Sorry if this question is dumb. Does this mod apply to any and all randomly generated character with a fitting body type image, or can I specifically have it point to a single character for a single type of image. Like the starting subordinate we can modify to be any anime/game character.
qinlongfei
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Playing in Chinese language version has a bug where character's Custom Description doesn't save. Also, not sure if it's a bug, or engine limitation, but having a save changing between two language have some problem with language displayed.
For example, if I start with English and change to Chinese mid play, the name of the unique characters and the main cities would change to language. But items I already obtained, and minor locations (random dungeon, villages) would remain in English, same goes for Chinese language. I can kind of understand this happen for random location/characters, but I thought pre-made villages and item would have their name & description change language since these things aren't randomly generated.
The new mansion upgrade system, I'm a bit conflicted about. On the one hand, it looks prettier, and the new room upgrade where we add additional furnitures instead of just have a flat level upgrade is pretty cool.
On the other hand... the new system using limited bed bottleneck to limit how many characters player can own is flat out, self-defeating for a game like this where getting, training, and maybe trading characters is the main focus. Especially since there is already a resource bottleneck.
What I think this game need is a way to actively expand outward. The last game, S4P's room upgrade limitation was annoy, but at least makes sense when it comes to immersion. S4P's mansion was inside a city, which would naturally limit how many rooms player can have. Conquest is very specific about how there is a lots of free land around the reformed Aliron, which just raise the question, like: "Why can't I buy more land to build more rooms for an end game if I had enough money to pay off the debt and build more rooms" or expand a basement level to add more rooms when S4P's city complex had a basement farm.
To use example from other, similar game. [Portals of Phereon], a game with much greater character varieties that's also mainly focus on character collection had unlimited resident and basic resource gathering upgrade so long as player can afford the resources. And it runs on a text based upgrade system. [Masters of Raanas], a game that's more of an immersive, life sandbox game with a pretty complex slave training system has a map based upgrade system with the player home base being a mansion inside a city, still had the opportunity to increase bed capacity by buying additional estate somewhere else, and building an additional complex in the player base's yard. In my opinion, both does the base upgrade system than Conquest currently.
I would suggest in future build, you add something like the ability to add a basement level expansion (like S4P). Maybe an addtional tab like 'Local Task' (maybe call it 'local estate', or something) where the player can buy additional estate and convert them into business or addtional resident to house characters. Possibily as an endgame upgrade to work towards after the player pay off the debt.
I think there is also opportunity to expand on the room upgrade the new system has. For example, in addition to bedroom only have a single bed upgrade, maybe add another level and call them 'bunk bed'. Maybe some like room decoration, or incense upgrade to either give passive bonus to characters in them, or maybe add room value so high value character wouldn't require luxury room.
You have outdone yourself once again. The colony building aspect is what I wish Portal of Phereon would have inplemented (and probably never will) for a long time.
Kind of wish we got a bio section for all the characters like Artemis and Ada had at the setup stage. Some kind of event system that makes the background lore more front and center... and some kind of interaction we can have with the empire on the mainland. Even if it's just the home city system Age of Empire 3 had. But what's in the game is more than enough content for the asking price.
I know you probably want to start on a new, and more interesting project. But any chance we can get some kind of official expansion/DLC in the future? Even if it's just more island, more kind of monster girls and resources. I know this game is built for player generated content. But I definitely enjoy this game, and the world itself to want to know what the dev intended for the world.
Where is the screen for setting special premeters for the characters, like where they are sleeping, or if we want them to work extended shifts, or if we want them appear naked in portrait? Is it been deleted with the new UI update?
Edit:
Figured it out that it's now in house rule on the base mansion screen. I'm sure someone will like it how you can change all characters on a single screen, but personally I hate this change. Especially when I want to personalize what food to feed the characters, and I have to go into character screen to see what they love and hate, and then come back into mansion screen.
Well... from a game play mechanic perspective I can understand why male as a possible gender got taken out. Unless Mado was interested to do some possible bishounen/trap/yaoi action with this new game (which I assume they don't judging by their previous games), adding only one in-game male character to represent the player would only limit how much can off springs be produced with one character.
Could have been an interesting idea to bottleneck the player's manpower/economy growth if a game is set with only a single male character to impregnate a vast pool of randomly generated female characters. But I'm guessing in the end Mado didn't want to turn this into a 'plug in the math formula game', so that idea got dropped very early on during development.
Kind of ironic that male character got taken out. I still remember near the end of EroDungeon's development, the creator made a point along the line of this new game letting the player be a male character as their own self-insert.
P.S.
If you want a monster person catch/management game with male and even futa characters, I would suggest [Portals of Phereon] by Syvaron if you haven't heard of it yet.
If you played old Oblivion with mods, AFK_Weye was admitted by the creator, directly inspired by the Raven Rock questline from Morrowind Bloodmoon. I'm expecting something alongside AFK_Weye.
But yeah. Don't worry about trying to satisfy other people's want and just focus on what game you are passionate at creating. Because it'll surely be better than something you made out of misguided sense of obligation to others but you aren't passionate about. A lots of my favorite games (quite weird, not cookie cutter genre fitting ones), I never knew I wanted them till I played them.
Speaking of which... not sure if you played one of the 2 Thea games (Thea the Awakening, Thea 2 the Shattering) by Muha Game. But I can definitely see Aphrodisia's setting and lore be great for some kind of mixed/hybrid genre game like Thea. Which use 4X system as a base, but it's mostly a narrative driven game about managing a village (first game)/a migrating tribe (second game) of survivers on a magical post-apocalyptic world. Once again, not asking you to make something like it once you are happy with the current project, but I do want to give a recommendation for the two Thea games if you never heard of them (they are very niche). I feel like you might enjoy them based on the games you made.
So something along the line of Raven Rock quest storyline from Morrowind's Blood Moon expansion? I'm looking forward to that, although I'm sad there's not more management/simulation option for basic followers planned.
I do think if you commit to the whole settlement questline, maybe there could be an option where the player leave their followers as settlement guards with some basic need system to keep them working there? This could be a reasonable way for the player to store/collect followers. But obviously you are still the one who is developing the game, so it's your decision to include something like it or not.
I vaguely remember seeing someone asking this before, but don't remember seeing any answer. Is there any future plan to add some kind of player stronghold where we can safely store our followers, maybe even put them to work in the stronghold? Because I can't be the only who wants to collect all kinds of characters like pokedex, right?
Find a bug while I was playing around editting my save file. If a player's haggling skill is too high, player actually receive gold when buying from merchant. Obviously this won't happen unless one cheat/save edit, but I think it makes sense to put an upper limit on how much haggling skill would reduce buying/increase selling.
It's definitely too advanced for a coding iliterate like me to use for now. Hope there'll eventually be some kind of tutorial on how to use it. As games that let us edit even the base game events (the aforementioned Thea 2, and Monster Girl Dreams on this site) gives a game so much more replayability since it allow player to tweak events to our liking.
Is the quest editor at the left top corner currently only for test and not actually implemented? I'm hoping this eventually turns out like the event editor from MuHa's Thea games (especially Thea 2 where we can learn/modify even the base events), as I do find most of the quest in the game too linear.
On the point of rearranging active battle members. I would like to add a bit more of what I found in my game.
If I send an active party member (I shall call this party member 1) home from the dungeon, I can replace the now empty slot with another member (I shall call this party member 7). But if I send the now at home member back in to the dungeon, the slot where member 7 is at get replaced by member 1 without me trying to rearranging it again. Which is why I think it's some kind of a bug.
I would also add redeploying characters when you bring more than 6 member to a dungeon run is wonky. Dragging a new character into a position already filled only work sometimes (meaning it fails over 80% of the time). So I don't know if rearranging active combat member is bugged, or if I'm going at it wrong and only when the member gets replaced is when the bug happen.
I would suggest add some way to easily turn active members inactive. Maybe a right click, or maybe a button to one click dissolve the entire combat party for us to rearrange characters.
There appears to be bug with rearranging active battle group as well. I don't know what's the exact condition to trigger it, but often when I try to switch backup characters to active role, the character doesn't change. If I want to change the active character, I have to send the active character back, and if I bring the character I'm trying to switch out back, they auto replace the character I'm trying to switch them out again.
I am aware there are ways to increase the current room limit. Heck, even without considering modding, I can save edit to give me more rooms simply by giving me a higher number on room's upgrade level than what's normally allowed.
That being said, I still think a much higher upgrade limit is better as a vanilla inbuild system even if performance is a concern. Because people with a weaker computer would realize not to upgrade it too many times, or keep a smaller pop once they hit a performance threshold, but it allows people with more powerful hardware to keep more characters.
More legit room expansion (with both population limit and how many people we can have in bed) would be really nice. The prequel's small room upgrade made in story sense with it being a city manor with limited space. But in this story we are supposed to be land owners, a much bigger pop limit would give us way more space (pun intended) to collect a waifu of each race and maybe some special ones with good trait.
Speaking of which... the current room upgrade system using higher tier material makes sense form a game design perspective, but not really an in story reason. Why can we only make more rooms with magical materials to increase pop limit when people has been building more living spaces with common wood, stones, or even mud through out history?
Pretty sure you don't want to fully gut the current room upgrade system for something new. But maybe something to consider if there'll be a Strive 3. Maybe allow us to build more rooms with basic materials, but using higher grade material gives bonus similar to the current crafting system. Or maybe having room upgrade (that gives bonus) with higher grade materials.
Do you not have a backup for an earlier save? You can download saves and keep the file on your computer anywhere. That's a good way to keep backup to points you want to restore.
But I didn't see 'Black Scorpion' under scripted random male NPCs list on the wiki, so he's probably just a randomized NPC with higher base stats. You probably aren't missing by killing instead of enslaving him if you are already doing save state editting as you can freely change character stats.
The one I played was the 64 Bit Windows version. Not sure if I was particularly unlucky for some reason, or if that's a persistent issue during Tutorial phase. But it definitely soured my first impression on the game.
But other than that, the game definitely has promises. Wonder if you will consider making more persistent NPC characters (maybe with their own custom portraits) who can join the crew down the line than simply having them all be randomly generated.
I wanted to see the game's code more as a whole like Monster Girl Dreams mostly because I'm clueless about what specific thing I should be asking for. But if modifying the game's vanilla content is very hard or impossible, I guess I'll just have to see what Convent mod did and try to learn what I can.
Not sure if this game is still being worked on. But I would like to add the count down timer feels too restrict at the moment. Usually Beat'em Up game would have the timer refresh back to 99 after every major group of enemies (as in the stage could be moved again). But this game only refresh timer when the player dies. So I would die from the time run out before my health does.
It's fine for the demo since demo give infinite continues, but I imagine this get really annoyed once the full release version come out.
Also... the hit box can feel a bit of wonky at times when enemies would merge with my characters. Usually in Beat'em Up this is a none issue since character merging together would result in a grab (either by the player or the enemies), but I had more than a few instance where the enemy ends up standing together with my character where I can't hit them standing still, and I would just have to take the hit as I move away.