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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Bad LUCK----FOOD.

A topic by GH-MrSomebody created Aug 20, 2021 Views: 471 Replies: 8
Viewing posts 1 to 5

"LUCK"  plays a *MAJOR* role right now,  here's a good way to decrease that: 

BAD (luck?!?):  

-char with more than 1 "hate" food (have yet to see one with more than one "like" so why are there more than one hate?) ;   Char that love meat/hate vegies  (etc)  [making cooking a *BAD* thing!]

-char that eat  4/day    (mult "bad luck" items can easily make 1st 14 days *MUCH* more difficult!)

SHOULD RESTRICT TO: 

-At MOST 1 hate food 

-3/day food limit       [maybe allow 4 on higher level char?  ]

It doesn't take long if you have mult char w *BAD* food traits   [love meat, HATE vegies, grain;     etc]   for cooking to become a *BAD* thing  

[already very time consuming & highly debatable for low-stat chars]

Some races eat more than others, though. While there's randomness (and I would also love to see randomness reduced), gnomes, kobolds and fairies will always eat less than dark elves, orcs, dragonkins, and many other races.


I would be happy if stats on randomly generated characters were balanced so none of them ended up with only maxed or minimum stats; and rolling high on negative stats like food consumption and hated foods should just give additional stat points.

There's still room for *LESS*  [2 instead of 3]     I just think  4 is Overkill

Not sure ---no idea how you'd compensate for too much bad stats/hated foods   ----best Idea I think is just Eliminate them----1 LIKE,  1 Hate  *ONLY*

Some variety between characters is nice, just not purely random.

For example, a character with 2 hated foods would get an additional +2 stat points; and each point of eaten food above the minimum would give an additional +1 stat.

Still, some races are just plain worse than others, or only useful for sex work. Tribal elves, goblins, kobolds, harpies and dryads have no combat-relevant stats that can reach 5, making them strictly worse than even common humans and elves.

And races that have high timidity or tameness as their primary attributes are just plain useless.

There's already a LOT of variety----actually, maybe not in races  (most R human)    but Food/Stats/Classes have a HUGE variety!

Oh.   Are you talking about  regular stats,  or *FACTOR* stats?  

[generally it's worth skipping these when possible---ie 2 hated foods]  

Likelihood is VERY high will make cooking useless  (ie,  loves meat, hates Vegies & grains)   I've seen stuff like this.  
that "no cooking"  mult by 28+ days (longterm)  is a *HUGE* eff loss!   Stats can be trained, & Factors can be upgraded,  but FOOD preferences R permanent.  
Even w a stat advantage  (maybe 2 stat FACTORS)  it's not worth it.
Extra food is a slight pain, but not *NEAR* as bad.   (sometimes do extra food 4 productivity boost) 

Check the classes:  Druid's are restricted to:  "Only for: Elf, Tribal Elf, Drow, Dryad, Fairy"
Remember stats can be upgraded Regular  (train/work)  or Factors  (upgrade @ slave market)

BUT,  even a Factor 4  (FYI HIGHLY Prefer "4's" when shopping)   has a max 80 which can make for a very powerful  (75 for top spells) mage---80 Physics also make for very good workers.       Mostly it's about *STARTING* stats,  as it's very expensive to upgrade,  & even humans can have poor start stats.
Goblins  i'm not a fan,  but they do have hi  EVASION  (20?  25?)  which does help a lot in combat.   (Try  going up against a goblin dungeon)
Hi evasion = more likely enemy misses you.   (or you miss them if you have hi evasion)

You wanted randomness  (lol)---  that means in stats too,  so they'll always been some you don't like.   It's like buying produce.

(2 edits)

Goblins have health 80%, evasion 20, melee damage -10%, collection -10%. Since their only stats that can start above 3 are tameness (useless), timidity (useless) and sexual, with 1~3 food consumption, that relegates them to whoring duty.

Compare them to gnomes, who have 75% health and are otherwise the same, but can have wits 5 and magic 4, and consume 1~2 food, and it feels like the game's author is racist against goblins.

(+1)

'Racist against Goblins', haha :)

I don't think it's necessary to have complete balance where every race has equal potential to others, rather I hope they fit the general fantasy profile for themselves.  I think this game goes out of its way to give Goblins the sexual potential you mention, making them useful in a way that doesn't exist in say Dungeons and Dragons, where Goblins are just weaker in all ways than an Orc, or a Human.

That said, I think of Goblins as useful rogue/thieves for the party and I will use the Slave Market to upgrade a Goblin as necessary to fill that role.  'Extra' Goblins are useful to fulfill Servant Guild requests for slaves with Charm or Sexual skill (or just Tame or Timid).

Basically, I think the game is doing a pretty good job of getting the races thematically correct, and the main improvement I would make is an appropriate custom class for each race that doesn't have one (or shared between races like Druid).

As Jotok mentions,  don't forget your upgrades!    (hey,  how did we get off *FOOD*?!?)  
I'm not a big fan of either,  *BUT* if you get one FREE  (Dungeon),  or dirt cheap,   both can be upgraded to make good back row mages/bows.   (or fish/cook/anything using Wits)
Daisy also has poor stats to start, but how many get rid of her?  
Actually, w their evasion,  *BOTH* have an edge over other low health characters   (including Daisy)  
IMHO,  giving them evasion is a good trade-off for lower health.

BTW,  for most char,   nearly always more cost effective to *FISH*,  than play hooker    (even moreso w more nerfed changes--a mistake IMHO)

I would like shorter races to be good at agility things, but sadly the game uses physics for most things agility-based, and goblins have a maximum physics of 3.

I'd gladly make a More Classes mod, if only there was any guide at all on how to make mods. As it is right now, I just copy my custom classes to the classes.gd file every time the game updates.