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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Suggestion Thread

A topic by Nyanyan created Feb 23, 2018 Views: 15,894 Replies: 72
Viewing posts 1 to 38
(1 edit)

As the title says, I had an idea while playing not too long ago. I don't know if you want/like suggestions for features in the game outside of patrons that pay for it, but I decided to throw it out here.

The ability to capture non-intelligent creatures. I had this idea when I went back to the golem's room to search for valuables. I fought a wyvern and thought 'It'd be cool if I could catch that thing and use it as a guard for my mansion!'

And that's all there is. Being able to capture wolves/bears/wyverns/etc. that normally can't be caught, in order to have them around the mansion. If for no other reason than to show off our skill as a 'master' xP Could tie into a feature where you defend against outside attacks on your mansion.

I don't expect this to ever get into the game, but I thought it was a neat little idea.

And, if it's okay, maybe we can turn this thread into an 'Ideas' thread. Not a place for 'Do this NOW!' but for us to share and discuss ideas, and for you to look through and maybe get ideas of your own for features/improvements without the feeling of 'We want! You do!' xD

If not, just lock the thread. All I wanted was to post my idea.

Well, since I haven't heard a no, I'll go ahead and change the topic. It's now a suggestion thread that anyone who might want to can add to. It'll let us discuss ideas in a place other than the bug report thread. It'll reduce clutter in places where it shouldn't be, and it'll just be all around awesome*!

*might not be awesome, just kinda hopin' over here.

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Small quality of life suggestion:

I like the fact that you can customize what your slaves should call you. I think it would be even better to be able to change the  default  for all girls at once, maybe in the options ?

For example, if playing as a futa,  they will call you "Master" by default. To change it to "Mistress"(or whatever else) you have to do it for every slave separately. A way to "change for all" would save time.

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At the moment there is no way to greatly improve beauty. I'd like my character to have a perfect beauty score ! ^^

 But starting at 40, it's not currently possible, you can do a one-time lab improvement to 60 (iirc) and that's it. Maybe a repeatable way with a high magic cost would be nice for endgame. That way you can choose between improving your slaves or hunt for those perfect beauty "natural" ones.

Lorewise it would be a great amount of magic used to rejuvenate and reshape face and body to improve beauty.  Possibly also a way to heal some traits like scarred, crippled and mute.

And/Or, as a more evil option, a sacrifice of a slave (or several) to use the vital essence for the same effect (it would need some balancing so you cannot just recruit plenty of cheap slaves for that).

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This is true, the ability to raise beauty is quite lacking. There are 3 ways to do it, one being temporary.

1) as you said, lab. +20 is a decent boost.

2) the beauty mixture you can buy, it's temporary though.

3) you can use tattoos to increase it by another 15. Using a nature tattoo increases beauty by 5, and, upon a quick test, can only be stacked 3 times for a total boost of 15.


So, 35 is the highest permanent boost we can do at the moment.

It is possible for a perfect beauty score, but only if you find a 65+ base. Possible, but rare. Try the deep areas.


Edit: I believe certain equipment also boosts beauty, but I'm not 100% sure. Can't remember off the top of my head.

I'm not a fan of tatoos, didn't try them so I didn't know about nature ones, thanks. My point still stands though, as it's still a maximum +35 permanent from base. That means 75 max for PC.

That's usually how it goes for me, first I recruit some cheap (and ugly) slaves to get the ball rolling, then do the quests to recruit the special named girls, then endgame I hunt the deep areas for the best and most beautiful girls I can find. A way to max beauty (quite costly so it's not OP) would be nice.

Just a few suggestions:

I would like the option to start the game as a Dragonkin.

Barring that, adding scales to a character in the lab. (At least, I don't see that as a current option and I've upgraded the lab twice.)


Cetacean dick in lab. (And on aquatic races.)

Improved fertility potion.

Yeah, I've thought of that too. But they're supposed to be rare in the lore of the game, so it makes sense you can't start as one.

I could have sworn you could add fur/scales in the lab, but after a quick check with a human slave, there doesn't seem to be. That is something I'm sure many would enjoy the ability to do. Even if only for the ability to then enhance it to make the slave more effective in combat.

I don't generally have anything to do with penises,  other than my own, so I never touch that option in the lab.. I like sexing 'em up with mah peen, but I also like boobs. Best of both worlds xP 

I prefer not getting 'em preggers, it's just a waste of time for me. I'm not a pregnancy fetishist. And I just don't see the point in pregnancy. You lose the slave for a few days, and get a randomly generated generic slave. Not really that impressive when you can get one that meets your standards by just hunting for 'em.

But that's just my opinion. Maybe you'll get your wish. As I said, this is just a place to post and discuss. Whether it's added is up to the creator.

Scales/fur addition is what I'm after, then. As for new peen options, I like variety and would make sense for the aquatic races. And yeah, I like breeding my harem. XD

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I'd like to drop a list of suggestions myself. Many of which meant to slightly improve clunkyness or even outright fix bugs/design flaws, but not all:

- Have captured people count immediately, so one can move with them from outside to the slavers guild. Currently, if capturing someone meant to be immediately sold, one has to go back to mansion and then leave again. It doesn't add anything to the game and is just unnecessary clicking.

- Consider expanding choice in the market stalls. I understand that some items are meant to be unique, but many regular articles like the manacle item, some alternative clothes and so on can and already are balanced by the virtue of their price and shouldn't be restricted to be found only as loot. I understand actual magical, rare, dangerous equipment wouldn't be fit to be available and I agree that not every item in the game should be acquired through regular market stalls, just more of them than currently are.

- Speaking of clothes, it'd be nice if there could be a few default, 'already worn' clothing items. I understand that currently equipment works on the idea that whatever you put in is meant as an addition to whatever set of clothing the character has by default but often already among those are clothes - there's even NPC which switches to maid uniform without having a maid uniform item which IS an item, actually. Thus, I'd appreciate it if every character would already come with some clothes set, even if it's just non/negative-stat rags for a barefoot urchin.

- It's great there's an ability to vary character age, but I also on top of that would like certain modifiers for NPC class. For example, I may enjoy getting a whole bunch of daughterus for my mansion together with a few older girls as concubines, guards etc but at the same time I'd like to avoid whole gangs of bandits being composed of barely pubescent serial killer girls. Changing this to make it considerably less likely for little kids to be for example professional, battle-hardened highwaymen than it is for adults would mean it's also harder to find loli you look for, but I'd say that's a fair trade, for the sake of believability and immersion. I have to point out I wouldn't want to completely ignore the gender ratio values one sets through slider, I just think it'd be great if there'd be modifiers on top of that on some logarithmic curve.

- Interactions for the sake of getting mana get really tedious after a bit. I understand that they'll get more interesting over time, there's many acts etc (probably nice, even if generic images of some acts would help here, by the way) and so on but sometimes I just really want to harvest mana and get on with the day. Some sort of standarized, not-leading-to-pregnancy "enjoy your time" button would be awesome in avoiding being forced to click through things if one's not in the mood to actually pay attention.

- Tooltips for luxurious living options and sex status icons are necessary. Costs and effects for the former, what do they mean and how they affect what's going on for the latter. Sure, some things can be figured out easily enough but I am willing to say one shouldn't need to figure out basic indicators on the HUD.

- Currently the game recognizes races when one's choosing portraits (using the popular portrait pack), but it'd be nice if it could also recognize tags for hair/eye color, age and gender as locks. Without loading everything else every time. It would be also nice if which locks are chosen would be saved, so one doesn't have to wait for the whole gallery to load and then wait again after choosing current race lock to only show relevant portraits.

- Most occupations require particular traits/stats. That's good. What's weird is that those stats usually seem to be raised only from other occupations. I understand so for very theoretical or fundamentally dependant on academical knowledge tasks, but having to send foragers to the library sounds weird as all the wits and applications of them should be trained by the very practice of the occupation they perform - namely, looking for and picking up edible things.

- I like the idea that more skilled and respectable servants expect certain quality of life but it'd be also nice if there'd be certain modifier for very obedient, devoted, loving ones allowing them to rough it without complaint for the sake of their master. Sometimes during the game I had rough patch and had to downscale the comforts just to have those who'd seemingly worship me just start complaining. I also realize there's the Grateful trait and that's great, but it seems to be more dependant on storyline than how well a servant is broken/loving/obedient. Maybe some sort of compromise between those could be found.

- Connected to above, please make the game recognize lack of food as such. I had servants complain about quality of their room before noticing what really was the problem is that the pantry was empty and I forgot to buy more food.

- Some sort of indicators of enemy traits, looks would be useful and make sense since normally a person can notice straight away whether someone considerably bigger and stronger is so. The same way, assuming that the enemy doesn't cover themselves fully, noticing if they're attractive and generally how they look wouldn't disrupt the game but allow certain planning and visualization of the battlefield instead of guesswork which enemy<number> is more of a threat and why. Certainly there are unassuming spellcaster enemies out there and those should be what mind reading is for, not absolutely everyone everywhere.

- There's magic, there's alchemy, there's supernatural creatures. I'd like it if after some time one could include such kinds of upgrades for one's mansion. Magical garden generating steadily X food every turn, quality sheets providing more restful rest, incense that relaxes the staff - things that may not have great impact but actually show progression. Some stuff like that may already be in there, but it still seems like majority of mansion upgrades are just generic 'let room do what it already does but now it can hold more people/items/resources'.

- Learning ability menu is crap. Not only it kind of spoils possibilities ahead of player by listing every ability ever achievable (could easily restrict it to just what's available and maybe what one can soon get if point or two will be allocated in right stats) but many of them, especially of supernatural nature seem more like mutations that should be acquired through one's laboratory. If spitting acid is actually a spell, have it learned like a spell but if it's developing innate biological change allowing you to do so (and it's not a regualr ability of your specie), it shouldn't go through learning menu but some alchemical/magical procedure.

Here. Thank you for your work so far and I hope you'll keep on going - while aforementioned list may give a different impression as it concentrates on what doesn't work well and should be fixed, I do enjoy the game and hope to play more of it in the future.

EDIT: Typos and elaboration on some things.

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This is kinda minor, but I'd love to see different body types for slaves. Thin, average, athletic, muscular, chubby, muscle-chub... I know this is a very anime inspired game where really only one body type exists, but I feel it could add nice bit of detail to slaves to make the randomly generated ones more interesting. And you can always make it an optional thing, being able to disable body types if preferred.

It's small, but it's a nice detail, makes randomly generated characters more alive... and could attract more people... I know plenty of guys and ladies who like chubby guys myself, for instance.


Other than that...
Maybe capture bears and wolves and such for more bestiality options?

I don't usually pay attention to the descriptions that much, mostly just the hair/fur color/pattern to try and get portraits to match as best I can. 'cause I just feel like it.

Honestly, I look at their Beauty and Race, and that's pretty much it when deciding if I want 'em.

+1 to the catching beasts idea. It's actually part of my original post, more or less. I was thinking of the option to catch ANYTHING (wolves, bears, slimes, wyverns, etc.) with specialized capture items (bear traps, heavy rope, chains, etc.) and use them as guards or even just decoration to say "I've got pet dragons just 'cause I can. What about you?"

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New suggestion for something I find myself really needing:

Quickening Potion: Speeds up gestation.  (Maybe by 5-7 days?)

Requires: Fully upgraded lab.

Ingredients: Stimulant Potion, Nature Essence, Fluid Substance

I made a design suggestion to go along with it: https://imgur.com/a/WZ2or

The starting slave should get a unique trait instead of the existing background options of etiquette etc to have a reason to keep them around. The mod I made simply boosted starting slave beauty to 100 but something unique would be better.

Another race should drop Nature Essence, perhaps Elves/Dark Elves? Ideally all races would have drops, Humans could drop basic solution, rare creatures could drop potions with high magic affinity. A demon having a chance to drop Aphrodisiac with >5 Magic Affinity would be quite fitting.

I would be a lot of work, but all races having both a combat bonus and a job bonus would be nice. Kinda sucks to really like a particular race that doesn't have a job bonus (and thus no mechanical reason to keep them around).

Special sex unlock/action dialogue for family members would be nice.  Being able to create more family than just the sister starting slave would be even better, either through a daily event where there visit (choosing appearance and traits when the event occurs), being able to add a slave as a blood relative through the guild, or simply creating more family members at character creation with a % chance to spawn each day.  
With how common transformation is in this world I see no reason to bother with the "Foster Sister" distinction, I always mod it out. Perhaps a menu option to disable the Foster distinction?

An advanced Lab/Nursery upgrade which allows you to make designer babies, spending mana to change if the baby inherits hair color/body part size/eye color etc from the mother or the father, as well as reroll or add more traits at a substantial cost in mana.

Extremely rare race change potions that cannot be crafted, only found as drops in the toughest zones.

Remove the timing constraint for recruiting Maple; if you don't flirt with her all the way before you finish the Fairy main quest you lose the ability to recruit her.  Flirting with her should not be locked behind asking her about fairies. 

The luxury provided from sleeping in your bed is less than a personal room, I would assume as a rich mansion owner my room in the best in the house. Please raise the luxury provided from sleeping in your bed above personal bed.

Allow slaves to take the lead in interactions, performing their preferred/favorite action 

Trait ideas:  
- Breeder - bonus lust from creampies, bonus to sex work, no stress gain from vaginal rape.
- Yandere - natural loyalty gain, hurts other slaves you sleep with if she feels ignore (advanced version of clingy, chance for clingy to become Yandere if neglected too long.
- More Fetish traits like Foot Fetish, Cumslut, Anal Enthusiast, Orgasm Denial etc, which provides bonus lust in Interactions and weights preferred actions with the slave is taking the lead.
- Advanced traits which can be found on slave caught in deep areas, Ethereal voice which is pretty voice tier 2, Dominatrix would be Dominant tier 2, Brilliant as Clever tier 2 etc.  

Enable that Virginity dialogue when you talk to the slave, its been in the game for ages but commented out.

Laboratory modification to change the taste and other traits of your semen and the milk of slaves. Modifying your semen to be addictive to break captured slaves faster via addiction would be excellent.  

Another way to make the starting slave worth keeping around would be personality with unique dialogue. Selecting background, occupation and a personality for your starting slave would be super neat. Tsundere, Yandere, Brocon, Deredere, Emo etc.  

This would obviously be very expensive, but procedurally generated art for all possible combinations of body types, hair etc would be fantastic. Of course # of races X 3 ages X 5 breast/ass sizes X 2 sexes + # of races X hair styles X hair colors + eye colors is a hell of a lot of work, even if the bare minimum is done.

Mutation spell options, I play with males/futa disabled so when mutating my slaves I'd rather them not grow a dick and/or balls. Disallowing those mutation results when males and futa are disabled in the menu would be nice.

An easier way of growing slave stats like wit, courage, charm etc. It is very hard to get a specialization on a slave when they often start at ~20 and need 50+ for some jobs.

Nympho shouldn't have a tier restriction, not reason a noble couldn't be a nympho. Having to lower their grade, add the specialization then raise it back is annoying.

Battle loss rape instead of straight up death. Being raped then robbed (or not robbed if you are good enough in bed) would be enjoyable.

That's about all I can think of at the moment, hope you take the time to read and consider my ideas! Keep up the good work!

I think Mage Order can serve as an alternative path for mansion upgrade progression to the slaver guild, since right now the order is only there for the main quest despite it supposed being an influential organization in the world.

The Mage Order repeatable quest could be something along the line of brewing specific potions, or go out in the wild and hunt down fugitives/wanted criminals. It can be a good alternative to players who either want to roleplay as hardline 'good' character (a bit oxymoron for a game revolved around slavery, I know), or have a tendency to get attached to the slaves they own and don't want to sell them to get upgrade points.

Yeah this is me and I heavily second this. I dont want to hurt or sell my slaves and constantly find myself lacking anything to do in game that isn't skip forward.

I would just like to see more bondage art content. 

Hey, one suggestion that I think is a good idea: slave's relationship.

You have two (or more) slaves have a relationship among them. Can add couple room. Necessary high obedience, loyalty and approval (or not). 

Every day there is a chance for Essense drop, and maybe impregnation. 


I had to unlock intimate relationship with males to create a hybrids of two rare species and "watch" them  do the thing lol. 

I've been meaning to suggest this, myself. The tutorial implies that slaves who have high lust could potentially get intimate with other slaves, however that doesn't seem to have been implemented yet. A "breeding room" or "couples room" could allow two slaves the chance of getting intimate, depending on their lust stats. Perhaps it's even possible for one slave to force another, keeping things more realistic.


I think only one of these rooms should be added to the game, and after being bought, it should be treated with just a bit more luxury than communal. Then maybe an upgrade to the room allows it be considered as good as a private room.

I'd like to have more than one, but not many. Two or three, with a higher building cost than private room.

Also, the slave forcing another one could be considered an event, triggered by high lust and low obedience by the offender.  Then you have to do something about it, or else the forced slave would feel insecure or something.

No more than two, I think, since these count as sleeping rooms to house slaves. I wouldn't even mind seeing two communal bed slots removed for one of these double rooms.

What I'm thinking is, if one slave has high lust and sex-crazed/perverted and the other has low lust/lewdness/prude or anything else that causes sexual interactions to become more difficult, then the chances of rape are high but if both are say, perverted or fickle or have high lust, then they'd have a mutual enjoyment.

I don't know about you having to do something about it. I'd treat it as a stress event like sending a slave to Umbra as a fucktoy. They don't actually complain, just gain a ton of stress. Maybe some red text about them complaining to you/headgirl about it.

Another thing that I found out and think that would be great:

Let us use magic attacks as a primary source of damage.

Explanation: I found this "Staff of Nature" from a dryad, it adds 4 damage and 1 Magic Affinity (requires 1 MA to equip). There is also the Wizards Robe later on. And above all else, we are Mages

I think that, for example, when equipped with a staff, instead of using Strength to deal damage, use MA. This would let Fairyes (and Elves) have more uses in combat.

Or include a low-mana, no CD skill that deals damage with MA.

Suggestion - add a "sort" option to the inventory.  The categories are great, but it'd be nice to be able to sort within those.  It'd be much nicer if daggers were followed by all the daggers with varying amounts of +speed/damage so I don't have to look through a giant list for them.


Additionally, it'd be nice if the items with a modifier have that modifier in the name.  So "Dagger (+Speed)" or "Dagger (+3 Speed)" or something.

Wow, a lot of the ideas I had when I was playing were already stated, but I will list them too so I will second them. :)


First of all - as a lesbian who does a lot of BDSM this game this game is like a paradise. Especially now as I go thrugh rough times.

Thank you so much for that game that gave me so much fun. And lust. 

This said, sorry if my english is not that good, I'm not a native speaker, but I try my best. 


My suggestions, some parts of content above I will repeat as I think it is really important. :)

- I guess some of us play this game - and I'm honest here - because it is arousing and somewhat lustful to change the appearence of your slaves to the style you like and prefer. At least i do... :D   So I'd love if ther could be any options to costumize them more. My first idea would be make-up. As part of the Beauty-Parlor you could assign every type, like Lipstick, to a slave or just set it on "surprise" me and let the NPC decide. 

So it would add way more spice if the changes could be part of the sex-scene-description, like getting "kissed with bloodred lips" or "caressed by fine elven hands with black nailpolish". That would also multiply the outcome of the descriptions during sex so they won't seem like the same. 

Next step could be more "cloth", especially fetish-related content like High-Heels, latex-gloves and so on. Maybe you could add a slot for boots and gloves. They can be used for combat-gear or romantic-gear. Also: Would be great if the cloth could be added in the descriptions. 


- It would be awesome if the slaves would differ even more. As already said, rivalries or love between slaves would make a great thing. So maybe you could add new 2-person-rooms for slaves who like each other? I also second the idea of kinks and fetishes the slaves have. So they would win more arousal by anal if they are into it. It also would be great to find out those spicy details by talking to them. :)


- Tattos and piercings are an important and big thing in BDSM and so I'd love to see the possibilities expanded. As a mistress I should be able to add private-piercings against the will of my residents, but that should come with a huge minus in relationship. (as for now Piercings seems buggy as my slaves all have lewdness 120 and still won't let me do the real fun stuff).    What I would love would be to choose more options when giving a tattoo or piercing, especially on tattoos a second mask could ask what kind of "nature-related" tattoo I'd like to apply, so dragon, fox, snake, you name it. 

And- of course - for me it would be a real great thing if I could read about it in the interactionframe, like "getting liked by the pierced tongue" for
example.


- I also was thinking about a new facility named "garden" as i was thinking of the big mansion. There a bonus for rest could be generated, depending on how the garden was expanded. Maybe a new resource like herbs could be generated there who could be used in alchemy? 

The garden could be a place where three new occupations could take place: "gardening", "herbalism" and "sculpturing". Oh... and for a sheer dark terror a petrify-spell could be added. So we could turn slaves into stone and put them in the garden causing their beauty-stat to create a bonus. Okay, it is dark, but so it the game ;)  Sometimes.   A garden could also privide new specialications. 


- Another new facility I was thinking about was a room for art. There singing or painting could take place which might help lowering stress by all members of the mansion.


- A race that could fit might be "vampires". (of course not sparklingg!) that may have that they heal a smallest amount of life with every damage they deal - just an idea... ^^


- Then - of course - more of what we have would always be great...! More adventures, more artwork and of course more options when having fun. (using feathers, biting, pinching or maybe expand the variety of he act itself, like "tender", "hard", "wild"


Overall - I love the game!

I second the suggestion about slave preferences, even better if you had to find out their preferences durint the act. From what I saw in the code, it's not that much hard to implement the preferences.


Also, about clothes, there are two more options, but none of them are available by default. I found them while looking at the scripts. One is "Chainmail bikini", but it has a bug as it shows up as a lether armor, you equip it in the costume slot but it bugs into the armor slot lol . And there is also the "Living clothes"  as underwear which, like the Living Armor, has some tentacles in the inside and increases lust by the end of day. L.Armor + L.Clothes + Deny masturbation = easy sex-crazed. I don't know if there is any Lust-related bugs with L.Clothes as there was with L.Armor.

Good to know, some real good informations as I'm totally new to that game.

But it would be even greater if those cloth' would be part of the description during interaction. :)

A couple of new clothing options for slaves. I found myself rather desperately wanting the second one today:


Puritan Garment: -10 beauty while worn. Reduces lewdness by end of day.

Scholar's Robes: Increase WIT by end of day.

Also one question/suggestion: Is there a way to become "patreon" or "full user" without having patreon-ownership?

Is there a way to buy the game full price once - what I would do - instead of spending $ every month? Don't get me wrong, I absolutely think the game and the dev deserves it. It's more... having such delicate content on every cc-bill each month may cause questions. ^^

Still playing this awesome game.

Whilst playing some ideas popped up in my head:

- there should be a global setting to configure the default of aftercombats kill/rape/leave. It is a little bit annoying to change it all the time once you have a course you play by.

- Also: Those in the combatgroup who are okay with rape should participate. This could help reducing lust (which is annoying sometimes during fight) and might be an interesting and nasty detail. 

- Killing a bandit should not generate a loss in faction points. To be honest, it should give you factionpoints (maybe to a cap everyday as killing bandits is too easy?)

- Slaves should/might come with already existin tattoos or piercings, for those disliking them a removal option should be on the beautyparlor.

- one little detail (that drives me crazy as someone who experienced a lot of BDSM): Bondage/SM actions should not generate the trait "likes it rough", as the description says it is something about being raped. So it should just appear when raping someone. More fitting traits would be masochist or devote (if this is the correct english word, I mean the opposite of dominant. ^^)

- still thinking about new traits to spread the varity of the slaves and to make it more immersive. :)  

Some of them do not neccessarily need to have or add bonuses, I'd just love to learn more about my little cute residents, Immersion and self-told stories are so important for me. ^^

One important thing: All suggested traits also should have the opposite of it, generating a minus instead of a plus.

Ideas so far:

Pretty eyes (bonus for social)

Astounding hair (small bonus for social

Athlete  (bonus for combat)

Great dancer (bonus when entertaining)

Labrat (bonus if occupied in laboratoy)

Scholar (small bonus in lab, library)

Tender (bonus if nurse)

Good kisser (Bonus for arousal and lust) when kissing

Yeller (some special text describing they cry out for lust when coming)

loves leather (small bonus when wearing leather-related stuff)

loves silk (small bonus when waring lace underwear or bedlah)

loves tattoos (small bonus when getting one)

loves piercings (small bonus to mood when getting one)

Adventurous (improve the chance of having an event with a locked chest)

Thrillseeker (improve the chance of having a monster-event while exploring)

Scout (improve the chance of having a banditrelated encounter)

soft-hearted and cold-hearted (bigger minus or plus if observing a rape)

Stalker (gains lust from watching sex instead of having, means as a chosen person in the interaction, but not getting any attention)

erogenous zones (like chest, butt, neck and so on, generates more lust and arousal when kissed and touched

Warlord (small combut bonus for all in combat group)

Medic (small life regeneration for all in combat group after each fight)

Provider (regenerate a small amoun of energy after each fight)

skilled treasurehunter (small chance for more loot)

trustworthy (will never steal)

untrustworthy (bigger chance for stealing food or gold)

Escapeartist (bigger chance to flee, even from a guarded jail)

endorses luxury (bigger bonus for luxury-items, minus if not available)

Would also love to have "bad habits" like  "loves to drink, smokes occasionally, loud voice, rude and so one" that do nothing but adds more depths (and for those who dislike it, it should be able to loose the bad habits if a headgirl is taking care of them and so on)


Sorry if I got carried away, I just love this so much...

- And one important thing I'd love to add: Would it be possible to maybe change the way interaction goes? What I mean is... it feels strange to cum for about 20 times a day. (I mean... my female parts are painfully sore after about... 5 times a day?) For me it would be great if one session could have a max top of 2-3 orgasms with a higher magic-rate then (so the outome would be the same in magic)   so an orgasm would feel way more like a real achievement. Another great detail: With 20 turns it would be awesome if after the 20. point - if you did really great - the slaves yell for more. adding a max of 5 additional turns depending on the fun they had. The sex-minigame would feel alot more romantic AND erotic in my opinion. 

i love the game but there isn't much of an reward after the ending, so the suggstion is. after finiching the game you get a ring that gives a small boost everything. (the master/mistress cant wear it so it's like a wedding ring for fav slave)

I really find this game inriguing and wanted to add a few more ideas, which I realize are more wishful thinking than anything.  Anyways, one thing I agree on is that there should be more intricacy with the family history options.  It makes you feel like these characters come from a vacuum when they really shouldn't.  When you first start off with a new slave or freshly captured victim, instead of 'none' under the relations, it should be 'unknown' and as time passes on while you learn more about your captive they can fill in that information.  In a way this could be a means to tell how far along you are coming with a character's loyalty or obedience in that they tell you their background.  It could be some random autogenerated name or if you have the option turned on, allow you to fill in the name and give it a personal touch.  Maybe under options you could create personal histories of characters that are saved among the character files and then find they get randomly entered into the people you encounter.  Make 'bandit backgrounds' and 'slave victim' backgrounds seperate files so you don't write up some tragic slavery story only to find it in the profile of the bandit who was trying to cut your throat. 

I know not everyone wants to breed their harems but for those that do, why not make it more personable.  The current nursery option is okay but what if you have the option instead to keep the baby around for the slave/concubine to raise rather then have it sent to another dimension?  Leave that option available so you can have some children come back quickly to work or let the baby stay but have that be selectable and if you don't have this facility then the child has to be given away which could also impose a penalty as this may be emotionally hurtful to the mother.   Bonuses to raising the babies could be a longer lactation period for the mother, a higher happiness/obedience/loyalty/affection gain rate, maybe even gradually help to raise stats like Wit.  The drawbacks could be reduced job options (no you're not taking junior out to patrol the city streets) higher stress gain rate, random reduced energy return rate next day since they had to care for their baby and the baby was fussier or kept them up all night.  These are drawbacks that can be mitigated with equipment and spells but at first they can be a real pain until you have them.  Also, the baby would not count as a resident in the manor since they would be technically sleeping with the mother.  Heck, you could even add in a way to bonus up some of the mother's affection by offering to take the baby off her hands at night or for a day at a cost of energy.  Sort of give her the 'family' treatment.  Also have another facility be the child care center, where you can keep babies cared for (at a cost of gold) so the mother can go work without the stress penalties and all job options returned.  Heck, it may not even be necessary if said mother works jobs that aren't dangerous (like maid or jail  keeper).  Have certain milestones happen where the mother interacts with your character to proudly demonstrate how far along your child has come.  These could build up the relationship with the characters, especially if more than one slave is helping along, or their friends and they do things together.

Another thing I wanted to see was once your children grow up, be it via the quick raise nursery option or you chose to keep them and played 'long enough' (hard to say how long that would be) they grow up and now you want to marry them off.  You know, instead of incest them which is a lot easier (if you're into that).  You could have quests to find them a suitable mate or just buy one and set them up or during one of those struggles against bandits or whoever you're fighting, after the battle you get the option to select one of the captives for a 'suitor' position.  Say you have a son from one of your concubines and you want to find him a hot wife.  So you go out and capture him one, just like his mom likely was.  (okay now I'm getting a funny image of your character and the child's mother remarking 'oh isn't that sweet, just like how we met')  Or find a good looking guy for your daughter, whatever.  Then manage their relationship until they start having children and now you see 'grandchildren' under your character's family tree.  The possibilities are endless.

Yeah, I know, at this rate its going to be more a child rearing sim than a slave management sim.  I just figure this would be an option to be explored if the player chooses or they can just do the previous options already laid out.  I know I was trying to raise a huge family and room quickly ran out to the point I had to start releasing both mothers and children.  Many of which I had grown quite attached to just so I could bring aboard the newly captured unique races.

One other thing I thought about, similar to that wedding ring idea, is what if you could marry one of your slaves?  Have the affection high enough, remove the slave brand, and then propose.  This character would then get special bonuses and even have a position or luxury level above all others making it possible to be a highly coveted spot.  Heck, what if you have so many slaves with high enough affection and knowledge of this that they begin arguing over who gets to be the 'first wife'?  Just another challenging angle to approach.  For those who can't be first wife they can receive a special 'bond' token which means you pretty much agree to sign her on and keep her forever.

Anyways, just some ideas to this game which, for all its lewdness really does have a fascinating working system to it.

I'd love to see the forst suggestion. 

Instead of showing "none" it really would be great to show 2 names of the name-generator and then add some kind of occupation or trait like "the Banditleader", "the drunk", "the ever-hungry" or "the whore", so if I click on the parents (or siblings) of a non-story-NPC I see :

Parents:  Sorla the beautiful and Peter the mason of Gorn  for example.

Would be a cool addition to the immersive fantasies in your head.

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"Have the affection high enough, remove the slave brand, and then propose. "

You use bramds? Plebian! The most rewarding thing is to have a slave that is working for you of their own free will, even though the way you met is likely:

Bandit: Give Muns!

Player: Nah. *fighting sounds* You're pretty good looking, I'll take you!

Bandit: What do you...? Ropes? ........Oh....crap....

Edit: If it wasn't obvious, this isn't a serious post. Just making it clear to not cause hurt feelings xP

Now that we can set a Constant for length of pregnancy, I feel that the maturity length for infants should be adjustable, especially since some people want to play the game realistically with longer pregnancies and some want it to be much faster. I think the minimum should be 5 days to 8,030 days. (22 years in days, since it currently takes 22 game days.)

I would like to see squeeze, fondle, or grab ass in the options since you know when someone has a nice butt you want to grab it maybe also pull/grab/stroke hair, nimble earlobe, a few more sex positions, grab/pull/stroke tail?   how about a trait that makes the tail sex actions preferred or at least less stressful when preformed. Resorts the servants get to have a vacation  why can't I take one :P a basic portrait/bodies pack one for each races male and female  from the games art designer just so we can get a general idea of what all the races look like our imagination can do the rest. clothing for the masters as of 5.11a you really don't have many options for nice clothing specially if your a male maybe like Guild robe, noble suit/dress, hakama  also more weapons like wizards staff,  bow staff (I saw the tanuki was holding one in her gear art),  katana, , bows for range attacks if I don't get these in the game its no big deal I'll mod them in when the game is in a more finished state but I did want to share and put these ideas out there

(+1)

can u remove full body image from residents list >_> some thing like this...


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I second the hell out of this!

It would also be useful to put a default silhouette there. (The same as the gear menu ones.)

This change would be most welcome.

also tie battle and sexual action to energy... couse:

energy strange stat in this game indeed...

without it u can:

1.traveling all over world (countless times per day=) more strange what if u have energy it drained by travel)

2.battling (countless times)

3.<censored>ing all thouse who was defeated (countless times) (and i wish some other way get MP... even natural every day recovery by 1-5 already will be good... couse now all u need countles time roaming around starting loacation and violate all vilians to roket up you mp... im afraid what for male MC it must lead to disfunction of his 'tool' xD(yep its fantasy and author can say what he still can do it.. but... but.. i dont know -_-))

BUT u need <censored> 20 energy (it is 1/5 of base maximum) for open randomly generated(u off energy in 90% cases when u find it) treasury chest, and u even cant rest on loacation with chest...

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also some battle techniques didnt work even if u have energy and mana...

and will be good if description for them contain information about consumption of mana or energy..
+

with turned off option 'use animation on sceen change' some interfaces dont apear at alll :noexpression:

one of them 'mansion upgrades' (and missing options after selected 3.leave for slavers in desert seem also affected by this)

Hello, as the game is mostly textual, why not provide translation ?

From what I read on game engine pages, it should be rather easy.

And I would happily contribute to translate into french.

(Warning, Vanilla A.F.)

No idea if anyone requested this yet, but I'd love an option to choose what ages (or individuals) you get options to "see" their genitals, as well as have options to preform sexual interactions, as well as the option to disallow "sexual" traits for certain ages. I'd love to start a family in-game with some of my favorite NPC's (Cali, Emily,  and Maple are my top 3 right now), and have some actual kids, but seeing their genital descriptions makes me uncomfortable. Options to disallow incest options would also be great for me, as well as to block certain sexual interactions from popping up (I.E. footjobs). It would probably be most effective to have an option to pick for individual slaves and all slaves disallowing this, so if an individual who doesn't want to have sexual relations with their own kids but have siblings of another family set do stuff, could actually get that much control. 

Also, alternatives to simply raping all fallen opponents, could there be the occasional request from a defeated foe for sex, joining the party, or the like for the MC to heal them? Or, they were a battle-loving individual, and were so enamored with the MC's ability they would like to reward them for the fight? I'm trying to do a "clean" play through now (Only assaulting loyal slaves with "Likes it rough" traits), and I think this could be a really nifty rare encounter. I would assume Orc-Bandits would be a great example of the population that would usually have this, with extremely rare Elf-Warrior populations.

On a last note, having the option for the sprite portraits from battle be their actual portraits would be very lovely! I love how beautiful they are, and it would help me immensely for quick-deciding which slaves go where. My favorite portrait as of this moment is the Dryaid (f), and I would love to see it more often then simply in the battle field.

If anyone read all that, let alone actually agreed with some of it, thank you so much! Even if you disagree with some of my requests, I hope you have a great day!

I would really like to see a wiki on base selling prices for slaves and what the selling price is based on far as I've seen Drow and Elf get the the best price but really would like to know what its base off since I had elf females that looked the same and one was worth 766 and the other 652

Level and base beauty are major factors in determining price.

Yes I know that Level, Grade, Beauty, if there a virgin are all major factors but what I'm wondering is which race sells for best and what other factors are there? 

Scylla and Slimes seem to sell the highest for me. Though, wild Scylla are often at level 10 or so, so that might inflate their price. You might try asking this on the Wiki, instead of the suggestions thread: http://strive4power.wikia.com/wiki/Strive4power_Wiki

Might have more code savvy users be able to answer you.

Developer(+1)

Dragonkins are the best. Good luck finding them though. 

func calculateprice():
var price = 0
price = beautybase*2.5 + beautytemp*1.5
price += (level-1)*50
if vagvirgin == true:
price = price*1.2
if sex == 'futanari':
price = price*1.1
for i in get_traits():
if i.tags.find('detrimental') >= 0:
price = price*0.80
if race == 'Elf' || race == 'Dark Elf' || race == 'Orc' || race == 'Goblin'||race == 'Gnome':
price = price*1.5
elif race == 'Drow'|| race == 'Demon' || race == 'Seraph':
price = price*2.5
elif (race.find('Beastkin') >= 0 || race.find('Halfkin') >= 0) && race.find('Fox') < 0:
price = price*1.75
elif race == 'Fairy'|| race == 'Dryad' || race == 'Taurus' || race.find('Fox') >= 0:
price = price*2
elif race == 'Slime'||race == 'Lamia' || race == 'Arachna' || race == 'Harpy' || race == 'Scylla':
price = price*2.5
elif race == 'Dragonkin':
price = price*3.5
if self.toxicity >= 60:
price = price/2
if origins == 'slave':
price = price*0.8
elif origins == 'poor':
price = price*1
elif origins == 'commoner':
price = price*1.2
elif origins == 'rich':
price = price*1.5
elif origins == 'noble':
price = price*2
if traits.has('Uncivilized') == true:
price = price/1.5

if price < 0:
price = 5
return round(price)

Thank you Strive4Power you have been most helpful now I can move on to my next experiment

You know if that true I should played around with slime man see how that worked out you know with story run I don't if works or anything but still pet peeve later, I think game creator should make strive for power little better by working on content little more like nursery give us general idea what does, or beauty parlor...content and room design go long way...or have videos in there make little more alive, Okay farm I think if has no point being there unless your making "adult" toy manufacturing there or testing them on characters who considered ill fit for anything else like work and being useful elsewhere. They could remain on farm and be hand there. 

Nursery was one places I believe deserved upgrade -> needs to where you can lower the price to raising a kid in nether-space why heck is 500 it should be 50 if you went through struggles getting upgrade.  There are no events that tie you raising the child even so what point of spending 500 wad on it. Why not make 50 so you spent time dialogue sequences...and raise it properly the course you want to take it like charmed existence...or charmed existence, or really rotten apple you have tame the child.

Laboratory and storage is pretty much biggie too...you also need another place visit...that has more stores and more supplies.

player tournament would be nice but your still long way off maybe NPC tournament which player could complete against other in village AI which would upgrade the character tad.


Also beginning characters why can't we make slime uncle and whatever we want character like someone from villager or something else...random choice is bare minimal still?

Dying and restarting is so last season why not dying and loosing everything and point taken  restarting somewhere new for change there no game with that.  I haven't seen game where you die and restart in heaven and have repay in kind as slave of god or something hey you have pay in community service to angel until your free...again as master of new villa? there nothing like that in this game...which explains my biggest woe.

This is a text-based game. Though there are some graphics to improve on concepts, the meat of the game really is meant to be text. Videos not only don't fit that, but would be insanely expensive to get.

The price is so high because it's a luxury. A way to skip the time in raising the child normally. From a challenge point of view, lowering the cost would effectively remove the wait with raising the child, instead everyone would just buy the instantly adult method. The idea of further upgrades to the nursery in order to lower the price makes sense, but I feel it shouldn't reach 50, but might be lowered by 100 for each upgrade (which would be very expensive) making two new upgrades each at -100 so that the final price after all nursery upgrades is 300.

The NPC tournament is interesting. I've been toying with the idea of a gladiator job idea to suggest, but being able to fight in a proper quest would be interesting, too.

Personally, I'd rather die and restart the game than die and lose things and have to go through extra steps just to get back to what I was doing.

I just gonna say the things I most miss/need it on my game now.


after having a lot of slaves, its really hard to manage them. 

It would be really usefull to have some kind of filter or the ability to create it. The ability to create it would be nicer.

something like a "folder", "table" or just simple check box.

lets say I'm making a team to fight, I'd like to keep them separared from the others, for easier management, since I will be changing their gear a lot., 

I would have a "SlaveCatcher" team, where most of them would be trappers, a "AdventureTeam" with perfect balance  with tank, healer etc..

a separated team to keep my new and rebelious slaves separared from the loyal and obedientes one, a "inTrainingTeam" to keep the new slaves I will be focusing on there.

some kinda of checkbox to hide/show it.


an option to "transfer all items" or "quick transfer" on the backbag, its kinda boring to do this task item by item everytime you come back from looting. 

Using shift to "choose  how much to  transfer" and ctrl to "transfer all" of a stackable item is kinda "standard" nowdays.

use prefix on the enchanted items instead of the normal item name, like:

normal dagger name: dagger

dagger with +2/+3 dmg: fine/superior dagger, +2/+3 dmg dagger (will do if too lazy to come up with something :X)

dagger with +3/+4/+5 spd: nimble/agile/fast dagger, again, +3/+4/+5 spd dagger will do if too lazy to come up with something.

the same can be used to refere to others weapons, (it should get ride of the bug(?) of servant taking enchanted item to lv up... though some ppl may want them to take anyway if missing normal item in inv... the option to manually choose what item to give them may be better.)

with prefix,  would be way easier to find what you want in the inv isntead of looking at each one by one.


Mansion upgrade

A new upgrade that will add more rooms and communal beds, gameplay wise, it  may count like building new rooms and space.

I'd suggest to make it a patreon only unlock and something like: (A city quest requering reputation may be funny too >.<)

level 1
leve 2
level 3
time: 10 daystime: 10 daystime: 10 days
cost: 10.000gcost: 40.000gcost: 100.000g
unlocked beds: +0unlocked beds: +0unlocked beds: +0
locked beds: +10locked beds: +20locked beds: +40
unlocked personal rooms: 0unlocked personal rooms: 0unlocked personal rooms: 0
locked personal rooms: +5locked personal rooms: +10locked personal rooms: 20
farm locked cattles: +farm locked cattles: +farm locked cattles: +
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Patreon supporters actually can remove the building limit.

sure, but the way that is done actually kinda breaks the gameplay experience (to me at least). Having a option to "work" and "pay" for it  would be better from the player/gameplay perspective.

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Well, you still need to actually buy the beds/rooms. And I personally find it hard to understand even three people in my bed! (Does the third one sleep at the foot of the bed, or what....?) But yeah, the option to spend a lot of money to unlock even a little more space would be great. Especially as a post-main quest completion reward!

oO never thought it was weird... player is the master after all, it should be a BIG bed.


one at the right, one at the left and one above/under maybe? I think 3 is little though. I'm kinda sure I once saw a movie with more than 10 ppl on it (I'm under the impression it was "postal 2007", but cant find the scene to prove, not watching it again anytime soon either :/).

I do find weird q player can do more then 10 ppl at once, but hey, thats just me.

My point was needing to be close to the master during the night in order to get closer. Otherwise I don't understand the boost, since the slave would technically be sleeping on the bed but another slave in between.

Something I just thought of, why is there no asphyxiation play in the game? For forced it could be a great way to build fear (at the risk of doing damage to the slave), but for consensual it could be a super kinki thing to do. Choking, ropes, all kinds of things could be done relevant to this.  Also, there should totally be a "Safe word" mechanism implemented where consensual slaves with low obedience but high loyalty may use a safe word when doing kinki actions without proper traits, and ignoring it raises obedience but lowers loyalty.  There should also be different types of "citizens" rather then just lone xx or traders. Sure their class after you catch them might be something, but I think having more repetitive mini encounters would be nice (I.E. lucky! you happen across a (insert race here) chopping down trees in the woods. Endurance and strength stats guaranteed to at least be 1. Harder to fight, but a guaranteed slightly rewarding possibility. Lucky! You see a (race) basking in the ocean as if a muse of beauty. Guaranteed at least slightly higher beauty and charisma. FUCK! You happen across a mad (insert race here) covered in muck from the woods, and they're ready to attack!)

Also a major standard in hentai-games: Why are there no tentacles fucking? Why can't a scylla player or slave use them? Why can't you get body modifications to get a tentacle dick? What do I have to do to get topped by 3 other  dudes in a giant tentacle orgy over here?

More weird stuff: M-Preg through the use of potions or magic. Genitaless slaves or player, since some people got a Ken and Barbie kink out there.Why just kennels? Why not a stable, a common theme in zoo-topics also giving the possibility of riding horseback to save energy and traveling faster?  Male breast lactation (if not already implemented).  Cum-milking (works best on sex-crazy slaves). If you want to add really fucked up shit, lobotomies and punishment castration, as well as removing individual limbs (removes most job opportunities), as well as spawned enemies/individuals with missing limbs that lowers their value and is fairly rare (perhaps more common in places like Gorn, bandit camps, and the like). Also, why not have multiple dicks? It would require the lab, sure, but could be useful.

 This is all stuff I thought of after a late-night attempt at finding whatever I was in the mood for, and failing miserably, so at least y'all can use this as reference material.

The current Patreon version has a fully working "tentacle spell" which is used as a punishment. Not everything you wanted, but a step in the right direction.

Male pregnancy is possible by adding a vagina to male slaves. (Option is under dick modifications.)  And yes, the nursing potion works on males too.

I have not read the entire page so sorry if these were already mentioned.

I believe most people playing this game also play other H-games and many of them, like me, have it safely hidden from anyone who might check their PC. In my case its stored within  a hidden veracrypt volume. This works brilliantly and all but then to use portraits you are forcing me to put them on %appdata% (on Windows) which is accessible to anyone. A simple ".png" search would reveal all the NSFW stuff and thus renders all my efforts into hiding the game completely useless.

In short: you should allow people to change the default portraits/bodies folder into any location they want and also since we are at it, why not store the save game files within the game installation folder as well? Many H-games do that.

As for my second suggestion I would like to use the portraits to their fullest potential in this game. There should be a mandatory folder structure that would allow the game to pick selected images from it and apply to all encountered 'slaves' in the game. For instance, you encounter a female teen dragonkin so the game would automatically pick an image from 'Portraits>Female>Dragonkin>Teen'. Say it picks the "003.png" file, it would apply it as that slave's portrait and apply the  'Bodies>Female>Dragonkin>Teen>003.png' file to the full body. This feature would only be complete if it were possible to add tags to images such as "blue hair" and "giant breasts" and then the game would search for the picture that would have the most tags in common with the slave's profile and apply it. Artificial Academy can store such tags in the characters cards (images) so I'm sure that is possible but it should be done by the community. The game would only have to load and apply them. Because there will always be room for 'errors' in this feature it should be toggleable and turned OFF by default.

The game currently has these three traits:

- Dominant: $name really prefers to be in control, instead of being controlled.
Obedience -20%. Confidence +25. Max Confidence +15.
- Passive: $name prefers to go with the flow and barely tries to proactively affect $his surroundings.
Can't take management related jobs. Obedience +25%.
- Submissive: $name is very comfortable when having someone $he can rely on.
Obedience +40%. No penalty for rape actions as long as loyalty is above average. Confidence -10. Max Confidence -30.

and only Dominant and Submissive are conflicting: a slave of mine was both dominant and passive, which makes little sense to me.
Also, the Submissive trait already is about sex: I would leave the confidence penalty to the "Passive" trait.

So I suggest to have four traits, instead of three. Two about leadership:
- Leader: Obedience -20%. Confidence +15. Max Confidence +25. Boost in loyalty (?) if assigned to management related jobs
- Passive: Obedience +20%. Confidence -15. Max Confidence -25. Can't take management related jobs
and two sex-related:
- Dominant: Assertiveness +15; Max Assertiveness +25. Boost in loyalty (?) when helping to rape a slave
- Submissive: Assertiveness -15; Max Assertiveness -25. No penalty for rape actions as long as loyalty is above average.
Boost values are just a rough idea.

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Spoilers for the ending of the main quest. 

1) As it stands, in the end Melissa trades Hade's life for the life of your starter slave (assuming you haven't let them go or killed them in battle with your superior tactics) most favored slave (as per Rendrassa's clarification). You have a choice to either spare Hade and let them both go or kill Hade and enslave her, letting your companion die. If you do not have any mansion residents at the time of battling Hade, Melissa doesn't show up (presumably because she has no one to take for ransom) and you just defeat Hade and never see him again. So, why not let us enslave Hade when Melissa doesn't come, or let us allow Melissa to kill our companion and then shackle her and beat the bejeezus out of her to get them both? Or at least kill her instead of killing Hade?

As an aside, I also feel like if Melissa tries to capture someone whose magic affinity is higher than hers, the captive should be able to at least try to escape on their own, but that might just be me.

2) It would be nice to have an option to enslave Garthor instead of just leaving him beaten on the ground or outright killing him. Doing either of those things feels like a waste.

(1 edit) (+1)

Agreeing with your ideas, but one thing I want to point out: Melissa doesn't take your starter slave, she takes your favorite slave, which is determined by their level, loyalty, times you've had sex and how long you've owned them. I cheese the system by buying a cheap slave on the first day that I pamper like crazy until reaching the end game.

Thank you for your correction, those two happened to coincide for me so I had no clue.

No prob.

Enslave Hade or Gathor... now that's a thought. Shame it's never going to happen.

The game as it is now leaves an impression that the developer is not interested in the slightest in making any named male NPC's recruitable (especially if they can't be gender-flipped like Ivran). Pretty standard for these kind of games, given the target audience. So female NPC's are prioritized at all times, at least story-wise (that's why I never made any suggestions of my own - there seems to be no point to it). Of course, there could me many other ways of resolving the final stage of the main quest, logically, but logic takes second place to giving the player an opportunity to get yet another"special" female. 

No need to be so pessimistic) Supply might just come with demand, and voicing that demand is the only way to make something like this closer to happening, so there's not that much harm in throwing a suggestion out there. Better yet, it costs one absolutely nothing)

And if it doesn't happen, that's fine too: there's hardly anything wrong with the developer trying to do what they personally like while pleasing the majority of their supporters at the same time. Sexual interactions system already accomodates every possible character combination (broken climax messages for frottage aside), so I'll just be grateful for what we've never been guaranteed to get but got anyways)

There is no denying that this game stands head and shoulders above others of the similar genre that I'm familiar with. I do hope my message didn't come off as a critique. Pessimistic is my default setting, so I guess that colors my turns of phrase)

Disillusioned is also good. I wrote the comment above less than an hour ago and I already wonder how I managed to sqeeze that  projectile rainbowing out of myself. It doesn't happen often I swear.

Also, would it be sensible for a reciprocated hug to decrease stress? If it did, just the first couple of times a player initiates it during a non-sexual interaction, and just a little bit so as to not become a viable replacement for wine/praise, interactions would feel a lot more natural and alive that way, imho.

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Now honestly I didn't really read every suggestion so I don't know if this has been suggested yet.

> Before anything how the developer(s) takes this or how they implement this if at all is up to them. TL;DR version at the very end.

#1 . I'm a person who likes to do things slowly and take it safe, which often meant in the later stages of the game meant that  there's quite a number of vacancies or slaves with no critical job (Asides from more food and gold). So I've been thinking about how I could solve that. I've got this inspiration from watching someone play No Man's Sky. An expedition system that send slaves on a temporary job/quest/etc. could do the trick. Again how it's implemented is up to the Developer. But here's my 2 cents on it.

What it provides: 

#1 Exp for selected party of slaves. Varying from the difficulty of the expedition and it's duration.

#2 Gold + Other possible loot/rewards

#3 Reputational boost?

#4 Pretty much anything. Whatever floats the boat.

#5 Possible new slaves(?)

What it requires:

#1 Time (Short 2D(ays) - Medium 5D - Long 7D - Epic 15D)

#2 Food + Supplies scaling up for how long they'll have to go. (Since they'll be gone for days)

#3 Optional extra supplies for better results.

#4 Slaves that're free from any important job.

Risks(?):

Certain Expeditions could have combat involved in them. Injuries should be expected.

Escape of a Unobedient/Disloyal slave

> More on extra supplies;

Got the idea from playing Darkest Dungeon for it's unforgiving gameplay, giving them extra food and supplies could increase the odds of success on an expedition.

Giving them Bandages lowers overall damage taken, Teleportation seal for faster travel time, Lockpick and/or torches for more possible loot. They'll have their own separate inventory and all that, if more loot is provided than they can carry any further ones will be discarded. In order to get more loot or pack them with more supplies Travelling bag is recommended.

#2 Clarify a certain vague job.

More clarity in how jobs' Gold gain is calculated in the game, and What exactly does cooking do? (Raise luxury? Lower food usage? Increase recovery? ???) Perhaps turn it into specialization?

Requirement:

Wit: 50+

Grade: Poor or above

Gold: 300-400

Effects: More health restored with Rest in eat (You know, better food from the cook. Boost the cooking occupation in the mansion. If it has any. What does it do again?)

#3 Maybe turn Nurse into a Specialization?

Extra recovery in mansion is nice but I don't know why it can't be one.  I saw someone else suggest a trait(?) that made you recover health at end of each turn. Instead of trait I thought specialization would make more sense with the boost for occupation in the Mansion. Again how or if ever it's implemented is up to the Devs. Here's my view on it.

Requirement:

Wit: 65+

Grade: Commoner or above

Gold: Whatever 500

Stats: Magic affinity 3-4 or above

Maybe heal skill is needed.

Effects: The slave will heal others and themself at end of each turn of either static (5-10?) or dynamically (Based on their wit or magic affinity) while perhaps having efficacy boost their cast of heal and leeching strike.

Anyway I'm not exactly helping the development by rambling on about random shit, so feel free to disregard this post or delete it.

TL;DR:

#1 Maybe more stuff to do in later stages asides from the repeatable quests.

#2 More clarity on mansion occupations and how exactly jobs' give in gold, Formula if any.

#3-4 More Specializations?

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Good suggestion. I'd be sending out most of my slaves on EPIC loot quests, especially if there were items you could only get that way.

While I agree that some jobs could benefit from a more accurate description, the wiki is pretty good at clearing up any vagueness. Cooking lowers food consumption, up to 70% a day! Scales with Agi(+5%) per point, Wit(+0.25%) per point and Scylla get a flat boost(+10%) from their ability. (Think the cook might be able to buy food when stocks are low too)

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TL;DR: upgrades to existing specializations for easier item farming and slave acquisition, mid-combat energy recovery, healing and stress relief, debuffing etc.

I was thinking about what would potentially be nice tier 2 specializations for your endgame needs, which are many and currently unsatisfied, and this is what my brain came up with at 7 in the morning.

Since they are fairly OP, I feel something like this should cost you ~5000 gold and take ~10 days to acquire. Also, maybe teaching these specializations would be something only an institution in Amberguard could do, and only if your reputation with this city is maxed out (which, if you have previously been hunting for elven equipment, should not be that much of an issue).

Assassin -> Shadow
+10 Speed, +10 Damage, ordinary attacks and physical skills have a chance of instant KO equal to (slave's level - target's level) percent. Gains skill "Cloak" (enemy units cannot target the user for the number of turns equal to half the shadow's agility stat).
Requirements: Noble, Agility 8, Strength 6, Wit 105.

Bodyguard -> Aggressor
+8 Armor, +40% Health, gain skill "Taunt" (aggros all enemies onto self, can be dismissed as an action, can be activated only once per combat encounter).
Requirements: Noble, Strength 7, Agility 5, Endurance 6, Courage 105

Executor -> Enforcer
Gain skill "War Cry" (whole party recovers number of energy points equal to twice the level of the user, enemies of levels lower than the enforcer's become intimidated and get a speed penalty equal to half the enforcer's level, can be activated once per a combat encounter)
Requirements: Noble, Strength 7, Agility 5, Confidence 105, Wit 100

Housekeeper -> Butler
Cleaning bonus is elevated to 100%, stationary jobs also allow the butler to tend to others' wounds (100% effect of a nurse occupation), can use "Mind Read".
Requirements: Agility 5, Magic Affinity 5, Loyalty 100

Geisha -> Succubus/Incubus
Escort/Prostitution bonus elevated to 100%, gains combat skill Allure (foe AOE spell, mana cost 10, all foes are afflicted with "Very Horny" status condition for the number of turns equal to half the user's magic affinity, can be used once per encounter)
Requirements: Noble, Beauty 90, Magic Affinity 7, Charm 105

Merchant -> Diplomat
Selling price increased by 50%, shops give discount on items equal to the highest of 15% and the slave's level while they are in the party (does not stack), gains combat skill "Bribe" (once per combat encounter for the price equal to half the chosen foe's slave price that foe turns on their allies and has a chance to join you after the battle if left unharmed; only works on enemies of levels lower than the diplomat's).
Requirements: Noble, Wit 105, Charm 100 Confidence 100, Courage 100

Nympho -> Depraved
+4 mana for sex, +100% to fucktoy earnings, no penalties for any sex actions, capable of initiating one extra sexual interaction when there are no sexual interactions left for the day, lust and arousal gains from sex are doubled, capable of orgasming in consecutive interaction counts.
Requirements: Commoner or below, Lewdness 120, Charm 50, Corage 50, Confidence 40 or below, Sex-Crazed, Pervert, Likes it Rough, Masochist.

Ranger -> Treasure Hunter
Item drop rate +100% (stackable), chance of the dropped equipment being enchanted +100% (stackable), hunting and forage bonus +100%, scouting bonus while in party. Can use Escape command.
Acquires "Scavanger" trait: the slave can choose an item from the mansion inventory, from the backpack, or from a market stall in any of the cities for a chance of drop of that particular item from any combat encounter in the Marsh or the Sea equal to [(scavenger's level)*35 + (the sum of levels of opponents faced in the encounter)*20)]/(the market price of the chosen item) percent).
Requirements: Noble, Agility 7, Endurance 5, Courage 100, Wit 105.

Tamer -> Bard
Twice the probability to remove the Uncivilized trait, occupation limitation on the ability to tame is removed, gains skill "Soothing Call" (party AOE spell, mana cost 30, effects persist the number of turns equal to half the caster's magic affinity, decreases stress at the rate of 10 points per round, regenerates health at the rate of 15% per round, can only be cast once per encounter).
Requirements: Noble, Agility 5, Magic Affinity 8, Confidence 100, Charm 105.

Trapper -> Hunter
First two escaping foes are guaranteed to be trapped and caught, foes that follow are trapped with probability of 50%, hunting bonus +100%, acquires trait "Stalker" (hunter can choose people of a certain race
as their target to gain a probability of either encountering them in combat or finding them among the bystanders in the Sea and the Marsh equal to (hunter's level)*3.5/(racial slave price modifier) percent).
Requirements: Noble, Strength 6, Agility 6, Wit 105.

Needless to say, if requirements for these are fulfilled only because of enchantments of worn equipment and it is taken off, or because of a consumable and its effect wears off, specialization bonuses revert to those of the previous specialization until the requirements are fulfilled again.

P.S. Harder encounters would be amazing too. Right now my master has 9 agility and 8 magical affinity (and no tattoos or lab augments), so I never have to be worried about anyone actually hitting me and I almost always solo bandit camps because of how stressful it is for my party members, which I feel like I should not be able to do and should not have to do respectively.

P.P.S. Main quest spoilers: imagine if Hade had a diplomat and an aggressor on him during the final encounter. That could turn pretty ugly pretty quickly.

Hi I've been having fun playing v5.16 and have the following suggestions

The tutorial could be a lot better and that would get more players past the point where they go out of the city, get beaten up by bandits, and log off. The two inventories, four people in a party, resting with supplies; all things players need to know.

I would put a basic alchemy lab in the mansion that can create beauty and hair potions then remove those goods from normal vendors. Thematically, nobody is going to pay a lot for slaves if anyone can just buy cheap potions from stalls to make their own custom slave. In terms of gameplay it gets players interested in potion making sooner.

I don't feel that the low level combat skills suit lower level play. Most skills are designed for fighting life or death battles, which are rare, and at lower levels it seems more important to conserve energy and stress.  For low level skills I'd suggest putting in: basic combat training which lets a slave permanently fight as if they were a level higher -a  passive skill that gives a 25% chance after each melee strike for a hit bonus for next round - passive skills that gives a 50% chance of restoring health (or stress, energy) upon killing an enemy.  

It feels like money is constraining everything too heavily so that all choices boil down to money whether it's grades or facilities, clothes or rooms, training or potion components, specializations or quest requirements, and so on . Also, the constraint on expanding the manion based  contract completion seems odd, no theme at all. The change I'd suggest would be to make the major guild services (like specialization) cost points that can be gained by completing guild contracts and let the mansion be built just from money. 

The main story seems to progess too fast (30-40 days) so that high level captured combat characters are too useful. Training up a quality low level character takes too long not just from xp grinding but also unavailability during specialiazation or grade improvements.  The storyline characters only arrive as level 1. Economic specializations have no time to pay off.

UI requests -

Guidance to be an option on the exploration screen along with currently available paths.

The daily updates tab could have a list of slave contracts available in friendly cities. It would cut out some of the running about when looking for contracts, looking for slaves, shopping for things to upgrade slaves, delivering slaves, and so on. It makes thematic sense for a slaver mage to have this.

Put an indicator on the inventory screen to show which slaves are in the travelling party. Will stop mishaps in sending out wrong people with wrong gear.

I continually bought ropes and then went exploring without knowing the ropes were in the mansion instead of the backpack. I knew full well there was a toggle in the top left corner but I still always forgot and did this. I'm sure other players do the same thing and it will need a better UI or maybe .... is there any need to have rope and supplies as inventory items at all? If all you do with supplies is put same number in your backpack each day, what's the point? Could you have an automatic resupply from stores when you leave home town?