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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Stress and Trait question

A topic by Kahuld created Dec 05, 2019 Views: 2,126 Replies: 5
Viewing posts 1 to 4

First off, is there any way to lower stress gains during combat aside from the bravery stat? while it does help, it doesnt do enough as long trips still screws with them.


Lastly, the Deviant trait, is the only way to achieve it is by beastiality? I felt like I had given my slaves the trait long ago without it but cant recall the method, simple google search doesnt help. and the wiki is far from complete. Like maybe milking or something like that?

First: https://itch.io/t/611939/how-to-make-slave-more-durable-from-battle-stress

Deviant trait is no longer present in game-play as there is no way to gain the trait. If given to slaves through save file editing or modding, then it would have a couple minor effects (changes effects of handcuffs and tentacle spell).

(1 edit)

Deviant trait is unobtainable in recent versions.

Quick affect stress reductors and receivers

more unusual plays in bed might raise stress so you need to be plan your actions here or know how to reduce stress after actions or simply survive few small mental breakdowns

stressed characters does shit performance at work

This is something that was annoying me as well, so I have altered the system in Arics Expansion v.9 (not yet out).

A little preview of the new Combat Stress System:

Combat Stress Reworked
Combatants (on the player side) no longer suffer a base 3/6 Stress each turn. Now Combatants only receive combat stress if they are damaged and their health lost is greater than their Courage.

How It Works
Please note that all incoming damage is weighted 20% more than previously taken HP damage (Effectively giving a Courage penalty to a massive strike).
If the person loses health, it first checks if they are currently below 25% health OR if their health lost is greater than their total Courage. If so, if the Random 0-100 is greater than their Courage + Confidence/4 (for a max of 50 with 100 in each), they take 2-4 stress (twice if Cowardly).
Otherwise, if their health lost is greater than their Courage/2, it checks if the Random 0-100 is greater than their Courage + Confidence/2 (for a max of 100 with 100 in each). If so, they take 2-4 stress (twice if Cowardly).
If their lost health is less than half of their Courage, they shrug it off and no Stress is gained.

Stress is still gained upon losing allies, however. That just seems fitting.

Benefits of the New Stress System
Beyond making stress management in combat slightly more intuitive and less of a chore, this also provides a lot more functionality to the Protect action. As the only ones who will be making Stress checks are those who take damage, having a Bodyguard with high Courage and Confidence will mean that they are not only soaking up the damage for weaker allies, they are also preventing stress.

Aye! I was wondering how I would suggest a stress change to you. This is awesome. Heres hoping it works. Traveling with a party is a big pain as of now. Also this will help early game. Youre already trying to train your starting slave, manage food and cleanliness, its alwaya a massive hassle to level the pc early on. This should help that a lot. Bravo to you sir.

Thanks mate! Never be worried about posting ideas or suggestions via messages or the thread, I’m always open to ideas.

I have some other eyes checking out and fine tuning the code so it may not be exactly as listed (primarily changing from specific damage to % of total health), but the general idea will be the same.