(I am using version 0.8.1.9)
Do you have any plans to implement a cheat system?
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Not liking random skill increases, would prefer to see something like kenshi with constant small decimal increases to make training consistent i.e. Having a 70 in shooting, doing the shooting training and going to 70.005 or something, could still be hidden as 70 until you hit enough for 71. Can still have like critical successes that increase how much the gain is, or affected by how well you did something. Funny thing about kenshi was the only way to increase toughness or the damage you could take was to get your ass kicked, and sometimes when one of your guys takes a lethal hit that turns them into mist you get a notification that they increased their toughness by 3 levels from that hit.
Also would like to be able to assign captured slaves to household slots as slave soldiers, or move a slave to a household slot, I have a bunch that are sort of just here to work a job (ex. Nicole and her newsroom) and don't like them taking up a slave slot. I obviously have the space in my house if I have empty household slots and I kind of want them just commuting to their work and making me money
Hey! Another time I'd like to thank you, after 0.8.2 version the game became even more exiting!
Still, I'd like to clarify/ask some moment that stay unclear to me.
1. The Walker family. They seem to be decent people, you can invest them and interact with them peacefully, but after you do, they still remain attackable. You can even sell their younger kid to slavery. Is it in plans to remove them as a target if the MC decides to cooperate with them?Maybe even invest in their farm and get a cashback, like in other businesses.
2. Only one male captive per fight? Okay, I know that otherwise that would negatively affect the game ballance, but there is an issue with realism... That would also be nise if sometimes enemies have non-combatant slaves who you can capture along with them.
3. When you process a slave there are only two options: sell or free the slave. This is not good, because, what if I just want to examine what I got and see the offers. Maybe I want to keep the slave for a later time or see if I want to donate him/her to the fort. Is there "postpone" button in plans?
Thanks in advance!
I'm still hoping for a proper servant/slave capacity expansion for management games like this. While Masters of Raana is technically a RPG with management mechanic, having such a low capacity really gimps what I consider to be a huge part of the game. Plus, how many servants/slaves you can efficiently house is already soft locked by the whole time mechanic anyway.
Maybe also add a mechanic that releases slave into a free servant?
Hi. Love the slaving, new areas and facilities in the latest update. Why do the household slaves lose their income if they move to the retreat. I have 1 gardener and 7 professors 'at home'. This gives me a very good income with my investments. As soon as I move any of the professors to the retreat, I lose their income, thus blocking other slaves to obtain and follow their story lines.
By investing in the various houses, do I eventually get an income. It occurs with the fort, but my standing in Kymanto syndicate is around 50, but I don't appear to get any benefit. My standing hasn't increased, still being a 'soldier'.
Thanks...
I don't want to spam this forum. It's clearly being read by the creator, unlike many others games that don't complete their content, or actively update their content. Thank you for the game.
Suggestions;
Artwork for every slave, follower, event, interaction, and duty. Like Prostitution, multiple personalized scenes, regarding each of its nightly encounters. Art for events at home. Art as they interact with each other. What good is a floor crawler if all it does is cost more health products, artwork, events. Artwork on plug sizes. and each dungeon tool.
Customizations, more clothing, more equipment, and more uses with it. Customizations, different clothes, and accessories for hired followers, and more for slaves,. Events on their duties and obviously artwork. Events for followers like staffing the tavern brothels, or from their whoring, and scavenging. What good was selling Finnegan all those slaves if he doesn't display them and you further don't get grimdark with them, etc. More dungeon equipment. pony girls, and events for the livestock.
Lesbian or duo scenes and roles and combined events, for home, dungeon, and prostitution, sex. Slaves service wife. Wife disciplines slaves, and with toys. Or the head maid for their infractions and laziness. Obviously more events.
More Quests, not simply from slaves perspectives, but more things to do. and random things
More events, attacks, break ins, opposing slavery of your slaves, and etc. All these factions what do they do, how do you command and interact with them, purpose, outside of cash that sits there after stacking it, it not being robbed or attacked., invested into what? Arena events, captures, brutality. Artwork.
More and more and bigger and darker.
1) Marriage with multiple slaves. This also could be available after you meet certain requirements (completing certain quests, reaching after certain influence points, siding with certain factions or religions etc.) even if it isn't available from the start.
2) Being able to impregnate someone other than your wife. This feels unnecessarily limited at the moment.
3) More virgins. Only two girls (no, anal virgin only Michelle doesn't count) feels very limited and unrealistic. This could be affected by their age (teenage girls could be more likely to be virgins, and this chance could get lower for older slaves), their background (if their story mentions any experience, then obviously they can't be virgins, but on the contrary if there isn't any mention of such experience than no reason to be not a virgin), girls with Pure and Innocent traits, and corruption of both girl and city itself.
4) Just like how there is a slave market for below-average (random) slaves (Watery Eyes), there also should be an above-average (random) slave market where only slaves above a certain value are sold.
5) Dunno if this is already planned but ending(s) (yes, preferebly multiple endings). Possibly depending on choices you make, quests you complete, and factions you side with etc. Of course, there shouldn't be a reason to not continue the game in sandbox mode after completing the game or postponing getting the ending as much as you want.
I have a question as well. How do I get domestic focus for slaves?
Hope you read this. Keep up the great work!
After playing this game way too damn much I figured I'd drop some of my thoughts and frustrations while avoiding the obvious stuff that everyone else has already mentioned.
First off; please adjust the Bondage engine so that girls can gain Corruption and/or lose Willpower from Whips/Oral/Anal. Every single Bondage session becomes; attach Clamps, insert Hook, then spam Vaginal because doing anything else just wastes time and stamina. At least Whipping and Anal still give Arousal and Happiness but Oral is so wonky that I've never actually seen a girl gain Arousal from Bondage Oral, even when they're at negative Willpower and 100+ Corruption, so as far as I know it's literally useless.
Secondly; a frustration I've found is that the Wife Framework relies heavily on Intelligence and Discipline, which are two stats that the player has no direct control over and most girls have relatively low starting points for both, meaning that in order to have a wife who actually provides something useful you need to lock them up in the Academy for a few in-game years while praying for good rng. This isn't game ruining or anything but it seems like there could be plenty of fixes that could remove or reduce the annoyance, from more home schooling options to an item/drug that increases Academy learning speeds.
Third; I won't say much on this point but just be careful with the AI art. In my opinion it's perfectly fine when it's used for the small one-off stuff, like the end-of-day pictures or the bonus images on the captured slave menu, but having the entire Fort Sera story told using it was extremely distracting.
Finally; another frustration that becomes extremely hard to ignore in the later stages of the game is the lack of combat respawns, I know it was probably for balancing reasons originally but we have a million dollar investment available now, so a few more 'loot sacks' popping up on a regular basis isn't going to break the game. Something that could be fun and also alleviate this problem a bit would be to make the high difficulty monster enemies who already respawn drop a material that could be sold or crafted into gear/ammo since the meat they currently provide simply doesn't feel worth the time it takes to kill them.
I apologize if I sounded like I was whining since I really do enjoy the hell out of this game and look forward to its future.
It would be great if you could add these following features
thanks for reading I would love it if you could add these to the game it would make it so much better :3