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Strive: Conquest

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

0.2.0a common bugs, and some suggestions.

A topic by killer king created Apr 17, 2020 Views: 632 Replies: 8
Viewing posts 1 to 5
(2 edits)

common bugs are: 

when stackable items are equiped on one character, they no longer appear in inventory regardless of how many you have in storage.

skipping time by incriments of 8 hours now crashes the game very often

completing the game does not stop the payment requirements like it says it does

some suggestions (if possible):

add an "all race buffs" menu to allow better strategizing of of roles

add a "compair gear" function to allow more easily to equip better gear

add picture place holders (like 1,2,3 ect) in battle to allow players to more easily see who is attacking from our side

following change to unequip CharacterClass.gd fixes inventory issues, at least those I found:


func unequip(item):#NEEDS REMAKING!!!!
    var duplicate = globals.check_duplicates(item.itembase, item.parts)
    if duplicate != null:
        var duplicate_item = state.items[duplicate]
        if duplicate_item.owner == null:
            if duplicate != item.id:
                duplicate_item.amount += 1
                item.amount = 0
                item.owner = null
            else:
                item.amount += 1
        duplicate_item.owner = null
    else:
        item.amount = 1
        item.owner = null
    for i in gear:
        if gear[i] == item.id:
            gear[i] = null
    #removing bonuses
    remove_stat_bonuses(item.bonusstats)
    
#    for i in item.bonusstats:
#        #self[i] -= item.bonusstats[i]
#        set(i, get(i) - item.bonusstats[i])
    
    var arr = find_eff_by_item(item.id)
    for e in arr:
        var eff = effects_pool.get_effect_by_id(e)
        eff.remove()
    recheck_effect_tag('recheck_item')
    #checkequipmenteffects

few ideas

1. when buying/capturing slave from mission/encouted pls add option to review his stats to kwon if it worth of enslaving/buying

2. when assignung char to job (woodcuret, hunterr..etc - pls add option here to automaticaly give best tool avaivable, it will save a lot of micromanagment when switching jobs for multiple chars

3. add que for upgrading - realy simple, you have enough multiple material to start multiple upgares, so once actual one is completed, another will automacly start, without need to manualy select new one.

4.and got another idea when you have bed room big enough to have 5 person there at orgy. pls, add here posibility to spit it to "groups" of (seletable) all 5, 3+2, 2+2+1 (watching/solo). for simple reason, to not waste turns, if you want specific 3 or 2 persons to engage in certain actions.

1. You can do so from their icon on the left side of message panel.

(1 edit)

I think they are referring to, Search (village) -> act lawfully -> meet slavers with slave -> Fight/Purchase/Lie/Leave -> Keep/Free. We don't get a icon to click on even after successfully fighting/lieing/buying the slave You (and maybe your party members in the village?) are the only characters shown in the character's present bar, with the captured slave and slavers not showing up there. If we keep the slave they are Immediately teleported to the mansion aswell.

I think, maybe adding a examine slave text option to pull up some information, after all the slavers would be happy to make a quick profit and start on the next profit right, instead of going back to a big town?  Similar to the old bandit capture menu where we could see more then just the race and gender, and had the option to mind read for more information. Or maybe it being a blind choice is intentional there.

The explore aspect of the game really is still demo version so I expect it to be fleshed out yet, just proof of concept, but this is my interpretation of their comment, they want to know if can make a informed decision to keep the slave or not based on potential traits/skills/ and or statistics like we can when choosing to hire/buy slaves and peons.

Suggestion:  Make a way for us to set ALL occupants of the mansion (including ourselves) to a certain task.  It gets old having to do it manually for everybody.

I don't know why would you want to set everyone on same task.

Presumably to rush finish crafting items or upgrades regardless of how effective or efficient it's accomplished. I'd personally rather have the ability to select a group (like Shift+click) then assign to assign/manage 3-4 people at once rather then all, but that would be a singular button. It kinda feels like occupation should have it's own management window, particularly with how travel occupation tends to stick rather then remembering last occupation.

A new bug is how the search mechanic is working. 90% of the time it is an elf captured. the other 10% is dryad and fairy version of the same event. before 0.2.0 there were more types of events (slave merchant, and things that were not of the forest races, as well as a possibility to find nothing). is this a bug or a new intended feature?