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I don't think they mean that, I think they'r ejust complaining about the odds of the age of new slaves being children vs teen or adult?

SexiestManAlive, It's basically an even distribution right now, should be equal chances of child, teen, and adult, if all 3 are enabled. Might just be that due to bad luck all the slaves worth buying/capturing/keeping have tended towards child?  There's the Maturing elixir which raises their age so you can correct that, but rather than the biased pool that is your own house,  look at the set after you beat groups of enemies, should see roughly similar distribution.

Then hopefully a menu slider will be added eventually that alters this, something similar to the futa and man spawn chance slider. Right now with 66% of npcs being either teen or child just makes them too common.

@Strive4Power There's no bug I think, just pretty much what Kyler2 said. I'm just complaining about the age odds on new npcs. 

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I agree with you. In my mind a spawn rate of something like 75% adults, 20% teens and 5% children for bandits would feel more realistic. I think children should spawn as bandits though because they too can have children. 

Other things to consider would be that children should very rarely spawn as a random lone villager wandering and instead should spawn significantly more often in groups of travelers. Same logic for teens though not as dramatic as children. Their spawn rate should be a variable that increases the closer you get to a village/city (for civilized races).

I believe the numbers are distributed as they are because of the game's background. The game takes place in a world where poverty is the most common class of people, and where there is overpopulation occurring. Considering the legality of slavery and the sexual preferences we can assume the people of this world have, it wouldn't be strange to see a bunch of kids and other rejects become bandits.


This is all head-canon though.