Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Saving hostages is to well payed?

A topic by Nocberry created 94 days ago Views: 755 Replies: 9
Viewing posts 1 to 4

Hi i think this shouldnt be the case, because the games Wiki told me that resucing hostages would earn some large Copper Coins (and EP), depending if it the saved women are nobles, moots or not. Because it scared me (props for this intense atmosphere of danger) to enter the monster lairs, i didn´t even tried it.

But when i started doing this for the quest "Missing Daughter" i learned that it gives Gold Coins instead. First i thought it was a one time Quest Reward, because i managed to get her alive back to Noer City, but then i retried it and saved more women, i got more Gold Coins and get the 20+ Gold Coins for the Captain too easy.

Is this normal?


the missing daughter quests worth is on purpose its a noblemans daughter as for hostages their worth varies enough that rng can reduce the money making potentual of them each one is worth 0,1000,4000 tp which means you do need to grab a lot of them to get gold coins out of it

(1 edit)

yeah i know, it should be that way, but i get every time gold coins:

This time i saved just 1 nobel. I think thats a bug.

provide save before it happens

(1 edit)

I hope this is okay. I didn´t mod the game, i didn´t cheat. It is, how it is.

https://www.swisstransfer.com/d/ab063bbe-30b8-4dc2-9f62-4780d03b7d8b

Oh wow 0_0
I've never seen that happen and saving hostages is my main source of money

(1 edit)

Same issue, pretty sure it's a bug? All I did was rescue 3 hostages from the Missing Caravan mission and I got a gold coin +  went from lv.15 to lv.37. It was nowhere near as rewarding a few versions ago.
happened on ver 9.8.0.6

Yes, didn´t mentioned the tons of Exp. you also get. The Wiki says it should be 5000 per hostage.
------
It has to be a bug or otherwise wrong implemented thing, because it´s totaly breaks the economy and but not least the "longtime goal" of reaching 20-30 Goldcoins to leave this place.

I mean i play this game for just a week, but i am pretty sure this isn´t intended, compared to how other stuff is rewarded.

A fix if anyone wants it. In the following script:
LonaRPG\Data\Scripts\Editables\480_EventCharacterBatch.rb

There is a function called: 

def victimBasicMove

replace it with the following code:

def victimBasicMove(tmpRegion=50,tier="HostageSavedRich") #self.basicMove
        tmpRange = self.report_range($game_player)

        if @follower[1] == 1 && self.region_id == tmpRegion
            set_this_event_follower_remove

            if tier && !@hostage_saved

                $story_stats["HostageSaved"] = Hash.new(0) if $story_stats["HostageSaved"] == 0

                $story_stats["HostageSaved"][tier] += 1

                @hostage_saved = true

                prp "Hostage saved: #{tier}, #{$story_stats["HostageSaved"][tier]}"

            end

            fadeout_delete_region(7, tmpRegion)

        elsif tmpRange < 17 && @follower[1] == 1

            if [true,false].sample

                @wait_count = rand(15)

            elsif tmpRange == 2 && self.x != $game_player.x && self.y != $game_player.y

                move_goto_xy($game_player.x,$game_player.y)

            else

                companion_chase_character_back($game_player)

            end

        end

    end



A note for the dev:

victimBasicMove is called a lot of times before the hostage instance is removed, making the story_stats["HostageSaved"][tier]  being pumped up about a few dozen times for each hostage. I just added a boolean check. It seems to work fine.

Thank you very much :D