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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Gorn&Frostford mod

A topic by Leonais created Nov 23, 2018 Views: 7,438 Replies: 5
Viewing posts 1 to 4
(2 edits)

Version 0.2 of my mod specifically aimed at tightening up the game for a Gorn or Frostford start, story mode, but you can still play Wimborn too. To make each city feel different you can only complete guild contracts in the home city and the market is only open in your home city (until you complete story mode). This does make things harder but I've tweaked things like level up requests and jobs to hopefully make them fair. I've also lowered the power of a few things, fixed a few things, tweaked a few things, moved some things about, put in some quality of life improvements, so look out for changes. There are also significant changes in the main quest dialogue around Amberguard/Frostford that I just experimented with and liked.

I've run this with the random portaits mod. This was tested on v0.5.21b windows 64. I won't be doing any more mods until I get some feedback.

Link https://mega.nz/#!e2401IKC!5qiiNbtuVBvriWFd8jmO9pLT2m9OEzw-uD4dHwVPxoU

Repeatable guild contracts are available only in the home city
Merchants in the other two cities will not sell to you until the main quest is completed
Level up requests made suitable for Frostford & Gorn
Minor changes to jobs in Frostford & Gorn
Minor vendor changes in each city
Minor changes to clothing and armour
Rest is available in cities and villages
Significant changes in the main quest dialogue for Frostford & Undercity
Sebastian gives the basic solutions for Melissa's potion
Chloe will talk to gnomes in the forest
Can take Tia directly to Shaliq
Taurans have migrated and you might need to look for them (in obvious places)
Guidance returns directly to the Mage Guild (Wimborn)
Invigorate removed and spell prices changed
Heal and Sedation effects changed slightly

Magic items are named (might break if items ever have multiple enchants)
Collars, cuffs, and backpacks have a standard enchant
Include ingredients in backpack for delivery to Zoe in the clearing
Minor changes to Cali quest, forest bandits, options made easier to achieve
Enemies no longer get 2 extra attribute points (was that a bug?)
Some main quest locations moved slightly
Cook will create a basic solution in the alchemy lab using magic affinity (for Gorn, should be the lab assistant making potions but end of day code ..!)

Maybe add a 'good karma' option to convince Tia's grandfather to let her work for the player character? If it's possible?

(1 edit)

If your started in Gorn then getting sent back to the mansion from the forest was seriously annoying so I cut it out. To be honest, I'm not looking to do more with Tia, there is already one hidden option, and the approach to that bandit camp probably needs more rework (it's a long unthreatening fight and the mitigating conditions never seem to apply).

Made an account just to give some feedback. Pretty cool mod that fixes some inconsistencies and stuff that makes for tedious gameplay. Especially liking the idea that 2 biggest ways to drag on the days are now fixed (Portal hopping to do contracts in every town for infinite money and invigorating infinitely). 

Can I request stuff? Maybe some way to implement a scaling dept or any kind of money sink to deal with endless late-game wealth. Some way to tweak uncivilized mobs so that the fights and capturing them would actually be challenge not a ez way to make way too much money.


Because I can't enjoy my porn game if it is not crushingly difficult (just like real life)

(2 edits)

Nice to know there is a like minded person out there, I was thinking of adding some summoned enemies when fighting a lone monster but it might not make much difference in the big scheme of things. I removed the lone demon wanderer from the swamp, the easiest target, but capturing any high level monster for sale or combat is still pretty good.  Moving the amnesia potion to the second tier of alchemy lab just postpones the issue. I'll keep thinking on this but it's hard to sort out the core problems and what sort of tweak would actually help most.

I haven't given the game past the end of story mode much thought and this mod actually relaxes the shopping restrictions at the end of the story. I'm guessing you can get close to the income limit fairly soon after beating the main quest and then it'll just be a case of repeating that  each week until any increasing debt mechanism finally wins out. I'm not sure I'd want to test it!  Maybe it's something you could request for the main game?

updated for main game version 0.5.22b https://mega.nz/#!X7wG0Q7Q!4iGK9WkmbB0aIjJRNXgG1SOonAjlFPJjXv-WgZ9QAxw