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warasd11

2
Posts
A member registered May 18, 2021

Recent community posts

Very good mod, thanks for improving this already great mod. 

I've encountered a few problems, but since most of them occur in the unmodded Aric's mod as well I posted them there, but there's one that behaved differently with this expansion.

A rescued person that has been recruited before can be recruited again. In the base Aric's mod recruiting them again just moves them to the last spot in the residence list and that's the end of it, but with this expansion when I recruit them again they appear a second (and a third, etc...) time on  the resident list. Since I didn't mind having two people with the same name and pic I just continued with it, but the following problems occured; The two (or more) npcs are the same, if you change the stats/job/etc or interact with either the changes are reflected on the other. Even though they are functioning as one person, they still take as many beds as many of them you've recruited (I had 3 of the same girl), and when they got pregnant and gave birth I got the raise/name prompt twice, but when I tried to accept and raise both of them, on the second one the game crashed (probably because the game tried to remove the bby a second time even though it was not there or something). I could still sell the multiple instances of the same character at the slaver's guild separately (and I got paid for each one of them too!), so I got around the crash issue. This could probably be solved by a minor change of removing these characters from the persistent npc pool when they are successfully recruited. 

Very good mod, thanks for giving so much more depth to this already good game. Though I'm playing with Ralph's modded Aric's expansion, I went ahead and tested my findings with the unmodded variant as well, just to be sure.

So here are the findings:
>A person that was rescued and recruited before can still be encountered in the wild. When I successfully recruit them a second time (took a copious amount of bandit slaying to test) they are moved to the bottom of the resident list from where they were before, but it is not really a problem. For the sake of science and since I was already waist deep in bandit blood I did some more testing, when I encountered someone I already recruited again and choose to kill them on the spot the slave in my mansion (surprise, surprise) disappeared.
Since I don't think people go around rescuing and beheading people randomly the issue of moving the character in the resident order is a minor inconvenience at best, but I still think that if possible (successfully) recruited npcs should be removed from the persistent npc pool, so you don't encounter them again. 

Originally I encountered this with Ralphs mod, then I did some testing to see if it's still present without the extra mods so I can drop a bugfinding here if it is. Though in Ralphs mod the consequences of re-recruiting are much more dire so I'll drop a finding there as well.

>Farming vat collects even if there is no vat, and ignores capacity, I've encountered this in every run. If you assign a slave to the farm and start collecting without owning the corresponding vat the gathered amount is "saved" and accessible when you get a vat. This number also ignores the capacity of the vat which makes upgrading them pointless. 

>A very minor text bug, sometimes when making a slave drink bottled milk the blue text in the dialogue says piss instead of milk.

And finally some suggestions:

>It would be nice if you could add an option to adjust/fix genealogy at the custom game start. Since the genealogy of the main character changes every time you go back to abilities, and the starting slave's changes every time you change it's race/gender I've spent a lot of time manually "rerolling" these until I got the one I wanted (usually purebred). It would be neat if we could adjust these manually(to get the hybrid bonuses or purebred you want), or just have a tick box next to the race selection that will always make the main character and the starting slave 100% of the picked race.

>The daily discussion about the fetishes to try and improve the slave's inclination is a nice feature, but when you want to improve a LOT of fetishes on a LOT of slaves it becomes quite a hassle. Would it be possible to add a way to indoctrinate slaves a bit better?
I had some ideas how it could be done:
-Similar to the trainer-trainee jobs from the training grounds, there could be a master that will impart their own fetishes to the trainees.
-A new option in the brothel that would at the cost of several days away from the mansion and a tidy sum improve the selected fetish of the slave.
-Add an effect to the Entrancement spell to affect the likeliness a slave agrees to improve the fetish in the dialogue option, maybe even how many stages it can go up or down.


Long post but... keep up the good work!