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qinlongfei

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A member registered Apr 07, 2018

Recent community posts

I'm doing Caitlin's personal quest and on the step where I collected both water samples and the journey told me to wait for a day or two. But it has no count down timer like 'A Sisterly Dilemma' or 'Fort Sera' and it's almost a week without update now. What should I do to progress this quest further?

My guess is she won't be anymore than a story NPC even if she returns. Since she has AI generated arts, not 3D rendering like characters who could join you or even other story NPCs like a lot of shop keepers. Still crossing my fingers that at some point she becomes a recruitable NPC.

It's a crowdfunded 18+ RPG that has a ton of great customerization featuress, that has since went into the gutter due to the maker's inability to keep a proper update schedule, and the constant emotional validation/pampering from their discord crowd. You could still find the latest version by searching the name, play it and form your own opinion on the game (I'm personally in the 'love the game, not loving the creator's workflow or lackthereof' camp). Although I recommend against donating for the project yourself since throwing money at it (as its diehard fanbase already done) doesn't seem to help move the development along.

Not to mention the other elephant in the room. Threshold isn't an artist, so they have to pay artist a lot of commission if every skill and scene have artwork.

And I don't even consider this as a negative. I would rather this game have no image but have more complex mechanic like Lilith's Throne (before that project went completely into the gutter). Been wanting a partner, if not a full party system from the start. A waifu adventure game just doesn't feel the same if you can't take your favorite waifu to adventure with you.

Maybe something to think about for a 3rd installment in that case (as well as more food types, where are diaries, eggs, or fruit categories)? The game already feature customerizable backstory, portrait and body image for the characters. Customerizable dialogue feels like a natural next step.

My problem with the personality is the same with the food category. Too little depth to them, too little categories to make a real difference.

Having a personality attribute being cosmetic to give characters more personality (pun intended) is more than fine, but there isn't enough variety. Instead of having it become an actual attribute that affect bonus stats, I wish it has a Galactic Civilization 3/4 like system, where we can customerize dialogue of what the characters say during certain triggers. 

One update later and farm is still a 'no production'. Even worse, the spike trap is now useless since health got adjusted to be base 100 than base 10, and spike trap's damage isn't properly balanced with the new system.

Shouldn't the priority of this game be getting the basic mechanics worked out right, before adding new features?

I'm also experiencing the same problem. 0.7.2b, crash on the loading screen.

My OS is Windows 10 64bit system, and I downloaded the 64bit windows version.

I find them problem when skipping the intro. Unable to control my character when the red head told me to build her a home.

The first time I tried to play, I didn't plug-in my controller and I noticed I couldn't have my character move with my keyboard when I was shown the tutorial control scheme and the hellhound was chasing me. So I plugged my controller and skipped intro (because it's too long for its own good), and noticed the issue.

I'll try to start without skip the intro and see if the problem persist. Were I supposed to be able to control my character during the hellhound scene? Or is it only a cut-scene? It would be strange to show control scheme if we aren't allowed to move our character right after.

Build .47b. The control doesn't work after the intro when I pick if I want to skip the intro or not.

Actually, I encountered this problem myself as I was trying to learn how to mod for this game. The victory scene I added into monsteraddition file and worked in a previous version stopped working from 25.7 onward, and I copied the exact code into the game's monster file and it works. So I thought something went wrong with the game.

Guess I'll have to hunt down a mod that use monsteraddition to add victory scene and see what I did wrong.

Victory scenes added in monster addition for mods from version 25.7 (that I noticed, might have been earlier) is still broken. Victory scenes added in monster addition doesn't fire up, but I copy/pasted the exact code into the original monster file it works perfectly.

Since the creator doesn't seem to actually read comment on itch.io or his blog, can someone post this problem in the discord? I can't post on discord because I can't varify my email.

Update 25.7 appeared to have bricked victory scenes added in monster addition. Victory scenes added in monster addition doesn't fire up, but I copy/pasted the exact code into the original monster file it works perfectly.

I wonder if this game would serve as a first entry into a bigger world in a sequel game. A prison set in an asteroid wouldn't leave too much room for expansion in term of scale. But with this game building the mechanical foundation... a sequel game could actually expand with a much bigger scope of the world especially with what this teased on how our character could have been framed for something, and earth is now apparently a wasteland.

A game with a bigger scope and structure similar to Fenoxo's Trials in Tainted Space but with full modding capability would be awesome.

There's definitely potential for this game if you continue building on it. But obviously, this early build have a lot of bugs.

Farm doesn't actually produce food, and items that supposed to increase a character's stats doesn't give stats increase. The event where you found a person wandering around your dungeon. If you pick trying to take them and they attack, their body bends over backwards like one of those Japanese horror movie ghost and your character become invisible in battle.

I'm still hoping for a proper servant/slave capacity expansion for management games like this. While Masters of Raana is technically a RPG with management mechanic, having such a low capacity really gimps what I consider to be a huge part of the game. Plus, how many servants/slaves you can efficiently house is already soft locked by the whole time mechanic anyway.

Maybe also add a mechanic that releases slave into a free servant? 

As the topic. Please, consider adding an opion to disable the paper doll system and bring back the old silhouette system For Power used. I like the silhouette system for the random characters because let me using my imagination to picture how they would look like. I think it's perfect for randomized characters. Not trying to step on the toes of those who like the new paper doll system, which is why I think an ability to choose between the two is the best of both worlds.

Kind of depends on what you mean by 'big' update. The roadmap shown the game is undergoing a major combat system overhaul to use a randomized card system instead of the more traditional RPG system. Don't think the dev have time to add new content for .14 build on top of it.

Honestly. I think For Power's character stats balance was better done than Conquest where each race had its own different prime stats cap rather than a max 6 for everyone. At least it made each race feel somewhat unique, as opposed to Conquest where each character just feel middle of the road when they are maxed out. 

Although the class system from Conquest was definitely more interesting than For Power's specialization, and the economy resource is done better. For Power ends up being click the next day button as soon as I realized pumping all initial stats to agility and have characters set to hunt made food a non-issue, and then public performance made money a non-issue.

But I'd still say the 6 max out stats factor for all characters and all races ends up making all the races feel too homongenized. 

I don't think changing stat cap would change the balance of the game that drastically, to be honest. Because it's more about changing the end game than beginning and mid game. To give players something to work on. With a much higher factor ceiling would make having a full team of all 'perfect' characters unviable as it would take too long or get too tedious, which would encourage players to focus on a few characters they love (aka their favorite waifu/husbando) to make them feel more unique... while also make the characters they don't invest more unique as well as they would be differentiated based on their initial stats.

As for the balance of late game... you honestly don't even have to design encounters with broken characters in mind. Just go with what you already planned for the end game. Having brokenly OP character for end game doesn't have to be a bad thing, it can be a reward for players who breeze through any encounters with their favorite waifu/husbando.

But yeah. That's my two cents at least. My opinion is this game right now need more content both for story campaign, and for free play element as well. It doesn't need more quote unquote, 'balancing'. As all it does is gatekeep the content of this game and make everything more tedious and unfun to play.

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Personally, I'd argue making a much higher factor ceiling or get rid it all together would have done more to make characters with higher initial stats feel more special than having a very low factor of 6 being the ceiling. Since with the relatively low ceiling and having a bonus for maxing the factor out, it encourages players to pursue perfect 6 with all the character. Having a higher ceiling that would certainly make end game where you could invest in a few  brokenly powerful characters the player get personally attached to feel more rewarding. With the current ceiling being relatively low, but forcing player to sacrifice character to raise it regardless if they are killed or sent away within the context of the game, it instead encourage save state hacking. Which is rediculously easy, just very annoy with the text wall physically hurting the eyes.

Same with my problem with the loyalty implementation in the later game versions. It doesn't add more content to make end game more fun. It just add more gate keeping for the early game to make it more tedious and annoying.

P.S.

Sorry about necroing this thread. Didn't realize this discussion happened over half a year ago.

Thanks for the reply. I understand that's not a priority for modder or Marverik since it's a H-game and not a cooking game. I'm just really disappointed in Marverik of all people that Conquest made a much better system over the game's predecessor... and then there's not even any after thought into actually building it up.

Do you have any plan to enhance the cooking system for Conquest?

I love Conquest's revamped food system compared to For Power (which is basically a non-issue once you figured out dumping all agility to your starter characters and have them forage/hunt) because it creates a lot more complexity in theory compared to For Power where it's just a number. But what I don't like is how base game completely ignored this side since release, and so far the cooking side of Conquest's craft system isn't so much an afterthought as it just doesn't exist.

Would love to see more food types (fruit, egg, dairy just off the top of my head) to be honest, but since Maverik admitted there's no plan to expand food types. More recipes with different food type composition would be great. Especially since I was a bit into roleplaying so I made my master love meat and hate veggie like myself in real life...

Also. Not sure if it's possible to mod. But is it possible to have certain food give additional buff effect in addition to favorite food buff? Some kind of gourmate recipes that have less raw material to finished dish efficiency but give additional buff in return would be cool for late game.

Thanks for the reply! Personally, I'm not really a fan of Discord's format as I'm not someone who is good at following fast, real time message chats. Sit down, think my thoughts over and post on some kind of message board and come back, check for reply is more of my preference.

One thing I really come to appreciate open source games like Monster Girl Dream and Thea 2 (had almost 600 hours in Thea 2 and only 50 in Thea 1, even though Thea 1 had a more unique and complex system), is how I can seemlessly splice more options into vanilla content and not just awkwardly make my own stuff and have it sit besides vanilla events.

One example I can use directly to your story. The reason I was trying to see if I can figure out how to mod this game is I felt like more could be done with Wimbol after the main story. Especially the seduction path where Wimbol seems to enjoy being served by the MC. I'm guessing you didn't add some additional option for MC to privately serve Wimbol is because it would have completely trivialized the whole rent/hunger balance (there's already not much of a challenge to begin with)? Obviously, I can't do that if I don't know what specific trigger there might have been for that questline, or if there is even specific trigger involved in the first place since from the example, it looks like most additional option are triggered by perks, not quest triggers/tags.

But yeah. In the end it's your decision to not make your game open sourced, and I respect that since most games aren't.

Also a question. Since the next game is going to have more focus on combat, will there be more focus on possible events in case where the MC loses an encounter? It doesn't really happen in Succubus Story and it makes sense. MC is a succubus who feeds on a human's spirit, and there's no way she'd lose to mortal human even if she acts submissive. I feel like it would make more sense to have different scenes depends on win/lose for the sequel if the MC is a succubus possessing a human's body.

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If the new game also feature modding capability, kind of hoping it's fully open sourced like Monster Girl Dreams. Definitely much easier for a coding dummy like me to mod when I can just see what Threshold did with their own game as example.

It's a psychological horror series (definitely not 18+ game) that's very hard to describe with an elevator pitch.

I suggest you search Lisa the Painful (the entry I was specifically referring to) on youtube, and watch some long analysis videos about it if you are curious on what it's about.

Was also thinking of the same thing. Although it might be the whole blasted out and sunburnt wasteland theme. But I also get an impression of Lisa from this game's aesthetic choice.

Will you at least consider put it on steam or something after you are finished with this game?

I'm not a fan of having to pay for a game multiple times for updates.

I agree the reason I got into the original For Power was because it's a good management game with a lot of character customerization  first, and it's adult content is pretty meager if we talk about actual 18+ CG. But the reason I got into For Power was because it had adult content because I got bored playing the unfinished and discontinued Whore Master and wanted another management game with adult content.

The way date/sex was originally implemented made it too OP in term of obidience/loyalty farming. But once again, I'd rather it was changed by lowering the points you get per action, or rise the upper ceiling than reduce the actions you can make. As only having a few sex options per week than per day was definitely felt, and I wasn't too happy with the change not because I lost a way to gain easy obidience/loyalty, but because it's not as fun as a power fantasy outlet as the previous version.

I'm not a fan on how JSON makes the entire thing one straight line stretching into infinity. Making it very hard to find anything. But yeah, the alternative is a massive wall of text that basically murder my eyes.

As for 'easy' to mod part... not too sure about that since I can't figure out how to use the inbuild mod editor yet (is it even useable now?). I'm hoping there's a way we can add in game event to go alongside unique characters once it's finished.

Personally, I'm not a big fan on the idea of reducing the number of dates/bedroom activity to increase difficulty route. Since this is still an adult game... and the game is now shot its own kneecaps off by reducing the adult interaction... what? That's part of the reason why I played V6 update once... and haven't bothered with it till now.

Maybe reduce the actual obidience/loyalty, or increase max loyalty cap to make it harder to get max loyalty. And speaking of difficulties... any difficulty is borked if you have even the most basic idea on how to modify a save file. With the format of Conquest, you can edit the save file with any document editing software (although they are all murder on your eyes) and basically modify anything you please unless it's hardcoded into the game (like the cap for your main attribute).

I like how the first game has slightly better character customerization than Conquest, where we can manually enter the hair and eye color of our w̶a̶i̶f̶u̶ starting slave, and Conquest only have a very limited pool of more 'realistic' color selection. And of course, first game has wider age selection between child, teen and adult while second only have teen and adult. But second game have a few more species to do pokemon collection if you are a completionist and enjoy this kind of thing.

Second game's food system is definitely better than the first one though. How easy it is to get more food than you can eat has been a pretty sore point I had with first game, since the lore of the game says slavery became wide spread because lack of food... but in game play it's so easy to get more food than you can eat if you know what you are doing (pump agility into yourself and your starting slave and do 'hunt'/'gather' task), it might as well not have been a mechanic at all.

I like second game allow a party of 6 compared to the first game's 4, since the more the merrier. First game has better traveling system though, since it has an actual map giving a sense of where everything is instead of a simple drop down menu.

Not much on story side since second game's story mode isn't finished yet. So far, I like how the first game blend mechanic tutorial into actual story (not going to spoiler the ending for anyone not completed the first game's storyline), while second game have promise of more political drama down the pipe. I grew up on Romance of the Three Kingdoms, so I always enjoy more GoT style political drama in a story.

Overall, both game have their own strength, at least so far. Conquest obviously have more potential since it's only... what, half way finished?

I'm not sure image collections count as 'mods' since they have no code. They are just image files collected together by different users for easy access.
Have anyone figured out what's the keyword in the file names to have the beastman images 'race locked'?

First of all, I would like to say Conquest's food system is much more interesting than For Power's single number value. That being said, I am curious if there's any future plan to introduce new food types, or if it's already hard coded into the current engine? It's strange there are two different kind for meat (meat and fish), when something like fruit, egg and dairy are non-existent. I don't know if this is done for the purpose to make the game simpler, but I personally would like to see more food types.

Also, is it possible to code some sort of 'advanced' food? Like more difficult recipe that uses more base material or specific class to cook, but give bonus when eaten in addition to the flat favorite food bonus? Would be interesting to have.

Without spoiling everything.

Be nice to her elf friend during fighter guild's quest.

Be nice when talking to her and pick options that's compassionate.

Have high charm and sex factor for your player avatar.

I meant more in character creation at the start than hair dye item. Although if hair dye allows us to enter whatever color we want through text input... I see even less reason to not allow it at character creation, since I thought it was coding reason to only allow us a fixed number of color choices.

Thanks for the heads up! Didn't realize there were a few hot fix updates after 0.5.0 build.

By the way, using the newest build now and the dialogue with Duncan after delivering princess has a few typos:

'Once the princess' fate is ealed we will you the winner.'

At least I'm assuming this isn't some kind of accent he's supposed to have.

I got to the point where I'm supposed to go to elven capital to find clue for the princess. No matter what option I pick, I end up slap the princess but the quest doesn't update and I can't seem to progress further. The 'Meet Priestess' option also persist in elven capital and lead to infinite princess slapping loop.

I wonder if this is some kind of divine sign that says the princess deserves to be slapped for inciting an insurrection.

Honestly, I don't think Lilith's throne like modular gender customization is going to be a thing in the near future, considering Strive Conquest's character creation is already a step down from the previous installment Strive For Power. 

In S4P, player can freely enter hair and eye color with text entry, and beastkin (well, at least fox did) had more than one fur color, and Maverik got rid of the text entry for some reason with the current limited color pallet for hair and eye color, and no fur customerization.

I was vocal back when SC first released wanting the deeper customerization back, which didn't happen. So I don't think Maverik will spend time doing modular gender customerization. But good for them if they do give us more character customerization option.

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?