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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

ElPresidentes Tweaks v0.3

A topic by ElPresidente created Nov 05, 2019 Views: 8,032 Replies: 27
Viewing posts 1 to 13
(4 edits)

https://www.mediafire.com/file/21x5i7koslj72s7/T_Strive.7z/file

VERSION 0.3

What does this do:

- re-balanced items weights to make more sense (and slight tweaks to one or two)

- new weapons and items: ancient sword, rune sword, ceremonial blade, greatsword, chainmail binini costume, chainmail bikini, archmage robes, half-plate armor, ornate field plate armor

- claymore rebalanced (+9 damage, -1 speed)

- beauty mixture now adds +5 permanent beauty per use. Not OP at all due to toxicity and cost

- kimono is now also a more expensive luxury item (+5 bonus)

 - emerald and ruby necklace are also luxury items


NEW in 0.2:

- more items (elven boots, elven half-plate, book of life, padded armor)

- leather armor nerfed, padded armor takes it's place and is slightly better even

- a few more tweaks to some items

- new instructions. No more regular launcher version for the mod


NEW in 0.3:

- added items to loot and enemies


You'll have to copy the 4 script files into the main game (files/script should be the destination. Backup the originals). Copy the .import and files folders too (they won't overwrite anything). DONE.

re-uplaoded beacause of a typo. Added README with a second file set and instructions that WILL work

(1 edit)

I see lots of issues.

There are 2 versions of each image, the original and the imported version.

There are two versions of the files items.gd and outside.gd.  The version in the "README" folder appears to be from the current version of Arics mod, but it was not stated clearly and I didn't see a version number listed, which hinders compatibility as his mod changes quite freqently.  Also this version has more items added to the shops than the version in the "scripts" folder.  The item icons are loaded using different methods, with the "README" version looking for .import pictures in the game's folders and the "scripts" version using "loadimage()" on pictures in the mod folder.  I'm not sure whether it would use the original or .import pictures.

Your mod is not contained inside a folder named "T", yet the "scripts" version of items.gd has it in the image paths.

T.gd does not appear to be used at all.  To use it you will need a line similar to this to be executed by an active file:

load(globals.modfolder + "/T/T.gd").new()

"load()" converts the file into a code file resource and "new()" triggers the "_init" function of that resource.

Edi: though T.gd will crash anyways, since it improperly references variables that are in another file.

Yeah,I figured that much now, hence why the second set in the README.

Basically, ignore the mod, don't install ti normally. Backup items and outside and simply replace them, and then place the images in the main folder too (there should be no overwriting whatsoever, so it's safe)

I'm completely new to this and this was more to get the files out there for someone to make better use of

(1 edit)

its fine, i personaly dont like new items you added, i mean not like they are bad or anything:

+10luxury sword could damage luxury balance, but this mechanics are not well implemented in vanilla game imo so hard for me to made a point of it
+1 magic sword is fine, rolling umbra or looting for wand might take a while in vanilla, but i think requirements could be a bit highter for runic sword

Ancient sword could have highter requirements its far supperior version of longsword for erlygame weapon

Halfplate armour is fine
your items have nice textures

(1 edit)

I plan to add a few more.

Luxury sword has missing requirement info (same as longsword)

Luxury in itself is wonky, since they are slaves that throw hissy fits if they are not treated like queens. I specifically added more luxury items to fix that.

Ancient sword increases courage by 1 each day. I think I forgot to put that in description, tough it should appear on end day message.

I forgot to mention a few things, so 1st post updated

New version up!

(2 edits)

i like energy in your modding and how mush care you put there, nice work overall.

not big fan of nerfing vanilla armour,  its bad decision for a mod to do so imo, because ppl who play Strive most likely have several leather armours and it is not wise to instal mod that nerf items you spend time/money to get, unless you dont need them or can accept that change.

(1 edit)

It's not a big nerf, and the padded armor that replaces it it actually stronger than it was (leather was +3 armor, now it's +2, padded is +4) and  is simple enough to get. Unless I forgot to add it to the shops... But bandits should drop it.

the only thing I'm not satisfied is the image, but I couldn't find a better padded armor/gambeson image to use.


Plus, with the addition of new items that can be sold for $$$, you're still looking at a net positive.

Slightly updated version.

Added some more code (in txt files) with instructions on how to implement it.

added 2 new laboratory operations - enlarge (penis) and improve output (balls)

Specialization requirement seems become invisible with this mod

What? This shouldn't be happening.

You mean you don't see them in the slavers guild? Something might be wrong with your outside.gd. What you can do is turn off arcis, turn it on again (which should re-start a clean arcis mod without my modifications) and apply the outside.gd changes manually to the file (as written in the .txt file). In other words, don't overwrite outside.gd, replace the two changed lists (shops and treasure) in a text editor.

help

Hmm.... hard to tell what the problem is. The error points at Mansion.gd, a file I did not touch with my modification. Did you edit it anyway? Are you using ARCIS? What exactly did you click to get that issue? Tried accessing the lab? A specific operation in the lab?

If the laboratory.gd is giving you problems, copy the ones from backup and see if that helps (you will loose the two extra surgeries)

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yes I'm using ARICS, I was trying to access the lab as a whole, it doesn't register my selecting it, hence the error, I looked through the coding for the mansion and honestly I cand find the issue (I tried putting it parallel to the un-modded version) but just to be sure the new rebred version of ARICS is ok or are we talking the older expansion... that could be the difference?

I guess that means it could be something to call out on the ARICS form after all...I'll check and see If they can find it too, just in case 

there is an incompatibility between this mod and the rebred version that is causing the issue...i tried both without the other and it works fine on either side

Hmm..I'm playing with the latest version...


Everything else besides the lab works normally?

yup

Then it's just the laboratory.gd file. You can replace it with the backup one.

You can also do a compare to see the changes (there are only a few) and add them in manually to the fresh file. Should be easy to find (output and enlarge would be the keywords). There are 3 places in the file where an operation is defined

i m not sure if you can perform it, but would it be possible to forge mod file from it to use with mod system?

i bet there is some value in globals.gd or somewhere else that calls item lists (wanted to perform same thing with traits with this method once, but no desired results)

Probably. Haven't tried it.

Given that this mod changes only a few things  (the only file it truly changes significantly is items.gd, everything else is a single code block), it should be easy to it. But I haven't even looked into how mod files are made yet.

So, no idea if this is still being updated or if anyone cares but I was scanning through the files and noticed a few text errors. Misspelled words mainly, though the rogue's armor is still using the description from living armor. Missing x from "exquisite" in the description of the elven boots, that sort of thing. Biggest bug so far is the damage of the armor breaker saying +6 in code but +9 in description. I plan to fix these bugs myself but thought it might be useful to update the download.

This mod was created before version 1.0 of Strive and is unlikely to be compatible with the current version of the game due to how the mod is implemented. The rogue's armor description is a vanilla bug that I was not aware of, and fixing it may be difficult as I don't have any record containing a different description. The Armor Breaker was also a vanilla bug, but that has been fixed.

I just wrote in "Makes you feel dark and edgy, but also mysteriously energetic." for a description. Not quite in keeping with the rest of the descriptions but better than repeating the living armor, and it is a rare item anyway. I think I've seen it exactly once the entire time I've played. And I've *never* seen the armor breaker. I assumed it was new to this mod. Is it intended to be the 6 or the 9? I assumed 6 since it ignores armor, and generally good balance entails armor-piercing weapons doing less raw damage so they're specialized.

I was actually thinking I'd cherry pick the parts I want from this mod, but do you know how exactly it's incompatible? That could inform which parts I pick out.

I have put the question of Rogue's Armor description to the community and will see if anyone comes up with something better. Armor Breaker now deals 9 damage to match the description. It may ignore some armor, but it is an end-game item so there is no need for it to be particularly balanced.

This mod uses whole file replacement, which was the method of replacing the entire contents of a file before patching was added to the mod system, though the results are slightly different. This effectively reverts the modded game files to version 0.5.25 and creates mismatches with the rest of the game. It should be fine to cherry pick smaller parts of it like items, balance tweaks, or sex actions

Sounds good. Mainly what I wanted was the items anyway. Do you know of any mods that change or add items that are built for the latest patch so I could study the proper technique, or would it be better if I come to the discord for guidance?

Also, I can probably come up with a description that is much more fitting. Writing is my jam, that was just the lazy-man edition. Ideally though I would need to know something about what was intended with that item.

The only mods for the current version I can think of that change items are Aric's mod and Leo's mod, though I am fairly certain there is at least one more out there. Aric's mod takes the same approach of replacing the whole file to add items. Leo's mod injects item data using a custom script. Both are correct approaches to adding/changing items, but Leo's mod has better compatibility as it changes only what it needs to. Leo's mod does not use the latest features of the mod system, but has a style that can be easier to use if you find gdscript easier than the modding system. Aric's mod uses many of the latest features of the mod system, but it can be a bit chaotic as it is made by many people with varying programming abilities.

There hasn't been many submissions for the description so far so feel free to have a go at it. There's no particular intention for that item. I've posted the picture and item effects on the Discord as I don't have much other information relevant to it. The most common source would be looting medium to high level bandits as they are rarely equipped with it; otherwise it can be found as end-game boss loot.

These items are included into Arcis expanion. There is little need for this mod now.