No.2272
Old Thread
>>231
What is it?
Those who are familiar with the genre its a Slavemaker type game, focusing on training and selling slaves.
Note: contains rape, maledom, loli, golden showers, bestiality, scat and cannibalism.
Currently the game is available for download at:
http://www.mediafire.com/download/27v0pvy372z7wek/jack1-2-1.zip
with an english patch:
https://mega.co.nz/#!xxRC3AgJ!0iAqNcZHaA9tUTkiqY2RnEURTKCPae-iY3uGX6cNRXY
Modding
Game is currently undergoing some modding check out:
http://www.filedropper.com/hggmod4beta2
If you happen to download the mod please keep in mind all save files associated with previous version will be rendered unusable. If you also download the mod please report any bugs that you may happen to find in this thread. If you have any ideas you would like to toss out please feel free to drop some opinions.
No.2273
The game's open source, so if you want to check for yourself, here's some relevant github links:
Untranslated version:
https://github.com/klensy/jackAnd the game's engine, FastQSP:
https://github.com/graylor/FastQSPThose who are looking for some help with the game and how it works there is a Hgames Wiki
http://wiki.anime-sharing.com/hgames/index.php/Jack-o-ninehttp://wiki.anime-sharing.com/hgames/index.php?title=Jack-o-nine/Gameplay/Slaves&redirect=noAlthough anyone is more than welcome to ask questions on how things work and tips and tricks to leveling and generating profit.
No.2275
Mini Fact sheet made by kindly Anon
Jack v 1.12 MiniFAQ
Apologies for how poorly organized this is, this is my first attempt ever at writing an "FAQ". Think of this more as a collection of useful "Hints and Tips" and that might be more appropriate.
Q: What do the words on the Auspex screen mean?
- Obedience as a number from -9 to 9. After that is the status of the "Masters Supremecy" relative to the slave. -5 to 5.
- Slaves Lust level. (arousal in code)
- Slaves Fearlevel.
- Slaves Angst Level (this is the one to watch for negative effects, equates to despair/depression).
- Slaves Rational Level (this represents their "rational" acceptance of being a slave.)
- Slaves Instinct Level (this represents their instinctual behavior to obey their master)
- Slaves Custom Level (this represents how accustomed they are to doing as they are told)
- Slaves Spoil Level (Goes up if you over reward a slave, has negative effects on many interactons)
- Slaves Moral Level (I think this ought to be "morale" in the source code, but represents their devotion)
With the exception of Obedience most of these numbers are rated on a scale of 0 to 4. Essentially you want more of everything except for Angst. Fear in and of itself isn't a bad trait to have in many cases, but it often comes with Angst, so a high fear indicator represents large amounts of previous abuse and threatening even if Angst is relatively under control.
Q: What does explaining to a Slave her fate do?
It can potentially increase the "Rational" stat. Your domination (aura) plus the slaves intellect have the slaves pride and any current rebellious attitude (I think this may be negative obedience) subtracted from it. The results will be from 0 to 3 rate increase. You get the best rate increase only if the slaves Obedience is at 4 or higher already. Best used on slaves with high Intelligence and Pride (well, low pride from our perspective - you want at least Proud or above rating. Arrogant and Haughty will basically concieve no effect, the same with stupidity)
Q: What does encouraging a Slave do?
This can dramatically improve the "mood" of a slave. The effect is based on your supremacy plus the slaves devotion (Moral) rating. It's best to use this before training a slave so that you can get their mood up to improve their dilligence in doing tasks and hence be able to reward them better and further increase mood.
Q; What does threatening a Slave do?
Probably the worst interaction from a game perspective. It can potentially increase the Slaves Fear value as well as your domination of them at the cost of a lot of "mood". If you are going to use this, it's best to use it before you use the Explain interaction to boost the effects of both.
Q: What does giving a Slave a new name do?
Obviously, it gives them a new name. It also reduces mood by their Nature and Pride. Don't use this with a new slave, there are unfortunately no upshots to this other than being a dick. Which… is probably appropriate.
Q: How do I manage my Slave's weight?
First, make sure you have atleast rank 2 Medical (buy the doctors outfit for yourself if you need to, it gives +1 to this stat). This allows you to see your Slaves "fat" rating next to the calorie counter on their character screen. Simply manipulate calories on a daily basis until you achieve the desired result. Fat appears to have a ranking of 0 to 5 before going up/down to the next tier.
Q: How are calories consumed over night?
The following calories are deducted "behind the scenes" every night. This happens before calculations of starvation or metabolism.
- 1 Calorie by default.
- 1 Calorie if Slave is not a Loli.
- 1 Calorie if the Slave is pregnant.
- 1 Calorie if the Slave is lactating.
- 1 Calorie if the slave has a parasite.
- 2 Calories if the Slave is laying eggs.
No.2276
Continued -
Q: What are the effects of Metabolism on a Slave?
If your Slave has body fat and excess calories at the end of a night then your metabolism will remove excess calories down to 0 based on it's ranking. This is after other overnight deductions. This is why it's harder for Slaves with a good metabolism to get fat than ones with a weak metabolism.
Q: How do you fix starvation?
This can be annoying if you have Slaves that are already feeble, or ones that have body modifications that consume calories. The easiest way to fix this as well as increase their Stamina is to "over feed" them until their fat level is above 1 and keep doing so. A good metabolism will make this harder than you expect. Also, starving a slave intentionally will make it's Rational stat increase by the starvation rate. Dangerous to their health but gets compliance quickly. If you're going to have an egglaying, lactating slave, then make sure they have high Stamina or they will quickly injure their health by doing any work other than sitting there.
Q: What are the effects of various foods?
Not as much as you might think. Mostly it revolves around cost with the following exceptions:
- Fiends cum will gradually increase a Slaves perversion. They will have bad moodlets until their perversion gets high enough however. It's also "free" as in it costs no Sparks. A good hint is once a Slave stops complaining about the food, they're probably not going to complain about scat or bukkake parties either.
- Table scraps will give a positive moodlet if the food quality is higher than their Pride (inverse). Also it adds a random amount of calories for the next day.
- Fresh food adds a positive moodlet. Also it costs 2x as much.
Q: What do vitamins do?
If your medical skill is higher than the Slaves stamina than it adds an additional Stamina gain over just over feeding. Definitely doesn't work like how the tool tip describes. Also it costs 1 spark per day. Yes, this does mean you can give a Stamina bonus to Slaves who are healthy if your Medical is high enough.
Q: How does Slave healing work?
This is pretty straight forward. Slaves with higher stamina heal faster than those who don't. Your Medical skill as well as your Assistants nursing skill are added to this. Poor hygiene when you end the day has a negative impact on wound healing as expected.
Q: What are the effects of Slaves menstrual cycles?
On the day of their period they get a negative moodlet. Counting 9 days from this day, you have a 7 day period to inseminate a Slave if you want to get her pregnant, or force her to start laying eggs.
Q: How many eggs will a Slave lay if she gets pregnant?
Their age (constant) + stamina + random 3-6 + their fat level.
Q: How much milk and cream will a Slave produce?
The actual formula is very long and kind of derpy. To summarize however = The larger a slaves boobs and the older she is and the more body fat and mood she has, the more milk and cream she produces.
No.2278
Continued -
Q: What the hell do I do with all these eggs and milk and cream?
Don't worry about it. The games inventory system is terrible, but every night if you run out of space in your fridge it will start deleting milk, eggs and cream until you have space available for groceries. I know, I think it's a bad system too.
Q: How do you reduce Angst?
Easy answer, You need high mood. A high "Empathy" value also helps. Low mood and low Empathy will increase Angst dramatically.
Q: How do I get Devotion (Moral) up on my Slave?
This goes up over night. The only real requirements are that the slave cannot have any Angst and must have a positive Mood before going to bed. Fear can screw this up because it reduces Mood before this effect gets applied. The wedding dress has a hidden daily boost to this. So it's very much worth acquiring if you want to train a slave up to A/S+ class.
Q: How do I get my Slaves Stamina back up to Healthy?
Probably the most annoying thing is fixing an unhealthy Slave. First make sure they have some body fat, this is important. Then ensure that you over feed them so that they have calories left at the end of the day and above their minimum required due to factors like age, lactation, egglaying, etc. Finally, try to give them the free time reward at the end of the day with at least 1 star of energy left - this has a significant impact on their Stamina gain. If you find your slave is still not healing up quickly enough, check to make sure she doesn't have a disease or is pregnant (both reduce stamina gain) and possibly put her in the cryostorage and train your assistant in nursing. Your medical skill and your assistants nursing skill can provide a bonus to healing feeble/weakened slaves. Also, if your Medical skill is at least blue, then you can use Vitamins to provide an additional bonus.
Q: What good is fame for?
Famous Slaves can be trained up to ranks higher than their Beauty value. Also, they sell for more and your Brand Reputation will increase. So yes, you can even train Isabella up to S+ rank if you get her started on the Gladiatrix pits on day 1.
Q: What good is the Deny Orgasm rule?
When you don't allow a Slave to orgasm it builds up their arousal rate (arousal rate also decrease mood over night, so be careful). When she finally does release then her mood will go up significantly. Also, if you have the deny orgasm rule on and your Slave doesn't cum (the stimulation is below her obedience to you) then she will gain an increase towards Sensitivity. If however she cums anyway, then she will gain an increase towards Temperament (as well as Sin and needing to be punished). This can be an interesting cycle if you continuously reward a cumming Slave with sex and then punishing her with shame.
End of Mini FAQ
Once again thanks to the kindly anons helping with tweaking this game and giving good ideas.
Also thanks to
Boney M & Alploochra
Let me know if im forgetting someone im mainly a lurker
No.2283
The purchase menu on the Boutique and the Armory should be modified to allow multiple purchases without reverting to the previous menu.
No.2284
Where am I supposed to extract the english patch after downloading both files? I've managed to launch the game but it gets frozen at the English Notice screen
No.2286
>>2284After extracting the main game's files into its own folder open up the patch
Inside the English patch rar there should be a content folder along with 2 other files. All of those files should replace the files located in the jack-o-nine-tails folder.
After those files are replaced you can use the Jackfastqsp to launch the game
No.2288
>>2275>>2276>>2278why not pastebin this?
No.2289
Hooray, new thread.
>>2268
>>2270
Wow, there's a lot there. I might have to create an account at ULMF, this stuntcock guy seems like he really knows his shit.
>>2282
Excellent, this'll save a chunk of time. Much appreciated.
No.2311
>>2289Boots and Spiked Collar as gifts, but not all the other items from those two shops.
It seems really gamey to me…
No.2312
>>2289Boney, crossing my mind, what's the stock-limit-before-selling for the 3 meat products ? Five too ? I'm lost in code…
Perhaps these ones shouldn't be sold till a greater stock (especially virgin meat) given their unreliability.
No.2314
>>2311That's true, come to think of it they aren't very, er, gift-y. I'll take another look at the 'standing order' idea.
>>2312Yeah, it's five, and that's a good point. I'll take a look at making the amount of meat that gets stored be dependent on fridge capacity - I was worried about overfilling a fridge with meat, since IIRC the smallest fridge has a capacity of 50.
No.2315
>>2314Oh, also I'll toy with the idea of an 'industrial fridge' addition to the barn to save up large amounts of foods. Should be doable as long as fridge-capacity code isn't too ridiculous.
No.2316
Having a game breaking problem. The background images in the game are completely white, for example the start screen, including in game borders. No idea why, tried to unzip with different programms, nothing seems to work, help?
No.2317
>>2316Are you using the .bat ?
No.2318
Boney, I was responding in the ulmf forum and just checked with our work drafts.
Rynak there (that hasn't yet caught up with all our walls of text) was proposing to send slaves to work and also gaining fame of it (two things we spoke about separately).
I think its proposition has a flaw (it's grindy a make you wait each other day with nothing to do, and i'd rather send a slave to gain fame and train another one in the meantime) but we could do something like that in the end within two future modules, al the while avoiding a "returning slave" lock where we've 2 active slots at the same time: in short, having "faming" (buyable) slots in the Brothel and in the Harem.
for the Brothel it could simply be the actually planned High Courtesan slots and probably the Exhibits (events) you're thinking of.
For the Harem it could be a simple slotting, or eventually a mission-oriented possibility that you can give to harem slaves. because said harem slaves cost you daily, it wouldn' be too cheesy. We could also tie all of this with the Household Module and only allow faming in the Harem once you filled some sort of Chaperon house staff.
No.2319
>>2289>>2318Didn't reply yet, cause until there wasn't much i could add.
About the "grindy" part… i don't like the "lockout" that much myself. My concern was that allowing a slave to work each day, would prevent health concerns, and allow too quickly racking up fame.
Of course, if that could be addressed someway in a more elegant way (and transparent to the user) way, i'd be happy about that.
No.2321
>>2319P.S.: One concern about your idea of generally integrating "work" in other "business-style" modules:
One of "features" i was thinking of for "work", was that the player could also simply use it as a way, to make a slave "do something" and then watch it.
But if it this were to became nothing more than a…. schedule. Basically, just a number. Or restricted to some other framework, then this "freedom of arbitrary assignments" would be lost.
One concern i have about this entire business idea is, that it might become similiar to the "scheduling" in slavemaker and similiar games. It no longer feels like you ordering actions, but more feels like a fancy spreadsheet, with you allocating values to cells.
Take a look at the main interface of the game - there is no table where you enter a schedule and then just watch it go by. It's all individual and interactive - the player doesn't feel like being a paper tiger filling forms, but instead feels like ordering his servants personally.
No.2322
Hiya Rynak, I was going to respond over on ULMF, but the account I created is still awaiting manual activation by a mod. Here's the response for what you posted on ULMF:
>Regular random crashes:
Afraid I wouldn't really know where to start trying to fix this, since the game's been rock-solid on my computer. Has anyone else been experiencing these?
>code for deciding which sex reward options are available
You're absolutely right, this is weird. There's not even a miscoding that could be blamed for it, it's just 'IF slave["arousal"] > 0/1/2' in the code. I'll reverse those for the next version of the mod after I double-check the effects of those actions to see if there could be some logic behind it.
>Strange behavior of number of possible master orgasms during active sex
The code for active sex is a bizarre nightmare realm from which no sanity can escape. I'll see if I can fix that, but I'm wary for the reasons stuntcock42 pointed out.
>orgasm denial while milking the fiend
Teaching a slave to milk a fiend has the interaction_type 'self_sex_lesson' whereas instructing her to do it is 'make_slave_do'. 'self_sex_lesson' fires the $slave_orgasm dynamic if their arousal goes high enough, which includes the orgasm prohibition code, but make_slave_do does not. Instead, the $special_part defined in the code for instruction a slave to milk the fiend just zeroes out arousal. Strange. I'll take a look at how slave orgasm code works and see whether the issue will be solved just by sticking the $slave_orgasm dynamic inside the $special_part.
If there's anything else that has the same issue, let me know - once I puzzle out a solution here it'll be easy to apply it to anywhere else it happens.
>"I tried so hard, but you haven't told me a single good word"
That blurb is the description for 'neg_no_prise'. neg_no_prise happens only when a slave's virtue value is higher than 0 at the end of the day. So you get that mood malus if you end a day when your slave has virtue - that is, when it says 'excelled' under her energy and mood.
>Rewards as well as rules are stored globally, instead of per individual
Yeah, that's a pain - I already sorta fixed rules as one of the first things I did in hggmod by making the rules settings be stored with the slave when a slave is put into a dungeon/cryo/assistant role. I'll double-check the vaginal vibe code to see if that's still happening with those changes.
As for rewards, this is fixable in the same way as rules, though it'd be a bit more challenging since the stored ones would have to fade in the dungeon/assistant but not for cryo-stored slaves.
>slaves gradually build up lust
I've been watching the debate between you and stuntcock and Alploochra, and I'm leaning towards your side in this - while it's absolutely appropriate that a newly-kidnapped slave has no desire for sex, after enough conditioning she should be building up lust at a higher rate. I'll check the code for lust build-up and possibly tweak it upwards.
>Sandbox mode == Cheat mode?
It looks like 'story mode' was originally intended to have, well, a lot more story, but the only coded story event is the assistant you get from going back to the outskirts after you start renting a proper house. So currently sandbox mode is more easy mode - not quite cheat mode, since cheat mode is what you get if you set your name to Старый Охотник, which is Russian for Old Hunter. Perhaps it should be renamed 'easy mode' or something, I'll think some more on it later.
>Indicators for which rewards have been picked. Just display them in different color for example.
Good idea, should be fairly straightforward too.
>More dynamic responses for the "ask" options.
stuntcock42 makes a very good point about how difficult this actually is, but as it turns out I am exactly the masochistic sonofabitch. If someone writes it, I'll work it in and wrestle with the code. A less masochistic person probably would have quit the first time they spent an hour looking for a missing : or END.
>More ways to raise slave fame than arena and pony races.
This is a good point. I'll think about how best to implement it.
>A way to earn small amounts of money by letting slaves "work".
I'm working on a small 'streetwalking' job for the next version of my mod for a tiring and risky pittance, but I'm very hesitant to add anything that could actually let you live off the work of your active slave indefinitely. It'd dramatically shift the tone of the game if you could just live off a single slave forever.
No.2323
And to respond to what you've said here:
>>2321I agree that nailing a slave to a job and waiting for the stat to grind up isn't exactly compelling. I haven't really encountered an idea I really like yet - even the streetwalker idea I'm working on at the moment is deliberately designed to be a terrible source of long-term income and only good for a last-ditch effort to avoid bankruptcy or a way to wring a few extra sparks out of a slave you're going to get rid of.
The thing I'm most concerned about is that this game's dynamic comes from the fact that it is a game where you are constantly churning through slaves. The pressure to have to finish this slave and move on to pay the bills is, I feel, an important part of the game's vibe. So a slave being able to pay for herself damages the tone of the game. Hence why I'm being very careful about adding new sources of income - the Barn is deliberately set up to be a very low amount of income, and I intend to counter that by adding new spark sinks later on.
As for new sources of fame, the question I'd ask is this: what makes a slave famous in Eternal Rome? The arena is the obvious answer, as anyone that knows even a little of Ancient Rome knows of the gladiators. But what else? One slave woman was immortalized for giving birth to the Sixth King of Rome, which isn't really an option for the game. There doesn't seem to be any historical basis for fame through sex, as prostitutes were at the bottom of the social totem pole in Rome.
One idea I've just had while typing the above is for a slave to win fame through the odeon or amphitheater, through expression or singing or music. It fits with both the game mechanics and the setting of Eternal Rome.
But then there's the other side of the issue - fame is, I feel, supposed to be difficult to grind up. If it was easy, it'd take away from the complexity of the game because a slave's beauty could be ignored. If new avenues to raise fame are added I think they should be as difficult to pursue as fame in the arena, just using a separate skillset and with a different 'feel' to it.
No.2324
>>2323Just as a heads up, my school schedule is hectic as fuck so I can only do research/writing on weekends. Didn't want weeks to go by and have nothing to show for it. Sorry about that, but I'm just letting you know now before it bites us later down the road.
Anyhow my research has deadwalled a bit. It's really annoying.
No.2325
>>2324No problem, there's enough ideas floating around at the moment that you're not bottlenecking anything.
No.2327
>>2323
>fame sourcesHence the use of Exhibits in the Brothel, and of Chaperon missions in the Harem, that are not a routine thing but a once-a-decade thing ? (or something like that) from
>>2318We must also remember that in facts, fame is only powerful if you can have a slave gain a truckload of it and she has no other quality. An already very good slave well trained doesn't gain many benefits from Fame (just superceding a fledgeling Beauty). So what needs to be balanced is how good is already a slave to be put in a Fame slot. For our High Courtesans for example, they already need a very good stat cheet.
Aaaaaand speaing of Eternal Rome wibe of gaining fame through sex things, I may have something for you in my work papers:
Eternal Rome's Vestals, the [b]Libinals[/b].
I envisionned them as some sort of Molded Slave but they're right what you're looking for. Some sort of holy sex slaves with a lot of sex skills, some high stats needed (Empathy, Rational, Devotion, Intelligence, Cleaning, ?) that teach and catter to Rome's temple in Vatican (yeah we must remember that Eternal Rome is a whole history of rome mash-up including the christian part).
I'd be full on for them needing to be True Virgins (like the historical Vestales that would be put to death if not) but still needing all the other sex skills. Furthermore with the coming Sluttery Traits. Design-wise, some kind of slutty nun, with only the head part of the outfit, pure fetish-fuel. I'm sure there's a lot of pics around the webz for that. Historical Vestals were highly seen be all of Rome and their duty was considered of primordial importance. That's a fame thing to me.
No.2328
>slaves gradually build up lust
So you mean they should begin dead on against sex but be more for it once they gain Obedience ?
I've never had problems for slaves to become aroused in time, yes I use vibes, tit chain and sometimes arousal potion (it's here for that) but it doesn't hurt my vision of the thing. I think "lust against the lady's will" is the Old Hunter's view for the game, in fact.
The only thing giving me arousal problems is the Delicacy Spell.
Please, don't ruin this part by making them become horny too quickly !
No.2330
>>2328Continuing on the ulmf thread, I'm more and more confused by the lust demands.
There's absolutely no reason that the slaves become aroused because you're kind to them. It's not how nor psychology neither slavery ever worked.
Be being kind to them you let them have a very little lust by themselves (Mood and Stamina modifiers if i'm reading good ?) and it's totally what's logically needed, not too much, not too few.
Furthermore if we put in the game, as planned, added possibilities to give a slave some lust (new potions, and the whole Conditioning Module, as Nymphomaniac is also a trait, and the Sluttery traits that makes them crazy fucktoys).
No.2331
>>2327I did think about that, but merging the Pagan-as-all-hell Vestal Virgins with Christian Nuns is a tricky balancing act to pull off. I'll give it some further thought, though.
>>2328>>2330I disagree, at high devotion-morals-habit-etcetera a slave is pretty much suffering from the most acute case of Stockholm Syndrome imaginable, at which point a slave becoming sexually attracted to the slaver is pretty much par for the course, especially considering how inherently sexual the whole dynamic of slavery in Eternal Rome is. Considering how easy it is to vibe-chain-aphrodisiac a slave into a molten puddle of arousal, the slow burn of gradual brainwashing would be the harder way to go about it, and I can see why it'd be some people's fetish fuel.
No.2332
>>2331>LibidinalsTricky how ?
>Stockholm SyndromeOkay so we're speaking of a late-training big obedience bonus, I'm okay with that. It's a logical continuity coherence thing but not a gamechanging one (as the slave is already trained).
What Rynak explained on ulmf was litteraly making slaves horny by being nice to them so you can train them sexually. Like, entry-level slaves. Not already fully slave-y ones. A normal training path that wouldn't use any lust-inducing options.
No.2333
OP here
>>2288Sorry didn't really think about it was just extracting all the information I could from the last thread and honestly forgot pastebin was an option.
>>2316Might want to do a step by step of how you extracted this my guess from just face value is you are still running the game while its still in the Rar or you aren't using the right start up file.
If you can give any details on how you extracted and what you clicked on to start up the game it will be much appreciated.
I will also be lurking tonight in case anyone happens to have any questions with basic troubleshooting or basic tips on the actual gameplay.
No.2334
>>2332>Tricky how ?Thematically and the whole vibe of the respective organisations. Their relationship with their gods, how they are/were treated by society, and so on.
>What Rynak explained on ulmf was litteraly making slaves horny by being nice to themThat's not how I interpreted what he was saying on ULMF, but even if that's what he's saying, that's no reason to respond to him with the hostility you're showing. You're rather quick to go on the attack, and while I do appreciate that you did light the Gondor Fires, it's not so much of a help if on both of the forums you posted in you immediately get into an argument with someone for saying something you disagree with.
Normally I wouldn't call you out like this since internet arguments are just a fact of life, but when you're getting into those arguments while also speaking on behalf of the mod, it's a different story. I appreciate the hell out of all the ideas you've contributed but if you start browbeating people who's ideas don't align with yours, that's a real problem.
No.2335
>>2334>TrickyLike everything else ingame, just don't let a lot of fluff go through. Less explaining, less tricky. We know nearly nothing of Eternal Rome's features except when using them (butcher and one bad moodlet for cannibalism, arena when fighting, Vatican of what religion ? we just know there's sexual slavery and angels inthere, Camira has demons, Corvus undeads, …)
>HostilityI was hostile with the one saying what you did was "awful" and had "no interest" while explaining he wouldn't even try it and he was HELPING US by (not) doing it. I got over it and politely ended.
I don't have hostility toward Rynak, I should know if I was mad at him, I even made special efforts to make him come here so we hear his points of view.
I disagree with him on a point he decrets is a bug/design flaw of the vanilla game, and i don't agree at all (and there's others it seems). Point that is not a part of the hggmod so far. I disagree with my real life friends all the time without being mad or using cursing words. But i don't soften the counter-arguments either.
And rereading what he further explained, he's literally saying that a normal slave run should be done without lust inducers (when explaining again). Like three times in a row.
I'm sorry if I misunderstood three times on three different takes.
No.2337
>>2311Any other item from those 2 stop if not already in gift then it is not add any slave mood or base stats bonus . If you want Aron , Maid outfit or other skill bonus at gift too than i can made it but i dont think thing like Crown of thorns , Leather shackles consider at a "gift".
No.2338
>>2325Thanks for understanding
>>2331Holy shit I can't believe I forgot about Stockholm Syndrome. That might help me out in the research area.
No.2339
how am I suppose to work with the loli in the tutorial, I can't seem to be able to make her do anything.
No.2340
>>2339Did you try punishing her for disobeying and rewarding her when she does what you say?
No.2341
I referenced words like "perfectly devoted, obedient and happpy" countless times on the ULMF thread, so there i have no idea, how Alploochra comes up with statements like this:
"What Rynak explained on ulmf was litteraly making slaves horny by being nice to them so you can train them sexually. Like, entry-level slaves."
The only explanation is that he is basing those conclusions on irrational aspects like prejudice, selective perception and hyperbole paranoia that this might allow playstyles that are not his taste, and that those playstyles would paradoxically ruin his own enjoyment of his own playstyle.
Even when i clarified my position with an explicit proposal:
http://www.ulmf.org/bbs/showpost.php?p=649043&postcount=608… he kept argueing that 1 > 2.
At this point, i have no interest anymore in further argueing the matter with him. He's free to agree or disagree with mathematical facts.
No.2342
You do realise there's two other people in the same discussion disagreeing with you, and all three of us are saying that your math datas don't have anything to do with the game's feeling you're ignoring.
The last times I checked you were saying slave's arousal should be 2.5/3 times greater at the very most, that's not a small increase.
You were also clearly making personal attacks while denying the existence of the game's spirit.
Moving on.
No.2343
>>2342PS: Now i'm mad at him.
No.2344
2.5times for a PERFECTLY DEVOTED STOCKHOLM CRIPPLED SEXSLAVE, you fucking idiot!
No one in the thread ever managed to disprove my overall argument, about what is the state of matters in the game, with regards to lust.
Now you're appealing to popularity, when you're running out of arguments. But again, you seem to be full of contradictions, since at this point, all active participants of the discussion at ULMF, and here at 8chan, INCLUDING YOURSELF…. have stated that a higher lust gain DOES make sense, for a highly tamed, conditioned, stockholm crippled, sexually trained and well treated slave, does make sense….. which is all i'm proposing.
So, now you're basically at a point, where it goes like this:
Rynak: I propose A.
Aploo: You want B, but that's not in line with the game. We might to A instead though.
It's getting ridiculous. Can we all save ourselves some energy, by you simply admitting that you misunderstood me, and then didn't have the guts of admitting the misunderstanding?
No.2345
>>2344P.S.: As for the personal attacks - you had that coming. I was patient for a while, but it turned out you don't deserve it.
No.2346
Oh, one last thing… let's address the elephant in the room - your actual motivations, since by now it is quite apparent, that your arguments have nothing to do with your intentions - which seem to be the actual thing you're concerned about, and you will keep argueing as long as your hidden intention isn't addressed.
You've hinted at it plenty of times, but to not look like an egocentric intolerant ass, you've always phrased it in a way, so as to not admit fully.
It has something to do with this earlier statement of me:
"paranoia that this might allow playstyles that are not his taste, and that those playstyles would paradoxically ruin his own enjoyment of his own playstyle."
See, your actual fear is this: The game mechanics cannot rule what the player roleplays in his mind. And you claim authority, about what players are allowed to imagine in their own mind.
How so? Simple: The idea of a highly trained devoted sexslave with stockholm syndrome a all kinds of other taming, being more lust-conditioned, is perfectly in line with the game's lore.
BUT, players could also roleplay this as something else. Especially since the game allows some headroom in how to train a slave. And you don't want that to happen. You want the game to enforce what player's roleplay in their mind.
You're an ass. Plus, it's technically impossible without breaking other features.
No.2347
Maybe both of you should read each other's sentences clearly without assumptions. Because never have I seen such vitriol born from emotive reaction.
Also, the P.S's, fucking really? Was that really needed on either side?
Yes, Aloopchra misunderstood you multiple times. And surprise surpise, you're doing the same goddamn thing, Rynak. I get that being misunderstood pisses you off, but if your aim is to correct a misunderstanding, then you failed. Because you retaliated. That is a fact.
I suggest you guys to just cool off because this is getting personal for both of you and rational discussion is next to impossible when anger is involved.
P.S if what you're saying about the Slave Lust being too OP is true(I haven't tested it myself.), then yeah a nerf is ideal Rynak. But if Boney can't nerf it, or if he feels it's fine, then at that point you're just pointing out something that is already addressed.
No.2348
>a bunch of made up assumptions
Holy sh*t, you're really a special kind of crazy…
No.2349
>>2347Yeah Boney M already stated that he's doing something about it, and I already said two times that I was okay with what he wanted to do.
Rynak does forget that in his ramblings about hidden agendas and global conspiracies.
No.2350
"P.S if what you're saying about the Slave Lust being too OP is true(I haven't tested it myself.), then yeah a nerf is ideal Rynak."
You asked me to read posts properly. Please do so yourself. It seems as if you only red one line of it.
My proposal isn't a nerf - just ONE aspect of it is a nerf. The others are buffs which all relate to slave conditioning - types of conditioning which take a long time and are deep-rooted.
As for aploo - i stand by everything i said, and still think he's a sycophant hypocrite in denial. Low self confidence, compensated by egomaniac claims.
No, obviously i don't expect to be welcome here anymore - neither am i interested in that.
Good luck.
No.2351
>>2348>>2349>>2346I just realized I misspelled your name Alploochra. Dammit. But seriously, stop, both of you.
Your ad hominems towards each other is not helping anything, and it's just dragging a fight that has reached its conclusion.
>>2350I read the whole post, I focused on the slave lust. But it's clear I didn't read clearly enough. Thanks for clarifying. Your proposal seems reasonable. But seriously, the ad hominems man….
As for staying or going, it's your choice. I said my pieces when I was slightly ticked off at both of you for shit-slinging at each other. For what it's worth I think you(Rynak) have some good ideas and the whole would be better with your points being at least considered. And from the looks of things, yeah Boney seems to be considering them.
No.2352
>>2351>and the whole would be betterI can't write proper English it seems. and the whole game would be better*
No.2353
@Yiku:
As far is i understood matters, you were away until perhaps yesterday.
This whole discussion has been going on for days, with me argueing aggressively but polite, fair, honestly and logically. He on the other hand right from the start only ever repeated the same one argument: That i want to turn the whole game upside down, and make it into a happy-fun-joy dating sim. He never directly addressed or even acknowledged my arguments, but simply waved it off with the mentioned conclusion. This went on for days with me remaining polite. It is only today, when i had enough of his bullshit.
No.2355
I take that as you admitting your misunderstanding and shizo behavior, while trying to save face.
Accepted.
No.2359
>>2357
>>2358
I'm confused, why did you quote yourself? Did you make a spelling error too?
No.2360
Hope you bros finished Hugging each other down so we can be re united by the passion of slave training, h-games, and our Dicks.
No.2361
>>2359I was just saying to you that spelling my name wrong is not a problem.
No.2362
>>2361You deleted the original post I see. Because the new one is quoting Rynak, not me. Whatever, thanks for understanding
No.2369
Something trivial but useful i noticed:
Assistant assignments. "Make me massage" does not appear in the option, yet i don't see why this wouldn't be adequate for an assistant.
Of course, if the slave in training has already progressed sufficiently, or one has already rented extra slots, one can work around this. Don't see why one should have to, though, and early in the game none of those options might exist, which means there's no way to put the assistant into the slave slot.
No.2370
>>2289About my code : i missed :
$text_display += {<br><div id="under">Others <br><div id = "clear"><a href = 'EXEC: menu_form = 1548 & gt "menu_form"'><img src = "content\pic\clear.gif"></a></div></div>}
from "!main menu - Slave activities - Reward - Make a gift" at menu_form , sr ^^!
If it not work , i can up my .qsp file some where for you to check.
1 other thing , i have some free time atm so if there any easy thing you need help , feel free to call (but i doubt that i can help much) .
No.2371
No idea how to embed a pic here, so i'll just post the link:
http://s17.postimg.org/81ixhqau7/unashamed_ashamed.jpgIn the stats of you pic you can see that this slave among other things is "unashamed". The description of pride explicitely says that high pride prevents a slave from enjoying sex, and resisting humilating orders.
I just gave her the first masturbation lesson (red up til then). She didn't resist and on the contrary excelled with a rating of 5.
Yet, now if i ask her how she feels, she complains "Why did you make me do such a shameful thing?"
Wait, so she's "unashamed", but thinks that masturbation is "shameful" and feels embarassed?
I suspect the code just checks if its the first time she did that, and ignores all other factors. Sure, i guess we can argue that no matter how open someone is, the first time might nevertheless be embarassing. But from an interface and gameplay POV, i don't think such a reaction is intuitive.
No.2372
>>2371Imo : Because it her 1st time masturbation , "unashamed" doesn't mean that she will unashamed anything and sex train highly depend on her desire too (she have no sexual desire but you force her to masturbation , sure that she will complains ) .
No.2373
>>2372She was aroused.
And as for first time: That never stopped her from being overly happy and without any shame accepting dildos and cunnilingus rewards.
Like i said, i don't think "realism" and "reinterpreting pride" is a reasonable explanation here. No player will expect this kind of logic.
If you want to make it "realistic", then the pride rating shouldn't have gone to "unashamed" to begin with, until she was okay with this. When a slave's pride rating says unashamed, which means maxed out, then i take it to mean she actually is unashamed about sex - not "unashamed, except for…"
No.2374
>>2373OK i got your ideal , but i dont think i can make much to any base stats(except rename) because there are HUGE with alot of loop and thing like slave["pride"],slave_rate["pride"],"pride" so hope that some1 can make it better . Or we just need to rename unashamed to something else (i refer this way) .
No.2375
>>2374Well, before deciding about a type of implementation, it might be a good idea to first take a step back and consider how it in theory should work.
After all, this isn't just about sex practices that are flagged as humilating. It's more like a symptom of a larger issue: Various actions, rules and assignments can influence stats. Yet, when those modifications are made, apparently the game does not check, if this is in line with other stats.
In this case, it was possible to bring her pride to shameless, without any training of "humilating" sex acts. In fact, given that she's still rather early in training, at this moment she barely has any experience except petting and oral. Yet, it was possible to bring pride to "shameful".
So, instead of implementing a quick hack for this specific case, perhaps in the long run it would be a better idea to postpone a fix, and develop something that takes care of such discrepancies in general.
No.2378
Pride isn't the only stat checked for refusal, and literally only covers the slave's pride ("i won't be shamed"), she can still have a strong ego ("i'm above that") and a fucking temper ("i'm fickle like that").
Totally uncaring slave for everything are broken. That's in the game.
The goal for the better rankings is SPECIFICALLY to make slaves that do everything to their masters while having strong personalities.
And rewards can't be refused if i'm reading code correctly (them not being rewards if the slave doesn't want them).
>>2331So, time to move on, Boney M, how much that max arousing should be increased due to Stockholm Syndrome ?
If it is in the 20's range, just try adding Rational, Custom, Instinct and Devotion as daily modifiers.
Perhaps Spoil too, a spoiled slave wanting more attention from the master ?
No.2379
Pride isn't the only stat checked for refusal, and literally only covers the slave's pride ("i won't be shamed"), she can still have a strong ego ("i'm above that")"
You didn't look at the pic with the stats.
"and a fucking temper ("i'm fickle like that")."
You didn't look at the pic with the stats. Plus, it still would make no sense in the context.
Why do i even still bother. I'll just ignore you from now on.
No.2380
>>2379And you didn't look at the code.
The girl in the picture isn't mind broken, she's even reactive if coward-y, and is ashamed for her first coerced sexual act. I don't think that as shocking in itself.
>Why do i even still bother. I'll just ignore you from now on.Oh yes please. Like you already promised when saying i was a "fucking idiot".
On the other hand you're already ignoring everything everyone says.
No.2382
why is this thread full of name and trip fags?
No.2383
>>2382A few are doing modding and its easier for them to keep up with each other since they are mainly using the thread to talk.
No.2384
is there a way to fix a slave's broken spirit?
No.2386
>>2384Arcoding the code :
sanity = slave["ego"] + slave["temper"] + slave["pride"]
IF sanity < 3:
IF no_mindbreak ! 1:
$slave_psy_status = 'broken'
So technically that if slave's Pride+Temperament+Nature < 3 slave become broken . You can try make slave's Pride+Temperament+Nature > 4 to test she back normal or not (not tested yet)
No.2389
where do you buy spiked collars ? I found boots but no the collar
No.2390
>>2384>>2386Arena fights won give some Ego (and Pride i think too, and it's the only way if).
Golden Cage reward gives Ego (costly and spoily).
Gardens reward and some items give Temper (spiked collar, ponygirl items, boots).
If she's more than 1 sanity short, it's probably not worth it.
No.2391
>>2389Steel Rose in Corvus Quarter.
No.2392
No.2393
is there any value to the virgin trait ?
No.2394
>>2393Some clients wants it.
It seems there's no difference between a real virgin and a fixed virgin (technosphere) for this matter.
It seems to give a different snippet in the anatomy page but that's all.
(-At this time-)
No.2396
how do you handle rebellious slaves ? has anyone managed to salvage one ?
No.2397
>>2396That depends on your playstyle. If you eventually want a slave with a low fear factor, then the important thing is to find something *easy* for the slave to start with.
"Easy" here depends on the kind of skill (this should be intuitive), the slaves existing existing experience in skills (they're more probable to succeeed, for skills they already have some experience in), their equipment (some equipment, especially uniforms increase their rate of success).
To put it simple: Your goal is mood. You need to get it into the green, because once it is in the green, she becomes more willing (and probable to succeed) with more difficult tasks. And of course, once she is in the green, all kinds of psychological stats begin to slowly raise - the relationship improves. It's pretty much a positive feedback loop.
But, to get her mood up, you need to find something she can succeed in in the first place, because succcess and rewards strongly improve mood.
Tools to aid in this would be two very obvious spells (check the spellbook). An adequate uniform. At least at the start, you might also want to not be stingy about her diet. Though, do not let her sleep in your bed - as i understand things, she will actually dislike that, and might become spoiled, until she earned that privilege.
No.2398
>>2397P.S.: The quite cheap headband also gives slaves a flat +1 mood bonus.
No.2401
>>2397ok thx, and are traces of beating (++) permanent ?
No.2403
>>2401I'm almost certain i've red the answer is "yes".
If there are ways to remove them, then they almost certainly are available at the technosphere:
- Health check: Go there immediatelly after the beating. If they're treatable (i doubt it), the doc should offer it.
- Neoplasty. Super expensive, but at least in theory should be able to deal with them - though, in practice that might not be implemented.
No.2409
Observation:
The blindfold during active sex seems to be unreasonably powerful in decreasing temperament.
Scenario:
- Slave started out with temperament in the green.
- Slave early on got boots and spiked collar and wore them at all times (about 20 days).
- Slave then won 1 sparring match and 1 arena fight.
- According to the wiki, she there should never have been any rule, action or item decreasing it.
- I made her wear the blindfold ONCE, and only during foreplay (she didn't even orgasm with it), and temperament went down to "lively" (-1)
Of course i can understand the reasoning behind the effect of the blindfold, but the intensity of its effect seems a bit out of whack to me. That is, unless there's something else going on i'm not aware of.
No.2410
>>2401Pretty sure I have had Traces of Beating(++) recover back down to nothing before. Only Scars and the variants off that seemed to be permanent barring medical intervention.
No.2412
>>2410Just checked the wiki:
"Scars - Decrease the Beauty of an Slave. Small Scars increase Exoticism. Can be Removed in the Medical Center. Range "Small Scars" to "Ugly Scars""
"Trace of beatings(+ ,++) - Greatly Reduce the Beauty of an Slave. Decrease over time. "
That indeed would make them much less an issue, than i remember from the tutorial.
No.2413
>>2396Increase Supremacy (with the spell or artifacts or nearly every slaver' stat), increase Obedience by increasing her mood and the aura stats -> Fear, Habit, Awareness and Taming
Fear has double points here.
Once she gains Devotion she'll lose Fear.
Half the items of the game gives you passive gains in those, if not more then half. You can use the wiki to be sure.
Habit even increases on its own if she's branded and with the basic sleeping disposition.
All the passive gains can't be resisted.
Once Rules can be enforced (Supremacy is there for that) they give also Habit points (but it gets worse if there isn't an obedience basis and are rejected)
Explaining her new role gives some Awareness points if I'm not mistaken, as do starvation. Eggs & milking gives habit too.
>>2410>>2401Yes, just time, and an assistant's nurse skill helps a lot. Probably stamina too.
No.2414
>>2412well I sold here as a cheap B whore because after 15ish days she still had trace of beatings ++ , so if it decreases, it decreases slowly
No.2415
@Boney M
Copied/pasted bug report:
>A question regarding the latest hggmod - is the barn balance sheet not yet finished or is it bugged? I get the money (and with enough time quite a hefty sum of it) but it shows zeroes in all positions (milk, egg, pig) except food bought to feed the slaves and the total money earned.
Other than that haven't found any bugs. No new ones at least.
No.2416
The saving and restoring of rules for the assistant seems to be at least incomplete:
Initial:
Assistant assigned as cook and maid.
Slave not assigned as cook and maid.
Switch assistant and slave.
Switch back again.
Assistant no longer assigned as cook and maid.
No.2417
>>2416Correction: Found out what is really going on. Assistant "jobs" are still global. That is, they're not remembered seperately for slave and assistant.
That one might consider a feature. Then again, it's getting a bit confusing, about figuring out just what is shared and what is individual. And then there's still the vaginal vibe rule issue (reset on switch).
No.2418
where can you sell A grade slaves? I can only see B or S+
No.2419
>>2418Not at the minor residences. You need access to the aristocracy, of the various places. But to get there, you need high reputation IIRC.
No.2420
>>2419yeah but the noble people seems to want s+ (according to wiki) so I dont see what's the point of the A grade
No.2422
do you guys use some drugs ? if so which one ?
No.2424
Okay, so finally found the "combat" page on the wiki, and started to decrypt this black box.
What gave me the push to check there, was something that always puzzled me: "My opponent can choose offense and defense - but i can only decide how to attack. Why?". My view went to my char's portrait, and i once again noticed the big red letters "BLOCK".
"Uh wait - why would it display my type of defense, if there were no way to change it anyways? There must be some hidden way to change it."
I click on it, but just get the usual tooltip.
So, i check the wiki.
"You can cycle your own defensive type by clicking the arrow next to it "
ARROW? What arrow?
I switch back to the game and take a close look.
"What arrow? There is no-…. oh THAT?"
Seriously, this "button" is so perfectly embedded into the art, that it becomes invisible. It looks like some kind of decorative element.
No.2425
>>2420Contracts, subpurchaser, aunctions, and the "ministers" of each house want A slaves as a base, S+ is only for the one best buyer.
>>2422On my life I don't use them, mr officer sir.
Well they have a very cryptic and complicated use and there's kind of a consensus of not-understanding-how-they-exactly-work, *including by people checking directly into the code*, but they may have potential (one of them adds an energy star for example). I haven't spoken with someone using them routinely until yet but i'd like to learn about them.
No.2428
>>2425Just edited the drugs in alchemy wiki. From what I understand in the interaction.txt:
* Elysian Datura - Relaxes. Adds 1 mood, very slowly drains intelligence if used by slave.
* Kamarian Resin - Refreshes. Adds 1 energy
* Faeries' Pollen - Stimulant. Sets energy to 5, slowly drains strength with each use. Second dose in a day causes instant death if slaver and unconsciousness if slave.
* Essence Of Oblivion - Dulls pain and fear. Boosts mood, slowly drains strength with each use. Second dose in a day causes instant death if slaver and unconsciousness if slave.
No.2429
so far here is my experience with basic attributes :
Endurance: can be trained to the max by making her eat a lot and doing tons of exercise.
>it is slow to train (sneakers and leotard help)
Empathy: Game seems to imply that erotic rewards should upgrade it, but I never managed to successfuly do it.
>can be lowered, (near?)impossible to upgrade
Temperament:
>possible to lower but not to train
Intellect:
>impossible to train, (drugs can lower it)
Nature:
Game imply that martial art/fights/golden cage train it, never managed to upgrade it
>can be lowered, (near?) impossible to train
Pride :
>can be train to the max (unashamed) very quickly with boots,spiked collar,anal tail, pony harness etc… they all decrease mood accordingly except boots and spiked collar
No.2430
>>2428Thanks.
There's no backdraft on the Resin ?
Are the drains low enough to compensate by training the girl with the added energy ?
And isn't it some kind of Addiction feature with the raw drugs ? (It's the part i didn't understand at all in the code - cut content ?)
If you're already editing the wiki page, I scribbled a while back that Nectar and Tonic give also back purple and green hit points in combat and it's not in the Alchemy page.
No.2431
>>2430faery pollen reduced my slave strength at first use from tough to healthy, so I would not recommend it
No.2432
No.2433
>>2431Isn't it because she can't gain stamina_rate when Tough so losing only one point makes her Healthy again ?
No.2434
>>2430Haven't found any downsides but they can be scattered among other files. Probably nothing more severe than a possible mood drop lasting a few days. There is usually a something like master_mood['neg_no_koffe'] (resin is koffe, datura is cannabis, oblivion is opium and pollen is meth for ease of searching in code) but there wasn't any actual drop when experimenting while playing. The mood code is a bit broken so chances are the addiction is not working as intended. Only alcohol had noticable hangover effect.
Will add the elixirs' combat effect in a moment.
No.2436
>>2434It can be kind of useful then. Thanks.
We were thinking about doing something with the drugs (to make some special slaves) and it's an interesting basis to work on.
No.2437
>>2436Found the addiction. Apparently I tested it on too tough guinea pigs with for too short time. It's in the next_day.txt look for !healing and dependence for slave addiction and a few lines under !rise health for masters'. Depending on drug it's draining strength, charisma (intelligence for slaves), energy or mood. Test is a RNG dependant on stamina and a hidden addiction level stat - based on number of doses taken. I believe addiction falls by one for each day without a dose but reading this drains sanity faster than Necronomicon.
No.2438
this game is so addictive, I just managed to sell my first A grade, I think I played it for 30 hours the last 2 days I can't even count how many times I came
No.2439
do you have only 1 chance to sell an A grade slave? because she had all the requierements, but I forgot to check her for disease before, so General Drago refused her, and he wouldnt take her after.
No.2440
>>2439Failing a charm check is permanent so you can reload or try other clients. Other checks (skill and level) may be retried. As a side note: check for virginity is not in charm check so for example if you forget about restoring hymen for Archbishop Molaru's quest he refuses, arguing how he won't buy a harlot, and a short visit to the technosphere later he gladly accepts her.
No.2442
has anyone managed to create an S+ slave? are you supposed to raise all the basic attributes to the max ?
No.2443
No.2446
>>2443Yep, it is - some kind of button to click - perhaps next to the slave rank - which lists remaining requirements to reach the next rank, would be nice though. I mean, it's far from comfortable to go through the slave skills and attributes, and begin adding up over a dozen implied numbers.
No.2447
I got no idea what you guys are talking about, but I love this game and thus am excited that there are still after all this time people trying to improve it.
Godspeed.
No.2448
>>2446How would that be better than the current option of just clicking the slave's rank?
No.2449
>>2429The info on the wiki only partially reflects my experience of about 200 days of playing.
Endurance:
It is indeed slow to raise, but mostly for weak slaves. The problem is that weak slaves have less energy, so you also have less training actions per day for her. In a way, this punishes her low endurance twice. However, a slave with mediocre endurance can brought to "tough" or even "enduring" in feasible time. For this to be cheap, its however important that you or your assistant has high fitness, so that you can do the training yourself. Gymnastics from my experience mostly burn calories, but do not raise endurance at sufficient speed to be reasonable. Just directly go for fitness training, let her wear a leotard and sneakers.
Empathy: My experience is almost the same as yours, and i spent a goddamn LOT of futile time on this for multiple slaves. It very slowly raises up to "sensitive". Hot spring rewards and massage are double useful here, since they effectively grant her an extra action at the same time. Still, once she reaches "sensitive", whatever gains there might be seem to be insignificant. However, i never tested with the garden reward, because its energy requirement is so high, that it is financially unfeasible.
Temperament can be raised, but only very slowly. Unless you want to deal with that bugged and frustrating thing that is active sex, the best way to go about it is to give her boots and spiked collar, avoid rules that lower it, then forget about it and just accept the minor gains you eventually get.
Intellect together with empathy is about the hardest attribute to raise. Actually even harder than empathy. About the only feasible option seems to be to make her your accountant assistant - but that of course assumes you wanted her to do that job in the first place. Bottom line: Don't bother with it.
Nature contrary to the game's description is among the EASIER attributes to raise. I'd put it in the same boat as endurance. Slow but feasible. The fastest way to go about it is arena fights and sparring matches. The catch of course is that both at the same time increase pride, so you might want to set up "humility" as a rule, and perhaps give her a leather collar.
Pride: The easiest stat to "untrain". Plenty of options on how to go about this. An overly proud slave can be a PITA at the beginning, but once you get her onboard, you can very quickly deal with it.
No.2450
>>2449I'm almost there for the S+ grade, I just need a strong sens of loyalty, any idea how to do that ?
No.2451
>>2448Clicking the slave's rank does not tell you all the requirements needed for the next rank.
What i'm talking about is something like this:
- ## more attribute points for next rank
- ## more general skill points for next rank
- ## more sex skill points for next rank
- At least one green ??? skill
- Beauty or fame of at least ???
No.2452
>>2450More Devotion.
Have Awareness, Habit and/or Taming over her actual Devotion and a very positive mood.
No.2453
>>2450And you can give her the Philter too.
No.2454
>>2453where can I buy it ?
No.2455
>>2437Okay we're on the same page then.
You're in the portion written in alien runes I didn't comprehend a single word of.
No.2456
>>2454You need to make it. With a slave's or assistant's alchemy skill.
It's the hardest potion to make ->
http://wiki.anime-sharing.com/hgames/index.php/Jack-o-nine/Gameplay/Alchemy No.2457
>>2449Training Empathy and Temperament made easy (assuming the slave is already obedient): Give the slave spiked collar and boots. Deny Orgasm + Vaginal Balls set to active (and Force Humility because slave should know her place). Raise her arousal (make sure she masturbates each night - with deny orgasm it raises empathy) and start teaching her sex skills with high orgasm chance. Teach them the slow way - masturbation before dildo, normal sex before group sex and so on. Each time you get a text that she barely holds herself from orgasm slave gets exp in empathy and each time she doesn't manage to stop she gets exp in temperament. Vaginal fisting is especially good for this.
No.2458
>>2429>>2449>>2450EmpathyTry Vag vibe along with Denying Orgasm Let it ride for the slave to attempt to masturbate 2-3 days then satisfy with active sex that allows the slave to cum 5-6 times then reward her with petting
It can be trained and I have maxed the stat out multiple times.
This combination I have found most successful for raising devotion in combination with sensitivity.
TemperamentKeep her happy slap those boots and collar on early and keep up with the active sex above and its a breeze.
IntellectMax accounting skill as high as possible when training your slave in the first place, if you are lucky you can see a very minor gain to it as you progress. What you can do if you are decent at multitasking, grab a storage capsule at home and store your regular assistant in it, put your slave you are training intelligence with as your assistant and make her do accounting, finally buy a mini project slave that you want a C or B with and train that one up for some quick sparks. By the time 2-3 weeks pass by during that training you should have raised your slaves intelligence by 2 ranks and you should be good to go.
NatureIf you are going to raise this keep this in mind, if she has fear then it will slow down drastically or even go down over time + with how many times you punish her. Careful what rules you enforce because this will also have a negative effect on it. My best set up for this was to do 2 sets of training in Gladiatrix then always reward once with Golden Cage. Repeat this until she is maxed out on how high you can get this skill up to naturally (Wear an Aketon if you aren't maxed out on the skill). This should raise her skill 1-2 ranks without ever stepping foot in the arena unless you have completely broken her. Afterwards if you want to attempt any more rank ups I would say try the Colosseum but if you would rather avoid it just reward her every other day with the Golden Cage and you should get another Rank up within 10 or so days.
PrideThis is a pretty easy one to raise. Train her up like normal and get her about C rank obedience or enough where she feels ok sleeping in your bed. Then do Fetishism to about purple or blue rank (Working from top to bottom until you reach Golden Shower) Then get her a bit happy with 1 day of relaxing, turn on the rule urinal, and let it go for like 3 days while trying to just keep her happy. That should bring you up 2 ranks without even trying and should save her happiness without permanent damage. Hell if you can train her in Golden shower before you even attempt it you can near ride this rule until its Unashamed which at arrogant rank will only be about 4-5 days with no real major side effects.
Literally my routine for every slave I ever get has been worked down to a science:
Day 1
Let her wash up (Spa massage if needed)
Get boots and a spiked collar if her Temperament is low and equip them and grab some clothes (usually i stick with lingerie or something i haven't looked at the coding but its my go to dress wear)
find the affect that can make the training easier and use it (avoid threaten if possible)
Let her sleep in a boudoir
NEXT
The next 2 days find something she is good at and do it once for a reward.
Set humility rule on but not enforced
The next 3 days do that one thing she is good at unless its maxed and reward with praise immediatly then attempt to do 2 more common skills individually to compound more rewarding (Avoid physical items as much as possible stick to sensual rewards and taking her outside)
At this point she is at a D rank with a C rank Obedience and I can just tweak the training and tone down all the rewards to just 1-2 a day with the constant being praise.
Take her out she will love you
Sleep in the same bed when she feels comfortable
Active sex when she gets frisky and is begging for the D
Petting constantly
(Personal Fetish) If she is a virgin take it from her with active sex wait a day then submit her to Group sex Fantastic Five.
Slap that vibe in and keep it in to keep her horny
and from time to time if you want to build her up keep her from masturbating for a few days then remove it to fuck her.
No.2459
>>2458Continued…
NoteFantastic Five Raises Vaginal Anal Blowjob and Group sex INCLUDING Double and Triple Penetration if your slave is obedient and tuned into sex enough it is literally the fast track to making an F slave into a C slave in under 10 days.
Also Active Sex
Do this
Train her in kissing until its maxed
If she has about a D level of obedience and isn't below Cold or Callous
Kiss Kiss Massage her Arouse her Massage her Arouse her
Idea is kissing brings the interest (first stat to Wet)
Massaging and Arousing will get the middle stat closer to head in the clouds and the last stat to pliable if you do this right literally penetrating her is non stop orgasms. (first time deflowering is painful so keep that in mind she will say you hurt me but it was wonderful pleasures)
No.2460
>>2458So, about empathy this seems to indicate that the sexual rewards (and i'm almost certain also vag balls, since i have those active all the time), have some kind of upper limit: You can get her up to sensitive with those means, but once you get there, those options provide no significant gains anymore. What remains is successful orgasm denial for days, to raise it further?
No.2462
>>2459I've red about this on the wiki, tried to get it to work consistently many times, then gave up.
The constant perma-orgasm thing DOES seem to work for some slaves, but not others. And it always stops working for me, once they gain significant skills. It might once again be a case, of active sex punishing you for raising slave skills.
What eventually happens for me always is this: At some point in her training, there is no way to use the "arouse very gently" action even ONCE. The instantly orgasms in foreplay, the moment you apply even the tiniest bit of arousal. As a result, its no longer possible to get her into that perma-orgasm state.
No.2463
>>2460Ya from the looks of it just slapping them in there and combining with the denial has made it so overtime you can reach the max cap I have done this many times and have maxed out slaves with this method. Always keep in mind tho never have the force rules option selected and keep the devotion high.
>>2462Well for the Active sex thing I literally have just been trial and error with it and I have never read the wiki for it.
The way I believe everything is set up without looking is the more obedience the more willing she is even to respond to the advances the more devote she is to you the easier it is for her to warm up to you and the more sensitive and temperamental she is the easier it is to get her to that state of ecstasy. I can try and do a step by step with pictures if you want or a video run down (Tho converting it down to a reasonable size might be a pain in the ass without making it hard to see).
No.2464
So I tried out the hard mode tutorial girl. My god I can't get her to do fucking anything. Jesus christ.
No.2465
>>2457>>2429And by having the temper items + silence rule you're passively gaining both stats already. Temper has lots of training opportunities. (->wiki)
Endurance is technically easy to train because you'll ALWAYS have the right skill at the same level (it takes a little long for the green level, though) and other physical skills are helping (as long as she gets more food).
Intellect is easy to train BUT in a specific amount. Once you've done all the "intellectual" skills (nurse/clerc/alchemy) there's only the accounting and it's slow (and costs money). You can easily gain 2 Intellect levels. A stupid slave is already always a bad idea and shouldn't be picked (she learns everything slowly due to poor Attention), so you have some room. A lot of player characters are sh*tty at said intellectual skills so that can be a problem on the other hand (needing teachers or tutors).
Nature is hard (as in "you'll be short if losing points"). Arena fights don't happen often enough, and martial arts can only be taught once. Golden Cage is only an emergency button when a promising slave just broke and is unsustainable. The other sources are basically bad events already (if she's rebelling, gaining nature makes things worse). It's really easy to lose Nature without wanting it.
Pride: Boots and spiked collars don't do anything to Pride. Tails and harnesses do, but they also cost Nature. For Pride best use Rules (any or all).
Keep in mind that you only need 22 points for the best rank (and all green gives 29 if i'm not mistaken).
No.2466
>>2464In the imparted time with the imparted means, never won it neither.
No.2467
>>2465Stupid slaves arent terrible if you are using them the right way…
My evaluation for slaves are if she is arrogant and stupid she is a quick sell
If her stats are good enough while being arrogant or stupid ill break her in till she is B level
If I want something perfect I get something good to work with instead of just crafting crap into gold
No.2468
>>2466There has to be a way to break her. Because everytime I try to punish her, she fights back.
No.2469
>>2468Probably, I just stopped trying ^^
No.2470
Took a couple days break from the thread because (and I apologize in advance if this sounds like whiny prima-donna bullshit) the e-drama I could feel on the horizon torpedoed my motivation, but my batteries are refilled and holy shit there's been a lot of posts. I'll be working my way down the thread so if I reply to something that someone else has already answered, I apologize in advance.
It seems like the argument has burned out so I won't address it for fears of sparking it back up again, but for the love of all that is perverse people, please try to agree to disagree in the future.
>>2369Good point, it never occurred to me because my assistant is usually busier than my slaver. Version 5's to-do list is getting pretty crowded at this point, but I'll pencil it in - it can always get bumped to 6.
>>2370Thanks. And I might take you up on that offer, but usually I use small things to take a break from the bigger ones.
>>2371Going through the code, this seems to be a minor mistranslation: she gets that mood malus if she performs exhibitionist acts and she has yet to build up her hidden 'exhibitionist' stat and lacks the 'exhibitionist' trait. I think 'embarrassing' would be a better word than 'shameful' in this case. I'll see about changing the wording she uses, but you might be right that it might be better to have it so that a suitably shameless slave wouldn't get the mood malus in the first place.
Thread, if you could discuss whether a slave with minimum pride would still feel unhappy about exhibiting herself sexually if she was unused to it, I'd appreciate your input.
>>2378>how much that max arousing should be increased due to Stockholm SyndromeI'll have to pick apart the code for arousal to see how it currently works before I decide how much to change it. I'm not 100% sure if this is the case, but I think the larger problem is that 'allowed' orgasms zero out arousal but 'forbidden' ones don't.
>>2409>active sexOh dear.
I'll take a look at the blindfold, though. Should be fairly simple to consider that bit of the code without having to wrap my head around the entire shebang.
No.2471
>>2415The balance sheet should be showing the results of the last decade report, so if there hasn't been one yet it might not show anything. I'll do some testing on my end and take a look at the code.
>>2416>>2417Yeah, assistant rules are global, which strikes me as the 'better' way to do it. And the vaginal vibe rule is still on my to-do list.
>>2424In a game full of nightmare code, combat is the worst of all.
And the rest seems to be people discussing the game itself and asking questions other people answered, so I just skimmed. If I missed something aimed at me, please point it out.
No.2473
>>2470>the e-drama I could feel on the horizon torpedoed my motivation,It's fine. It shat on my mood as well.
No.2474
Okay, barn balance sheet problem tracked down - the current report is half stuff that gets compiled at the end of the decade and half stuff that's kept in a running total so checking it partway through the week resulted in a bunch of incomplete information. Since apart from that I've been getting the all clear, once I've fixed it I'll put up a very possibly final version 4.
No.2475
>>2473What do you think, on mine too.
>>2474Thanks & I'll tell the kind betatester.
>>2470>Thread, if you could discuss whether a slave with minimum pride would still feel unhappy about exhibiting herself sexually if she was unused to it, I'd appreciate your input.I'll boldly quote myself from earlier:
>Pride isn't the only stat checked for refusal, and literally only covers the slave's pride ("i won't be shamed"), she can still have a strong ego ("i'm above that") and a fucking temper ("i'm fickle like that").>>Totally uncaring slave for everything are broken. That's in the game.And I'm totally for renaming the thing "embarrassing" too.
And I think you're right about the hidden trait.
The definition of Pride also says it's a mesure of how the slave find pleasure in sexual release, everything else about the act is not considered. Hence the hidden traits. Because that's the same thing with perverse acts, I suppose ?
No.2476
>>2470"Thread, if you could discuss whether a slave with minimum pride would still feel unhappy about exhibiting herself sexually if she was unused to it, I'd appreciate your input."
Well, there are multiple things called "exhibitionist". Yet they in terms of severity are different.
I think argueing that a "sexually shameless" person has issues with masturbation, being realistic, and that she has to be MINDBROKEN to not feel ashamed, is…. how to put this, without provoking another flamewar?
I mean, just imagine this… a supposedly "shameless" person, going "What MASTURBATION? Oh my god, that's so embarassing". With all the more extreme kinks this game has, masturbation would have to be on the level of kissing.
And renaming "shameless" to something else would merely obscure the problem. The pride attribute measures sexual inhibition, and "shameless" is one extreme of the spectrum. If a person with minimum sexual inhibition has issues with masturbation, then that scale does not seem to go very far, relative to every other main attribute.
On the other hand, going naked through the streets for the first time, and with no exibitionism experience prior - that i guess would be embarassing. But again, how could such a person be rated as "shameless" to begin with?
I mean, what does "pride" actually represent, when it is completely unrelated to experience? If a person has no sexual experience at all, feels embarassed about them, yet can via rules and items be brought to be called "sexually shameless"… does that make any sense?
In my opinion, such a person isn't shameless, nor does she have minimum sexual inhibition. A person might be become "fastidous" or perhaps even "open" towards sex, but without some experience, i don't think she's fit to be considered having minimum sexual inhibition.
I mean, it's pretty much a trueism: If she still does feel at least midly inhibited, then she isn't uninhibited.
Bottom line: Attributes should have minimum skill requirements.
No.2477
On closer inspection the only place a slave gets exhibitionism XP is through 'shameful' acts, and once they build up enough exhibitionism XP they no longer become unhappy from 'shameful' acts, so it definitely seems to be about the slave being unused to displaying herself rather than being ashamed due to sex in general. Here's the full list of 'shameful' acts:
Lessons:
Double penetration
Triple penetration
Gangbang
Enema
Masturbation
Dildo
Exhibitionism
Humiliation
Punishments:
Acetic infusion
Erotic bondage
Naked walk
Shameful podium
Living canvas
Public use
Public toilet
Active sex:
Striptease
Enema
Release water
Golden shower
They all involve either the slave displaying herself or sex with strangers. Anal fisting isn't 'shameful', neither is rimming, neither is sex with animals. It's probably a cultural difference - for a lot of cultures, 'shame' refers primarily to the loss of public esteem rather than the emotion one feels when they've done something against their values.
It feels 'real' to me - I've known both vanilla exhibitionists and filthy freaks that would die of mortification if they so much as kissed someone in public.
Any further thoughts Rynak? Does this take on it make more sense to you?
No.2478
http://www.filedropper.com/hggmod4Hopefully the final version of hggmod 4. Barn report code overhauled to be less buggy and to always show what the report was at the end of the most recent decade if there was one, and nothing if there wasn't. No more incomplete information.
(daily breakdowns are penciled in for implementation in hggmod 5, for those of you that want more granular information)
No.2479
fuck yeah! finnaly sold a S+ slave to the king
No.2480
>>2477> It's probably a cultural difference - for a lot of cultures, 'shame' refers primarily to the loss of public esteem rather than the emotion one feels when they've done something against their values.It's exactly that - sociology distinguish positives and negatives poles in each cultures and sub-cultures.
In honor-as-neg-pole-driven cultures (like Traditional Japanese) nothing is shaming until publicly known. And that's why crimes are seen as possible solutions (also often seen in criminal or traditional subcultures.)
In culpability-as-neg-pole cultures (like judeo-christian influenced west) you can't escape the negative pole and it's a personal thing.
This being a hentai game, our crazy russian took the japanese mood about it. (Russian modern culture is somewhat in between the two)
No.2481
>>2477It does make sense to me for the more extreme kinds "exhibitionism", but not the mild ones like dildo and especially masturbation.
The reasoning also isn't in line with the scene descriptions ingame. This might be another issue - i myself was surprised, when some of the exhibitionism training lessons, were conducted completely privately, between the trainer and the slave. That's isn't what i'd call exhibitionism… it's what i'd call an aggressive form of seduction. Sure, it is related and could act as an "introduction" to exhibitionism - after all, if a person doesn't feel comfortably displaying herself to a single familiar person, then she certainly won't feel familiar displaying herself to strangers.
So, to prevent this from becoming an even longer reply, perhaps there are multiple aspects to this issue:
1# The attribute (sexual) pride being completely detached from skill experience.
2# During training, the game making no distinction about the severity of exhibitionism. A girl with low pride but no exhibitionism experience would have issues with a naked walk, but a mild introduction like masturbation should not cause her so much discomfort as to complain about it - at least no more discomfort than training any other new sexual skill. So, when checking that hidden stat, perhaps this shouldn't simply be a binary on/off conclusion regardless of the type of skill. With a low exhibitionist stat, the intuitive behavior would be that she would be okay with the "harmless" practices. As the stat raises, she becomes ready for more aggressive lessons.
#3: The scene descriptions of exhibitionist training lessons, do not really give the idea of training exhibitionism much. They're mostly private lessons - as opposed to i.e. the group sex lessons. For the lowlevel lessons that could make sense ("Ease her into it") but for the more advanced lessons, i'd first expect group lessons and finally public lessons.
No.2482
>>24811. I'm not so sure this is a problem, since it's easy enough to imagine a virgin with no sexual shame, especially when you factor in multiple dimensions. Sexually open tribes, weird sexy space-future, et cetera. I'm halfway through coding something at the moment but when I'm done I'll check the backgrounds that result in a minimum-pride slave, but I'm pretty sure it'd only be a handful of cases that would make sense.
2. Alploochra's been talking about an overhaul of that system for a while now, and I agree it definitely needs some work. Right now exhibitionism and the similar hidden stats (perversion, masochism, lesbianism) are all very binary, and very obscured from the player in how they work. I'm currently thinking about some sort of tier system for all of them and add traits (similar to 'accustomed to pain') so that the player knows where their slave is at.
3. The 'exhibitionist' training is just called 'exhibit' by the code and that's what it seems like - the girl is training to *be* an exhibit, not to develop exhibitionism. Which is definitely a skill that someone looking to buy a slave might be looking for, so I don't think that should be changed. Perhaps the addition of 'advanced lessons' to develop higher tiers of exhibitionism? I'll jot it down for the XP overhaul.
No.2483
>>2482"The 'exhibitionist' training is just called 'exhibit' by the code and that's what it seems like - the girl is training to *be* an exhibit, not to develop exhibitionism. Which is definitely a skill that someone looking to buy a slave might be looking for, so I don't think that should be changed."
Fine by me. The thing is that the "cultural" argument then doesn't apply, and the existance of a hidden "exhibitionist"-stat makes even less sense.
When she is training something that is purely private, done between her and a familiar person, then we're back to square one any my original argument about "shameless" being detached from skills.
After all, if the relevant lessons are about something else than sexual inhibition, then the scenes have to reflect this "something else". If instead the training involves just sexual inhibition, then there is no reason to link it to an attribute, that is irrelevant to the training.
No.2484
>>2482It was more dramatic than I thought, the only way for a slave to be unashamed when you acquire her is if she was a whore before she encountered the Fog and found her way to Eternal Rome. So if a virgin has no pride it's because you took it from her.
>>2483I'm seeing a two-part solution here: first, the text for a girl being 'ashamed' being changed to make it clear that what she's objecting to is her being on display:
Change from: 'God, I'm still ashamed. Why did you make me do such nasty things?' to, say, 'God, I'm still embarrassed. Why did you make me display myself like that?'
And second, the exhibitionism overhaul that I mentioned earlier. A lot of the problem is that the game uses 'shame' to mean different things, but fixing that wouldn't change the fact that the hidden trait system is kinda half-assed as it is. The overhaul would take the slave's pride level into account so that an 'unashamed' slave would adapt much quicker to displaying herself in various ways, but it makes sense that it'd still take a bit of time for her to do so, I think.
No.2485
>>2484"It was more dramatic than I thought, the only way for a slave to be unashamed when you acquire her is if she was a whore before she encountered the Fog and found her way to Eternal Rome. So if a virgin has no pride it's because you took it from her."
Nope. Rules and items can do that as well. That's what i meant, when i asked how a person with no sexual experience can reach a rating of "unashamed".
No.2487
>>2485If she's been groomed to have no shame, it makes sense. Rules and items work pretty slowly, so it's an effect the slaver has had over time, and it's a lot slower than if you just dive right in with the lewdness.
Though we might be talking past each other because we could have different ideas of what 'pride' represents, exactly. The pride/temperament/nature thing is odd - probably another issue of translation. The original word for nature was 'характер', which translates more literally as character. The original word for pride is even trickier, since it seems Russian doesn't have a direct equivalent of 'Pride' - it has 'гордыня' (which the game uses for the attribute), means something like 'arrogance' or 'vanity' or possibly even 'hubris', and in contrast it has 'Гордость', which is closer in meaning to 'self-esteem' or 'self-respect'. Both of these words get translated by Google Translate into 'pride'.
I'll check a Russian version of the game to see if it can shed more light on what 'Pride' represents, exactly.
No.2488
>>2484> code names of statsAnd even then, the code names can't be used as a certain thing, for example, Devotion is called 'moral' and it makes no sense whether it's "moral" or "morale"… While "Devotion" being clearly the right word (loyalty).
>>2487And "nature" being 'ego' while "pride" should mean hubris…
Cthulhu mythos at work man.
> Rules and itemsThat being the slaver taking it from her all the same anyway
No.2489
>>2485Seems like you were dead on, the minimum level of Pride in Russian translates literally as 'without complexes', meaning uninhibited.
From going through what pride effects in the code, it seems it mostly dictates whether a slave will resist, as well as how upset they get at defloration, rape, and the various rules. Additionally, the higher a slave's pride, the more effective the 'shame' punishments are.
I get the general impression that 'pride' defines how much bodily autonomy a slave thinks she should have, which makes it completely distinct to obedience. Which means that a suitably prideless slave shouldn't object to displaying herself. But implementing a check on pride would require reworking how exhibitionism in general works, but I agree that it does need to be done.
No.2490
If pride were to refer to anything else than something sexual, then it would be redundant anyways:
Nature is already just another word for…. i wouldn't call it ego but willpower. Hence, nature already covers how strongly a slave would resist your orders, IF she's working against you.
That hidden exhibitionist stat on the other hand, already covers "public shame" for lack of a better word.
So yeah, pride… as wrongly as it might be named, could only refer to sexual inhibition, without becoming redundant.
No.2491
>>2490Yeah, when the learnable traits get redone I think I'll have to tie them in to pride on some level. At the moment they exist completely in a vacuum - perhaps they were only partially implemented before Old Huntsman stopped adding to the game.
Going to be offline for the next few hours but when I get back I'm going to get coding. Anyone have any ideas what a machine or device that can be used to check for disease, pregnancy, and parasites would be called?
No.2492
>>2490P.S.: If those definitions were adopted, then your example of public sexual shaming (incl. naked walk) would actually involve "sexual inhibition" as well as the hidden exhibitionist stat. Simply because the punishment has a sexual aspect, as well as a "public shame" one. Hence, the effectiveness would depend on both. That would actually be kinda amusing… normally, i'm tired of the game punishing you for raising slave skills, but in this case, it would be hilarious if you were to turn someone in a shameless public whore, and then try one of the public shaming punishments and notice "Goddamnnit! She actually likes that. This is supposed to be a punishment, not a goddamn reward!"
No.2493
No.2497
Update on the "can't get perma-orgasm state in active sex for well trained slave" thing.
Got a slave with horrible attributes - most of them pink, though mindbreak is disabled. All sex skills red. Aroused to the max.
I got the "all green" on first try and didn't even have to do much. And despite her arousal from the get go, multiple "arouse very gently" actions were possible.
So yeah, my bet is on high slave stats/skills, or perhaps something about aura, once again working against the player during active sex.
The repeating pattern appears to be that a highly trained slave will drastically increase the masters arousal and release (cum buildup points), as well as the slave's own arousal - to the point that active sex practically becomes uncontrollable, because both parties react so strongly to any action, that it's like you merely have to touch each other, and both get off.
That kind of behavior might provide amusing descriptions for non-interactive sex, but for active sex, the result pretty much is "Forget about interactivity. Just stick it in, burst everything before even getting to the fucking part, then walk away".
No.2498
>>2497Kay, some generic thoughts on how active sex could work better. Given how it's been repeatedly mentioned that the code is a mess, it would probably make sense to scrap the entire code and rebuild it from scratch.
Still, even then the question arises: "So, how should it work then?"
Intensity of release on climax:
Given that the player's "currency" basically is interest and stamina, as well as slave stamina and…. something like longterm arousal… i'm not sure what it is, cause it doesn't appear in the displayed slave stats - but it certainly is there…
Where was i? Oh right: Obviously, one purpose of active sex is to reduce the master's arousal (in active sex, represented as cum buildup). So, one of the tasks of a skilled slave would be to take care of this, before the master runs out of currency (interest, stamina) or the slave runs out of it.
Currently, the "solution" to this appears to be, that the master loses more cum buildup points on climax. This however runs contrary to the interactive nature of active sex: It means a skilled slave lets you do LESS! What should instead happen, is the inverse:
Instead of "finishing quicker", a skilled slave should allow you last longer, by raising your initial interest, as well as keeping it up for a longer time. This way, a skilled fullfills her duty of taking care of your buildup, and at the same time allows you to do more during active sex: Win:Win
As for the slave's side of the matter: Right now it appears that a more skilled slave - or perhaps more obedient one - becomes closed much quicker, than a rookie, especially after first climax. I'm not sure what the idea behind this is, but i do have a guess:
Remember when earlier i mentioned some kind of invisible slave stat during active sex, which seems to determine the slaves overall remaining lust, as opposed to current arousal? I think it's related to this. Said invisible lust-stat probably decreases whenever the slave climaxes. So, as the devoted slave's hidden lust stat goes down, and it's own arousal approaches another climax, the slave begins to suppress it's own arousal, to stay lustful enough to serve her master. This suppression then manifests itself by the slave becoming "tense" and finally "closed".
Assuming this speculation is close to the truth, the problem is this: It might sound plausible or even realistic, but in terms of gamemechanics it again punishes the player for high slave skills, since once again we can do less during active sex.
How this should instead be handled, is that a talented slave's lust decreases slower. So, once again: That she lasts longer.
Bottom line:
A more capable slave could provide the following benefits:
- Increase the master's initial interest.
- Reduce the rate at which the master's interest decreases.
- Increase the slaves overall lust, or whatever it is, that keeps her "interest" after repeated climaxes. Same for openness after climaxes - in short, let her last longer.
- During sex, ensure a minimum arousal gain for the master and slave. This is NOT the same as generally providing higher arousal - which is the reason for some of the current problems. The difference i'm talking about, is keeping the act going for both parties, rather than overstimulation.
- Increase the slave's stamina.
- Reduce the rate amount of stamina the master has to invest for actions.
- Increase master mood gains.
- Increase slave mood gains.
- In general requiring less care from the master to "get into the mood" (hence, that perma-orgasm thing should actually become easier to achieve).
All of the above benefits would of course depend on different stats and skills, but the bottom line is that for active sex, an experienced slave should allow for MORE fun, rather than "finishing as quick as possible".
No.2499
>>2492To a degree, that happens already. Public shaming is a whole lot less effective to slaves with minimal pride. Similarly, a slave can become accustomed to pretty much every other variety of punishment, lessening their effectiveness. It's a fairly nice touch - you have to get creative to keep punishments at maximum effectiveness.
Of course, this is completely obscured from anyone who doesn't go digging into the code. One more reason to rework the trait system - if a player saw their slave gradually building up 'accustomed to pain', 'accustomed to verbal abuse', 'without shame', and so on, but still felt the need to provide negative reinforcement for their slave, they might start considering renting a dungeon. A big part of the game is nudging the players down that dark, slippery slope.
>>2493That'll do nicely, thanks.
>>2498The code isn't a mess in that it is badly written. It's a mess in the same way that a Rube Goldberg machine is a mess - a whole bunch of moving parts, seemingly unrelated, that nevertheless work together to somehow perfectly achieve a goal. Also, it was most likely created by a madman. And I honestly don't think there's any other way to do it, not in QSP.
The problem with active sex is it all needs to be considered as a whole to start mucking around with it, you can't really consider a single part of it in a vacuum like you can with most of the rest of the game. So one of these days I'm going to get drunk or high or bored or stubborn enough to tackle it, and many hours and page after page of notes later, I'll have a general idea of how to go about changing it. But that day hasn't come just yet, so in the meantime I'll take any suggestions people have and tuck them away in my little archive of ideas to pull out when that day comes.
No.2500
>>2499"The code isn't a mess in that it is badly written. It's a mess in the same way that a Rube Goldberg machine is a mess - a whole bunch of moving parts, seemingly unrelated, that nevertheless work together to somehow perfectly achieve a goal. "
I feel reminded of the time when i and a buddy created an implementation of bitwise tries, that was probably the fastest lookup tree on the planet. Much faster than hashtables.
Unfortunatelly, once we were done, we no longer understood why it works. It was like some kind of supercompact neutron star, at the brink of critical mass to collapse into a black hole. As a result, we never returned and made it portable (it partially relied on assembly macros, to end up with an average "get" time of 10 cpu cycles). And so, it was amazing, and also completely useless.
No.2501
>>2499Okay so New Trait System Module is gaining priority points with each hour.
ATTENTION THREAD !
Please be kind enough to send any wishes about the already existing Traits (begin here
http://wiki.anime-sharing.com/hgames/index.php/Jack-o-nine/Gameplay/Slaves#Traits) and what you would want them to impact in the game; and what you would them to do if you could pex them more ingame (example: Accustomed to Pain becoming Painslut with enough xp); and eventually new traits altogether.
I'll do the compiling with the already previewed Traits (cf Modules doc - mainly the Sluttery Traits family) and the existing Traits and their levels (ex: Straight>Bisexual>Lesbian is an existing and only one Trait).
Boney will check if it's possible at all.
A EASE THREAD !
And thanks in advance.
Boney, so far, you want an actual Exhibitionist trait or not (with all this Unashamed debate)?
PS; As the thread already did understand, the punishment-diminishing traits will have mainly for goal to diminish a given punishment effectiveness, but feel free to propose positive and negative (and both-at-the-same-time) perks that an high enough or low enough level can give.
Example: an Exhibitionnist Trait high enough could give positive mood for a naked slave in training if not wearing anything. An even higher Exhibitionnist trait could make her unable to dorn any cloth at all. Another level could make the slave gain a little fame everytime she's paraded in the street but gaining bad mood each day she doesn't get paraded.
DISMISSED !
No.2502
Some traits seem to be missing on that wiki page, or are new in hggmod.
I recently had a slave, that did not like going outside and being among strangers. As a result, the spending time together rewards had no effect. The trait was named in japanese - don't remember it anymore.
No.2503
No.2504
(I'm really bad with coming up with good terms - please feel free to give the stuff below better names)
Lazy - Basically the inverse of hyperactive. Free time rewards raise mood stronger. However, for end of day mood calculations, energy is considered to be 1 lower than it's real value. That is, if she ends the day with 0 energy, her mood reacts as if she ended the day with -1 energy.
Intellectual - Alchemy, Etiquette and Clerical work is easier to train. Basically the brainy alternative to "Sportive".
Sexual fetishes: Group sex and oral focus. Obviously incompatible with some other sex-related traits.
Speaking of which: I'd propose to axe the lesbian trait. There is barely any lesbian content in the game for this to be much different to "frigid" (actually even worse, since she won't even enjoy dates, and strangely you can't let her have a date with your assistant as a reward). The situation is similiar but less problematic for bisexual: With there being just one skill relevant skill, it barely makes any difference. Of course, if you were to add more relevant content, then i'll be the last person to complain :)))
The general problem about sex related traits, is that many skills right now are only relevant to training. I'm not just talking about "work", but also things like rewards. If a girl had a certain sexual fetish, then she might consider that action a reward, instead of a duty.
No.2505
>>2504On second thought, maybe "lazy" should work more simple: Instead of that complicated energy thing, just make training bodily activities incur a mood penalty.
No.2506
>>2501>you want an actual Exhibitionist trait or notThere already is one. It just does very little as is.
>>2502Not one of mine. There's a lot of really niche traits. Like arachnophilia/arachnophobia - unless you habitually dump your slaves into a bug pit you would never even notice if you a slave with this trait.
>>2504>LazyAlready in the game with that exact name, but it just makes training fitness less effective.
>IntellectualTalent: Enchantress, Talent: Secretary, Talent: Orator.
>I'd propose to axe the lesbian traitThe same argument could be applied to all the negative traits, since most of them just make a single type of reward useless. But acquiring a slave who turns out to be a lesbian would absolutely be a realistic complication to encounter, and at that point you have to decide whether to change your plans for the slave. The addition of that difficult choice is absolutely a worthy one to the game.
That said, it is ripe for extra content, and sending her on a date with your assistant is a good idea for said content. Additional content could be a boost to assistant roles, as well as their usefulness in the additions I'm adding.
No.2507
Also if I don't respond to one of your ideas directly, I haven't ignored it, I've just thought it didn't need further discussion and have tucked it away in my notes.
No.2508
>>2504Lazy is already in the game and is the -1 level of the "passion_comfort" trait, Hyperactive being the +1.
Talent: xxxxx are already in game ("xxxxx_affinity") and we plan to make them learnable (=> Conditionning Module). Also, redundant with Intellect that is already giving a boost in just that.
Sexual fetishes will be covered in the Sluttery Traits (=> Conditioning Module), i don't have a group one yet, lacking any perk to put in. The only one thing that came to my mind is allowing a Group Exhibit (Brothel Module, Exhibit Secondary Module) but it's totally redundant with the existing sexual skills that are just making that already.
Lesbian isn't a trait, sexuality is ("homosexualism"). It's the one example of existing trait I put forward…
I'm not sure but Lesbian and Bisexual give bonuses in threesome skill (Boney ?).
We've already put more relevant content (Farmhand) and have other ideas (Harem Module and Household Staff Module).
Also, can be Frigid Lesbian.
+
>>2505Bad variant of Sportive is already in the game, as Torpid, in "sport_affinity" trait.
No.2509
>>2506Damn just got overtaken.
> ExhibitionismNah wasn't my question, it was "do you want to keep it or not given you stated Pride does the exact same thing" ?
So I know if it's worth adding more complicated levels in the trait.
>lesbianTotally agreeing
>assistant dateTotally disagreeing, the point of the game being to dominate your slave, and the slave bonding with the assistant kinda a counterpoint, but I won't defend it more than that and won't care if put in the game, it being the same debate over and over again about the game's general mood. Better to have things done.
No.2510
>>2508Bisexuals and lesbians are more likely to go obey in threesome training, and lesbians are more likely to enjoy threesomes.
>>2509>"do you want to keep it or not given you stated Pride does the exact same thing"What I said was this:
>The 'exhibitionist' training is just called 'exhibit' by the code and that's what it seems like - the girl is training to *be* an exhibit, not to develop exhibitionism. Which is definitely a skill that someone looking to buy a slave might be looking for, so I don't think that should be changed.And:
>The overhaul would take the slave's pride level into account so that an 'unashamed' slave would adapt much quicker to displaying herself in various ways, but it makes sense that it'd still take a bit of time for her to do so, I think.So yeah, exhibitionism is going to remain one of the traits. Though I have been considering splitting it into public exhibitionism and private display.
>the point of the game being to dominate your slaveThis is also a good point, but not all domination needs to be hands-on. You can reward her with a day at the Golden Cage, so why not with a day with your assistant?
Additionally, I'm writing up a full list of existing traits now, straight from the code.
No.2512
Here's the full list of existing traits with all possible values taken straight from the code - all of them have positive, neutral, and negative values, and some of them having 'adapted' values. Anything in ~these~ is hidden and doesn't display a trait for the player, and as such doesn't have a snappy name (yet).
Currently, the only traits that can be learned are 'Bisexual', 'Accustomed to Pain', 'Brace' (should probably be 'brave', but that's what the code says) and the various ~accustomed~, and a slave can only learn them if she started on Neutral. Some of them are extremely niche - Darkness/Blood/Fire/Water/Insects/Compassion all apply to only one or two specific tortures each.
Nymphomania (Nymphomaniac / ~Neutral~ / Frigid)
Masochism (Masochist / Accustomed to Pain / ~Neutral~ / Afraid of Pain)
Exhibitionism (Exhibitionist / ~Accustomed~ / ~Neutral~ / Shy)
Perversion (Pervert / ~Accustomed~ / ~Neutral~ / Purist)
Homosexualism (Lesbian / Bisexual / ~Neutral~ / Homophobic)
Verbal Abuse (Psi-Masochist / ~Accustomed~ / ~Neutral~ / Hysteric)
Darkness (Darkness Child / ~Accustomed~ / ~Neutral~ / Nyctophobia)
Blood (Bloodthirsty / ~Accustomed~ / ~Neutral~ / Hemophobia)
Fire (Pyromania / ~Accustomed~ / ~Neutral~ / Pyrophobia)
Water (Water Child / ~Accustomed~ / ~Neutral~ / Hydrophobia)
Insects (Arachnophilia / ~Accustomed~ / ~Neutral~ / Arachnophobia)
Deprivation (Loves Helplessness / ~Accustomed~ / ~Neutral~ / Claustrophobia)
Comfort (Hyperactive / ~Neutral~ / Lazy)
Luxury (Loves Luxury / ~Neutral~ / Ascetic)
Sweets (Sweet-Tooth / ~Neutral~ / Dislikes Sweets)
Fame (Conceited / ~Neutral~ / Hikikomori)
Courage (Moronic / Brace / ~Neutral~ / Coward)
Metabolism (Powerful / Good / ~Neutral~ / Weakened / Weak)
Sport (Sportive / ~Neutral~ / Torpid)
Meekness (Disciplined / ~Neutral~ / Wayward)
Self-Esteem (Megalomania / ~Neutral~ / Guilt Complex)
Compassion (Merciful / ~Accustomed~ / ~Neutral~ / Sadist)
There are also other miscellaneous traits - a Talent for each of the skills, Graceful/Clumsy and Charming/Hoarse voice, Immature/Sterile/Egglaying/Pregnant, virginity, various wounds and scars and levels of starvation, and Arena Champion.
No.2519
I thus far postponed making the argument, but as it seems to come up again and again, i guess better get it out of the way, even if it risks detracting from the traits discussion.
The 1.21 game's "spirit" is not what some people claim. Of course, if you want to take the game into a different direction, that's perfectly fine since this is your project. But taking it into a different direction, yet claiming it were in the name of the game's spirit is, like acting as a wolf in sheeppelt. It is hijacking, not representing.
The game's WORLD is a very dark one, with barely any "light". Though, in conversations it is strongly suggested that high rank slaves can end up in positions, where they do live in good conditions, as long as they obey and perform well.
That's the gameworld. In contrast with this, is slave training, which paints a very different picture.
Slave training, as well the possible outcomes, aren't strictly "dark". They cover the entire spectrum of extremes.
- Tasks: Save for perhaps the fetish and xenophila training, there are barely any "duties" that are overly dark and oppressive. On the contrary, on contrast with the fetish category, are plain work tasks like alchemy, nursing, secretary work. They are sometimes depicted as having a "provocative" aspect, but never shown in a way that is overly degrading.
- Punishments and rewards: They range from overly cruel, to stuff that goes BEYOND "waifu". The entire spectrum is represented - from dark painful and oppressive punishments, to overly expensive gifts and luxurious free-time comforts. They range from threatening someone to be slaughtered like a pig, to "You both smile and talk a lot, like good old friends.". They range from rape, to rewards that strongly symbolize servicing HER! Oh, i know the obvious argument that now will probably be me. But again, i ask the old question that i asked on ULMF: Carrots and stick. What happens on success? What is the logical conclusion for a slave performing well? I'll get back to this.
- Conversation: You can give a damn about her wishes and play fear. Or you can allow her to express her opinion about topics, that never would be adequate for a mere "property".
- Outcomes: They range from butchery to high class service (which in multiple places is hinted to be "not that bad, compared to the alternatives"). Or: Staying with you as your assistant.
So, to summarize: The 1.21 game portraits a dark gameworld, yet offers you almost free reign in how to deal with your slaves and assistants.
The only requirements enforced are:
- A slave or servant is supposed to obey and do her job well.
- Bad performance or rejection must be punished. Good performance and obedience CAN be rewarded (in the midterm, you're pretty much forced to reward her at least occassionally, so in fact you must reward a good slave - but the degree and frequency is up to the player).
- You need to make money by selling slaves. For those girls, it obviously strictly has to remain business. Still, you're free in deciding what kind of slaves you train, and to whom you do sell them. Take izzy for example: She wants to be your assistant, cause she argues she's not beautiful enough to end up in good hands. Well izzy, you're quite good at that fighting thing, so while you're working as my assistant, you might as well take part in the arena matches when they occur. So, when we get to a point where i need a better assistant, and do not consider you fit for that, i can get my coins, and you still can end up much better than in a meatgrinder.
- For the slaver's assistants, almost no restrictions apply. He can go about it as he likes. There even are strong plausible arguments, why it could make sense to have an assistant who WANTS to serve the master: An assistant that might run away when not watched is fit for much fewer duties, than someone you can send away, to for example supervise slaves.
So, bottom line: The game is not strictly dark. The gameworld is dark. Neither is the game strictly about domination. It is about strict obedience - there's a difference.
This is relevant for hggmod not just because of random features, but because of the whole idea of expanding "business" - that is, adding more ways for the player to earn coins: As the player's need for personal "servants" increases, so does the plausible potential for… i wouldn't call it waifus, but happy servants if the player wishes so.
No.2521
>>2519>the setting is dark the gameplay isn'tdude it's dark, the only reason this shit is better than slavemaker is because of it's edgy factor and extreme possibilities.
No.2522
>>2521You made a claim. Where are your arguments?
No.2523
>>2522Besides, i did NOT say that the gameplay is "not dark".
What i said is that the gameplay is not exclusively dark. It covers the entire spectrum.
No.2524
No.2527
A couple of probably dumb questions from someone who recently got into Jack-o-nine-tails.
1. What steps should I take when playing in the highest difficulty setting? The game barely explains anything outside of the slave training AFAIK.
2. Is it possible to play this game as a regular RPG (fighting monsters and such) without owning any slaves?
No.2528
>>2527Haven't played the hardest difficulty, so someone else will have to reply. Though, if you're new to this, starting on hard might be like kicking yourself in the groin. As i understand, even the hgg-devs fail to beat the hard difficulty tutorial.
About question 2: The answer is no. Slave sales (and recently, slave farming) are the only sources of income. Hence you'd run out of money.
Besides of money, the issue is that all content is about slavery. Even the fights at the border of the fog, only have the purpose of gaining slaves for free. And there are only a couple of those fights, repeating over and over.
No.2531
>>2528>even the hgg-devs fail to beat the hard difficulty tutorial>Slave sales are the only sources of incomeDamn, that's a shame. I was hoping I could start the game with nothing, and build my character from scratch. I feel like there aren't enough games that do that (or maybe I haven't looked hard enough), let alone games with porn. This could have been the ultimate RPG for me.
Anyway, is Slavemaker any different, or isn't even worth trying out?
No.2532
>>2528Small P.S.: I'm not sure why you'd ask to play this as an RPG, so i can only wildly guess: If the reason is that you're looking for a text-based hentai adventure/RPG, but with free-form gameplay, then one game that comes to mind is "Corruption of Champions" by Fenoxo. It has a nice interface, truckloads of content, is freeform and allows you a lot of choices in what kind of relationship you want with NPCs (or if any).
The catch is, that CoC is primarily a furry game. Even though you start out as a human, you'll find no humans in the gameworld. So if that turns you off, the game's not for you either.
No.2533
>>2532>CoC is primarily a furry game.Yeah, that's the problem I have with that game.
No.2534
>>2531Slavemaker is basically the same, but with a more "happy" setting. It doesn't really feel much like slavery but more like some kind of roleplay. But still the focus is on slave training.
The technical differences are in the UI and the mechanics: In Jack9Tails, it feels like you order one action at a time. In slavemaker it feels more like you enter schedules in a spreadsheet, and then simply watch them play out.
The other mechanical difference is that slavemaker is much more strict in what is the "right way" to train a particular slave. In jack9tails, you almost always have multiple approaches available, while in slavemaker it feels more like a technical puzzlegame, rather in-character roleplay.
So, no difference in the things you're concerned about.
No.2535
>>2531"Damn, that's a shame. I was hoping I could start the game with nothing, and build my character from scratch. I feel like there aren't enough games that do that (or maybe I haven't looked hard enough), let alone games with porn. "
Not porn, and different genre - topdown JRPG with roguelike gamemechanics - but it is the most freeform yet "accessable" RPG i know of: Elona.
Prepare for a steep learning curve, and some rough edges (Magic has never been balanced properly. Don't focus on it, unless you're a masochist and like to grind).
Still, you can build your char from scratch. You can freely wander around the gameworld. You can have a house (or a castle if you like). You can decorate the interior. You can open your own museum. Or your own shop. You can have companions. You can have implicit (off-screen) sex with them. You can cook meals. You can go fishing. You can forever go dungeon crawling. You can take various kinds of jobs. There are other adventurers in the gameworld, dungeoncrawling just like you, and you can trade with them or become friends.
But as i said, no explicit porn. You can have sex and even prostitute yourself, but its all nongraphic and either implicit or off-screen.
If you decide to take a look, i recommend not using the official game (which is no longer updated), but instead one of the mods, because they address some shortcomings of the original. I'd recommend the mod ELM. It was originally created to add some questionable implicit (but easily ignorable) fetishes, but eventually became a mod with a lot of usability improvements and fixes, and it is one of the few mods completely translated to english (the mod community is almost exclusively japanese).
No.2537
Update on the whole global/shared flags issue. You might know this already, but can't hurt making sure.
In addition to rewards, "benefits" are global as well. This is most noticable with the massage reward. If you give slave1 a massage reward, then later give slave2 a massage reward, slave2 will gain no extra energy, yet you're wasting one energy point.
No.2539
>>2537But paradoxically, using the salon DOES work. Wat? I thought they check the same var - apparently not.
No.2544
>>2519For me, the spirit of the game is that you are taking away the freedom of these girls, and you will always have to do it to more girls just to continue existing. In my opinion quelling a girl with whips and chains is barely more evil than encouraging Stockholm Syndrome to take hold with kind words indulgent rewards. That is the darkness of the world, to me - even if someone never even considers selling a girl to the butcher or executing her on a whim, the fact that the option to do so with no negative repercussions save the loss of the slave is a massive power imbalance that cannot be balanced out by fancy rooms, delicious desserts, day-trips to the spa and oral sex.
The 'Good' way to play - the moralfag-waifu-friendly way, whatever you want to call it - is only 'good' compared to the 'bad' way with torture chambers and executions. You're still a part, eventually a very important part, in Eternal Rome's slave economy. So allowing or even expanding upon the 'waifu' method of slave training, in my mind, does not detract from the spirit of the game. If anything, it enhances it, because it allows people to justify it to themselves, and maybe one day they've got an overly stubborn slave that doesn't know how much worse it could be for them that is sucking down their sparks with every day they refuse to cooperate and maybe, just maybe, their cursor hovers over a punishment they've never even considered selecting before. True evil is seductive, not repulsive.
The game itself pushes the carrot-and-stick route with the player's words when explaining things to a new slave:
>'You tell to slave about the Fogs, through which she got into Eternal Rome. You explain how dangerous these Fogs and how difficult it is to pass through them to the desired point. Given that no one knows the exact location of her world, she simply does not have a chance to return home.'>'You also tell about the Eternal Rome. About how aliens life is low valued, which came here through the fogs and about the lack of resources and living space. City law is completely on your side, and from those who do not recognize the law, we can expect only trouble.'>'For a single girl, it is almost impossible to get yourself in the Eternal Rome. Stateless, without the protection and patronage of the influential master, anyone can do with her whatever they want. At best, she will be returned to you, by recognizing the brand or a collar. At worst - eaten alive.'
>'To dispel any slaves illusions, you say that no one in all this world dont give a shit about her. She has no rights, no property, no dignity. You have the right to do everything you want with her without any restrictions.'>'Thus, on her part would be the height of folly to spoil relations with you. Yes, some training may be unpleasant for her, humiliating or even painful, but the punishment for disobedience is always worse.'>'However, you can be a gracious master, if you see that <<$slave_name>> behaves well. You have plenty of ways to reward her for her diligence in learning. Sooner or later she will have to submit. Resistance will only hurt herself.'
>'You decide to set to slave a goal which she could seek on her own accord, in cooperation with you. You explain the essence of the slave trainer, tell her about how is high valued well-trained, educated and beautiful girls in the Eternal Rome.'>'Every day of her training costs you money, but in order to survive you have to make money. If you see that she is learning too slow, you have to sell slave for peanuts, so as not to incur losses. Life of a cheap slave is short and full of grief.'>'If slave shows good results, her price will be very high. Of course, no one will spoil expensive property needlessly, and life in the harem of a rich patrician could be beautiful and carefree. It turns out that your interests are aligned with her own.'So rest assured that I'm not going to start stripping options out of the game to make people play how I think they should be playing. The game supports different approaches to the slaves and I won't do anything to change that.
>This is relevant for hggmod not just because of random features, but because of the whole idea of expanding "business" - that is, adding more ways for the player to earn coins: As the player's need for personal "servants" increases, so does the plausible potential for… i wouldn't call it waifus, but happy servants if the player wishes so.Absolutely. With the 'farmhand' position, what I had in mind was a former favourite assistant of mine who was a sadistic lesbian. But I didn't make it explicitly a waifu position and I also added the 'pig' pen for those treating slaves as nothing but resources to be exploited.
No.2545
>>2537>>2539All the salon stuff is put in the 'slave' array - slave["massaged"], slave["hairstyle"] and so on.
But the massage reward checks slave["massaged"] AND already_done_today[interaction] for some bizarre reason, even though the massage reward also sets slave["massaged"] to 1. Probably because of a standardized template. Should be very straightforward to chuck all the reward checks into the slave array.
No.2546
>>2510>So yeah, exhibitionism is going to remain one of the traits. Though I have been considering splitting it into public exhibitionism and private display.Okay, perking up them up.
Are they totally speparate ? Or kind of being on the 3rd stage of one give you the first of the other ? (as a mean for teaching the second trait for example)
>>the point of the game being to dominate your slave>This is also a good point, but not all domination needs to be hands-on. You can reward her with a day at the Golden Cage, so why not with a day with your assistant?1- Golden Cage is specifically letting your slave chill up with other *slaves* of same submission rank, I don't think (my opinion) that it is what assistants are in the eyes of slaves. They're a higher slave grade. Because of their Devotion.
2- Golden Cage still HAS a negative effect from a dominating point of view, your slave GAINS EGO !
(It's a good thing from a gaming point of view, because we want Sanity).
3- You can add it if you want, noone has to use it if it's against their roleplay. What is of concern to me (and privately others) is the expanding time the hgg participants lose on one-in-a-million cases ("if if if if and if"), totally-out-of-the-box cases ("if I want to be a cudly kindly my-little-pony-breeder slaver that never uses the word "slave" in a slave training game"), and original-game's-developper-definitions-redifining cases ("what Pride means, even if a bad traduction from russian by a not caring-about-his-code-keywords dev").
Never will be a consensus as it seems too many people want their own vision of the game to be true (and intellectually-speaking, the original vision is what the game was in its first version, ot its last), it will always be about what the coder decides as long as there is only one, so just do it so things get done.
> denial, denial, denial, denialI don't understand what part of ultimate life or death slavery isn't entirely in the dark side of the spectrum. That the slaver can be "kind" (he's still selling kidnapped human beings as sex toys) doesn't change a shit about that.
In OUR morale codes that everybody uses as reference in this debate, there ISN'T any WORSE crime than what the slaver do - even by doing it the most (relatively) kindly way possible.
>>2531In the ULMF thread there are people explaining how they allegedly "won the game" (became patricians) with the hardest setting for a story mode (it always costs you Isabella, so i'm kind of against trying their strategies :p ).
I don't remember if someone claimed winning the hardest tutorial (in the tutorial, you've added handicaps, you can't do most of the things the game allows you, and it's in a hard capped time, and incredibly frustrating), I don't think so.
>>2533With a high disposition for futanari furries with horsecocks.
If you want to submit anything to CoC and have it instantly pop in the game, just make it features a fox girl with a horse wang.
No.2547
>>2546The denial part isn't linked to
>>2510, I just realized it could be interpreted this way.
No.2548
>>2546>Or kind of being on the 3rd stage of one give you the first of the other ? That makes sense, I'll probably go with that. They'll definitely be linked in some way.
>lesbian datesIf lesbianism is expanded as part of the trait expansion - and it absolutely should be, since ignoring sexuality would be a ridiculous blind spot in such a sexual game - then there should be some expansion of the rewards since 'lesbian' locks out so many options. That said I'm still not entirely sure about making that the slave dating the assistant, because I think that a lesbian would enjoy a date with a man if they were as devoted to that man as slaves can be to the slaver. Perhaps a better idea would be 'assistant sexually rewards' (with petting/vibes/cunnilingus), as that would have a niche outside of lesbian slaves in saving the slaver energy at the expense of costing your assistant energy.
>>2547>I just realized it could be interpreted this way.If you're saying things negative enough that you're worried I might be taking them as an attack against me, maybe reconsider saying those things at all? Everyone talking about the game is working towards the same purpose of making the game better, and even if they disagree with you on the direction the game should go they're still contributing to the game, and common ground can always be found. Like I've been saying over and over for the past few days, I'm dedicated to expanding the game instead of contracting it, and I'm not going to take away options for you to be as dark as you want to be, just as I'm not going to be taking away options for Rynak to be as kind as he wants to be.
General statement to anyone that might be reading this thread: If something's said that you disagree with, please don't start an argument with the person seeing it, instead state your opinion and leave it at that. Extended arguments just make me, and I'm sure many others, inclined against whoever started that argument in the first place. And if you're motivated by concern about the loss of time spent on the mod, think about how much time has been lost to people arguing and other people trying to stop them from arguing or taking time off from the thread to avoid it all.
No.2549
Rynak, according to my notes you were the one that pointed out that vaginal vibe rules weren't being stored correctly? Yeah, I missed it because for some reason the code for that is *after* slave jobs. Fixed for version 5.
No.2550
>>2546>n the ULMF thread there are people explaining how they allegedly "won the game" (became patricians) with the hardest setting for a story mode (it always costs you Isabella, so i'm kind of against trying their strategies.If you refer to getting patrician status starting as Johnny (maximum difficulty option) then I assure you it can be done without Isabella, and without savescumming. It just takes more time - remember that you can guess starting skills, intelligence, nature and pride from the slave's description given by Farid and remember that slaves who are tougher and better in combat than their master are less obedient. When low on cash and the bills are coming remember that there is the Moneylender. Actually the worst one to play is Uncle Tom before getting Chimaera Gem - with his libido at zero it's much grind, very tedious. And Milord - he's easier than easy difficulty tutorial.
No.2551
>>2549Also the Force Humility rule isn't stored. At least wasn't in hggmod4beta.
No.2552
>>2551Well timed, I've still got all the windows for it open. Let's take a look-see. Thanks for the tip.
No.2553
>>2552Ugh, it was a typo. Force Humility should now be properly stored.
No.2554
The code for milking tentacle fiends is even more of a mess than I thought. The code for the rule firing is really half-assed and making a slave milk the fiend manually doesn't take the orgasm rule into account at all. If you tell a slave to milk the fiend, she'll always get pregnant if it's possible for her to get pregnant. If, on the other hand, she has a rule telling her to milk the fiend, it looks like she'll never, ever get pregnant from it. What the hell?
I'll keep poking around to see if there's something I'm missing but it looks like I'll have to rebuild it from the ground up.
No.2555
About the whole assistant date thing… i'm starting to have a different take on this.
My first concern is a technical one: The concern about the slave bonding with the assistant is a serious concern, IF the assistant isn't 100% loyal to the master. Phrased another way, the isn't so much the relationship between the slave and the assistant, but more importantly the assistant possibly becoming compromised. I could go into more detail about when it would be an acceptable way and when it would not be, but the bottom line is that it is technically unfeasible for the game to check this properly. Whatever kind of interpretation you're going to implement, will fail for variety of possible reasons, including the fact that a relationship is something ongoing, yet all the parameters are dynamically changing all the time.
Bottom line: Such a check is not technically feasible.
But none of this matters, because what you call a "date" is only called as such in the code, and the description of the lesbian trait.
The "spent time together"-rewards ingame do not really give the impression of a romantic date, except for possibly dinner but only because of the setting and customs. If you read the ingame descriptions, the impression simply is two people enjoying "free time" together outside.
Hence, without knowing the code, or having red the term "dates" in the trait description, it doesn't even make sense why a lesbian could not enjoy them with a guy. For the same reason, i wouldn't see bonding issues if an assistent were to spent time with the slave. You can already reward the slave with free time, that involves her spending time with other slaves, and yet there's no problem.
So, in my opinion there shouldn't even be an issue in the first place. With lesbianism already excluding a large amount of the sex acts, it's already punishing enough. There's no reason to additionally make her dislike a free-time reward, that supposedly is a romantic one, yet ingame gives no indication of being so.
And even hypothetically assuming those were romantic events, last i checked straight girls have no issue with having fun spending time together, so why should a lesbian not enjoy a walk or relaxing on the beach?
No.2556
>>2553One more humble request: mood bonuses from various behaviour rules disappear without an explanation. I know I saw them once or twice and I see them in code but they just stop appearing in game.
$master_good_mood[11] = 'pos_good_morning'
$master_good_mood[16] = 'pos_good_pet'
$master_good_mood[17] = 'pos_toilet'
Also the $master_good_mood[18] = 'pos_master_precious' doesn't seem to work as intended.
No.2557
>>2556I've noticed some oddities with master moods before. Once I've done fiddling with parasites I'll take those on.
No.2558
Question for the thread: how should fiend pregnancies occur? Currently, they're guaranteed with a fertile slave (or assistant) when she's ordered or taught to milk the fiend, but never happen when she's milking it due to the rule being active, which is just nonsensical. Should it be:
1) Any fertile girl who milks a fiend gets pregnant
2) Any fertile girl who milks a fiend has a chance to get pregnant, with a higher chance for insufficient fiend milking skill
3) Any fertile girl who tries to milk a fiend without enough skill gets pregnant
4) Any fertile girl who tries to milk a fiend without enough skill has a chance to get pregnant
No.2559
>>2548It was not a worry issue, just a page setup issue, this part not being a response to previously cited post. It's a neutral stance.
And I didn't say anything negative in my last post, I tried to be as neutral and objective as fricking possible, and losing motivation, time, and other ressources probably too.
And for what you're saying after that, i've just said the exact same thing: keep options you want to, people can avoid the features they don't like, and don't let be endless debates about features and just put them if you want to.
What i'm NOT for, is some people throwing over and over again their made-up justifications about how the game is as they want it to be (mainly lighter, because darker isn't technically possible - literally not possible). It's a f*cking nightmare of a setup.
They play the game how they want in their own head, and can believe that the other ones are doing exactly that, but these endless arguments have to stop.
TLDR: stop throwing fakepolish to make the game "lighter", and there won't be anymore "darker" advocates. And we all get stuff to play. Profit.
No.2560
>>2548>lesbian new thingsThere's also the pseudo-ethical question of the game letting straight slaves become bisexuals, but not the other way around.
No.2561
Aploo, we seemed to have had a mutual understanding about ignoring each other, but as you have started once again to start with the provocations… probably because the endless serious of plain facts contradict what you want to believe in…
Stop hiding like an embarassing and fucking hypocrite coward behind the blanket of "spirit", while at the same time raping the fuck out of it.
Even more embarassing is how incredibly uncreative you are in your dishonest sophisms: "Rynak claims something about me, so i'll just throw the exact same accusations back at him."
"You're doing X."
"Lies! You're doing X!"
What a kindergarden. What are you 6 years old?
No.2562
>>2559You can't stop people from posting their opinion, even if you think it's a stupid opinion. And the people that think the game should be lighter are never going to get their way fully, but I'm going to be adding lighter as well as darker options as I go along, so their suggestions are going to be useful and they'll find parts of the mod to enjoy. So why antagonize those people? If they post ideas, their ideas could be added. If they try to argue that the base game should be changed they'll be ignored.
The same would apply if someone did want to make the base game darker, which is possible. Make rewards less effective, make punishments mandatory to build up obedience, make all the places you can sell slaves unambiguously terrible for the slave being sold. I'd ignore someone suggesting all of those, but if that person had a suggestion for a dark thing to *add*, I would seriously consider adding that.
Like it or not I'm not going to totally ignore anyone. I'll read every post someone that wants to contribute to the game posts, and I'll pick out anything I think will add to the game. If that person's posts are 95% screed about making the game fluffy happy waifus forever or grimdark edgelord murderspree, then who cares as long as that last 5% is useful ideas that can be added? Trust me to act as I've always said I would in that I'll continue adding options for every playstyle.
>>2560No matter how sexuality is implemented, someone's going to disagree with how it is. There's a lot of different theories out there about erotic plasticity. The way I'll probably implement it is to stretch out the meter - Homophobe > Hetero > Mostly Hetero > Bi > Mostly Lesbian > Lesbian > Cockphobic, or something like that. And have hetero girls be able to go mostly hetero and lesbian girls able to go mostly lesbian through XP.
No.2563
>>2556I think I've found the culprit: every time your slave disobeys, every single positive mood modifier you have drops. On top of that chunk of code is a Russian comment saying something like "to do: check to see if this code works, because it might impair the master's mood". This normally only happens once a day, as well as in pretty extreme circumstances like a slave escaping or opium withdrawal.
I also think that the check for good morning, good pet, and toilet might be happening before the daily reduction in all mood modifiers. I'll check that as well.
No.2564
>>2558>1) Any fertile girl who milks a fiend gets pregnant>2) Any fertile girl who milks a fiend has a chance to get pregnant, with a higher chance for insufficient fiend milking skillEither works for me, though i'm not sure if involving the milking skill is neccessary. I mean, according to the scene description, this whole "milking task" consist of "Let yourself get fucked in all holes, but keep enough control of yourself to drain the other tentacles"… don't see how skill would reduce any chance of pregnancy :)
(Also, i'm convinced all girls after enough training develop a hidden tentacle sex fetish. They always come back "exstatic" >_> )
No.2565
>>2563>I also think that the check for good morning, good pet, and toilet might be happening before the daily reduction in all mood modifiers. I'll check that as well.Nope, not the case. They do require a certain level of skill, though, and the blowjob rule requires master excitement to be high for the mood bonus to apply. And slave pet needs to be higher than brand reputation, strangely… that should probably be tweaked, since if your brand reputation is high enough you never become happy from a pet, no matter how skilled.
No.2566
>>2564Well, that's how I thought it worked before I took a look at the code, since I'd have fertile assistants milking the tentacle slave by rule without getting pregnant no matter how long they did it for.
>i'm convinced all girls after enough training develop a hidden tentacle sex fetishThey do. Enough preversion_xp (sic) gives a hidden trait that stops them being upset by freaky sex, at which point they just enjoy the orgasms.
No.2567
>>2565>They do require a certain level of skill, though, and the blowjob rule requires master excitement to be high for the mood bonus to applyBut it still doesn't work - just checked in game with a slave having S+ in all oral and a master with wild stallion. With chimaera gem and without.
No.2568
>>2567Weird. I'll check that on my end, one moment.
No.2569
>>2567Don't know what to tell you, man. Did she break any rules on that day? If not, upload your jack.qsp and your save and I'll take a look.
No.2570
>>2569Wait, disregard instructions to upload: I think I found the problem. What's your rep? Max?
No.2571
>>2570And do you have a negative mood bitching about being bored?
No.2572
>>2565Ugh - no player ever is going to expect "brand" to factor into this. Come on, there is a point where you can be too realistic… and you always certainly reached it, when no interface could display all the factors anymore. Do you want to turn this into dwarf fortress?
No.2573
>>2570yes, max brand rating and slave only A-grade. Seems no mood bonuses when Legendary ;_;
No.2574
>>2562Never said something about stopping people posting opinions or ideas.
Never said anything about antagonizing people.
Never said anything about ignoring people.
And literally said the same thing that you about picking what you want and the thread not flaming about it, full stop.
I'd really be happy about other people stopping putting words I never said in my mouth and fantasizing about being attacked by them.
And you and I are not speaking of the same kind of "dark". I was speaking background ethically, you're speaking graphically.
The ethical base is : you're a slaver that want to become patrician in a city full of unvolontary sex slaves and people that eat them routinely. People may disagree, it's not worth a slowdown, nor a debate, and certainly not to be called "a fucking idiot".
$mood_description['pos_drunk'] = 'Now I''m drunk and I feel that this rotten world full of fucking cannibals and sadistic bastards not so bad! And I am also not such a bastard…'
No.2575
From looking into things brand reputation does double-duty as a measure of how 'jaded' your character is, reducing how much they enjoy a *lot* of things - most obviously how picky you are about your living conditions, but also concerts, slave displays, buying a new slave, and so on. And if you haven't had a pos_show mood (concerts and slaves entertaining you) in [brand rep - 11 - master_mood] days, you not only get the 'bored' modifier, you also get *every positive influence on your mood* reduced by one, every day. So it's a double whammy of your reputation making you fucking miserable. It's ridiculous.
For now I'll just remove the reduction of positive modifiers, but I think brand rep as jadedness is going to need sorting out pretty soon.
>>2574About an hour ago you said this:
>What i'm NOT for, is some people throwing over and over again their made-up justifications about how the game is as they want it to beDo you really not see how that could be taken as a passive-aggressive attack against people who disagree with you?
No.2576
>>2575>For now I'll just remove the reduction of positive modifiers, but I think brand rep as jadedness is going to need sorting out pretty soon.Together with this it might make sense to think about the progression of "reputation/brand" in general.
It seems perfectly reasonable to me, that as living standards and status increases, some of your expectations also increase (though, please not across the board, cause remember: Every newly trained slave starts from zero, so increasing expectations that are affected by slaves in training… that doesn't scale).
Still, when this happens, the game needs to explain this to the player someway. It doesn't really fit into the tutorial, since a new player has enough CURRENT new stuff to grasp - no point in burdening him already with future issues. And yet, it needs to be explained sometime somewhere.
Besides of this, there are balancing issues. When the majority of players with some experience, actively try to SLOW DOWN reputation increase - that is, they consider it something BAD… well, that indicates that reputation has more cost than benefits - at least early and midgame.
This also is why i partially disagree with something you said days ago, about the financial role of business, and the pacing of the game: Reputation/brand alone, already commands rapidly rising costs, and there is nothing to offset this but higher slave rank sales. However, high rank slaves take MANY times longer to train than low rank ones - it's not linear.
I'm mentioning this, because business could be part of a solution to this: You could make it so that business only becomes availalbe, once you've reached a certain status (perhaps dependend on housing). To a lesser extend, this is already the case, since you need a farmhand, and then you need to fitting slaves. If the barn additionally only became available for the two top tier houses, you'd pretty much guarantee that it only becomes feasible in midgame at the earliest. As a result, you could justify higher revenues. Similarily, for "work" that is not based on infrastructure, but basically assignments, you could justify it only becoming available, once you reach a certain brand aka reputation.
If that in turn would then result in too much revenue, then i would propose to slightly reduce slave sale values, rather than adding overly strong sinks.
The problem with sinks is this: Assuming the game were already balanced financially (it's a bit steep, but whatever), then any additional income that can be earned simultaneusly, is surplus. What are you going to do about that? Implement sinks that drain the same amount? What's the point of that? 10 - 10 = 0
One way to deal with this, is to avoid most business being no more than a mere "slotting". Slotting not only is very noninteractive and boring, it also always incurs zero time costs.
Assignment-style work which you or your assistant supervises instead, incurs a time cost - which means, any time you spend on this, you're not spending elsewhere - like for example, slave training. Hence, such "work" is less a 100% surplus, but instead another way to earn money.
No.2577
>>2576I've been giving income balance a lot of thought because at the moment much of the impetus of the game is to sell slaves to pay your rent, and if that removes there's not much pushing people forward. I've balanced the barn to not be enough to live off unless you're very, very cheap, but adding other businesses is going to change that significantly.
Adding sinks is only pointless if they don't add anything but the sink. The most significant sink is going to be the household staff, who though slaves are going to need to be housed and fed. And in exchange for the money they cost you'll have freed-up energy from cooking, cleaning, and so on, at which point non-'slotting' businesses become an option. Currently there's not much wriggle-room in energy - if you're training your slave as fast as possible then that's five points of energy gone from you and your assistant, and cooking, cleaning, bathing and milking a fiend eat the majority of rest.
With slotting businesses, the idea for them isn't that they're something to do with slaves, but rather that they're a new *destination* for slaves. Instead of training a whatever for whoever, you're training a slave for yourself.
All in all it's going to be an utter bitch to fine tune, but done right it'll give more options with how to progress through the game and more to do in the endgame without removing the difficulty. What I'm most opposed to is a player becoming utterly self-sufficient to the point where they don't need to train slaves any more to afford all the best things, hence the need for new sinks. Changing sell values isn't really an option because I don't want to change it so that someone can't play my mod the same way they played vanilla if that's what they want to do.
No.2578
>>2577About slotted slaves being staff you train for your own needs:
The irony with this is the non-interactive part. It basically means you lose touch to those you're actually most closely working with. For stuff like the barn that to some degree makes sense - obviously you'd deal with them less often, than if they were working in the household. What happens with barn-style slotting however, is more than this: You can basically forget about them, cause they need no attention anymore ever - in fact, from what i could gather, they're practically iced. It's like lifeless people in cryochambers earning coins.
As for the concern of slave sales becoming irrelevant: Mathematically speaking, any extra income requires that slave sales become LESS significant, relative to how it has been before. However, "less" does not neccessarily mean so insignificant, that it becomes optional.
It's pretty much plain maths. The focus of the game and major source of income can remain slave sales. But as other ways of income are added, the share of income relatively becomes less.
Personally speaking, what i'm more affraid of is an overly non-interactive business machine, that just works by itself - a money printer, with little interactivity, character and little player skill required. THAT is boring. That makes pacing a non-issue. Elsewhere, i think this is called slavemaker, except there one at least has to manually set each daily schedule, instead of it being fully automated: Progress quest.
Other sources of income instead, that are as interactive as the current game, and require meaningful decisions as the current game - that in my opinion is closer to the game as it is, than automated schedules, even if it to some extend detracts from the slave sales.
No.2579
>>2575>Do you really not see how that could be taken as a passive-aggressive attack against people who disagree with you?Literally, only if they make things up.
Someone offended should ask himself the real question.
I've no problem with people disagreeing, just with fiction as reality, and i even said it's not worth the efforts in the end because content is better than debate, as i said an hour ago, too.
So doubly "only if making things up".
I'm strange like that, perhaps because i'm a *sycamore hypogriff in menial with low self consistence compressed by egregious clams*, or something like that, i'm not sure, being a "fucking idiot".
>>2577Speaking of that, my own opinion is that's kind of sad that the houses are graded. You can become a patrician in any quarter, why should the Outcast house be less patrician-y than the White Quarter's one ?
No.2580
>>2579>Literally, only if they make things up.I'm sorry, i'd be honored if i could take credit for the content in the game, but that credit has to go to the russian guy who made it.
No.2582
>>2578I'm more concerned with the opposite problem: the businesses requiring so much input to work properly that they become what occupies the player, rather than the actual slaves. If you spend five minutes checking up on how your workers are feeling for every one minute you spend on the slave you're currently training, it's not a slave-training game any more, it's business management with a slave-training mini-game attached.
All the interactivity and skill required in the businesses is in setting them up - once you buy, train up, and install the staff, the reward for doing so is the gradual income. It's a branch off the core gameplay of training slaves rather than an entirely separate addition. I'm open to ideas for further interaction, but I don't want to add something the player has to do just to maintain the businesses, otherwise it starts to eat into the core game.
>>2579What we've got here is failure to communicate.
I'm telling you, straight out, that the way you communicate with people you disagree with is hostile and insulting to them. If you don't trust me on the matter, even though I've agreed with most of the points you've been arguing about thus far, look no further than the multiple arguments with multiple people you've gotten into recently. I don't know if you're deliberately speaking that way or not, but either way the problem is on your part, and unless something changes you're just gonna keep starting arguments with the way you talk.
No.2583
>>2582>>2582Well, that dilemma arises because of the premise of income with zero time effort (meaning: A lot of different kinds of income happening simultaneusly).
To put it simple, your vision is for the master to eventually having so many different kinds of "enterprise" running in parallel, that he can no longer manage them manually. Hence, because of time constrains and interface issues, it has to be abstracted away, instead of being something personal.
If that kind of game business model is desired, then yes your approach is required, because else it would become unmanageable.
The price is the introduction of gameplay aspects, that were entirely absent in the original game - an absence which together with the setting and psychological model was a major distinguishing feature of the game.
If i were to list the major distinguishing features of the game, it would be those three: The setting, the psychological model and its flexibility, and the highly personal interface.
How i would go about the whole business thing is something much more simple in terms of design: I'd simply add a third slot in addition to the assistant: The worker.
Instead of many different highly specialized workers, you'd only maintain one or perhaps two. Then you'd simply give the person in the worker slot ONE assignment, immediatelly watch (and possibly interact with) it. Done. Hence, you could only perform one work action per day. You simply wouldn't run some "large business", but instead simply earn something at the side each day, with whatever work assignment you pick that day. So, more like a freelancer than a business owner.
As a result, the management nightmare wouldn't arise. The interface would remain as personal as before. The price: Abstract and large business does not become part of the game.
You've been very reasonable and fair in conversation thus far, so i don't want the following to sound like an attack. That would be futile anyways, because by now we already understand each other's interest, and you're the main person in charge with this mod, not me. And with you doing most of the work, you decide where you want to take the game.
Anyways, my impression is that you are so concerned about keeping the slave-trading focus maximized, that every other consideration about the design of "slave work", is being shaped fit this requirement - plus plenty of safety margin, just to make extra sure.
Various aspects take a back seat for this purpose - the personal feel of the game, the flexibility of work assignments, as well as all the financial maths.
For my taste, the result would be something that is uninteresting and financially not worth all the hassle of setting up. Mission accomplished: I'd rather just sell slaves.
No.2586
>>2583>Anyways, my impression is that you are so concerned about keeping the slave-trading focus maximized, that every other consideration about the design of "slave work", is being shaped fit this requirement - plus plenty of safety margin, just to make extra sure.That's pretty much exactly correct, except a big part that I really can't blame you for seeing is how easy it is to code. The 'slot businesses' are relatively straightforward to code, or as much as anything can be, with this game. Thus far it's the biggest addition to the game I've made, and as my grasp of the game's systems go up, the bigger the addition I'd consider handling.
>the highly personal interfaceThis is what the slot business model is furthest from, I recognize that - but it also seems a bit odd to me that no matter how big a mover-and-shaker and how wealthy the player becomes, he never, ever has more people than his assistant, his slave, and maybe girls in the dungeon and in cryostorage.
>much more simple in terms of design: I'd simply add a third slot in addition to the assistant: The workerThat'd be a lot easier to design than to program. Not saying it's off the table, just saying I'd rather put the idea to one side until I get a much better grasp of the game. It's definitely an interesting idea and it wouldn't be incompatible with the slot businesses.
>the result would be something that is uninteresting and financially not worth all the hassle of setting upI knew that not everyone would be interested. Offer an immediate lump sum vs a small but constant income stream and you'll pretty much split any group of people in half - even economists would argue long and hard about it. The litmus test I used is whether I personally would take advantage of the possibility being available, and I doubt my preferences are so unique that I'd be the only one.
Currently the Barn is very much a set-it-and-forget-it prospect, but I have hopes of having a fully-equipped barn be somewhere similar to the Salon of Madam Jofre, where you can visit to give your slaver some relief or out of a desire to see the scenes it contained. But when I put the call out for willing writers I got a response from someone willing to write the scenes for training 'cattle' (who's currently working on it) but nobody else. I could always write it myself, but my perfectionist streak that makes me good at coding makes me very, very slow at writing.
No.2587
>>25583 or 4 is fine by me I think preventing the pregnancy in the first place should revolve around skill to keep as a natural prevention rather than the new branding.
>>2580>>2579Swear next thread is made both of you should have a nice session of angry sex to get this air of hostility out of here.
>>25862 Questions
1.) Will there be a build within the next few days cause I want to start messing with this build to find some more bugs
2.) Can you look into adding the ability to buy a fiend. I don't mind cycling through slaves cause ill just buy the lowest scruffiest one or go to the border and fight for a chance impregnated slave but it would save a lot of virtual lives from being chopped into finely cut fillets if I could buy a fiend on the fly (for a good 500+ sparks would be nice)
No.2588
>>2587>1.) Will there be a build within the next few days cause I want to start messing with this build to find some more bugsNext one will probably be in about a week or so.
>2.) Can you look into adding the ability to buy a fiendI've been thinking about that recently. There was a post on Old Huntsman's blog ages ago about trade routes in Eternal Rome, and one method used was caravans pulled by women so if a fog fiend attacks they go for one of the haulers and exhaust themselves raping them, at which point the hauler is re-harnessed and away they go. If you talk to the leader of the Smugglers, they travel on foot to avoid getting their cargo inspected by the authorities. So they strike me as a natural supplier of fiends.
I'll pencil that in for version 5. Should be fairly straightforward.
No.2589
File: 1425320667578.jpg (Spoiler Image, 34.14 KB, 351x352, 351:352, 1418977769137.jpg)

>>2588Thanks man, doin the lords work!
No.2590
>>2582>"multiple arguments" There's the guy on Hongfire that shat in our boots by saying "i won't try your mod because it's shit and i know it and you should axe all of it out and do what i want", and this fight has ended a ten days ago; and there is Denial Rynak here, for whom it seems cool to actually insult me without you caring at all but me replying with in game excerpts is hostility & attacking him.
"Multiple". Yeah.
And yes i've got a decades long history of passively aggroing people by calling their bullshits. Liars don't like to be caught lying. I don't work in PR and i don't care to be respectful with people not being respectful.
What you fail to understand on your part is that i DON'T CARE about "lighter" optional content added in the game - NOT AT ALL. I wouldn't care for all the rynaki thread invasion at all if he only said about what he's flooding us with that it's what he wants, instead of stubbornly making up again and again the same arguments about how IT MUST BE because bullshits.
I CAN'T STAND people rewriting history or backgrounds so that it fits their views (me being a history major). Be it fundamentalists destroying Ninive statues or internet anons invading my sphere by stating their wishful feelings about the game as proof while the game is literally stating the opposite.
Like about the realities of sexual slavery, the incredibly grimdark setting of the game, and as stuntcock42 efficiently explained on ULMF, the beating heart of the gameplay being not economy nor sex scenes but sexual domination.
$mood_description['pos_drunk'] = 'Now I''m drunk and I feel that this rotten world full of fucking cannibals and sadistic bastards not so bad! And I am also not such a bastard…'
> about housing inequalitiesWhat's your pick on that ?
>gametime allocationPersonal opinion: the existing Barn interface strikes me as already demanding too much input (clicking a lot through menus - probably because everything else is more graphical), so yeah, keep that thought as a primary drive for the next versions.
>>2586> how big a mover-and-shakerAnd that's with a high probability because it would be a nightmare to have 3 active slaves, be it for the code or the player. So go for the passive slots route as you're already doing, knowing others think it's the right way.
> not everyone being interestedAnd that's okay, noone having a gun pointed at his head to do it.
Same way I don't have to play the cudly cuty chocobo training part if I don't want to.
No.2591
"I CAN'T STAND people rewriting history or backgrounds"
Here's the problem: What you seem to be refering to, is NOT IN THE GAME. It is external lore, if it actually exists.
I didn't "rewrite" anything. I took the game's content - and ONLY it's content - and let it speak for itself. I plainly stated the fact that is the game itself.
You instead seem to either be refering to external background lore, or to your personal interpretation of the facts in the game.
If the former is the case, then it is quite ignorant of you, to blame players, for the game failing to explain important lore aspects.
No.2592
>>2591Re: "Domination is the heart of the game"
Without supporting background lore, the game does not support this, and now i'll explain extra-verbose why.
To be fair, it is an easy to make mistake, to attribute it to domination first and foremost - in many aspects, the game tempts one to come to this conclusion, and with the game being very sexual, and in our culture dominance and submission directly being associated with sexual orientation (and even gender), it is easy to be a bit too lazy with the thinking, and immediatelly conclude with "domination".
So, here's why domination is not the primary driver of the game:
Can you name me one single aspect of the game, besides of combat, where you are DIRECTLY rewarded for domination for it's own sake?
You won't find one.
You're rewarded for slave OBEDIENCE. Domination is one of the tools in making slave's obedient, but if they are already obedient, the game does not reward you for dominating them for it's own sake.
Furthermore, save for really stubborn slaves, the game almost always also offers ways, to make slaves obedient with no more stick than carrot. For already promising slaves actually more carrot than stick. So once again, the whole spectrum is present.
And if you're now going to argue "Even if you don't actively dominate them, you still do it implicitely and passively."
Oh well, i'll grant you that - but it still doesn't support such a strong statement as you did make.
Neither does the argument work, that obedience equals dominance: Obedience is something the slave does. Domination is something the slaver does.
So again, unless you have background lore, nicely hidden from the players, i'm sorry you ARE trying to force your prefered INTEPRETATION of the game onto players. The game itself doesn't make that judgement - you or external background lore does.
No.2596
>>2590Your opinion is no more or less valid than anyone else's about the game. That you think your opinion is the truth does not matter. Everyone else thinks that their opinion is the truth. It's not a personal attack for someone to disagree with you, it's not an 'invasion of your sphere', it's not anywhere near the same level as the destruction of irreplaceable historical artifacts.
When someone disagrees with you, they're not doing it to piss you off. They're doing it because they don't think the same thing that you think. And there's nothing wrong with that.
Please stop attacking other people who are trying to contribute to the mod, no matter how much you disagree with them. All it does is drive off people who might have contributed and make it so I'm spending time trying to stop arguments here instead of coding.
>about housing inequalitiesThe current housing options are all apartments, and seem to represent the average or slightly-better-than-average apartments in the respective districts. If/when mansions/manors/penthouses/whatever get added, there'll either be one in each district or you'll be able to pick the district it's in.
>demanding too much input (clicking a lot through menus - probably because everything else is more graphical)I do plan on trying to rig up a more graphical interface for the businesses in the future, but it's a big job. Version 6 maybe, version 7 probably.
>it would be a nightmare to have 3 active slavesDepends how it's done. If the third slave is only as demanding as the assistant currently is, it could be possible.
No.2597
>>2596>3rd assistant implementation issues.It would be a bit of a waste, to spent the effort for a 3rd slot, and then hardcode it for such freelancing stuff… or more generally, let's call it "public assignment slot".
On the other hand, any kind of "public assignment" doesn't really need all the bells and whistles which the slave slot does have.
If i recall correctly, the assistant slot actually tracks mood properly, yes? That could be something useful.
Or, will that even matter anymore at the time? How would the "someday planned" rework of storing/addressing rewards and so on work? Would it already take care of those vars, regardless of "where" a slave is slotted?
No.2598
>>2597The rework wouldn't affect how mood works, so the third slave would have to have a mood system of some sort coded in. I haven't given it much thought yet but what springs to mind is a stripped-down combined mood-and-energy system, where you have to give your worker slave a day off of some sort every now and then to keep her at her peak.
No.2599
No.2601
>>2586>[Adding a third slot] would be a lot easier to design than to program.There's a clean way to do this, but it involves a LOT of refactoring. Most of the general-purpose code (such as NEXT_DAY) should be moved into pseudo-parameterized blocks for dynamic evaluation. You'd strip out most of the instances in which dictionaries are named in code (retaining the key literals, of course). Then you'd invoke the blocks repeatedly, providing a different dictionary name each time. Here's a simple example from NEXT_DAY, in which the medical rehabilitation effect is applied to five girls.
$girls[0] = 'slave'
$girls[1] = 'assistant'
$girls[2] = 'prisoner'
$girls[3] = 'farmhand'
$girls[4] = 'worker'
$applyDailyHealingEffects = {
dynamic "<<$args[0]>>['reabilitation'] -= 1"
dynamic "<<$args[0]>>_rate['wounds'] -= <<$args[0]>>['stamina'] + master['medic'] + assistant['nurse']"
}
i = 0
:loop
!dynamic $applyDailyMoodChanges, $girls[i]
!dynamic $applyDailyNutritionEffects, $girls[i]
dynamic $applyDailyHealingEffects, $girls[i]
!dynamic $addGirlsFoodToWeeklyBill, $girls[i]
!dynamic $computeDailyEarnings, $girls[i]
!dynamic $addictionAndWithdrawalEffects, $girls[i]
i += 1
if i < 5: jump 'loop'
The preceding code has been simplified for the sake of clarity. In fact, the 'prisoner' is not supposed to receive any bonuses to healing – there should be an IF statement. However, I'd suggest implementing it as a
generic exclusion: the code would check for a property (e.g. IF <<$args[0]>>['noHealingBonus'] = 1) instead of having a hardcoded exclusion for the prisoner alone. The generic exclusion property could then be applied to any character who is temporarily removed from the slaver's household (e.g. because they've been abducted by the Pope or shoved into a cryostasis tube or whatever) and removed when the character returns to normal.
This approach would allow you to more easily expand the roster (with in-house workers, girls on temporary "loan" or long-term training assignments, simultaneous training of multiple slave girls, etc). New additions could be quickly "opted in" to standard behaviour (e.g. room & board expenses, trait discovery/notificaiton, escape and suicide, pregnancy and parasitism). You'd still need to write custom code for the new roles, but at least you could avoid copy-pasting the generic code. On a codebase as large as this one, we should be trying to curtail bloat wherever possible.
No.2602
>>2601That's absolutely the neat and elegant way to do it, but I wonder if there'd be more differences than similarities that'd make this way counterproductive. Old Huntsman used loops extensively but he kept the Assistant and Prisoner nextday code separate. But it's definitely a possible solution to keep in mind when it comes time to tackle it, it just depends on how similar to the slave the 'worker' ends up being.
No.2603
Doesn't QSP have some equivalent of functions?
That way you could the most common stuff in a func shared by all slots (except for cryo obviously), yet keep the potentially unique stuff distinct.
No.2604
>>2601>[Adding a third slot] would be a lot easier to design than to program.Yes , adding more slave slot is very cool but it will be big job and stuntcock is 1 of many way to do it .
Anyway i will dig up the code hope that find something usefull .
No.2607
>>2602>Old Huntsman used loops extensively but he kept the Assistant and Prisoner nextday code separateHe omitted reusable code structures mainly because he's an amateur programmer who didn't understand the tools at his disposal. He didn't learn about object-orientation principles until mid-2014, when the game was essentially complete.
>I wonder if there'd be more differences than similarities that'd make this way counterproductiveIt's _definitely_ NOT worth the effort for the _current_ set of "character roles." The barn stuff has minimal overlap with either the domestic activites of the Assistant, or the psychological focus of Slave training. But it _would_ be useful for some of the expansion ideas that have been proposed (e.g. female/intersex Slaver character, lesbian interactions, sending girls out on long-term assignments, alternate behaviour profiles for Stockholm syndrome, etc).
Many of the expansion ideas involve a patchwork of the existing game mechanics with only a few "new things." For example, the long-term assignment should probably carry the usual NEXT_DAY risk of rebellion/escape (so that it's suitable only for a loyal girl) but you'd skip the hunger and nutrition logic. If this feature could be integrated by flipping a few flags (e.g. girl["skipFood"] = 1; girl["skipLactation"] = 1) then the cost of expansion and risk of bugs would be much lower. Conversely: if each extension is built on a few hundred lines of copy-pasted code, then the whole thing becomes difficult to patch or maintain.
If the refactoring is successful, then we can then apply these fixes/improvement back into the regular code. For example: Rynak reported a bug involving memory effects – an Assistant moved into the Slave slot would suddenly remember a week-old grievance. Obviously, we should move the memory effects into templated code. The Slave girl will process them normally; the Assistant or Prisoner (and maybe Barn girls?) would gradually forget about their old sins; a girl in Cryostasis wouldn't be touched AT ALL (so she'll pop out of the tube with perfect memory of last year's humiliation).
>>2603>Doesn't QSP have some equivalent of functions?Kinda. The block of sample code (>>2601) called $applyDailyHealingEffects could be invoked from anywhere in the game. However, these pseudo-functions don't have an actual signature - you'd need to read through the function body in order to determine which arguments it expects in the "function call." The parameters themselves can be a mix of integers and strings; you can pass a dictionary into a function by submitting its name as a string (as I did above) but this is a bit risky. The IDE will NOT warn you if your invocation code uses too few parameters; it will just fail at runtime. Control flow (null checks; casting; try/catch; return values; early termination) is very limited. It's theoretically possible to setup a recursive call, but I'd be reluctant to actually try it.
QSP authors tend to rely on simple gosubs, global variables (with action-at-a-distance), and dynamic evaluation of strings… because these techniques are "good enough" for the gameplay that they're trying to deliver. Experienced programmers may find these techniques abhorrent, but experienced programmers wouldn't be working in QSP except under special circumstances.
Imagine that you're building an entire programming language out of SQL injection attacks. You're free to use very sketchy techniques (e.g. spaghetti logic) and completely ignore coding standards. Usually, when you encounter a problem, you can fix it with "one more hack." QSP doesn't really force you to fix your underlying design – if it did, then Jack'ONineTails wouldn't exist! And it tends not to reward you for doing things properly.
Anyhow - judge for yourself. You can install QGen and open the game files directly. The code is not compiled or obfuscated – except by occasional poor spelling :)
http://qsp.su/?option=com_content&task=view&id=46&Itemid=56 No.2608
>>2535Sounds pretty good. I'll be sure to check that out.
No.2611
>>2607That's awful. It's worse than the tendency of current langs, of having no goto and globals anymore at all.
And yeah, i agree it wouldn't be worth the hassle. The pseudofunc API could be documented at the head, unless QSP doesn't have comments either. Still, instead of clean seperation, neat and clean 1-line calls, you'd still have a bloated, error-prone and hard to read mess. So yeah, probably not worth the hassle.
No.2613
>>2608To save you some searching (on partially japanese sites):
Official 1.16 version:
http://homepage3.nifty.com/rfish/index_e.htmlUnsupported but official 1.22 patch:
http://noaneko.squares.net/dev/ELM download:
http://ux.getuploader.com/elona_valiant7/download/64/elona122_elm_rel58a_20130809-000536.zipDL them in the above order, and extract them into the same dir. On game launch, it should ask you to start in english or japanese. If not, you can easily change that in the configfile (and also remap keys there).
It doesn't have built-in save slots, but you can make save backups by simply zipping up the save folder (which i strongly recommend, because the random nature of the game means, that rarely it can happen that you're put into an unwinnable situation (like taking down the stairs and being surrounded by suicide bombers). Plus, as i said, there's a lot to learn - usually by dying).
Your one stop source for documentation of all the many gamemechanics:
http://elona.wikia.com/wiki/Elona_WikiAnother warning in addition to not making magic your focus: You can earn a lot of money by performing on party jobs, but you WILL be stoned to death at low performer skill level. Before taking such quests, grind your performer skill at easy to please audiences. The expectations (and punishment if they hate your music) depend on the NPCs level. Stay away from guards and shopowners :)
No.2627
>>2607Yeah, it's a series of trade-offs to be made between short-term ease of writing and long-term ease of maintenance and expansion.
>>2611QSP has comments, you just put ! at the start of the line. It's just the Old Huntsman didn't really use them. Most of the comments that you can find in the code seem to be from later bugfixers - the_vm and company.
No.2628
Investigation into arousal code: slave arousal is controlled by something similar to the following chunk of code:
if slave_rate['arousal'] => 10: slave['arousal'] = 1
if slave_rate['arousal'] => 20: slave['arousal'] = 2
if slave_rate['arousal'] => 40: slave['arousal'] = 3
if slave_rate['arousal'] => 80: slave['arousal'] = 4
if slave_rate['arousal'] => 160: slave['arousal'] = 5
if slave_rate['arousal'] < 0: slave_rate['arousal'] = 0
If you want to check it out for yourself, #variative will tell you that arousal is part of the $cont_atr group, which is modified by $calculate_atributes, which is run pretty much every time the player does anything to update stats.
Very little other than that chunk of code directly influences slave['arousal'], it all goes through slave_rate['arousal']. So what this tells us is that it's much, much easier to get a slave from 0 arousal to 1 than it is to get her from 4 arousal to 5. Which is very relevant for something Rynak pointed out earlier: the cunnilingus/vibes/massage reward progression seems backwards as hell. Cunnilingus is unlocked at slave['arousal'] > 0, vibes at >1, and massage at >2. So it requires four times as much arousal to unlock massage as it does cunnilingus. Weird.
Coming up next post: looking into orgasm mechanics.
No.2629
For those playing along at home, orgasms are defined in the $slave_orgasm block of code inside #dynamic.
This block of code is split into three parts: what happens if a slave is allowed to orgasm, what happens if she's not and she doesn't, and what happens if she's not and she does.
For the first of those, the relevant code is thus:
>slave_rate["arousal"] -= final_stimulation
So the question is, what is 'final_stimulation'? It's defined just above $slave_orgasm as part of $erotic_stimulation:
>IF slave["arousal"] = 0:
> final_stimulation = 1
> else
> final_stimulation = erotic_stimulation * slave["arousal"]
Sigh. Okay, what's erotic_stimulation? For most basic sex acts, it's defined by the partner's skill, so 1-5. For the more freaky stuff - bestiality, bukkake, and whatnot - it's the slave's skill with it, so again, 1-5. For group sex, it's the slave's skill plus one for DP, times 2 for TP, and times 3 for a gangbang, so that can max out at 15. Tentacle sex is a flat 100 - that's some potent shit.
Rewards are even more potent - (master_petting + slave["arousal"]) multiplied by two for massage, three for vibes, and four for cunnilingus.
final_stimulation is used to define how arousing something non-orgasmic is, and how strong the orgasm of something orgasmic is. So the more turned on a slave is, the easier it is to arouse her further, but the more an orgasm will reduce her arousal.
If a slave isn't allowed to orgasm, here's what defines whether she will:
>IF final_stimulation <= slave["obedience"]
Obedience doesn't have a maximum, though there's no way to tell what it is if it's greater than 10. If she doesn't orgasm, her arousal goes up further. If she does orgasm against the rules, the result is thus:
>slave_rate["arousal"] -= final_stimulation * slave['orgasm_type']
Which is strange, because as far as I can tell orgasm_type only comes into play during active sex. So if it's going with a default value of 0, forbidding orgasms might be causing orgasms to never reduce arousal, even if they orgasm anyway.
These numbers are giving me the impression that the problem with slave arousal isn't that it builds up too slowly, but it's so damn easy for it to get nuked by a slave's orgasm if she's allowed to. Next up I'll take a look at how arousal builds up.
No.2630
>>2629Question to the thread: have you noticed that it's very easy to keep your slave's arousal high if she's banned from orgasming, even if she's orgasming against the rules?
No.2631
Here's the daily arousal code found in next_day:
>if slave["nymphomania"] > 0: arousal_modifier += slave["temper"] + slave["sensitivity"] + slave["mood"]
>if slave["nymphomania"] < 0: arousal_modifier -= slave["temper"] + slave["sensitivity"] + slave["mood"]
>slave_rate["arousal"] += slave["stamina"] + daily_bonus["arousal"] + slave["energy"] + slave["temper"] + slave["mood"] - 6 - slave["angst"] + arousal_modifier
The only unknown here is daily-bonus["arousal"]. So let's find that… ah, it's from item modifiers. 2 for nipplechain, 2 for anal tail.
So the maximum 'natural' arousal build-up is 15 for max stamina, temperament, and mood. More likely you'd be looking at around 10 to 12 - temperament is hard to build up and rare to find at max, and mood is hard to keep maxed out. If you were so inclined you could add another four from items and three from the vaginal vibe rule. There's also extra arousal from leftover energy, but I don't really think anyone has much unused energy at the end of the day, though I may be wrong.
So a well-kept slave would build up to the third level of arousal after about four days… if it weren't for her masturbating it away constantly:
IF slave["arousal"] > slave["pride"] and slave["arousal"] > 1: slave_will_masturbate = 1
Which triggers the masturbation code in end_day_screen, the relevant part of which is:
slave_rate["arousal"] -= slave["sub_masturbation"] * slave["arousal"]
Turns out that teaching your slave to masturbate well might be counter-productive. But if you don't, she'll get better naturally, since this builds up masturbation XP.
So let's track the progress of what I'll teasingly call 'Waifu Slave' partway into her training. Her slaver knows what he's doing, so she's at maximum fitness. She's got no energy left at the end of the day because her training takes it all up. Her temperament and mood we'll err on the side of caution and say add up to 8. So on day 1, she gains 13 slave_rate["arousal"], setting her slave["arousal"] to 1. She does not masturbate. Day 2, she gains another 13, bringing her up to 26 slave_rate["arousal"] and bringing slave["arousal"] to 2. At this point, she masturbates, because I'm assuming her trainer would have wiped out her pride by now. Her masturbation skill… well, who doesn't train up dildo+masturbation first? Let's call that 5. So her sub_masturbation times her arousal level is 10, so that brings her back down to 16. From this point out, she's masturbating daily, with a net increase of only 3 slave_rate["arousal"] a day. So it would take her 8 more days to reach slave["arousal"] level 3, at which point her masturbation starts reducing her slave_rate["arousal"] by 15 a day. So she stalls there, never going above slave["arousal"] 2.
So there you have it. A happy, healthy slave will be masturbating daily and never, ever go above level 2 arousal. If you want her to be unable to keep up with her own randiness, she's going to either have to be a nympho (which is another 10-15 points of slave_rate["orgasm"] a day, easily) or supplement it with items - the anal tail erodes nature so you'd probably only want to go with the vibe rule and the nipple chain, which adds another 5 points and would allow you to get up to level 3 naturally but very, very slowly, but again, the increased masturbation effectiveness will stall her at just below level 4.
So if you let your slave orgasm, she will always keep her arousal under control.
No.2632
Having decoded (heh) the mechanics, I'm of the opinion that the culprit isn't the amount of arousal that's build up every day - it's how effectively a slave can manage her own arousal with masturbation. I think a better way to manage this isn't to make a slave randier, but to introduce new conditions upon masturbating. Perhaps a no-masturbation rule? It'd be similar to the no-orgasm rule, but there's enough distinction in how they 'feel' (especially for those that are kinder to their slaves) that I think it'd be a good addition to the game.
How do the rest of you feel about this? And for the love of Slaanesh, no more arguing about it. Everyone who has an opinion to state, please state it, but don't try to argue with each other no matter how wrong you think their opinion is.
No.2633
>> 2632
>introduce new conditions upon masturbating
Agreed. The existing logic-test (for the orgasm rule) involves a contest of wills - the slaver character is staring at the girl and DARING her to break the rule so that he can lay down a mighty pimpslap. We can make it more interesting by adding an INTERNAL dilemma which precedes that scene. It will also give us an opportunity to put some mileage on the Instinct (aka Taming) stat, which is somewhat neglected.
! Test the girl's self-control vs her need for relief
IF slave["arousal"] > slave["pride"] and slave["arousal"] > 1: slave_will_masturbate = 1
IF orgasm_prohibited = 1:
! Test the girl's adherence to the rules (when nobody is watching). How Tame is she?
IF rules_broken = 0 and (slave["arousal"] < slave["instinct"]):
// The girl was aroused enough that she wanted to masturbate, but she refrained
slave_will_masturbate = 0
slave_rate["instinct"] += 1
else
slave_rate["instinct"] -= 1
// The girl broke the rule. A minor sin; may be eclipsed if she also breaks the rule against orgasm
if (slave["sin"] < 2): slave["sin"] = 2
END
END
If the girl is very proud, then forbidding her to masturbate is moot. She has enough self-restraint that she won't do it until she's already going insane with sexual frustration.
If the girl is partially trained, then she may masturbate (in private) but then stop short of orgasm when she's confronted.
If the girl is very horny or completely untrained, then she may break both rules. The sin effects do not stack; only the larger of the two crimes will be counted.
You don't gain anything by setting the no-masturbation rule on a frigid girl. If you can keep her slightly aroused (but abstaining) then she'll exhibit a gradual increase in Tameness. If you don't manage her sex-life effectively then the stat will decay instead – this is intended to punish inattentive players.
Addendum - we need more game-mechanics effects for sexual frustration. Maybe an additional moodlet ("neg_veryHorny"), a risk of emotional trauma (slave_rate["rational"]–), and the possibility for the girl to _request_ sex?
Imagine a scenario wherein you have a girl who is very talented but also very proud. It's early in your career, so the Supremacy score is lousy. She's too smart to be browbeaten and you don't want to damage her with violence. Lock her into a chastity belt, drug her food with aphrodisiacs, and then just leave her alone until she's begging for it. Refuse: Immediate loss of Pride, but also a serious risk of disobedience or runaway (and also continuing unhappiness from the high arousal). Accept: small loss of Pride, small increase in Temper (the girl feels more open to sex, but feels that SHE can decide when to initiate it), and the usual sex outcomes (orgasm mood-boost, reduction of arousal, skill train).
Rynak has expressed interest in more balanced male-female sexuality, so perhaps he'll be willing to write some text content for girl-initiated sex scenes. We can reuse the Relaxed Sex artwork since it's mostly girl-on-top.
No.2634
>>2633A chastity belt would be an interesting addition, and it'd make sense since other rules have items to allow you to force the matter. Locking down masturbation as a source of relief would also allow for an expansion of the effects of master-induced orgasms - maybe upon habit or even devotion. I'll check the existing effects.
No.2635
>>2633>if (slave["sin"] < 2): slave["sin"] = 2Please refrain from using this type of sin adding to the slave, because it will omit effect of Sententia Veritas spell.
No.2636
>>2635No problem man, I know there's something specific to make it work properly. sin_gained IIRC, I'll double check before I get to coding.
No.2637
>>2596>opinionsFacts aren't opinions.
There is (very little) ingame fluff, it's only grimdark, and there's nothing about lightening the setting.
The whole point is that's not an opinion, it's the only data we've got. And not seeing that the game is entirely about domination needs a Psychology 101 asap.
And stop repeating I'm "attacking people contributing", furthermore "about opinions". There's Rynak and that's all. And as far as I know, I'm not communicating with him at all (sole exception: "this trait is already in the game").
>housesDidn't know anything about real Houses being planned.
>GUII know.
>3 active slavesLiterally was talking of 3 active slaves, not assistants and such. There's a reason Old Hunter put only one and it's probably management overdose.
I'm okay for light-managing other slaves, as you already know.
>>2601I'm happy you've decided to participate !
>>2631
> teasingly calling 'Waifu Slave'you lil' devil
>>2632On the principle i've understood how it works…
So a masturbating slave, with a "normal" (if stockholmy) sex drive, without artifices to make her hornier, will always keep her arousal in check while masturbating (at stage 2).
*Hum, isn't it like, logically kind of, the point of masturbating ?*
Going the other way around.
Stockhoming her into sexual need couldn't be represented by slowly making her a Nympho (the easy yet graphical way - and we're back into the Traits updating) ?
All of this accounted: I'm still for a no-mast rule because it synergies with all of the above too.
>>2633Seems elegant.
And the chastity belt thing too. Me like.
>>2634Wasn't the original point (and your original point of disagreement) that you should be able to do it to waifus without any external coercition ?
So it's not the whole response to the problem you submitted.
No.2638
>>2637>*Hum, isn't it like, logically kind of, the point of masturbating ?*Pretty much, hence why I'm thinking of leaving it be. I hadn't realized how effective masturbation was at keeping arousal down until I picked apart the code.
>slowly making her a NymphoYeah, but that's dependent on the trait overhaul. I'm still working on the basic concept of that, and in the meantime smaller additions that work independent of traits are a nice way to keep content churning.
>Wasn't the original point (and your original point of disagreement) that you should be able to do it to waifus without any external coercition ?You can 'ask' your slave waifu not to masturbate and if she does it anyway then it's because you've insufficiently waifu'd her, work on taming her some more instead of punishing her for it. Or if you're less waifu inclined, slap a chastity belt on her until she's half-insane with lust and then fuck some taming into her.
It's a little something for everyone - currently, ordering a slave not to orgasm doesn't really let you build up lust if she's disobedient, since she'll masturbate anyway - though I am slightly suspicious that the current disobedient masturbation code isn't working right.
No.2641
>>2638Seems the lego blocks are putting themselves in the right places.
Is it possible to be unable to train a slave totally waifu-y because of natural disobedience ? If it's the case, do we assume that the waifu slaver sell her and start anew ?
Unrelated but still a bit related:
Do you want a something special for a waifu-trained slave ? A dedicate Trait or something and a unique buyer or the like ? (see how i'm open minded !)
No.2642
>>2641>Is it possible to be unable to train a slave totally waifu-y because of natural disobedienceThis question has made me realize I don't actually know how obedience works on the code side. I always use fear to coerce disobedient slaves, so I don't know if there's a gentle way to build up obedience. I'll have to look into that.
>Do you want a something special for a waifu-trained slave ? Nah. I don't want to discourage waifu-training, but nor do I want to encourage it more than any other way.
No.2643
>>2641Alright, even in a worst-case scenario it's possible to waifu-train. If a slave's obedience is higher than their temperament or their mood is at least neutral, they won't run. Once the waifu trainer has their target's mood at least neutral (clothes plus boudoir plus dessert, easy enough) they buy their target a nice collar and Habit starts building up over time. If they've gotten a slave with the worst possible attitude, Hateful, then what they need to get obedience positive is to get her mood plus taming to five or more, at which point they can get the girl to start doing things and earning rewards for obedience.
Naturally, a big dollop of fear and punishment would accelerate that process a whole lot, but if someone wants to play on hard mode I ain't going to tell them not to.
No.2644
One small correction about the sexual rewards code, but i suppose you know that already, and while trying to decrypt that labyrinth of code, just forgot it for a moment:
Hug and massage does not have to be "unlocked" in 1.21. It is always available, so for some reason, it's handled differently than petting, vibe and cunnilingus.
To sum it up once more - currently:
1) Hug: Always available. And… it costs 1 energy >_>
2) Massage: Always available
3) Petting: Available at max arousal
4) Vibes: Available at medium arousal
5) Cunnilingus: Available at minimum arousal.
I'd think that hug indeed should always be available. I'm unsure about massage. Heck, hug and massage is classified as some kind of sexual favour, but from the descriptions, i don't really see why it has to be erotic - it can of course be, but one can also enjoy it for non-erotic reasons. That is why "hug" and "massage" being available regardless of arousal doesn't feel odd ingame, yet the same of course wouldn't work for the three other rewards.
On the other hand, it feels a bit overkill to introduce another category of rewards, just because those "hug" and "massage" - while being "bodily rewards" - aren't strictly sexual.
So, perhaps the easiest approach is to indeed keep the current inconsistency: Hug and massage always available. The other three fixed to properly take arousal into account.
_____
About the whole relation between arousal-rate, and nymphomania:
The problem is that nymphomania on it's own cannot really cover the spectrum that would make sense. Yet, nymphomania does have it's justified place, as a trait that defines a person to not merely "like sex", but have an abnormally high sex-drive.
If the current system and weighting remained as is, yet it became possible to "train nymphomania", then the result would be slaves who at first barely build up any lust by themselves - and then suddenly they from one moment to another go to the opposite extreme.
So, in my opinion to address all relevant factors, implementing both would be neccessary: A tweak to arousal-rate calcs, as well as nymphomania rework. Depending on how you want the later to work, both could to some degree be related: If you want someone to develop nympomania, then i'd expect that person would already have to be at a point, where it has an increased arousal-rate.
Now, as for how to calc arousal rate differently: I completely agree, that the current state makes sense for untrained, non-brainwashed and badly treated slaves. Obviously sex would be the last thing such a person is in the mood for, so this case should remain as is.
It seems there's a consensus that if a slave builds up (whatever ill-guided) trust, sympathy and openness, sex-drive should begin to manifest again.
I'd add that sexual experience should matter as well. Both as a sign of conditioning, as well as a sign of that person being aware about the potential joys of sex - the more she knows about it, i think the more we can expect her thoughts to occassionally spent time on sex - which pretty much is a kind of self-stimulation.
That was the reason, why back then i proposed to take into account "sexual inhibition"(pride), "devotion" and "the average of all sex skills".
The reason i didn't take into account taming and awareness, was because awareness, taming and devotion are strongly dependent on each other - they're mostly interlocked. Devotion i would consider to be the strongest indicator of trust and "willingness towards the master", since it's basically loyality. It also is the hardest to raise relationship stat, and you'll almost always get high awareness and taming, before devotion. So, by basing it on devotion, you can pretty much be certain, that the relevant awareness and taming exists already.
No.2645
>>2644P.S: If you want to ensure, that "brainwashing" always limits increased arousal gain, then you could do something similiar to this:
(Pride + SexSkillsAvg + Devotion) * Devotion / 5
No.2646
>>2643And just having her branded is giving Habit too
No.2647
>>2635>Please refrain from using this type of sin adding to the slave, because it will omit effect of Sententia Veritas spell.You're right; I overlooked that. Unfortunately, the direct-modification approach is very common in the code. And the existing dynamic function (which DOES respect sententia) is poorly written.
Let's rewrite it so that the inputs are specified as arguments (instead of global variables with action-at-a-distance) and the function invocation code is a bit cleaner.
! Arguments
!! 0 - string. A dictionary name which corresponds to the girl in question (e.g. "slave").
!! 1 - int. Interaction ID. Used to check for repetition/duplication. If this is not an Interaction, set this arg to 0.
!! 2 - int. Sin potential. A value (2 to 6), indicating the importance of the request/task which the girl has refused (or failed).
!! 3 - int. Res. Result(?) or maybe Resistance(?). Sometimes NEGATIVE. TODO: figure out what this arg is supposed to be!
$sin_gained_now = {
! Verify the arguments
IF (ARRSIZE('args') = 0):
! No arguments were provided. For legacy compatibility, we will pull in numeric values from the (deprecated) global variables
args[1] = interaction
args[2] = sin_potential
args[3] = res
! We will tacitly assume that the sinner is the current slave girl
$args[0] = 'slave'
END
if (args[1] = 0):
! The precipitating event is either NOT a player-initiated Interaction; it is assumed to be repeatable.
! Therefore we skip the repetition check.
else if (dyneval('already_done_today[<<args[1]>>]') = 0):
! The precipitating event is a player-initiated Interaction, but it has not happened today OR it has not
! been marked as such (e.g. because the previous attempt was left unfinished, or because this Interaction
! is repeatable).
else
! The precipitating event is a player-initiated Interaction AND it has already happened today AND it is not
! allowed to incur Sin more than once per day. We will now abort this function; no new/additional Sin will be applied.
result = 0
EXIT
END
! ASSERT: The girl has done something wrong; we must apply some Sin.
! Begin by determining how much is needed.
! Sum the sin-potential (the inherent IMPORTANCE of the requested action) and the res value (the VEHEMENCE of her refusal)
sin_gained = args[2] + args[3]
if sin_gained <= 0: sin_gained = 1
if sin_gained > 5: sin_gained = 5
! Minor sins can be ignored if the girl has recently performed a meritorious act
IF dyneval ('result = <<$args[0]>>["virtue"]') <= sin_gained:
! The girls sin outweighs her merit. Wipe out any existing merit.
dynamic '<<$args[0]>>["virtue"] = 0'
! If the slave already has a greater sin on her record, then we can ignore this new one.
IF dyneval ('result = sin_gained > <<$args[0]>>["sin"]'):
! This is a new sin being added to a blank slate. Or it eclipses the previous (smaller) one.
dynamic '<<$args[0]>>["sin"] = sin_gained'
! Return the new/increased Sin value
result = sin_gained
!TODO: проверить, правильно ли работает исправление
!Из-за фикса, возможно ухудшение на один день состояния мастера (влияние мудов)
!master_bad_mood['neg_nice_slave'] = 1
master_mood['neg_rebell'] = 1
master_mood['pos_nice_slave'] = 0
gs '$mod_master_drop', 1
END
END
! Special override: apply the Sententia Veritas magic effect (if that spell has been cast today)
! Even if the transgression was minor (and was overshadowed by her prior merit), we still apply soul-crushing Guilt to her.
if sententia_veritas = 1: dynamic '<<$args[0]>>["virtue"] = 0 & <<$args[0]>>["sin"] = 5 & result = 5'
}
Usage examples:
! Call the function with global vars as arguments and then store the return value.
new_sin_total = dyneval($sin_gained_now, 'slave', interaction, sin_potential, res)
! Call the function with hardcoded literal arguments (this is probably a bad idea); discard the result
dynamic $sin_gained_now, 'slave', 5415, 3, -1
! Call the function with no arguments (this works, but it's deprecated) and then discard the result
dynamic $sin_gained_now
No.2648
Comments:
● the function can apply sin to any girl, even though the game code _currently_ cares about sin and virtue only for the slave girl.
● the function does not modify global variables, although it can still read from them (to support legacy code).
● the return value is currently superfluous because the function directly modifies the girl's stats. It's expected that the invoking code will simply discard it. A future update might use it to tweak the $refuse_txt message shown to the user: "<<$slave_name>> refuses to have sex with you, and she feels <<very>> <<somewhat>> <<moderately>> <<none of the above>> guilty about it."
● the function retains the disobedience mood-penalty for the master even though it's overtuned. Boney_M can decide what to do with it.
● the function retains the original arithmetic, but it should be reviewed. It's difficult to discern OldHuntsman's intent due to the absence of comments and HEAVY action-at-a-distance on the "res" variable. Sometimes it means "result of this interaction" but it's also used to denote "girl's resistance to this interaction" or "difficult of this interaction."
● my suggestion would be to alter the Sin logic: sin_gained ought to be the AVERAGE of the sin_potential and res values (both of which should be positive) instead of being the SUM of two integers. Thus, a girl could incur moderate guilt by meekly refusing an important request (e.g. "please don't brand me with that red-hot iron rod! I promise that I'll behave!") or by catastrophically failing a minor task (e.g. cook dinner → burn the house down), but you'd see stage-5 guilt only for vehement refusal of serious requests. Or via the Sententia spell.
● the previous suggestion would require lots of rejigging in the invocation code (the various Interaction definitions) so it's at Boney_M's discretion.
No.2650
>>2633>Addendum - we need more game-mechanics effects for sexual frustration. Maybe an additional moodlet ("neg_veryHorny"), a risk of emotional trauma (slave_rate["rational"]–), and the possibility for the girl to _request_ sex?Interestingly, the game DOES already have something like this, for the erotic rewards. There is some kind of check, which i.e. for petting with a highly aroused girl will result in the girl literarly pleading "Please fuck me!"
Which brings me back to one more of the endless things bugged with active sex: If you then disable orgasm denial and do active sex (not like denial is even checked in active sex - there apparently the game takes for granted that orgasm is allowed - while elsewhere not taking it for granted. Not like that matters EITHER, because… read on)…
At least in some cases it appears to be the case that active sex has no effect on the slave's arousal post-sex. Neither does in such cases the final arousal of the game seem to affect arousal post-sex.
So yes, you can have a slave begging you to fuck her - but if you then do that via active sex, she will remember nothing of it, and still is horny as hell - now actually expecting a "reward".
The above is strange, because i DO remember that in the past i had cases, where the active sex slave arousal did seem to carry over post-sex - or perhaps that was just a coincidence.
Also, that "reward" thing i do find a bit strange as well. If the slave wasn't in the mood anyways, so the sex was a service to the master, then a reward could make sense. But if instead the slave was horny as hell - possibly outrightly asking for it - and then got her share of bliss, then i don't see how she deserves a reward. That feels like rewarding her twice.
Then again, we all know that active sex is a mess with more bugs than features, right?
A related topic: Stuntcock a while earlier remarked on me being interested in more "equal" sexual roles, and hence possibly being interested in writing content for the girls taking the initiative.
I think that is a misunderstanding, possibly raised further during a certain dispute, just because i haven't explicitlely debunked it yet (though, implicitely i did so multiple of times).
I'm not expecting "equal relationships" in the game, and quite honestly it doesn't seem adequate for the slave/slaver role setup. Even though a slaver does not neccessarily have to all the time actively oppress the slave, the condition is the slave accepting her role - in action as well as ettiquette. Any "favours" the master might provide, are the master's decision - not the slave's.
There CAN be a mutual understanding, that if the slave performs well, her master will take care of her, but it is not her priviledge to ask or explicitely request this.
Similarily, a slave CAN be "eager to please", by humbly "proposing" a service. Such a proposal does not neccessarily need to be verbal, and it can be seductive, but still she does not get to decide - it always has to remain clear, that her anything she does, only happens with the master's approval.
The relevant changes i'm interested in, aren't about changing the power-hierachy. They're about the slave under the right circumstances being fine with the events, or in extreme cases desiring them (yet not having the priviledge to decide).
Bottom line: Happy servants, are still "servants".
No.2653
>>2644Current requirements in vanilla:
Hug:
>IF slave["obedience"] > 0:Massage:
>IF slave["obedience"] > 1:Petting:
>IF slave["obedience"] > 2 and slave["arousal"] > 2:Vibes:
>IF slave["obedience"] > 2 and slave["arousal"] > 1:Cunnilingus:
>IF slave["obedience"] > 1 and slave["arousal"] > 0:So hug and massage aren't exactly always available, just usually, especially with a skilled master with a strong aura. And petting doesn't exactly require max arousal, just higher than you usually see on a slave that you aren't trying to build up arousal on.
>Now, as for how to calc arousal rate differentlyThe problem as I see it isn't that arousal isn't building up fast enough, it's that the slave doesn't really do anything with it except masturbate it away if she can. If masturbation was disallowed then a slave would be at what you considered 'max' arousal after just four days of no orgasms, which is pretty damn quick.
I was surprised at how low the requirement for vibes was, since I only really saw it as an option on nympho or aphrodisiac'd slaves.
But hey, I could be wrong - the amount of information the game obscures from the player makes it difficult to nail down the source of problems. We can take another look at it if arousal is still tending to be very low after the no-masturbation rule goes in.
>>2646Right, I forgot about that.
>>2647>>2648Man, that's ambitious - I wouldn't be comfortable writing a single line of code until I had spent literally hours picking apart how the sin code works. But assuming all that works like it should it would greatly simplify things in the long run, but it would take an obscene amount of rejiggering in interactions.
But hey, if I wasn't up for a challenge I would have picked a different game to focus on. I've added the code to my notes for later consideration.
>>2650This is actually the psy status system at work:
>IF slave["obedience"] > 2 and slave["arousal"] > 3 and slave["arousal"] => slave["moral"] and $slave_psy_status ! 'frightened':> $slave_psy_status = 'horny'>ENDIt modifies her reaction to pretty much everything to be much more sexually charged.
>I think that is a misunderstanding, possibly raised further during a certain dispute, just because i haven't explicitlely debunked it yet (though, implicitely i did so multiple of times).Yeah, I've understood what you've been getting at. The massive power imbalance at the heart of the master-slave relationship doesn't go away just because the master starts treating his slave nice, which is why I'm open to considering more waifu-y options as long as it's still within the master-slave relationship.
No.2654
>>2653Actually, come to think of it a very simple boost to arousal build-up would be to add devotion to daily arousal. I think I'll go with that as well as the no-masturbation rule and we can test and fine-tune it later.
No.2655
Question for the thread: can anyone think of a way to list 'ban masturbation' with less letters? It's two letters too long to fit in the rule section. I'm going with 'no schlicking' for now but that's a bit too informal to fit with the other items in the list.
No.2656
Okay, I think I know why slave rules aren't part of the slave[""] array - I tried putting the new rule in as slave["rule_masturbation"] and it refused to work. Renamed it to rule_masturbation and it worked perfectly. Maybe the EXEC: command can't change things in an array? I'll experiment further, but this bodes poorly for shoving everything into slave[""] to simplify the code.
No.2657
>>2655>ban masturbationno release / no self release ?
>>2653>sexual rewardsAbout that…
Aren't the sexual acts inversed because it's from the point of view of them being REWARDS ?
Like, there is a need for more arousal/obedience so that the slave consider petting as a "reward", while it's more difficult for her to not enjoy cunni (just allowing the master to touche her there as requirement) and so on ?
A Hug is always a reward from a slave point of view once she thinks herself a slave (personal contact), a Massage is enjoyable once she think of it as a kind gesture (not an energy-refillin gone), etc… and petting is only enjoyable once the slave is already a bit obedient, submissive, and aroused.
Yes it's not linearly available as far as the reward ladder goes, but that wouldn't be the only thing in the game that isn't.
No.2658
>>2657>ban masturbation"No release" is too easy to confuse with the no orgasm rule, and "no self release" is too long as well.
>sexual rewardsThat's true, but I'm thinking of it in terms of intensity - cunnilingus from a skilled master is second only to fog fiends in terms of sheer intensity. This makes it a pain to use as a reward since it'll almost always drop arousal to zero and will almost always cause a violation of a no-orgasm award. Unlocking petting earlier on lets someone either give a slave an orgasm while still having some arousal left over, or if she's banned from orgasm, lets him ramp up her arousal that much faster - cunnilingus is so intense that it's very rare that even the most obedient slaves are able to resist orgasm.
Another way to do it is for all of them to be unlocked at arousal > 1 or so - thoughts?
No.2659
>>2658>Mastno frigging ?
>arousalyep
No.2660
>>2659>no friggingStill pretty informal, but better than schlicking, I guess.
No.2662
>>2656> I tried putting the new rule in as slave["rule_masturbation"] and it refused to workThe absolute NUMBER ONE reason why QSP code doesn't work is the dollar sign. If something breaks, crashes, or refuses to work – check for the dollar sign.
If you copied the left side of the assignment operation from an unrelated block of code (e.g. $slave["name"] ) then it might include a superfluous dollar sign. Thus:
$slave["rule_masturbation"] = 1
This is bad because the dollar sign tells QSP that we intend to work with strings. It's going to write the string value "1" into the key "rule_masturbation" in the "slave" dictionary (yeah, I know that the QSP documentation CALLS them arrays but they're still dictionaries).
QSP can store both an integer and a string, independent of each other, under the exact same variable name (or dictionary key). THIS IS AN ENORMOUS AND APPALLING MISFEATURE but complaining won't achieve anything; we must simply work around it.
If you ask QSP for the integer value associated with the "rule_masturbation" key, it WON'T tell you "hey buddy, that's a String! Asking for an integer is inappropriate! I'm going to toss out a useful error message which explains the problem!" Instead, it will return the integer corresponding to that key. QSP has no UNDEFINED or NULL value, so it simply returns the default/uninitialized value: 0.
PL slave["rule_masturbation"] ! always prints 0
IF (slave["rule_masturbation"]): ! always fails
An IF statement built around this dictionary key will always evaluate to false, because our original assignment statement included a dollar sign. Hence, you might conclude that the array itself is somehow broken, full, or unusable.
Suggestion: try the dictionary approach again, but be very careful about dollar signs.
>>2660>Still pretty informal, but better than schlicking, I guess.Just chop out vowels until it fits. "No Mastrbtn" or whatever. A few people won't immediately recognize it, but they'll understand after they experimentally click on it (which causes the full text of the rule to appear at the bottom of the screen).
Or "No Onanism" if you want to get all archaic and Biblical.
>>2650>Similarily, a slave CAN be "eager to please", by humbly "proposing" a service. Such a proposal does not neccessarily need to be verbal, and it can be seductiveAgreed; I didn't intend to criticize. I meant "you obviously have some ideas for how positive/assertive female sexuality can exist within the game setting." Some of this content ALREADY exists (e.g. girls taking initiative to perform fellatio during a bath scene), but it lacks subtlety and it tends to be degrading. There's room for more nuanced scenes - and if they're well written then they can explore and elaborate the slave-master dynamic (rather than undermining it).
So, if you're willing: sketch out a scene or write out a few paragraphs. We can discuss the game mechanics (e.g. "this should only happen with high arousal; this one happens only if she's been happy for the past week; this part should occur randomly") and argue about how to integrate it into the UI and UX. If girl "proposes" an interaction - do we give the user an immediate yes/no dialog, or just add it to the menu so that they can activate the scene later? Do we try to extend the Active Sex minigame so that the participants can "take turns"?
It doesn't even need to be sexual. You previously suggested expanding the "how are you feeling" messages to show greater emotional variance. That could be a good starting point if you're not comfortable diving right into the smut-writing work.
No.2663
>>2662Nah, the problem was in setting it with the checkboxes using the EXEC command. This works, and is what is currently in the pre-alpha version 5:
>"EXEC: rule_masturbation = 0 & $info_text = $masturbation_rule_abort & gt curloc"
>"EXEC: slave["rule_masturbation"] = 0 & $info_text = $masturbation_rule_abort & gt curloc">…and in copying that over I just realized what the problem was. The apostrophes. I've got a funny feeling if I used 'rule_masturbation' instead it would work fine. Off to test that, one moment.
No.2664
>>2663Nope, that doesn't work either, because the entire line is already inside of single-' apostrophes. I can't post the entire line because 8chan thinks I'm trying to post a URL because it's got href in it.
No.2665
>>2663To clarify, the top greentext line is what works and is in the seemingly working pre-alpha, and the bottom line is what didn't work when I tried it.
No.2666
This is almost certainly why rules aren't already within the slave[""] array - because you can't modify those within a checkboxes' EXEC command, because the EXEC command is already inside a set of single and double apostrophes. You could work around it by having, say, rule_masturbation change slave["rule_masturbation"] but the workaround would be more effort and code than just keeping the rules out of the slave[""] array and exporting them separately.
No.2667
So I bought a servant of the Emperor.
I obviously can't defile, kill or brake her since that would be heresy.
What should I do?
No.2671
>>2663>Nah, the problem was in setting it with the checkboxes using the EXEC commandNo major problem here. We just need to lookup the escape character and tolerate some odd-looking syntax. In this case, we can toss in a pair of single-quotes and QSP will figure it out.
Source:
http://wiki.qsp.su/help:stringsJust tested it in-game; it definitely works.
"EXEC: slave[
master_rule] = 0 & $info_text = $master_rule_abort & gt curloc">
No.2672
File: 1425608241102.png (32.86 KB, 1480x244, 370:61, jack-stringEscapeSyntaxFor….png)

>>26718chan ate part of the string formatting and turned it into italics. Image attached.
No.2673
>>2672Excellent, I knew that was a way to put an apostrophe into text but I didn't know you could use it to nest a third level of apostrophes in the code. Thanks for letting me know, I'll be using this to export all the rules to the slave[""] dictionary, which'll save a lot of code and headaches.
No.2675
>Something shorter for masturbationWhy not simply use a point? "No Masturb."
>>2662>Writing ContentTo be honest, the reason why - given a dump of existing topic:Message pairs - i'd be happy to start writing "how are you feeling" responses right away, yet feel a bit uncertain about the smut part, isn't so much about it being smut. As a personal hobby, i'm writing a by now way too many books-spanning fantasy story with plenty of sexual inuendo (hard to avoid, with one of the protagonists being crazy nympho).
However, i tend to be quite bad at coming up with outrightly new content in a vacuum. If i have a basis to expand on, i never run out of ideas. The game has plenty of non-sexual content for relationships all across the spectrum, so expanding there is easy to me. The sexual content however is almost exclusively single-minded - i lack a reference.
No.2676
>>2667Well, whatever you do, don't have an open mind.
'Cause it would be like having a fortress with its gate unbarred and unquarded.
And there is no such thing as innocence, only degrees of guilt.
No.2677
>>And there is no such thing as innocence, only degrees of guilt.
As a generic statement, that logically makes no sense at all, especially when the subject is a specific topic.
But assuming you were refering to the game: Obviously, yes. Even our own society is a grand experiment of putting people into large enough cages, controlling all their highlevel decisions, while leaving decisions of trivial daily matters to the slaves, and rewarding obedience with no shortage of consumer goods.
No.2678
No.2680
>>2677P.S.:
The concept of "absolute guilt" is rather useless (literarily) anyways.
Take a hypothetical employer in our society, who treats his employees fairly, yet expects fair work in turn.
There will be a variety of things on which even the employer has no influence, since either the (designed) environment or outright laws restrict his options.
What is that employer guilty of, and what are his virtues?
Well, he does within his available means create a fairer life for his servants. It is an improvement, if fairness is "good", so this is a virtue.
Yet at the same time, he is still working within the system, and even if said system might not appreciate it, he is making said system more "tolerable" - perhaps even "enjoyable" to those at the bottom. Hence, this way he DOES "support" the system. If the workings of the system are considered "bad", then this would be something he is guilty of.
How does the concept of "absolute guilt" deal with this? Are his doings a virtue or guilty? It cannot for a single rating be both, since virtue and guilt are part of the same attribute. So what is it?
This is why absolutists will always come to highly inconsistent decisions - i'd almost call it shizo, cause that IS what happens in the minds of such people: It flickers back and forth, desperately trying to make it fit, yet both possible judgements somewhat fit, and somewhat fit not - but that should not be possible.
Egalitarians (NOT relativists) aren't helping the matter, since they will abuse the relativity of ratings, to come to conclusions which overly obviously are completely arbitrary. They will selectively focus on ONE (or multiple) aspects, that support the judgement they personally prefer (i.e., if they want said employer to be guilty, they'll focus on the system aspect. Or if they want him to be virtueous, they'll focus on the individual improvement). As a result, absolutists will be reinforced in their rejection of relative ratings.
And then sometimes, somewhere… quite rarely, there are people like me, who bother to go through the effort of looking at things from multiple angles. Not like anyone else cares.
No.2681
>>2675> given a dump of existing topic:Message pairs - i'd be happy to start writing "how are you feeling" responses right awayThere's a question of workflow. I could extract the strings into a spreadsheet (with a filled columns for "standard response" and empty columns for "horny variant response", "depressed variant response", etc) but then we'd need to do a lot more work to merge it back into code. Instead, I'd prefer to do the work directly in code so there's less risk of transcription errors.
Proposal:
● open up #moodlet_base in QGen. All of the strings are there; the girl's responses begin at line 180.
● add variants by copy-pasting one of the existing string declarations and renaming it according to the pattern shown below. We should get Boney_M's signoff before we proceed too far – just in case he has concerns or an alternative approach – but there's no harm in poking around and writing a few new sentences.
$mood_description['neg_prisoner'] ! standard/default message in which the girl complains about being imprisoned in the dungeon
$mood_description['neg_prisoner_horny'] ! variant message which appears when the girl is imprisoned while horny
$mood_description['neg_prisoner_hysteric'] ! variant message which appears when the girl is imprisoned while hysterical
$mood_description['neg_prisoner_depresive'] ! and so on; you get the idea
● note that every string is a two-liner because it includes the girl's name as a caption. This is silly. Please collapse the strings to a single line (beginning with the hyphen). I'll concatenate the caption into the loop code so that it automatically appears on each "page" of the conversation.
● I'll write some new code for the $moodlets_account subroutine, which will lookup the appropriate $mood_description string (e.g. $mood_description['pos_sleep'] ) and then attempt to load a variant which reflects the girl's current $psy_status (e.g. $mood_description['pos_sleep_docile'] ). If the variant string is missing, then the game will simply display the standard string instead.
● you don't need to worry about status combinations (e.g. "what if the girl is horny AND hysterical") because the game doesn't allow for them. It has a priority system; only one $psy_status is ever in effect.
● you'll have authorial discretion; feel free to modify the existing content. For example, you might decide that the current "drunk" response is too affectionate, so it would become the "horny" variant and you'd write a new standard message. Some of the messages are goofy or contain pop-culture references; you can replace them with more thematically-appropriate content if you want.
● the psy_status variants are: broken, docile, frightened, servile, obedient, horny, depresive (sic), hysteric, soft, optimistic, reluctant, arrogant, hateful, resistant, lachrymose.
broken is special – you don't need to write variants for it because a broken girl will not talk about her feelings.
● if you don't recognize one of the psy_status options then you can review the code to discover the triggering condition (and some of the associated text, such as $compliment_reaction['lachrymose'] ). Or ask in the thread. Or skip/ignore it; some of the conditions are very "brief" (such as lachrymose - it's an initial state which a girl will quickly switch out of and never return to) so they don't deserve a lot of hand-written content.
No.2682
● your material can be "ragged" - you might write 3 variants for the neg_ugly message, but only 1 variant for the pos_pony message. That's fine! If you try to fill in every variant then you'll go crazy - there are 60x14 = 840 possible sentences in total, and it would be very difficult to distinguish "docile" drunk from "soft" drunk. If you focus on the most common ones (e.g. the ones which you actually recognize from your own gameplay!) then 150 should be more than enough.
● you can propose NEW psy_status options and even write text content for them (e.g. $mood_description['neg_prisoner_stockholm] = "I don't deserve to be set free. I'm so worthless!" ) Even if they don't end up getting included in the game code (due to compatibility concerns or bugs or whatever), simply having them present in the codebase is harmless.
● if you find (or create) some messages which have special importance, then please flag them with an inline comment and let us know how you'd like to handle them. For example: we might be able to work out a system through which the girl can spontaneously interject a standalone message due to distress (e.g. starvation, drug addiction, parasite illness). This would serve as a quasi-tutorial for new players who are about to unexpectedly lose a girl through a game mechanics which they don't yet understand. An experienced player doesn't need the help (e.g. he's deliberately starving an overweight girl to fetch a higher selling price), but he could use the outburst as an excuse to punish the girl… Alternatively, it might be possible for some messages (e.g. "I love it when you spank me" or "How dare you ejaculate on my beautiful face!") to be blurted out during sex scenes.
● if you want to write multiple options for a single moodlet+psyStatus combination (with the expectation that the game will choose one at random, thus reducing the repetitiveness of the conversation system) then just flag the "extra" ones with an inline comment. We can add some random-selection code and then rename the strings to fit the selection pattern.
No.2683
>>2681Stuntcock:
Thanks for all the effort of putting so much thought and info into this.
Couple of questions/concerns:
#1. I do have the time and interest to write the responses (though, as mentioned before, i'm not a good author to write the despair/fear ones). However, digging through the code to understand stuff is not something i'd pull through with. I agree that i SHOULD be willing to spent this effort, instead of offloading it onto you folks, but there's no point in promising something i probably won't deliver: I'd run out of motivation/time. I'm fine with using the file as a base (though, i'd prefer a plaintext dump of the whole file, instead of having to work with QSP), but the responses i'd rather simply write in non-code, but structured to be easy to integrate.
#2. If i find something interesting, i might fiddle with the various exotic moods, but my goal won't be quantity, but coverage: I want responses for generic moods. Right now, the game lacks this - it has responses for very specific cases, but fails to take into account basic things. When basic things are taken into account, it will be much rarer for girls to give a response that seems entirely unfitting in the context - it might not be perfect, but at least not entirely off. As a bonus, there are much fewer generic cases to take into account, than specific ones - hence less content to write, hence higher chance of me maximizing coverage before losing interest.
The issue is that i'm not sure if the game already has moods for all the generic cases. Those which in my opinion should at least be covered are (in prioritized order):
- Fear/despair response (as mentioned before, i'll probably skip this, but "someone" should add this)
- Rebellious/unconditioned response
- Devoted/Conditioned response
- Standard neutral response (also acts as fallback, if all else fails)
For those of the above that do not have existing moods (or different structure), i'd leave the decision logic up to you.
For example, i don't even understand what the difference between "servile" and "obedient" is - nor would i want to write seperate responses for both - it's up to you what to use my addition for. Same for "reluctant", "hateful"… too finegrained for a broad brush, and the threshold might not help either.
> If you focus on the most common ones (e.g. the ones which you actually recognize from your own gameplay!) then 150 should be more than enough.No way. Look, i was considering to ensure coverage of 4 basic variants, per topic. No way i'd pull through 150 variants in total. I'm not offering "completion", but solid generic coverage.
>you can propose NEW psy_status options and even write text content for themThat's very generous - but again the problem is collisions. Save for perhaps a handful of issues, it appears the psymod already covers most aspects - in fact more finegrained than i need. The only issue might be thresholds, and new moods wouldn't address that.
Again, i guess i'll simply write responses for the generic attitudes i mentioned, then leave it up to you if/where/how to integrate them.
No.2685
Hi! Long time lurker.
I've been playing around with a mage slaver and have noticed for a while that fear doesn't seems to go down if you cast Tremendio on a slave.
It seems to get stuck at 5 pulses per minute. This doesn't happen at 1 or 2 pulses that trigger from normal punishment.
It is worth mentioning that I get hardly no taming or awareness at times when I use the spell, so I'm not sure if that has an effect.
No.2687
>>2680>Egalitarians (NOT relativists) aren't helping the matter, since they will abuse the relativity of ratingsBut everything is relative Rynak. Innocence and guilt aren't absolutes. I mean look at the US laws, murder is wrong except when self-defense. Some things can be cut and dry and some things can't be.
In that regard I think we agree but I think your view of egalitarians is a tad skewed. I don't know what circumstances or experiences made you come to that conclusion.
Usually the egalitarians I come across, (people that actually believe in human justice and not discriminate against heterosexual white men) take great pains to understand multiple aspects to everything they come across.
I mean I consider myself an egalitarian. And my conclusions about the world aren't arbitrary. They help give me a base understanding of the world and from there I can further research the dynamics of life.
But I do like your critique on absolutists. The world isn't quite as black and white as they think it is.
No.2688
This warhammer 40k reference is really going ways uncharted…
No.2690
>> 2683
> i'd prefer a plaintext dump of the whole file, instead of having to work with QSPhttps://github.com/thevm/jack/blob/english/src/%23moodlet_base.txtGirl responses begin at line 180.
> The issue is that i'm not sure if the game already has moods for all the generic cases.Understood; it makes more sense to have full coverage of emotional "categories" than patchwork coverage of highly-specific emotional states.
I agree with your breakdown. Just choose three suffices (e.g. _fear, _defiant, _loyal) and I'll write a lookup table.
> No way. Look, i was considering to ensure coverage of 4 basic variants, per topic. No way i'd pull through 150 variants in total. I'm not offering "completion", but solid generic coverage.There are 60 topics. If you write 4 variants per topic then we're already up to 240 lines. Just do whatever you're comfortable with; skip the stuff that you don't enjoy.
No.2697
>>2681>We should get Boney_M's signoff before we proceed too farConsider it given.
>Even if they don't end up getting included in the game code (due to compatibility concerns or bugs or whatever), simply having them present in the codebase is harmless.Yeah, there's a fair bit of orphaned code in the game as is. While technically it's suboptimal, in practice the effect is negligible.
>then please flag them with an inline comment and let us know how you'd like to handle themThe answer to 'should I put a comment here?' is always 'yes, absolutely'. It's better to explain something that didn't need explaining than not explain something that did.
>>2685Alright, gonna investigate Tremendio. Two minutes.
No.2698
The relevant line is:
>slave["fear"] = spell_effectiveness
Okay, and spell effectiveness is? From interaction_result:
> if master_mage = 0: spell_effectiveness = 1
> if master_mage = 1: spell_effectiveness = 2
> if master_mage = 2: spell_effectiveness = 4
> if master_mage = 3: spell_effectiveness = 6
> if master_mage = 4: spell_effectiveness = 8
> if master_mage = 5: spell_effectiveness = 10
> if master_mage = 6: spell_effectiveness = 10
> spell_effectiveness -= slave['ego']
Wow. Well, it's not *too* bad, since from $newloc:
>if slave['fear'] > 5: slave['fear'] = 5
So there's no overflow fear to worry about. The easiest way to reduce fear is to raise devotion: If a slave is more devoted than afraid her fear drops quickly. But if fear's at five that's not really an option, because devotion maxes out at five. All that's left off the top of my head is visits to the Gardens, let her go to bed with unpunished sins, and long stints as an assistant - and that takes a long time to take effect.
This backs up my existing impression of Tremendio: if you're a powerful mage it pretty much permanently traumatizes your slave. If a slave is crazy disobedient and refuses to be beaten into line, or you think she can take you in a fight, Tremendio is the final resort before selling her to the butcher.
No.2699
>>2698Regarding the Tremendio spell, there are a couple of line that worries me on next_day.txt:
>if slave["moral"] > slave["fear"] and slave["fear"] > 0: slave["fear"] -= 1
>IF slave["sin"] > 0:>if slave["sin"] > slave["fear"]: slave["fear"] -= 1If I'm reading this right wouldn't it mean that at 5 fear (obtained from a master Tremendio spell), it would be impossible to lower fear under most conditions? Shouldn't it be more equal instead for both comparisons?
No.2702
>>2698(Will be posting less in the next week, because of spending jack9tails time on the responses)
If the current mechanics of Tremendio are desired, then i think the description should be modified to sound more severe. As it is, the spellbook description just doesn't sound as something so drastic and semi-permanent.
No.2703
>>2699>there are a couple of line that worries me on next_day.txtIn theory, the inequality condition shouldn't be crucial. The slave_rate['fear'] variable ought to decay over time due to various interactions (and $next_day logic), which will eventually bring slave['fear'] down from 5 to 4. At that point, the ['moral'] and ['sin'] checks can rapidly erase the remaining fear.
Unfortunately, the 'fear' attribute is inexplicably absent from the #variative block. There are many interaction which can alter slave_rate['fear'], but they'll never have an impact on gameplay.
Proposed fix:
● add the following line to #variative
$indep_atr[14] = 'fear'
● adjust the Tremendio interaction (line 196):
! This is a simple fix to avoid a silly edge-case in which a girl could
! become LESS fearful via the spellcasting of an incompetent mage
slave["fear"] = max( slave["fear"], spell_effectiveness )
● balance suggestion (NOT a fix). There should be some consequence for keeping a girl in a state of constant fear. I propose a decay of Intellect. This stat is currently very easy to improve/maintain. Almost every reward boosts it; raping her boosts it; even
starving her boosts it - which is presumably a bug (she'll gain at least a full point of Intellect on the day before she dies). It seems reasonable that someone scared to death isn't going to thing clearly. Hence, we'd add the following additional to next_day:
slave_rate["rational"] -= slave["fear"]
>If I'm reading this right wouldn't it mean that at 5 fear (obtained from a master Tremendio spell), it would be impossible to lower fear under most conditions?Yep, looks like it. Unless you do take extreme measures (e.g. mindbreak the girl), she's stuck in perma-fear. But if the above changes are made then she'll gradually recover.
Hence, Tremendio will become a useful item in the slaver's toolkit. It induces a
temporary period of intense fear which rapidly depletes a girl's Spoilage, yet also harms her Mood (and thereby makes it difficult to raise her Morality stat). During this interval she'll be more likely to obey, but you'll need to be very careful about what you ask her to do – because the effect of any hurtful or painful or humiliating actions will be magnified, and it's very easy for her to slip into depression.
No.2704
>>2702I think it's more of a combination of undesired behaviors when you cast the spell at max effect.
To be honest, I decided on using a Tremendio mage because that's how I managed to beat the Hard Tutorial originally and I figured it was a viable option.
No.2705
Well, that's disappointing. QSP does not allow you to iterate through the keys of a dictionary. The goddamned Trainer application (relying on memory inspection) has more power than an actual QSP programmer who's writing the source code.
"That can't be," says I.
"Surely they must have given us access to the keys. Perhaps it's an undocumented feature - some sort of reverse lookup operation." So I ran a memory scan on QGen and found the entire set of reserved words. Nope. Checked the source code.
https://github.com/QSPFoundation/qsp/blob/master/qsp/variables.cAlso Nope. QSP status:
☐ Written by a normal person
☑ Written by a crazed badger
However, that gives us an excuse to do something
deliciously deviant. At runtime, we're going to make the game run a RegEx against
its own sourcecode in order to discover the dictionary key literals. It's overkill, but it's still preferable to the current implementation (which is bloat-tastic and extremely brittle).
Also - If anyone was considering recursive algorithms then don't bother. The QSP framework will crash when the nesting level reaches 30, and there's no way to boost that limit.
No.2707
>>2699There's a couple ways to reduce slave_rate["fear"] which *should* reduce slave["fear"] somehow. However, on further investigation I can't see how, it looks like that's bugged out.
>>2703The first two parts of this fix looks like it'd do the job. But I think you're mixing up 'intellect' with 'intelligence' - code references to 'rational' mean awareness, not intelligence, and fear *reducing* awareness doesn't make any sense. slave_rate["intellect"] changes a *lot* less than slave_rate["rational"] does - it only goes up from either doing the accounts or various lessons, and the former is very slow and the latter is finite, so permanent losses to it would be a huge pain.
Perhaps a better way to do it is to introduce a new trait that give a flat negative to intelligence while fear is near max, but will go away once fear does. Something like this in next_day:
slave["terrified"] = slave["fear"] - 3
IF slave["terrified"] < 0: slave["terrified"] = 0
IF slave["terrified"] > 0 AND slave["already_terrified"] = 0:
slave["intellect"] =- 1
slave["already_terrified"] = 1
END
IF slave["terrified"] = 0 AND slave["already_terrified"] = 1 and slave["intellect"] < 5:
slave["intellect"] =+ 1
slave["already_terrified"] = 0
END
!probably not the most elegant way to do it, but it does the job
In $newloc:
IF slave["terrified"] > 0:: $features_list += '<{redacted due to 8chan thinkint it's a URL}="EXEC: msg $terrified">Terrified</a><BR>'
In #txt:
$terrified: ' Your slave is too terrified to think straight, reducing her intelligence.'
No.2708
>>2707Also, yeah, a modification to the spellbook description of Tremendio to warn about the effects at high power.
No.2710
>>2703What ? Am I confused ?
"Rational" is Awareness, not Intellect
>>2707So I'm not confused.
Mmmmh. The situation is also calling for a special thing about horror induced "broken" slaves, made by gaining a trait_xp each turn terified, candies for the Corvus, with a cool grimdark name like "Hollows".
No.2711
>>2710I don't think that'd be a good idea. Currently Tremendio is a good last resort for bending uncooperative slaves to your will. Making it break slaves would remove that option from the player.
No.2713
>>2711Not with just Tremendio. But Tremendio with an other thing, or Tremendio while at fear 5, or something like that.
Too many other things to be done before so there's no rush thinking about it.
No.2719
>>2705>At runtime, we're going to make the game run a RegEx against its own sourcecode in order to discover the dictionary key literals.Couldn't you just look at the source code and run the regex?
Also, I've been trying to git the source, and split_file the results but I keep getting this error. Using portable python 2.7.6, english locale. Could I use instead qgen to make edits?
No.2721
>>2707>But I think you're mixing up 'intellect' with 'intelligence' Oops. You're absolutely right. Please disregard that suggestion – an Intelligence penalty would be excessive, and the automatic Mood penalty will suffice.
>>2719>Couldn't you just look at the source code and run the regex?Yes. That's the status quo - the code has a set of dictionary keys hardcoded into it.
This is undesirable. We generally expect that code will work with a wide range of content. For example, the basic HTML-building logic of the game did not change during the translation from Russian to English. But when
boundaries (such as enums or array sizes) are hardcoded, the code will not adapt fully and/or cleanly to new content. For example, someone might add a new set of moodlets to the game (for Stockholm Syndrome or farm work or whatever) and discover that these new moodlets are never mentioned in the girl's
"How are you feeling?" responses.
At this point, the programmer is confused. The new code
ought to work – it was copy-pasted from a working code snippet; all that they did was change the names! Then they spend an hour examining the interaction and psychology logic, injecting debug flags into the code so that they can trace variable values, reverting recent code changes or contributions from other people in the modding team (just in case
someone else's work has created a destructive conflict). Remember that it's a GIANT pain in the ass to playtest this stuff, because each code change invalidates saved games – you may need to spend 10+ minutes just clicking through the game in order to get a girl into the Stockholm Syndrome state. Once the programmer discovers the ACTUAL problem and fixes it (in five seconds), they'll need to undo an hour's worth of misguided debugging work. If we were working with version-control tools (e.g. Git) then this would be simple. QSP doesn't play nicely with code repositories, so the programmer will probably need to fix everything by hand.
Runtime code-scanning avoids this problem. The new function is also built to accommodate further modding/expansion - such as
"How are you feeling?" responses for multiple girls and variable-intensity moodlets (instead of each positive moodlet always being +1 and each negative moodlet being -1).
>Could I use instead qgen to make edits?That would be a good idea. The code on Github is translated, but it doesn't include the "hggmod" patches and improvements.
You'll eventually want to get the Python split stuff working (if you plan to push updates to the Git repositories) but for the moment you can share your code by copy-pasting the text from Qgen into a pastebin file (or posting it directly on 8chan if it's a short snippet).
No.2722
>>2721>you may need to spend 10+ minutes just clicking through the game in order to get a girl into the Stockholm Syndrome stateOr put a big ol' 'TEST BUTTON' on the front of the main menu like I do to set the game into the state you want to test, but that's still a pain. There's not much as aggravating as spending a fruitless half an hour debugging the latest addition only to find that the actual problem is you missed a colon in the code for the test button.
>The code on Github is translated, but it doesn't include the "hggmod" patches and improvementsYeah, I spoke to the_vm about working together but I didn't realize he was maintaining a git until I was pretty far into modding, and the version of the game he's created is different to the one I've been modding and most people play with in some apparently pretty fundamental ways. I tried copying over some of his additions, and while some of them worked fine others just caused inexplicable crashes. So we pretty much just exchanged blanket permissions to copy each other and went our separate ways.
All that said, I'm happy to be the one that collates all code contributions into a central version, but there's no denying that it's a potential bottleneck.
No.2723
>>2721>variable-intensity moodletsOh, and this was probably just an example but I'm pretty sure this could be worked around having slave_rate["mood"] modifiers that fire on next_day. But I can't really blame you for wanting to solve the fundamental problem instead of piling workaround on top of workaround.
No.2724
>>2723> I'm pretty sure this could be worked around having slave_rate["mood"] modifiers that fire on next_dayIn the current codebase, such a workaround would be ineffective. There are a LOT of assignment operations in the code which modify slave_rate['mood'], but there's no code which would ever APPLY the rate change onto the slave['mood'] variable. The $moodlets_account function (which is called by $newloc, and therefore runs very often) explicitly zeroes out the slave_rate['mood'] variable, and then computes a new value for slave['mood'] by summing the various positive and negative moodlets.
I actually AGREE with this approach, and I've kept it in-place while rewriting $moodlets_account. Psychology is a very important game mechanic for slave-training, and players NEED an accurate listing of which factors are making a girl happy or unhappy. If the slave_rate['mood'] variable was subject to arbitrary numeric manipulation in code, then a girl could potentially become very unhappy - in spite of the fact that all of her moodlets are positive - and the player would have no idea how to fix it.
There are a few ways to revamp the system and bring those slave_rate['mood'] lines into play. The main concept that I've been considering is "moodlet tweaks." We'd allow various minor interactions to influence the girl's current moodlets - shortening or lengthening their duration.
● example: there are many "slightly cruel" things that the player can do to the girl, such as tattooing and epilation. These are supposed to incur a small penalty to slave_rate['mood']
◦ it's not really worth the effort to write a new negative moodlet for each one.
◦ these actions aren't strictly
evil, but they suggest that you're treating the girl as a commodity rather than a person (because these actions tend to raise her sale price)
◦ therefore, we could cause them to decay the [pos_gentle] moodlet – which is acquired through minor acts of kindness (encouragement, massages, petting, etc)
◦ normally, the girl would remember a kind act for several days. But each cruel act will subtract from the remaining duration (and possibly end the bonus immediately)
◦ in narrative terms: you did some nice things; the girl thought that you were showing genuine affection. Then you hurt her and dispelled her impression of you as a caring person - she recognizes that this is a business relationship. You can win back her trust if you remember to comfort/console after each painful event. Even if you plan to sell her, it may be useful to make her believe otherwise.
● example: fancy dates are supposed to increase slave_rate['mood']; satisfying sex is also supposed to do so
◦ we can add a synergy effect here: if the player takes a girl to the theatre and then fucks her brains out, the [pos_slave_date] and [pos_multiple_orgasm] moodlets would each be extended by 1 day
● example: give the girl a nice dress; she gains a new [pos_vanity] moodlet. This moodlet will yield a bonus of (mood += 2) for three days, at which point the girl "forgets" about the gift and it has no futher effect on her.
◦ if you take the girl out on a date and let her wear her new dress (even if it's just a stroll around the city), then the bonus will be extended by 1 day
◦ you can buy her additional dresses in order to renew the bonus, but you'll risk spoilage (and dresses are expensive!)
◦ if you force the girl to go out in public naked (e.g. humiliation training) then the bonus will end immediately - and you'll probably activate the [neg_naked] moodlet as well
No.2730
>>2724>There are a LOT of assignment operations in the code which modify slave_rate['mood'], but there's no code which would ever APPLY the rate change onto the slave['mood'] variable.I don't know why I expected otherwise.
>"moodlet tweaks."Seems like an efficient way to do it. I'll add it to the list.
No.2731
The influx of contributors (both named and Anon) pointing out problems has made it so that version 5 is mostly looking like a tweak and bugfix version. Here's the current changelog for v5:
>Sanity-checked the public toilet code - slave could get pregnant but would never lose her virginity from it. Changed it so there's a chance of her getting fucked while acting as a public toilet, and if that happens there's a chance she'll get pregnant from it. Pointed out by a kindly Anon at 8chan /hgg/.
>Made it so that your starting assistant in sandbox mode will never have a parasite or a disease. Pointed out by a kindly Anon at 8chan /hgg/.
>Tweak to the barn code: amount of 'pig' meat stored now depends on fridge capacity. Suggested by Alploochra at 8chan /hgg/.
>Added a 'full service' to the list of men's options at the Salon, for those of you who want to get super pampered. Requested by a kindly Anon at 8chan /hgg/.
>Changed the text of a slave complaining of 'shame' to make it clear she's objecting to being on display. Pointed out by Rynak of ULMF.
>Fixed the storage of humility and vibe rules, which should now be remembered when you put your slave into cryo-storage, the dungeon, or make her an assistant. Pointed out by Rynak of ULMF and a kindly Anon at 8chan /hgg/.
>Tweaked the code controlling mood decay a fair bit. Slaves disobeying no longer reduces every positive influence upon a slaver's mood, neither does being 'bored', and made it slightly easier to get the positive mood for having a well-trained pet - it was completely impossible for a max-rep master to enjoy a well-trained pet, for some reason. Pointed out by a kindly Anon at 8chan /hgg/.
>Changed the results of combat so that more difficult fights while patrolling the fog are more likely to grant you more valuable slaves. Suggested by stuntcock of ULMF.
>Several tweaks to arousal code - devotion increases daily arousal increase for non-frigid slaves, altered when erotic rewards become available, and added a new 'no masturbation' rule that can optionally be enforced with a chasitiy belt to allow arousal to build up without banning orgasms altogether. Also fixed the orgasm code, which was partially broken due to modifiers from active sex being used for orgasms experienced outside of active sex. Input for these changes came from Rynak, Alploochra, stuntcock, and several Anons at 8chan /hgg/.
My current plan is to add the fear tweaks, various consistency fixes to the fiend code regarding pregnancy and orgasm, a way to buy fiends and feed girls in the barn fiend cum, and add a way for the assistant to massage the master, then call that version 5 and put out a test version. A fair few additions have been pushed to version 6.
No.2734
Here's a quick UI-enhancement feature: we can add the HTML accesskey tag to buttons.
http://www.w3schools.com/tags/att_global_accesskey.aspThe implementation is a bit fiddly (because the prev/next buttons are technically
inventory objects as far as QSP is concerned - don't ask why). But once it's in place it works pretty well. I find it much easier to read through dialogue and the "End of the Day" report this way.
Complications:
● the keyboard shortcuts are hardcoded; you won't be able to customize then without opening up QGen
● unless we can figure out how to include custom JS, each shortcut must include the Alt key
● unless we can figure out how to include custom JS, special keys (e.g. arrow keys, backspace, Enter) are ineligible
● I've tentatively settled on [Alt + D] for Next and [Alt + A] for Previous, since they're reachable with the left hand - the right hand is presumably using the mouse. But I'm open to criticism or alternative suggestions
● it's possible to setup similar shortcuts for the primary menu buttons (e.g. [Alt + 1] = Slave Activities, [Alt + 2] = Leave the House, etc). I haven't done so yet because I fidn these buttons to be less annoying then prev/next, and because I'm not certain that the [Alt + 1], [Alt + 2], etc… scheme is ideal. Feedback is needed
● are there any other frequently-used UI elements that ought to be accessible via keyboard shortcuts? e.g. (Alt+C) for "cook dinner"?
No.2735
>>2734>The implementation is a bit fiddlyFiddly how? Wouldn't it just require adding accesskey="whatever" to the buttons, or are the hrefs for them defined elsewhere?
No.2737
>>2735>Fiddly how? Wouldn't it just require adding accesskey="whatever" to the buttons, or are the Ĥrefs for them defined elsewhere?For the first set of buttons - you're exactly right. Here are the left/right buttons for choosing a portrait on the character-generation screen (sandbox mode). We simply inject new properties into the appropriate HTML tags (taking care not to fuck up the quotation marks):
[code]<a accesskey="a" Ĥref = "EXEC: dynamic $scroll_ava_back & gt curloc"><img src = "content\pic\buttons\back_button.png"></a> APPEARANCE <a accesskey="d" Ĥref = "EXEC: dynamic $scroll_ava & gt curloc"><img src = "content\pic\buttons\forward_button.png"></a>[/code]
This same approach can be used for the "main" buttons (Punish, Reward, Leave the House, click-here-to-cook-dinner button, etc).
But the navigation buttons are different. Here's the end-of-day screen:
[code]addobj '<img src = "content\pic\buttons\forward_button.png">'[/code]
The
addobj keyword is a QSP thing; it means
"use this string as the basis for a new object to be added to the player character's inventory." Jack9 doesn't use the built-in QSP inventory system; it maintains separate dictionaries (e.g. for the quantity of swords that you own, suits of armor, number of eggs in the fridge, etc). In fact, Jack9 uses the inventory
exclusively for putting buttons onscreen.
addobj when it wants a button to appear;
delobj when it wants to clear the screen.
The aforementioned
addobj code generates the following HTML:
[code]<a Ĥref=obj:0><img src = "content\pic\buttons\forward_button.png"></a>[/code]
obj:0 is a QSP hook -
"please select the inventory object at index 0." This is supposed to "focus" on the item (e.g. zoom in on it; show a picture of it; give the player a description of it; if it's a gun then tell show how many rounds of ammo are remaining; etc). The exact details are left at the game author's discretion. Jack9 hijacks this opportunity (via code in the $objsel file) and simply prints the next (or previous) page of dialog text.
We can put an anchor tag into the
addobj call (with an accesskey property), which results in two anchors nested inside each other.
[code]addobj '<a accesskey="d"><img src = "content\pic\buttons\forward_button.png"></a>'
<a Ĥref=obj:0><a accesskey="d"><img src = "content\pic\buttons\forward_button.png"></a></a>[/code]
In addition to being invalid HTML, this doesn't work properly - only the innermost anchor is invoked when the key is pressed (or the img is clicked). QSP's inventory hook doesn't get invoked; the game doesn't show the next page of text; the player is stuck and needs to [Alt + F4].
So we modify the
addobj call. It's
fiddly (and - to be honest - dangerously brittle) because we must manually hardcode the inventory indices. Since there are at most two buttons (Prev = index 0, Next = index 1) and they're immediately adjacent to each other (in code and on screen), the risk of fuckups is minimal.
[code]addobj '<a accesskey="d" Ĥref="obj:0"><img src = "content\pic\buttons\forward_button.png"></a>'
<a Ĥref=obj:0><a accesskey="d" Ĥref="obj:0"><img src = "content\pic\buttons\forward_button.png"></a></a>[/code]
Same as above - only the INNER anchor tag is hit. But since the inner anchor carries the same Ĥref as the outer anchor tag, the game proceeds as normal.
We also need to make some very minor changes to the conditional logic in $objsel file, in order to make the feature work. I expect that 8chan would destroy the formatting, so I'll post a github or pastebin link.
No.2746
Accesskey stuff is here:
https://github.com/stuntcock/jack/commit/69a69684c7dacc2ffff6b52d8d5c43d9a043bb6dIt covers only the next/previous buttons, because we don't yet have a consensus on the main GUI buttons. Adding shortcuts to all of those would be a fair amount of work, so I'm not going to do it on my own initiative.
Moodlets stuff is here:
https://github.com/stuntcock/jack/commit/d270cf08f22a7c94b3413eb9438d84b3aa88d9d5The $moodlets_account function expects that the character-status dictionary (e.g. 'slave') will include the keys 'name' and 'psy_status'. If these are missing then it won't actually crash, but the dialog will be disrupted. When the game attempts to show the girl's name as a caption on each mood message, the name will be blank. If her psy_status is not available then it will show default messages instead of emotion-specific ones.
Lines 1090 and 1091 in $newloc simply push the variable values into the dictionary (e.g. $slave['name'] = $slave_name) before performing the function call. This ought to suffice for integration testing. However, we should remove these lines ASAP by merging those variables into dictionary entries
throughout the code.
The slaver's messages (diary entries) exhibit no psy_status variation and do not include his name, so his function call can be made without any special preparation or workarounds. Actually… the $moodlet_accounts code
CAN apply emotional variations (e.g. neurotic slaver, angry slaver, professional slaver, sleazy slaver, etc), but we don't yet have any variant content so it's moot. I'd recommend merging the $master_name variable into the $master dictionary - just for the sake of consistency - but it's not a high priority. We can worry about the $master['psy_status'] variable later. For instance, it would be relevant if we try to include a female option for the player character – she'd still need a [neg_boner] message, but it probably shouldn't mention a penis.
#moodlet_base includes some nonsense content that was used during testing. It's harmless, and it'll be overwritten by the new stuff from Rynak.
No.2749
Nothing wrong with a bugfix and stability release. The changelog thus far looks nice, though it might be a good idea to get non-global rewards in, before starting beta/test builds. Even though not strictly a new feature, that would be a major advance, and make the individualization of important slave vars complete. Together with the other mentioned fixes, that would be a major reason to update at the cost of losing savegames.
______
In other news, after fighting with the pile of crap that is GIT's webinterface, i finally got hold of moodlet_base (eventually, i ended up downloading the page-source, then extract the file from it >_> ).
I was relieved when i noticed the amount of topics to not be as astronomic as stuntcock made it sound like. Yes, it's a lot, and more than i originally expected, but still less than i feared. Will start writing tomorrow - a quick skim over the content revealed what i already noticed ingame: Plenty of the responses are "what the hell?". Not sure how much of that is due to translation, and how much was in the original… but seriously, slave responses like "Sometimes it's nice to slack off"… wat? Not even a rebellious slave would dare to phrase it like that.
On the upside, this neatly takes all pressure from me - it's not a high bar to beat.
No.2751
i have a problem with fiend raising.
as i remember last time, theres a notification if the fiend grow, but recently after using mod i never seen that notification. mind check it out for me? is there a way to check whether the fiend has grow in size?
No.2752
>>2731>Tweaked the code controlling mood decay a fair bit.I intend to extend/replace the $mod_master_drop method and its sibling ($mod_slave_rise, etc) and begin to implement the "moodlet tweak" stuff. I'm concerned mainly with getting the "structure" right - the actual content will be subject to review, suggestions from the forum, and tie-in with additional expansion features.
● Did your work with mood decay significantly expand these files? Or did it mainly involve changes to the
invocation logic (in the interaction code) such as dropping the GOSUB call?
● I intend for each of these files to contain several separate parameterized functions, such as the one shown below. Please let me know if you have any concerns or objections.
$masterMoodDrop_DisobedientSlave = {
! The slave girl has openly defied orders, broken an important rule, or shown disrespect
! Shorten any positive sentiments which the slaver feels towards her by x days (default 1)
if (arrsize('args') > 0): moodletDuration_change = args[0]
moodletDuration_change = max(moodletDuration_change, 1)
master['pos_good_pet'] -= moodletDuration_change
master['pos_toilet'] -= moodletDuration_change
master['pos_optimism'] -= moodletDuration_change
master['pos_date'] -= moodletDuration_change
master['pos_nice_slave'] -= moodletDuration_change
! Set the negative defiance sentiment to at least x days (default 3)
if (arrsize('args') > 1): moodletDuration_change = args[1]
if (moodletDuration_change <= 0): moodletDuration_change = 3
master['neg_rebell'] = max(master['neg_rebell'], moodletDuration_change)
}
$masterMoodDrop_SlaveEscaped = { … } ! girl ran away. Remove all positive girl-associated sentiments.
$masterMoodDrop_EndOfDay = { … } ! this is a simple for-each loop which decrements everything
$masterMoodRise_SlaveSold = { … } ! girl has been sold. Remove positive girl-associated sentiments; add [pos_deal]
$girlMoodDrop_MinorCruelty = { … } ! player did something unkind. Shorten/cancel affectionate sentiments
● I
don't intend for these files to be exhaustive. It would still be perfectly valid to have a line of code in an Interaction such as
master['pos_housing'] = 5 – this approach merely allows us to standardize and centralize the frequently-invoked logic. There are many ways for a girl to break the rules, and it would be silly to copy-paste the same code into each location.
● The big question hovering over our heads is relational structures.
In theory the slaver character could have separate thoughts/attitudes about different girls. The disobedience of the current slave-girl need not sour his opinion about his cute assistant or his thriving dairy business. But QSP doesn't give us an elegant way to implement such data structures; its idea of a two-dimensional array is
"a dictionary whose keys consist of comma-separated strings containing two integers". That technique is unreliable and probably insufficient for our requirements.
● Since QSP doesn't give us a clean way to manage relationships, the obvious answer is to just scrap the idea. Setup separate, non-overlapping moodlets for [pos_cuteAssistant], [neg_rebelSlave], and so on. But this approach rapidly leads to bloat (e.g. [pos_cuteAssistant], [pos_cuteFarmhand], [pos_cuteCowgirl], etc) and balance difficulties (
do all of those positive moodlets stack up with each other? can the player character become ecstatically happy just by surrounding himself with cute girls?) and it may be too short-sighted.
◦ Someone made a suggestion about training lesbian girls, in which the girl might show discomfort or hostility around the player character while being affectionate and obedient to the (female) assistant.
◦ We could also see jealousy or rivalry emerge between the girls in the household.
◦ Such features would be much more difficult to implement if we lack a relationship system.
● General feedback on this point is welcome. How useful/relevant do you think that a
working multi-relationship structure would be? Can you anticipate any major challenges with it? Any alternative suggestions or approaches?
No.2755
copy/paste from hongfire:
Does the hggmod4 fix the moodlet evalutaion bug (master_mood array indexing issue) and menswear bug (description for formal wear and moodlet asignment issues)?
p.s. If anyone is interested it is possible to load an old save game even if you modify the game, just copy first 67 bytes of any new save file and owerwrite them in old save file (tested even with heavily modified game, in some cases needs some variable reinitialisation for chages to take effect in game due to variable management in saves).
No.2772
I haven't seen any complaint yet, so I'm going to proceed with the moodlet stuff.
Next issue: inventories. There's currently a split based on usage - manly stuff goes in the master's inventory, unmanly stuff goes in the girl's inventory. So you can buy nine suits of armor and then assign one to each of your next nine gladiatrices-in-training. But if you buy nine dresses then they all disappear when the first girl leaves your household. I propose that we alter the system as follows:
● Behind the scenes, we extend the item name strings to include more information.
? 'wedding_dress' → 'Wedding Dress_IsClothing_GirlCanEquip'
? 'плейт' → 'Gothic Plate_IsArmor_GirlCanEquip_BoyCanEquip_MasterCanEquip'
? 'chimera_earring' → 'Chimaera's Gem_IsEarring_MasterCanEquip'
? 'incrusted_earrings' → 'Gemstone Earring_IsEarring_IsClitPiercing_IsNipplePiercing_GirlCanEquip'
? The first part of the name would be visible to the player via the GUI; everything beyond the first underscore simply tells the game how to deal with it.
? There's a question here - do we try to capture the bonuses and gameplay stats and the full description into the item name? Doing so would make the game more mod-friendly, but the string length might become a bit absurd.
● When generating lists, the game code would use string operations to find eligible items. If you click "Clothes" on the master's Equipment page then it's going to search for items with '_IsClothing' and either '_BoyCanEquip' or '_MasterCanEquip'.
? We can thereby eliminate a lot of if-else code, and make the game more amenable to expansion.
● Items purchased while shopping (or looted from battle-opponents, if we ever include such) would be put into the inventory of the player character.
● When an item becomes equipped it would retain its current name. This decrements an integer in the player character's inventory (and, conversely, increments it when the item is unequipped).
? master_inventory['Wedding Dress_IsClothing_GirlCanEquip'] -= 1
? assistant['cloth'] = 'Wedding Dress_IsClothing_GirlCanEquip'
● Under special circumstances (e.g. Reward::Gift) an item would change ownership.
? Wedding Dress_IsClothing_GirlCanEquip → Wedding Dress_IsClothing_GirlCanEquip_OwnedByGirl
? The GUI would show girl-owned items differently (e.g. blue text instead of black text)
● Ownership scenarios:
? a gladiatrix might gain ownership of the arms and armor which she was wearing when she became Champion of the Arena (even if she returns to your service)
? a girl might arrive in your household with some pre-equipped items which are treated as her property and carry narrative significance (e.g. mysterious blonde girl with good Maid skills who is wearing a single glass slipper)
? a girl might arrive in your household with some pre-equipped items which are treated as her property and carry mechanical significance (e.g. renegade witch with anti-magic collar - remove at your own risk!)
● The girl can raise an objection if you attempt to unequip one of her owned items.
? If the item is of no special significance then it can be removed without comment.
? If the item is currently providing a positive moodlet then that moodlet will be terminated.
? If it's a personal momento then the removal might prompt a complaint and a plea to reconsider. If you choose to proceed then she suffers a mood penalty.
? It might provoke a brusque refusal and (if you insist) a fight.
? The action might be disallowed for narrative reasons ("the necklace is magically secured and you cannot remove it")
● When an owned item is unequipped, it returns to the girl's inventory instead of the player character's.
? If people feel that slaves should not to be able to own things, then we can introduce a new Punishment option which takes her things away and makes her feel very sad.
● Both inventories are scanned by the game when presenting the player with options in the Equipment screen. If the to-be-equipped item exists in both inventories, then the game will preferentially pull it from the girl's inventory.
? slave_inventory['Wedding Dress_IsClothing_GirlCanEquip_GirlOwned'] -= 1
? slave['cloth'] = 'Wedding Dress_IsClothing_GirlCanEquip_GirlOwned'
● When a girl is sold to another owner, she takes her current equipment and inventory with her.
? The idea here is that you need to satisfy the buyer. If she isn't Stylish enough without her earrings, then she'll need to keep them on during the sale. If her natural Style is very high then feel free to strip her naked (via the Equipment page) before you make the deal.
● When a girl is killed or driven out, her items would automatically return to the player character's inventory.
Any concerns or comments?
No.2773
>>2755>If anyone is interested it is possible to load an old save game even if you modify the game, just copy first 67 bytes of any new save file and owerwrite them in old save fileIf you're looking to import savegames then it's easier to just flip the Debug switch instead. But users should be warned that this can cause unexpected consequences. For example, if I take a saved game from TheVM's Github (English branch) and load it into my current project then the emotion system breaks completely. A few key dictionaries cannot be initialized due to naming conflicts, and so everyone is permanently Calm.
Hence - if you use this technique and then encounter a problem, please try to duplicate it in a fresh playthrough before reporting it as a bug.
No.2778
>>2773It was also part of the copy/paste from hongfire, I don't do that ^^
>>2752>>2772I don't know how much work all that is (it seems a lot)… I'll let the coders decide.
No.2782
Maybe I'm an idiot, but how do you save a game? How do you load a saved game?
No.2783
>>2782Menu in the top left.
>Game>–Save>–LoadOr, Ctrl+S, Ctrl-L.
No.2784
oh, request for any takers:
"relaxed anal"
and
"relaxed blowjob"
There are times I want to sex, but don't want to bother with active. Which means I either have to have occasional abortions or sterilize.
No.2785
>>2784That's a pretty good suggestion, I can make that, but it also needs text for anal and blowjob. Relaxed sex consists from seduction, foreplay and actual sex, and all of this needs own text for each skill level.
No.2794
https://github.com/graylor/FastQSP/releases/tag/v0.5.0New version of the player that fixes issue with white UI, if game path have ' symbol.
No.2795
>>2785Well here's anal anyway. It's not great as I just altered the relaxed vag sex lines that were already there, but I cba to rewrite everything since I usually only read it the first time anyway.
No.2796
>>2795derp
!RELAXED ANAL SEX
$slave_seduction_anal[0] = '<<$slave_name>> looks anxious and stiff as she strips off her clothes, finally just laying down flat on her stomach and closing her eyes.'
$slave_seduction_anal[1] = 'Seductively smiling, <<$slave_name>> slowly takes off her clothes and walks to you. Before lie down next to you, she repeatedly languidly caresses her body with hands.'
$slave_seduction_anal[2] = 'With a smooth and slow movements <<$slave_name>> removes clothes and starts to fondle her breasts and pussy. She says that flows from one thought about having sex with you and asks, will you allow her to make you feel good? Of course, you agree.'
$slave_seduction_anal[3] = '<<$slave_name>> undresses, dancing gently, as if teasing you. Waiting until you stretch out your hand to her, she playfully bounces away and smiles slyly. Adopting the rules of the game, you roughly grab her hand and throw on the bed. Girl screams in mock horror.'
$slave_seduction_anal[4] = 'Stripped naked, <<$slave_name>> do not hurry to approach the bed. Staring you in the eye and languidly licking her lips, she begins to caress her body, kneading nipples and poking fingers in the wet pussy. Only when she sees that you are very interested, she lies down beside you.'
$slave_seduction_anal[5] = '<<$slave_name>> crawling to you on all fours and arching her back languidly, begins whisper passionately. Having called herself a dirty whore, she pleads her master to do whatever he pleases, and not to feel sorry for her. Aroused by these words, you grab the slave and throw her on the bed.'
$slave_foreplay_anal[0] = '<<$slave_name>> doesn't even try any foreplay. She just clenches her teeth and grips the sheets as you insert yourself into her backside.'
$slave_foreplay_anal[1] = '<<$slave_name>> gently hugs and kisses you on the lips. With right hand she strokes your cock, waiting for it to become the most hard to go to the main part.'
$slave_foreplay_anal[2] = '<<$slave_name>> covers your neck and chest with passionate kisses, at the same time with both hands gently caressing your penis and testicles. Feeling a sufficient hardness, she inserts it into her wet pussy.'
$slave_foreplay_anal[3] = '<<$slave_name>> kisses you on the lips, then the neck, licks over your chest and stomach, sinking lower. Finally, you feel like her warm lips close up on your excited member. Carefully moistened with saliva, she directs it into her greedy, wet pussy.'
$slave_foreplay_anal[4] = 'Gently teasing your skin with tongue, <<$slave_name>> descend lower and, finally, decisively swallows your hard shaft almost to it basis. Acting like a vacuum pump, slave''s mouth instantly brings you to rock hardon.'
$slave_foreplay_anal[5] = 'Blushing with embarrassment, <<$slave_name>> asks you to raise your legs, so that she could reach your ass with tongue and nicely lick it while caressing your manhood with hand. Gentle and shameless slave''s tongue gives you a heavenly pleasure.'
$slave_fuck_anal[0] = '<<$slave_name>> lies perfectly still as you hammer away at her ass. You may as well be fucking a corpse, though at least this one is warm.'
$slave_fuck_anal[1] = 'When your manhood intrudes into her tender pussy, <<$slave_name>> utters a sigh and hugs you with arms and legs. Feeling her hot breath, you rapidly increase the pace of movements.'
$slave_fuck_anal[2] = 'Slightly helping with hand, <<$slave_name>> sits on top of your penis, so that it plunges into her at whole length. Caressing you and herself with arms, she begins to move, slowly at first, but more and more passionately, when you approach to the climax.'
$slave_fuck_anal[3] = 'During sex <<$slave_name>> skillfully swings at top of you, instantly tuning to the desired rhythm. You feel that you rapidly reach the peak of excitement.'
$slave_fuck_anal[4] = 'Trying to give you maximum pleasure, <<$slave_name>> changes the poses one after another, alternating various depths of penetration and density of coverage. Due to the difference of sensations, excitement does not break immediately, but is stored in waves.'
$slave_fuck_anal[5] = 'You feel that slave''s greedy pussy just sucks you to itself, hugging and squeezing gently from all sides. <<$slave_name>> so skillfully picks up the rhythm that you feel like dissolved in feelings, forgetting about everything and is rapidly approaching the climax.'
No.2797
>>2796Oops, still retarded
>$slave_foreplay_anal[3]>change "wet pussy" to "tight asshole" No.2798
So I'm think I'm done with active development for now unfortunately. I've transferred some of my commits from russian branch, feel free to use them:
https://github.com/thevm/jack/tree/englishI'll add the rest soon.
Some things that I wanted to make for new version of the game that left unfinished, if some of you want to continue:
Quick button for previous lesson - too many things to do, but doable.
Expert search - maybe if it takes too long game will create slave with desired stats that will be sold for an extra fee.
Consequences for selling ill/pregnant slave, or with parasite.
Change amount of fat for weight loss, because as of now it takes too long to actually lose weight and it faster to take a new slave.
Active sex overhaul - good luck. I tried my best, but it's not enough.
Ability to check available clients that will buy your slave. Some of them won't, because they already have one and they will not tell you about it until you try to sell slave to them. I thought about public bulletin board in the central forum.
Ability to sell items from home cryostore - mostly virgin meat, milk and cream.
Achievements.
Random encounters, for example random attacks in border of fogs and serpentine quarter.
Various effects for finishing the game for certain house.
Ability to use assistant/slave in battle as a battle partner.
Sex-lessons in a brothel.
New guild contract system - express diurnal, that last one day and have strict time limit, but with higher reward and with penalty if failed; Also
bulletin board with various random contracts that changes every decade, amount of them depends from master's rank - code for it already in the game.
Button on a quest screen that will check slave and her suitability for client. If slave is unsuitable, then it will tell how to fix it.
Various helping tips - butcher will tell you how to get virgin meat, Bryn will tell you how to fight, Jofre will tell you how to use Active Sex and moneylender will tell you how to get money.
More tooltips and tips in general.
Invitation to Vatican - you will get it if your rank is high enough to take quest from a Pope.
Returning runaway slaves.
Arena/battle overhaul - more special fights, special tougher variants of enemies that have special moves.
Fiend screen - you can check its stats and check its status, you can give a name to it, and you can do some special interactions with it.
Secretary skill have a greater effect on discount.
Statistics: overall playtime and wasted money on slaves, amount of punishments and praises, amount of lessons, amount of sex interactions and etc.
Various bugfixes. A lot of them.
Also you can invite NINJ4 R4BBID from hongfire thread to work together, his changes are pretty good.
No.2807
Heya folks, life has gotten a bit hectic for me so time to work on this project has been scarce, but rest assured I haven't evaporated. Once I get things squared away I'll be back to work here. If I ever do have to drop the project for whatever reason I'll put the current version and all my notes into a zip and release it into the wild.
In the meantime, I appreciate the hell out of what you guys have been suggesting and putting forward, and please keep 'em coming.
No.2810
Nature is a pain in the ass to raise. I'm not sure if this is by design, but it feels like the odd man out. I'm thinking maybe add small boosts to the other time off rewards like "hour of fun" or "hot springs", or at least increase the boost from Golden Cage.
No.2824
>>2810It is a pain yes, but it also is raised by victories during sparring/in the arena, and (slightly) by training martial arts.
No.2859
sup dickbutt from hgg2d here
few fixes of my own, still working on some more but ran out of time today
Mega
#!fUFBVCoA!bPoaZoXBxM8TPdEChftu6hM8FzCA8hPpsnuZXNYAeBA
>autosave options fixed (now show "off" when off, etc)
>big nerf to interest drop upon comment/talk/etc more than once during active sex (no longer exponential)
>reworked accounting menu a bit - hopefully easier to understand now
I also plan to turn sandbox mode into normal-but-with-a-custom-PC mode if anyone's interested. and finish adding the hints (=2, etc) to the rest of the rewards, fix the "erotic reward" slave arousal progression, and maybe a few other cosmetic changes.
if i get all that done (hopefully by tomorrow) i'll start looking into merging some of hongfire-guy's changes as well.
No.2860
>>2859now i hef name, forgot for last post
No.2861
>>2859That's great, thank you.
No.2862
Mega
#!LQ8RgbjS!gkmcNP5xBYFvuB1KmmLfARU0YxWDAPrsmtP95_zGorE
changelog Mar19 2015
>reward hints completed
>changed erotic rewards to make more sense (now goes 1-2-3-4-5 instead of 1-2-5-4-3)
>translated Earl Grey's txtstring (note: it's not any more helpful in english than it is in ruski)
>changed "rest/fun until evening" to "day off for rest/fun" just to be clear you are, in fact, losing a whole day of energy
>removed bonus sparks and patrician status from sandbox, should now play like normal mode
>renamed "Story Mode" to "Select a Character"
>renamed "Sandbox Mode" to "Create a Character"
>changed the way char creation works - instead of starting with 0 pts and everything in the blue, you start with 600pts and everything in the red
so there's that
No.2863
>>2862So are you planning on running your own version or are you cool with me blatantly stealing everything you've done and jamming it into hggmod? With credit given, of course.
No.2864
Managed to snatch a few hours to hggmod it up only to have to scour through 7000 lines of code to find a single missing colon, only to find it was in the ten lines of code I had added and glared at for ten minutes and decided was perfect. I need to practice better version control…
No.2865
>>2863yes please use it, absolutely, i'm too flighty to run my own branch.
No.2866
>>2865Right on. I'm about ready to kick version 5 out the door so I'm going to start adding all the bits of code people have contributed, so having a bunch more to add would really pad out version 5.
Re: Earl Grey - is he used anywhere? I've had the Russian string come up in-game when looking for buyers but I don't think you can actually access him so I think it's just orphaned code.
No.2867
>>2866He has ingame picture and can buy slaves, he's just not in the game. He was fixed in the main branch.
No.2873
I think this thread is on auto sage, we might need to jump ships.
No.2874
>>2873Yeah, I noticed that recently, don't know why though.
No.2875
>>2873>>2874when boney releases his next version is probs best time to newthread imo, may as well wait
No.2878
Just a report on hggmod4beta2:
- barn seems rather OP, doesnt seem to be an upper limit to it. It keeps increasing every week for me until the point its ~8000/week now on day ~700. Maybe it should be capped at 1K/week or whereabouts
No.2881
Alright, so I'm having this problem where the game screens are just blank, pic related. I think I've done the english patching correctly but when I launch the game it shows no images
No.2882
>>2878Yeah that was a bug in that version where every week you'd get paid the sum total of all profits you've ever made from the Barn, which was crazy as hell. It should be fixed in the final version of hggmod 4, which is here:>>2478
>>2875I should have a big chunk of time tomorrow free so I'm hoping to put out a beta version of hggmod 5 then. All the stuff I've added were on a much smaller scale than the Barn and I tested it all so I'm reasonably confident that it won't be horribly broken.
>>2881I've seen the game shit itself in a variety of different ways but that's a new one. In wherever the game is installed to, navigate to Jack-o-nine-tails\content\pic - there should be a shitload of pics and folders there. If not, that's the problem.
Also, if it's installed in a folder nested fifty layers deep in your hard drive that could be the problem too, try moving it to c:\slavmaker or something and see if that works better.
Also, does it work with the original version of jack.qsp? I really don't think hggmod could break the game in that way but I've learned to never say never with QSP in general and this game specifically.
No.2883
Just started this game and playing the tutorial. What do i do? How do I make my slave more obedient?
No.2884
>>2883http://wiki.anime-sharing.com/hgames/index.php/Jack-o-nine/Gameplay/SlavesJust in general, the wiki will be very useful in the long run.
Putting a slave in the cells will lower obedience.
Punishment increases obedience provided you are not spamming the same one and you are punishing someone with the appropriate punishment. Same goes for rewards.
Tremendio (spell) increases obedience at the cost of fear, currently its impossible to lower fear if you hit 5 flashes.
If you are playing the hard tutorial just be warned, it's pretty damn hard to the point of unfair. Even veterans have trouble. Plus in the normal game you will never get a slave that is anywhere near the hard difficulty.
No.2886
>>2884So am I supposed to punish my slave all the time early on then? I'm only doing the normal tutorial now and she doesn't seem to want to learn anything.
Also a little confused about the energy system. Sometimes I see green * and sometimes red
No.2887
>>2886Eh, punishment happens after she fails/succeeds at learning, and certainly not without reason. Yes, you will *most likely* punish her early on because learning is modified by obedience, intelligence and your own teaching skill (plus a lot of other things), but there will be cases where you won't need to.
Namely, because actions have a obedience requirement, it's likely that you are getting lots of punishment opportunities from choosing actions with high obedience requirements.
Simple obedience rules:
(negative obedience): Nothing.
0-1 buds of obedience: Cooking and Cleaning
2-3 buds of obedience: Nurse and Secretary
4+ Everything else.
The more obedience you have the more/faster your slave learns and the least likely that they will fail at the lesson and need punishment.
Energy is read in a scale of 1 to 10, with 5 being the middle point. At 10 energy (5 green stars) the character gets a bonus to mood (not exhausted), below 5 energy (red stars) the character gets a penalty to mood (exhausted). Mood learning and teaching.
No.2888
>>2887>Mood learning and teaching.Shit that engrish. Mood affects learning and teaching.
No.2892
>>2882makes sense, i thought the bugged barn weekly income looked like arithmetic progression. Thx for the fixed link, guessed i should have read the whole thread 1st - can't wait for beta5!
No.2896
The hidden downside of coding music - if the music is too good you're too busy headbanging to see what you're typing.
I'm back on the job, done with fear fixes and added the ability to buy newborn fog fiends from the smugglers. The price is currently 100 sparks - anyone got any input on this? Too low, too high?
I'm currently writing 'relaxed anal' code thanks to the input from this kindly Anon:
>>2796If someone can write out the text for relaxed oral, I can put that in too. It'll use the same format as the relaxed anal code, so look to that for a guide if you're not familiar with the format.
Once that's done I'll skim the thread for any further low-hanging fruit, so if anyone's got any ideas now's the best time to put them forward.
No.2897
>>2892Oh, by the way, was too busy expounding on the code to thank you for pointing it out - even though the problem was already fixed, I appreciate the hell out of you taking the effort to contribute.
No.2900
Hey Dickbutt, if you're around, I've been working on adding your changes and I can't find what "reward hints completed" refers to. What is it?
No.2901
>>2900oh my bad. I just added the rest of the hints to the text strings - ie "Gift->Clothes->Sundress (5 sparks) (=2)" ← the (=2) part
All the rewards indicate how, uh, rewarding? they are now
No.2902
>>2901Oh, right on. Cheers.
No.2903
>>2901although really aside from the "free time" (garden, golden cage etc) they're all just a progression from 1 to 5 so it really might not even be necessary, i dunno. it was just easy to verify exactly what reward level they were all at so yeah
No.2904
>>2903It's a good addition, it's a bit ambiguous in the base game since the erotic rewards were ass-backwards - though I had already tweaked those a bunch for this version.
No.2905
dickbutt, the accounting changes were really elegantly done. It's a huge improvement.
No.2906
>>2798I'm assuming this is the_vm - thanks man, I appreciate all you've done for the game and I'm going through the stuff you've recently added now. I'll also be working on what I can on your wishlist. Sorry to hear you're done with the game, and I wish you the best with future endeavours.
No.2907
>>2906Yeah, that was me. I'm not completely done though, at least I will try to make most wanted things like fiend pen and spiders, someday. I think in the end we should merge all our changes and then call it a new version, or something.
No.2909
>>2907Glad to hear it. And you're right, it would be great to combine all the changes into a single version, but it wouldn't be easy - several times I've tried to add things from your version of the game but it just didn't work for my version and I had no idea why. QSP is just a bitch to work with.
No.2911
/hgg/mod 5 beta:
http://www.filedropper.com/hggmod5betaMost of the changes were fairly straightforward and tested, so hopefully there won't be any bugs.
Changelog for version 5:
Sanity-checked the public toilet code - slave could get pregnant but would never lose her virginity from it. Changed it so there's a chance of her getting fucked while acting as a public toilet, and if that happens there's a chance she'll get pregnant from it. Pointed out by a kindly Anon at 8chan /hgg/.
Made it so that your starting assistant in sandbox mode will never have a parasite or a disease. Pointed out by a kindly Anon at 8chan /hgg/.
Tweak to the barn code: amount of 'pig' meat stored now depends on fridge capacity. Suggested by Alploochra at 8chan /hgg/.
Added a 'full service' to the list of men's options at the Salon, for those of you who want to get super pampered. Requested by a kindly Anon at 8chan /hgg/.
Changed the text of a slave complaining of 'shame' to make it clear she's objecting to being on display. Pointed out by Rynak of ULMF.
Fixed the storage of humility and vibe rules, which should now be remembered when you put your slave into cryo-storage, the dungeon, or make her an assistant. Pointed out by Rynak of ULMF and a kindly Anon at 8chan /hgg/.
Tweaked the code controlling mood decay a fair bit. Slaves disobeying no longer reduces every positive influence upon a slaver's mood, neither does being 'bored', and made it slightly easier to get the positive mood for having a well-trained pet - it was completely impossible for a max-rep master to enjoy a well-trained pet, for some reason. Pointed out by a kindly Anon at 8chan /hgg/.
Changed the results of combat so that more difficult fights while patrolling the fog are more likely to grant you more valuable slaves. Suggested by stuntcock of ULMF.
Several tweaks to arousal code - devotion increases daily arousal increase for non-frigid slaves, altered when erotic rewards become available, and added a new 'no masturbation' rule that can optionally be enforced with a chasitiy belt to allow arousal to build up without banning orgasms altogether. Also fixed the orgasm code, which was partially broken due to modifiers from active sex being used for orgasms experienced outside of active sex. Input for these changes came from Rynak, Alploochra, stuntcock, and several Anons at 8chan /hgg/.
Added the ability to buy newborn fog fiends from the Smugglers at the Border of the Fogs. Suggested by a kindly Anon at 8chan /hgg/.
Changed the 'fear' code so that max-level fear would eventually (albeit slowly) decay over time. Pointed out by a kindly Anon at 8chan /hgg/, code written by stuntcock of ULMF.
Fixed an edge case with Tremendio where an unskilled mage could make a slave *less* afraid with the spell. Pointed out and code written by stuntcock of ULMF.
Added 'relaxed anal sex' option, similar to the current 'relaxed sex' except using anal sex skills and no chance of pregnancy. Suggested and descriptions provided by a kindly Anon at 8chan /hgg/.
Integrated the following changes from dickbutt's mod, with his permission:
-autosave options fixed (now show "off" when off, etc)
-big nerf to interest drop upon comment/talk/etc more than once during active sex
-reworked accounting menu a bit - hopefully easier to understand now
-reward hints completed (note from Boney M: this refers to adding the number value to all the rewards)
-translated Earl Grey's txtstring (note: it's not any more helpful in english than it is in ruski)
-changed "rest/fun until evening" to "day off for rest/fun" just to be clear you are, in fact, losing a whole day of energy
Added a 'story mode - custom character' option to the main menu, based on dickbutt's changes to how sandbox worked in his version. Sandbox mode remains unchanged.
Integrated the following changes from the_vm's version on Github, with his permission:
-New trait for unbranded slaves
-Fixed errors in slave database
-Changed the name of the punch sound variable to avoid overlap with the variable name for the pictures of fist hit
-Fixed masturbation sound for slave
-Master excitement level fixed [Placed the minimum and maximum for the excitement variable, so it will not go over limit]
-Now deepthroat increases blowjob (instead of vice-versa)
-Charm status are now visible
-Fixed wrong food order of the third, fourth and fifth level - solves the problem when virgin meat could not been used for cooking, and wrong level of meal
-Fixed bad ingredient order
No.2912
>>2911you da man boney. glad my shite could be of some use
No.2913
boney, with create char mode now, you can't move into any house in the beginning because no rep with any guild.
in my version i gave 1 rep with outcasts since they're the shittiest and being able to create yourself is pretty OP.
you may have intended it that way, or not.
No.2914
>>2913Real man lives in a shack.
No.2915
actually a p good idea might be the ability to "buy" one rep with a house of your choosing for a variable amount of points (10 pts for outcasts, 20 points for taurus, etc… or something).
that way we could choose between a weaker char with house rep, or a strong char that's stuck in shitslums until they sell a slave and gain +1 rep (aka super-hardmode, because seriously not even a bath)
No.2916
No.2917
>>2911Want a forum betatesters' call or we're keeping this here ?
No.2918
>>2914Challenge accepted.
No.2919
>>2913Oh, I didn't realize that the game set the sandbox's faction rep as part of get_initial_slave in hard_return. What a bizarre way to do things.
I'll work out a system as described here:
>>2915 but in the meantime you can add faction_fame['serpis'] = 1 to init_game to start with some faction rep. Or you can stick with hard mode.
>>2917I think at this point we've got enough people here for beta-testing, and we'll just put the word out once we've got a tested version to share.
No.2920
>>2919>>2913>>2918Just completed the challenge, by day 4 I got the rep needed to get a house at Serpentine Quarters by selling a class D assistant. The hardest part was keeping myself alive because I don't ever spend points in strength.
I do feel it's quite obscure and difficult to pull this off without knowing exactly what you have to do. (Using schooling if you don't have the required skills, getting the perfect slave to set up the learning, dealing with unfit or worse strength while having no shower)
No.2921
>>2920Yeah I'll have the 'default' rep start you off in the slums and let the player modify it. If the player wants to lock themselves into nightmare mode with the shack, though, they'll absolutely be able to.
No.2922
Talking of no shower, the salon spa doesn't seem to clean the slave. Also was always wondering why going to the beach doesn't clean anyone.
No.2923
>>2922You're right, they don't. In fact going to the beach makes a slave dirtier. It's an easy fix so I'll put that in the final version of 5.
No.2928
Why is this game so hard? All I want to do is to just train a slave and live a happy life
No.2931
>>2928Giving you a long rant on the subject because it helps me organize my thoughts on the game:
>Why is this game so hard? All I want to do is to just train a slave and live a happy lifeBecause its not about training 1 slave, its about training hundreds. Unlike say Slave Maker where your slave can work and earn money for you, there is currently no way of exiting the rat race and retiring to live the slaver dream. You ALWAYS have to churn out slaves. The bugged barn kinda worked, but it's been fixed, now its just a glorified and self-sustaining cryostatic-cell.
The game is easy if you have money and time to do what you want, otherwise you waste weeks at a time trying to stay afloat. If you only churn out D class slaves for the sub-purchaser you will take forever to advance, you need to use stepping stones:
D class requests > C class requests > B class requests > A/S+ class auctions.
Those usually unlock (time wise) at 1k sparks, 2k sparks, 3k sparks and 5k sparks. If you don't have the sparks you can't work on those projects.
Getting a "waifu" assistant is punishing, and attributes make it even more complicated. Getting "Stupid" on a girl model you like is a waste of sparks.
It's useful to have jack-of-all-trades, master-of-all slave in the long run, but it kills your momentum you early on. It's "almost" a noob trap, unless you remember that the game has stuff like the moneylender, and cryocells that can deal with temporary projects. Also, it's almost a noob trap because you don't get any money from waifu assistants, rather you save money in training fees. It's a reduction in play time, not a reduction in game difficulty.
The game is easiest when you think of it as a system (X obedience and Y skill-ups needed to reach class D), as opposed to its current verbose explanation. Perfect example would be the mistress tutorial: completely useless verbose explanation. You only fix this by understanding the system in the first place.
No.2936
hello, first time posting here, just wanted to share the merged English version with the recent changes from the original, in addition to the mods from Boney M and NINJ4 R4BBID, it might have some bugs and/or some leftover untranslated new stuff from the russian version (what i did translate was only with help of google, no russian knowledge here), but i hope it will be of some use, it is not my intention to step over any toes, just thought to share.
http://www.mediafire.com/download/at4h0a466z4l62n/Jack-o-nine-tails+merged+mods.rar No.2937
>>2911Using the 5beta, just a minor issue - when tossing a slave into the dungeon, her Energy is labeled in Russian. All other text there is in English.
No.2939
>>2928If you want to play the game that way best to use the stuntcock trainer.
https://mega.co.nz/#!ug4FUYoC!LAK0XwczVI3HyZIiCPnQvuRtTm-OwapG766LFr9o0HYStill works for me even with all the mods, but YMMV.
No.2946
>>2936Unless someone spent a horrific amount of time hand-integrating all the additions from those three different versions, there's a billion and one ways for things to go very wrong with this. Just from a quick look I can see that the extra three cryocells that I think were added in the_vm's version don't have the cryo mechanic changes that I worked in to make cryo cells remember rules. And if, for example, there's some minor bug I've fixed one way and NINJ4 R4BBID fixed another way, I don't know what this merged version would do with the three different versions of the code, and if it causes problems it'd be difficult to track down the source of the problem. I know that the_vm remade accounting one way and /hgg/mod used dickbutt's way instead. It just seems like a nightmare waiting to happen.
If contributions ramp up or someone crazy dedicated wants to start making a lot of changes I'll see about getting it onto Github, but for now the current system - people post chunks of code or entire modified versions and I work them into /hgg/mod by hand - seems to be working okay. I know people have been suggesting NINJ4 R4BBID teams up with me but it seems like he's happy to just be doing his own thing and hey, more power to him if that's the case.
>>2937Odd, I didn't touch energy labels. It's probably a carryover from the base game. I'll check it out.
No.2947
>>2937Just tested it and it's showing up in English for me. Can you post a screenshot of it, so I can search the code for the Russian word it's using?
No.2948
>>2946as i said, i did this for myself, for the testing that i did it seems to work alright, when difference in handling of some code i just made a judgement call and chose the one that looked best, it was indeed a nightmare to debug, but i enjoyed the challenge (also yeah i noticed that i didn't add the remembering rules code that you made to cryo 4, 5 and 6, made a second version with that fixed, but it is such a minor change that i will not bother uploading for just that unless someone asks), if you do wish to use it and improve on it it would make it a more complete version imo, if you chose not too it will be easy for me to integrate your future changes into this version for my use only (btw hats off to you for your mod).
some stuff is indeed redundant (create a character is redundant with patrician mode for example) but i didn't notice any particularly bugged stuff, if it helps i can list some of the changes (can't remember them all tho):
- magic skill is easier to gain and spells exp is not capped, but in most cases only adds exp if the spell was successful
- there are 3 more cryo capsules added, when a slave is put in one you can now check the stats and traits, also added a quick travel button to go from the house to the cryo store if one or more slaves are iced.
- preset system to make namable rules templates and easly switch between them
- added earl gray npc house (not that he is that interesting)
- added cook in the virgin hip pub with his own quest
- some checks for spell activation (don't remember the name atm) when the slave gains guilt that maxes it if activated.
- quick button to cast auspex from the aura page
most likely i'm forgetting other minor changes, but hope this helps (also didn't list the other mod changes)
No.2949
>>2948Interesting, I tried to add the rules template a while back copying the code from the_vm's github but it was causing weird crashes. Well done for getting that working.
That said, I'd rather stick with my version - right now I know every line of code was either added by me (even if it was written by someone else) or part of the presumably stable base game, so if there's a problem it's from something I've added and therefore something I'd be familiar enough to quickly track down the problem and fix it.
That said, I will be working some of those changes in - were all the things you listed from the_vm's version of the game, or were some of those from elsewhere? I've been going through his github commits and adding a lot of that into /hgg/mod recently, so hopefully over time it'll result in a sort-of merging of the two versions.
No.2950
>>2949those that i listed are from the_vm original russian version (which i usually gave precedence to when the same things were fixed in different ways), for the rest of the changes you can grab NINJ4 R4BBID version over in hongfire and read the readme.
prolly the most notable change with the russian version is a reshuffling of the text lines database which i made to match for ease of future translation
i also made some rather minor changes myself to the domestic issues menu to be less annoying and more intuitive (the accounting button keept shifthing and i didn't like that :P) and added a girl screaming sound when buying the fiend from the smuggler, some fixes to mistyped variables too.
best of luck with the continuation of your mod, it has some rather good stuff that i'm gona enjoy (btw you might want to put the masturbation rule in the slave initialization, will prolly cause troubles otherwise).
No.2951
>>2949if knowing what was added is the problem you could also do what i did, get a txt comparison software and handmerge the changes that you deem correct.
No.2954
>>2947This is what I get, not sure if it's a problem from the download, or if I need to install over my existing HGG4 install, rather than a fresh install over a copy of the base game.
No.2956
Hi hgg first off thank you for the mods it's really great to have improvements on the base game! Just two questions, I assume the mod breaks previous saves because I can't load them. And also I want to ask if it's intended behaviour that when using character creation you don't get faction affinity that allows you to move to the city right away? so you have to live it out in the slums until you have respected reputation and can sell a slave to one of the houses?
No.2957
>>2956Alright never mind just figured you just need to sell a slave to any resident
No.2958
>>2954I'm getting the same thing over a fresh install
No.2960
milkmaid box is misaligned with text
No.2962
>>2950>you might want to put the masturbation rule in the slave initialization, will prolly cause troubles otherwiseWhat do you mean, change the rule from rule_masturbation to something like slave["rule_masturbation"]? Because if so, it's been on my to-do list for a while to rename all the rules that way, ever since stuntcock told me how to nest apostrophes deep enough, but since it doesn't change anything player-facing it's pretty low on my priority list for now.
>>2954>>2958If your medic skill is less than two you get 'energy' in Russian, if it's more you get it in English. This is why I couldn't reproduce it at first. Fixed for the next beta version.
>>2956Yep, unfortunately it seems impossible to make saves compatible between versions. And I'm going to be adding a way to choose which faction you start with rep with, if any, in the next beta version.
>>2960Argh, forgot to test rule boxes with a fiend present. Fixed for the next beta version, but it should be working normally for now even though it's misaligned.
Thanks for the reports, everyone. I really appreciate it.
No.2963
>>2962Oh, ignore the image, I was going to post that before I discovered the cause of the weird energy bug.
No.2964
>>2438This so much. I wonder if it could be possible to integrate all these mechanics into a game like skyrim.
No.2965
I read you guys were talking about something related to the vaginal vibe code. My problem is I just sold a slave with it on, and now there is no box to tick it with the new one and cannot buy another one.
No.2966
>>2965Which version of the game was this in?
No.2967
>>2458>>2966>>2966Latest. Pic related. Must be a problem with this slave in particular because I can put the vibe on Isabella.
No.2968
>>2967Never mind. She was still a virgin.
No.2970
Guys, if I create a new character, how do I get housing? When I go to the Real State Offices the available options are all grey
Or do I have to start at the shack?
No.2971
>>2970You need to sell a slave to a resident of the district you wanna move to.
No.2972
>>2971Can it be any rank slave?
No.2973
All these scrubs who don't wanna live in a shack, get a grip already.
No.2974
No.2975
>>2973I don't mind living in the shack for a while, I'm just new to the game, therefore will ask scrub questions :)
At least I aknowledge my rank of scrub
No.2976
How the hell am I supposed to bathe in the shack??
No.2978
>>2962no i meant where the other slave variables get initialized, if not done it would most likely pass on the rules to the next slave, also most likely needs added to fainted code.
should be around line 48 of $newloc (most likely a bit before that cuz my version has added code).
No.2979
>example of punishment
What's this? How to use it? you need two slaves I assume
No.2980
>>2979for what i gathered in the code you need a prisoner to do that.
No.2981
>>2976Visit the salon in White Town. In the final version of 5 taking your slave to the beach will make you cleaner (but not fully clean) too. But then the final version is going to have a way to choose which district you start in.
>>2978Ah, I see. You're absolutely right, it's fixed for the final version now. Thanks for pointing it out.
Though if I get stubborn or ambitious enough in the next day or so I may finally snap and move all of the rules into the slave array, which would also solve the problem.
No.2982
>>2976>>2975That's the worst part about the slums.
Giving the slave the "free time at the spa" reward (not going to salon, only the t2 reward seems to work atm) is the only thing you'll get her clean with. GL getting her to exactly 2 points reward so you do not spoil/underwhelm her.
The master OTOH has to leg it to the salon.
No.2983
>>2982'Underwhelming' isn't really a thing, as far as I'm aware. It's just that larger rewards have larger effects on a slave, but she needs to deserve them or she gets spoiled.
And in the final version of 5, the 'spa and massage' option at the salon will also clean her, so that'll be one more option.
No.2984
Sometimes I get this after a border of fogs fight. Gets stuck there and I have to restart. Didn't happen with vanilla.
No.2985
>>2984Is it after a fight against a specific enemy, or all of them?
No.2986
>>2985Happens with Werewolf, Black medic team, Medium Fog Fiend and Vampire but not consistently, it's every now and then. Tougher enemies kill this char so I don't know about those.
No.2987
Hey guys, this is my first time being here. I want to do some graphic modifications for the game. Is there anything you need to pay attention to when copying the picture to the file?
I also want to change the images of some girls but do not know where to find the sprite. Can anyone know where to get them?
No.2988
>>2986Alright, I'll try to hunt it down. Thanks for letting me know.
>>2987All the pictures are in Jack-o-nine-tails > content > pic, so swapping pictures in and out of there is the easiest way to change what appears in the game as long as you use the same file names.
No.2990
File: 1427115306175.png (10.76 KB, 608x223, 608:223, ss (2015-03-23 at 01.51.16….png)

>>2988>Alright, I'll try to hunt it down. Thanks for letting me know.I'll save you some trouble, the problem is an improperly named loop in the выход_из_боя script page
the loop is named :loop won_slave_calc while the jump goes to search for 'won_slave_calc'
either remove the loop from the loop name or add it to the jump name.
on a semi related note, what values are taken into consideration for the master combat strength?
while i maxed all the normal stats and wielding a good weapon and armor i was still getting wrecked during testing
No.2991
>>2988What about the girl's body and face picture file? Is there any specific requirement?
No.2992
>>2990Ah, it was the first time I've done anything with loops in QSP so I thought that ':loop' was the command name, but as it turns out it's just what Old Hunter used a lot to name his loops. Since this is a game-breaking bug I'll whip up a beta 2 version and upload it very shortly. Thanks for nailing that down for me.
Regarding combat, I really have no idea - half of the combat code is in Russian so I haven't really ventured into it too much.
>>2991For the full body picture, the image should be 795 x 596 or very close to it to fit in the required space, and make sure to remember to make the background transparent. For the face, the dimensions are 150x150 and make sure to also make a greyscale and sepia version.
The game uses .gif for the full body and .jpg for the faces, and since the code refers to pictures with their extension you'll have to use the same format.
No.2993
http://www.filedropper.com/hggmod5beta2Alright, here's beta 2 of version 5 of /hgg/mod. It fixes a misaligned milkmaid box in the slave rules, the label for slave's energy in the dungeon (which is a holdover from the base game), stops masturbation rules from carrying over after you sell a slave, and most importantly of all, the game-ending bug that would sometimes happen when winning fights in the Border of the Fogs.
As always, slaves will be incompatible, so if you're currently playing on the first beta for this version, if you don't plan on fighting at the border of the fogs you should be fine to keep playing with the version you've got.
Thanks to everyone who's testing these beta versions, and especially to Lillibilli for helping me chase down the fog fight bug.
No.2994
>>2993>slaves will be incompatibleI really like this typo, but what I meant is that *saves* will be incompatible.
No.2995
>>2993>>2990thank you based modders
No.2996
>>2993Awesome, thank you.
No.2997
Slaves stopped masturbating for me. Haven't seen the scene since v5 beta1.
No.2998
>>2997Is the 'don't masturbate' rule on? There's a bug in beta 1 where if you turn it on for one slave it'll stay on for future slaves until you turn it off again.
No.2999
>>2998I'm on beta 2 and no, the "you caught your slave masturbating" that appears at the end of the day when they're really horny doesn't pop up at all, even with the "no frigging" option unchecked. I tried turning it on and off but it doesn't seem to work. They still do it in the shower when they're horny enough but not by themselves like in v4 or vanilla.
I'm trying to raise empathy like
>>2458 says but I cannot get the multiple orgasms during active sex because (I assume) of this, they don't masturbate so they don't accumulate sufficient denied orgasms.
No.3000
>>2999I'll go through the masturbation code again to see what's going on. Thanks for letting me know.
No.3001
>>2999are you sure the slave is not just frigid?
No.3002
>>3001I tested a whole bunch of them, some even nymphos. Same thing.
No.3004
>>3001>>3002It looks like he's right, the current masturbation rules are a deep maze of nesting but it looks like I was off on one level of it. I'm going to break out an actual pen and paper and map out the IF-THEN-ELSEs and rebuild it.
To check for yourself, see next_day line 1419.
No.3005
>>3004yeah, noticed it too, rebuliding the method (or whatever the blocks are called in this lenguage) myself, will post the solution after testing that everything is allright if you don't find one yourself first
No.3006
>>3005We'll see who gets there first, then. I'm working on doing it by setting slave_will_masturbate to 1 if their arousal is greater than their pride and then running checks on the rule that can set it back to 0. Shouldn't be too much longer and will be a lot less complicated.
No.3008
>>3007
A slave masturbating when she's not allowed to is a separate entry to her masturbating when she is allowed to, with this line in it:
slave["caught_masturbating"] = sin_gained
And if that value is greater than 0, then it'll stop her from masturbating but it will go down by 1 each time so eventually she'll start again. Or at least, that was the intention.
No.3009
It's incredibly inelegant but it's a hell of a lot clearer and commented to hell and back to hopefully prevent bugs caused by labyrinthine code:
!does she want to masturbate
IF slave["arousal"] > slave["pride"] and slave["arousal"] > 1 and slave_state = CONST_INT['slave_exist']: slave_will_masturbate = 1
!is there a rule against it
IF rule_masturbation = 1 AND slave_will_masturbate = 1:
slave_masturbating_anyway = 1
slave_will_masturbate = 0
END
!is she wearing a chastity belt
IF force_rules = 1 and inventory['chastity_belt'] = 1: slave_masturbating_anyway = 0
!if theres a rule against it, will her taming stop her
IF rule_masturbation = 1 and slave_masturbating_anyway = 1 AND slave["instinct"] > slave["arousal"]:
slave_rate["instinct"] += 1
slave_masturbating_anyway = 0
END
!if theres a rule against it, will her obedience stop her
IF rule_masturbation = 1 and slave_masturbating_anyway = 1 AND slave["obedience"] > slave["arousal"] * 2:
slave_rate["instinct"] += 1
slave_masturbating_anyway = 0
END
!if theres a rule against it, will her previously being caught stop her
IF slave_masturbating_anyway = 1 AND slave["caught_masturbating"] > 0:
slave["caught_masturbating"] =- 1
slave_masturbating_anyway = 0
END
No.3010
>>3009>slave["obedience"] > slave["arousal"] * 2obedience can go over 10 (my initial slave has an obe of 15, you intended for high level of obedience to overclass her lust?
might want to add slave['neg_horny'] = 1 to the sections where she decide or forced to not masturbate
No.3013
>>3010That's intended, yeah. As for neg_horny, it's currently triggered in $newloc, 357-358:
if slave["arousal"] > slave["ego"]: slave["neg_horny"] = 1
if slave["arousal"] > 3: slave["neg_horny"] = 1
Which seems sufficient to me.
No.3015
i decided i'm going to be adding some more enemies to the fogs, of various strengths. for funsies.
first one is an ogre, about same difficulty level as a werewolf (since that's what I used as a template, heh)
also @boney, i figure from now on i'll make things p much specifically for you to integrate (if you want to), so i'll mark all my changes with "!by dickbutt" for easy finding. no need to include it when/if you merge, as it's just extra clutter
or if you're not interested lmk so i won't waste a bunch of time
http://www.filedropper.com/itsallogrenow No.3016
>>3015guess I should attach the avatars to the posts too
No.3018
>>3015More content is always awesome, so that sounds great to me. And the combat is a bit lacking in variety at the moment.
I'll work in the ogre once I'm done wrestling with the damn custom character page, half of the code for it is still in Russian so it's a bit of a nightmare.
No.3019
>>3013>>3009>slave["caught_masturbating"] =- 1that should be slave["caught_masturbating"] -= 1 shouldn't it?
kinda a moot point tho since for my testing once a slave is horny enough to start masturbating is also obedient enough to not do it in the first place
No.3021
>>3018cool. yeah no rush on integration.
would it be easier for me to post text chunks by themselves here, throw them into a pastebin somewhere, or keep uploading jack.qsp? for reference this is all the text required (and the next creature, a lone goblin:
No.3022
>>3019It should, good spot.
I am thinking of tweaking it so that even a super-obedient slave will snap at max arousal, but I think I'll also add a devotion check in so that maxing out devotion is the only way for a slave that's absolutely insane with lust will be able to resist masturbating indefinitely.
No.3024
>>3023(can't post it here anyway, so either pastebin or filedropper qsps it is)
sorry for spam, can't get my brain right. anyway, might need to have a
>won_slave_maximum_valueto go with
>won_slave_minimum_value'cause i was just testing my goblin in a fight, and i won a beautiful-tough-caring-lively slave for it. and the goblin is a fucking pushover.
or maybe fog-hunting should require a whole day's energy, instead of just one pip. right now it's too easy to fog-scum for exactly the fight you want (though that will be mitigated somewhat by increasing the number of possible encounters)
No.3025
>>3022something like this then? (what is the max obedience anyway?)
!if theres a rule against it, will her obedience stop her
IF rule_masturbation = 1 and slave_masturbating_anyway = 1 AND slave["obedience"] > slave["arousal"] * 3:
slave_rate["instinct"] += 1
slave_masturbating_anyway = 0
END
!if theres a rule against it, devotion maxed will stop her
IF rule_masturbation = 1 and slave_masturbating_anyway = 1 AND slave["moral"] = 5:
slave_rate["instinct"] += 1
slave_masturbating_anyway = 0
END
!if theres a rule against it, will her previously being caught stop her
IF slave_masturbating_anyway = 1 AND slave["caught_masturbating"] > 0:
slave_masturbating_anyway = 0
END
IF slave["caught_masturbating"] > 0: slave["caught_masturbating"] -= 1
(also put the diminishing of the caught variable outside the block to make it go down even if not trying to masturbate, sounds more natural this way to me)
No.3026
>>3021Uploading text chunks would probably be simpler, since otherwise it's just a single forgotten '!by dickbutt' comment away from a code meltdown. I know I wouldn't trust myself to reliably comment every single time.
>>3024Maybe make the goblin fight a multiple-foe battle, like the hobo gang is?
No.3027
>>3025The obedience ceiling is pretty damn high, without looking up the code I'd guess it could get as high as mid twenties.
And yeah, pretty much exactly like that, except with AND arousal < 5 at the end of the obedience check
No.3028
>>3026well yeah I could make it a multi-enemy fight, but i'm hoping for a wide(r) range of fight difficulties, really. including some low-risk, low-reward type stuff.
but meh, if you'd rather i'll just make him a multi and call it good enough.
just don't merge anything i've done yet, i'll stop posting random bullshit here and get you a pastebin containing several/a bunch, when i've got some done.
No.3029
>>3028Could add a new end-combat modifier that makes the girl guaranteed sick or pregnant or both, that would nerf the reward a bit by making you pay for a cure. I was gonna go through the end-combat modifiers again later to make it less bloat-y by making it so the end-of-combat code turned all the modifiers back off after checking, so that you only had to put the modifiers in the combat code that applied for that one.
No.3030
>>3027>The obedience ceiling is pretty damn highif this lines of codes are to be believed it is 100
> if slave["obedience"] > 0: obed = 1> if slave["obedience"] > 2: obed = 2> if slave["obedience"] > 6: obed = 3> if slave["obedience"] > 10: obed = 4> if slave["obedience"] = 100: obed = 5(around line 320 of "interaction"
No.3031
>>3030Don't think it's that high, it's not really something that's tracked on it's own, it's actually the sum of a bunch of factors. Fear plus moral plus taming plus reason etc etc. Pretty sure the check is in newloc somewhere.
No.3032
>>3030slave["obedience"] = slave_obedience_bonus + slave["moral"] + slave["fear"] + slave["custom"] + slave["rational"] + slave["instinct"] + slave_mood_bonus - slave["spoil"] - rebell[$slave_psy_basic]
So I think the max would be 40, from a terrified cowardly slave with perfect everything.
No.3033
>>3032a bit higher if you consider the traits effects on obedience bonus
>slave_obedience_bonus = 0 + slave["meekness"]>if slave["courage"] = 2: slave["fear"] = 0>if slave["courage"] = 0: slave_obedience_bonus += slave["fear"]>if slave["courage"] = -1: slave_obedience_bonus += slave["fear"]*2 No.3034
>>3033Nah, I counted that. Max slave_obedience_bonus is 10, 5 moral, 5 fear, 5 custom, 5 rational, 5 instinct, 5 mood bonus. Total of 40.
No.3035
>>3034>slave_obedience_bonusthat is not counting the meeknes (which could be -1, 0 or 1), that makes slave_obedience_bonus maximum value 11
No.3036
>>3035Right you are. So, 41.
No.3039
Has anyone made or plans to make a pack with new slave sprites/names/backstories? The game is already quite varied in that regard but after playing for a while they start to repeat more often than not.
No.3040
>>3039If someone's willing to write them, I'd be willing to work them into the game.
No.3045
I found some strange behaviour, whenever I tick a box for an assistant job, the alchemist job box is tickled automatically.
No.3047
>>3045Never mind, I cannot reproduce it again. It only happened immediately after acquiring Isabella.
No.3048
Sometimes when the slave market auction is going for, say, 25 sparks and you raise to 30, when your bid is accepted it's taken as if it were 25.
No.3049
>>3040>>3039Would it be possible to make the pictures change dynamically with factors such as cleanliness, weight, clothing, traces of beatings and so forth? In that case, it'd be rather easy to make pics or gifs of slaves using with these dynamic changes using artificial academy 2 or something like that.
Being able to actually see how a skinny loli turns into a cow due to overfeeding would really give new life to the game
No.3051
>>3045>>3047There always has to be an alchemist, whether slave or assistant, because without one you can't make potions at all. Unticking it on your assistant adds it to your slave, IIRC.
>>3048Is that when nobody's bidding? Because the way it works at the moment the game sort of accepts a 'dummy bid' from Farid in order to show the 'going once, going twice' dialogue but it still counts as the starting price.
>>3049Possible, yes, but a horrendous amount of work and it'd replace the range of slave images with the frankly rather same-y range of AA2 faces with only three basic body types before you apply the weight-and-boobs sliders. The sheer variety of girls in the game (especially if you use one of the imagepacks floating around) is one of the strengths of the game.
No.3054
>>3051> (especially if you use one of the imagepacks floating around) do you have a link for this?
also wanted to ask, why don't you activate the debug mode for save compatibility when making minor changes that don't require variable initializations? there are any drawbacks?
No.3055
I think the threesome with the assistant should drain one energy point from her as well as from the slave and pc.
>>3054http://pastebin.com/iEKN4Z7q No.3056
>>3055Just to be sure, this doesn't conflict with /hgg/mod, right?
No.3057
>>3055thank you, gona give it a look
No.3058
>>3056no, it's just the pics folder.
got it from hongfire
No.3060
>>3049dude there are 2600+ girl images already. Can you even imagine how many there would be if every body type, cleanliness level, etc were taken into account. the pics folder alone would dwarf skyrim's install size.
No.3061
>>3060the way i'd have done if i were oldhuntsman, is i'd have made the images multi-part templates that i could just mix-n-match (i.e. "MILF underweight body" + "red hair" + "grime lvl2 mask"), and left the sex stuff as text descriptions
No.3062
>>3060>dude there are 2600+ girl images alreadyHoly shit, really? I must have an old version or something then.
No.3063
>>3062well to be fair that's including all the sex and activity pics as well
No.3065
>>3064
oh i know trust me i'm way too lazy to do any sort of image overhaul. boney's kicking the ass of gameplay, and i'm just fucking around adding things here and there. we're trying to make it better :3
No.3066
>>3064
The modders are already doing a great job at that. Check the latest version of /hgg/mod
No.3068
OK,now i know how to delete post :D
No.3072
Should I get ready to make a new thread? This one has been in free fall for a couple of weeks because of maxing out on the post limit and we are at page 3 now.
No.3074
>>3072Wait until we hit page 9, no use having three threads in the catalog based around slavmaker.
No.3076
>>3074Gotcha, ill wait. I might as well start compiling a better OP and working on pastebin for a slightly easier to read faq guide for the game along with resources for downloading and modding.
No.3077
done a couple more enemies today, so now i have
>ogre
>pair of goblins
>warg
>orc barbarian
might be leaning a bit too heavy into dongs&dragons-style mobs, i dunno.
anyone have any requests?
No.3078
>>3077Cultists, Pirates, anything with a group of people you can smack down one after another…
No.3079
>>3077kinda want a dragon
No.3080
>>3079This is not skyrim.
No.3081
>>3080as far as i know it wasn't skyrim that invented dragons ^^
No.3085
What's the consensus on endgame difficulty level? The game is pretty tough when starting out with low stats, but once you amass some funds and level up a bit it's pretty much a straight ride. The fact that you can just leave status of living impoverished and pay a between 150 and 200 sparks a decade without punishmen makes it too easy (I found slaver mood to be negligable and easily improved by sex training). I think standard of living should be more punishing with each brand level, make it obligatory to increase it or something.
Also, you can have all the rooms with all the stuff in the cheapest house, so there's no motivation to move to the other more expensive quarters. I think maybe additional rooms should be unlocked progressively with each more expensive housing option, with the cheapest having only a kitchen and the most expensive having everything: dungeon, barn, lab and so forth.
Although it's convenient, the fact that you can just purchase a fiend also takes away from difficulty because otherwise you'd have to sacrifice a slave to get it. Why not make it more expensive? At least the price of a D slave.
Why not include random events that happen with each brand status level or amount of funds amassed, like thieves breaking in or intercepting you in the streets or something, or a SJW cult bargin in to free the girls if you leave in a dangerous neighborhood.
No.3086
I have a question, fame superseedes beauty right? So a plain beauty arena champion can be A rank even if she's ugly as fuck, but you still need to level up her skills and sex abilities in order to sell her for a good price at the auction right?
No.3087
>>3086make sure she still meets requirements for jobs (maid/gladiatrix/etc), u can see it in assistant window. I thnk auction price is decided by how many ppl have competing bids for her, the more the better. Each buyer will have a particular job he/shes looking for. So if slave meets requirement for multiple jobs, better chance of higher price
No.3089
>>3087I think you're right. I'm trying it out and even plain slaves sell for the price of a B rank if they have a lot of skills.
No.3096
>>3078>>3079Good ideas, the both of you. Will do
No.3098
Will we ever be able to have our slaves fall in love with the slaver?
No.3099
i'm gonna go ahead and upload what i have now - 4 creatures listed above.
http://www.filedropper.com/dickbuttcreaturepack(note for boney: included in the 7z is a simple txt file with everything you should need to add the creatures, as well as the pics)
next i will work on adding more large-group fights, and then after that maybe some epic-level stuff (dragons, giants etc).
problem with making "epic" enemies is that the way the combat system and available equipment is now, there's sorta a hard limit on what is actually possible to defeat. if i make things too much harder than a hardened fiend, it'll just be an auto-lose battle.
also possible feature request: mobs have a chance to drop slaves, loot, or nothing.
"slave or nothing" i can do right now, just a matter of duplicating entries and changing get_girl from 1 to 0 on the duplicates.
loot, or a true chance-based reward system (as in odds besides 50-50), would require further coding.
No.3100
>>3099also feedback on difficulty, flavor text etc is welcome
No.3115
>>3054>why don't you activate the debug mode for save compatibilityThe what now? Keep saying things about this, I wasn't aware there was any such thing.
>>3079Dragons aren't possible to work in without stepping on the toes of the backstory. Far as I know there's two dragons in Eternal Rome. who are Tiamat and her son.
Though it'd be fairly easy to just label it a drake instead.
>>3085>I think standard of living should be more punishing with each brand level, make it obligatory to increase it or something. Agreed. I'll put it in the to-do list for 6.
>>3099Excellent. I'm kinda worried that combat is going to be a nightmare to debug so I'll leave these for version 6, since 5 is almost ready to go final.
Regarding loot, I really don't want to make it so that you can make a living off combat any more than you currently can, but there's still room for possible loot. Alchemical ingredients, for example. Weapons. Maybe new magical items. I'll poke around in the code and see what I can do.
>>3100The text fits right in with the existing ones, well done. Not sure about combat difficulty - it's a pain to decode in the code, so I think it'll have to wait until beta testing to gauge that - or if you've got some time to spare, you could whip up a version that has the new encounters and try it out yourself.
Looking at the code, I think it might be time to start translating all the code - AFAIK the_vm did that with his version so it'd be straightforward to start integrating all that in. But it's a pretty big project and there's already a lot on the to-do list for 6. We'll see how it goes.
I'll try to snatch a couple hours today to work out a 'starting region' selection for the create-a-character, and then I'll put out the third beta version of v5. Assuming there's no bugs with that we'll have a final version of 5, and I think that would be a good time to start a new thread - at least one person so far has been using an out-of-date version because there was a beta version in the OP.
No.3116
>>3115>The what now? Keep saying things about this, I wasn't aware there was any such thing.4th line of "Start"
the variable debug is 0, changing this to 1 allows for saves to be compatible between code changing versions (within reason ofc), was wondering if there was a specific reason not to use it.
>Dragons aren't possible to work in without stepping on the toes of the backstory.not really, the fog fiend final evolution is called a "leviathan" if that ain't a dragon i don't know what is
No.3117
>>3116>was wondering if there was a specific reason not to use itSo the retards will not try to load old saves on a new version and then complain about game crashing bugs.
No.3118
okay
No.3119
>>3115yeah i've been adding it to my jack.qsp and testing before adding it to the text file, just to make sure everything works as i go along.
it all seems about right to me, but i'm sure you know it's hard to judge one's own work. i can always rework them later if need be.
regarding translation - i started translating all the code directly related to the stuff i was working with, but figured i'd best just leave it be. if you want/need i can go ahead and start translating - that's sorta my thing (my previous project was ryonaRPG translation)
No.3120
>>3115 oh and re:loot, yeah i wasn't thinking like sparks (slave selling to survive is the theme of the game after all), just more like higher-tier weapons and stuff, which would then allow more difficult battles to be possible, and so on
No.3121
How do you guys think about the possibility of purchasing tuff in bulk? Of course once you give it to the slave, it's hers to keep (I hope the PC is not cheap and mean enough to take away from the slave the gifts given to her in order to reutilize them on another slave) but going to buy shit for every new slave gets old fast, specially when you're pumping them out fast. I think it'd be good to be practical to buy 10x boots, 10x spiked collar, 10x leather corset, 10x nipple chain and so forth, like with alchemical ingredients.
Also, I noticed that the generic earrings are used for piercings, what about adding some piercing-specific rings and studs to add at the steel rose?
No.3122
>>3120If you're going to add loot, why not implement durability? It'd make sense for them to degrade or break. Same with armor. It would also give more depth to combat if a weapon were to break mid fight, it would force you to carry many of them at once. Right now, you just buy a single weapon and forget about it for the rest of the game.
Maybe add more special missions that reward unbreakable magical weapons.
No.3128
>>3116>was wondering if there was a specific reason not to use itThere was, and that reason was my complete ignorance of it's existence. I'll have to start using that, though I'll leave it out of final versions for this reason
>>3117
>the fog fiend final evolution is called a "leviathan" if that ain't a dragon i don't know what isBut the Leviathan of the Old Testament was a sea monster.
>>3118Could've sworn I had that working properly. But sure enough I forgot to change the barn_total_profit line after redoing the other variables. Fixed for the final version, thanks for pointing it out.
>>3119Glad to hear it's running fine. Regarding translation, I'll be doing it gradually as I make other modifications in version 6 - if it's all done at once and it suddenly doesn't work it'll be a nightmare to track down where the problem was. Thanks for the offer, though.
>>3120Excellent, we're on the same page then. If you've got any ideas for what those weapons would be, start writing down their names, a brief description, and if possible their stats.
>>3121It'd be fairly straightforward to add bulk purchases. I'll add it to the list for version 6.
If you've got any ideas for what to add specifically for piercings, then I'm all ears. There's currently a nipple chain, but I can't really think of anything else that'd be interesting to add. Except possibly magical jewellery - I can make it so that you only have to buy it once and then you have it for every slave, so if you've got an idea for magical piercings that have dramatic effects on your slaves I'm all ears.
>>3122I'm against that because it's just one more thing that'd fuck you if you forgot about it. I might consider adding some limited use weapons but a sword should just keep swording for as long as swording is necessary.
No.3130
>>3128I do not think it is a good idea to buy bulk purchase for slave's stuff. Remember that there are three categories of slaves and each of them has different measurement. The shop needs to measure to give the correct size to the slave. Buying bulk will not add the reality to the game. The only reasonable thing to buy in bulk is the jewerly since the size may not be that much different between slaves.
While at it, I have a few ideas for the game. I will just give a general idea. I want to know whether it is too much work for you guys or not first then I will discuss the details. It sucks that I do now know coding.
1/ I want the prostitue hall to have multiple choices for each category available. You see that each category only offers one set of CGs. I want to add a few selections to increase the variety of CG available. If possible, different script. I can help writing the script for you.
2/ I want to add a new sport to the arena. It is the same sport in Keijo manga where you can have the slaves use butts and breasts to kick each other in the water on a big floating buoy. The important stats are temperance, fitness, martial art, nature. There will be a new activity called acrobatic training for this sport.
3/ At Virgin Hip, you can let the slave perform on the stage with the 2 options: elegant singing and striptease dance. Elegant art will be based on a few skills: escort, singer, musician, style. Striptease dance is based on: exoticism, seduction, dancer, masturbation. The higher value the stat is, the more money you can get. The stamina consumed will be 3. With elegant art, your slave can improve nature. With striptease dance, it improves temperament. Both will increase the fame for your slave.
No.3131
>>3130These are slaves we are talking about, it's not like they get to spend an hour on the boutique being picky about what fits them best and shit. The size issue wouldn't matter, suppose you buy 10x corset, they'll be 3 small, 4 medium, 3 large. I think it makes perfect sense for a slaver to already have a selection of outfits prepared for his slaves, plus, it saves time and clicks.
It could be done like this. Rename the standard already present buy option to "Purchase for current slave" and simply add another separate option for "Purchase in bulk", with 10x like the alchemy shop. I'd also make it so that you only can gift something you have already bought.
>1the whore house doesn't offer much gameplay value. Expanding it with more scenes and cg's sounds good but I never use it since you always have a slave to discharge with for free. Maybe it's useful to train the slaver in the early game but that's about it. To make the shop more useful would justify it, perhaps, I don't know, maybe make the more exotic whores provide bonuses or something?
>2 a little too exotic for me but it'd be interesting to expand the colisseum with more stuff.
>3I really like this idea, but wouldn't it make more sense for it to be at the gentlement's club?
No.3132
>>3128>>3130I think that a new direction for getting new ideas to improve the game is to utilize some useless facilities like The Vatican, animal farm and anatomical theather.
I want that the Vatican will not kipnap my slave when I already give the pope a slave. But I do not know what to do with a pregnant slave. I have not figured out which feature to add so will think about it later.
On piercing topic, I have some ideas although I dislike the idea of piercing the slave body.
_ Elf ear extension piercing: sew an extension on slave's ears so that they look long like the elf. Help improve alchemist.
_ Animal ear extension piercing: same as elf ear but look like cat ears or dog ears. Help increase exoticism.
>>3131I am glad you like them. Maybe the striptease can be done at Virgin Hip and the elegant stuff can be done at Gentlement's club.
Still brainstorming
No.3133
I ordered the farmhand to auto slaughter pigs, but she has not. The pig has been giving me constant profits without ever needing to replace it. It reached max fatness decades ago.
No.3134
Is it possible to add scenes for girls that uses general scenes without changing the codes in the vanilla game?
I figured the game might be using general scene for the girls who doesn't have a picture that matches their hair and type and if something does match, then it would override, with the sprite number taking priority.
I tried testing it with sprite 036_brown_brown which uses the bath_general_loli for the bathing scene and fight_brown_browneyed_loli for fight training.
adding a test gif picture made in paint called bath_brown_browneye_loli.gif to the scene folder didn't change anything, so just wondered if I'm missing something when making and adding the picture to the scene folder, or if it's a coding thing.
No.3136
>>3130>1/If someone writes it, I'll add it. They'd be very straightforward to add so even though it's not a huge addition to gameplay I don't mind spending a couple minutes on each adding them in.
>2/Too much work for too small a niche.
>3/Being able to live off the labour of your slave without having to sell her would do some serious damage to the feel of the game.
>>3131A 'standing order' is an implementation I've played with earlier. It might be the best way to balance realism while preventing mindless clickholes like having to rebuy everything for every slave.
>>3132>I want that the Vatican will not kipnap my slave when I already give the pope a slaveThe whole pregnancy thing is a pretty significant chunk of the story of the game, but I'm willing to at least hear out any ideas you might have regarding it.
>exoticismI'll look into it and if it's not too much to add new exoticism body parts I'll add it in to version 6.
>>3133Thanks for the report, it'll hopefully be fixed in the next version.
>>3134All the individual slaves are hardcoded as to which pictures they use, so there's no non-code way to add specific pictures.
No.3137
>>3136>I'll look into it and if it's not too much to add new exoticism body parts I'll add it in to version 6.Oh, but not the elf-ears-make-her-better-at-alchemy thing. That just doesn't make any sense.
No.3138
>>3136>All the individual slaves are hardcoded as to which pictures they use, so there's no non-code way to add specific pictures.Thanks for the info, wanted to put together an image pack to increase the individuality of each slaves, that currently uses a generic picture.
Would it be possible for your mod to be coded so that it's possible for other people to assign a specific image to a specific slave by adding it to the content folder? (like the pictures used for the louise sprite)
something like, if a sprite have a specific image used for a specific action, then it would use that, else it will use a generic image.
I figured it could be a way to make it easier for others to add content that could be shared, without additional coding needed on your part.
As an extension of that, are there any content that you'll like to have made, so you can focus on the coding?
Figured I'll see if I can help out a bit.
No.3139
>>3138I don't know whether it's possible to have QSP check if a file exists, but even if it was possible it'd take modifying literally every line of #slave_base, which is currently just over twenty thousand lines long. Considering the purpose of the changes would be to *save* me from having to code things, it's not really a practical option.
As for what content could be made, I could use the text for relaxed oral, using the same format as the text in this post:
>>2796Apart from that, nothing really leaps to mind. I've been mostly adding what other people have suggested to the game, so if there's any suggestions you've seen that you could write the text for, that'd be a big help.
No.3140
>>3136How about letting the slaves perform for free only? The only benefit you get is to increase fame and stats, just like winning in the arena.
No.3141
>>3140Stripping in a pub isn't really on the same level as winning fights in the Arena.
No.3142
Regarding pregnancy; I think it would be awesome that, if you had good standing with the pope, then any children they confiscate, you can get back as a loli slave for a fee. To make it make sense that you can get the child back so fast, there could be something about the ritual used to make the child live, that speeds up growth and/or the child can be feed growth hormones at your expense depending on how fast you want it to be ready for training.
In an ideal world i would add in a breeding pen system where you could breed your own slaves at the papacy's permission.
No.3144
>>3139understood.
oral text should be done by tomorrow.
No.3146
>>3142I may have missed some information, but I think that background-wise the whole pregnancy-kidnapping thing is a Vatican caveat to still have some new citizens in the Eternal Rome (or non-inbred ones). If so, your proposition goes the totally other way.
>>3141*cough* Libidinales ! *cough*
No.3147
>>3146Yes that is true if everyone could breed slaves, but this would be something only you are permitted to do, because you have pleased the pope. Also, they say they have rituals for making the baby live when it's born, (when they confiscate your slave) so it's not like they're not keeping some alive.
No.3148
>>3146Wait. I remember that in a conversation to the president of the Sentinel, he said that somehow, no baby can be born alive no matter what. Different attempts have been made but all of the newborn baby died. He wanted to try different methods and that's why he hired the slavers to get him a new slave. Maybe we could extend the story where after giving baby to the pope and the president, you have a chance to get a pregnant slave to deliver baby successfully.
No.3152
>>3142My initial reaction is a straight-up no, because the whole baby thing is a pretty big chunk of background lore. But I know incest is a pretty substantial kink for a lot of people.
Possible workaround: you send your pregnant slave to a world of your choice through the Mists via the Smugglers, and if she's dedicated enough she'll send the child to you once she's grown, and because of time-fuckery it happens nearly instantly. Do the Mists have time-fuckery, or do they just connect to different realities that all experience parallel linear time? I don't know. I'll have to go through Old Hunter's blog posts to see if he clarified that at any point.
>>3146$pregnant_slave_taken[7] = ' [REVEREND BLANCHETT]
- God rarely allows new soul to appear right in Rome. Especially since this is not possible without special rituals. Without our guardianship your baby will born without a soul and will die soon.'
$pregnant_slave_taken[10] = ' [REVEREND BLANCHETT]
- We know how to support a mother in labour, <<$master_name>>. Much better than you do, by the way. But I understand your concerns. I am authorized to redeem your slave at the current market price - <<ransom>> sparks.'
>>3148$serpis_prince_first_pref[1] = ' [Mr. President]
- Did you know that these assholes from the Vatican take away all the pregnant girls for themselves? But I am not willing to let them keep doing this.'
$serpis_prince_first_pref[2] = ' [Mr. President]
- But all children somehow are born dead, no matter how hard I try. But I will not give up. What are our achievements, if you have no heir, right? And the process is enjoyable.'
$serpis_prince_first_pref[3] = ' [Mr. President]
- I experiment. I do not know what exactly is needed for a successful pregnancy. So prepare the slave as you wish. I have been told that you are able to guess the wishes of the clients like no one else.'
Personally, I suspect a link between 'the church takes all the pregnant women' and 'the church is the only source of sparks'.
No.3156
>>3152How about you pay a substantial fee (2000 like for a new slave from smugglers) and the smugglers will bring your slave through the mists, have the child born and bring them both back when the child is of the right age?
No.3157
Disregarding the whole breeding pen thing, i still think it would work out if you could pay the vatican to do the "ritual" to make the child live. They would confiscate like normal, you pay huge amounts of money + you have to have good standing, and later you get both the slave and the child back.
On another note, i've been considering going through many of the english translations and correcting them,
Any suggestion on how i should find texts, and how i should post them to you Boney? (if you feel like incorporating that)
There is another thing that's been bugging me. The augmentations for implanted vaginal balls, and extra lactating is already in the game (i can get them through JackTrainer at least), so why not add them to the medical center as options?
No.3158
>>3156>>3157That's too much of a work for such small money. Also don't forget that MC in this game is just another worthless slaver and he will be treated appropriately, nobody will make exception for him, especially all that children thing, they are too important for Rome. Please do not overlook lore for sake of sick niche fetishes.
No.3159
>>3158If that is the case, i find it weird that there a references to it being possible to have the children live(the vatican ritual). Seems to me that a mechanic for having a child live and trained as a slave was planned, but didn't get finished before release.
I also seem to remember reading somewhere that there are references to incest in the code, though i might be mixing things up there.
No.3160
I found a proper qgen and i can do the translations in the code and provide the qsp (i'm working with the v5 hgg one), or if this does not work for you, i suppose i can do a txt file with the changes and where they belong. What would be preferred?
No.3161
>>3157To find the texts, get Qgen. The download link is here:
http://qsp.su/?option=com_content&task=view&id=46&Itemid=56Most of the text is in the location #txt.
To get them to me, either here or on Pastebin, put the new lines and the location of them. That'd be the easiest way, since I can just scroll right to the original line and replace it.
Regarding the augmentations, I'll look into them. There's probably a good reason they're not in the base game, but it could have just been meant to go in a later version and Old Hunter never got around to it.
>>3157We don't know what the 'ritual' is, or even if the Vatican is telling the truth in that it actually does allow live births. The easiest way to sidestep the lore about pregnancy and the Vatican is to have the child carried to term outside of Eternal Rome.
>>3158If you're not a fan of sick niche fetishes I don't know what you're doing here.
I think the price should be smaller, something like 500 sparks, and then you send off your slave and if she's loyal enough you get back a new slave of the chosen age with similar traits to her mother. I can see some people being keen on having an assistant who is also their daughter.
Maybe also add in cloning facilities later on (as the Smuggler's Guild explicitly says is possible) and add the two together and you've got a way to expensively mass-produce quality slaves through a cloning-and-breeding program at the expense of sparks and variety.
>>3159All I know of is the mother-daughter option in the brothel.
>>3160Working within Qgen is a bit of a pain because it means I've got to track down the changes before I can port them over to the current 'live' version I'm working on. A .txt file would work well.
No.3163
>>3161 Relaxed oral text is go, spell checking by other anon appreciated
$slave_seduction_oral[0] = '<<$slave_name>> looks anxious and stiff as she strips off her clothes, finally just sitting down on the floor and looks up, waiting for you.'
$slave_seduction_oral[1] = 'Seductively smiling, <<$slave_name>> slowly takes off her clothes and walks to you, before getting down on her knees in front of you, while looking into your eyes.'
$slave_seduction_oral[2] = 'With a smooth and slow movements <<$slave_name>> removes clothes and starts to fondle her breasts and pussy. She says that flows from one thought about having sex with you and asks, will you allow her to make you feel good with her tongue? Of course, you agree.'
$slave_seduction_oral[3] = '<<$slave_name>> undresses, dancing gently, as if teasing you. Waiting until you stretch out your hand to her, she playfully bounces away and smiles slyly. Adopting the rules of the game, you roughly grab her hand and flings her down on her knees. Girl screams in mock horror.'
$slave_seduction_oral[4] = 'Stripped naked, <<$slave_name>> do not hurry to approach the bed. Staring you in the eye and languidly licking her lips, she begins to caress her body, kneading nipples and poking fingers in the wet pussy. Only when she sees that you are very interested, does she gets on her knees, touching the growing bulge on your pants with the tip of her tongue'
$slave_seduction_oral[5] = '<<$slave_name>> crawling to you on all fours and arching her back languidly, begins whisper passionately. Having called herself a dirty whore, she pleads her master use her mouth like a cunt for his pleasure, and not to feel sorry for her. Aroused by these words, you grab the slaves hair and pull her face to your crotch.'
$slave_foreplay_oral[0] = '<<$slave_name>> doesn't even try any foreplay. She just sits there, looking at you, waiting for you to take initiative'
$slave_foreplay_oral[1] = '<<$slave_name>> gently rubs her cheek against the bulge on your pants, before unzipping slowly and licking the tip of your penis with her tongue, getting it ready for the main part.'
$slave_foreplay_oral[2] = '<<$slave_name>> unzips your pants and gentle pulls out your penis, caressing your penis with one hand along the whole length, while the other hand is just as gentle with your balls. Feeling a sufficient hardness, she takes the penis head into her mouth'
$slave_foreplay_oral[3] = '<<$slave_name>> kisses you on the tip of your penis, then pulls back the foreskin with her tongue, while fondling your balls with her right hand. Finally, you feel her warm lips close up on your excited member. Carefully moistened with saliva, she lowers her head down on your stiff shaft.'
$slave_foreplay_oral[4] = 'unzipping your pants with her teeths, <<$slave_name>> then licks your penis from the base and all the way to the tip in one slow continuous movement, then decisively swallows your hard shaft almost to it basis. Acting like a vacuum pump, slave''s mouth instantly brings you to rock hardon.'
$slave_foreplay_oral[5] = 'Blushing with embarrassment, <<$slave_name>> asks you to turn around, so that she could reach your ass with tongue and nicely lick it while caressing your manhood with hand. Gentle and shameless slave''s tongue gives you a heavenly preview of what’s to come.'
body too long, split in two.
No.3164
continued from
>>3163$slave_fuck_oral[0] = '<<$slave_name>> sits still and simple opens her mouth as wide as possible as you hammer away at her throat, only stopping when she needs to breath. You may as well be fucking a corpse, though at least this one is warm.'
$slave_fuck_oral[1] = 'When your manhood intrudes past her lips, <<$slave_name>> lifts her tongue, letting it slide along the you penis as you enter her mouth. Feeling her tongue, your pre-cum starts to leak out which she greedily swallows.'
$slave_fuck_oral[2] = '<<$slave_name>> plays with your balls sits as she swallows deep enough for your penis to hit the back of her throat, then pulls her head back, only to repeat the movement, slowly at first, but more and more passionately, when you approach to the climax.'
$slave_fuck_oral[3] = '<<$slave_name>> skillfully swallows your entire length in one smooth movement, your balls touching her chin, then pulls back slowly, just enough to allow her tongue to caress your tip, before plunging down again, instantly tuning to the desired rhythm. You feel that you rapidly reach the peak of excitement.'
$slave_fuck_oral[4] = 'Trying to give you maximum pleasure, <<$slave_name>>, alternating between the various ways her tongue can bring your pleasure as you methodically thrust into her mouth, sometime licking along the shaft, other time playing with the tip. Due to the difference of sensations, excitement does not break immediately, but is stored in waves.'
$slave_fuck_oral[5] = '<<$slave_name>> lie on her back on the bed, with her head bended backward over the edge and then tells you not to hold back, before then opening her mouh. You feel that slave’s tongue wrap around your penis, while her throat swallows your member greedily, tightening around your member, only relaxing her throat for when she needs to moan against your member or to breath, giving you no reason to stop, while she plays with herself providing entertainment for your eyes, while skillfully holding back cumming to time it with your rapidly approaching climax.'
No.3165
>>3163>>3164Excellent, much appreciated.
No.3167
How do you get a house in HGGmod with a custom character? When you have no allegiance, it's kinda hard to, since none are available.
No.3168
You have to sell a slave to an NPC from the district you wanna move to.
No.3170
>>3167Currently custom characters are hard mode because they start out unable to leave the slums. I'll be adding a way to choose your starting allegiance before the final version of 5 - I meant to do it last night but I haven't been able to snatch more than a moment or two to check the thread for the past few days.
No.3173
>>3165no problem.
Related to this, would it be possible to have the description when you enter the slave screen change depending on her stats, if other anons provide the text? Currently, there’s only two option when she’s obedient, either listening ready to comply and when she’s aroused.
An example could be: when health is 2 or less (weakened or feeble) and nature + pride is 5 or less (open and uncertain for example): '<<$slave_name>> stand straight and looks at the floor in front of her. Nevertheless it is obvious that she listen carefully and to you and ready to respond to or comply with the order, despite her knees almost buckling under her own weight in her weakened state. Only when she thinks you aren’t looking, does she allows herself support against the nearest furniture.'
when health is 2 or less (weakened or feeble) and nature + pride is 6 or more (arrogant and cowardly for example): '<<$slave_name>> stand straight and looks at the floor in front of her. Nevertheless it is obvious that she listen carefully and to you and ready to respond to or comply with the order, doing her best not to show how her knees almost buckle under her own weight in her weakened state through sheer willpower.'
If devotion is 3 or more, adding this line: Wanting not to worry you.
Basically have the description for obedient slave change based on endurance, empathy, temperament, intellect, nature, pride, and devotion (possible other variables too, depending on how extensive you want it). (arrogant and low devotion might have an obedient slave be tsundere, while dumb, willfull and devotion 3+ might have her act more like a loyal stupid guard dog)
I think this could help the slaves expressiveness and individuality, which hopefully should give better immersion and also make low stat slave interesting, just to see how they’ll act when obedient and devoted.
This could possibly be extended to the description of the slave assignments.
No.3178
No.3179
>>3139It would be nice nice if you could cast the auspex spell from the aura tab. I always forget to cast it beforehand, so if i could click cast from there it would relieve a lot of clicking :)
No.3180
>>3173There's currently a *lot* more options than just those two, it's just that most skilled players turn a slave either obedient or horny quickly so they don't see the full range as often.
>>3178Great, thanks for that.
>>3179I think the_vm's option has that. I'll see about porting it over.
No.3181
>>3180>I think the_vm's option has that. I'll see about porting it over.yep two lines in "auspex_list"
http://pastebin.com/z1rn3zynapparently can't paste the code itself so i made a link to pastebin
No.3183
>>3180while i was correcting the stuff, i stumbled upon this:
database/#txt line 1437
$assistant_wash_slave = '<<$assistant_name>> takes away your slave to the bathroom and a cleans her from the dirt with soap and sponge.'
and i checked that images related to this exist and are mapped to base slaves, but i've never seen an option to trigger this. It might just be me missing something, but i think this is another feature that could be implemented which is already halfway there, just not activated.
Another thing is, you can't train you slave as an enchantress/alchemist from the slave screen, like you can all other skills. for this particular skill you have to go the long route through "slave activities/Conduct a lesson/Special skills/Alchemy"
No.3184
>>3183>you can't train you slave as an enchantress/alchemist from the slave screennever noticed that you could train skills from there :/
>for this particular skill you have to go the long route through "slave activities/Conduct a lesson/Special skills/Alchemy"you can also click on the book from the main screen and select alchemy
No.3185
>>3180
>There's currently a *lot* more options than just those twoI know, that's why I kinda think it's a shame that a lot of the personality seem to disappear after the slave becomes obedient, when one of the point of the game is to raised skilled slaves with strong personality that still obeys.
The fact that it is possible to have variation before a slave becomes obedient, is why I'm wondered if adding more options after she have become obedient is viable.
If it is viable, then I could write up the text for different combination of personality related stats for the slave screen at first, and then later for slave action, so long I know which stats that's being used.
No.3186
>>3184Yeah I realised just after I posted :) I just always trained from the slave screen and found it weird that everything but "enchantress" was clickable
No.3187
>>3180I've got a couple of ideas/questions
A book that describes potions and drugs with recipes that comes with the laboratory and/or is purchasable and kept under the domestic tab. There's a lot of clicking and energy spent going to the shop in the outcasts quarters and you can't even look at the drug descriptions without buying.
I think there should be a tuition fee for the school or if there is raise it. It's imbalanced since you can train your slave above your own abilities while also going to the fogs to bring in slaves to sell. It would also give the player an incentive to raise the assistants level and let them train the slave.
I've been feeding my slaves spawn semen with the tattoo and I think they still consider it humiliating/horrible. Is there anything in the game code or am I just imagining it?
Could we have an option of training slaves fitness even when it is maxed? Now when they get plump/overweight there is no other recourse than to starve them and that takes a lot of time and may also cause them to lose nature.
A school to train the slavers skills. I've started out with zero in magic once and it took a lot of Auspex spamming to raise it. I don't even know if there is any way to raise it you have zero in medicine or etiquette. There is also whipping and tying which I can't really grind since that just ruins the slaves nature. Have it accessible through the slavers guild and make the lessons expensive enough to not grind easily.
No.3188
@boney, just found a bug (could be leftover from the original game):
when you try to ActiveSex a slave under the effects of domini, you get the bath text instead, and she ends up with a guilt[x].
No.3189
>>3187> Now when they get plump/overweight there is no other recourse than to starve themthere are a few options to have the slave exercise without that particular training
Slave assignements->Do gymnastics is one,
Slave assignements->Serve me->Entertain me->Acrobatics (and i think striptease too) is another
No.3190
Little something I made:
https://mega.co.nz/#!k58E2YCK!dQRpgwC65UEbwHwAoWhjuVF9nAqhtr7ikAxJwDKro30Replacement for the images that's a palette swapped version of one already in use, such as pic related which get used 4 time for brown haired milf plus also used as the general picture for gladiatrix training, with the only differences being the eye colour. Replaced that set with 4 different pictures so now it only shows up for the milfs that uses the general fight image.
Also switched out are some cooking and studying images with palette swapped eyes and a few sex and bath scenes that was made using the same template.
just drop the images into the relevant folder and overwrite existing one, take a back up just in case you find yourself liking the original better.
No.3192
>>3190whelp, brain farted, gave one of the fight images the wrong name, it's fight_brown_blueeye.gif which should be fight_blond_blueeye.gif
new version here:
https://mega.co.nz/#!J81CRJAK!EeboaDwXyD10H04wpHGw61wsUOG5sKS_Oxnz3JWFeTE No.3209
>>3181Yeah a href makes 8chan think you're entering code and it doesn't let you. Thanks for finding the code.
>>3183Strange. I'll look into both of those.
>>3185It's viable, sure. If you're willing to write the text for entire new mental states I'm willing to implement them.
>>3187>A book that describes potions and drugs with recipes that comes with the laboratory and/or is purchasable and kept under the domestic tab. There's a lot of clicking and energy spent going to the shop in the outcasts quarters and you can't even look at the drug descriptions without buying.Fairly straightforward. Sure, I'll put it on the to-do list.
>I think there should be a tuition fee for the school or if there is raise it.IIRC it's actually pretty expensive if you rely entirely on schools to train your slave, plus you don't increase your own skills.
>I've been feeding my slaves spawn semen with the tattoo and I think they still consider it humiliating/horrible. Is there anything in the game code or am I just imagining it?I'll look into it.
>A school to train the slavers skills.There's clothing to raise every skill a point, which is enough to start practicing it. And if you want to grind whipping and tying skills for money, buy the cheapest ugly slave from the market and go nuts on her.
>>3188What the hell? Yeah, it has to be a original game bug, I haven't touched active sex. I'll look into it.
I know I said this earlier in the week, but I'm hoping to be able to fix the remaining bugs and put in a rep slider to put out a release candidate tonight.
No.3210
>>3209>It's viable, sure. If you're willing to write the text for entire new mental states I'm willing to implement them.What are the aura and stat variables that I can work with and are the rules a possible variable too? (for example of pet is toggled then the description will reflect that)
No.3213
>>3210The code's pretty flexible, pretty much anything in the game can be a variable to decide her psychological state.
Here's a full list of the text that a new psychological state would need:
$psy_status - what it says under her when you click on her picture.
$rape_reaction - her reaction when you rape her.
$refuse_talk - what she says when she refuses to talk with you, from slave activities > talk > ask.
$prise_erotic_reaction - her reaction to 'erotic reward' rewards.
$compliment_reaction - her reaction to 'moral encouragement' rewards.
$present_reaction - her reaction to 'make a gift' rewards.
$abuse_torture_reaction - her reaction to 'psychological pressure' punishments.
$light_torture_reaction - her reaction to 'battering' and 'flagellation' punishments, and the lighter torture instruments.
$torture_reaction - her reaction to 'torture units' punishments, and the harsher torture instruments.
$shame_torture_reaction - her reaction to 'shaming' punishments.
$compassion_reaction - her reaction to 'example of punishment' punishments.
$intimate_lesson_reaction - currently unused, but apparently supposed to be part of what happens in sexual lessons. I'll see about adding these back in in the future.
$bathing_slave_alone - the text when the slave washes herself, either at your order or automatically at the end of the day.
$slave_relation_description - the first part of what she says if you ask 'What do you think about me?'
$execution_reaction - how she reacts on the confirmation screen if you go to execute your slave.
Also include the general effects the slave being in that psychological state would have, if any.
No.3215
>>3213these text assumes an obedient slave that's not aroused and all other mental stats are either 3 or 4. I'm thinking of only having stats at 2 or less or 5 or more having an influence. No general effects by default, since it's already reflected by the stats influence, so it's pure fluff.
5+ int
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She listen carefully to you, ready to respond to or comply with the order, perhaps even humbly giving suggestion for how she can perform the order even better.
5+ sensitivity
$psy_status: ‘<<$slave_name>> stand straight and look at the floor in front of her, occasionally looking up with an emphatic expression that makes it seem like she can almost feel which order you want her to respond or comply to, before you have even said it.
5+ passion
$psy_status: ‘<<$slave_name>> stand straight and look at the floor in front of her, listening carefully to you. Nevertheless her whole being seem to be bristling with passion, ready to enthusiastic giving her all in complying with the order
5+ will
$psy_status: ‘<<$slave_name>> stand straight and look at the floor in front of her, listening carefully to you. Her face shows her determination to respond or comply with the order without fail, through sheer persistency if she must.
2- pride
$psy_status: ‘<<$slave_name>> stand straight and look at the floor in front of her. Her pose is just subtle sensual, showing skin or emphasizing her curves, not to seduce you, but to show that she’s be willing to respond or comply with your order, no matter how shameful it should be.
More will come later.
No.3216
I picked this game up on a whim and quite enjoyed it from the get-go.
Big props to all the people digging through code to make this an enjoyable experience for everyone!
There's not much I could contribute but if needed I could add some text (I think Boney M mentioned he'd do some work on the barn if he gets someone to write text?)
No.3217
>>3209Thanks.
>There's clothing to raise every skill a point, which is enough to start practicing it. And if you want to grind whipping and tying skills for money, buy the cheapest ugly slave from the market and go nuts on her.Didn't know about the clothing. But I should have thought about getting a whipping girl.
One more thing. Right now there are some things you can only order your slave to do and not your assistant, like massage and entertain. Could you make it so the assistant can do all the things the slave can do?
No.3218
>>3215next batch, for slaves with good intellect and bad in one other stat.
5+ intellect 2- empathy
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She strain to listen carefully to you, ready to respond to or comply with the order, knowing that she’ll miss subtext otherwise.
5+ intellect 2- temperament
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She listen carefully, ready to respond to or comply with the order efficiently but unenthusiastic, more like a smart robot then a person.
5+ intellect 2- nature
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She listen carefully to you, ready to respond to or comply with the order, obviously wanting to do it right the first time, if only do she doesn’t have to try again.
5+ intellect 5+ pride
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She listen carefully to you, ready to respond to or comply with the order, though ready to bluntly state how it could be done better. With your permission offcourse.
No.3231
>>3218Some quick grammatical revisions to the stuff in your previous post, if you're interested. Great job with the mod, by the way!
5+ intellect 2- empathy
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She
strains to listen carefully to you, ready to respond to or comply with the order, knowing that she’ll miss subtext otherwise.
5+ intellect 2- temperament
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She
listens carefully, ready to respond to or comply with the order
efficiently, but does so unenthusiastically, more like a smart robot
than a person.
5+ intellect 2- nature
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She
listens carefully to you, ready to respond to or comply with the
order. She obviously wants to do it right the first time, if only
so that she doesn’t have to try again.
5+ intellect 5+ pride
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She
listens carefully to you, ready to respond to or comply with the order,
but is also ready to bluntly state how it could be done better. With your
permission, of course.
No.3232
>>3215Here are a few revisions for the other additions to just help it read a bit more smoothly. Only if you're interested, of course. Thanks again for your work on the mod.
5+ int
$psy_status: ‘<<$slave_name>> already stood ready before you called, looking at the floor in front of her, obviously anticipating that she would be needed. She
listens carefully to you, ready to respond to or comply with the order, perhaps even humbly
offering suggestions for how she can perform
your orders even better.
5+ sensitivity
$psy_status: ‘<<$slave_name>>
stands straight and
looks at the floor in front of her, occasionally looking up with an emphatic expression that makes it seem like she can almost feel which order you
will give her before you have even said it.
5+ passion
$psy_status: ‘<<$slave_name>>
stands straight and
looks at the floor in front of her, listening carefully to you.
Nevertheless, her whole being
seems to be bristling with passion, ready to
enthusiastically give her all in
compliance with the order
5+ will
$psy_status: ‘<<$slave_name>>
stands straight and
looks at the floor in front of her, listening carefully to you. Her face shows her determination to respond or comply with the order without fail, through sheer
persistence if she must.
2- pride
$psy_status: ‘<<$slave_name>>
stands straight and
looks at the floor in front of her. Her pose is just
subtly sensual, showing skin or emphasizing her
curves. This is not to seduce you, but
rather to show that
she would be willing to respond or comply with your
orders, no matter how shameful
they may be.
No.3234
>>3231>>3232It's appreciated, thanks.
My grammar is horrible, I'm better at thinking up these thing, then I am at writing it correctly.
No.3239
Now that I think about it. We extend the base of monsters from the fog but we have never mentioned about upgrading our character's fighting abilities.
I suggest that we can upgrade further the slaver's equipments with the special missions. We can use the same guys with the same quests but increase in number of slave they want.
For example, the guy which wants to have a slave with championship says that he want to create a group of his personal guards consisting of only slaves with championship. When we complete the quest, he gives an upgraded bull ring or minotaur ring or whatever that can give a health boost of 20. The same with the other guys. What do you think?
No.3240
Was trying to download the grimdark image replacement mod. Can't seem to get the files to extract properly. I have all 4 files, but if I try to open them with Winrar, it doesn't combine them and gives an unexpected end of archive error. How do I do it?
No.3241
>>3239if you look at post 2798
>Ability to use assistant/slave in battle as a battle partner.so something along those lines was planed, not sure if Boney M wants to take it up and continue with the plan or go in another direction (if at all)
>>3240try 7zip
No.3244
>>3241I did try 7zip. Didn't want to work either.
No.3245
>>3244then most likely one of the parts is corrupted, redownload it
No.3246
re-translated (and then tweaked) the prehistoric name list, just because it bugged me.
$prehistoric_name[1] = 'Running Deer'
$prehistoric_name[2] = 'Two Moons'
$prehistoric_name[3] = 'Squirrel'
$prehistoric_name[4] = 'Blade of Grass'
$prehistoric_name[5] = 'Little Bird'
$prehistoric_name[6] = 'Mouse'
$prehistoric_name[7] = 'Sweetest Ass'
$prehistoric_name[8] = 'Shrew'
$prehistoric_name[9] = 'Bunny'
$prehistoric_name[10] = 'Berry'
$prehistoric_name[11] = 'Sharp-Eyes'
$prehistoric_name[12] = 'Flower'
$prehistoric_name[13] = 'Easy-Smile'
$prehistoric_name[14] = 'Little Fish'
$prehistoric_name[15] = 'Kitten'
$prehistoric_name[16] = 'Dragonfly'
$prehistoric_name[17] = 'Butterfly'
$prehistoric_name[18] = 'Lamb'
$prehistoric_name[19] = 'Willow'
$prehistoric_name[20] = 'Hazel'
No.3256
>>3246You know, "Running Doe" actually made sense seeing as a doe is a female deer.
No.3259
>>3256indeed. but running deer sounds better imo. maybe that's just because i actually knew someone by that name though.
No.3267
New version of hggmod when? I'm going to start a new game, but if the next version is going to be released soon I might as well wait and play that one to help with finding bugs.
No.3269
>>3231obedient high empathy, low in one other stat batch, grammatical revisions and editorial feedback as always appreciated. End goal is that only a complete average slave would have the default text:
5+ empathy 2- intellect.
$psy_status: ‘<<$slave_name>> stands straight and looks at the floor in front of her, occasionally looking up with an emphatic expression that makes it seem like she can almost feel which order you will give her before you have even said it and with some luck she'll even know how to perform it right.
5+ empathy 2- temperament
$psy_status: ‘<<$slave_name>> stands straight and looks at the floor in front of her, occasionally looking up with an emphatic expression that makes it seem like she can almost feel which order you will give her before you have even said it, now if only she would feel like doing it when not ordered.
5+ empathy 2- nature
$psy_status: ‘<<$slave_name>> stands straight and looks at the floor in front of her, occasionally looking up with an emphatic expression that makes it seem like she can almost feel which order you will give her before you have even said it, but doesn't dare to move, lacking the confidence to interpret your orders beyond the letter even if she thought it would please you.
5+ empathy 5+ pride
$psy_status: ‘<<$slave_name>> stands straight and looks at the floor in front of her, occasionally looking up with an emphatic expression that makes it seem like she can almost feel which order you will give her before you have even said it. She's obviously impatient, as if waiting for you to give her orders that she's certain she already knows, is a waste of her time. And yours too, of course.
No.3270
>>3215I'll add all these to the to-do list, it'll be good to add a bit of diversity to the statuses.
>>3216The idea I had back then was that people would write scenes of various shenanigans occurring in the Barn that the slaver could walk in on to spice things up a bit. That's been put somewhat aside since popularity boomed and I've got enough ideas for new stuff to add to fill out probably the next 2+ versions, but if you're willing they'd be very easy to add in once I had the text for them.
That said, I'm just as happy to code in other people's ideas, so if there's something else that tickles you more then feel free to write that and I'll work that in instead.
>>3217I've got 'allow assistant to massage slaver' on my to-do list. I'll put the other possible actions on, but they'll be further down in priority since they have less impact on gameplay.
>>3239>>3241Combat code is a nightmare that's half in Russian - I'll see about translating it into English before I make any statements about what it's possible to add.
>>3246Heh, fair enough. I'll slip these into the version I'm working on now since, knock on wood, there's zero chance of it fucking anything up.
>>3267I've been saying 'new version tonight I hope!' a lot lately and not delivering but this time I swear it's going out within 24 hours just to put it out on or around April Fool's and shit on this stupid-ass day and if I don't deliver this time, may the gods of perversion steal my genitals and drop them into a volcano.
I can't promise it's going to be bug-free but considering that almost all the changes I'm making are bugfixes I'm hoping it will be.
No.3274
>>3270Man I was expecting this to be a nightmare to bugtest but it worked right pretty much immediately. I don't know whether to pat myself on the back or be terrified.
http://www.filedropper.com/hggmod5rc1This version adds an option to select what house you start in for both custom character and sandbox mode. Unless the above blows up this should be a final version, so I'm calling this the first and hopefully only release candidate for /hgg/mod 5.
Bugs fixed:
>>3188>>3187(the spawn semen thing wasn't really a bug, it was just the tattoo was accelerating the acclimation where it really should, in hindsight, have bypassed it entirely - changed that now)
>>3133>>3118And probably a couple others I forgot.
No.3275
>>3270I know how hard it is to mess around with the combat code so that's why I wonder if working with the special mission will make it easier
No.3276
>>3275It'd let us work around tackling combat directly, sure. The tricky part would be working out how much the items should boost stats by, but we could use the existing ones as a base. So yeah, seems as good a place as any to start.
I shouldn't have dismissed it out of hand like that, I just saw someone mention combat and I just cringed away reflexively. I'll put upgraded magic items on the to-do list - if you could think of similar requests for the others, or text for the requests, that'd be a big help.
No.3280
>>3274Starting a new game with "Select Character" starts the slaver in the white town house.
problem is on line 78 and 79 of "init_game":
$estate = 'white_house'
$starting_area = 'White Town'
where it should be
$estate = 'slum_house'
$starting_area = 'Slum'
tho this changes the starting house of the sandbox mode too, the simple solution would be to leave it a such and add the house change to slums to $name_and_start in "#dynamic":
$name_and_start = {
$estate = 'slum_house'
$starting_area = 'Slum'
$a = input ('Give your character a name. Please try to keep this shorter than 14 characters.')
if $a !'': $master_name = $a
gt 'start_game'
}
so that the change happens at the moment the game is about to start with a premade character
No.3281
>>3276btw would it be allright with you if i keep posting the merged versions as i make them or would you prefer i keept them to myself?
No.3283
>>3055How do I extract this? If I rename the files removing he number, they overwrite each other, and if I change their name the files come out corrupted.
No.3284
>>3283download them all into a single folder and extract the first file without changing the name or extension with either winrar or 7zip, they should merge automatically.
No.3285
>>3284It didn't work, so I'll assume they got corrupted and just redownload them. Thank you.
No.3291
>>3280Yeah, I changed init_game to set the starting location for sandbox characters, because it couldn't be modified by the new slider if the change was left in hard_return.
$name_and_start is the easiest way to tweak things just for premade characters, well spotted.
>>3281I don't really want to split the pool of the most excellent people who are volunteering to bugtest by having two parallel versions of the game. I'd rather you let me know how your merged version differs from mine, and I'll implement the changes in mine accordingly until we're left with one combined version to focus efforts upon.
Since there's been a few people volunteering code, it might be time I moved to Github. Do you know how to transfer code from QSP to Github? I know the_vm does, but I'm not sure if he's still around - though he did at one point warn me to use Gitextensions rather than directly working with Github.
No.3292
http://www.filedropper.com/hggmod5rc2New release candidate with the premade character starting location fixed, with thanks to Lillibilli.
No.3293
>>3291>I don't really want to split the pool of the most excellent people who are volunteering to bugtest by having two parallel versions of the game.i understand, i'll keep it to myself then
>Do you know how to transfer code from QSP to Github?unfortunately github is alien to me, i had an insane amount of trouble using it just to download the_vm russian version and would very much like to avoid it like a plague in the future.
>I'd rather you let me know how your merged version differs from mineif you are interested i can pass on to you the latest version i compiled together with a change log detailing most of the changes, it does not list them all but with a comparison tool and a bit of patience you should be able to figure it out.
No.3294
>>3293That'd be great. Got a recommendation on a comparison tool?
No.3295
>>3294WinMerge served me well for txt files, there is also a plugin for Notepad++, but Winmerge is better.
There is a way to send a private message or do i just post the link here?
No.3296
>>3295Far as I know there's no PMs on 8chan, posting the link here is fine.
No.3297
No.3298
>>3297Cheers. Once this round of testing is done and version 5 is finished, I'll get started on integrating all of these changes into the base hggmod.
No.3299
>>3296Just a couple of things you should watch out for:
During the merging you will stumble onto a cheat menu, i had to remove the cheat system because it was causing trouble but never got around to removing the menu itself.
It also uses a different solution for boarder of the fogs calculations on parasites/pregnancy/illness but with recent testing i think the solution you written is better (but didn't get around to make sure yet).
No.3300
>>3299Yeah, I had to rebuild the border-of-the-fogs calculation because the way the base game did it, it only applies the illness/pregnancy/tentacle pregnancy if the first random slave is worth more than the won_slave_minimum_value of the fight - otherwise the gs 'generate stock' wipes out what was applied back in interaction_city. In the merged version it looks like that still happens, though I might be missing something.
No.3301
>>3291git is pretty damn easy to use, i personally only use 3 commands in my daily work
check this guide out
http://rogerdudler.github.io/git-guide/Once you create a new repo in Github they'll give you specific instructions on commands to run in your Git Bash shell to start uploading your source code, pretty straighforward
Separately just saw this possible bug on rc1, Egglayer fitness went from Tough to Feeble over a couple decades(?), my Cow's fitness stayed Tough all the way through tough. Farmhand's nurse skill is maxed. I'll try to see if I can reproduce it again
No.3302
So, a thought for the thread: should the thread be split into a dev thread and a game thread? Do the people that come here to discuss the game mind all this talking about code and features?
>>3301I'll look into it from my side, too.
No.3304
>>3301Found the problem, it was some missing punctuation. New version will be up in a second, but if you want to continue with your current game, it should be keeping the egglayer's stamina stable at 'Feeble' so it won't be fatal to her.
No.3305
New release candidate: fixed a bug with egglayers that could reduce their stamina to 'Feeble'.
http://www.filedropper.com/hggmod5rc3 No.3306
>>3304wow.. so QSP doesnt even throw an error on runtime? what kind of language is this…
No.3307
>>3306Does make bugfixing interesting tho :P
No.3308
>>3306So you understand now. We're stuck in this hell forever.
No.3309
>>3306It is kind of maddening.
No.3322
>>3306it's a thrown-together bullshit language primarily designed for text-adventure games. i've no idea why OH chose it as his medium, but oh well.
>>3291>>3301I don't know shit about git but I've used and liked assembla, for whatever it's worth. I've glanced at git but it was just similar-but-different enough to confuse me.
I'm sure i could figure it out if that's the way you want to go, though. git is free (right?) at least, assembla isn't.
No.3323
>>3322right now i've got a sort of "branch" system of my own - i have
>original russian version>english patch version>updated russian version from the_vm's git>updated english version from the_vm's git>ninj4 r4bb1d's version>boney/hgg version>my cobbled-together version from the above No.3324
>>3322Yeah, git's free. But so far it's rubbing me the wrong way - it seems to delight in obscurity for the sake of obscurity, sneering at anyone who doesn't want to use a command-line interface in The Year Of Our Lord 2015. Considering that at the end of the day the code will still need to be manually exported into QSP, I'm not going to bother at this point - using a text comparison tool to merge versions together seems to be suitable enough.
No.3325
>>3324i wouldn't mind the command line interface if the documentation for it was correct, but alas it is not and relies on trial and error to figure out the commands.
No.3326
how would you edit your savegame to be richer?
No.3327
>>3326I'm not sure that you can, but i'm not familiar with the QSP save system.
Generally to edit a savegame you need to decrypt it, find the interesting value and then encrypt it again.
You might have an easier time to cheat with Cheat Engine, but i never tested it with this game.
No.3328
>>3324by exporting to QSP do you mean compiling it into the .qsp file? sorry i don't see it, i thought compiling to .qsp and online version control are 2 different things. You can upload the compiled .qsp to the online repository
No.3331
>>3328True, but then again Boney M problem was that he wanted to implement the code himself to know each line added to the game for easier debugging.
Uploading the compiled QSP would defeat this purpose, would be useful only as an easier distribution system, which with all the trouble that github seems to give it is not easier at all.
If you do want a distribution method i advice a Sourceforge SVN repository with a TortoiseSVN client, i use it for another game i work on and it works very well, but tbh i think in this particular case keeping with the current method is the best solution since distributing the latest version with a link is not much trouble.
No.3332
>>3331agreed, online version control is only useful for multiple developers working simultaneously on the same code, distributing the .qsp is fine as is
No.3333
>>3328the_vm's github has a guide on how to turn a QSP textdump into a split directory and back, involving Python scripts and batch files. Maybe it's Google Translate choking on it, maybe it's me not knowing enough about Python, but I've got no idea how to go about it. So, yeah.
I'd like to be a lot less dictatorial about controlling input - things would go a lot faster if instead of having a half-dozen text files of code to enter into the next version of the game I could just hit a button to merge it into the game. However, at the end of the day if there's a colon missing, QSP will happily compile it anyway and then crash when you try to run it. I've spent ten minutes staring at a hundred lines of code before I noticed where a colon was missing. If I didn't know where the problem was because I had just added that code myself, then I would have had to either go through tens of thousands of lines of code or reverted to an earlier version and lost hours of work.
No.3335
>>3333>but I've got no idea how to go about itbonesy, if you can put shit together in qsp, you can write a batch file. :3
first install python2
>python dot org/download/releases/2.7.6/export in txt2game from qgen, call it "jack.txt"
make a .bat file (split.bat or whatever) just containing one line:
>split_file.py –split jack.txtput it in the same directory as split_file.py and jack.txt, run it, and boom done. everything nicely split up into folder called "src"
then make another one (merge.bat) containing
>split_file.py –merge2 jack.txtand run it, and it will merge everything in the src directory back into a single jack.txt, which you can then import as txt2game again
No.3336
also, if any of you nerds wants to create your own slaves, i translated OH's slave_base to english
http://www.filedropper.com/slavebaseenglish No.3337
>>3335Huh. I thought that's what the_vm was saying but it seemed too simple so I assumed I had missed something.
No.3338
>>3337you could even do it (in windows anyway) with shortcuts, just create one with –split jack.txt at the end of "target", and another with –merge2 jack.txt
No.3369
Now that a lot of bugs are fixed, what are the plans for the next version?
No.3372
>>3369There's a lot of stuff that people contributed while version 5 was being bugchecked, they'll be the first things in - new combat encounters from dickbutt, relaxed oral from an Anon, the auspex button from the_vm, and so on. Plus I'm going to give the_vm's code another pass to add more stuff from his version into this one, and then check Lillibilli's version to see what can easily be copied over.
After that is the stuff that's just suggestions instead of code I just have to slap in - new psy statuses, allowing the assistant to massage the slaver, drug/potion/spell description book for the home, assistant washing the slave from orphaned code pointed out by an Anon, new bodymods for exoticism, tweaks to the morale effects of living conditions, changes to the morale effects of the perma-boner magic item.
I'm also going to be making some changes to the code that won't effect the player but will make further additions much easier and cut down on a fuckton of code bloat. FINALLY GONNA ADD RULES TO THE SLAVE ARRAY, IT'S GONNA HAPPEN. stuntcock is the fucking man for figuring out how to nest apostrophes three deep.
I've also got a bunch of really vague ideas that I'll dip into if all the above gets done, but I'm sure that between now and when all that is finished a bunch more suggestions would have been put forward.
All that said - anyone that's been testing any of the betas or RCs, can you let me know? I want to call this version done and give the go-ahead for a new thread, but I don't know if the recent quiet has been because nobody's had the time to test it or because they've been testing it and haven't found any bugs.
No.3373
>>3372This is a save where the slavers arousal seems to be stuck. He never gets aroused after i got him into red.
http://www.filedropper.com/w_2 No.3374
>>3373Which version of the mod was this in?
No.3375
>>3372I've played eight decades with the latest version and no bugs so far.
No.3376
>>3374latest you posted. 5rc3. I'm not completely sure whether it's actually stuck, but i believe it has been in the red for more than a decade, at which point i just gave up.
No.3378
>>3376Because of the slaver's low fitness, his libido recharges very slowly - one level a day - but it does recharge. Did you have the blowjob rule on? Because that would mean it wouldn't accumulate.
No.3379
That said, I will be looking into how libido works for v6 - I think as is it's stuck at whatever it was at chargen, which seems odd to me. If that's the case I'll add ways to change it - regular sex will increase the libido, spending an extended time at max arousal without having sex for days at a time will decrease it.
>>3375Much appreciated!
No.3380
>>3379yes, i believe libido is permanent, never goes up or down. I was looking into it the other day as well
No.3381
>>3379also if you want my thoughts, libido should work something like this:
green mood: +1 per day
orgasm: +1 per cum-buildup-lost
sexy "shows" (striptease/erotic dance/lesbian): +1 per show
bacchus nectar: +2/use
aphrodisiac: +5/use
red mood: -1 per day
rotphilis: -5 per day
wounded: -1 per level of wound
fairy pollen: -2/use
e. of oblivion: -4/use
numbers are assuming it uses the same 10-10-20-40-80 point system as everything else, and might need adjusting, just spitballing here
No.3382
>>3381That and a -X for having maximum arousal at the end of the day if they don't have the chimera magical item. And possibly a modifier based on their stamina.
No.3386
>>3372>check Lillibilli's version to see what can easily be copied overi just realized that if you gona wait to check my version you gona end up checking an outdated one, when you are about to do that i can pass on to you the latest version.
No.3388
>>3386Sure, once version 5's finalized do your thing and once you've got your version up to date throw a link in the thread. I've got enough on the to-do list that you won't be bottlenecking anything.
I think I'll give it another day and assuming nobody comes forward with bugs I'll call version 5 done.
No.3390
>>3388Finally free a little bit, I would like to help with writing the scripts for the special mission. How should I write it? Will you send me the code with the script or I just need to write the script first and you will put into code later?
No.3391
>>3390If you write the script with notes saying what happens I'll write the code to make it happen. Depending on what you have in mind for what the mission will be, the code for it could vary wildly.
No.3394
Is the grimdark picture replacement pack any good?
No.3395
>>3394it is good, but not necessarily better than the original pics, you have to try it for yourself and see if you like it.
No.3396
>>3394It improved a lot of them but it also made some worse, and in the end it still doesn't do what it originally wanted to do, which is matching the girls in the pics to the appearance of the slave sprite.
Some sprites and images are also notably shittier than others
No.3397
Is anyone still here?
I just discovered this game and I'm looking for someone to talk about it.
No.3398
>>3397quite a few ppl here, talk away.
No.3399
>>3397no we are all gone, only spooky skeletons here now
No.3400
>>3398>>33992spooky, m8
…fuck, I read the date as 4th, February.
My first question is how do I make monies?
No.3401
No.3402
>>3391Thanks for the guidance.
Quartermaster Aramus (1st special mission): he will give a new mission after giving you the first bull ring.
Script: "Hey there, I was looking for you all this time. It is really hard to get to contact you
Your slave is really satisfying and strong that I was able to make a fortune from the underground. There is nothing more satisfying from this.
The problem is: too many people are picking up a fight with me and the slave does not have enough hands to handle all of them.
So this time, I request from you 3 more champion gladiatrix. I am fully aware that this is asking the impossible but your service will receive the right compensation.
The reward will be a fiend ring. Thanks to my expanded network from making a fortune, I was able to get that ring by as a token of friendship during the mass orgy with the slaves. It is even more amazing than the bull ring that it transfers a large portion of the friend into human. You will be much more powerful when you equip it.
I will be waiting here, at the forum. When you finish delivering all the girls, I will gladly hand you the ring.
The royal butler Vinda (2nd secret mission):
_ Script: "Hello there. You must be the famous slaver Vujin the Wise mentioned. It is my honor to know and meet you.
This old butler here is a loyal servant of the president, whose duty is to fulfill the wish of master. At the same time, I am also a race enthusiast and friend with the wise man Vujin.
My master took an interest in Vujin's newly acquired slave when he was travelling on the cart pulled by her. He was so excited that he thought of the idea having a squad of chariot girls pulling the most majestic chariot ever.
A chariot with 3 champion slaves is such a wild dream that this humble servant could not sleep well several night thinking about it.
Therefore, I have an offer for you if you can complete such task. The reward of course will be worthy enough to consider.
During the exploration near the border of fog, the paladins were able to get a special crystal from the lich's corpse. A fragment from that crystal was able to enhance the sense and will of the soilders that they were able to slay a herd of werewolfs with few casualties.
You will receive an amulet with that crystal fragment when you deliver our chariot girls successfully. I will be waiting here for you to come."
No.3405
>>3305So this is your final v5 BM ?
No.3406
>>3405>I think I'll give it another day and assuming nobody comes forward with bugs I'll call version 5 done. No.3407
Is there any way to modify the save handler? It'd be nice if there were a more intelligent filenaming convention that included slaver name, date, or etc. Or just give us the naming option with some variables we can place in the name %% style.
No.3408
Something that's always bugged me. Can we get an option to backout of joining a battle in the fog? Sometimes I end up there entirely by accident and get stuck committing to the battle.
No.3409
>>3407i don't have much experience with QSP, but my first guess is short of making a custom save system no.
>>3408ain't the "Leave them alone" option just that?
No.3410
>>3409I have muscle spasms that sometimes causes me to double click. When that happens I've gotten to the point of picking my weapons, and at that point it's too late to back out.
No.3411
Is there a money cheat in this game?
No.3412
>>3411other than starting in sandbox mode i'm not aware of any.
No.3413
>>3410I'll see about adding a 'back out' option on the weapon select screen for the next version, but I think it's a general template for combat and it may not be possible to add it without screwing up arena and attacked-by-slave combat.
No.3414
>>3411I hear there's a trainer, and there's always the tried and true method of memory manipulation with programs like cheat engine.
No.3415
>>3413I understand, and the consideration is highly appreciated.
No.3416
>>3413putting the extra button in the template tied to a conditional on a variable that is set only when clicking join battle in the border of the fogs might work if that is the case.
No.3420
>>3412I did that and I started with 10.000. Is that much? The first slave cost me money and the lessons etc. aren't cheap either.
No.3421
>>342010k is nothing to sneeze at, lessons should only cost money if you use the school or tutor, personally training the slave does not cost anything.
in this game you do want to move along tho, you need to rise the slave as fast as possible and sell it off to keep the cashflow going so keeping the same slave for a long time is gona put a hole in your wallet.
iirc in sandbox you start with the most expansive house in the market, you might want cancel the contract on that and get a cheaper one.
No.3422
>>3415>>3416Looking at the code, clicking 'Join the Battle' fires 'начать_бой', and weapon selection happens shortly into it through a GT to interaction_city. Which means that if I put a backout button into weapon selection then, the rest of начать_бой won't fire so it should work fine.
I could even tie whether the button is available to IF get_girl = 1, and then it will only apply on the border-of-the-fog fights.
I'll have to track the battle combat to find out what variables the backout button will have to reset but unless I'm missing something big it should be entirely possible.
No.3423
>>3421Okay, thanks for the info. I'm the guy from yesterday and like I said I just discovered this so sorry if I'm annoying with the questions.
Guess from now on I'll train the slaves myself.
I'm going to play tonight again so I might pop in again with a question.
No.3424
>>3423no problem, if you want some more general info you should give a read to the first few post of this thread or look up the wiki at
http://wiki.anime-sharing.com/hgames/index.php/Jack-o-nine No.3428
>>3424Yeah, I did. Still need to read more stuff on that wiki.
Through dick, unity.
No.3439
it will be nice to see some post about mods that u guys made into the wiki. sometimes a few adjustment worth noting in the wiki.
No.3441
>>3439should be easy to add a page dedicated to explaining the mods and throw a couple of links in there, not sure if anyone maintains that wiki tho.
No.3442
>>3439I do know a lot of the information in the Wiki was incomplete last I checked it - it seemed to have come from trial and error rather than code-diving.
I don't want to split my attention by working on the Wiki, but if someone else wants to do that, they can always ask questions in here for me or any of the other code-divers to answer.
No.3443
>>3441apparently pages about modding were already added, disregard what i said.
No.3444
Since there's been no further bug reports, I'm calling /hgg/mod 5 done.
http://www.filedropper.com/hggmod5I literally just renamed the .rar from rc3, so if you got that one then no need to update. So the Anon that was working on the revised OP for the new thread, if you were waiting on the next full version now's the time.
No.3445
>>3444if there are no changes from rc3 i can just throw your way my merged version, if you plan to do other stuff i will wait for it tho, might improve a couple of little things in the meantime.
No.3448
>>3445There's a lot of low-hanging fruit lined up for v6 so if you want to tweak a few more things in your version you won't be holding anything up.
No.3449
>>3448just one fix to the to something i forgot to properly merge, should be done in 10/20 min, other than that is minor tweeks to the base games i'm doing on my own.
No.3452
No.3453
>>3452Much appreciated. This weekend is probably going to be busy for me but once I get some time I'll start comparing the two mods.
No.3454
>>3453happy modding, if you have questions don't hesitate to ask, tho i'm guessing that you have more familiarity with jack code than me.
No.3456
>>3452What's the difference between this one and the standard hggmod release? Is there a changelog?
No.3457
>>3456a changelog is included, but Boney M would prefer testers to stick with his version.
>I don't really want to split the pool of the most excellent people who are volunteering to bugtest by having two parallel versions of the game.which is why i'm keeping most of the versions for myself unless someone specificly asks me for the link (didn't happen yet, but if it does i would prefer finding a more private solution rather than posting a public link)
No.3458
Okay guy here that's new to the game…fuck I just made a new sandbox game and the slave I bought just fucking attacked me.
I just want to simply find a slave and train her to a grade D slave…is that so hard
No.3459
>>3458you need to be careful about who you buy, having a strong and proud slave when just starting out is a quick way to a hole in the wallet and bruises in the face.
No.3460
>>3459k are there any particular attributes I should look out for?
I'm trying to break their spirits like it is explain in the wiki tips section but they always seem so stubborn and unwilling.
No.3462
>>3460you need to be careful with stats, idealy you want a slave with low pride so that training goes down easier, but if pride lowers and some other stats are low as well (think it was nature and temperament, don't remember exactly, you can find the info on the wiki) you'll end up with a broken slave (which is worthless).
most of the challenge of this game is when you are just starting with a slave, once they start obeying things will fall into place.
"explain her position" can help rise habit a bit if done early, once the slave starts obeying your demands you might want to give her a dress and keep her happy (training goes down easier if she is happy), be careful not to spoil her tho.
another factor that is important to keep in mind is the health of the slave, the less health she has the less trainings you can do per day, you can improve her health by doing fitness, but improving a feeble slave can be challenging when just starting out. (especially since you want to churn out slaves fast rather than good)
a good idea is to check the aura of the slave as soon as you get her, if she has too much rebellion you might want to just cut your loses and get rid of her if you are not confident in your training methods yet.
No.3463
General question to the world.
What are some of your favorite slave masters, their names, and slave names?
I found a lot of delight in Silk Daddy, but Uncle Tom gives me a shiver down my spine. It's just so dark the way he smiles.
As for slave names, I'm quite fond of "Emergency Food Supply".
No.3466
>>3463I have a particular fondness for Ricther's portrait (or Trevor's in grimdark mod), as you might guess from this i'm a fan of Castlevania. :P
For name i usualy go for Jack, seems appropriate.
Usually don't care enough to change the slaves name, unless i'm keeping them as assistants, in which case whatever floats my mind at the moment.
No.3470
>>3372A couple random suggestions:
Since you tweaked it so harder fights give better quality slaves, how about an option for regions you can patrol with different encounters and difficulties associated with them. For example, you can patrol near the city and probably run into people returning from their own patrol with a slave in tow, maybe some light monster encounters that wandered out of their territory, or deep into fiend territory with a high chance of encountering a large fog fiend.
Custom orders from the smugglers. For an extra charge they can clone/engineer a slave with a particular trait you want or focus training on a specific skill or attribute instead of being generalized.
No.3471
Does anyone know what sort of effect/use decade has other than another form of keeping time?
No.3472
>>3471there is no piratical effect that i know of
No.3473
>>3452I am having this bug here whenever I used your merge file. The picture of the slave dissapears quite often. Do you know how to fix it?
No.3474
>>3473i can't seem to be able to reproduce it, did you put in the folder all the files including the content folder? are you using a savegame from a previous version? are you using custom data from the options?
No.3475
>>3473check the NSFW option, just noticed that i seem to have inverted the options, when displayed as "NSFW - On" it is acctually off and vice versa
No.3476
>>3474I was using the saves from the Bones's version just before his full version 5. And I did not see any NSFW option.
No.3478
>>3476Saves are not compatible between version, it will load cuz of the debug mode but it will not work properly.
If it does it with a new game please tell me.
No.3479
>>3478Just load the new game. Seems like the problem is fixed. Thank you.
No.3483
>>3470>Since you tweaked it so harder fights give better quality slaves, how about an option for regions you can patrol with different encounters and difficulties associated with themAs new combat encounters get added I'll see about splitting up the locations of them, but for now there's few enough that one location seems to be working fine.
>Custom orders from the smugglersDoesn't really seem their niche, their slave thing comes from the fact they have a trade route to a world that mass-clones people. Getting unique slaves from the world of mass cloning seems illogical.
No.3484
anyone noticed how when your slave fights in Colosseum the enemy almost always starts with 1 health/morale/stamina? makes it not challenging at all, maybe this can be tweaked
No.3485
>>3484IIRC fight difficulty ramps up based on how many fights that slave has won, so the first fight is usually pretty easy.
No.3487
>>3486
That's a trait reveal. What it means is that she likes dark places/activities.
No.3488
>>3486
It makes the 'deprivation' and 'iron maiden' punishments less effective. A lot of the traits just make certain tortures more or less effective.
No.3491
For anyone that might be using the trainer, or be interested in playing with the memory. I've located the auction count that controls when the auctions end when buying a slave.
The pointer is:
>>"qsp.dll"+000A7A94
This will allow you to continuously cycle through slave generations until you are able to secure something you can be pleased with.
No.3492
I just realized in my financial report, there was a 20 spark as a fine. I do not remember doing anything. This happens when I lived in Necropolis
No.3493
>>3492If you have your slave or assistant do accounting, they'll try to get discounts, but if they fuck up it's a fine instead.
No.3494
>>3483>Getting unique slaves from the world of mass cloning seems illogical.You think a world that has an industry dedicated to mass cloning slaves wouldn't have a premium market? Still, might be more work than it's worth, and maybe makes more sense adding it to the expert at the slave guild, since that seems to be his job.
No.3495
>>3494Getting such specific slave breaks the meaning of the game. You are supposed to train one from scratch. If you even want the game to do it for you, you are missing the whole game
No.3496
>>3495I've trained plenty from scratch, it's trivial. Finding a good base with the right traits for a specific project means playing the random numbers game which I don't find fun. Just to clarify, these wouldn't be finished products (though, for that matter, realistically you could buy one from another trainer) but a very specific base to start from, and not to mention expensive (I'm thinking 4-10k depending on options) so difficult if not impossible to sell at a profit. Not something you'd do often, maybe once for an assistant or one of the lord's requests if you're having trouble finding someone who meets their requirements.
Anyway, just an idea.
No.3497
Thinking about it, maybe a better way to handle it would be to tweak the expert so that he actually finds someone within a reasonable time.
No.3498
Now that I think about it. The slaves can be lesbians but the training menu and system do not give a lot of things to play to interact with. We should add some new features to lesbians like putting the sex activity of lesbians instead of 3somes or some activities for them
No.3503
>>3462Yo. So I've done the explain her position stuff and she's actually obidient but now what should I train her in? Her cock sucking skills seems to be quite okay.
No.3504
>>3503if you click on the rank letter it will tell you what you need to make her rank up, other than that the training depends on what you want to do with her.
No.3505
>>3503From the stat, I see that you need to improve her basic stat. Slaves with low basic stat are hard to upgrade. Try to make her study nursing or clerical work to improve her intelligence. You can also let the slave go to the hotspring by the end each day to raise her empathy.
No.3506
>>3503That slave's doesn't look worth big investment; her stats are too low. Would train her secretary up to blue to get her to D rank and either sell her straight the guild subpurchaser for $300 or buy her some fashionable clothes (gown, lace gloves, some jewelry, just enough to get her to Stylish fashion) and sell her to the real estate agency for $500
No.3507
boney, I'd suggest the house/factionrep buy-in during char creation be scaled the same as the other stats: 10-10-20-40-80. It's too easy to start in the best houses while still having a great slaver right now, imo.
No.3508
>>3507also, might make it ONLY factionrep, so you still have to go to the realtor to actually get your house. like in default/pick-a-char mode.
No.3510
My slave has a strange request. She said; "Let me cut his own hand. It distracts me from heartache, Blood flows so beautifully, let's look together. There will be almost no scar, I have tried."
No.3511
>>3510That means she has the hidden trait "Bloodthirsty". Just makes some tortures less effective.
No.3512
>>3507And then you're stuck paying the rent on that best house - it's a trade-off rather than a straight positive, which is why I made the cost a flat ten-a-level.
I thought about making it only factionrep, but the overwhelming majority of players are going to want the house their rep unlocks rather than living in the slum, so it doesn't make sense to make that overwhelming majority jump through the hoop of going to the real estate agency and whatnot.
No.3514
>>3504Oh didn't know you could do that. Said I should teach the slave some basic skills.
>>3505>>3506k thanks. What are good basic stats? I guess I'll try to teach her to be a secretary.
Is the slave market the only place where I can buy slaves?
Also general question…should I buy food like vegetables or cheese?
No.3515
>>3514there are 3 more ways to gain a slave that spring to mind.
if you go to the border of the fogs and fight a battle there you will get a free slave if you win, it is often best to take slaves gained this way to the medic for a quick checkup tho.
also in the boarder of the fogs you can order a slave, this type of slaves are somewhat expansive but have fixed above average stats and skills, didn't play much with this but sounds useful only when you can't find a fitting slave for one of the requests, otherwise the profit margin would be small.
third and last way i remember is the slave guild timed contracts, they provide you a slave and expect a trained slave in something selected randomly, they do not however expect the same slave, so you can sometimes gain very good slaves for an easy mission, then you can just store the slave for later and train a cheaper one to close the contract.
about stats, if you click on the stats in the info page of the slave it will give you a rundown of what that stats do, for different types of training you need to look out for different stats.
No.3516
>>3514groceries are important, without those you can't cook good meals, if you have an assistant you can set her to auto buy the groceries needed.
No.3517
>>3516Will do that. Can't be arsed to go shopping myself.
>>3515Thanks.
Since I'm not really familar with how the fighting works in the game I shouldn't try and fight.
Best method seems to be the slave guild contracts but first I still need to train my first slave to a D rank slave so I'll report back later if I have achieved that.
Just another comment: I don't know if that's good or bad (for myself) but I can remember where some artwork comes from.
No.3519
Couldn't find anything on the wiki page…how do I get my energy levels up? I have just two stars and when I try to have sex with my slaves the game says I'm too tired.
No.3520
>>3519press "end day", it'll give you energy depending on how fit your slaver is.
No.3521
>>3520Oh so it depends on how /fit/ I am.
This game is a lot more complex than I thought.
No.3522
>>3521For energy you want to avoid going into red if possible. You can see on the slaver page of the wiki how to increase your strength.
http://wiki.anime-sharing.com/hgames/index.php/Jack-o-nine/Gameplay/SlaverIf you want to try out some low-risk combat, check out the Colosseum and ask Lanista to arrange a fight against an easy opponent.
No.3523
>>3514>What are good basic stats?Everything is good. Each rank requires a higher total of basic stats. Starting out something to watch out for is a high pride, nature and temperamental slave, simply because they're not going to listen to you. On the other hand, if they get to a combined value of less than 3, then the slave's spirit gets broken and then you're left with slave that's stuck at F- rank and can't be trained. Something to check before lowering their pride too much.
Endurance is probably the easiest to raise, and something you want high anyway, simply so that they have a lot of energy for training.
You can see the wiki page on slave stats for how to raise/lower them.
No.3524
>>3512hm.
the way it is now also sidesteps the initial cost, and the first-day-setup that the stock/choose-a-char mode has. that plus the improved moods for master and slave seems like a pretty big bonus for only 10-50pts investment. there's basically never a reason not to go necro or white house, at this point.
No.3532
Does "Find potential customers" from the central forum work? Even with a slave with pretty much everything maxed i just get something along the lines of "it's doubtful i can find potential buyers, slave still has a lot to learn"
No.3533
>>3532her charm might be low, try to bring her to the beauty spa before that (not sure if charm is taken into consideration there tho)
No.3534
>>3533i have tried that with no results aswell
No.3538
>>3532Also, the way it works right now (though the_vm has since changed it in the git, i think) is that it will only find buyers for the level your slave is at - even if it's a HIGHER level than required. so an a-level slave won't return results for D-, C-, or B-level slaves. The only people looking specifically for A-level slaves are the 2nd-ranking people in the palace-type thing of each district, and only the lords/kings themselves look specifically for S-level slaves.
your best bet, return-wise, for a "too high" ranked slave is the weekly auction. you can still (iirc) sell them to people looking for lesser ranks, but you'll have to find them yourself and you won't get what you deserve for them.
No.3539
>>3538> D-, C-, or B-level slavesmeant "D-, C-, or B-level buyers"
No.3540
Err, perhaps it's time for a new thread?
No.3542
>>3524The 'pos_housing' modifier is just a +1 to mood and can be more cheaply achieved at low level by renovating a house that costs less in rent and costs less points to acquire. And AFAIK there's no equivalent mood bonus for slaves.
The initial cost thing is a good point, though, but it doesn't strike me as too huge a deal - the custom character starts with less sparks than most of the preset characters anyway, so eating into their starting funds even further by making them pay not to live in a shack is just cruel.
>>3538I'll have to see about porting that change over. I think I may have made charm visible already, but I can't remember - I've got to dash now or I'd double-check. I'll make a quick note to look into that.
No.3543
>>3540Someone was working on an improved OP, not sure where they went.
No.3550
>>3542>the custom character starts with less sparks than most of the preset characters anywayonly Milord has more money (2000s) than them. Robespierre, blade, butler, pimp and sensei all start with 1000, next few 500, and johnny 200.
another "invisible" advantage of white house, at least, is proximity. which means you can get to a ton of very useful things with no energy lost (shops, salon, forum, colosseum, grocer, etc). that's a pretty big deal.
honestly maybe just exclude the white house from the picks? it's sorta a super-bonus for winning over the kinda-hardest customer (the pope) anyway, yeah?
No.3551
>>3550My mistake regarding starting sparks. And I thought that access to the White House depended on neutral rep, but it actually requires a Brand Reputation of 2, so it's not that super a bonus.
Looking further at the numbers now that I've got time, here's the base rents for each of the Quarters:
Quarter of the Outcasts: 50
Serpentine Quarter: 50
Quarter of the Bull: 75
Necropolis: 100
White Town: 150
Paying triple the base rent of a more modest location seems penalty enough for someone who wants to start out in White Town, especially considering how tough it can be to make money in the first few decades. Plus the dungeon/boudoir/laboratory are more expensive, too. Considering the drastically increased expenses, I'd be hard-pressed to justify White Town as a good choice of starting location, let alone an overpowered one.
No.3564
I'd just like to thank you guys for your hard work on making this mod, I'm enjoying it.
No.3600
>>3514I think the most important informations for begginers are that basic attributes is the sum of :
Endurance - 1 (i.e. feeble = 0)
Empathy
Temperament
Intellect
Nature
Pride
you need for every rank:
D=12
C=16
B=18
A=20
S=22
pride is very fast to train
temperament is easy but not so fast with boots+spiked collar, you gain a small amount every day for free.
Everything else is quite slow to train.
3 of this stats are hidden when you buy a slave (inteligence, nature, pride).
I recommand the first thing you do is count your slave basic stat (count pride as a 5) and see how far you can get with her.
No.3602
>>3600It is also a good idea to avoid feeble slaves, as they can not be trained in gymnastics, which makes it very troublesome to make them fit so they can gain energy.
No.3610
Question for the thread. Does restoring an option for the assistant to wash the slave seem overpowered to you? It seems to me like it'd effectively be a flat +1 energy per day, which may have been why it was cut in the first place.
No.3611
>>3610if it has lesbian bath scene then sure
No.3612
>>3611If someone supplies the text, I'll be more than happy to add lesbian bath scenes to the game.
No.3618
>>3610if that is your worry why not add one point of energy lost to both the slave and assistant?
for that matter i would add the same thing to the current bath systems, kinda feels cheap that i can use the slave to wash me to both get clean and only she loses energy.
since each actions also uses up calories i don't think that as it stands it is overpowered tbh, and could be useful to train feeble slaves (which might go against the point of a feeble slave being difficult to train)
No.3619
>>3618Because if it takes energy from the slave as well it's pointless, except for possible lesbian bath scenes.
Currently it feels like the slave's energy is almost always the main bottleneck, so I'm cautious about adding more of it. That said, there's currently a lot for the assistant to be doing - fiend milking, cooking, cleaning, bathing the master, and training the slave is actually enough that there's hard decisions to be made sometimes, so adding a new way to spend assistant energy could be an interesting addition. Especially since I've also got assistant massages to transfer energy to the master on the to-do list.
Come to think of it, maybe I'll throw it all in and see whether or not it's broken based on testing feedback.
Regarding feeble slaves: they'd still be a major drawback if you could funnel energy to them because they aren't producing energy of their own, but I'm open to making them less of a humongous pain. I'm thinking about making it a check on the assistant's Petting skill vs the slave's obedience to see whether it's effective, and if not it'll still use a point of energy from the slave, so it's less a case of making the game flat easier and more about suitably skilled master-slave teams being able to work around problems.
No.3621
>>3619Regarding feeble slaves, how about adding a new potion that slightly increases endurance?
No.3624
>>3621I'm open to the idea but it would have to have a downside of some sort. Any ideas for what the downside could be?
No.3625
>>3624expensive to make, could have side effects on some other stats and/or negative mood for a few days.
can't think of much more that make sense atm.
No.3626
Status report: added these:
Fixed it so you can now train alchemy by clicking on the 'enchantress' rating on the slave screen. Pointed out by a kindly Anon at 8chan /hgg/.
Integrated the following changes from the_vm's version on Github, with his permission:
-Added the ability to cast Auspex from the Auspex screen, if it isn't cast already.
-Button on main screen for quick transition to cryostorage (must visit the cryostorage manually at least once first)
-Sanity state tips (added traits to show when a slave is either broken or dangerously close to it)
-Now customers who bought a slave will shown in gray on the clients screen in the city
-Fixed sorting of customers for rating
Next I'm going to see about making it so that rewards you've already given your slave today will be grey (suggested by Rynak) and then I'm going to add dickbutt's new enemies.
>>3625A negative mood fits and could easily be done using existing code, and it's balanced since keeping mood up is tricky for new slaves so another malus to balance would be tricky. But it does seem a bit prosaic. If there's no other ideas I'll go with it, I just think that currently alchemy is a bit too mundane.
No.3627
I wonder if I am the only pervert here who'd love to be able to "visit" my slaves after lights out at the end of a long day of training…
Here's what I thought - I'm only throwing out some ideas, no idea what can and can't be done:
Add an box to end the day. (below end of the day, in domestic issues as a sub option or wherever)
After all the end of day events the slaver decides to have his way with his slave (maybe even with a chance of his slave waking up somewhere in the middle?)
It's probably best to keep this simple, just relieve some arousal and -1 point to slaver's stamina bar, or I'll start getting carried away with wild fantasies.
If someone wants to do this I'd write all the text if need be, just need to know how many scenarios to write.
No.3628
>>3627personally i thought that was what making them sleep on my bed was all about :P
No.3629
>>3627I will write code for literally any amount of text you are willing to contribute. If you write a single scene where the master dicks his sleeping slave I will add a button under 'domestic issues' or something for players to dick their sleeping slaves. If you write a dozen scenes I will code up a random function and various personality checks to see which scenes certain slaves will give. If you write a hundred scenes I'll add a checkbox to the slave information screen so you can automatically dick your sleeping slave every single night, with emerging plotlines and new traits revolving around sleep dickings.
Go nuts, man. Get carried away. The sky's the limit and the cheque is blank.
No.3631
I'm curious. Think there'd be any interest in having the game redesigned in C# with a bit more customization, localization, etc? All open sourced, of course. I've been looking for a new project and thought It'd be fun to expand the game to include a whole new set of features.
No.3632
>>3602>>3619>>3621>>3624>>3625hey dudes, are you aware that fairy pollen maxes energy, at cost of -health and possible addiction?
No.3633
>>3632To be honest I haven't really looked too much at the raw potion ingredients. It's a pretty huge blind spot now that I think about it.
No.3634
>>3629How was the issue with new combat items going? Have you started working on it?
No.3635
>>3634The issue with combat items is that combat is a half-untranslated labyrinth of terrifying code. That said, if you've got concepts for items let's hear them - if they can be added by extrapolating from existing items without having to reverse-engineer the entire combat code, I'll add them to the to-do list.
>>3632Having looked at the code, fairy pollen seems like a useful and powerful tool if used in moderation. And it's presence as an energy source makes me less worried about unbalancing things by adding ways to move energy around.
No.3636
>>3632Seems like a quick way to kill a feeble slave if it has -health
No.3638
>>3635I have the script here
>>3402. Still have not written the scripts for the other 2 since I did not figure out a good dialouge and the effects of two items.
4 items:
_ Fiend ring: Double vitality with permanent adrenaline buff (reduce 1/2 red damage) and first 5 turns fury bluff (x2 red damage); or to make it simple for you to cost, you can make it triple the red bar.
_ Crystal amulet: again, if you want it easy, triple the spirit; or double the spirit, permanent buff "attention" and 5 turn buff "precision"
The last 2 items:
_ Asmodeus ear cuff: infinite lust, +20 health. At this point, I want to add some more bonus like manipulating one of your slave traits like having her become: pervert, nymphoniac, lesbian, masochist, bisexual. It will be a good way to fix slaves with lesbian or frigid traits. But the coding seems complicated so I do not want to propose.
_ Yggdrasil head wrap: permanent autospex, fiend loving spell available. Similar trait with the fiend tatoo update.
No.3639
>>3636The effects of a little use are manageable, but they can snowball pretty hard.
Detailed mechanics:
Each time a slave takes pollen, their stamina rate goes down by one and their addiction to it goes up by one.Each day, there is a one-in-three chance of addiction going down by 1, and stamina rate goes down by an amount equal to their addiction.For reference, a well-fed and well-rested slave who is taking vitamins can expect for their stamina rate to be going up by about three or four a day.Will I actually spoiler right this time? Let's find out!
No.3640
>>3638The last item's name is stupid and unrelated. Let me change it to Fiend king crown. The effect is still the same.
No.3641
>>3638Oh, I thought you were talking about a conversation I was having with dickbutt earlier about expanding weapons and such. The expanded central forum quests are on the to-do list, though they were missing the magic item details.
Mucking about with slave traits is certainly doable, though I'm hesitant to make it easy, or it makes the endgame monotonous as every slave is turned into the same blob of obedient lust. Maybe have it so that if it's on her for too long, she has a chance of developing a new one of those traits at random.
No.3642
>>3641How about making the item see through all the sexual related hidden traits without testing?
No.3643
>>3642Most of the ones that aren't ridiculously niche reveal themselves fairly quickly, but it's a decent additional effect for a master item. Maybe the fiend crown upgrade.
No.3644
>>3636exercise and supplements outweigh the negative to health, but you still have to deal with the addiction (basically a big neg to mood if they haven't had any that day)
No.3649
How exactly does increasing the master's skills work? Like I'm talking actual mechanics of it.
No.3651
>>3643Just stumbled upon this:
$boobs_modification[0] = 'No breast modifications'
$boobs_modification[1] = 'Breasts enlarged'
$boobs_modification[2] = 'Breast vaginas'
$boobs_modification[3] = 'Nipples-mouths'
in Database/#var_base at 1394
Seems to me like you were supposed to be able to further upgrade breast beyond just enlarging them. Something to look at adding in maybe?
There's also
$vaginal_modification[3] = 'Vagina tongue'
at 1430, if you're looking at making
$vaginal_modification[1] = 'Vaginal ball implants'
$vaginal_modification[2] = 'Lubricative glands+'
works, this might be something to add in as well while you're doing that
No.3656
Anyone having trouble raising a fiend? Mine never seems to grow up to the next stage.
It's been like, 5 decades or more of daily milking (left the assistant to do it). Do you have to do it manually?
No.3660
>>3651Yeah, a few people have pointed those out. It's definitely something that could be added, but the problem would be that modifying active sex is a nightmare - though I could always just have it change or add new options to relaxed sex.
>>3656Does your assistant have fiend-milking skills? If not, turn her into your slave for a bit and train her.
No.3661
>>3660I think just being able to have the implants on your slave, without it influencing active sex, will be enough for most people.
No.3666
>>3665
They probably shouldn't be that hard to find.
No.3670
Post limit reached, new thread:
>>3667Had to delete a post to say this. Here's what I said:
>>3661That's probably true. Though I would probably need pictures - anyone got images of tits with mouths and vaginas with tongues? Ideally, various sizes of tits with the nipplemouths.
In the meantime, I'm finally making rules part of the slave array. This is meaningless for players but is going to save a lot of headaches while coding.