedule has Tailor I, Forge II and Farming: Silk in progress.
Guild Points earned so far: Fighters 580, Workers 496, Servants 688, Mages 420.
#1 prostitute is Daisy with a job rating of 272.7. Two other workers have a prostitution rating of just over 100. Total combined prostitute rating is 930.5. I kind of lost track of how much they earn per turn because the gold counter is now reporting my gold to the nearest thousand.
I think I did okay.
"I recommend you try my method too though."
My first priority with this game is researching a hybrid method--better prostitutes via orc power-leveling.
Anywho, here's how I got 2 orcs and Daisy to clear a Bandit Fort on W:1, D: 5
MC: Orc, Fighter, Curious, 6 PHY 6 CHA
Starting Peon: Fighter, Curious, 6 PHY, 6 SEX, 6 WIT (WIT is mostly for +xp, but also lets the peon double as the party thief)
Dungeon order: Farmed Goblin Dens on days 1 and 2, started farming Bandit Dens on day 3, cleared one Bandit Fort on day 5. Relied heavily on shards and bandages from the shop + one turn spent resting.
And, yes, days 1 and 2 are RNG reliant--but not as much as you might think. Getting life shards from shrines goes a LONG way towards mitigating other RNG effects.
------
MC leveling order: Attendant, Archer, Berserker, Rogue, SEX 6 for speed boost
Peon leveling : Thief, Archer, Berserker, Rogue, Watchdog, Sadist, Worker
Daisy leveling: PHY 3, Rogue, Harlot, Succubus, Archer, True Pet
Additional skills: Berserker unlocks Earth Shatter--get that ASAP on the orcs for a huge spike in power. Don't go into Bandit Forts without Fire Cleave ; you'll want that for burning down Ballistae.
-----
Both orcs have a base speed of 60; I found a Belled Collar that boosted the peon orc to speed 65.
MC and Peon start bandit fights with Earth Shatter. Two earth shatters kill most Bandit Fort foes outright (and sometimes one Earth Shatter clears the entire board). Healing becomes MUCH less of a problem when most of your enemies die before they can react.
Daisy is mostly there to leech xp and to stun the most dangerous remaining foe (if any) with Attract. Archer gives Daisy extra speed and lets her equip Basic Combat weapons; put the highest +hit chance weapon you can find on her.
You have the idea.
Orcs get Berserker, which is 20% extra earth and fire damage, +10 physics and +5 speed and unlocks advanced combat skills. Pair that with Earth Shatter and Fire Cleave and a pair of orcs can kill most foes in Bandit Forts (including non-buffed Assassins) before they ever get a chance to counterattack.
(Dragonkin and Valkyries are also OP and can be substituted in with only minor changes to overall gameplay.)
I'm wondering if a hybrid strategy would be best. Start off with two orcs to farm Bandit Forts starting around day 6 and have them powerlevel your other characters, including the prostitutes.
"I've tried a combat build, and you never really have enough money to do anything with it.
I started refining combat builds to be able to be able to shop from the Exotic trader on w1 d7. A good combat build can clear 4k+ gold in the first six days, easily--and no "skip combat cheat" is required.
"reduced quest rewards. "
My combat builds always have 6 CHA on the MC (4 dates on week 1 is great for stat building), so I also get maximum quest rewards.
"the above was said assuming you intend to pay off the debt, not if you intend to bum rush the quests to get rid of the debt."
1) Getting rid of the debt before the second collection saves a bunch of money.
2) I think combat is a lot more profitable than you think it is.
I'm doing a run with 2 starter orcs and as of the morning of W:2, D:7, I'm sitting on a pile of 1,204 cotton (which can be sold for just over 12k) that I looted out of bandit forts. (I looted a lot more than that, mind, but the 12k worth of cotton should be enough to illustrate that I'm hardly hurting for gold.)
I'd put Fairies on the Overrated list. I did a no-spellcasting run for shits and giggles and wasn't bothered by the lack of mid-fight healing at all. Combat NPCs can take out quite a few foes before the enemies get their turns and I had Daisy use Attract to keep the most annoying enemy locked down.
Don't have to heal mid-fight if the enemies can barely attack.
I'd put the top races as:
* Dragonkin, Female/Futa Seraph , Orc (All three are OP enough at combat that it really doesn't matter which is better than the others.)
* Human slave (Sure, +10% gathering looks boring but you can go through hundreds of rare materials building up the mansion...)
* A few spare NPCs with Good+ growth to train up for weekly guild errands, including at least one beastkin because jobs can require Natural Pet.
Letting the timer go after the loan has been resolved is okay . Getting the Notice Board missions done is far more important when you want to stop the loan officers from dinging your bank account.
(And yes, you only have to get 3 of the 4 guilds done to stop the loan but there' s a hidden bonus +5 stat necklace if you get the approval of all four.)
Welcome. It's a bit of a hack--I basically put the pregnancy list clean-up as late as possible w/o consideration for code style/elegance/etc. That seems to be enough.
I don't think my change breaks anything else. especially since I technically didn't add anything, just slightly delayed a clean-up function.
I _think_ I fixed the problem in my copy of the game.
I went to \gui_modules\Universal\Scripts\InteractiveMessageModuleAnimated.gd and commented out this line from the from the removebaby() function
input_handler.active_character.get_stat('pregnancy', true).baby = null
and pasted a copy of it just before the close() statement in the set_baby_name(text) function
Not sure if that's a 100% correct bugfix, but it seems to fix the problem for me.
Step one: Go to your Strive directory
Step two: Use any text editor to open \gui_modules\Universal\Scripts\InteractiveMessageModuleAnimated.gd
Step three: Find the keepbaby() function and copy the line " input_handler.active_character.get_stat('pregnancy', true).baby = null"
Step four: Paste that line just above the close() line in set_baby_name(text).
Step five: Put a # in front of that line in the keepbaby() function.