You can buy tents at the slaver (it's on the dungeon choice map though it only appeared after a few upgrades and runs) for some fairly trivial amount of gems.
highswift
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First of all, thanks for the great game! I really enjoyed the new version, the gameplay loop is very solid and puts many non-erotic games to shame. Some bugs I've noticed:
- when leaving the dungeon, the screen with the results blinks weirdly;
- whenever rescued girls and boys are horny, they might attempt to fuck available fallen enemies, but they always do it in a passive position (which looks extremely weird when you rescued a boy and he is like "here I am lying in a missionary with my legs spread wide, forcing this fallen foe to peg me");
- items sometimes drop in inaccessible locations;
- in the beach location you often can't get close to the water, there's an invisible wall a few meters away from the water's edge. Makes navigating around very clumsy;
- in the lab, slime shader is applied not only on slimes but also on other races when you look at them in the "inventory" view (in the world view they are alright);
- trying to scroll down in the inventory window by dragging the scrollbar down closes the window whenever you release the mouse button;
- "males only" adventure modifier makes everyone not a proper male, but a girl with a dick instead. And bosses stay female anyway;
- npcs do not lose virginity when having sex with each other (actually I think sex with PC also doesn't affect virginity, it might be completely broken);
- npc-npc sex in the camp is very wonky; sometimes arousal of active partner does not increase in the process; sometimes they switch poses rapidly; sometimes they start going at it and then stop after a few seconds and that happens repeatedly; sometimes they try to change a pose and get stuck in a regular standing pose while their models overlap...
You can in the new version (3.0). You need to get 200 gems, pay them to the orc girl and that will unlock the camp area. There you can put tents (bought at the slaver which is a new location available on the dungeon selection map after you level up your dungeon a few times) and as long as there are enough tents girls will move in. There's a single "captured" girl in every adventure that'll request to join you as long as you finished this adventure without falling to 0 hp (doesn't matter if you told her to come with you or not). You can also capture hostile girls; for that you need to raise their relationships to "loves" (just finger them for, like, 10 real-time minutes...) and then tell them to join your camp. If everything is ok they will say yeah and your game will autosave. They don't get to keep their battle modifiers though...
Hi! I don't see a separate bug topic or something like that, so I'll dump everything here. (Everything below is from academic playthrough, if that matters).
1) NPCs are not persistent, and so they are re-randomized on page reload. Relationships remain... in a way (they disappear from the sidebar, but numerical values are still there when you meet the re-randomized NPC again).
2) Some travel links are wrong; most places in civic square have backlinks to a guild row instead. Port and waterfront are weirdly mixed up; most places in waterfront have backlinks back to it but seeking work makes you end up in port. Some travel links in the southern part of sewers are also broken.
3) Adventurer guild quests supposedly give you +1 agility or +1 charisma or something, but there's no visible increase? (also what does +1 even mean, is it +1 level, which is a lot, or +1 exp, which is negligible?)
4) Merchant guild quests do not have the option to actually complete them (no link whatsoever in the guild travel menu, compared to the Adventurer guild)
5) Success/failure in conversations seemingly doesn't matter; e.g. you gain +2 to relationship and some persuasion/performance exp both when your joke is good and when it isn't (which is great for exp farming btw).
The game is nice, though!
Many thanks for your effort and attention, man! That's exactly what I imagined. One small thing I want to mention is that camera tries to auto-center on whatever is clicked. The intention is clear, but it leads to a janky screen jump. Is centering really necessary given that the player already knows what he clicks on and where it is? Or maybe some sort of smooth camera recentering would be better (I'm unfamiliar with Godot and don't know whether it's hard to implement).
After some pondering I think a lot of player confusion can be cleared by making ALL map objects clickable in the same vein characters are, and showing a small info window on click, similar to the existing battle info window that appears on hovering over any fighter. E.g. you click on a stone and see a small info window saying: "Stony outcrop. Can be mined out for +3 stone. Required mining skill: 0". Or a chestnut tree saying that it can be harvested in autumn for +3 food and requires 20 in gathering, etc. And also a button on everything to mark it as a priority target, so that we could intentionally clear space for building placement. This clickability was actually my expectation when I first launched the game.
A lot of char info and settings could be probably moved to a similar window that shows up on click and disappears after clicking on anything else, instead of being shown in multiple separate menus that require manual closing. Redundant clicks to perform any frequent, repeatable action are always a horrible chore that kills games quickly.
BTW found one more bug while writing this; game crashes on clicking "battle skills" menu of a goblin.
Also can't wait for interspecies sex.
Tried and failed to replicate a bug #3, so maybe it was just a fluke.
Regarding accessory as a way to recruit villagers: won't it make a process even less streamlined? One problem I noticed when playing is that it's difficult to figure out mechanics, even after reading the in-game tutorial text. They are not complex but there's a bunch of them; I figured it all out while clicking around and failing a run or two but I'm used to this kind of games (CK2, rimworld etc). But I can definitely imagine another player getting frustrated quickly. E.g., besides aforementioned missing maintenance requirements for buildings, nowhere it is mentioned that you can't gather food in autumn (or something like that, I remember that some non-winter seasons were counterintuitively barren), that chars randomly increase/decrease relationships when interacting and you need to reach certain threshold to breed, that goblins can't gather stone (maybe it's a bug, in my game they never do it). I still hadn't figured out if the happiness (mentioned in the tutorial) is actually implemented and if the structure placement actually matters (in my experience they still do the work they are assigned to anyway regardless of home placement?). Adding another not-so-obvious mechanic will probably make things worse, unless you add A LOT of tooltips everywhere.
Do not consider it a harsh criticism, I still like your game a lot.
Hi! Played your game for a couple of hours, still haven't reached lewd content yet (lol), but found a few bugs. Note: I'm playing as male, not sure if that affects anything. I'm using Win11 Enterprise.
1. Game consistently crashes when pressing "socialize" and then clicking on player char.
2. Game randomly crashes when initiating a fight in the Pit (I'd say that happens in 80% of cases). No pattern whatsoever, it either crashes or it doesn't.
3. Crafting a simple club sometimes consumes lumber but doesn't create a club. Game restart fixes that, simple reloading doesn't.
4. When scrolling anything that has a scrollbar with a mouse wheel (e.g. list of chars, "how to play" text...) map view also zooms in/out.
5. Not really a bug but still a major concern. It's REALLY easy to softlock yourself out of recruiting, since after a few battles (often after a first one) you start dealing 2 damage. That leads to one-shotting most potential recruits, and healthy targets seemingly have 100% resistance to recruiting (I tried to recruit undamaged chars ~20 times and failed every single time). You should probably either allow us to recruit healthy chars (maybe with 10-20% chance) or let us defeat them without killing and recruit them after the battle.
Other minor annoyances I noticed:
- battle animations are a bit too slow, especially the one where info window in the bottom left corner appears/disappears.
- it would be nice to know building maintenance requirements in advance. I've often built something only to discover that my stone consumption increased A LOT and I'm in the red now (and have no stamina to get more stone).
- it would also be nice to see which map objects will disappear after building something, it's not obvious at all.
Thanks for the game, it's really interesting and ambitious!
The game is awesome! TBH I mostly skipped lewd content because the management cycle is good even without booba. Some things of note:
1) you may consider removing the 0.4 version, I downloaded it first because I thought that it's more recent (i.e. 0.40) :))
2) as others have noted, tooltips often hide beyond the game borders, both in fullscreen and windowed mode (though much worse in fullscreen). I use PC version, single monitor, 3840x2160 with 150% scaling.
3) the economy is really opaque, income varies wildly with no explanation as to why. I noticed that it goes down in winter which is reasonable, but again, the explanation would be handy.
4) sometimes there's a bug when selecting your unit on the map, I'll post a stack trace if I encounter it again. Another bug sometimes happens if you keep trying to raise levies/men-at-arms when there are none left in the province.
5) after I upgraded fields twice they became unselectable. Not sure if it is a bug or a feature, but anyway it's very confusing.
6) the "-1 raids" modifier is very confusing as well; from what I gathered it is applied while your westernmost province is occupied but it's absolutely not obvious. The de-jure/de-facto control of provinces is also hard to figure out, and the map starts scrolling whenever you try to click on the small border buttons in the bottom left corner.
All in all I'm very happy that the development was resumed after hiatus, thank you!