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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

V 6 BAD!

A topic by GH-MrSomebody created Apr 04, 2022 Views: 2,952 Replies: 26
Viewing posts 1 to 19

V6 BAD!

================

*** - No more factor upgrades!  (Gr only)   :-(   [when did this happen?  Don't see in changelog]

- 24h days R gone   (1 of improvements made it better than 1st one)     [Time's critical until civil war start]
- Dates.   (used 2B 1/day;  Now *MAX*  4/WK!  (he's making stuff worse!)

- Praise/Punish have longer cooldowns while obedience gains decreased!

All these make everything more difficult & a lot less fun!  :-(

Anyone else feel the same way?

If there's still a way 2 upgrade factors, anybody know how?

You can use Exp points to buy factor upgrades. People were commenting about it being so easy to keep obedience so the most of the obedience boosters got nerfed. Now having classes like Watchdog and Dancer are more important. Also the Sex Toy class has a valuable skill. The Performance and Shared Toy boost obedience for everybody a a location so it only takes a couple of Dancers and/or Sex Toys to keep everybody happy. And of course there are Mean skills that also boost everybody at a location. I also started using  luxury rooms in a more strategic way. It did take me a while to adjust, but once I did  I could  keep a reasonable Obedience for a modestly large roster.

I do think the number of dates  was nerfed too hard, but again people have been saying that it was trivial to boost stats with dates.

I've read  tons of posts recommending dates  (for loyalty/training/etc)  --They're very much a core part of the game, & central to most strategies. IMHO they're invaluable.   [since they affect mood & loyalty, they also affect OBEDIENCE;  Nerfing obedience + Dates  is way *WAY* too much!  

The obedience nerf is difficult---but doable.    [ALONE]
Less dates = lower stats, less loyalty, [+ fewer time periods (shorter "days") mean everything takes too long,  [something that used to take 4h now takes 6! etc]

Actually how much of a stat boost u get depended a *LOT* upon their factors--buying/luck  [ F5  ---quite rare----much bigger boost than F1!] ----& b4 the change, again, u only got 1 date /day;   If you're really good at something & it's a habit  (every day!)  then yes it can become trivial---but I think that was only for some.

+ Dates only worked @ Mansion,  so if you're too far away...        (lost track of how many [new] games I've played, but very difficult to *NEVER* miss a date  1st 40 days  (B4 ~ Civil War/Mayor))
Games like this don't have a "easy/Med/Hard" mode,  It's all about playing style.    Lots & lots of ways to make it harder---but that should be an individual choice, not something forced on everybody .

Some used lots of combat----boost XP, gold, maybe another slave, etc  people will always try to find a shortcut or easy way of doing things.  (& usually in a game that shouldn't be wrong.)

If anyone that used to use dates a lot,  has (NEW GAME)  hints/strategies they want to share  (that'd be 6.0+)  Would love to hear from you.  (or a mod 2 change back?)

Some R just playing from old saves   [which means they used all the old Time/Date  [lol!] rules]  ----But when there's major changes like this, I think best 2 start new.

Hi, long time no see OP.

It's true that the game is harder now, dates are nerfed hard (a little too much for my taste but meh I'm not the one in charge). Nonetheless my strat still works and others have shared some time ago how they beat the early game.

One of them is using the prostitutes way and the other use combat only with a pair of archer orcs.

Personally I now use a combat team of 2, it's indeed more efficient to level up your characters fast (instead of 4-6 combattants). From those dungeons I usually pick a slave for prostitution and become dancers. I either recruit 1-2 slaves for prostitution or have 2 new combattants, whichever good stats come first. When  I have the new combattants I pair 1 veteran with the newbie and send the 2 teams in dungeons to collect moar loots.

Going on like this is enough for the mayor elections. I didn't go beyond the 1rst arc yet because I lack time to play further

Hey Eiyal  ...  Ya like most have a life outside of here  LOL 

-->>  4 anyone who doesn't like the much fewer Dates   [1 of great things about this game is Moddable!] 

File is:  Game_globals.gd
Note that  7/WK is actually more than 1/day, since they're all avail @ once;
@ MAX charm   (now 6)    weekly_dates_max  = 4; 

Prostitutes have also been nerfed a *LOT;     In fact *SO* much that nearly anything else makes more gold!     [wood/fish/etc]

Archer Orcs?   Never tried that.   (think I did the combat Orcs----Fighter/  [can't rem their special!] )


I too haven't gone beyond 1st Act;   I suppose I could from an old save,  but even the 4 turns/day R a big change to get used to!  [& affect a *LOT*!]  
Even a small mistake----timing, placement, etc R more costly now.     + u have more wasted time.    [time period = 6h,  but maybe u only need 2?  or 4?]

2 /combat team depends on dungeon---& luck!     Newbie = no armor   (assume no classes?)  either basic weapon, or NONE.  
I've seen many get "slaughtered";     Again, part is luck/dungeon;   Worse is:    2  VS  6;       2 VS   (now more BONUS enemies!)  mult enemies w bonus;  [harder to hit/kill]


I suppose add 2 everything unlike some, I'm not really "Hard-Core",     Mostly play 4 fun/stress/tension relief, etc.   When It becomes a bad thing, when I want to toss the (*()*&!!!  out the window...(!).   Time to QUIT.     (or make game EASIER?)  
The more Dev tries to appeal to "Hard-Core" types,  the more he'll loose the casual "play for fun" types.     [hey even the Music is relaxing!]
(Ok,  the guy I read about wanting "INFINITE GOLD"  was too much  LOL!    --->>>  BEST OPTION    (anybody talk to the dev?)     Would be to have    EASY/MED/HARD options @ start.     [changing gold etc @ start,  would *NOT* change back other things---like reduced # of dates]

Well if the game gets too hard I can mod it myself to some extent but for now I still play it vanilla.

The guys I told you about detailed their strategies in one of your own thread : https://itch.io/t/1542823/compare-strive-orig-to-strive-conquest-2 (16 days ago not far from the top)

It's "Beran" and "Give Robots Names", both of them are able to clear the debt problem using different strats. I don't play Orc but usually I use Elf/Tribal Elf or if I want it easier  Seraph or Dragonkin. At the beginning I do goblin dens only then bandit dens. The Bandits dens are lucrative since you can capture the leader which nets around 180-200 golds (pays for the map).

The loot from the dungeons are abundant and sometimes I buy something in the shop (at the beginning I don't spend more than 500 golds in armor/weapon, usually dungeons drops very good equipments). In very rare case I buy a weapon/armor worth 1500-200 gold only if it's really good.

It seems Archer give enough of a boost in speed which make early game way smoother and less risky

Eiyal--
This thread isn't about the bank /gold/debt problem, but if u read the title,  it's about the recent new changes.  
For example:

No more 24/day;  Now there's   6h time slots.  

Suppose you need to make a tool  (or cook or craft or ...)   ALL tools take less than 6h. (even weapons/armor)   [6h NOW = 1 time period!]  

So rest of time is wasted  [FORCED]
Same thing if someone is traveling---anything over or under is wasted/lost

New time sys is definitely a step *BACKWARD!*

BTW all old strategies used the old rule---including 1 DATE/day, & 24h time slots.   (etc)

*TIME* affects EVERYTHING  (at least until CW----disclaimer--haven't tried Act II) ----so just b/c something worked b4 doesn't mean it'll work now.  
Actually I'm finding a lot doesn't work good.   Example :  You can "Que"  upgrades---but not much else.    (can't do   "travel to XXX  & start doing YYY" -->>  All in 1 6h block!)

(3 edits)

When they posted, it was with the new changes in effect, not the old format.

The change in the date format is older than you think.

Edit : The new format was introduced around January, their posts was mid-march so I don't have reading problem thank you.

And again I played with the changes in effect and the usual strats still works.

Edit2: on my last save I only have 2 fighters (mc included), mc is slime and a lamia. Got Daisy for fishing and 4 prostitutes for a long time, got some more later to attain 10/10 and I cleared the requirements for the elections without problems. Learn to adapt your playstyle.

There seems to be an interesting divide in the  playerbsse.

We have some people saying things like "All these make everything more difficult & a lot less fun!  :-("

Then  you have people who are  crushing the game.   

I  made  a    speedrun challenge as a lark--how long does it take to clear a Fire  Depths dungeon?  I've gotten a Fire Depths clear as early as      Day 4.  Omega on the game's Discord posted a savefile from a Day 2 FD clear.

if you minmax this game is hilariously ez

if you RP then of course it'll be a lot harder.

Dungeon clearing is still basically OP, especially compared to sitting at home; you only need minimal caution, even with off-meta stuff [like nerfed elves/centaur]. it's harder now, but not by much.

I like to RP so yeah game is harder nonetheless even with off-meta races dungeon clairing is the way to go, you can stick to the early ones (goblin dens, bandits dens) till the mayor elections no problem. 

You can stick to the easy quest for the 1rst 2 weeks and even then I rarely go to medium. Taking 3 or 4 weeks doesn't change much so I prefer taking my time to gain the 4 guilds support (for the bonus item).

Without meta-races you can go as low as 2 combattants per dungeon (for safety reasons), with the meta you can solo them.

So far a couple fighters and a pair or 2 of prostitutes are enough for the mayor elections, with the changes in obedience and limited dates you must keep your roster low (well until you got the dancer class... but I try to keep it low before CW).

Since I like to roleplay I hope the difficulty won't ramp up further, I prefer to play leniently after all and for now it's still fun but the changes in the date system did put a discomfort for me.

I'm not minmaxing so I don't crush the game like the previous posters but the dev should keep into consideration that normally a lot of players are into RP (I think) so the difficulty should be centered around this player base. Of course I'm not against a separate harder mode for those who prefer challenging themselves.

"with the changes in obedience and limited dates you must keep your roster low"

There's plenty of tools available to keep obedience up.  Quite a few classes have obedience-boosting social skills.   Get a few of those classes and managing a full roster  can be done (but the clicking can be tedious until you get  a few mass-boosting skills like dancing, etc.).

Yeah it's tedious with all the clicks that's why I prefer using dancing and keep a low number of slaves before CW

I completely agree! 

V6 is still too easy, they should make it harder.

The game has like no challenge at all.

I'm primarily a RP person, well, I do get a Seraph at start but I'm fond of that race. Other than that I mostly use Halfkins as created characters.  Otherwise I've been using unique characters. I'm not inclined to try to get though fire dungeons in the first few days, but I don't find the early game too difficult. I do keep my roster below 10 until I get through the election arc. The game could be more difficult and I'd still enjoy it. The primary difficulty I find is getting enough of the more exotic materials. An argument for early fire dungeons, I suppose.

I'm the one how started the "extremely early Fire Dungeons"  idea    and my argument was "I was bored at the time".

(+1)

I suspect that in order to keep a large proportion of interested players, at some point difficulty levels will need to be implemented.

About a month ago I played through a couple saves to day 100 clearing the debt, only did notice board quests (no main quest or story slave quests), default start with both me and starting slave as beastkin cats, (made the second save to see if I could make the debt goal faster) hadn't played any version before that though I did play Strive1 a bunch.

In the first save I didn't get a second slave till day 40 or so, and that was when I cleared my first bandit cave, I managed to clear every debt goal getting my third and fourth slaves around days 70-80, made the 86k for day 100 with about a week to spare.

In the second save I bought additional slaves as I finished making things for them to do and had over 40k by day 50 and well over 100k by day 70, no obedience issues even as I fill my mansion immediately after upgrading capacity once I reached the 100k gold milestone, and I easily spent tens of thousands of gold on random junk and exotic slaves during those first 100 days if not over 100k.

I'm not sure how specific RP styles would change being able to make the debt goals, but for obedience unless you are specifically ignoring classes with social abilities it shouldn't be too difficult to keep a full mansion happy (or at least obedient). Given that neither of my runs were done with a combat focus that might be a point of difficulty, though some people say combat is better money than gathering.

By the way with the crafting things taking less than one 6h turn to complete you can queue multiple crafts and finish two or 3 if them in one turn if you have multiple things you want to make.
I missed playing the hour by hour versions so maybe my perception on the 6h turns being reasonable is skewed from that.

Personally, I'm not a big fan on the idea of reducing the number of dates/bedroom activity to increase difficulty route. Since this is still an adult game... and the game is now shot its own kneecaps off by reducing the adult interaction... what? That's part of the reason why I played V6 update once... and haven't bothered with it till now.

Maybe reduce the actual obidience/loyalty, or increase max loyalty cap to make it harder to get max loyalty. And speaking of difficulties... any difficulty is borked if you have even the most basic idea on how to modify a save file. With the format of Conquest, you can edit the save file with any document editing software (although they are all murder on your eyes) and basically modify anything you please unless it's hardcoded into the game (like the cap for your main attribute).

I don't think that the genre is primarely is "adult game". It is a management game with character building, I really welcome the change of the weekly limit, as it turns it actually adds a small element of planning, also it doesn't matter if you are not at "home" for a day now, as you can flex it during the week. 

I would like to be able to use 1 date/sex per timeslot though rather than being limited to 1x per day.

The obedience changes are, wile very noticable, of little concern. They just make cuffs/collar/maid a lot better early on, I still think that the social skills are waaay too good to be fair though. Especially Lust drain/shared toy/the location wide work buff.

I don't know, maybe it is just me, but I kinda just give incubus/succubus to about every character (which isn't supposed to be in combat 24/7), either the regular exp gain is too slow or lust drain is just waaay too good.

I agree the reason I got into the original For Power was because it's a good management game with a lot of character customerization  first, and it's adult content is pretty meager if we talk about actual 18+ CG. But the reason I got into For Power was because it had adult content because I got bored playing the unfinished and discontinued Whore Master and wanted another management game with adult content.

The way date/sex was originally implemented made it too OP in term of obidience/loyalty farming. But once again, I'd rather it was changed by lowering the points you get per action, or rise the upper ceiling than reduce the actions you can make. As only having a few sex options per week than per day was definitely felt, and I wasn't too happy with the change not because I lost a way to gain easy obidience/loyalty, but because it's not as fun as a power fantasy outlet as the previous version.

(1 edit)

Yes, its true, that many parameters can be altered by users. You can make the game harder in some areas and easier in others if you wish, I'm pretty sure the difficulty of the dungeon opponents can be altered, though I haven't tried it. And the save files are very easy to edit. I've used notebook++ with a JSON format that makes  finding  data easy. Some items and attributes cause effects and most of those effects are not triggered by save file editing.

The game is meant to be easy to mod.

I'm not a fan on how JSON makes the entire thing one straight line stretching into infinity. Making it very hard to find anything. But yeah, the alternative is a massive wall of text that basically murder my eyes.

As for 'easy' to mod part... not too sure about that since I can't figure out how to use the inbuild mod editor yet (is it even useable now?). I'm hoping there's a way we can add in game event to go alongside unique characters once it's finished.

Hmm, I use a JSON plugin for Notebook++. It produces a properly formatted JSON file with indents.

The build-in mod editor isn't really functional, I think. I use Notebook++ to edit files when I'm in the mood to change things. 

But there have been at least two functioning mods made, random portraits and conquest tweaks. The real problem with mods for Conquest is that the game is still an alpha. So significant things change with every new version. This often borks mods completely.

I remember a comment by Mav that he intended to have a story for every unique character. I hope that's true.

The mod editor is functional, if a bit counter-intuitive. I suggest you copy one of the empty mods to use as a new mod.


The json files for me are all walls of text. Maybe they use non-standard line breaks that not all OSes recognize?

Yeah, if I open the JSON files(the *.gd ones) in Notebook++ without the json plugin, they're just walls of text. So if you are using Notebook++ get the plugin and see if it makes the files properly formatted.

The json viewer did help, but only by using the auto-formatter; the json files show no line breaks without the auto formatting. Still, a useful way to edit json files manually, so thank you for the tip.