Can’t know when that started and at this point the ship has sailed etc, but Godot 4 has been amazing. Anyway, whatever works, works, as long as Unity doesn’t try to pull another Unity. Hope you settled nicely into the new workflow=)
Hunter Sugar
Recent community posts
Discipline gain through sources, at least other than “Explain:Chores” seems to be bugged in 0.8.3h
Could be I’m just immensely unlucky, but I’ve got a couple of important slaves I’m improving as mistresses and they’ve been locked onto 38 and 60 discipline for ages now despite, fully upgraded horse riding, high affection and happiness…
Also a minor bug is that the “inventory” button on the followers menu is not working, so the player needs to go through the full-blown NPC screen
oooohh, nice stuff
A bit sad in principle to see the stool go but, honestly, I never managed to make it be useful in any way so, definitely understandable
Going through the game at this point I think that what I’m missing the most is some sort of infirmary? There’s at least one point in the game where running the Redhaven Girls ring is by far the best way to profit but this becomes high maintenance with girls having to recover. If a player wants to keep going at it, they need to manually buy soothing salves at the general store and manually go over each girl to apply them. If you have 30-40+ girls this can become super cumbersome
Building an infirmary where you could assign nurses sounds like a predictable solution. Caitlin herself, when acquired, bargains for her position within the house and her own personal plans using her Medicine knowledge as the stakes: “I’m good at medicine and can be very useful for someone like you”
But as far as I can tell, we can’t really get any use out of her Medicine skill directly? Though she does have the most involved and, perhaps, most rewarding character quest. Being able to invest in automating this… worker care would be pretty helpful
Back to this game after a bit
Excited with the new changes but the game feels way harder now (maybe I just botched it). I was struggling to get on top of stabilising an economy (still having a good time, mind you)
One thing that remains an issue, IMO, is the lack of information within the game. Masters of Raana is a game that is very intense on management and decision making. Even if most decisions are small, you’re making them all of the time (what actions to take, what tone to take, etc…)
But a lot of these things are hard to grasp/understand: “Raise fear of a slave”… okay, do I WANT their fear to be high? Why? I can’t tell. Similar to other stats, like willpower. Someone mentioned that, in combat, it’s hard to tell what weapons to use for best capture chance and the only real hint I got is at one point during the tutorial(?) it’s mentioned that the whipping cane is the ideal, but I’ve also noticed that pistols MAY not be too bad, as Bud seems to incapacitate more often than others
A round of “adding a help toggle” and/or extensive use of mouseover tooltips would do WONDERS for this game. I remember having a hard time telling if I was actually doing well the first time I played this game and this still remains
FINALLY: the “advance another day” button in the new day report being a little house right next to the “okay” button has made me accidentally click it a decent amount of times
I’m getting a bit confused with the business model here and couldn’t quite find clarification
I’ve purchased the original version way back, actually could never manage to get it working but it was being worked on so I decided to just wait
The new version/remake seems to now be well under way, which is good BUT some of the language around Q&As here seem to imply that this new version will be available on steam but not on itch and that for people in my position, a steam key will be offered so they can add the game to their libraries
I think the first question is: “is that all correct?” But, if so, what are the alternatives, because I do not want this game on steam, I’d like to just download a DRM-free binary, actually, this is what I purchased
Hijacking this a bit.
I’m on 0.65 and this part of the quest seems to be stuck for me as well.
I gave him the glue and he might have glued himself to the house because he’s never left….
Definitely been more than 3 days, I can’t seem to find him in any of the usual places. Maybe some flag got weirdly crossed because I gave him the glue while in the tavern at night?
UPDATE:
Nope, wasn’t that. I reloaded a previous save and did all of that during day time. This locked me both out of finishing the house as well as out of progressing the main quest as I cannot gather the signatures for both the drunkard (who’s missing entirely) as well as the barkeep
Just had a go and must say, as many, I’m positively surprised by this game. Looking forward to what’s next
Was playing as a Druid/Rogue, stacking degen was a powerful and interesting strategy but I did run into some issues:
Notably, the equipment penalty of the Rogue locked me out of a LOT of stuff, in particular I was losing my mind trying to figure out how I’d get the strength to use the weapon for the final blacksmith quest. I ended up lucking out in finding out that you can just change your classes whenever, which was a relief. Looking back now, though, that extra money was absolutely invaluable
I think it would be good to find some way of letting the player know they can do this, that your initial choice is not permanent. In here too, if the idea is to let the player be more free-form in experimentation, then I’d also consider reworking how the skill learning work. Instead of unlocking skills individually, you could let them upgrade their “aptitude” in general, so that when you switch classes, you have all of those available. This was compounded by some weirdness I was finding in the load calculation. Sometimes it’d look like I was good to go but once I clicked travel, then I would suddenly be overburdened. Since you can’t manually equip to be overburdened, that was something weird going on. This limitation also prevents you from equipping a piece of gear that WOULD give you the strength to wield it. So it’s a bit that could use a polishing go when time allows
Again, that’s an IF that’s the sort of experience you’re looking to provide
A great Quality of Life change regardless would be to move the loadout screen for when you’re about to leave into it’s own equipment tab. This way you can assign a loadout and don’t have to, say, look for pickaxes and skeleton keys every single time in your inventory. You also can’t back out of that travel loadout screen if you then realise you forgot something, which did happen to me a couple of times
All in all, those are a few small details in a game that is getting a lot of things right. I’m looking forward to the next release
Hmmm, interesting to see how much it changed. I guess it’ll be easier to build content for? It looks like we’re moving towards a way more coherent story though, which might be good in the end
I felt a little betrayed by having some lewd options along the way which turned out to be completely unaccesible
I like the general gist of the new combat system but it really needs some tweaking. Just some better visual aids as to what the different postures represent would be great. I also agree with everyone else that the tickler fight feels very RNG. Having him be able to start the match with a one-shot is just not fun
I had a bug where if I saw the scene where Saria loses to the random thugs the sticky white stuff would never leave the screen even through loads (except for combat)
Overall I do like a lot of what’s being built here and I think the game will be better for it once content catches up, just a bit of an annoying transition phase
Just played through this and…. it’s awkward and with some nasty bugs
Could never equip the lava swords. Saw a comment that it’s supposed to just have a small strength requirement but I was way past that. Also ends up not mattering since you lose them before the end stint anyway
The game flows somewhat decently up until the turning point in the middle. It came before I could conquer the towns and, at that point, there was a bug preventing me from doing so: If I conquered a town it would send me to the final camp where I couldn’t do anything.
Since I hadn’t started the final quest, I couldn’t even progress, but since you can’t leave once you’re there, I couldn’t quit.
The money from towns every 30 days feels utterly pointless though. That whole bit of the game felt so awkwardly grindy.
It didn’t get much better at the end. I came into the ending quest with I THINK 200 soldiers and it was BARELY enough to get me through, I thought I was soft-locked at the very end, actually, since you can’t acquire money freely. If you’re at the very end and it’s not enough, tough luck, i hope you had a save just before moving out
Bonus points that I had a corruption on my stats which reduced my Vitality to 0. I thought it was a different bug because enemies just started doing huge damage and I thought it was just poor scaling in the end. But it also meant I couldn’t use the large medikits. you can’t use an item which would heal you past maximum in this game so I thought my inventory was bugged.
The story has many sour twists which come out of nowhere and make for a pretty unpleasant… entire second half, I guess. The main character is just…. weirdly swingy? Sometimes he’s “just a guy trying to survive a shitty situation” but he turns into some incel random violence on a dime which is uncomfortable even though I do play a bunch of other stuff of questionable taste
All in all, kind of regreted pushing through to the end, past all of this buggy jank, very unsatisfying.
Also some translations seem to be missing and the game will fall back on original russian randomly
Already have WAY too many Discord servers that I barely even lurk in and have perma-muted. It’s really not a good form for this sort of thing, though for people closer I bet it IS quite fun to be inserted in the “day to day” banter.
I didn’t really think the project was dead myself, just when I looked at it jumped out at me, that comms have been a bit silent for a while, so I thought I’d suggest at least dropping a heart beat or something with more frequency. To me it always feels very reassuring on the “passive following” end even when there’s not a lot of content
Looking forward to the next update.
We all know how it goes, take care of yourself and keep on keeping on.
Would just recommend having a bit more regular “pulse check” sort of devlog schedule? Even if you feel you haven’t achieved much, it’s always reassuring, as a player, to just know the project is still going, regardless of pace. Both as someone who’s already following and, perhaps, especially as someone who is checking things out, I always find myself having a quick check: “Is this done? No, looks like it’s in progress. Okay, when’s the last version from? And the last post? Is this abandonware?”
Personally while I don’t mind playing things as they’re being built, I’m less keen on checking out something I know for a fact it’s not being worked on any more and was never finished
They might be more trouble than they’re worth, definitely a long shot. Just more of a suggestion along the lines of “if you notice things fall into a pattern where this could be feasible without too much hassle, it would probably be quite handy”
But yeah, I wouldn’t waste a non-trivial amount of effort into something like this either, for sure =P
Some temporary thing would be fine enough, when it comes to the sweeping, imo.
With regards to that, and the indication on what’s available, I think you can just expand a bit on the [WIP] tags you already have in place. Since there’s a lot of them, it’s a bit murky when it comes to the level of implementation they have. Splitting them in [WIP] and [Coming Soon] or something along those lines would already indicate what places HAVE some content already and which don’t.
For the questlines, a “This is as far as you can go in this version” final placeholder event works wonders. I hit those in some other projects I follow and they’re always reassuring. You could also take a similar approach to some other elements… take, for instance, the Rituals with the maids:
From the content we already have with Az’ea, I’d assume the idea moving forward is to have more options for the maids as well. In which case, say, Delia, could have a list of options that looks like:
[Footjob - 0 obedience] [???? - ???] [Not implemented]
For, respectively, an action that’s already open, one that can be unlocked, and a placeholder that indicates there is more content planned for that character. Looking at something like that would already tell me a lot about whether there’s more content in the current version or not.
For regular main quest stuff, just have a special “You have reached the end of main content for this version” special day event that pops up at the appropriate time. The player may want to keep playing for more side stuff, but that at least tells them they’ll be done with the main as well.
Finally, if you’re keeping track of the version differences and adding more content on later days, you can always have, during development, a cheat menu that expands on the current “start at first day of content for this version”. something like:
day 10 (version 0.4)
day 15 (version 0.5)
etc…
Could be a hassle, could be chucked out of the window if you rework the early game, but if you expect that players won’t be able to keep carrying the one save, this can give them some help if they’re coming back after waiting out a couple versions or whatnot. This last suggestion COULD be more hassle than it’s woryh, as it’s really kind of a tiny thing.
Hope this helps shape up some of these ideas better
So after playing it for a bit, seems like the game has, indeed, come a long way.
The management aspect of the game feels way more controllable now. It’s a bit of a rough start but once you have the essentials out of the way (Bedroom, Laundry and Kitchen upgrades, mostly) the game ends up settling on a decent rhythm. I think all this front might be missing now would be:
1 -> Maybe some player guidance into the urgency of updating these maintenance rooms ASAP. Like, say, you can’t really get started without upgrading the maid’s bedroom and I can’t really tell if other people will realise this quickly enough
2 -> Whereas those rooms make your life much easier and allow you to start giving your maids different tasks as the day-to-day gets under control, cleaning
doesn’t really have anything like it?
So it’s hard to take poor Beth out of it, as that’s always harder to keep in check so you don’t start getting penalties. This just slows things a bit, turns are already somewhat slow so there’s this to watch for when it comes to regulating the grind. I think it could use a broad unlockable buff as well
Other than that, things are settling in a nice pace. I liked the new management events and all. I think perhaps my greatest “gripe” this time around was that I wasn’t sure if I had more content to go through or not. Like, I THINK there’s not a lot of reason to bother raising the Maid’s obedience (outside of a handful of events) at this point but since the ritual scenes also have more than one variant there was a bit of doubt.
A bit similar with Az’ea’s backstory scenes. I was all the time wondering whether there was more content to see or not. Also not sure if that counts as part of her “romance events” because I DID upgrade her lab once but don’t think she had much affection.
So in general just some minor guidance/information stuff. Once again, the core of the game seems to be taking really good shape
Finally: I had a couple of UI bugs. I was playing the native Linux version, didn’t really check if the Windows one had them too.
Bug 1 -> The kingdom event box had the wrong layout. The actual text box element only extended like, maybe a third of the entire red window? If this is unusual/new, I can get some more info on it (note resolution, check the win version through wine, provide screenshot, etc…). Just let me know if you want/need some of that
Bug 2 -> Sometimes the “Perform Ritual” UI layer (maid selection menu, etc) would just not go away. If I backed out of the Portal Room, it would stick around, on top of other menu layers. Don’t remember trying to trigger the Ritual in an unintended place, instead I managed to roll over to the next evening and did it then.