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File: 25381faabbf9add⋯.png (176.43 KB, 500x276, 125:69, tumblr_inline_oc7rrrjanr1t….png)

 No.101835

Not sure what happened to the old thread, so I'm making a new one.

http://www.hypnopics-collective.net/smf_forum/index.php?topic=21255.0

Hypnotics thread.

http://bedlamgames.tumblr.com/No%20Haven

Tumblr

https://www.LINK REMOVED/bedlamgames/posts#_=_

Patreon.

New version

http://www.mediafire.com/file/3qdsn0ry2pda40h/No_Haven_0.7401_-_hotfix.zip

TLDR for anyone who hasn't seen it before, you're the leader of a slaver camp. Manage your bitches (and the slaves too) and do missions n shit.

Good game with lots of content, but RNG is heavy. Especially when you're aiming for critical successes.

Cheatengine doesn't work, but someone was kind enough to hack the game itself.

Old-hacked version. (not mine)

https://mega.nz/#!EBtA2A4K!pIGJEsPAS-0IAq-GFPiqCIXyjzlIyx0O4_5pYbIXtDI

This version is NOT up to date.

You can make a character in the hacked version, use the "jack of all traits" perk to give yourself unlimited trait-points then export your shiny new cheat-character and import it into the new version. Sometimes fails, and not all starts/traits are available.

I'm hoping the anon who hacked it in the first place decides to come back and make another version, at some point.

 No.101836

welp, the patreon link got fucked.

Ah well, it's not hard to find it yourself, if you've a mind to.


 No.101845

Tried it once

2hard4me


 No.101866

is the interface still terrible?


 No.101872

>This game requires RAGS version 2.4.16.0.

Where do you get it from?

Sites that I find by using google look really untrustworthy.


 No.101877

>>101836

Because direct links to patreon are banned. Last thing we need is poeple shilling shit here.

>tumblr blog

>tumblr filename

>RNG determines success.

Yeah, not touching this.


 No.101882

These games need more toggles to turn shit like futa off.


 No.101890

Do bad rolls still shaft you way out of proportion to how often they happen?


 No.101893

Even with cheats this is relatively unplayable.


 No.101897

>start with a couple of low risk common quests

>5% disaster chance

>lose all my slavers rolling disaster twice

I DON'T UNDERSTAND WHO WOULDN'T LOVE THIS IMMERSIVE GAMEPLAY


 No.101914

I mean, this fucking game. At least if you're going to give us fucking "XCOM with sex" give me the pleasure of reading about my slavers getting mindbroken in a sex dungeon somewhere.

But this game is trash.


 No.101928

>>101872

Bedlam has a mediafire link to it on the second paragraph, works for windows 7

http://bedlamgames.tumblr.com/post/128350243101/running-rags-games-on-windows-10


 No.101931

You're blowing the failure chance way out of proportion.

start off on the plains, then the forest, advance only as your slavers gain skill and experience. Use people with useful traits.

I play on hardcore and succeed more often than I fail.

That said, cheats are appreciated. Even if it's just the ability to hilariously overpower your camp leader.


 No.101939

What >>101931 said: failure is a lot more forgiving nowadays. Unfortunately, No Haven is disappointing in other ways. Sans save-scumming, all the body modification powers will eventually screw your camp leader over. There's a 5% chance no matter what for your magic to backfire, and it'll ruin you piece by piece: you'll gain Slutty, you'll become Feminine, you'll grow Weak and then Enfeebled, and so on. Furthermore, the mind-control powers seem to be NPC-only beyond any effectiveness boost you might gain for certain assignments. At least, only the NPCs know how to use them: NPCs with Dominate, the psionic-mind-control trait, can mind-control slaves, but so far I cannot find out how. The crits are so good that they encourage savescumming. Hypnosis seems to exist solely as a boost to some assignments and has no visible out-of-contest use.


 No.101942

>>101939

Yeah, both biomancy and hypnosis are barebones at the moment.

Apparantly they're the focus of the next update, along with a reputation system that lets slavers plot against eachother. (and you)


 No.101948

This seems to be turn-based dorf fortress with porn in that losing is meant to be fun.

So, any cheats?


 No.101970

File: e268b1453b02ace⋯.jpg (Spoiler Image, 182.58 KB, 652x1000, 163:250, eldar slave dom warhammer ….jpg)

>>101897

Gonna be honest, i think there's something wrong with the chances

I shouldn't be losing all these slavers with chances this high

And for some reason teams with high critical success and disaster tend to be be more successful, despite having 17% disaster, always somehow end up with critical success, yet 5% disaster happens far too much

What really gets me annoyed is that my main character can't go on those shitty quests anymore, the ones where you can get bimbofied, yet that shitty dark church keeps getting away with corrupting me

This game would be much better if they added a easy mode, I mean it is RNG

Maybe it just takes too much time?

I mean its not like this is whorelocks revenge, where failure can be something you want


 No.101971

>>101970

also anyone else here taken to save scumming it?


 No.101975

It's such a crappy game.

There's a decent potential but all of like two quests have any interaction to make them more then a bundle of numbers to make your numbers go up.

There's too much empty content, whole places and plots that aren't there but lack any sort of "Nothing more here come back next update" and there's so many and shit updates so slowly it'll never happen.

The whole game is just chance nonsense that you have marginal control over. It's not like you can address things and be like "Well this mission needs an alchemist I'll send someone to alchemy school or hire someone for their alchemy skills" you just have alchemy from the start, luck into it in time or not waste the time as the mission needing it will be gone before you've chewed through missions to earn a choice of people who might have what you want.

The new content is the worst joke. Campaigns that just add good numbers to water missions and call it a pirate campaign, how fucking fantastic.


 No.101977

>>101975

> things and be like "Well this mission needs an alchemist I'll send someone to alchemy school or hire someone for their alchemy skills"

This wouldn't be a bad mechanic

Its annoying having to keep rolling for the right slaver with the right skill by save scumming

You can even still have RNG in it, just add a chance for a slaver to fail "alchemy school"


 No.101993

>>101942

>both biomancy and hypnosis are barebones at the moment.

The kind of design philosophy that considers irreparable damages to your character a core mechanic of an expensive skill that produces marginal gains does not inspire confidence.


 No.102004

anyone know how to get cheat engine to work with this?

It's almost impossible to play the latest version.


 No.102007

>>101971

Due to rags it take an eternity to load, making save scumming impractical, if doable

>>101970

In the old discussion thread the rng factor ended up taking the most time to analyse by the old modder, that also made the cheat version

Between various people the conclusion that was reach is:

-The game use multiple, at least 3, rng dice for most mission, one for the mission itself, one for the mission result, one when the slavers return back to base

-The rng formula is a complete shitshow, and the chances are messed up consistently by the base formula, increasing low chances of success and lowering high chances

Yes you are reading correctly, lower chances are boosted by a margin, while higher chances are penalized to reduce predicability of mission, this mean that a 90% success mission actually become approx a 65-70 at best and the critical disaster is marginally increased from 5%, to at least 15%

Low mission chances are boosted a little bit, so your 50% mission may become approx 60-65%, success

-Some mission are bugged, probably due to bad implementation, and may cripple your game if you get a critical success/failure in certain contest, i remember finding the gate for the under city had this issue, critical success actually precluded entry, but maybe that particular bug was fixed

-While unsure about this, as it was never fully tested, a few player began to wonder if the dices where actually affecting one another in a scalar manner, it would mean that a success in the first roll would reduce chances of success in the second, and if successful so in the third, critical success failure are treated differently depended on mission so we weren't sure

-The dices chances are also guaranteed to get a penalty if you succeed repeatedly a few times in a row, 3-4 times, same for failures, where instead a bonus will be applied to the next few rolls, or at least the next, wasn't fully clear

In the end the game rng was called xcomed, for it's sometimes hilarious or ridiculous result similar to the famously above mentioned game, however xcom is actually consistent, this game is not

The full variables was never determined as it's too much of a mess due to rags and spaghetti coding, but that's pretty much a resume of the rng


 No.102011

>>101970

There is an easy mode, IIRC it makes disaster outcomes almost impossible.

Unfortunately, it does the same for crit successes.


 No.102012

>>102004

You can't, hence the need for a hacked version.


 No.102014

>>101975

Wait, you want to find an alchemy mission, (a time limited opertunity) and abandon it to send one of your slavers to school?

How many turns do you think it'd take to gain the ALC trait?

No, an opportunity comes up, and you either have the skills to take advantage of it, or you don't.

By midgame you should have enough slavers of enough types to handle pretty much anything with a decent chance of success.

What's annoying is that I don't want decent successes, all the really cool stuff happens on a crit, which is why I'm forced to play on hardcore mode, for that crit-bonus.

I'm importing a character from the hacked version with basically every starting trait (including the safety and mission success traits that cost like 10 each) but that only effects the leader.

At the moment, I'm save scumming Vipers Nest because it has a unique outcome on a normal success (You gain a laima slaver and one of the slavers you sent comes back hypnotised.) so I want to see what a crit does.


 No.102015

>>102014

Misspoke, the safety and mission success traits effect everyone, but only the leader is effected by having every other trait.

Also, Hypnotic and Strong don't seem to carry over, for some reason. Which prevents me from creating an uber-trainer right off the bat.

The hacked version itself allows you to edit your slaver's traits mid-game, which is amazing. You can just purpose-build a scout or a spy or whatever you need.


 No.102105

>>101928

Thank you!


 No.102131

Mission and training RNG is a little x-commy, but that's some of what makes the game cycle entertaining. You can't just sit there with a handful of experts and complete everything without risk. Sometimes things fail, sometimes your best guys get lost in the mountains or captured. Such is the life of a slaver.

About the only place where RNG becomes potentially bad is when it comes to some of the side activities that the camp leader does. Going to the bar or looking around town can lead to events that will just fuck up your character. Things such as getting tattoos that change your character description and make them look slutty. Things like getting corruption effects. Almost to the degree that doing anything in either place is probably going to be bad.


 No.102140

If you're having difficulty try playing as an Orc with the Reavers and Shun the other traits, Blessed too if you want to play it really safe.

Marauding assignments are the most useful because they give easy access to supplies, found in both the Plains and Forest. Gold can also be farmed from the Ensnared Rose missions, an extremely reliable method that rarely seems to fail for me.

Early on, supplement your Orc slavers with a few humans for the exploration and infiltration assignments. You'll also need to get a guard and make use of your bed-warmer slots to keep safe any quality slaves since Brutal is a common trait for your starting Orc slavers. Use as many camp bitch slaves as you can to save supplies, make them into cum addicts if you want quick and easy obedience. Try to get either a slaver or a slave who is qualified as cook and brewer, those roles are more important than the crafting ones.

Soon after that most of your orcs will be veterans and rarely need replacing, so you can focus on filling any skill/role gaps and pushing into the harder assignments.


 No.102236

>>102140

I considered going full orc, but I'm always having problems with the slaves having zero health or will.

A decent guard who won't just make things worse is damn hard to find.

That said, cook and brewer are great.

Masterwork armour significantly increases your chances on a mission, but it's tricky to get.

Even with a skilled smith, they're more likely to make bondage restraints than useful armour.

I keep forgetting to assign camp bitches. I tend to focus on fully training one slave at a time, then selling them. Keep one or two around for whore missions. (A word in your Ear, and the street-whore one in the city)

Oh, and unlocking the lords gate, obviously. Gotta have a good quality slave for that too.

I guess I could just go for double obedience training, then immediately station them as camp bitches. I'm a completionist at heart though, so I always want to end up fully training them.


 No.102245

Is there a guide or something for this?

I can figure out things like Free Cities or Eratohok fairly easily but this thing just does not click with me.


 No.102279

>>102012

How or where do we go about hacking the latest version?


 No.102299

>>102236

>problems with the slaves having zero health or will

Depending on the slave, that's not necessarily a problem.

I usually take the first 4 or 5 slaves I get and set them as camp bitches. Sometimes I sell the males but otherwise it doesn't matter what race or gender they are since their purpose is to be a living onahole that scrounges up some much needed supplies on the side. Train the troublesome ones with basic obedience if I have a trainer or make them a cum addict if I don't. So long as the slavers have some onaholes to use, they won't ruin my quality slave/s quicker than I can put them somewhere safe.

Any traits they gain from consistently being broken isn't much of a problem since eventually I replace most of them with more interesting or valuable slaves when I reach the limit.


 No.102326

rags is like the worst engine for this, i can never make any progress into this because i get fed up waiting for loading everytime i do anything


 No.102443

>>102279

The latest version I've found is in the OP, and it's several versions out of date.

Half the reason I made this thread was in hopes that it'd attract the anon that made the previous cracks to make another.


 No.102444

>>102299

Wait, slavers focus on camp-bitches before the ones in the pit?

In my experience, it's the other way around. The Pit gets all the attention. Assigning a slave somewhere else protects them, but also makes it impossible to train them.


 No.102473

Critical Success! You lose your slaver and gain a handful of coins worse than a completely safe caravan raid.

This "game" can fuck right off.


 No.102486

If someone is able to show me how to setup hacks in the game via rags designer, I have a password free version of 0.7401


 No.102488

>>102486

If you can find the old topic, or dig your way through the previous cheat mode version of the game you might be able to figure out what the guy did to rig it up.


 No.102489

>>102488

Well, I managed to import the right click options in the encampment but I was unable to find the trigger action mods for the Jack of All Trades trait thing.

File will be up for 14 days

https://srv14.bitsend.jp/download/f99f55de82d6204409cd36a98ccf4535.html


 No.102535

Anyone know how to get rid of tattoos? Visiting the Tavern has my character covered in profanity tattoos all over her face and I'd like to know if there was a way to get rid of them.


 No.102575

>>102473

Which mission was that?


 No.102591

>>102489

Works like a charm.

Thanks a bunch.


 No.102646

I played this game a long time ago.

Looked interesting but the rng and grind killed it for me.


 No.102664

>>102535

Don't think you can. Some shit taste anon(s?) keep forcing that sort of thing.


 No.102707

>>102489

It's in timers. In "Start - Full Cutom", to be exact.

Picrelated. https://ibb.co/g36Ck5


 No.102710

>>102664

I'll never get the crazy love for tattoos, over the top makeup and "bimbo" bullshit you see in western porn games. Especially with how it's described by a lot of shitty writers like the guy who makes this game, they make your character sound like a slutty clown and have to lazily rely on just using "whorish" and "slutty" every other adjective to try and force the fact that it's supposed to be sexual, because otherwise the character just sounds like Jared Leto from Suicide Squad with some DSL.


 No.102734

>>102707

Thanks, I'm no good at programing but I at least am able to compare and copy paste lol.

Here's 0.7401 with hack updated with the Jack of All Trades.

File will be up for 14 days

https://srv14.bitsend.jp/download/4b48e77fc08f104dfe6680971e472777.html

The tattoo thing is turning me off, my character got tattooed with WH RE and prostitute makeup on her face so she's wearing a banadana on her face, and I can't seem to find a way to get rid of it. There are other tattoos all over the place, happens every 3rd~5th trip.


 No.102745

>>102734

That's what you get for playing a submissive slut


 No.102769

>unreadable

Gee, fine time to remember this shit. And fuck you OP.


 No.102772

>>102745

No you get them even if your are basically terminator shaped in flash

In fact i find the thing pretty retarded, you could very well be one of the strongest fighters in the land without being a sub, and still you get to bother with this shit


 No.102774

>>102772

You get tatts if you don't have the dominant trait.


 No.102776

>>102774

You can't use hypnotics if you have dominant trait IIRC there are a few traits that can't be had together.

I can't remember all of the conflicting traits though.


 No.102783

>>102776

>You can't use hypnotics if you have dominant trait

I thought that was the dominator trait, but i could be wrong

Usually i spend my points on skills to maximize my potential to stay in the game

The points for dominant could so easily by used for connected, friendly or maybe even healer because healing takes fucking forever and what are the chances of getting a hearler in game?


 No.102784

>>102776

Are you thinking of Dominator?

Dominator is mind-control, Dominant is a sexual taste.

(Dtr) and (Dom)

The only thing (Dom) can't be taken with is (Sub)

Slavers can have both though, they just meld into "Switch"


 No.102785

>>102783

It's not hard to get a slaver with (Hea) just look for someone with the job-title "Acolyte" when offered a choice.

Healing is annoying though, because doing it stops you from going on new assignments for the day. (though you can still train people.)

Frankly, Dominant is probably more useful for the Encampment Leader, just because it gives a bonus to training, and that's what you spend most of your time doing. short assignments that don't put you in danger.

Dominator also helps with training, and allows you to force slavers into jobs they don't want.

I normally just use seduction though.

Fair warning, Dominator is a huge malus on several assignments.

Then again, someone just posted a hacked version where you can get ALL the traits, so why choose?


 No.102788

>>102772

The bar has some weird events, to be honest.

Stuff where you get scammed into spending money without your input (I'm pretty sure you can hit this event several times) the orc wrestling one, (which I think relies on STR trait) one about buying 20 supplies for 20 gold (a good deal) and the "getting drunk and waking up with a tattoo" thing.

I expect they'll be modified at some point in the future, or that biomancy will allow you to remove tattoos or something.

Personally, my biggest gripe (beyond difficulty bullshit) is that I can't tell my armourer to make actual fuckin armour.

I set him to make modest armour and he starts churning out masterwork slave-wear with restraints.

There's also no option for "make exclusively normal sized armour" for when you don't have any tiny fuckers in the camp.

Sidenote though, putting your slavers in restraints can actually be useful. It seems to nullify the aggressive trait, (though it also nullifies Agile)

Related: has anyone actually succeded on Quick As You Like rare mission? Every time I try, they comeback renamed and trapped in bondage.

I guess it doesn't help that I have no idea what traits would even be useful.

Oh, PSA, since the wiki refuses to list the rewards.

Viper's Nest special mission (unlocked by creating the coastal caverns and finding the lamia nest) Normal success puts two of your three assigned slavers in major danger (high chance of wound or loss) and sends the third one back permanently brainwashed, but gives you one highly skilled lamia slaver in return.

Yeah, it's probably not worth the trade, but I like it just for the flavour of having a slaver who's completely brainwashed to another slaver. Their end-of-turn messages involve acting as bedwarmer for her new lamia mistress, or losing morale if not available.

A crit just gives you a lamia slave, which is kinda underwhelming.


 No.102826

0.75 is out. Anyone try it?


 No.102936

>>102826

No, it's behind a patreon paywall, there is a TF version for 2 bucks more than the normal version, WTF.


 No.103097

>>102936

~$700 that they are getting per month developing content for games that are fairly complicated. Yeah, paywalls always kinda suck, but I imagine this is letting them pay bills so that they can keep making content.


 No.103170

>>103097

There is no need of paywall to continue making content, at all

Plus calling this game complicated is like calling cheese the most delicious food available to mankind, it may be true for you, but probably you have something wrong with your head

This game is a mess, plain and simple, without paywall they could have been help fixing it, beginning with using a different engine


 No.103175

>>102826

Out now


 No.103186

It should go without saying, but a lot of us here would appreciate it if someone could upload the "enhanced" paywalled version, if you happen to have it.


 No.103192

>>103186

Yeah, super-negatives sound fun.

On the other hand, right after someone handed out a shiny new cheat-version, we get a new version that's even harder, with no cheats.

Ah well, time to try my importing-hacked-slavers thing again, and wait for a new cheat to come out.

TLDR from the changelog: Hardcore now takes Disaster traits into account, when it didn't before.

There are ways to get lost slavers back somehow (maybe changed) some random events to pop up. More stuff at tavern.

Morale was fixed to not fall twice as fast via bugs.


 No.103304

How good's the game anyway?

I've tried it just a tiny bit but:

>Rags

Really drains my will to get more into it but should i?


 No.103307

>>103304

Its biggest problem is load times and a few bugs

Personally if you've already installed RAGs go for it

However if you've never dealt with a RAGs game before its going to be daunting

Still its no dorf fortress mind you

Also never disable the help mode, There is literally no reason to


 No.103319

>>103307

I've played Cursed a lot and tried out various other RAGS games, this one just has this usual "TLDR -WALL OF TEXT-" thing going on which is a bit of a turn-off.


 No.103450

https://mega.nz/#!UFNR0ZiJ!7cY0lFB2vKZgm5l4tXnkR47G7z_QQG0Mx2M9smnSmTo

0.75 Patreon(transgender or some shit, who knows) version

added cheats removed password protection, feel free to load this into rags editor and suffer yourself


 No.103466

>>103450

Anyone know how to get these aspects?


 No.103471

>>103466

The game maker said some of them come from super-rare missions if you send your own character on them and you get a critical success/failure. So about a 1/1000 chance, and then it's up to RNG as to which one you get as there's no wiki.

The best way to get positive aspects for your PC is to upgrade your encampment, whatever that means. The best way to get negative aspects is to take them at the start.


 No.103474

>>103471

But do the ones at the start account for all of them?

Because there are like only 7, and you can only have a maximum of 3

Also what the fuck is the exclusive option?

And why haven't harpys become one of the not exclusive starters? or any of those other unplayable races, like the undead one?


 No.103485

>>103474

I have no idea to all of the above.


 No.103516

>>103471

I think your encampment upgrades when you max an exp pool. I think I can figure something out for that later, I haven't looked into aspects at all.


 No.103562

So what are the events like?


 No.103565

>>103450

Fuck yea thank you


 No.103600

>>103450

… and there's already a 0.75.1 version to fix bugs in previous version.

That said, thanks for this, seriously.


 No.103602

File: 8491e433b5dad18⋯.png (5.64 KB, 585x50, 117:10, 2017-07-04_00-34-59.png)

>>103600

No Haven 0.7051 Hotfix

https://mega.nz/#!EUcBEJLA!_bOzzK_XBMLjN1NMwyysRhTqRbYyVf8_UkEtBOjd-_U

Patreon Edition, it's just a variable. There's no size difference between patreon and non patreon

Bedlam added a new command(cheat) called "Test -Syccubus(Succubus?)" Not sure what it does


 No.103752

>>103602

I assume it's related to the succubus possession aspect that was added.


 No.103832

What is the pass for RAGS editor? It was posted in the last thread but I can't remember or even find it.


 No.103941

This thread made me go try this game again and I'm having surprisingly more fun with it this time around. I'm not sure if the game itself was made easier, if I am drawing from my past failed experiences or if it's the thread tips (probably all of the above) but I'm not failing as hard as before and I'm actually accomplishing some stuff now.

A question though: the Nightly Action of planning says something about leaving notes to your slavers for when you are out, but how does that work (or does that even work at all)?


 No.103950

>>103941

For some reason the latest versions have been running faster than the one I was running a few months back, so thats a plus


 No.103979

>>103941

In my own experience, it does work, rather simply. When you select yourself to go out on an assignment (a normal, several-days one, not your over-night personal assignments), you normally can't send people to go out on assignments (meaning they'll typically spend several days, pointlessly wasting supplies and lowering slave condition until your get back). When you plan assignments, you'll sometimes get a result that negates this if you leave that day, allowing you to assign slavers as if you were still as base. Especially useful if you're the most qualified for incredibly long assignments.


 No.103980

>>103602

Thanks again, anon.

And on an unrelated note, >>103941

>A question though: the Nightly Action of planning says something about leaving notes to your slavers for when you are out, but how does that work (or does that even work at all)?

Normally when your character is away from camp, the game proceeds in "automatic" mode where you have no control, and cannot issue any new orders or assignments.

The planning nightly actions lets you continue to control slavers as if you were still at camp, so long as you did planning the night before you left. This only lasts a random period (3-8 days, I think?) before it stops and it reverts to no control mode. So it's not a perfect replacement for you being at camp leading in person.


 No.104045

>>103832

Editor don't have password, the game does

You need the universal password for rags games, it change based on version

Try:

Ç°¥àòÅÅÇÉàññø


 No.104046

>>104045

Yikes. I didn't want to share it, but yeah that's it. Though you can't just plug that into rags designer when prompted, that's not how the universal password works.


 No.104113

>>103979

>>103980

That's what I was expecting, but I could swear I tried that and it didn't work. I might've done something wrong on my end then, I'll try it again later.


 No.104114

How do i play this game?

As in what do i do?

I made a goblin noble chick slaver with decent infilitration thingies but as to what the hell should i aim in doing in this game?

Or some pointers as to how to start the game out atleast without having my slavers go missing permanently every 2-3rd mission i put them up to.


 No.104138

Is there any way to deal with the RAGS slowdown? I've been playing RAGS games for a while, but usually the it takes a while for them to slow down.

This game seems to have a fuckload of variables, and the suggestions system generates a lot of text, so each click starts to take a second or two to happen after just minutes of playing.


 No.104141

>>104046

fuck off bedlam, your kind isn't welcome here.


 No.104161

>>104141

Why not though, he got buttblasted from 4ch because of some shittalking if i remember right.

He needs some actual criticism and general talk , let him get it.

Maybe he'll even grow a spine, no idea how he hasn't already considering he is making a slave game lmao


 No.104178

>>104161

he bitched-snapped at some random anon that was trying to be helpful by uploading a way to mod some stats that weren't secured behind a password. The anon said sorry and took it down. bedlam decided to password protect everything, because that is how much of a little bitch he is.

Don't let him fool you, seeing that people don't have to put with his RNG shit eats him alive.


 No.104179

>>104138

RAGS with nohaven is a RAM hog. For me it starts out at about 250MB memory usage, but eventually bloats to 500MB+ and begins to suffer lag. But it takes like an hour before the bloat becomes noticeable (more than 1 second delay on actions), and even then can be resolved just by restarting the RAGS client. I usually don't get multi-second delays unless it's been running several hours without a restart.

If you're suffering huge multi-second delays pretty quickly, it may just be a lack of memory/RAM on your PC.


 No.104182

>>104178

>>104161

I think that was back when he thought one difficulty fits all players, so players that found the game too hard had to resort to cheating.

>>104179

Scratch what I said about 250-500MB. I just checked again, and it started at 500MB, and crept up to 1000MB. Guess I misremembered.


 No.104184

>>104178

Ayy lmao that's hilarious then.

Maybe the faggot has some rng fetish you never know.

What a pity since a fantasy slaver game is all i ever wanted and this game fits.

Too bad that after playing a little it seems this game is just a number generator and everything is really the same, sort of like free cities


 No.104192

Is there any way to save the RAGS windows layout between sessions?

>>104184

Well, there's not much you can do about that if you're doing a mostly procedurally-generated management game.


 No.104200

>>104192

Also, what exactly does the Quick Start option do? Is it simply a new game on Normal difficulty with a fully random start?


 No.104248

>>104113

>That's what I was expecting, but I could swear I tried that and it didn't work.

Like almost every other action in the game, its success is based on a die roll. Read the nightly messages to check if you did a good job at planning or a bad job; presumably a fail roll means planning won't work properly.


 No.104260

Anyone know how the level up system works in regards to traits? Is it randomized, or based on class, or based on existing traits?

Also, can the player get traits from level up, or only aspects?


 No.104329

>>104141

Here, then.

Open the file in SQL CE 3.5 using the password Ç°¥àòÅÅÇÉàññø

Punch in UPDATE [GameData] SET [PasswordProtected] = 0;

Then you're good to go, just don't complain if bedlam manages to work around that and make the game uneditable

>>104179

Funny enough the editor takes about 3 or 30 seconds to do just about anything. I can show any of you guys what I do on Skype or something


 No.104428

>>104260

Wait, the player can level up?


 No.104437

>>104428

Yes. Encampment level ups (the kind that reward you with a pick from a list of five slavers) now grant you personally a level. You can level up by right clicking your character in the list, when sufficient conditions are met.

Keep in mind that there are a limited number of traits (12?) and aspects (3) that each character can have, so pick carefully. Though the cheat version of NoHaven allows you to have unlimited aspects.


 No.104485

If there's anyone that thinks they could actually attempt developing content for this game(probably in the form of stuff that could easily be copy/pasted) I'll try and help you out. Find some way to contact.


 No.104649

>>104485

Contact who? If you want to be contacted, you need contact information.


 No.104666

Dear cheat anon, just a quick request: please put future in-game cheat options somewhere other than the portrait right-click menu for quality of life purposes.


 No.104671

>>104649

Hermit#7023

Discord


 No.104675

>>104671

Are you cheatanon, or some anon that wants to make an add-on mod like pregmod or catgirl mod for Free Cities? Or are you bedlam?


 No.104678

>>104675

If we're putting out requests, any chance you could consider adding the +traits to char creation since there isn't any way for the player to get them otherwise?

I mean like Mighty Strength (Str+), Insatiable (Sex+), Exceptional Beauty (Exc), Onslaught (Agg+), etc.


 No.104690

Is biomancy ever going to not be both shit due to lack of choices, and useless due to low success chance?


 No.104694

>>104675

Cheatanon

>>104678

I dunno, I'll have to look into how traits are added.


 No.104699

>>104690

Biomancy is a great way to improve slave quality – when it works. You can increase beauty, change gender, increase sexual organ sizes, etc. But I agree, its failure rate is so high it's almost prohibitive.

However, unlike corruption you don't have to do it personally. You can get slavers with biomancy who can take all the risk for you.


 No.104753

>>104699

I think part of the problem is that the dev has no fucking clue what makes other hard games good, Like in games based on D&D you had skill and and stats and such to counter the die.

In this shitshow all you get is roll bad and reload.


 No.104756

>>104753

iirc all the rolls in Whorelock's Revenge are on a d20

and he uses regular stats and skills still exist

I'm not sure why he's made things so horrible in No Haven, maybe he was working on it before WR since it's more of a conversion than a new game.


 No.104761

>>104756

It's stupid, the system as it is now has all the frustrations of a die system, when none of the charming relief you could get when you make a saving throw, or your skills bump you that little bit higher for a crit success.


 No.104948

File: c423fd2e6a06fa1⋯.png (1.02 MB, 1911x804, 637:268, NoHavenDataBug.PNG)

After an unexpected reboot I loaded a save,

The names are defaulting back to their array placement (Slave #/Slaver 3 ect.)

And the assignment roles/categories are gone as well. (attached is a screen shot)

The appropriate details are still found when inspecting individually or doing a camp status check. Is this a known issue with a solution?


 No.104970

>>104948

Happened to me plenty of times.

How do I use biomancy on a slaver again? What do hypnotic triggers even do?


 No.104971

>>104948

The names correct themselves on the next day. Happens when you load an old save in a new version of the game too. Just continue playing and it'll right itself.


 No.104972

>>104699

Keldran recruitment is good for that, but if you're using cheat-mode you can just savescum.

Quicksaves are faster than proper saves, for that sort of business.

biomancy is one of the next things to be fixed/expanded . Along with hypnosis and suchlike.


 No.104974

>>104678

You can do those via "customize a character" cheat at current.

I tend to add STR+ to myself most of the time.


 No.104984

>>104974

>You can do those via "customize a character" cheat at current.

How does the format for that work? I never could get it to properly overwrite my old traits. Could you give me an example of what you'd type in trait, short trait, and race?

>>104970

If you are a biomancer:

>right click your character in the list

>personal assignments

>biomancy

If a slaver is the biomancer:

>right click them in the list

>talk to

>biomancy

Don't forget there's a backfire chance, including a rare event that permanently silences you (removes all magic and casting related traits, including biomancy itself), so be sure you save. Unless you like to live dangerously.


 No.104999

>>104984

That's how biomancy is used, yes. However that doesn't help me in using it on my slavers.


 No.105001

>>104984

That's how biomancy is used, thanks. No problems there. How do I use it on my ``slavers`` though?


 No.105006

>>105001

>That's how biomancy is used, thanks. No problems there. How do I use it on my ``slavers`` though?

Oh, sorry, misread the question. You can't use it on slavers or yourself. Unless cheatanon somehow modified the game to enable you to do so.

Closest thing you can do is cast biomancy, and save scum until it backfires and hits the caster to transform them.


 No.105059

File: 383a6f849f20bdf⋯.png (323.71 KB, 850x531, 850:531, bloodborne lady of the wat….png)

>>105006

>tfw can't use biomancy on your hypnotized slavers

>tfw when hypnotics are still bare bones


 No.105152

>>104761

>when you make a saving throw, or your skills bump you that little bit higher for a crit success

That's exactly what happens though, I don't get your point there.

Picture it like this: you're trying to convince the guard of the Lord's Door to let you through. It's a difficult task, so you need to roll 15 on your d20 roll. But you have the Persuasive trait that gives you +3 on the roll and the good quality of the slave you brought along gives you an additional +2.

This is pretty much how the game works, but instead of telling you that you need to roll 15 on a 1d20+5 roll it calculates everything and just tells you that you need to roll a 10 on your 1d20.

Or at least that's what was supposed to happen, but I recall someone on the old thread (maybe cheatanon) saying that there were some weird probability adjustments going on behind the curtains, so it looks like things get a bit borked when the game is playing out.


 No.105154

>>105152

I mean the shit it does when it drives you chances down because they're 'too high' or skills like biomancy where it's pretty much just lolrng.

Or certain missions where you always lose a slaver no matter how good they are.


 No.105157

>>105152

Having looked at how rolls are done it appears that nothing is certain, and things tend to be rounded off. There's some fuckery going on, I think someone related it to XCOM 2 rolls.

What should be horrible turns out less so

What should be amazing turns out less so


 No.105163

>>105157

I think that's because each outcome class has multiple outcomes. Say a disasterous roll on an event can trigger a slaver being lost. Even if you roll a disaster on that mission, there are then hidden sub-rolls for each individual slaver to determine if they are lost, based on their traits.

>>104974

I'd like to know this too. What's the difference between short traits and traits? Do you need to put a particular trait's abbreviation and full name in them respectively to get a trait applied to a char, or are they separate things?

Also, how does adding multiple traits work? Do you separate a list of traits using space, comma, dash, etc?


 No.105192

What are the Quintari a reference to? I can make sense of most of the other racial referances, but this one is throwing me for a loop. I though that it was going to be the alternate name to a race of centaurs, but it doesn't seem to be since they've got an "ageless feud" from the Bred to be Broken event.


 No.105205

>5% failure

>2% disaster

>Ends up being disaster

>3 great slavers lost, including one unique are lost

>I even had the Blessed trait

Well shit, how can you blame people for save-scumming and wanting hacked versions when this shit happens?


 No.105215

>>102575

Quick as you like. Everyone loves really hard content with mystery odds that is IN ALL ASPECTS A WASTE OF FUCKING TIME


 No.105217

>>105205

It would take a lot of work to change that.


 No.105218

>>105217

Yeah it's called making a new fucking videogame.


 No.105219

>>105218

I think Bedlam would still figure out a way to fuck that up. He's best off simplifying the system in a new engine.. he said he's working on Whorelock's Revenge for Twine.. I think he should abandon those projects altogether and use an alternative. The issue being Bedlam has no reason to change, I doubt that he sees any real benefit.


 No.105228

>>105219

Eh, Twine isn't too bad.

Anything but RAGS is a good start tbh.


 No.105248

>>105228

>Twine

Editable too, without having to go to all this mess every time

Part of the reason why it won't happen tough, Bedlam would probably shoot himself in the groin before admitting to have fucked up the rng


 No.105259

>>105215

Quick as you like is very good for making troublesome slavers easier to remove from their appointed position or from the camp entirely. Such as that healer you appointed as religious leader then found out that they follow The Blinded Lady and are subsequently pissing off all your other slavers and slowly converting them to be militaristic prudes. They usually come back slutty, done up like a whore, and stuck in ponygear making them easier to then sell off or lose on assignment.


 No.105266

is there pregnancy on this game?


 No.105268


 No.105291

>>105215

I kinda want to succeed that mission to just see what the success/crit responses ARE. I've only ever failed it.


 No.105307

Fun, well thought-out and no ridiculous walls of text. But the engine is so god awful it is just impossible to play


 No.105310

>>105205

Sometimes shit just happens ¯\_(ツ)_/¯

Seriously though, I actually don't think the design of the game is wrong, but it's the implementation itself that's quite not there yet. Mainly the risk/reward ratio. You shouldn't risk losing 3 or 4 slavers on a quest that'd only give you a handful of suppliers and a mediocre slave.

I also don't think the assignments should be a monolithic single-roll-resolves-all. Dividing assignments into smaller parts each with its own roll and modifiers should give a better sense of what goes right and wrong and ease the feeling that the slavers just drop dead for no reason.


 No.105316

>>105310

>I also don't think the assignments should be a monolithic single-roll-resolves-all. Dividing assignments into smaller parts each with its own roll and modifiers should give a better sense of what goes right and wrong and ease the feeling that the slavers just drop dead for no reason.

True, but it's unlikely to happen. The game is already straining the engine as it is, and a migration to another engine could put the game on hiatus for months. More likely years, given his past records.

Bedlam is pretty stuck in his ways with coding, so to speak, and is pretty resistant to the idea of migrating to a new engine or reworking major parts of the game. His migration of Whorelock to the Twine engine going very slowly, and only came about after the recommendation of many others that RAGS wasn't a great engine.


 No.105321

>>105316

>True, but it's unlikely to happen.

That part could be actually easily doable in relation to current engine. In RAGS, another roll wouldn't require too much if the mechanics for it already exist. I kinda like that idea, even. Someone thould throw it at the creator, especialyl since he recognized that current success/failure chances and overall slaver assignments are kinda in need of improvement.


 No.105326

>>105316

What would be a good engine/language to do this kind of slave management game in?

I've been looking at some of the other games on the board and none of them seem to have a good answer.


 No.105328

>>105326

Golang


 No.105329

>>105328

>Golang

Isn't that a C variant that's being cobbled together by some Google devs?


 No.105333

>>105326

Any sane language. A proper game engine isn't really necessary for a heavily text-based game.

If I was to do a No Haven port/clone I'd just do it in Java tbh


 No.105337

>>105333

Yeah but my eventual goal is to move away from purely text based. I really like the building/infrastructure aspects of managment games you can find everywhere from cellphone games to DF, and that's something I feel would add a little more depth to the slave managment genre. Watching over the course of days as some of your brute slaves dig out a new pit. Or using an existing mechanic from No Haven as an example, needing to raid/trade/find metals enough to make a forge, and then the equipment.

Thank you though, still just spit balling.


 No.105347

>>105337

HTML5 is in a really good place right now. Bonus points: once you release, it automatically works on pretty much every platform.

If you want to make a game that's ready to become something more than text-based at a moments notice, you're shit out of luck, though. That would require you to prepare it to not be text-based from day 1 if not using somethin that coerces that out of you. Still, HTML5 would have all the tools available and you can pick any of the frameworks (there are many) to help you that way.

I just wouldn't go with HTML5 if whatever you want to do is complicated enough to warrant using more than one thread. You won't have those in HTML5. However, games which would be slow as molasses with "game maker" kind of languages (like RAGS/Inform) will be considerably faster, even with an interpreted language like Javascript (which has been heavily optimized these last few years!).


 No.105383

>>105291

Don't fucking bother. That's what I did. Crit success is LOSE YOUR SLAVER.


 No.105492

>>105347

I'm preparing to have it non-text based. I've been looking at Godot actually since I kind of want to combine Dungeon Keeper and No Haven.


 No.105565

>>105383

You say that like you actually *don't* send only shitty slavers you want to get rid of on QAYL missions


 No.105622

>>105383

Does she just not come back with no explanation? Does she win and run off with the prize money?

Does she win and get enslaved anyway?

What actually happens to her?


 No.105628

I heard No Haven updated

I'll roll out both a cheat and non cheat version tonight, along with some sort of menu instead of filling up the uh.. right click menu.


 No.105633

>>105622

You get a REALLY SHIT reward - around 1k gold. Your slaver also gains some special equipment they can never take off (usually a vibrator belt) and, if you're (really) lucky, nothing else happens.

More realistically, you'll also gain negative traits - plural. Those traits will replace what you already have which is another reason to not send anybody with good rolls.

TLDR: A success is about the same as a failure - you just get a bit of money with success and you lose slightly more traits with failure.

A disaster is either a total loss (they don't return) or a total write off (you get a drooling retard back). A crit success is you get a bit more money than success and you don't lose quite as many traits. So instead of full retard, they'll only be 50% retard


 No.105663

https://mega.nz/#!EdlgVBCa!xOP-LZSgkmmU0aRCACVMPVPwKp0iTpYievSGfjqdw7s

0.752 Rags /w cheats

I put all the cheats into a menu, their names are a bit different

also i made a web page to put this shit

https://hightidehermit.com/nohaven.php

site download feels a bit slow, i'll see what i can do to speed any of that up


 No.105667

>>105633

Wait, as it you or another anon who said that a crit success means you lose them?

Did you mean they come back ruined? Because it sounded like you said they DIDN'T come back.

Money and less fucked traits… I dunno.

If you actually lost her on a crit, I'd chalk it up to a bug that gives the disaster result on a crit, and message the dev.

If she's just less fucked up than she would have been, then I don't know.


 No.105691

>>105663

updated site. just go to

https://hightidehermit.com/nohaven

this won't change


 No.105693

Links on that site don't work for me. Chrome, Win10. What am I doing wrong?


 No.105694

Nvm. the Mega link does nothing but the "site" link works.


 No.105695

>>105693

>>105694

MEGA link fixed

won't make that mistake again


 No.105699

Yeah, for some reason clicking on the Mega link did nothing but I realized that right-clicking and choosing open in new tab seems to work.


 No.105707

>>105667

Different Anon. And sorry if I confused you so here's the long version.

IF CRIT FAIL/DISASTER - High chance of total loss (slaver gone). Otherwise, total overwrite of slaver roll with mostly bad traits and some perma-equipped gear. For now, that gear is only flavour text (has chastity belt, shit like that) but it's been indicated that it might do something in the future. Basically, if you're "lucky," you'll get your slaver back with a new name you can't change (like "Candy") and they'll have traits like Sex Addict, Bimbo, Exceptional Beauty, Clumsy, Weak. Basically, they're totally worthless.

IF FAILURE - High chance of total loss (slightly less than disaster though). Perma-gear and rename. Otherwise, almost total overwrite, much like disaster. Only difference is that you MIGHT (not guaranteed) keep one or two traits you had previously. So instead of totally worthless, they become 90% worthless.

IF SUCCESS - Small gold reward. Amount seems to vary, low hundreds. Also a chance of no reward at all. Chance of total loss, maybe 50/50? Otherwise, perma-gear and rename. Some perks replaced, around 2-4. Perks will still be bad though. Maybe 75% worthless, depends on what you keep and what you get.

IF CRIT SUCCESS - Insulting gold reward, never seen it break 1k, had as low as 500. Not worth. Chance of total loss, maybe 10-15%? Otherwise, perma-gear and rename. Some perks replaced, 2 or 3. Again, perks are still bad. Maybe 50% worthless, depends on perks.

TLDR - That mission is dogshit. Send somebody you want to get rid of or repurpose. If you, say, get a shit 2nd in command roll, you can repurpose them into a new role, assuming they come back.


 No.105776

>>105691

>>105663

Noice lad

will this turn into something pregmod like?


 No.105778

>>105776

not even close

my abilities and knowledge are a fraction of what they'd need to be for me to accomplish anything of the sorts

i'll see what i can do


 No.105792

>>105778

Oh well.

Damn i always wanted a realistic fantasy slave game and this could be it if it wasn't rags and basically a diceroll simulator with no substance.

If you ever want to do anything with that cheat mod i would recommend making a character editor/customizer actually work


 No.105805

Relatively new to this game, what exactly is the "orc cum addiction" and how does "orc plaything" affect it?

I'm mostly worried that if i pick it i get into game over as soon as i find some orcs or eventually similarly to CoC and it's Minotaur cum addiction.


 No.105821

>>105663

Kind of a noobish question: can I safely load games from the previous version in this one or will I risk it borking everything?


 No.105822

>>105805

it's a slave training shortcut with a special alchemy potion


 No.105826

>>105792

I don't mind dice rolling in games where i can save scum, but the loading times for RAGs are absurd and don't even get me started on the bugs, especially the game breaking ones


 No.105828

>>105776

Not really possible, rags use flag and affirmative/negative answer to control nearly all variables in the game, attempting to use such method even for vanilla fc would be maddening, if you try to edit this game with the designer you'll see what a fucking mess this game is already, not saying bedlam used best possible way, but rags is shit in general, don't expect too much out of it

>>105821

First time you load all the name are fucked, should reassert all variables names next day, however if some changes has been done to a quest or an assignment in progress, it may bug out and cripple your slaver or even you, try to load only when no job is active


 No.105831

>>105828

This is one of the reasons i don't exactly hate Bedlam for trying to get a patreon

I mean RAGs is fucking maddening enough without pay

And then you've got all those other cunts that put out 0.01a patreons for their new games that are totally going to be finished

still I'm never ever going to use patreon


 No.105850

>>105828

Eh, I'll just finish my current game on the current version before updating then.

Not like this game's playthroughs are particularly long-lived amirite


 No.105877

>>105663

Customize character doesn't work anymore.


 No.105879

>>105877

What do you mean any more? It was already kinda broken before in the way that the trait adding didn't really work.

Renaming should still be functional though, what and who are you trying to change?


 No.105886

>>105877

I've heard that trait adding works. It seems that the way traits function is that it just reads the line of text for them, so you're editing text yeah.. buuut I thought it was a functional line of text, is this incorrect?


 No.105887

>>105879

It did work in the previous version.

I don't know how flavor text in the description is supposed to be affected but the added traits did work and were seen by the game when you took assignments.


 No.105899

>>105805

I'd be interested in knowing what they do, too. In terms of how they affect the player and events.

Same for possessed. Which is categorized as a "super-negative", but I've only ever seen do good things (saving throws for failed slaver convincing). What's the huge drawback supposed to be?


 No.105901

>>105899

I guess Orc slavers kick your ass if they challenge you?

Maybe quests that involve orcs?


 No.105904

Hey cheatanon, or anyone else that knows: Is there a way to edit the save files and exported character profiles?


 No.105909

>>105904

You can kind of edit the saves via dev. but that's as far as i've been able to get.

(trying to add mighty strength via the console isn't working)


 No.105915

>>104970

>How do I use biomancy on a slaver again?

This is actually a neat idea that cheatanon should add, if game code permits. Since there's already a cheat option to cast corruption on a slaver, so why not biomancy?

It might be too hard to code the entire menu in, but at least a randomly selected backfire event might work


 No.105937

>>105633

This is something you should report to Bedlam ASAP as a fucked up bug thing.


 No.105946

File: 972d0bd4cd37eb8⋯.png (3.83 KB, 378x45, 42:5, 2017-07-14_16-10-35.png)


 No.105951

>>105879

Trait added absolutly used to work.

I used it to custom-build slavers for specific missions. (Wrapped in webs, for example)

You'd need to skip to the next day before the changes fully took effect, but it worked pretty much perfectly.


 No.105984

File: 23fd7f104a70f83⋯.png (9.05 KB, 450x163, 450:163, 2017-07-14_21-22-34.png)


 No.106052

Yeah, the "customize slave" cheat used to work almost perfectly, you just had to input the traits (Strong - Leader - Magic: Biomancy) exactly as they would appear under your character examine, spelled exactly as they are in-game (for instance, Exceptional Feminity is spelled wrong, but that's how it's coded into the game, so you have to spell it that way, or your slave might wind up with both Exceptional Feminity and Feminine down the road).

Then the correct shorthand, exactly as it would appear in your character titles. (Str)(Lea)(M:Bi).

Now customize slave gives 100,000 gold and 100,000 supplies instead, and ends the game with "You're so rich you can just quit if you like." Or whatever, I didn't count how many 0s there were. It seems like a simple copy-paste mistake.


 No.106058

seems like the "customize character cheat" was move down to "Test - Add Day", some sort of labeling error, it seems. Still does not work, however.


 No.106084

>>105984

didn't the armour cheat have a better chance at getting higher quality equipment?

Because every time i used it i got Epics


 No.106114

>>105946

Yeah. No disrespect to cheatanon, because I really do appreciate what he does for us, but he should really at least try a game function out in game after fixing it, just to see if it's actually fixed or not. That's day one stuff for debugging.


 No.106133

File: f5c814e5599ee29⋯.png (7.94 KB, 655x103, 655:103, 2017-07-15_12-04-25.png)

>>106084

The armor command I deleted ran both the armor and clothing crafting timer(that already existed)

>>106114

0.7521 is a hotfix released by Bedlam, sorry

All of my changes are located under Cheat Logs

>>106058

Yikes, that was fucked up. Fixed now.

https://mega.nz/#!UMEVwZjb!8-Wr5NYzT2PYTw1W7yYIa-6mdfZte3Djdiasx4rd0sw

https://hightidehermit.com/nohaven/


 No.106142

>>106133

>All of my changes are located under Cheat Logs

Oh, I see. I thought they were the paetron-only viewable patch notes.

To clarify, maybe you should keep two separate lists in the changelog: Bedlam changes, and your changes.


 No.106157

>>106133

How does the customize character cheat work?

I can never tell if the shit I'm typing in is actually taking effect. When I add traits like healer, the character it's added to never actual gets the heal command.


 No.106160

>>106157

Traits are recorded as strings of text. type them in like they appear when you examine a character or however they show and they should work fine.


 No.106162

>>106160

So in the traits box i type them in like:

Trait1 - Trait2 - Trait3

and in the short traits I do:

(Trt1)(Trt2)(Trt3)

Including the spaces, dashes, and parenthesis?


 No.106163

>>106162

Yes, exactly like you see them.


 No.106164

>>106163

oh nice, thanks


 No.106177

>>106157

Also, specialty traits such as Healer, Magic: Biomancy and Magic: Corruption being added in this way using the cheat won't get you the "heal" or "corrupt" commands in the character's menu, ever. It will only give that character the bonuses for Crit/Success on missions.

If you want special commands, they need to get the traits the old fashioned way.


 No.106185

>>106177

I managed to get them to work after being added though I don't know how.

It seems silly that having a slaver do the healing to a slave takes up the entire day much like using your player character does.


 No.106212

>>106177

Do the traits have to be in a specific order? I can't seem to find a hard and fast rule by looking at the slavers. (Not alphabetical by full name, or short, and not in the same order the traits are in at the customization menu.)


 No.106224

Is fixing die outcomes ever going to work?


 No.106225

>>106212

>Do the traits have to be in a specific order? I can't seem to find a hard and fast rule by looking at the slavers. (Not alphabetical by full name, or short, and not in the same order the traits are in at the customization menu.)

I don't think so. Even when you place them in a certain order, the game re-sorts them into a different order (probably based on internal numbering or something).


 No.106233

>>106224

it worked with crit successes in 0.7401 with the hackV1.5


 No.106237

>>106157

Use the Jack of all trait to give yourself all the special abilities, then use character customize to add things you can't get in chargen or create custom slavers.

Keep in mind that most of the special stuff only works if you add it in chargen, not afterwards. (Assignment traits probably work like this too.)

Personally, I have a txt file of traits set out in useful ways.

Longform for the first line, short form for the second one. So I don't have to type em all out manually each time.

Example:

Stubborn - Agile - Alchemy - Brutal - Crafter: Apparel - Crafter: Devices - Crafter: Enchantment - Crafter: Metalworking - Cunning - Creative - Dancer - Ethereal - Exceptional Beauty - Friendly - Flying - Healer - Heroic - Herbalist - Hypnotic - Leader - Magic: Biomancy - Magic: Corruption - Corrupter - Magic: Illusionist - Persuasive - Perceptive - Psionic - Resilient - Seductive - Singer - Sneaky - Trainer - Mighty Strength - Blessed - Bastion - Beguilers - Desolators - Seekers - Shadows - Insatiable

(Stb)(Agi)(Alc)(Bru)(C:Ap)(C:De)(C:En)(C:Me)(Cun)(Cre)(Dan)(Eth)(Exc)(Frn)(Fly)(Hea)(Her)(Hrb)(Hyp)(Lea)(M:Bi)(M:Co)(Cpt)(M:Il)Per)(Pcp)(Psy)(Res)(Sed)(Sin)(Sne)(Trn)(Str+)(Sex+)

That'll get you a great all-rounder. I usually use it for my leader. (with either (Dom) or (Sub) as desired)

>Trainer

Dominant - Dominator - Cunning - Hypnotic - Mind Reader - Persuasive - Psionic - Stubborn - Trainer - Seductive - Exceptional Beauty

(Dom)(Dtr)(Cun)(Hyp)(Min)(Per)(Psy)(Stb)(Trn)(Sed)(Exc)

Brutal and unscrupulous help with training, but they also mean slaves lose condition much faster, so I find that it's not worth it.

>Scout

Fleet - Flying - Agile - Perceptive - Folklorist - Herbalist - Resilient - Sneaky - Tracker - Trapper - Stubborn

(Flt)(Fly)(Agi)(Pcp)(Flk)(Hrb)(Res)(Sne)(Tra)(Tpr)(Stb)

Flying is occasionally a negative, but it evens out. This character can scout most places with a high chance of critical success.

>Infiltrator

Agile - Seductive - Singer - Sneaky - Trainer - Dancer - Hypnotic - Mind Reader - Persuasive - Psionic - Beautiful - Friendly - Tactful

(Agi)(Sed)(Sin)(Sne)(Trn)(Dan)(Hyp)(Min)(Per)(Psy)(Btf)(Fnd)(Tac)

I also use it to make metalworkers or seamstresses as required.


 No.106239

>>106185

Yeah, healing, corruption and biomancy are better on your leader.

Well, a biomancy minion means you don't eat those fumbles yourself, which is nice.

Healing using up half of the day (and preventing you from having two separate healers take healing actions in the same day) is bullshit.


 No.106241

>>106233

It works sometimes.

Specific missions. Other times it crashes the game the moment you finish selecting your slavers.

Tempted to start writing up a list of missions it works with, but I'm feeling too lazy right now. Maybe another anon will handle it?


 No.106244

>>106241

Don't bother. It changes every update.


 No.106245

>>106237

>Dominant - Dominator - Cunning - Hypnotic - Mind Reader - Persuasive - Psionic - Stubborn - Trainer - Seductive - Exceptional Beauty

>(Dom)(Dtr)(Cun)(Hyp)(Min)(Per)(Psy)(Stb)(Trn)(Sed)(Exc)

I thought (or at least what it says at chargen) is that dominator and Hypnotic are mutually exclusive. Will Cheat mode overwrite that?


 No.106277

The worst part about modding this, or any other rags game, is that there are no tools to allow me to transfer changes I make to other versions of the game. Only the Cheat Menu can be copy/pasted, everything else must be done by hand and the search tool isn't rarely useful.

tldr: I must keep changes small and simple for anything that I can't copy/paste


 No.106282

>>106245

You can have them both but if both apply to a mission only one counts.


 No.106401

I heard it mentioned that you can change slavers into slaves and slaves into slavers. What was the method to do so?


 No.106403

Newfag question. I've downloaded RAGS 2.4.16 and turned on .net framework, 3.5.1, and Im still not getting any pictures, any ideas as to what must be going wrong?


 No.106411

>>106401

Last I heard it wasn't possible to do so, but I haven't been paying close attention to updates recently.

>>106403

That's odd. 2.4.16.0 RAGS right?

Never heard of that issue before. Maybe try a RAGS re-install?


 No.106493

>>106401

People keep asking this and the dev answers recently on his tumblr.

TLDR is that it'll be completely redone when the reputation mechanic comes out. In the meantime there's one way to do each, and they're hard as balls.

I don't remember slave-to-slaver, but turning someone into a slave can be done by using Dominator to win arguments over and over.

personally, I can't find a way to have a slaver consistently challenge me.

Unruly trait, I guess? Then just select them for whore-missions over and over until they protest?

Then again, if they've got slutty skills, they won't mind.

Ban em from the slave pit? I guess?

But yeah, dominate them over and over and you'll eventually turn em into a slave.


 No.106495

>>106493

The succubus command turns slaves into slavers

Also males into succubi


 No.106496

>>106495

Corruptor?


 No.106497

>>106496

Succubus cheat, rather. I'll investigate it later, I was thinking of installing windows 10 today


 No.106501

>>106496

Yes, there is a very, very rare event when corrupting a slave where they become possessed by a dominant demon spirit (overwriting their personality traits with stuff like dominant, sadist, etc) and you can choose to turn them into a slaver.


 No.106504

>>106501

Goddamn. I really want to be able to use biomancy on my slavers.


 No.106506

File: 8dd9979ec1825ad⋯.png (5.65 KB, 494x123, 494:123, 2017-07-16_20-16-38.png)


 No.106512

>>106506

I'm not sure what you mean by that changelog. Biomancy, heal, and corrupt were already under personal assignments.

Did you mean you can now use them without the player having the relevant traits, or something?


 No.106513

>>106512

Yeah, my bad ;;


 No.106524

>>106513

Anyone else having issues with levelling up the player character? The right-click -> level up option seems to be missing.


 No.106529

File: 7355772906fb447⋯.png (10.09 KB, 311x299, 311:299, 2017-07-16_23-11-56.png)

>>106524

Works on my machine


 No.106572

>>106506

I just noticed the site icon

fucking lmao i love you


 No.106574

Is there any way to make the character editor work fully?

The game sees added traits but the description doesn't change(you can add beautiful but that won't appear in the description)


 No.106576

>>106574

Are you asking about flavor text or a functional part of the game? I reckon it works when it needs to, but some things that have to do with commands being enabled (biomancy, healer, corrupter) would require some further investigation. To get the latter working all I did was enable the commands from the start, so you don't even need the traits.


 No.106578

>>106576

I said that the game sees added traits so just that flavor text.

It all functions but the description doesn't change.


 No.106580

>>106578

Ah. Hm. I'll look into how that functions, I'm not sure how traits work at all anyway.


 No.106582

>>106580

It's not like it matters but it rustles muh autism.

Also why the fuck is there no way to modify you character or slavers some legit way


 No.106585

>>106529

I figured out what was going on. I was doing a hard-mode run with a bunch of negatives, and was choosing three starting aspects (the default aspect limit). This locked out all level ups, which normally grant aspects.

If you only start with two, you can get unlimited aspects through level up. But not if you start with three.


 No.106620

>>106582

>Also why the fuck is there no way to modify you character or slavers some legit way

>bedlam why

I agree


 No.106644

Gents, I've been messing with the character customizer cheat for a little while now and managed to discover this:

The traits 'long' list is what modifies description. They have to be spelled correctly and listed just like they are on the Examine page. There seems to be a limit of how many traits can modify a description as some seem to override others in unexpected ways.

The short list as listed beside a character's name is what actually counts on missions and such.


 No.106648

>>106582

Probably because being able to Biomance everyone into having every positive trait at ++ and a mile-long dick is bad for balance, even in this RNG nightmare game.


 No.106675

>>106648

>>106582

Corruption can give +penis/breast/ass size and beauty like biomancy. The only thing it can't do is swap genders and race. It's better than nothing I guess.


 No.106689

>>106648

Make it fucking hard then, and reliant on them loving you, and their race or history/specialization

Fucking hell the gameplay writes itself


 No.106691

>>106689

>Fucking hell the gameplay writes itself

But the actual game doesn't

especially when you've lost your drive to develop it a long time back

it's obvious that bedlam no longer cares about the game, he's just stuck developing it because he's too autistic to work with anything else


 No.106716

>>106582

because its an RNG game. Your slaves/slavers are the equivalent of gear in Diablo2, you're supposed to keep farming until you get dat sweet +% Magicfind.


 No.106722

>>106689

I'm pretty sure this is the actual intent.

Both a reputation system (so slavers can love/hate you) and expanded biomancy are in the works.

I hope he gets to em soon though.


 No.106766

>>106722

>I hope he gets to em soon though.

Oh my sweet summer child.

The last major overhaul to NoHaven mechanics resulted in no updates for six months. Half a year.


 No.107476

>>106766

Oh so the good ol "i'll say this get updated once a month on my patreon, but in reality i'll do it whenever I feel like it you filthy plebs" method of game design..


 No.107513

>>107476

Nah, it's not that bad. He does small updates once a month or two.

It's just that his game's code is extremely spagettified due to him using so many workarounds to get RAGS to do stuff it wasn't made for. Which makes major, wide-ranging changes very complex and slow compared to similar changes in other game engines.

So I doubt it's maliciousness or laziness, so much as mistakes (e.g., using RAGS) made due to inexperience.


 No.107517

>>107513

I remember earlier in the thread or perhaps in an earlier thread someone mentioned him porting the game to a different language/engine, is that not still ongoing?


 No.107520

>>107517

He was porting Whorelock, a different game. It's a procedurally-generated dungeon explorer involving transformation.

I haven't heard anything about NoHaven being ported. Bedlam has denied suggestions of him porting it to a different engine several months ago. I've heard nothing to suggest that's changed.


 No.107539

>>107520

Well, I've exported the game into an xml and sent it to a man over at 4ch d games

He's right now figuring it all out, but we may be able to make something happen.. call it 'Mo Haven

Any porting done by Bedlam afaik is for Whorelock's Revenge as that's a much simpler game anyway.. I doubt Bedlam would port No Haven


 No.107542

>>107539

Oh? is halfchan interested in modding the game/developing more content for it?

I've been poking around in the RAGs editor, but sweet zombie jesus does that thing give me a headache.


 No.107552

File: ce9cd21dc908161⋯.png (36.71 KB, 769x637, 769:637, yikes.png)

>>107542

I've given up at any possibility of modifying the game past what I already do: simple copy/paste and edits.

The game probably isn't going to be ported over.. pic related, the XML exported from it is rather unreadable.


 No.107583

>>107552

Upload it somewhere, you never know if someone else is autistic enough.


 No.107589


 No.107720

Is there any way to change a slaver's gender? The only way I can figure is the very cumbersome method of enslaving a slaver, biomancy, and then turning a slave back into a slaver.


 No.107754

Does the character customization thing also work with aspects, or traits only?


 No.107971

>>106506

Any chance you could add a biomancy cheat option like the corruption one? Even if it's just a randomized biomancy backfire effect rather than a selection menu of effects like biomancy proper.


 No.108252

I suppose a cheat to enslave slavers and enslaver slaves wouldn't go amiss, especially using existing mechanics. That'd be really cool actually.


 No.108310

>>107720

Not sure, but then again why would you? That cute effeminate elf boy got your dick diamonds but you dont want to be a fag about it?

>>107754

Traits only, aspects come as you level up and gain infamy from pulling off more/higher risk heists.


 No.108324

Digging this game,

is there any way to remove garbage slaves or slave orders (opportunities)?


 No.108384

>>108324

sell the garbage slaves at the dreadsea coast


 No.108411

You can't turn a slave into a slaver can you


 No.108412

File: 28cd8b7ef9c9049⋯.png (355.47 KB, 768x1024, 3:4, 1500653795059.png)

Post the objectively best three races

Sea Elves for actually being unique

lizardmen because they take all the shit rng can throw at them and come out just fine

And Greenskin wyldbitches because snu snu.


 No.108480

>>108412

Human Noble bitches are fun. As slaves or Slavers.

Lamia's are neat with hypnosis.

Ogres make for… challenging slaves.


 No.108489

Wait, so the customize-character cheat doesn't do anything at all anymore? It used to work fine and now pressing it just closes the cheat menu.

That's a pity. It was the most useful one.


 No.108496

File: 1de407908241679⋯.jpg (33.38 KB, 780x304, 195:76, 1034badb501a0212f2d198dfc4….jpg)

>>108489

Might just be a corrupted save, I had a game where I was almost 6 months in and I exited during a decision. When I came back some of the menus woldnt work and I somehow had a clone of each of my slaves as slavers.

Weird shit happens when you dont save properly and forget to back them up


 No.108510

>>108496

Brand new file that hasn't even been saved.

I wanted to start off by giving my Encampment leader a massive power-boost.

rightclick on portrait, Cheat-Menu at bottom. Select "Customize character" and the cheat-menu closed but it just never opened the box asking who I wanted to modify.

No Haven 0.7521v1 from the hightidehermit site.


 No.108530

>>108510

>No Haven 0.7521v1 from the hightidehermit site.

That might be your problem there bud, we are on v4 so far I think and that might have been one of the miscellaneous bugs they fixed in between new versions.

Get the new one and try again.


 No.108554

Try to install this shit to try it an give it a shot. Why not, right? The amount of outdated service packs it wants me to manually install is retarded. I don't how any of you anons even bothered to do this shit.


 No.108556

>>108530

Huh. From the way the site is set out, I assumed it was four mirrors for the same version of the game.

My bad.


 No.108566

>>108554

Yeah, it baffles me the guy has made any money at all. Expecting people to install 4 other applications before they play a random text game that could work just as well in a browser is just absurd.


 No.108574

>>108556

Yeah sorry about that. I made changes and introduced some things.. v4 is currently the latest.

My site isn't laid out that well, it's just some html I managed to copy and paste my way through.


 No.108665

>>108566

I tought you were exaggerating. Is it worth installing all that shit for this game?


 No.108667

>>108665

so-so

no not really


 No.108727

Pretty sure all you need to install is RAGS.

The specific version that NH uses (which was the newest one when development began) and that's it.

I never installed any service packs of any kind.


 No.108739

>>108665

It only takes about 30 seconds to install. Some players have put hours into the game. Ultimately it's your call, but personally, I wouldn't pass up even a small chance of missing something enjoyable for such a small cost.


 No.108807

>>108665

Eh. RAGS as an engine is annoying but there are some great RAGS games out there, like Wife Trainer.

So maybe? If you reach out to play other games it might be worth it. No Haven itself is a fantastic concept with only a few core things working at the moment.

Its one of those games that if it ever finishes will be fucking amazing.


 No.108818

The biggest problem I had with the game is the amount of worthless text. It's hard to tell at a glance what is happening in between turns. And I guess that ties into my other complaint: mis-use of text. Huge spammy text-walls about dry mission success/fail/what-is-happening-between-turns, but actual text smut (what people are there for) there is very little of, and what is isn't particularly well-written or deep.

The concept is pretty cool and I get the mechanics are fairly deep (or at least wide), but it needs a serious UI and playability pass. Like, "gutting half of it and redoing it" style.


 No.108834

>>108818

> Huge spammy text-walls

You can curb a lot of that in the "Glossary, Help and Options" then "Change Preferences", just in case you haven't realized it.


 No.108836

>>108818

>there is very little of, and what is isn't particularly well-written or deep.

Unless you're getting transformed into a hideous demon(Corruption, how is that attractive?) or some other permanent event you're not getting a whole lot. The Slaver and Slave interactions are actually randomly generated phrases, along with clothing and armor.


 No.108853

>>108834

Ah, I didn't realize that. Might want to make that more clear, I guess. Fair point, though, I'll retract the point partially. Personally as a designer I'd want to make the un-altered, options-less gameplay experience as friction-less as possible, but that's just my own bias.




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