let'sfuckign GOOOOOOOOOO
Pallington
Recent community posts
np.
For reference, "restored" is level 6? Haven't quite gotten there yet, took it slow so i'm in fall but still lvl 5. Customization post-lvl 6 sounds exciting.
Good to hear fixes are being implemented, and thanks for the overview.
I'm well aware there's no actual "bad build" beyond like the first two weeks, i'm not particularly stressed but i saw some posts on another thread where players were grappling with it early on.
It's already been mentioned by others, but i can't wait for lucy to get more outfits as well, tho i understand that's very art asset intensive.
notably, i play stuff like FTL, xcom, etc so a bit of resource management is not a huge deal, but the variance can be rough for people starting out, and it'll definitely cause some nerves if a relative noob accidentally picks a bad intro build. i also won't be starting a new game quite yet so if the early game has been modified, it won't be reflected here yet.
when lucy makes her comments at nighttime, should maybe have an option for her to not bring up the same thing again, or maybe have the threshold increase every time she mentions it? dunno. it gets repetitive and somewhat breaks immersion.
feels like you can accidentally do a bit of a sequence break if you manage to get hscenes with her before doing the fractured convos, which feels a little jank.
lucy also feels a little too cheery at the very start of the game, imo... but that's likely because of that sequence breaking. if you had to see the fractured stuff first it'd definitely make more sense.
would really love if the MC growing up here is used more, and if we can at least find some more permanent locations/"landmarks" around the inn. great opportunity to pad out MC/lucy's relationship and help it develop more naturally imo, also gives more natural characterization opportunities which is always in short supply in sandbox style games.
love the setup so far tho. odd question, do you have a roadmap you're willing to share? even making it super vague is ok. I do have an idea to help refine the intro a bit more, make a few things between the MC and lucy more natural/logical, but it's not a priority imo, unless you feel stumped at that.
this was playing on the first alpha tho, so i haven't seen stuff from the update, cracking it open now :), kinda hyped about world events.
maybe i'll find time to make a mod (lol, probably not) to change up the shopkeeps to more Against the Storm's style, where shops aren't by fixed categories but by specific merchant, and some merchants sell a full set of one category while others sell a variety. That would be convenient for adding a larger set of merchant characters to interact with (scope creep has entered the chat)
As someone who plays management games mediocrely,
skill issue. Really, even if you get shafted hard in wk 1 with quests it's not very hard to clamber out; just sign with fighters or mage guild, go adventuring, grove and goblin caves are easy ways to get tons of exp and decent gold [sell loot], use gold early to buy armor and just run around.
If you can't get 500 pts after paying 4k, you're too slow and not spending enough exp on upping charm factor for mc; if you trihard, you should reliably get 500 pts at on or around the 4k payment
Princess Persuasion:
Assuming you don’t just mind control her.
Preparations:
- -Recall whether you saved Aire or not this run, and whether or not you raped her. Relevant. Not raping Aire makes things much easier if used appropriately, and saving her is even better.
- -If you got where the princess was out of Aire’s mouth, good for you, but you may have missed an opportunity to help yourself here. During the “look for clues” section of the questline, asking Amelia for help will unlock an option in the cleared Bandit Hideout (you may have to mine all the ore first), where a button labeled “SEARCH” appears. Search, and just pay up the kobold 500 gold. You won’t catch him.
First, you have to get her willing to consider living. Here, a hidden stat named sympathy comes into play, as well as your charm factor. If sympathy + charm factor >= 10, you advance past this stage. Otherwise, you fail, and you may get an opportunity the next day.
- -Relevant Choice 1: If you chose to enslave her, telling her you will Treat her with Dignity gives +1 Sympathy. Both other choices give nothing.
- -Relevant Choice 2: When she says she has no reason to listen to you, or no reason to live, respond with “I’m sorry for your loss, but you have to think of yourself now” for +1 Sympathy. Both other options give none.
- -Relevant Choice 3: When she asks what the point of her struggle was, saying “You’ve tried to do what you thought was right” gives +3 Sympathy.
- -Relevant Choice 4: Telling her “If anything, you would still be able to help people instead of dying” gives +3 Sympathy.
- -If you chose all of these options, having at least 2 (poor) charm factor, if enslaving, or 3 (average) charm factor, if marrying, will do the trick. Now, you’ll get an extra little tidbit with Amelia, and move on to the next stage.
There is another hidden stat named Sympathy2 in the game files for the second stage persuasion. Upon Sympathy2 hitting 11 or higher, you will succeed in your recruitment.
Applies to both routes:
- -Before anything else, if you have the bracelet from the hideout, give it to the princess for +1 Sympathy2.
- -Results from letting Aire talk to Ana:
- If you raped Aire: -2 Sympathy2. Beware.
- If you didn’t help Aire: +2 Sympathy2.
- If you saved Aire: +3 Sympathy2.
- This is one of the best options for getting Sympathy2… but your choices matter (sorta).
- -Upon Ana saying she can’t trust you, promise to treat her with dignity (“I promise to treat you with dignity”) for +1 Sympathy2.
Now for the actual routes:
Marry:
- -The Key stat for this route is Sexual Factor. Up it as much as you can before talking. Hope you’ve prepared yourself.
- -First Check:
- Charm Choice: 4 (good) Charm factor or higher gives +2 Sympathy2
- Sexual Choice: 5 (great) Sexual factor or higher gives +2 Sympathy2
- Third option: Gives +1 Sympathy 2
- Fourth option: Gives nothing, you douche.
- -Second Check:
- Charm Choice: 3 (average) Charm factor or higher gives +2 Sympathy2
- Sexual Choice: 4 Sexual factor or higher gives +2 Sympathy2
- Third option: Gives nothing.
- Fourth option: Gives +1 Sympathy2, but is kinda lame.
- -If Sympathy2 + Sexual factor >= 11, you succeed. Basically, if you have optimal choices, 2 Sexual factor + 9 from choices allows you to pass.
Enslave:
- -The Key stat is Charm here. Up it.
- -First Choice:
- When asked what you plan on using her for, say "I'm sure your charisma and experience can help with management” for +1 Sympathy2.
- All other options yield nothing.
- -Second Check:
- Sexual Choice: 4 Sexual factor or better gives +2 Sympathy2
- Charm Choice: 4 Charm factor or better gives +2 Sympathy2
- Third and Fourth options do nothing.
- -If Sympathy2 + Charm factor >= 11, you succeed. Optimal choices, 8 Sympathy2 from choices means 3 Charm factor or better allows you to pass.
right, so i did copy and paste the individual code blocks i'm pretty sure into the correct places, but strive still flips out. does anyone know where changerace() even is?
EDIT: OHHHH, so you wanted me to port the code blocks into ARIC's scripts, not the applied scripts. That makes more sense, since changerace() isn't in the applied constructor.gd but IS in aric's constructor.gd
well, you can disregard me entirely ig.
so, i made a thing, with lots of help from redle and ank (thanks again!). Don't know if you want it Arics, but it is compatible with 9.4, and should be compatible with deviate's changes (haven't tested yet).
anyways, craftable equipment is now easy to add! just put a load() over the icon of the equipment you want to craft and over the icon of the equipment you will use to craft (if you want to use equipment to craft equipment) and then go to items.gd and type out a new recipe.
and link the item to the recipe, duh.
warning: probably buggy, hopefully i haven't forgotten any snippets of code elsewhere in the world (i don't think i did). I would do all the icon preloading, but sometimes that's also a bit glitchy, so leave it to you to preload when you want.
just found a bug that fires an error in console but does nothing else (but is regardless very annoying to me)
your bottled fluid items (milk, semen, etc) don't have toxicity value entries, so every time they're used the console yells "but there is no toxicity" (loose quote)
the game itself isn't impacted, and I'm pretty sure just setting the toxicity for each to zero should do the trick.
938 in v9.4 modded code (actually, my changes might not have taken effect because I'm editing the base game applied code, pls tell me if mods override changes in base game)
if all conditions are met, the relations go up by 15 to 30, but otherwise the code says "lol screw you"
editto: if you wanna add it, here's my modded version:
if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
if (person.traits.has("Monogamous")):
globals.addrelations(person, i, -rand_range(25,50))
if (!person.traits.has("Fickle")):
globals.addrelations(person, i, -rand_range(25,50))
edit 2 electric boogaloo:
i also was bored and made the tentacle spell a little more user-friendly (i.e. make cases where you can have fun with it, not just pain)
ok, for everyone's future reference, it's in the mansions.gd file, and it's filed as person.relations. In other words, in files>scripts>mansion.gd, anywhere you find person.relations is where there is relations based stuff.
For characters without fickle or with monogamous and not already above 200 relation, there is a rand 50 to 100 penalty to relationships. holy fuck. i'm currently changing that so not fickle is 25 to 50 and monogamous is 50 to 100.
uhhh, odd question, but are people sharing the master bedroom supposed to go from neutral to hostile in two days? not sure if it's some kind of overflow/underflow bug or what, or if it's just base game mechanics, but the three girls sharing the master bedroom all hate each other, the three being chloe, cali, and my starter slave.
using constants and 9.4. Notably, the command prompt shows no errors. shruggerino.
also, thanks for the update, very cool :D
The code is in [your strive 2 folder]\src\custom_effects.gd.
func writ_of_exemption_use():
var character = person
var acceptance_req = 100
var acceptance_chance = 0
state.remove_item("writ_of_exemption", 1)
input_handler.get_spec_node(input_handler.NODE_INVENTORY, [{mode = 'character', person = person}]).hide()
input_handler.scene_characters = [person]
if character.loyalty == 100 && character.submission == 100:
acceptance_chance = 100
else:
acceptance_chance = (character.loyalty + character.submission) / 2
acceptance_chance = acceptance_chance - acceptance_chance*variables.personality_conversion_rates[character.personality]
if acceptance_chance >= randf()*acceptance_req:
input_handler.interactive_message("writ_of_exemption_success",'char_translate',character)
character.set_slave_category('servant')
character.loyalty += 25
else:
input_handler.interactive_message("writ_of_exemption_failure",'char_translate',character)
state.remove_slave(character)
input_handler.update_slave_panel()
input_handler.rebuild_slave_list()
What this means is: maxed out loyalty gives 50% chance for a freed slave to stay. maxed submission gives the other 50%. anything in between is linear. You can change these numbers to be less annoying, or whatevs.