Saturday, December 31, 2016

More info and some in-depth babbling

Still working on combat 24/7. Basically, at this point I treat combat as half of the actual playable game, so there will be plenty of changes. Mainly, opponents will be presented in groups and you will be able to capture multiple enemies in same time with some additional rewards. I'm still balancing out how whole damage/energy/health system will be working, but most mechanics involving actual battle are there.


As I was working on combat, it occurred, that I had to redo exploration to great deal to fit multiple enemies in one group and such, thankfully it wasn't that big of a deal. I also had an idea to make game figure out enemy character combat stats from their actual stats, but there's two problems: 1. combat system balance is not defined enough to make closely stated fights interesting, 2. no work has been done on gear which will eventually be big part of combat. Another thing getting on my nerves, is that while I'm working on combat, there's actually very little progress on more content. 

Yeah, I know that low amount of content has been somewhat of a defining feature of Strive for pretty long time, but I don't particularly feel good about, so in a solution I'm cutting some corners right now to get combat system out with plan to refine it further later. For example I'd like to make 'capturing' opponents more interactive and have more options to go with usable items into battle, but I have to pass on it currently as I pass on making enemy characters calculated stats instead of predefined.

Meanwhile I also working on the new interface parts and trying some things to get MacOS version rolling, likely we gonna have working version next release.

Btw, You can see potion descriptions by selecting them in storage room.

33 comments:

  1. I'll say right now I'm a bit leery about combat being a huge part of the game. I find it tends to distract from othe aspects. That being said, I have a major capturing kink, and I've always liked the option to capture new slaves. The possibility of having a party is also appealing.

    In my opinion however, I'd like to see exploration expanded with more things to find and less just a string of combat encounters

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    1. Yeah, I'm aware of combat being quite slippery road and working on it with extra caution. If anything, generic fights should be fairly easy and quick to not distract player from management bits too much.

      Making more stuff in terms of unique content is the general idea coming next, but I'm not sure how much we could do with just generic encounters not being combat oriented.

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  2. Ohhh I get to enslave the slavers. I have always hoped we'd get a more extended combat so work on it all you want. Now what I'm concerned about is gear; because that's kinda a rabbit hole. What are you planning for gear? Are we going to have to use slaves as smiths to make the best gear or can we just buy them on the market? and how much gear are you planning?

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    1. It's going to be pretty simple early on: armor, weapon and maybe accessory. I will need to turn current clothes into items too, but that will happen after quite some time anyway.

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  3. It sounds interesting, and I look forward to what you to the new system. Group based combat is what I was hopping to see happen. Although I do prefer the exploration bit in the game. It's always fun to look for new slaves, and other available events you have. So I hope you do expand on the events and open up new characters to meet. Heck I'll even write up a quest or random encounter event if you want.

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    1. If you got any ideas you wish to implement, just go ahead and show them to me :)

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    2. So I was thinking for a while, but I would like to see traveling groups. Such as merchants, entertainment, and etc. This could allow players to acquire specialized slaves and other valuables.

      Next is legendary relics or something similar. Like a grimoire that holds lost spells. Or legendary weapons you can give to your slaves.

      Finally I think the towns could use some more things to do. Like if you go the more shadier parts of town you have to fight a gang or a thief. Or the ability to open up a shop to sell excess supplies. Or trying to trick people into being slaves. Something to add more life in the town.

      Also do you have any plans to expanding the lore. Like introducing religion, countries, etc.

      For quest wise I think you could introduce a quest where you can eventually enter a elven city, obviously they won't like you if you're human.

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    3. Yeah, I have plenty of plans for lore, quests and stuff, but right now they are bit on low priority list until I finish some combat basics. Surprisingly, there's really lot of all sorts of work.

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  4. Sounds wonderful!

    There might be a need for combat magic and alchemy at some point. Certainly a lot of room for combat related talents and kinks as well.

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  5. One thing I'm concerned about is how players who do not start out with a combat slave are in a very difficult position.

    It would be nice if the player could hire mercenaries as temporary followers to use as a stop-gap until they can acquire and train a good combat slave.

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    1. It does make only 2 of the starting slave backgrounds viable. Combat/Hunter since they boost the same stats.
      Otherwise you wait for a random find, or wait for Cali who always can do almost any job.

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  6. So, a potentially stupid question (and if there is a better place to ask this, I apologize), but how does one activate the Head Girl material, or the Donel quest I've seen mentioned?

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    1. You need 8+ population to unlock headgirl assignment.

      Dolin quest can be started by exploring forest from wimborn outskirts.

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    2. Dolin is seemingly very low probability.
      Went through with a companion that has Journeyman Survival/Body/Combat, and after 10+ runs through to the 'restart forest' part there has been no sign of Dolin yet.

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  7. Not sure if it's come to your attention yet, but the Cali options in the market seem to be messed up.

    I choose 'offer to help her get home' and it acts like I chose 'offer to take her into your mansion' and vice-versa.

    Confused me pretty good when I wasn't mentioning anything about helping her find her family when I chose that option >.>...

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    1. It's because Cali's quest is not finished yet.

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    2. That's not really what I was talking about. I knew it was already unfinished, I was just pointing out a small issue. It's an easy fix, just switch a little text around.

      There's no real reason it shouldn't be fixed.

      Other than small issues like this, the game's good, as I've said before. I enjoy playing it.

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  8. Arachne race is implemented in current version? I dont see their in sebastian options.

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    1. They are, but Sebastian does not offer monster races.

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    2. So how do find them? I spent almost hour exploring locations with companion with mastered survival skill...

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    3. You can explore from other cities as well. IIRC, marsh had arachnas.

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  9. Well I have only Wimborn and Shaliq village. Locations: wimborn outskirts, forest, deep elven grove, far eerie woods. I didnt find marsh... It may be old save fault?

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    1. Use the "Portals" button in your Mansion, go to Frostford, then Outskirts then finally Explore Marsh

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    2. Yeah but in "Portals" I have Shaliq Village, Mystic Grove and Meadows. As I told earlier its pretty old save (from 1.3 or ealier, current game version is 1.5.1). Looks like migration error but since new patch require new game it wont be a problem :P

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  10. Can road stranger be royal cast during first slave creation?

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    1. No, that's the one caste they can't be.

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  11. How to get rid of Uncivilized trait? I brew mental regression potion but cannot remove regressed trait...

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  12. When I give slave amnesia potion console print this:
    SCRIPT ERROR: slave.effect_add: Invalid get index 'code' (on base: 'Node (exploration.gd)').
    At: res://globals.gd:329

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  13. Trying dye slave hair:
    SCRIPT ERROR: _on_confirm_pressed: Invalid call. Nonexistent function 'getitem' in base 'Node (globals.gd)'.
    At: res://files/scripts/items.gd:619

    Also is there posibility to lower lewdness like it was in strive 1?

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    1. Thanks for the report.
      No, maybe I will add some additional functionality to regress/amnesia potion, although lewdness is strictly good thing to have right now.

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  14. My gf noticed that I’m playing strive and she wanted to check your game by herself. I was prepared to broke up but she actually like it and now she is playing all day. Such a relief xD Btw she asked if you could add option to catch wild animals and use them in bestiality xD
    Some question and suggestion from me:
    Are you going to add apiary like in strive 1?
    When slave assigned to bed went down on pc shouldn't generate some mana? My suggestion is max 3 mana per slave.
    See relatives in child show mother as $race$name. Children in see relatives show correctly.
    Children shouldn't inherit castes from parents?
    In option to remove regression trait shows $he, $child
    Chances to meet drows in explorations are pretty low

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    1. I do have some ideas about a menagerie of sorts, but that will have to wait until later. Thanks for the bug reports.

      Yes, apiary will be back eventually (probably soon). I'll consider applying castes, but technically you could say that all children are belong to slave caste.
      Drow occurrence chance is supposed to be low, because its one of the stat-wise better races.

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