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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Modding ideas and requests

A topic by Leonais created Mar 09, 2021 Views: 5,392 Replies: 60
Viewing posts 1 to 24
(+2)

Has anyone got any ideas or requests they would like to see in a Strive mod? I'm more likely to add things I've done before like level up requests, items, monsters, and combat effects. I'd quite like ideas for new slave guild tasks, master's clothing, better combats, and financial balance. I'm less likely to do things that clash with other  mods like randomportraits and expandedsex. Some other modders might pick up on good ideas if they are in their areas of expertise through.

Hi, I'm new, I have a question for a long time I tried to translate the game but I don't have the knowledge to translate such a complex game when you make a mod which program you use sorry for my writing but I don't speak English I speak Spanish

There is sadly no language support for Strive. This is the English modding guide https://strive4power.fandom.com/wiki/Modding_Guide.

I use Notepad++ for editing. Someone new to Python or GDscript would find the Godot editor useful for syntax checking and managing the whole project.

Thanks for the guide, it helped me a lot, sorry for not answering before but I did not have time

(+3)

I think a little more variety in exploration events would be interesting. Stumbling upon an injured traveler and having the option to give X bandages or healing for a chance at a reward or recruit.

A way to recruit wolves, etc. for the kennel or at least capture them to sell...

(+2)

How about conquering cities or the entire world,i know seems to much work and is a abstract idea but will give the player more things to control in the game,games nowdays seems too boring cause they lack the conection betwen player and game,it feels like a simple game not like a good short escape from  day to day  life,i mean is not real enaugh even if we know that is not real,more control options is the key 

I'll certainly be adding more road encounters as time goes by as they're not difficult to add. At first it may be difficult to understand how the data structures are linked together but you can copy an existing encounter and experiment with it. Here's an example.

Firstly the encounter needs to be added to the zones dictionary in explorationregions.gd. It also needs a weight to say how often it occurs compared to other encounters.

    zones.undercitytunnels.enemies = [{value = 'solospider', weight = 2}, {value = 'oozesgroup', weight = 2}, {value = 'troglodytesmall', weight = 2}, {value = 'mutant', weight = 3},{value = 'treasurechest', weight = 1},{value = 'blockedsection', weight = 0.2}, {value = 'deadend', weight = 1}]

The value='deadend' refers to a new element in the enemygrouppools dictionary in combatdata.gd. This is mostly placeholder data so there isn't an actual wolf.

    enemygrouppools.deadend = {

        units = [['wolf',1,1]], awareness = 0, captured = null, special = 'deadend',

        description = 'The path comes to a dead end.',

        descriptionambush = '',

    }

When this encounter is met, since it has a special value of 'deadend' the function exploration.deadend will be called. It builds a menu with two options: continue if you have a ranger or restart if you have not.


func deadend(): #Leo rangers can find paths, others have progress set to zero

    var text = "The path comes to a dead end. You seem to be lost."

    var array = [{name = "Start again", function = 'restartpath'}]

    for i in globals.state.playergroup:

        if globals.state.findslave(i).spec == 'ranger':

            array.append({name = "Follow " + globals.state.findslave(i).name, function = 'enemyleave'})

    mansion.maintext = text

    outside.buildbuttons(array, self)


func restartpath(): #Leo restart zone progress - alternative to enemyleave()

    progress = 0

    zoneenter(currentzone.code)

I can enter in details if you want to make something,i have a lot of ideas,i played the base game for enaugh time i guess,i can explain how to make this change in the same game formula without massive changes cause in fact is a mod not a complete new game,the thing is i don t know if you really can make these changes in code cause i have no idea of coding anything 

i am in a league of legends game,i will read everything after 

Do you start moding the sequel when it is no longer alpha/beta?

ok i don t understand anything but i think that all should correlate,you can make a fighting option where you can besiege a city and you will fight with your little army of slaves against the city guards,i know a city can t have just 10 guards or something but you can add an option where you will have to fight against 10 guards for 5 rounds for example  in a last man standing fight.And the question is what you do after you conquer the city?well you can make a another management system,where you can tax the slave shop with 20% for any slave,yeah and if you buy a slave from your city you got 20% back .You can manage the city  guard with your own slaves,sometimes you will have to deffend your city against orc hordes or demons invasion idk.You can tax the whole city,passive income and you will be a head in the Slave Guild,you can add here asasination quests,you can put one of your servant to poison another head of slave guild and she or he will have succes based of her/his luck,yeah so this will be a new stat.More power will mean more new complex abilities that will help you to conquer other cities,you can add a option where your servant can be turn against you by other heads of slave guild and you will survive if you defeat them.And if you are the ruler in a city you can have the option to make sex in public.You can add another mission where you have to catch a bad known prisoner and after you will have the option to chose how to torture him or her in public.

I think the city conquest thing is just way too big a project. The idea for public sex scene or public use job might fit well with Strive though and it is somewhat missing from the current game. I'm not sure the Brothel mistress would be too happy with a free use job so perhaps we'd need to fit it into her quest line somehow.

i knew will be complicated ,at least one of my ideas could be included,i will find more but smaller to fit your project cause at this moment the actual game is not good enaugh for me,i want something slightly better

(3 edits)

What about fixing the portraits problem?like even with the random portrait mod when you capture slaves the images are still not matching the description,like when i played the game one year ago i used most of my time searching for the best image to match the description and after unlocking the alchemy stuff i used all of my money to buy potions to change the description to match the images =)))).The guy who made the images folder added just females,i am not into boys but they should be there cause you have to put female images as their portraits or to let them without any image at all.

(1 edit)

There's a solution to that without modding. Get more image packs. Get better image packs. Chat with people in the portrait channel in Strive discord. https://discord.com/channels/482888320117112843/482890530116861952

ok,thnx i will check it out,i got 2 new ideas for your project:1)What about starting the game in poverty cause you don t seem a selfmade in the begining xd,the entire backstory is you being lucky enaugh to get a mansion,maybe not in poverty but without the mansion where you need to rob enemies and finish some quest in order to afford the mansion later.Imagine being treated like shit by everybody in the start,you will want to make them pay,and here you can add a better tutorial then just a girl telling you what everything does.2)Sincerly after you got enaugh money to afford the best gear and after you got all the spells with enaugh upgrades in level you are strong enaugh to kill groups of enemies over and over again,the game become too easier and predictable or predictable enaugh to get bored.Bosses will be the key here,i mean yeah you can add just new enemies but if you add some enemies cataloged as bosses and give them a cool backstory you will think for a second:Wait,this is not just a normal enemy,this is the leader of the orcs.Imagine making the queen of the dark elves your slut like in Kuroinu(hentai),you will have that dopamine rush to get her.She will be 10 times more valuable then any other dark elf on the market.The Bosses could drop legendary items or something or they can be a guardian to the next area.

the discord link is not working or i don t have the permision to see it or something 

a torture chamber?transforming homeless people in your servants?mobs droping different loot based on chances?(for example we take a wolf:nothing in 50% of cases,bestial essence in 30% of cases,wolf fur in 15% of cases,wolf fang in 5% of cases)not like this but i think you caught the idea.

(1 edit)

Talking to someone in the dungeon covers plenty of this.
I think it's too easy to collect new slaves when you go into the endgame rather than too difficult. You can collect as many high end slaves as you have rope, essentially. There doesn't need to be an extra pool of people to collect.
I think people would like more drops from creatures and something to do with those drops if someone can make a full system. Personally I'd rather make fights with wolves more interesting (by improving the fight mechanics) before adding extra reasons for people to fight them. I don't like the alchemist start as that it encourages you to do the dullest fights (monsters) instead of something interesting (slaving).

(1 edit)

I've modified my copy of the game quite a bit. It all started as minor tweaks and tunes and escalated over time.  Everything is written in core files and over a couple of other mods, so at this point separating my modifications to a separate mod would be a massive hassle. But I thought I'd share a list of my stuff here, in case you or someone else could find something interesting.

  • Mental traits can no longer be inherited.
  • Homosexuality is not something you can learn and unlearn. Instead, each slave is assigned sex as a sexual preference and if that matches with slave's own sex, then they get the 'Homosexual' trait. There's a small chance to get both sexes assigned and that results in 'Bisexual' trait. If a slave goes through sex change, then having or not having 'Homosexual' will change too.
  • Increased tattoo slots. Added 'back' slot and split both 'arms' and 'legs' into left and right, resulting in a new total of nine slots. Adjusted tattoo bonuses to scale with this.
  • Added custom characters. They can appear at slave guilds and encounters with varying chance. If a custom character is not acquired as a slave, they can reappear later.
  • Custom characters can have several portraits and body pictures to reflect how high their lust is. More lust results in less clothes and hornier expression, updated after every action while dating and at the end of the day (this should actually be at the beginning of a new day, just realized it as I was writing this scratch that, func updateSlaveListNode is even better). This could be expanded to all slaves, but that would require ridiculous amount of portraits and body pictures to maintain variation as number of slaves increase, so I decided to limit this to unique characters.
  • Added negative sexual traits. 'Dislikes Anal', 'Dislikes Oral' and 'Dislikes Pain' can appear if a slave is participating in a related sexual act and finds out it's unpleasant. Making a slave perform uncomfortable sex can result in stress, less pleasant sex and even decreased loyalty if taken to extremes. If a slave has 'Submissive' trait, they won't mind having uncomfortable sex, but they still won't enjoy it as much.
  • Penises and vaginas/anuses no longer have unlimited compatibility. If a penis is too big and recipient too small, it can be unpleasant for the recipient. Imagine huge dong and creature like a fairy, and it can even be very unpleasant. Unless the recipient is a 'Masochist' or maybe 'Likes it rough', in which case it might actually be pleasant after all.
  • Sex is no longer unpleasant for everyone if one of the participants is unwilling. It's still not quite as pleasant as it could be if everyone would be fully in it, but raping doesn't feel like being raped anymore.
  • Planning on including trait 'Deviant' in the mix with these changes and maybe introducing new trait 'Sadist'.
  • Renamed Seraphs to Angels and added new race Succubus. Sex between a Human and a Demon results in a Succubus, and Humans with Angels can produce a Seraph. Mixing Demon with an Angel results in something else... Succubi can only be female, so I should add a male version Incubus.
  • Revamped Dragonkin race. Color of a Dragonkin now affects their attributes by assigning a trait. A Dragonkin can be red, blue, green, black or bronze. Blue Dragonkin gets 'Responsive' to increase their magical capabilities, and so on. I may or may not have blatantly stolen this from some MMORPG-ish thingie.
  • Consent is no longer permanent. If a slave's loyalty drops below 20, consent is revoked.
  • Divided hair into three different hair types; straight, wavy and curly. Added racial limitations to prevent curly Wolves and such.

Wow that's a lot of stuff. Most of that fits into an Arics/Ralph style but the customer characters seem like a good concept generally. I'll have a longer think about those before posting more.

(1 edit)

So custom characters. It sounds like you've coded a deluxe version. I can understand why you skipped the existing image coding and instead created your own method to display images (based on lust). I guess if I was going to do custom characters I'd have one place where the custom slaves had a small chance of being found (captives, bandits, or slave guild) and then load in a custom slave from file when needed, using their custom stats and images. Players could then share files containing their custom characters.

If someone wanted to see your version you could offer it with file replacement (copying your files over the active Strive files) rather than modding.

My version is still pretty stiff. I add custom characters to existing list of premade characters (Cali, Maple etc.) in gallery.gd. For their images they all have their own assigned folder, where filenames are identical. This can of course be done however one wants, I just like to have my stuff in folders. I also tweaked it a little bit, pictures used in mansion main screen are now triggered by loyalty, while pictures in dating screen are triggered by lust. This is in mansion.gd under func updateSlaveListNode:

    var customportrait = ''
    var customfull = ''
    if person.unique in [Your eligible characters listed in here]:
         if person.loyal >= 70:
             customportrait = "res://files/images/custom/" + person.unique + "/portrait2.png"
             customfull = "res://files/images/custom/" + person.unique + "/body2.png"
         else:
             customportrait = "res://files/images/custom/" + person.unique + "/portrait1.png"
             customfull = "res://files/images/custom/" + person.unique + "/body1.png"
         person.imageportrait = customportrait
         person.imagefull = customfull

I have to add characters to this list in case they don't all have multiple images. I'm not much of an artist myself, so I have to use whatever I can find. There's similar portion in dating.gd under func doaction:

    var customportrait = ''
    var customfull = ''
    if person.unique in [Your eligible characters listed in here]:
         if person.lust >= 90:
             customportrait = "res://files/images/custom/" + person.unique + "/portrait3d.png"
             customfull = "res://files/images/custom/" + person.unique + "/dating3.png"
         elif person.lust >= 60:
             customportrait = "res://files/images/custom/" + person.unique + "/portrait2d.png"
             customfull = "res://files/images/custom/" + person.unique + "/dating2.png"
         else:
             customportrait = "res://files/images/custom/" + person.unique + "/portrait1d.png"
             customfull = "res://files/images/custom/" + person.unique + "/dating1.png"
         $textfield/slaveportrait.set_texture(globals.loadimage(customportrait))
         $fullbody.set_texture(globals.loadimage(customfull))
    updatelist()

So, there's nothing really fancy in here. But at least it's quite tidy, bringing the characters in game is a mess. I added some new stuff in globals.gd:

var custompool = [Your custom characters listed in here]
var customchar 
var customtaken = [] 
var guildpool = []
func customslave(origins = 'slave'):
     customchar = globals.randomfromarray(custompool)
     for guild in guildslaves:
         var slaves = guildslaves[guild]
         for i in slaves:
             guildpool.append(i.unique)
     for i in globals.slaves:
         customtaken.append(i.unique)
     if customchar in customtaken || customchar in guildpool:
         guildpool.clear()
         return null
     else:
         return gallery.create(customchar)

When a new slave is brought in game, func newslave is used. In those situations I've added a rand_range check to see whether a custom character is introduced instead. I didn't put the random check in here because I wanted the random chance to be different in every situation. This code picks a character from list and then checks if said character is already in game, either in player's possession or in a slaver guild. If character is not yet in game, it's brought in, otherwise null is returned and original line is used. However, if custom character is already in game, the process is not repeated because I wanted the chances for new custom characters to be lower if there already are some in game.

Oh, and in original code, word "portrait" was typoed as "portait" in some parts. Instead of correcting that, some parts of original code were written to work with typo version, while others used the correct version. I couldn't get my code to work until I noticed it. This pissed me off beyond belief, so I went through all the files and fixed it. I highly recommend this to be done before doing anything related to portraits.

Also, keeping custom characters in separate files is a great idea that didn't even cross my mind. In fact, I think I came up with a way to keep custom characters in their own files, under a designated folder. It would make handling them much easier and they could even be easily shared one by one with other players. You'd still need to manually add the .unique values to those lists, but some proper coder could surely find a solution for that too. I need to take a look at this when I have some spare time.

Deleted 3 years ago
(1 edit)

I'm still working through this but I'll point out something it took me a long time (probably over a year) of modding to realise as it's different from more rigid languages. You can add extra data elements to dictionaries, these elements will persist through load and save, and existing Strive code is unaffected by these elements. This means you can do something like

var person = CreateCustomCharacter(name)
If !globals.state.has('customcreations') : globals.state.customcreations = []
globals.state.customcreations.append[person.unique]

As it stands, I think your custom slaves can be killed and still return later. I can see why you just did a check on the current lists though as tracking the status of these slaves throughout the code will be troublesome.

You're right, if a custom slave dies they could be brought back. This is because I've switched permadeath off when I've first started playing and then completely forgotten the whole setting even exists, thus being totally unaware they could even die... Thanks for pointing that out, it needs to be fixed.

(1 edit)

I think you will need this line when importing a bodyguard custom slave. Assassins have their bonus hard coded in combat.gd.

 if person.effects.has('bodyguardeffect'): person.add_effect(globals.effectdict.bodyguardeffect, true)

I think I might skip out on the whole problems of slave origins/exits and make the custom images a renaming and reimaging feature. This way will be less fun but the player then self manages reappearance and similar issues. Slave renaming would be a good feature to add anyway as it is missing from the game (nicknames and amnesia potion aside). Custom characters occuring randomly in the game could be added as step two.

Most significant problem with my code is that I've never properly studied this system or even Python, I just started twiddling with the code for my own amusement by tweaking variables and it all started snowballing, resulting in a web of features where everything is more or less tangled together. To make matters worse, I didn't even mark my own lines to separate them from original code. That's why my "creations" aren't exactly shareable, at least easily. But hopefully any of this gave even some useful ideas.

I started much the same way. I'm a lapsed software developer who had started in ancient languages like COBOL with fixed data storage so although I knew C as well I was essentially treating GD script as extended basic.

Thanks for your post. The more I think about this the more I see this as a portrait extension plus a custom slave finder, two good ideas in one.

Here's my version of handling custom characters as their own packages:

In addition to code in my previous reply, change func create in gallery.gd to this:

func create(code):
     var custompath = load("res://files/scripts/characters/custom/" + code + "/" + code + ".gd").new()
     var _slave = ''
     if !characters.has(code):
         _slave = globals.newslave(custompath.characters[code].basics[0], custompath.characters[code].basics[1], custompath.characters[code].basics[2], custompath.characters[code].basics[3])
         _slave.cleartraits()
         _slave.imagefull = null
         if _slave.age == 'child' && globals.rules.children == false:
             _slave.age = 'teen'
         for i in custompath.characters[code]:
             if i in _slave:
                 _slave[i] = custompath.characters[code][i]
             elif i in _slave.stats:
                 _slave.stats[i] = custompath.characters[code][i]
     else:
         _slave = globals.newslave(characters[code].basics[0], characters[code].basics[1],characters[code].basics[2],characters[code].basics[3])
         _slave.cleartraits()
         _slave.imagefull = null
         if _slave.age == 'child' && globals.rules.children == false:
             _slave.age = 'teen'
         for i in characters[code]:
             if i in _slave:
                 _slave[i] = characters[code][i]
             elif i in _slave.stats:
                 _slave.stats[i] = characters[code][i]
     return _slave

Then, create a folder "custom" in scripts/characters. Here's a Template Package for a custom character. It goes to that custom folder. It contains a folder with template character file in it. Same file is for character images. Image paths in code in previous reply need to be edited from images/custom to new path scripts/characters/custom. The character.unique (in this case Template) has to be added to var custompool in globals.gd of course, unless there's a way to automatically scan scripts/characters/custom and add all the content to it. And... that's pretty much it.

(1 edit)

I don't know if my idea it is enough to be called a modding-idea but I thought it would be nice to have different vaginas like the different penis-types as well as getting more genital options (e.g. dragon-genitals for dragonkin or rabbit-genitals for beastkin rabbit)


Edit: I forgot to say, I have literary no Idea what is needed to do this.

That's a fair request that a modder like Aric or Ralph might pick up on.

(1 edit)

Hi, I'd like to see a mod to have images, or even gifs, pop up during a sex action. So for instance initiating doggy would show two hips smashing eachother.  Which images would show would be customizable.


Also combat skills like "give head" to boost an ally's damage/hp or something

I think other people have also asked for images appearing during sex scenes. Not in my scope though.

(1 edit) (+2)

So ... I don't know how much of this is already available in other mods as I am kinda new, but here are a few idea I had when playing the game. Some of these are probably next to impossible, but if anyone wants a herculean task here they are. I played the game slavemaker and so some of these ideas are from that game.

  • Functional Brothel - The mod lets you sell slaves directly to the brothel madam, and pay for the services of the girls that you sell in order to generate mana.
  • Jailer's Room - Adds a jail upgrade that give the jailer a private room in the jail, so that they don't affect vanilla mansion capacity.
  • Alchemy Attendant - Assigning a slave generates Basic Solution and/or Magic Essene and/or a potion everyday. Job improves with Magic and Wit.
  • Gardens Mansion Upgrade /Gardener - You now need to unlock the Gardens as a mansion upgrade. Once unlocked they need to be maintained by a slave assigned to the gardener job or suffer up to a 50% penalty to cleanliness. Job improves with Agility and Endurance.
  • Spirit's Curse Event / Shrine Mansion Upgrade / Shrine Maiden job - Adds in a chance of an end of the day event where a spirit curses one of your slaves depleting their stamina or a bit of health for the day. To counter this event you need to purchase a spirit shrine mansion upgrade and assign a virgin slave with <50 lewdness to the shrine maiden job. Job improves with Magic and Confidence.
  • Home Invasion Event /Barracks Mansion Upgrade /Guards Job - Adds in a chance of an end of the day event where an home invasion can occur and could result in your stuff being stole or the raping/kidnapping of your slaves with a quest to get them/your stuff back. To counter this event you can assign guards to either night/day shift (I was thinking max of 2 per shift), and because a lot of people don't have/want to allocate 4 beds to guards there is a mansion upgrade to add the barracks where your guards can sleep and not affect vanilla mansion capacity. Job improves with Strength, Endurance, Courage, & Confidence.
  • Royal Audit Event /Royal Advocate Job - Adds in a chance of an beginning of the day event where some corrupt royal auditors of your city (Wimborn /Frostford /Gorn) come to *ensure* you are pay the proper taxes. In each case the auditors will want more resources, lower your mansion's cleanliness, and consume your day. Each city will demand something different:  In Wimborn they demand gold, In Frostford they demand more food. In Gorn they demand more food and gold. To counter this event you assign a noble grade native slave (meaning Humans in Wimborn, Any Beastkin in Forstford, and Orcs in Gorn) to the job Royal Advocate. Job Improves with Charm, Wit, & Confidence.
  • Wimborn Sewers - A new sewer area accessible via Wimborn with very low level monsters (Rats, Mud Monsters, Etc.) where players can easily start gaining exp. and items.
  • Frostford Adventure's Guild - an adventure's guild located in Frostford that give random radiant quests (i.e. fetch/kill quests) for the player to fulfill and get money and reputation in Frostford. Could add new Snowy Mountains and Cave areas around Frostford for more content. 
  • Gorn Arena - a Gladiatorial arena in the city of gorn where the player or his slaves can fight one on one (with no magic cause healing is OP) against the toughest bandit NPCs that can be generated. There should also be a way to sell bandit slaves for money and reputation in gorn.
  • Amberguard Enchanter - adds an enchanter to amberguard who you can pay to custom enchant any equipable item for a price and a wait time.

I also thought that there should be a story mod would makes the vanilla end of the game into a late/mid-game arch where it turns out that hades was actually being possessed by a demon lord (cause weird magic purple eyes) who is hiding in the dragon's nests (The demon lord is the alien monster). This would also allow those who let hade go and didn't sacrifice a slave to pick up Melissa. It could also allow the player to go back to the gorn mountains and enslave Garthor if he was spared the first time.

(2 edits) (+1)

-Functional Brothel - A lot of people have made requests to extend the brothel whether it is to pay for sex there, add extra quests, make the mistress a chastity keyholder, and so on. To play devil's advocate, Strive is about making your own harem than paying for sex. I've added some quests to the brothel in my mod and I expect to add more.

-Alchemy Assistant - I've got code for a basic alchemy assistant in my mod already and that's free for people to copy.

-Gardens - Yes I've also had some ideas about buying a garden, appointing a gardener, growing alchemy stuff. Not a priority for me.

-Mansion attacks and Mansion defences - Mansion attacks have been requested before and you've made it look a lot better by suggesting defences as well.

-Wimborn doesn't need a new lowbie area as Wimborn Outskirts is really generous already, in the big scheme of things.

-Arena and Adventurer's Guild - Both fair ideas if someone is willing to code them.

-Enchanter - Something else that has been requested before. An artifact refiner that changes a bonus to its maximum might be more promising as it doesn't break game balance.

(1 edit) (+1)
  • Good idea, but not for me.
  • Nah, they are fine, especially if Jailer is rich or noble origins and get private room.
  • Good idea, but there is already exist special trait Experimenter. You can get Ayda to have him.
  • Good idea, place for girls to rest is a nice one, and higher chance to escape...
  • Seems annoying. You can get some similar experience in Aric's Expansion.
  • Good idea, but requere increase in mansion capacity or implementing "Hiring city guards". Can lead to more contacts with goverment of cities. Also, about attacks: something like growing anxiety of your battles against bandits can lead to mansion ambush or something like. Or robbing part of your money, kidnap girls(bad idea), free jailed(good idea), help displeased to escape (good idea).
  • Good idea for daily event.
  • No need.
  • My third step in TODO list is making "Headhunter" guild, second is allowing player to send group of girls in "wilderness/adventure".
  • My next step in TODO list, and yeah, its placed in Gorn.
  • My four step in TODO list is: or change amberguard witch to exchange girls for items or make new place with new npc, i even got pic for her =P

So we got similar ideas, although, i work in my little free time, beetwen work, sleep, new coming games and IRL. If someone will do them before me feel free.

I also thought that there should be a story mod... My mod is aimed at expanding the gameplay. I especially do not touch storylines.


(1 edit)

Thank you Leonais and AK|Phantom for your time and critiques of my idea. I am sorry that I didn't thank you or even respond since its been nearly a year. So I would like to say thank you, and that I am back with more ideas to annoy you with and didn't want to edit my original post. 

- First I would like like to expand on the Amberguard Enchanter idea. I think there should be three options to Enchant, Disenchant, & Solidify Mana. There should also be an assignable job called "A - Enchanter Assistant" that lowers the required time it takes to enchant an item, and allows the player to disenchant or solidify mana while an item is being enchanted.

With the enchant functionality, you can enchant an item with a compatible enchantment for the price of 100 mana, 2000 gold, and 5-10 days. You are only able to have that item enchanted with a single level of that enchantment at a time i.e. adding +1 speed to a dagger or changing a +1 speed dagger to a +2 speed dagger. With the disenchant function you can have enchanted items disenchanted for 100 gold and receive the base item and 1 magic essence per enchantment level i.e. disenchanting a +4 speed dagger yields the base dagger and 4 magic essence however the process takes a day. With the solidfy mana function, you can solidify your mana into magic essence at a conversion rate of 100 mana per 1 magic essence.

I liked Leonais's idea of having the gardener job generate alchemy ingredients like nature essence.

Now onto the new stuff.

- Muscular Versions of all the boob and butt sizes. (muscular_small, muscular_average, muscular_big, muscular_huge) I have no idea how this would be acquired in game though, but I want a strong orc mommy with big firm tits and ass.

- Assignable Stables/Stablehand Job/Recruitable Wolves & Horses - This allows you to assign submissive people or animals to live in the stables after the upgrade is purchased. By necessity that means that you also need someone to clean said stables with the stablehand job, and the ability to recruit actual wolves and horses (maybe cougars and oozes too?) of both male and female varieties. 

This would allow those who just want BDSM dog/horse slaves to have that and allow for those that want the beastiality aspect to it. If you want neither I guess you could assign the uncivilized races to the stables. Catchable horses should be added to the plains.  Since it might be weird to sell horses/dogs to a slavers guild maybe add a city stable or butcher to sell them to. With this system you could also allow for beastial pregnancy with horses yielding centaurs and wolves and cougars yielding beastkin, and maybe oozes could yield slimes. There could also be an event where you catch the stable hand having a go with the stable occupants.

- Singing Lessons Job/Pretty Voice Trait Aquisition - After assigning this "job" to a slave, where you pay 50 gold each day for the chance of them to learning the pretty voice trait. (chance goes up mostly with consecutive days of training, but minorly with the slaves charm stat.)

- Librarian Job/Clever Trait Aquisition - You can now assign a slave to maintain and enhance the learning points earned from the mansion's library. Also a fully upgraded library should now gives slaves assigned to it a small chance for them to learn the clever trait. (chance goes up mostly with consecutive days of training and having a librarian assigned, but minorly with the slaves wit stat.)

- Forge Mansion Upgrade/Blacksmith Job - Allows you to make basic weapons and armors from materials. At first you should only be able to make daggers, shortswords, and leather armor, but you should be able to buy designs from the city merchants to make other weapons like chainmail from wimborn or elven swords/elven chainmail/wizard robes from amberguard or Warhammers/Claymores from Gorn. This process would mostly take up the time of your assigned slave, but refined metals and animal hides would need to also be added to merchants, chests, and encounters.

In the interest of adding more disparity and uniqueness between races, I thought it would also be a good idea to add some additional racial bonuses for each race. Here is what I came up with.

Arachna - 50% chance to automatically capture escaping slave. Stacks with trapper.

Beastkin Bunny - Forage is 20% more effective.

Beastkin Cat - When Loyalty is above 80 gives +30 obedience and +5 loyalty to any uncivilized slaves.

Beastkin Fox - Teach effectiveness increased by 10%

Beastkin Tanuki - Combat Encounter drop rate +20%

Centaur - Increased carrying capacity.

Dark Elf - Immune to Spiritual attacks [From previous mod idea]

Demon - Temporarily gives sexual partners the effect of the pervert trait.

Dragonkin - Keeps any gold from being stolen during Home Invasions [From previous mod idea]

Dryad - Garden Cleanliness degradation is slowed if assigned as Gardener. [From previous mod idea]

Elf - Can act as a Royal advocate in any of the cities. [From previous mod idea]

Fairy - Takes further reduces time to enchant weapons and armor as the Enchanter Assistant. [From current mod idea]

Gnome - Takes less time to craft weapons and armor at the forge. [From current mod idea]

Goblin - No Mental degradation from Fucktoy assignment.

Harpy - +2 Speed in combat

Human - Prostitution assignment is 10% more effective (+10% gold)

Lamia - Egg laying is more effective. (+10% eggs)

Nereid - No penalties for same-sex interactions.

Orc - Lumberer assignment is 10% more effective. (+10% gold)

Scylla - Exotic Whore assignment is 10% more effective (+10% more gold), dominance will increase, and it does not effect virginity.

Seraph - Receives +1 Maf if a virgin and another +1 if lewdness is under 50.

Slime - No negative effects from Research Subject task.

Taurus - Offspring are born with higher stats.

Tribal Elf - +10% Hunting and Foraging.

I don't know if this is interesting enough, but I thought about adding the vampire race. That is, drinking blood can be used as an aphrodisiac and weaken the victim or increase strength and experience without spending time in the library. Vampires or Werewolves are familiar legends and you can come up with a lot of things on them (silver, blood, mind control, etc.)

Sorry, I am writing from a translator, I am from Russia, and the English is not very good.

Easy for me: I hate the anti-futa sentiment in this, in other words. Futas getting the lesbian reaction. "eww im not gay". I have been trying to edit this myself but havent found the code. I would really like a futa overhaul, but ill live lol

One thing I'd like to see is some more NPCs.  Cali's parents, the bunny boy alchemist helper.  Basically, NPCs you meet that kinda of just vanish, it would be neat to be able to bring them into the house.

This sounds like a stretch, but I believe you are not the only one and a lot of people want to add creative plot lines and NPC.

People just do not have the coding skills to do so.

Right now there is a system that makes it "easy" to add pictures for various races, etc, through the improved random portraits mod and related tools.

But there is no way to easily add storylines with specific NPCs. Imagine if you could create a "container" mod that allows people to share their extra NPCs and extra plot lines easily, where compatibility between different creations would be guaranteed.

Of course the features will likely be quite limited compared to being an experienced modder, but just being able to add custom characters (pictures/stats) and simple events ("if day == X then do" and "if event1 done then etc") would be great for people with ideas and without advanced coding skills.

For example, the mod would load an extra folder named "ExtraPlots" where each story-subfolder would contain

  1. a text file describing custom character stats and pictures relative location (can be set to "none")
  2. a text file containing events to load in the morning or in a map (like "if (day == X) and/or (Event1 == True) then print text/choice") with simple options (like "add/remove specific unique character/item")
  3. extra pictures if needed

Each subfolder would have their local variable names treated differently in the system (not sure how to differentiate, maybe a list of lists, each list being the list of variables/triggers of a specific story-subfolder).

People would be able to share their creations and their custom stories without multiple stories conflicting with each other (that would probably requires that it does not interfere with main story, but who knows what is possible?).

I have no clue how the Godot engine or the game works, so this might be impossible to create. But this game is alive thanks to modding, and giving extra tools for "not-good-at-coding" creators sounds like a good idea.

Deleted 2 years ago

https://itch.io/t/1167355/bugfix-for-10d-v6

-Constants mod support for any race story mode and custom player max stats

Is there are mod or guide that makes adding a new race to the game easier? I tried doing it myself by editing the races and description gd files, and everything seemed to be going perfectly until the description disappeared leaving instead a weird code lmao, and since I didn't have a clue what I was doing in the first place, I have no idea why that happened or how to fix it.

Your description of your problem is not useful as it does not contain specific enough descriptions or copies of the files.

Adding new races is one of the more challenging tasks even if you aren't putting it in a mod yourself. There have been the occasional mod that have tried to add a new race, but most fell apart before they shared anything. I've heard that Aric's mod was planning to add new races, but I haven't looked into their method yet.

You will need to be decently familiar with gdscript to understand the syntax that you must adhere to. If you are not familiar with programming, then I recommend using online interactive tutorials for Python to learn the basics as it is a very similar language. You will also want to use the Debug mod, as it provides more feedback than simply crashing when things go wrong. Even if you did everything else right, you can easily get problems by using a simple editor like Windows Notepad or using spaces instead of tabs.

races.gd is the core file for races, but the critical code that uses it is constructor.gd. If your race uses any attributes besides existing ones, then you will need to change description.gd. If you want your race to be found while exploring then you need to edit explorationregions.gd. If you want to add a racial ability, then you will need to track down the file relevant what you want to change.

NOTE: if you are editing files directly and you Apply or Reset your mods, then it will erase all of your changes. Either make backups of your changed files, use the mod system to apply your changes, or do your work on files that are not in a program file.

So to be a little more specific, I added a new race (halfkin sheep) into the races.gd file by copying the other halfkin races and making changes where necessary and, as far as that goes, it was a success, it shows up in the menu's as intended.

Where I first ran into an issue was the description because the sheep race has a unique tail, horns, ears etc... and because I added them into the race file but not anywhere else it would say in the description the usual blue eyes, blond hair etc... but when it came to the tail/ears/horn, it would say something like "error could not find... yada yada", so next I went into the description.gd file, and in there I added into the tail/ears/horn section the unique descriptions for my sheep character by using the other listings as a template. This is where the problem arose. Now, no matter which race I select, it says [GDScript:1636] instead of the normal description of characters.

I hope that explained it better,

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Indeed that is a little bit better, as I know what that code represents. Though I can't tell you specifically how or where you managed to do it as I am not aware of any easy ways to accomplish that.

I don't know if you will understand what this means. [GDScript:1636] is what you get when you convert an object reference to a string in the godot engine. Data types like null, numbers, arrays, and dictionaries all convert cleanly to strings, but references to things like person objects simply produce those basically useless codes.

Edit: after a little bit of tinkering, I would guess that a typo is causing a description function to crash. Not sure of how that managed to convert to a code similar to a object reference. But you need the Debug mod.

I don't know either, I was very cautious not to remove anything and only add following the other races as guides, but oh well. I'll just go with plan #2 and use an existing race lmao

And unfortunately I haven't the slightest clue what any of that means lol

Just in case my edit goes unnoticed. Get the Debug mod, you have a typo, which can be very difficult to find. It could be a missing comma, spaces instead of tabs, or the wrong dictionary assignment operator.

(+1)

It did go unnoticed, thanks for talking about it again! I'll download it and try adding in the race again tomorrow morning with a fresh brain 'cause I already re-installed the game to make sure everything was good to go again and lost the edited files.

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I thought I'd chime in again to let you know that I tried again, and everything seems to be working perfectly now! Thank you so much for your help! It must've just been a simple typing error that I couldn't spot in my tired state last night as you suggested. I only touched the races and descriptions gd files again because I'm not really interested in seeing sheep anywhere else in the game world. The only reason I started messing about with this was because I wanted Ancilla from Monster Girl Dreams as my starting servant lol.

I'm not really interested in giving her a special power either, well, I don't even know how the abilities are given out so I just copied the fairy's ability (the description) for my sheep because it "doubles the daily base stress dissipation" and I feel that would work we'll for a fluffy, cuddly sheep lol. Not to mention one of the options with Ancilla in MGD is actually just to relax with her. So again, thanks a bunch!

P.S - is it fine to keep playing on the debug version of the exe or should I switch back to the normal exe? Thanks again.

As stated above, racial abilities are implemented in the relevant code, which for fairies is the end of day in Mansion.gd.

Generally, I have recommended against people playing using the debug mod because if an error occurs then the may game will continue playing and can be saved, which can cause permanent data corruption. However, recent investigations have revealed that some errors can still occur without crashing the game in non-debug mode leading to similar problems. As your changes are quite small and vanilla is very stable, it should not be a problem either way. Though if you do, I would recommend leaving the terminal somewhere slightly visible so that you can spot error messages before saving.

As a side note, there is a Bugfix mod that fixes many of the remaining errors, though applying it will erase your changes (see above) and version 6 was recently released so it's still possible that it adds new errors.

Ah right, well I'm definitely not touching that, don't see a need too and don't want to break anything.

And all right, maybe I'll just keep the debug exe then, we'll see.

I do have the bugfix mod, actually! I have that, the random portraits mod, portrait pack editor, and then portrait/body packs, but that's all.

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I know this is a bit of a stretch, but would anyone happen to know which file I'd have to edit to give myself 4 potential points when starting a new game instead of 2? I'd like to bump my max potential for strength, agility, magic and endurance all up to 5 before starting the game, not just two at 5 the other two at 4, or one at 6 the other still at 4 etc...

Sorry for the spam lately as well, playing around with the inner workings of this game is fun lol

Constants mod:  playerbonusstatpoint

Thanks! I tried turning that on before, but it said there was a conflict/overlap with the bugfix mod so I immediately turned it back off. Is this fine?

This is what it says: "The following overlaps were recorded: res://files/scripts/mainmenu.gd:func:_ready Strive-1.0d-Bugfix-V6:line 1, Remove 2 Constants:line 1, Add 2"

There is an overlap of edit locations because the bugfix moved the Constants mod installer to globals.gd, but the Constants mod starting function is still added there. There is no problem with this overlap. Just keep in mind your sheepkin changes, when updating mods.

Yeah, I found that out the hard way lmao. It's okay though. I have a backup of the edits.

I'd love a mod where you're allowed to add and create a new servant like you do in the beginning of the game. Either that or from the start have you create multiple servants.

Is there any mod, or anyone who could mod, the ability to age -out (die) or to die in combat and continue the game as one of your relatives (children). So if for whatever reason you die, your Son/Daughter could take over the mansion.

Some of the mods I've tried here significantly up the lethality of the game.

it would be nice to keep on playing, effectively penalized for dying (children are Lv1 if you never train them).

So, anything like this or anyone willing to code it?

Better character creation

Not sure if this has been said yet, but I'd love to see a mod that gives more life to the mansion's residents. For instance, I've been playing for hours and have only once seen an event where one slave wants to pursue another romantically. I'm not even sure if there's any substance to that afterwards, but it'd be neat to see them have actual relationships and babies and such on their own.