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Sweet_Dreams

83
Posts
21
Topics
A member registered Apr 29, 2018

Recent community posts

Save files are in AppData/Roaming/Strive for Power 2/saves , it should be simple enough to transfer them to your new computer.

I suppose they would be close, story-wise. That's more of an edge case the dev didn't think about.

Just assume you and your servants have no sense of direction then.

They're not in the same direction. In all cases, the game assumes you go back to Aliron before heading to the new place.

Another use for the master bedroom upgrade, if multiple spouses.

Since the main character has no tame or timid stat, their children should ignore these for their inherited stats.

Bugs:

During scripted battles, using number keys to select skills instead advances time.
The Lust Relief ability still references authority.
Typo : RPONOUNSONF instead of PRONOUNSONF
DESCRIPTCLASSHEIR is missing a description.

Sanctuary only requires basic spellcasting. It should at least require advanced spellcasting.

Overall, I get the feeling that a balance patch is planned for later, because lots of abilities are just thrown together based on flavor alone.

Agree with most of these, really.  It's sad that the best way to get high tier crafting ingredients is to check the main markets every day (Aliron, elves, beasts) for items made of high level materials and disassemble them.

Oblivion potion, as far as I can tell, is to get rid of useless classes on newly-acquired slaves.

You can assign food priorities to characters in the Training And Rules section. By default, they will eat their preferred food first.

Assigning minimal amounts of resources to be gathered or crafted sounds like a job for the Headgirl; slave masters have no time to waste on such trivialities.

1/ You really get shafted on slave prices. Maybe there's a tax on slave sales? That, or the slave traders are making huge profits.

2/ Don't like the trading of slaves for attributes either, but it does explain why everyone isn't walking around with 6s in every attribute.

3/ Obedience has gone through a lot of changes. I agree that as it stands, it doesn't matter much, and is only an issue early game. More obedience uses might just lead to a lot of micro managing, though.

4/ Mithril isn't really a late game resource, more of a mid-game one; and it takes a long time to mine enough for all tools, weapons and armors, so it's not really an issue to be available early on, but maybe locking villages until a few quests are done early game would make steel more relevant.
Screw bones though, who ever heard of bone tools past the ancient era?

5/ Days used to be 24 turns long. It was kind of micro manage-y, so 4 turns is a reasonable compromise. Things go pretty fast sometimes.

6/ Should you be able to see race-specific classes, or unique classes from unique characters?

7/ Agree on everything there. And more quest variety wouldn't hurt.

I agree that race differentiation has been lost with every race having the same maximum for every stat, and often not much initial stat difference. You could make each race have a different maximum for each stats, maybe between 4 and 7, so that each race has a purpose, as right now there's not much point using some of the smaller races. This might also give a purpose for humans, if they have no stat maxing at 7, but multiple at 6, so they can be great late game.

In addition,there could be certain classes or events that increase one's maximum stat. Higher tier classes would have more of an appeal, and events like completing a character's unique quest, getting married, having children could all increase maximum potentials.

There should be a speech bubble at the top of the character portrait when the character is selected, for unique characters.

The Revamp Rooms part of the SFC Revamp mod adds the ability to build more rooms and luxury rooms. They do get more expensive though.

https://itch.io/t/2438792/mod-sfcrevamp

If you're playing sandbox, it's likely it's not possible to get elected mayor, so that quest may not be doable.

Even with multiple (modded) classes that give lock picking and trap disarming, I've never managed to open that door.

Yes, incest is allowed, and so is incestuous breeding. Laws haven't been invented yet. Or maybe inbreeding isn't a thing for other races...

While the game does state that the player isn't allowed to do much as mayor, I think it would be nice to have some powers. Something to shape the laws of the city/country to the player's liking. For example :

- Allow multiple marriage
Self-explanatory, and something a lot of players would like to see.

- Allow same-sex marriage
While marriage is meant for reproduction, players just want to marry whoever they want, ok?

- Allow/disallow incest
It seems to be allowed by default. I'm sure some people would rather go without.

- Allow/disallow certain classes
You could make, for example, the Soul Eater or Necromancer classes, or find new classes. Some people might be favorable to that.

- Improve imports
After a quest and an investment, allows the city's shops to carry rare materials not obtainable otherwise; or unlock a bi-weekly rare material trader.

- Criminalize predatory lending
Let the banks no longer take advantage of poor, naive protagonists!

- Unlock new dungeons
Allow the player access to dungeons with more powerful enemies, or rarer materials.

- Open borders
Adds more races to those available at the slave market, and to recruit at the guilds.

- Sponsor academic studies
Unlock new high level crafts.

- Pardon for Anastasia and Aire
Make them free people again. And Daisy too.

- Make torture illegal
You lose the ability to abuse slaves, but there's definitely people who would agree to it; and some who would disagree.

- Other slave interaction laws
Make rape illegal, make forced impregnation illegal, make mind control illegal. Or make it legal for the mayor to take anyone as a slave.

- Evict a neighbor
Eminent domain means you can expand the mansion further!


Alright, that was a bit of a wall of text. Hopefully something like that would improve the game without being too much of a bother.

There's a bug in that quest, the battle is actually somewhere else, but it shows up in town. Ignore the battle button in town.

Did you start the game after extracting the archive, made sure it has its own folder, and then opened the mods options in the main menu? You should see the name of the mod on the right.

RAR is a compressed file, like zip. Free programs like winRAR or 7zip can take care of that just fine.

Are you trying to install mods, or make some?

To install mods, first extract them to the mod folder, users/appdata/roaming/Strive for Power 2/mods. Then, from the main menu mods section, select a mod on the right, press the left arrow, click ok, close, and restart the program.

To make a mod, the easiest way is to find one that does something similar to what you want to do and modify it.

Stone pyramid likes stone,

person statue likes fabric,

moon statue likes food.

There's also some shenanigans with offering a slave and getting them buffed depending on some conditions. Mostly though, it's one of those mechanics where, if you know how it works, you get bonuses, but if you don't, you lose stuff, which is essentially a penalty for being new. Some new mechanic might be a better solution to the shrines.

Got to select Journal -> minor, and complete the tasks there.

Normally, that requires you to be elected mayor. Is that still available in sandbox? If not, that quest might not be completable.

Gameplay wise, it makes sense for all races to be good at something. If some races are just better, there's no reason to get other races. You would just end up trying to acquire/breed these few races, and end up with no diversity.

It's been recently fixed, it's safe for your sanity to come back now.

That part could be made clearer in-game.

And you can't say it's optional, you know perfectionists out there will chase all the sixes. That's how the world works.

As an alternative, you could have freed characters give stat-resources dependent on their overall stats, which can be used to improve existing characters. Mansion upgrades could be used to improve resource gains.

(1 edit)

And just like that, t_e_celena_bless works... despite the fact it appears nowhere in any of the files.

{"code" : "has_status","status" : "t_e_celena_bless","check" : true} still doesn't work as a showupreqs or a reqs. And no, I've used no load tables, the entire mod is one class file.

Now the game throws errors because there's no condition to write "requires a temporary buff" in a class requirement list, but that's pretty harmless.

Right, I've been using variants of

{"code" : "has_status","check" : true,"value" : "celena_bless"}

but can't get it to work. I've tried "has_effect", "e_celena_bless", with or without the check, as both a req and a showupreq, but can't get it to work. Either it doesn't show up, it's always locked, or it's never locked.

Thanks for the information on conflict_class, though, it makes a lot more sense.

I'm trying to make a classes mod and noticed some problems.

First of all, the attribute "conflict_classes" doesn't work; you can be a necromancer and a bishop at the same time. But "has_profession" "check = false" works, so you can't be a paladin and a knight.

Secondly, "has_any_profession" doesn't seem to accept false checks, it will always act as if true (you can still do each profession individually).

Lastly, I can't get "has_status" or "has_effect" to work, which would require the character to have certain temporary effects to be able to pick that class. They give no error, but they're either ignored, or never allow the class to be chosen.

Upgrading a character's stats at the slave market gives errors and locks the game.

Also, you can only upgrade stats 1 at a time now, but they still cost hundreds per point?

About the Millford quest, is this the point where you're supposed to ask the church girl for help?

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.

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?

I'm glad someone likes it.

There's more that can be done with mods, including changing races themselves, changing town shops, adding new dungeons, quests or skills.
You can also give an alternate name to a class for a specific race, although I don't think you can have a different name for each race.
There doesn't seem to be any way to add new enemies or items right now though.

I would be willing to try modding other aspects of the game, if there's anything that interests you.

Here's one simple class mod for your enjoyment.
https://www.mediafire.com/file/dzrb18c2hs5req3/SD_Classes.zip/file

Mostly, this adds several classes that are locked to a few races each, so there's more unique options for character development, and more differentiation between races.

To install, unzip into the   users\<UserName>\AppData\Roaming\Strive for Power 2\mods folder.

Are the classes balanced?
Not at all

Are some of the classes redundant?
Absolutely!

Here are some additional comments regarding mod making.

The classes editor is missing the "conflicting class" option.
resist_<element> bonuses aren't available in the class editor. Luckily, one can edit the text directly.
The json files created by the editor have no line break, making them a pain to read.
The word "avaliable" is used in the game and in the editor. The correct spelling is "available".
The class icon selector cannot search one's HD, only the Strive for Power 2 folder. Additionally, it doesn't handle .import files, so one can't use icons from the game itself.
A lot of lists are long and could benefit from being sorted alphabetically.
Mods should be able to change game variables.

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Ideas conveniently sorted into useful categories.

Abilities ideas:

An ability with a + shaped area.

Dealing random elemental damage to enemies.

Social ability : public sex reward (only usable on characters with proper sex traits).

Combat abilities should be usable with number keys.

Finally, single-character buff abilities should not use a turn. The shaman buffs are just worse than using multi-target buffs or simply attacking enemies. The best defense is the enemy being dead.


New dungeon encounters ideas:

Freeing slaves should give a small random reward (see later) instead of a chest every time.

An optional trapped side area with a small reward.

An optional strong enemy with a small reward.

Healing or feeding an NPC for a small reward.

Locked door leads to skipping to next dungeon level.


Small reward types:

Find a shrine.

Encounter a rare resource trader.

Peon from a rare race available to hire.

Gain buffs for this dungeon.

A friendly characters offers sexual or social rewards (with appropriate buffs).

Find additional resources to be gathered at the end of the dungeon.

Find the location of a rare, non-purchasable dungeon.

Find "stolen goods", which give faction points.

Find a temporary character, available for the current dungeon only - can fight, heal, pick locks and help gather resources.

A helped character promises to deliver an item later - get something valuable at the mansion some time later.

Find a convenient rest area, which gives additional healing and/or buffs if advancing time while in the dungeon.

A debuff for the final boss or its party members.

Get additional, high-quality characters available for hire at the guilds.

Find a nice spot that allows you to go on a one-time date.

Character(s) gain sex trait(s).

A character with enough experience, and fulfilled prerequisites can gain a class that you don't have unlocked, or that isn't normally available.

A character mutates. Most mutations would be cosmetic only (Body parts change size/color). Some might have purpose (grow wings, sex organs).

Characters gain obedience/authority/loyalty.

A new side quest that gives rewards only, no guild points.


Edit: Bug:

Asking Aire to marry causes errors.

Suggestions:

Stone-type materials should not be primary materials for armor. Stone armor makes no sense.

A mansion upgrade for the kitchen, allowing to cook vegetables into sugar, then sugar into sweets-type food. Rarely, characters will spawn with sweets as preferred type food.

Too many quests ask for very simple materials, and offer way more than their worth in rewards. This is especially silly when the reward is an item made of these same materials.

Both plants are random. My latest game has 2 sources of salvia and none of blue moss.

Is it intended that the master can only marry one character? I'm the master, I should be able to marry multiple people! Preferably all at once, to save time.

Could we have events to unlock using writs of exemption on unique characters?

The jungle "rest" area isn't very useful, as it only restores health, and you want to be at full health before you reach a battle anyway.

If a characters has the attendant trait from two different classes, it stops working.

Advanced classes should require traits instead of classes. For example, knight should require basic combat instead of fighter, so there can be multiple paths to knighthood.

A rare ingredient seller, like the rare slave seller, would be useful. Too much money, too littles to spend it on.

(1 edit)

No console message for either getting pregnant or giving birth. Oddly enough, both characters that gave birth regained the +40 physics, but they still retain their penalties from previous pregnancies. No never-pregnant character has any physics penalties.

The game was started in this version.


Things that might have happened :

Character not home while giving birth.

Character traveling while giving birth.

Character received death blow while pregnant.

Character on assignment while giving birth.

Latest version (0.6.0b), it happens with every character that gets pregnant.