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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 460,830 Replies: 2,450
Viewing posts 141 to 160 of 734 · Next page · Previous page · First page · Last page

Persistent Enemy sounds like a feature that would work better to either stay modular, or have some kind of in mod function to be turned off because it pretty much kneecaps anyone who want to min/max the slaves they keep around (because of the low max slave capacity unless you cheat) while also role play as a pseudo good karma character.

With how base game's character progression goes, a slave's stats get their potential Maxed out around level 5 or so if I remember correctly, and what makes a Randomly generated slave flat out better than other by a fairly significant margin due to low soft level cap is to either have higher beauty rating (I usually only keep those that's at least at Cute rank), and have one of the four traits with a flat +2 stats bonus to one of the four prime stats. That's not even counting the species a randomly generated NPC belong to and try to grind one of the rarer race.

Granted, I can keep executing the random bandit till I get a new random one with both high beauty AND one of the four best traits. But I generally like to go for a non-lethal playthrough, so that option is kind of kneecapped for me.

Couple of ideas I have is to mitigate this is once again, keep the persistent enemy a modular mod that can work alongside with the big overhaul Expansion, have a function to turn it off in game within the mod, add a new option where player can exile the bandit rather than execute (essentially the same but for those who want to roleplay nonlethal), increase the softcap of every race larger so the +2 stats no longer matter a lot therefore make the four traits less OP overall (would also solve the problem with slime race can't be modded in laboratory problem), or rework the rebellion effect to expire faster either by default or add some late game upgrade to make it go away much quicker so fullfilling one of the slave guild request (particularly the 'good karma' one like bodyguard and merchant helper for those who want to role play a semi-good karma slave owner) so we can turn over the less desirable slave and make a profit much quicker.

After the “cloning” bug is fixed, the next slated improvement for the NPC expanded feature is the option to turn them over to the local authorities for a reputation boost with that town.


Trying to make that system modular right now is going to be incredibly tough and involve rewriting half of that feature and creating dummy holds for the base mod for the features they pull from it, and most of the mod’s features tie together in some way. Hopefully that new option will address some of your concerns with the system!

Thank you very much for the response!

I really like this idea of turning captured bandit to authority for a reputation boost rather than turning them for a profit through selling of fulfilling a job order at slaver's guild. Add an extra layer of role playing a lawful alignment in addition to good/evil which is pretty lacking in base Strife.

That being said... hope reputation would matter more in future update, since beside Maple's optional recruitment quest it doesn't matter in base Strife, which make the entire system pretty pointless (and way too easy to farm in base Strive by keep beating up bandit who try to bully travelers). Maybe have it tie back to the town upgrade system in someways you planned to work on in the future if you haven't planned this already?

I appreciate the feedback! Per v.07, Reputation can be spent to "acquire" prisoners that have been captured and are pending execution (via: Gathering in the Town Square > Hold Execution > Either Option (one uses gold, the other uses rep, both require Reputation > 0).

I do plan on having a myriad of uses for it in the future as well, including being able to affect the town's laws/rules to suit your playstyle (ie: a good town, cruel town, perverted town, etc).

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Yep, I haven’t had time to make an image pack. It will be easy to use, though, just name the images you want linked exactly the same name and drop them into the various 4 folders in your app data.

I love the idea, bu it's still buggy.

Seems like both partners need consent to get incestous actions going (even if tied). Also, sexual orientation jumps around like a ping pong. There should be a way to make it permanent, or many any change ever more difficult. Futas seem to make any woman straight???

The system does jump around a lot. I tried basing it off of the way the vanilla game calculated the bi/homosexual change, but I think it’s far more obvious and triggers more with the multiple changes. I do plan on lowering the chance of sexuality shifts.

Regarding Futa, I do have them considered as males for the shifts (due to the penises) but may change that to allow player choice to toggle how they are considered by the system (male/female). I don’t know how to effectively make a third option on the scale beyond having it considered same the same as one of the ends. 

It might be possible (and make more sense) to make interactions with futa characters move the orientation towards the center rather than either extreme. That way any character interacting with one will always tend towards bisexuality, regardless of where their orientation is currently at.

After I finish battling these clones (ie: the bug) I may work on implementing that. It does make sense.

If the partner is futa, move the sexuality to middle? That could work. A futa is certainly more feminine than masculine.

Also, balless futas do not trigger the cum actions (partenr wishes to taste cum, if you cum in mount, it's not registered). It appears as they do not produce cum at all. Why not simply make the "balless" futa have internal balls? Code-wise, the only difference between a balless futa and a futa with balls would be the description.

The biggest reasoning on that was the assumption that ball-less futa lovers would prefer not to have semen. That may end up being another option to toggle to provide further customization. That's one of those "not really my fetish so just kind of guessing what people want" situations.

That makes no sense. Balless futa do have and always did have semen, otherwise they wouldn't be able to impregenate - it is even sated in the description that they have internal testicles.

I responded without actually checking my script. I had already applied a check to apply a base cum production of 1 to Futa without balls, but it was never triggering because of an Or instead of And check in the previous check which was only applying based on the ball size (which was obviously 0).

Fixed in 07.1

Altered and updated in v.07.1

Consent from both is still needed for now, I'll have to figure out how it is calculating "tied" as it seems to be different

Is any consent even need for the taker? As long as the giver is willing and the taker is subdued/tied, everything should be available.

I did try to mess with the code and simply changed the instances of disabled, but it stil didn't work. Weird.


Also, I did really loose all of my cowgirl position files. It shouldn't be a problem to re-create the basics (if you're interested in adding that), but the descriptions might be an issue.

Turns out, it’s not. It is needed for setting the scene but it wasn’t needed at all during the scene. That’s been fixed in the last version, v.08

I’m definitely interested in adding in some new sexual positions. If you feel up to recreating what you had, I’ll definitely check them out!

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Hi Aric, if i havent already said, feel free to use anything from my minor mods from https://itch.io/t/492874/minor-tweaks-mod-v13-for-0524c-or-aricsexpansion522b, they are (very) simple but useful, and i thought worth repeating here as i havent played for months so unlikely to update it till sometime well in future :)

I really appreciate that! I may incorporate some of your tweaks, they definitely seem helpful!

A simple suggestion for flying monstergirls - make the bonus either be active/inactive or scale depending on their encumbrance - based on their size and strength, and weight of equipment carried. Light armor = biggest speed bonus.


Also, I did some cleaning on the items, went trough the entire list to give them proper weights. Also added a few new items while I was at it. Will make the files availalbe later, feel free to use them

That’s a great suggestion, my biggest hinderance would be the randomly attributed weights the game currently has. With a better and more logical weight distribution, I could definitely see that as a valid option!

I’ll look over the file when it’s posted and definitely credit you with the addition if you are okay with me implementing it. Thanks!

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Sure. You're free to use anything I make any way you like. The files are posted BTW

Thanks, I really appreciate it! I’ll look into incorporating them (with credit, of course!)

I wanted to add that I added a cowgirl position (because why not..and so you can ride unwilling slaves. It doesn't make sense how restrictive RAPE is), but due to some error I had to re-install and I deleted my files by mistake. Anyway, something to look into.

One more thing - incest sex seems to raise stress even if both consent.

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Can confirm that putting slaves for milking causes the end of day report to not show up. Invalid operands string and bool in operator '==' (expansion.gd 2518)


Also, is it just me or are penis size contraints really constraining? Almost everyone has a tiny dick and can't make it bigger with potions.

What do you mean? The concoctus potions won’t let you change penis sizes?

Which constraints are you referring to? The racial/age constraints when they are initially created?

I mean that in most cases a majorus potions simply states that the penis is already as big as it can get, despite being tiny. This was for example on Tisha.

Good to know, thanks! I’ll test it

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ive ran into two bugs.

first the cloning bug, I saw people seeing it in the market, but dunno if anyone mentioned it in wild encounters. Ive seen captured people have the same name, portrait and traits. Happens rather often actually.


The second im unsure if its related to this mod, or something is fucked up on my end. Basically seemingly randomly after a fight the UI goes haywire. Text disapears, no options available aside from hide UI, Quest log, Map, Inventory and control. The only thing I can do is restart the game. I had a potential theory that its related to events or some actions. it doesnt seem to happen all the time, so hard to test.

Basic theory: Possibly party members? Every time it occured something related to my starting slave whos apart of my party happened. She was injured, sent for promotion, or one of her three starting events happened. So maybe game thinks she should be there and bugs out?

Aditionally, after reload ive had it bug out again, but after advancing day it worked.


Also, have three mods active, Standard Harem Profagonist (removed spell tweaks), this and improved portraits. did a quick look and didnt seem to ovelap, but maybe im retarded.

What is the rank of the slave in question? Because UI derps for atypical rank

I can’t confirm if standard harem protagonist overlaps, but i’d think it would from the description.


However, it sounds like both of the errors you’re having are actually tied to the fault causing the Cloning issue and not on your side. It can also cause the UI to bug out I found. I MAY have found the fix but am trying to run it through heavy testing to give it plenty of chances to occur before releasing a hotfix.

Another bug - penis size during sex registered as both oversized and underized

Really? For me it seems as though the Horse 1's dick so small that it cant fill up Carina's slit and thats why he and she cant feel much arousal from sex.

Terminus is correct on that. What size is Carina’s vagina? It’s at least a 3 point difference for his cock (Which is a bug as they should all be enormous)

(+1)

Hotfix Update: It’s still pending. The duplicate issue SEEMS to be fixed after 20+ combats with no duplicates. The biggest holdup on the fix is the item issue (what is causing the end of Combat failure). I believe that may be fixed but there hasn’t been enough testing to confirm enough for me to release it. Unfortunately, it isn’t an issue that reliably triggers for me and though a handful of combats hasn’t triggered it, I’ve seen it go longer than that before occurring. A far more stable version should be coming very soon!


The Fix will also bring the first Mod Integration with another mod, Minor Tweaks by Dabros. It has a lot of quality of life fixes that pairs well with Arics Expansion and should be a great pairing. I am looking into merging another mod as well and will give more details when I’ve implemented it.

if it isn't too much to ask, could you add the "Forced" sexual interactions back as a choice?

Are you talking about the old format from V5.24 and before where you had Meet, Sex, and Forced on the initial choices?

It could be that that's why forced incest isn't working...

The code checks if it forced, could it be referring to the old forced function?

(+1)

It should be checking for resistance using the new Resist/Subdue/Tie functions. The cloning seems to have stopped and no further Item ID errors after 30+ battles so HOPEFULLY that’s fixed and not just lying low, so I’ll work on this next time I’m looking at the code to get it fixed for release

(+2)

So you nailed all the major bugs? Great. Release when?

It's not like you have to fix every single thing. There's no limit to the number of releases/patches/versions anyway.

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Those major bugs, yes. As soon as I am convinced that the game is reasonably playable with the new features/fixes, it’s released.

V.07.1 is releasing as soon as possible, but ended up having some extra features added into it as well. It will most likely come out next time I’m around my PC for more than a couple of minutes, but please keep in mind that this is a hobby and always comes after work and my personal life. I try to release regularly, add new features, and squash bugs as you guys report them and I appreciate your patience as I try to deliver something we all can enjoy.

hi, having an issue where only the P interactions in intimacy scenes seem to show up, and the sections are all toggle opposed to being swapped between; maybe I'm just being dim. can provide screenshot and/or savefile upon request, 

Yeah, hook me up with a screenshot of what’s happening 

thanks billions, here's the picture of the issueand; just so its that much easier in telling me what i may have done wrong, here's the godot window toohope this does much to help you help me, thanks again!

(+2)

I had this kind of issue  too, some versions ago. A clean install of strive for power all the mods fixed this problem for me.  Maybe it could fix it for you too.   

thanks l33t, I'll definitely try that again, I did try once, but maybe I dumbed it up. I'll give'r another go, and update progress here; if any.

progress update as promised: this has corrected the issue; albeit  prevented me from learning the in or out of it. If anyone is aware, simply for the sake of knowledge, please do let me know. thank you again l33t.

(+1)

I think the issue is that Strive can occasionally miss certain lines or code when it's installing/updating mods. It looks like it applied the wearstrapon twice, which is what was cleared on the fresh install.

Definitely let me know if that happens again!

I just noticed that  when you move your mouse at the slave's ranking there is a new rank betwwen the rich and the noble called 'Atypical' . What is that  suppose to be?

That's actually a vanilla game ranking that has always been there but in most situations it has just been hidden. I'm not 100% what I did to unhide it, but I haven't bothered to investigate that yet as it doesn't seem to hurt or detract from anything.

I don't know if this is a bug or not but when I went to the execution and when I went to the 'Just Observer', it did the same thing as if I went to the '.... is to good for them' with the difference that it is automaticly choose another punishment. Also when I get to the option where I can take the the girl who were supposed to be executed it did nothing .

That is a bug that is fixed in the update which should be dropping soon.

For clarification though (for the correctly working updated function):

Just Observe simply runs the Execution Scene, no change.

Hold the Execution provides the option to try and snag one or more of the Condemned using Reputation or Gold, though both require at least a reputation of 1 with the city (it should at least show you as Positive).

_ is too good for them will let you pick a new punishment for the chance to gain reputation with the bloodthirsty crowd. Currently it is recommended to just pick a lower item on the list (they are crueler as they go) than the original punishment, but that will change when you can start affecting the Kindness/Cruelty of the town in a future update.

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Is there an option where you can check out the person who is about to get executed for example, how beutiful they are? Btw I totally fogot to post the actual code report so here it is:

Not yet. The Execution system is primarily intended to clear the NPC lists and keep it from straining memory, and the “Hold Execution” was intended as a last minute “oh crap, I wanted that person but didn’t get the chance to grab them!” method.

If that is a feature that people really like or want more of, I could easily add in some quick descriptors (ie: The race age name is [beauty level]). Going deeper with a secondary “Inspect” option would involve fleshing out several different systems to give a “purchase a Guild Slave” feel instead of the Event/Scene that it is now. That second option would slate it more for a full, focused feature instead of a quick addition.

I think adding beauty age and perhaps level? Would probably be plenty. It does already mention their race, but as it stands now it kinda requires you to remember their name (which you only see if you actually defeated them) from a random combat session in which i guess you ran out of ropes? 

Is there anywhere i can support you, like a Patreon? honestly, the mod is great so far and i'm really looking forward to the other parts. Honestly it seems less like a mod and more like an expansion, especially if you end up adding events.

I really appreciate that question, feedback, and offer! I don't have anything like that set up at this point as I feel like that would be detracting from the guy who created the game that I'm enjoying tinkering with. Though I do sink a lot of time and effort into the mod, it is still primarily a hobby for me and I don't want to steal any of the thunder from the game authors who are depending on supporters to be able to keep making the games that they put their heart and soul into. Authors like Maverik who make quality games, are willing to still release their games to the public for free, and don't lock their games behind a pay-wall so anyone who wants to enjoy them can play them should be supported.

I have a game project idea I am very slowly working on behind the scenes that I will hopefully get to the point of releasing in the future. If that happens, I would definitely create a method of support. Until then, I hope that you'll support the game's developer financially and support me with accolades and feedback on the mod for now!

New version is out, v.08. Enjoy!

So i'm getting an error running v.08 by itself. Followed the update instructions but for some reason all the variables down at the bottom are completely defined twice in a row. Apologizes if i just did something wrong, but wasn't sure if its just me. Just deleted them all in my version

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Since something similar happened to me a moment ago and I confirmed the case in their discord;
Are you running basegame v.525 or have you any of the .525 bugfixes applies - it was confirmed that Aric's mod runs on base .525. and is incompatible with any of the bugfixes on its own.

Also; for updating mods you have to either reset the game to its original files first (reset function via mod menu - but be aware that that doesn't work with files formerly replaced by hand - or just a simple fresh installation/extraction of the game folder) - and it can't hurt to delete 'FileOrder.ini' in the mods folder as well as 'progressdata' & 'settings.ini' in ..user/appdata/roaming/strive.

Not sure what exactly is necessary, but as long as you start a new game, getting fresh versions of those files can't really hurt.

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This looks like one of the classic cases of Strive glitching on a mod installation. I would recommend (unless you’ve already got it fully fixed) just unzipping and creating a new game folder (with the Exe, not the app data) to be sure it hasn’t left any duplicated code in their that will mess you up later on. It should be pretty easy and take 1-3 minutes to fix that way and shouldn’t affect your saves or mods.

If you do that, then you do need to delete the FileOrder.ini from your mods folder just to be safe like he said

While I agree that a full re-install is likely the safe bet, FileOrder.ini is a records file for the GUI and mostly inconsequential.  Neither leaving it nor deleting it will have a positive or negative effect on the game.

It just ends up an taking extra reboot step to “disable” the mod then enable it as the game will still detect it as installed if it was active when the game was last booted.

You are welcome to look at modpanel.gd and try to find that mechanic; however, you are reading between the lines to find mechanics that don't exist.

"func show():" refreshes the mod list GUI, and uses loadorder to sort the mod line, determine which mods have pressed buttons, and get the order number shown beside the mod.

"func _on_applymods_pressed():" uses loadorder without any checks for "enabled" or "disabled".  The first thing it tries to do is erase all currently installed mods, so it doesn't care what is installed. Next, it iterates on loadorder to install mods one at a time.

Thus, removing the mod from the load order has a total functional result of forcing you to add it back to the load order.

Ok thanks. I kinda of figured that out myself once i fixed that and started getting other errors coming up and code duplicated in other spots. I think its because as someone else mentioned I was using the code fixes and didn't quite understand how horrible the mod system was in this game yet.

Does Fetishdificulty even do anything?

Where are you seeing FetishDifficulty? It might not be

Where are you seeing FetishDifficulty? It might not be yet

in one of the files Expansion.gd I think. I don't see it referenced in any other file, so I guess it's not implemented.

Bloody hell. Re-installed everything and still getting these when putting slaves in a farm and hitting end turn


SCRIPT ERROR: getFarmFactors: Invalid operands 'bool' and 'String' in operator '=='.
          At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2677
SCRIPT ERROR: dailyMilking: Invalid get index 'farmmanager' (on base: 'Dictionary').
          At: user://mods/AricsExpansion/scripts/aricsexpansion/expansion.gd:2601
SCRIPT ERROR: _on_end_pressed: Invalid operands 'Nil' and 'int' in operator '>'.
          At: res://files/scripts/Mansion.gd:1262

Wtf? That should have been cleared up. Mind tossing me your savegame to check out? There’s got to be something in there that was missed.

His line numbers don't match expansion.gd v0.08.  He is having problems with installation. It would be best to have him try to recall his exact steps of re-installation.

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Nope. Complete new install, new folder, deleted everything, deleted everything from AppData...


And if you're wondering about line number..I did tweak fetishes a tad

func setFetishes(person):
    #Sets Fetishes
    var fetishdict = person.fetish
    var temp
    for i in globals.fetishesarray:
        if !fetishdict.has(i):
            fetishdict[i] = "none"
        if fetishdict[i] == "none" || fetishdict[i] == null:
            temp = rand_range(0,globals.fetishopinion.size()-2)
            #Racial Additions
            if person.findRace(['Taurus']) && str(i) in ['lactation','bemilked']:
                temp += round(rand_range(0,2))
            elif person.findRace(['Goblin','Bunny']) && str(i) == 'pregnancy':
                temp += round(rand_range(0,2))
            elif person.findRace(['Cat','Slime','Fox']) && str(i) in ['drinkcum','drinkmilk']:
                temp += round(rand_range(0,2))
            elif person.findRace(['Wolf','Demon']) && str(i) in ['dominance','exhibitionism']:
                temp += round(rand_range(0,2))
            elif person.findRace(['Seraph','Gnome']) && str(i) in ['submission','bondage']:
                temp += round(rand_range(0,2))
               

The error messages are pretty useless without that bit of information, since the line numbers are the only way to locate the problem.
Chances are you have the same problem as this guy, I've provided a solution here: https://itch.io/post/1044647

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