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anonyw

4
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4
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A member registered Dec 03, 2018

Recent community posts

(1 edit)

int(ResourceScripts.game_globals.date) % variables.shop_restock_days == 0

seems to have changed to

int(ResourceScripts.game_globals.date) % variables.shop_restock_days == 1

with the slight problem, that variables.shop_restock_days is 1, making it impossible for the modulo to ever be 1 (an integer % 1 is always 0)

probably was meant for less frequent shop updates? though even then 0 works basically the same, and survives any possible mod wanting shop_restock_days at 1

(I have a fixed version of the recent random portaits mod installed, but that doesn't seem to go anywhere near the those definitions, but maybe I am mistaken)

(1 edit)

Hi.

Started a new game skipping the prologue this time. Probably advanced start.

- Can't create new save - Button invisible (probably outside below window frame), clicking existing save slot does work

- Mouseover at the obedience percent show "Expected work time left: x hours", which probably now should be times 6, or just turns, assuming that is what it is meant to be

- Some of the initially generated Dungeons had 7 turns travel time, which now seems quite excessive

- Upgrade at the slave place in Aliron only showed Growth Factor as option, not sure if intentionally changed

- "Not enough rooms" warning appears at 5/5 population when trying to advance time, no reason given

Hi Maverik,

love the new things in Conquest so far, the crafting really keeps one occupied for a while.

Will there be pregnancy too like in the first game?

Also looking at the mods, will you take up on some of the ideas added there? Like randomizing portraits with a button, or other QoL features that not invalidate the overall game setting?

And regarding modding in general, what are you planning about it? I saw you meantion a mod editor? Will such a feature come very late? Modding the first game was tedious at best, though rewarding, as sandboxes really have so much potential after all.

(2 edits)

Version: 21a
OS: WIN
Source: original source code

Technically, func getdirtyreplies() in slavedialogues.gd seems to be missing the scaling to variables.pregduration in various instances, still using hard coded numbers. Noting here that you seem to use "race == 'Goblin'" to half the value, which also is amiss.

There is also a Line 976 in Mansion.gd (regarding onset of lactation) still only conditioning "person.preg.duration > 10", probably foregoing it if the var is smaller than that. For 'Goblin's its actually patched.

There is also a Line 1226 in outside.gd stating the reqs = "person.preg.duration >= 5" for 'abortion' not scaling.

On an unrelated note, in func childbirth(person) in Mansion.gd you set person.preg.fertility = 5. I did not find a line where it (eventually?) returns to the supposed normals (10/20).