I have encountered a bug where if you turn in a slave quest while the person is engaged in a task it still shows they are working but they don't produce anything. It's not a game breaker but a clutter maker.
A successor to first Strive For Power game, currently at alpha stage · By
Another 0.2.1a bug: The sex sessions sometimes continue past the final round (the remaining-rounds counter go below 0); each extra round prints the error text
SCRIPT ERROR: endencounter: Invalid get index 'unlocked_sex_traits' (on base: 'Reference ()').
At: res://src/interactionpanel.gd:2267.
and pays out the full session XP to the participants -- so getting this error a few times is unbelievably good.
Thanks, it works fine now. Here are some more 0.2.1a (w/ the stealth update) stuff:
Typo: The 'Bedroom Prodidgy' trait should only have one 'd'.
Naming: A better name for "Writ of Exemption" would be "Writ of Manumission" -- because 'manumission' is exactly what it does.
Bug: If you take home a travelling character when the shop window "over there" is open, that shop window stays open until you click back to your hometown (Aliron). For distant shops (let's say, Elven Capital), this is more useful than I think it should be.
Bug: Any child of the lord/lady of the manor automatically becomes a slave -- either let me choose, or make them peons. Or heirs.
Bug: Children let me overcrowd the manor with no penalty. Once again, it's too good.
Bug: If the 'Anal Lover' trait comes from the toys, it's always on. (If the trait comes out of the sex sessions, it can be managed/toggled as expected.)
Wishlist item: I'd like [Next], [Prev] buttons (and hotkeys) on the character pane -- having those buttons would streamline traversing the roster.
Wishlist item: I want to see the loadouts when I build my combat squad -- so I can put archers and casters in the back, and sword guys in the front.
Wishlist item (or bug): I can't find any job that grows the Charm stat; so instead I spam the Charm skill once a day -- which is efficient but tedious :( Did I miss anything obvious?
And finally: I'm impressed by the expression evaluator you have in place for conditions and whatnot -- true lambdas would be better, of course, but they seem to be stuck in Godot limbo (<https://github.com/godotengine/godot-roadmap/issues/23>). Your take on it is about as good as it gets without proper language support.
"Naming: A better name for "Writ of Exemption" would be "Writ of Manumission" -- because 'manumission' is exactly what it does."
I agree that "Writ of Exemption" isn't the best name, but I had to look up what "Manumission" is, and I would guess that most other people are not familiar with that term either. Good communication is not about impressing people with obscure vocabulary, it's about using words people understand.
I would suggest to just call it "Writ of Freedom".
Yes, any of the alternatives so far ("of Manumission", "of Emancipation", "of Freedom") would work for me -- I don't mind obscure words; they add flavour, and I think that rewarding people that do go to the dictionary (or even knows the word outright) is a good thing. (Those that don't care can still hover over the item, read the explanation, and keep playing.)
It also ties in with the world-building: I'd expect a "Writ of Manumission" to have been around since almost forever (ancient tradition? elves?), while a "Writ of Freedom" would be a fairly recent thing (Rousseu Republic?).
Of course, Maverik gets to decide how classical/modern to be in the wording.
If a birth takes place, you can accept the baby even if you have max or more population.
If you set all the foods to forbid for a slave, they will start starving, up until you log out and return to the game where the message that they have no food and the health loss will not appear. The obedience will also not go down further. I have a slave at -1620 obedience from starvation, but they no longer lose obediance at the start of the new day. I tried to starve a different slave, and the starvation did not take effect, even after more than a week. I reloaded and tried to do another week to see if it just needs to load the save to take effect. Nothing. So, as far as I can tell, Starvation is bugged.
Wind attack, while saying it attacks two random targets will only have one random attack, as the first will always be on the selected enemy.
In combat resurrection does not work. The dead friend will be highlighted as a target able object, but when clicked will do nothing.
Not sure if a bug or a feature, but class aided stats, like +1 Wit and +1 Charm will be bred onwards if the mother is a Breeder. This allows the creation of basically super soldiers with an excellent in all stats, or at least it will once Breeder becomes available as a learn able class. (I actually quite like the concept of breeding stronger slaves, so I think it should be kept)
Unless Centaurs take a month to have a child, Male Breeders do not work. Having a breeder creampie a centaur 8 times, and waiting a week and a half, there was no baby.
Not sure if bug or feature, but class skills do not stack. Making a slave a dancer and a maid will only allow 3 uses of the charm skill, instead of 6.
The requirements for a medium difficulty slave request can "repeat". I had one where the slave requested had to have at least 52 charm, and at least 55 charm.
As I said in a different thread, there is no tooltip for the extermination quests that require a certain number/type of enemies killed. I did have it work once though, but I have not been able to replicate that.
Not sure if bug or feature, but if you choose the option to leave after selecting the search option in a settlement, you will not be able to search again.
If you use greater shackle on a slave with the shackle effect, it will keep the shackle effect, and not receive the greater shackle effect.
Not sure if bug or feature, but there is no tooltip for effects icons.
Not sure if bug or feature, but a child will always inherit the mothers last name. As I can not name my goblin boblin, the game is literally unplayable.
Not sure if bug or feature, but the stat "Growth" that as others have said could be better described as talent, is not randomized on birth like sex, tame, and timidity.
Thanks for making this game, even in alpha these are the only "bugs" I could find, most of them might not even be bugs. Good luck in coding, and all the best
" I have a slave at -1620 obedience from starvation, but they no longer lose obediance at the start of the new day." Clarify. This part sounds like you just hit a cap on something that probably isn't supposed to go outside the -100 to 100 range. It's probably natural that it stops decreasing at such a high number. Are you just saying Starvation doesn't work in general, of that it stops working obedience wise.
Because there are a number of moving parts that interact with obedience gains and losses to my understanding, and how they all interact is probably not been heavily examined yet. Like Natural recovery being stronger then starvation damage. I think it's just coded in without any real weighting or mulipliers considered for how things interact. It's entirely concieveable a slave might be too comfortable that obedience won't drop and starving doesn't bother them because they out heal the damage while sleeping. I also think ?fear? and obedience kinda lock out to some extent currently depending on which one maxes first, could be wrong. Starving them probably makes them afraid of you or disobeying you.
The Repeat Quest bit is probably right, as it's probably procedurally generated.
The talent bit buries the lead, you should edit it out.
"Are you just saying Starvation doesn't work in general, of that it stops working obedience wise." It seems that Starvation longer works. I recognize that looking at only the obedience number would make it seem like it hit a cap, and starvation works, and I concede that point. But the other two indicators, the message saying no food and the health loss no longer appear I think are suffeceint enough to say that starvation does not work as intended, or I somehow broke it without touching the code.
"Like Natural recovery being stronger then starvation damage." Well, since starvation was taking off about half the slaves health each morning when it was working, then slowly healing all of it back over 24 hours, not slowly ticking down each hour.
"It's entirely concieveable a slave might be too comfortable that obedience won't drop and starving doesn't bother them because they out heal the damage while sleeping. I also think ?fear? and obedience kinda lock out to some extent currently depending on which one maxes first, could be wrong. Starving them probably makes them afraid of you or disobeying you." The slave is not at all loyal, respectful, or submissive. Authority is listed as defiance, and both Loyalty and Submission Bars are empty. This is after about 100 days since the I decided to try to kill them by starvation, and so I'd say that starvation does nothing but health damage. No raising any stats from it.