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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Suggestion Thread

A topic by Nyanyan created Feb 23, 2018 Views: 14,306 Replies: 71
Viewing posts 21 to 38 of 38 · Previous page · First page

Now that we can set a Constant for length of pregnancy, I feel that the maturity length for infants should be adjustable, especially since some people want to play the game realistically with longer pregnancies and some want it to be much faster. I think the minimum should be 5 days to 8,030 days. (22 years in days, since it currently takes 22 game days.)

I would like to see squeeze, fondle, or grab ass in the options since you know when someone has a nice butt you want to grab it maybe also pull/grab/stroke hair, nimble earlobe, a few more sex positions, grab/pull/stroke tail?   how about a trait that makes the tail sex actions preferred or at least less stressful when preformed. Resorts the servants get to have a vacation  why can't I take one :P a basic portrait/bodies pack one for each races male and female  from the games art designer just so we can get a general idea of what all the races look like our imagination can do the rest. clothing for the masters as of 5.11a you really don't have many options for nice clothing specially if your a male maybe like Guild robe, noble suit/dress, hakama  also more weapons like wizards staff,  bow staff (I saw the tanuki was holding one in her gear art),  katana, , bows for range attacks if I don't get these in the game its no big deal I'll mod them in when the game is in a more finished state but I did want to share and put these ideas out there

(+1)

can u remove full body image from residents list >_> some thing like this...


(1 edit)

I second the hell out of this!

It would also be useful to put a default silhouette there. (The same as the gear menu ones.)

This change would be most welcome.

also tie battle and sexual action to energy... couse:

energy strange stat in this game indeed...

without it u can:

1.traveling all over world (countless times per day=) more strange what if u have energy it drained by travel)

2.battling (countless times)

3.<censored>ing all thouse who was defeated (countless times) (and i wish some other way get MP... even natural every day recovery by 1-5 already will be good... couse now all u need countles time roaming around starting loacation and violate all vilians to roket up you mp... im afraid what for male MC it must lead to disfunction of his 'tool' xD(yep its fantasy and author can say what he still can do it.. but... but.. i dont know -_-))

BUT u need <censored> 20 energy (it is 1/5 of base maximum) for open randomly generated(u off energy in 90% cases when u find it) treasury chest, and u even cant rest on loacation with chest...

(1 edit)

also some battle techniques didnt work even if u have energy and mana...

and will be good if description for them contain information about consumption of mana or energy..
+

with turned off option 'use animation on sceen change' some interfaces dont apear at alll :noexpression:

one of them 'mansion upgrades' (and missing options after selected 3.leave for slavers in desert seem also affected by this)

Hello, as the game is mostly textual, why not provide translation ?

From what I read on game engine pages, it should be rather easy.

And I would happily contribute to translate into french.

(Warning, Vanilla A.F.)

No idea if anyone requested this yet, but I'd love an option to choose what ages (or individuals) you get options to "see" their genitals, as well as have options to preform sexual interactions, as well as the option to disallow "sexual" traits for certain ages. I'd love to start a family in-game with some of my favorite NPC's (Cali, Emily,  and Maple are my top 3 right now), and have some actual kids, but seeing their genital descriptions makes me uncomfortable. Options to disallow incest options would also be great for me, as well as to block certain sexual interactions from popping up (I.E. footjobs). It would probably be most effective to have an option to pick for individual slaves and all slaves disallowing this, so if an individual who doesn't want to have sexual relations with their own kids but have siblings of another family set do stuff, could actually get that much control. 

Also, alternatives to simply raping all fallen opponents, could there be the occasional request from a defeated foe for sex, joining the party, or the like for the MC to heal them? Or, they were a battle-loving individual, and were so enamored with the MC's ability they would like to reward them for the fight? I'm trying to do a "clean" play through now (Only assaulting loyal slaves with "Likes it rough" traits), and I think this could be a really nifty rare encounter. I would assume Orc-Bandits would be a great example of the population that would usually have this, with extremely rare Elf-Warrior populations.

On a last note, having the option for the sprite portraits from battle be their actual portraits would be very lovely! I love how beautiful they are, and it would help me immensely for quick-deciding which slaves go where. My favorite portrait as of this moment is the Dryaid (f), and I would love to see it more often then simply in the battle field.

If anyone read all that, let alone actually agreed with some of it, thank you so much! Even if you disagree with some of my requests, I hope you have a great day!

I would really like to see a wiki on base selling prices for slaves and what the selling price is based on far as I've seen Drow and Elf get the the best price but really would like to know what its base off since I had elf females that looked the same and one was worth 766 and the other 652

Level and base beauty are major factors in determining price.

Yes I know that Level, Grade, Beauty, if there a virgin are all major factors but what I'm wondering is which race sells for best and what other factors are there? 

Scylla and Slimes seem to sell the highest for me. Though, wild Scylla are often at level 10 or so, so that might inflate their price. You might try asking this on the Wiki, instead of the suggestions thread: http://strive4power.wikia.com/wiki/Strive4power_Wiki

Might have more code savvy users be able to answer you.

Developer(+1)

Dragonkins are the best. Good luck finding them though. 

func calculateprice():
var price = 0
price = beautybase*2.5 + beautytemp*1.5
price += (level-1)*50
if vagvirgin == true:
price = price*1.2
if sex == 'futanari':
price = price*1.1
for i in get_traits():
if i.tags.find('detrimental') >= 0:
price = price*0.80
if race == 'Elf' || race == 'Dark Elf' || race == 'Orc' || race == 'Goblin'||race == 'Gnome':
price = price*1.5
elif race == 'Drow'|| race == 'Demon' || race == 'Seraph':
price = price*2.5
elif (race.find('Beastkin') >= 0 || race.find('Halfkin') >= 0) && race.find('Fox') < 0:
price = price*1.75
elif race == 'Fairy'|| race == 'Dryad' || race == 'Taurus' || race.find('Fox') >= 0:
price = price*2
elif race == 'Slime'||race == 'Lamia' || race == 'Arachna' || race == 'Harpy' || race == 'Scylla':
price = price*2.5
elif race == 'Dragonkin':
price = price*3.5
if self.toxicity >= 60:
price = price/2
if origins == 'slave':
price = price*0.8
elif origins == 'poor':
price = price*1
elif origins == 'commoner':
price = price*1.2
elif origins == 'rich':
price = price*1.5
elif origins == 'noble':
price = price*2
if traits.has('Uncivilized') == true:
price = price/1.5

if price < 0:
price = 5
return round(price)

Thank you Strive4Power you have been most helpful now I can move on to my next experiment

You know if that true I should played around with slime man see how that worked out you know with story run I don't if works or anything but still pet peeve later, I think game creator should make strive for power little better by working on content little more like nursery give us general idea what does, or beauty parlor...content and room design go long way...or have videos in there make little more alive, Okay farm I think if has no point being there unless your making "adult" toy manufacturing there or testing them on characters who considered ill fit for anything else like work and being useful elsewhere. They could remain on farm and be hand there. 

Nursery was one places I believe deserved upgrade -> needs to where you can lower the price to raising a kid in nether-space why heck is 500 it should be 50 if you went through struggles getting upgrade.  There are no events that tie you raising the child even so what point of spending 500 wad on it. Why not make 50 so you spent time dialogue sequences...and raise it properly the course you want to take it like charmed existence...or charmed existence, or really rotten apple you have tame the child.

Laboratory and storage is pretty much biggie too...you also need another place visit...that has more stores and more supplies.

player tournament would be nice but your still long way off maybe NPC tournament which player could complete against other in village AI which would upgrade the character tad.


Also beginning characters why can't we make slime uncle and whatever we want character like someone from villager or something else...random choice is bare minimal still?

Dying and restarting is so last season why not dying and loosing everything and point taken  restarting somewhere new for change there no game with that.  I haven't seen game where you die and restart in heaven and have repay in kind as slave of god or something hey you have pay in community service to angel until your free...again as master of new villa? there nothing like that in this game...which explains my biggest woe.

This is a text-based game. Though there are some graphics to improve on concepts, the meat of the game really is meant to be text. Videos not only don't fit that, but would be insanely expensive to get.

The price is so high because it's a luxury. A way to skip the time in raising the child normally. From a challenge point of view, lowering the cost would effectively remove the wait with raising the child, instead everyone would just buy the instantly adult method. The idea of further upgrades to the nursery in order to lower the price makes sense, but I feel it shouldn't reach 50, but might be lowered by 100 for each upgrade (which would be very expensive) making two new upgrades each at -100 so that the final price after all nursery upgrades is 300.

The NPC tournament is interesting. I've been toying with the idea of a gladiator job idea to suggest, but being able to fight in a proper quest would be interesting, too.

Personally, I'd rather die and restart the game than die and lose things and have to go through extra steps just to get back to what I was doing.

I just gonna say the things I most miss/need it on my game now.


after having a lot of slaves, its really hard to manage them. 

It would be really usefull to have some kind of filter or the ability to create it. The ability to create it would be nicer.

something like a "folder", "table" or just simple check box.

lets say I'm making a team to fight, I'd like to keep them separared from the others, for easier management, since I will be changing their gear a lot., 

I would have a "SlaveCatcher" team, where most of them would be trappers, a "AdventureTeam" with perfect balance  with tank, healer etc..

a separated team to keep my new and rebelious slaves separared from the loyal and obedientes one, a "inTrainingTeam" to keep the new slaves I will be focusing on there.

some kinda of checkbox to hide/show it.


an option to "transfer all items" or "quick transfer" on the backbag, its kinda boring to do this task item by item everytime you come back from looting. 

Using shift to "choose  how much to  transfer" and ctrl to "transfer all" of a stackable item is kinda "standard" nowdays.

use prefix on the enchanted items instead of the normal item name, like:

normal dagger name: dagger

dagger with +2/+3 dmg: fine/superior dagger, +2/+3 dmg dagger (will do if too lazy to come up with something :X)

dagger with +3/+4/+5 spd: nimble/agile/fast dagger, again, +3/+4/+5 spd dagger will do if too lazy to come up with something.

the same can be used to refere to others weapons, (it should get ride of the bug(?) of servant taking enchanted item to lv up... though some ppl may want them to take anyway if missing normal item in inv... the option to manually choose what item to give them may be better.)

with prefix,  would be way easier to find what you want in the inv isntead of looking at each one by one.


Mansion upgrade

A new upgrade that will add more rooms and communal beds, gameplay wise, it  may count like building new rooms and space.

I'd suggest to make it a patreon only unlock and something like: (A city quest requering reputation may be funny too >.<)

level 1
leve 2
level 3
time: 10 daystime: 10 daystime: 10 days
cost: 10.000gcost: 40.000gcost: 100.000g
unlocked beds: +0unlocked beds: +0unlocked beds: +0
locked beds: +10locked beds: +20locked beds: +40
unlocked personal rooms: 0unlocked personal rooms: 0unlocked personal rooms: 0
locked personal rooms: +5locked personal rooms: +10locked personal rooms: 20
farm locked cattles: +farm locked cattles: +farm locked cattles: +
(1 edit)

Patreon supporters actually can remove the building limit.

sure, but the way that is done actually kinda breaks the gameplay experience (to me at least). Having a option to "work" and "pay" for it  would be better from the player/gameplay perspective.

(1 edit)

Well, you still need to actually buy the beds/rooms. And I personally find it hard to understand even three people in my bed! (Does the third one sleep at the foot of the bed, or what....?) But yeah, the option to spend a lot of money to unlock even a little more space would be great. Especially as a post-main quest completion reward!

oO never thought it was weird... player is the master after all, it should be a BIG bed.


one at the right, one at the left and one above/under maybe? I think 3 is little though. I'm kinda sure I once saw a movie with more than 10 ppl on it (I'm under the impression it was "postal 2007", but cant find the scene to prove, not watching it again anytime soon either :/).

I do find weird q player can do more then 10 ppl at once, but hey, thats just me.

My point was needing to be close to the master during the night in order to get closer. Otherwise I don't understand the boost, since the slave would technically be sleeping on the bed but another slave in between.

Something I just thought of, why is there no asphyxiation play in the game? For forced it could be a great way to build fear (at the risk of doing damage to the slave), but for consensual it could be a super kinki thing to do. Choking, ropes, all kinds of things could be done relevant to this.  Also, there should totally be a "Safe word" mechanism implemented where consensual slaves with low obedience but high loyalty may use a safe word when doing kinki actions without proper traits, and ignoring it raises obedience but lowers loyalty.  There should also be different types of "citizens" rather then just lone xx or traders. Sure their class after you catch them might be something, but I think having more repetitive mini encounters would be nice (I.E. lucky! you happen across a (insert race here) chopping down trees in the woods. Endurance and strength stats guaranteed to at least be 1. Harder to fight, but a guaranteed slightly rewarding possibility. Lucky! You see a (race) basking in the ocean as if a muse of beauty. Guaranteed at least slightly higher beauty and charisma. FUCK! You happen across a mad (insert race here) covered in muck from the woods, and they're ready to attack!)

Also a major standard in hentai-games: Why are there no tentacles fucking? Why can't a scylla player or slave use them? Why can't you get body modifications to get a tentacle dick? What do I have to do to get topped by 3 other  dudes in a giant tentacle orgy over here?

More weird stuff: M-Preg through the use of potions or magic. Genitaless slaves or player, since some people got a Ken and Barbie kink out there.Why just kennels? Why not a stable, a common theme in zoo-topics also giving the possibility of riding horseback to save energy and traveling faster?  Male breast lactation (if not already implemented).  Cum-milking (works best on sex-crazy slaves). If you want to add really fucked up shit, lobotomies and punishment castration, as well as removing individual limbs (removes most job opportunities), as well as spawned enemies/individuals with missing limbs that lowers their value and is fairly rare (perhaps more common in places like Gorn, bandit camps, and the like). Also, why not have multiple dicks? It would require the lab, sure, but could be useful.

 This is all stuff I thought of after a late-night attempt at finding whatever I was in the mood for, and failing miserably, so at least y'all can use this as reference material.

The current Patreon version has a fully working "tentacle spell" which is used as a punishment. Not everything you wanted, but a step in the right direction.

Male pregnancy is possible by adding a vagina to male slaves. (Option is under dick modifications.)  And yes, the nursing potion works on males too.

I have not read the entire page so sorry if these were already mentioned.

I believe most people playing this game also play other H-games and many of them, like me, have it safely hidden from anyone who might check their PC. In my case its stored within  a hidden veracrypt volume. This works brilliantly and all but then to use portraits you are forcing me to put them on %appdata% (on Windows) which is accessible to anyone. A simple ".png" search would reveal all the NSFW stuff and thus renders all my efforts into hiding the game completely useless.

In short: you should allow people to change the default portraits/bodies folder into any location they want and also since we are at it, why not store the save game files within the game installation folder as well? Many H-games do that.

As for my second suggestion I would like to use the portraits to their fullest potential in this game. There should be a mandatory folder structure that would allow the game to pick selected images from it and apply to all encountered 'slaves' in the game. For instance, you encounter a female teen dragonkin so the game would automatically pick an image from 'Portraits>Female>Dragonkin>Teen'. Say it picks the "003.png" file, it would apply it as that slave's portrait and apply the  'Bodies>Female>Dragonkin>Teen>003.png' file to the full body. This feature would only be complete if it were possible to add tags to images such as "blue hair" and "giant breasts" and then the game would search for the picture that would have the most tags in common with the slave's profile and apply it. Artificial Academy can store such tags in the characters cards (images) so I'm sure that is possible but it should be done by the community. The game would only have to load and apply them. Because there will always be room for 'errors' in this feature it should be toggleable and turned OFF by default.

The game currently has these three traits:

- Dominant: $name really prefers to be in control, instead of being controlled.
Obedience -20%. Confidence +25. Max Confidence +15.
- Passive: $name prefers to go with the flow and barely tries to proactively affect $his surroundings.
Can't take management related jobs. Obedience +25%.
- Submissive: $name is very comfortable when having someone $he can rely on.
Obedience +40%. No penalty for rape actions as long as loyalty is above average. Confidence -10. Max Confidence -30.

and only Dominant and Submissive are conflicting: a slave of mine was both dominant and passive, which makes little sense to me.
Also, the Submissive trait already is about sex: I would leave the confidence penalty to the "Passive" trait.

So I suggest to have four traits, instead of three. Two about leadership:
- Leader: Obedience -20%. Confidence +15. Max Confidence +25. Boost in loyalty (?) if assigned to management related jobs
- Passive: Obedience +20%. Confidence -15. Max Confidence -25. Can't take management related jobs
and two sex-related:
- Dominant: Assertiveness +15; Max Assertiveness +25. Boost in loyalty (?) when helping to rape a slave
- Submissive: Assertiveness -15; Max Assertiveness -25. No penalty for rape actions as long as loyalty is above average.
Boost values are just a rough idea.

(1 edit)

Spoilers for the ending of the main quest. 

1) As it stands, in the end Melissa trades Hade's life for the life of your starter slave (assuming you haven't let them go or killed them in battle with your superior tactics) most favored slave (as per Rendrassa's clarification). You have a choice to either spare Hade and let them both go or kill Hade and enslave her, letting your companion die. If you do not have any mansion residents at the time of battling Hade, Melissa doesn't show up (presumably because she has no one to take for ransom) and you just defeat Hade and never see him again. So, why not let us enslave Hade when Melissa doesn't come, or let us allow Melissa to kill our companion and then shackle her and beat the bejeezus out of her to get them both? Or at least kill her instead of killing Hade?

As an aside, I also feel like if Melissa tries to capture someone whose magic affinity is higher than hers, the captive should be able to at least try to escape on their own, but that might just be me.

2) It would be nice to have an option to enslave Garthor instead of just leaving him beaten on the ground or outright killing him. Doing either of those things feels like a waste.

(1 edit) (+1)

Agreeing with your ideas, but one thing I want to point out: Melissa doesn't take your starter slave, she takes your favorite slave, which is determined by their level, loyalty, times you've had sex and how long you've owned them. I cheese the system by buying a cheap slave on the first day that I pamper like crazy until reaching the end game.

Thank you for your correction, those two happened to coincide for me so I had no clue.

No prob.

Enslave Hade or Gathor... now that's a thought. Shame it's never going to happen.

The game as it is now leaves an impression that the developer is not interested in the slightest in making any named male NPC's recruitable (especially if they can't be gender-flipped like Ivran). Pretty standard for these kind of games, given the target audience. So female NPC's are prioritized at all times, at least story-wise (that's why I never made any suggestions of my own - there seems to be no point to it). Of course, there could me many other ways of resolving the final stage of the main quest, logically, but logic takes second place to giving the player an opportunity to get yet another"special" female. 

No need to be so pessimistic) Supply might just come with demand, and voicing that demand is the only way to make something like this closer to happening, so there's not that much harm in throwing a suggestion out there. Better yet, it costs one absolutely nothing)

And if it doesn't happen, that's fine too: there's hardly anything wrong with the developer trying to do what they personally like while pleasing the majority of their supporters at the same time. Sexual interactions system already accomodates every possible character combination (broken climax messages for frottage aside), so I'll just be grateful for what we've never been guaranteed to get but got anyways)

There is no denying that this game stands head and shoulders above others of the similar genre that I'm familiar with. I do hope my message didn't come off as a critique. Pessimistic is my default setting, so I guess that colors my turns of phrase)

Disillusioned is also good. I wrote the comment above less than an hour ago and I already wonder how I managed to sqeeze that  projectile rainbowing out of myself. It doesn't happen often I swear.

Also, would it be sensible for a reciprocated hug to decrease stress? If it did, just the first couple of times a player initiates it during a non-sexual interaction, and just a little bit so as to not become a viable replacement for wine/praise, interactions would feel a lot more natural and alive that way, imho.

(2 edits)

Now honestly I didn't really read every suggestion so I don't know if this has been suggested yet.

> Before anything how the developer(s) takes this or how they implement this if at all is up to them. TL;DR version at the very end.

#1 . I'm a person who likes to do things slowly and take it safe, which often meant in the later stages of the game meant that  there's quite a number of vacancies or slaves with no critical job (Asides from more food and gold). So I've been thinking about how I could solve that. I've got this inspiration from watching someone play No Man's Sky. An expedition system that send slaves on a temporary job/quest/etc. could do the trick. Again how it's implemented is up to the Developer. But here's my 2 cents on it.

What it provides: 

#1 Exp for selected party of slaves. Varying from the difficulty of the expedition and it's duration.

#2 Gold + Other possible loot/rewards

#3 Reputational boost?

#4 Pretty much anything. Whatever floats the boat.

#5 Possible new slaves(?)

What it requires:

#1 Time (Short 2D(ays) - Medium 5D - Long 7D - Epic 15D)

#2 Food + Supplies scaling up for how long they'll have to go. (Since they'll be gone for days)

#3 Optional extra supplies for better results.

#4 Slaves that're free from any important job.

Risks(?):

Certain Expeditions could have combat involved in them. Injuries should be expected.

Escape of a Unobedient/Disloyal slave

> More on extra supplies;

Got the idea from playing Darkest Dungeon for it's unforgiving gameplay, giving them extra food and supplies could increase the odds of success on an expedition.

Giving them Bandages lowers overall damage taken, Teleportation seal for faster travel time, Lockpick and/or torches for more possible loot. They'll have their own separate inventory and all that, if more loot is provided than they can carry any further ones will be discarded. In order to get more loot or pack them with more supplies Travelling bag is recommended.

#2 Clarify a certain vague job.

More clarity in how jobs' Gold gain is calculated in the game, and What exactly does cooking do? (Raise luxury? Lower food usage? Increase recovery? ???) Perhaps turn it into specialization?

Requirement:

Wit: 50+

Grade: Poor or above

Gold: 300-400

Effects: More health restored with Rest in eat (You know, better food from the cook. Boost the cooking occupation in the mansion. If it has any. What does it do again?)

#3 Maybe turn Nurse into a Specialization?

Extra recovery in mansion is nice but I don't know why it can't be one.  I saw someone else suggest a trait(?) that made you recover health at end of each turn. Instead of trait I thought specialization would make more sense with the boost for occupation in the Mansion. Again how or if ever it's implemented is up to the Devs. Here's my view on it.

Requirement:

Wit: 65+

Grade: Commoner or above

Gold: Whatever 500

Stats: Magic affinity 3-4 or above

Maybe heal skill is needed.

Effects: The slave will heal others and themself at end of each turn of either static (5-10?) or dynamically (Based on their wit or magic affinity) while perhaps having efficacy boost their cast of heal and leeching strike.

Anyway I'm not exactly helping the development by rambling on about random shit, so feel free to disregard this post or delete it.

TL;DR:

#1 Maybe more stuff to do in later stages asides from the repeatable quests.

#2 More clarity on mansion occupations and how exactly jobs' give in gold, Formula if any.

#3-4 More Specializations?

(1 edit)

Good suggestion. I'd be sending out most of my slaves on EPIC loot quests, especially if there were items you could only get that way.

While I agree that some jobs could benefit from a more accurate description, the wiki is pretty good at clearing up any vagueness. Cooking lowers food consumption, up to 70% a day! Scales with Agi(+5%) per point, Wit(+0.25%) per point and Scylla get a flat boost(+10%) from their ability. (Think the cook might be able to buy food when stocks are low too)

(11 edits)

TL;DR: upgrades to existing specializations for easier item farming and slave acquisition, mid-combat energy recovery, healing and stress relief, debuffing etc.

I was thinking about what would potentially be nice tier 2 specializations for your endgame needs, which are many and currently unsatisfied, and this is what my brain came up with at 7 in the morning.

Since they are fairly OP, I feel something like this should cost you ~5000 gold and take ~10 days to acquire. Also, maybe teaching these specializations would be something only an institution in Amberguard could do, and only if your reputation with this city is maxed out (which, if you have previously been hunting for elven equipment, should not be that much of an issue).

Assassin -> Shadow
+10 Speed, +10 Damage, ordinary attacks and physical skills have a chance of instant KO equal to (slave's level - target's level) percent. Gains skill "Cloak" (enemy units cannot target the user for the number of turns equal to half the shadow's agility stat).
Requirements: Noble, Agility 8, Strength 6, Wit 105.

Bodyguard -> Aggressor
+8 Armor, +40% Health, gain skill "Taunt" (aggros all enemies onto self, can be dismissed as an action, can be activated only once per combat encounter).
Requirements: Noble, Strength 7, Agility 5, Endurance 6, Courage 105

Executor -> Enforcer
Gain skill "War Cry" (whole party recovers number of energy points equal to twice the level of the user, enemies of levels lower than the enforcer's become intimidated and get a speed penalty equal to half the enforcer's level, can be activated once per a combat encounter)
Requirements: Noble, Strength 7, Agility 5, Confidence 105, Wit 100

Housekeeper -> Butler
Cleaning bonus is elevated to 100%, stationary jobs also allow the butler to tend to others' wounds (100% effect of a nurse occupation), can use "Mind Read".
Requirements: Agility 5, Magic Affinity 5, Loyalty 100

Geisha -> Succubus/Incubus
Escort/Prostitution bonus elevated to 100%, gains combat skill Allure (foe AOE spell, mana cost 10, all foes are afflicted with "Very Horny" status condition for the number of turns equal to half the user's magic affinity, can be used once per encounter)
Requirements: Noble, Beauty 90, Magic Affinity 7, Charm 105

Merchant -> Diplomat
Selling price increased by 50%, shops give discount on items equal to the highest of 15% and the slave's level while they are in the party (does not stack), gains combat skill "Bribe" (once per combat encounter for the price equal to half the chosen foe's slave price that foe turns on their allies and has a chance to join you after the battle if left unharmed; only works on enemies of levels lower than the diplomat's).
Requirements: Noble, Wit 105, Charm 100 Confidence 100, Courage 100

Nympho -> Depraved
+4 mana for sex, +100% to fucktoy earnings, no penalties for any sex actions, capable of initiating one extra sexual interaction when there are no sexual interactions left for the day, lust and arousal gains from sex are doubled, capable of orgasming in consecutive interaction counts.
Requirements: Commoner or below, Lewdness 120, Charm 50, Corage 50, Confidence 40 or below, Sex-Crazed, Pervert, Likes it Rough, Masochist.

Ranger -> Treasure Hunter
Item drop rate +100% (stackable), chance of the dropped equipment being enchanted +100% (stackable), hunting and forage bonus +100%, scouting bonus while in party. Can use Escape command.
Acquires "Scavanger" trait: the slave can choose an item from the mansion inventory, from the backpack, or from a market stall in any of the cities for a chance of drop of that particular item from any combat encounter in the Marsh or the Sea equal to [(scavenger's level)*35 + (the sum of levels of opponents faced in the encounter)*20)]/(the market price of the chosen item) percent).
Requirements: Noble, Agility 7, Endurance 5, Courage 100, Wit 105.

Tamer -> Bard
Twice the probability to remove the Uncivilized trait, occupation limitation on the ability to tame is removed, gains skill "Soothing Call" (party AOE spell, mana cost 30, effects persist the number of turns equal to half the caster's magic affinity, decreases stress at the rate of 10 points per round, regenerates health at the rate of 15% per round, can only be cast once per encounter).
Requirements: Noble, Agility 5, Magic Affinity 8, Confidence 100, Charm 105.

Trapper -> Hunter
First two escaping foes are guaranteed to be trapped and caught, foes that follow are trapped with probability of 50%, hunting bonus +100%, acquires trait "Stalker" (hunter can choose people of a certain race
as their target to gain a probability of either encountering them in combat or finding them among the bystanders in the Sea and the Marsh equal to (hunter's level)*3.5/(racial slave price modifier) percent).
Requirements: Noble, Strength 6, Agility 6, Wit 105.

Needless to say, if requirements for these are fulfilled only because of enchantments of worn equipment and it is taken off, or because of a consumable and its effect wears off, specialization bonuses revert to those of the previous specialization until the requirements are fulfilled again.

P.S. Harder encounters would be amazing too. Right now my master has 9 agility and 8 magical affinity (and no tattoos or lab augments), so I never have to be worried about anyone actually hitting me and I almost always solo bandit camps because of how stressful it is for my party members, which I feel like I should not be able to do and should not have to do respectively.

P.P.S. Main quest spoilers: imagine if Hade had a diplomat and an aggressor on him during the final encounter. That could turn pretty ugly pretty quickly.

Hi I've been having fun playing v5.16 and have the following suggestions

The tutorial could be a lot better and that would get more players past the point where they go out of the city, get beaten up by bandits, and log off. The two inventories, four people in a party, resting with supplies; all things players need to know.

I would put a basic alchemy lab in the mansion that can create beauty and hair potions then remove those goods from normal vendors. Thematically, nobody is going to pay a lot for slaves if anyone can just buy cheap potions from stalls to make their own custom slave. In terms of gameplay it gets players interested in potion making sooner.

I don't feel that the low level combat skills suit lower level play. Most skills are designed for fighting life or death battles, which are rare, and at lower levels it seems more important to conserve energy and stress.  For low level skills I'd suggest putting in: basic combat training which lets a slave permanently fight as if they were a level higher -a  passive skill that gives a 25% chance after each melee strike for a hit bonus for next round - passive skills that gives a 50% chance of restoring health (or stress, energy) upon killing an enemy.  

It feels like money is constraining everything too heavily so that all choices boil down to money whether it's grades or facilities, clothes or rooms, training or potion components, specializations or quest requirements, and so on . Also, the constraint on expanding the manion based  contract completion seems odd, no theme at all. The change I'd suggest would be to make the major guild services (like specialization) cost points that can be gained by completing guild contracts and let the mansion be built just from money. 

The main story seems to progess too fast (30-40 days) so that high level captured combat characters are too useful. Training up a quality low level character takes too long not just from xp grinding but also unavailability during specialiazation or grade improvements.  The storyline characters only arrive as level 1. Economic specializations have no time to pay off.

UI requests -

Guidance to be an option on the exploration screen along with currently available paths.

The daily updates tab could have a list of slave contracts available in friendly cities. It would cut out some of the running about when looking for contracts, looking for slaves, shopping for things to upgrade slaves, delivering slaves, and so on. It makes thematic sense for a slaver mage to have this.

Put an indicator on the inventory screen to show which slaves are in the travelling party. Will stop mishaps in sending out wrong people with wrong gear.

I continually bought ropes and then went exploring without knowing the ropes were in the mansion instead of the backpack. I knew full well there was a toggle in the top left corner but I still always forgot and did this. I'm sure other players do the same thing and it will need a better UI or maybe .... is there any need to have rope and supplies as inventory items at all? If all you do with supplies is put same number in your backpack each day, what's the point? Could you have an automatic resupply from stores when you leave home town?

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