4.40 star(s) 8 Votes

flannan

Engaged Member
Dec 15, 2022
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I couldn't get the Steel Mill to build either on 0.13, it refuses to recognize adjacency. I tried putting it next to an Iron Mine I, Iron Mine II, and the iron resource itself, but none of them worked. Similar with the Mana Refiner.
From what I understand in their blog, it was fixed in 0.14. Unfortunately, we don't have 0.14.
 
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flannan

Engaged Member
Dec 15, 2022
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Any plans on adding futa or pregnancy? Looks interesting anyways so I'll give it a try.
This is a strange world where strapon sex results in children. Pregnancy as a mechanic doesn't exist, as parents spend all their time in the breeding facility until the child is mature enough to be a level 1 adventurer.
 

bormoth

New Member
Jan 24, 2022
12
11
Hmm after checking new enchant version do not think I like it much. First it does not work well with limited roster. 4 to 1 means you need to keep like 12 in your roster which already early game kinda almost overshadows. Ok shrines increase it but still it is a lot of breeding. Found ways to reduce breeding times but it still kinda limited to clicks. Between breeding to improve genes (random roullette between getting weaker gene, stronger gene and mutation), breeding to breed combination of genes, and for fusion it is a lot of clicks. Yeah probably you just need to breed good genes for your combat partners and fuse production monsters sufficing with just training from training grounds and equipment but it is a lot. Even if it is intended to go as game goes it is not really attached to anything so you encouraged to wait. In factorio quality modules worked because you could automate assembly dissassembly, and it was interesting puzzle between quality and productivity balancing to recover losses, plus you really could go to any level of insanity for getting maximum quality from just taking one step back, to literally building shadow factories which attempt to craft each part to rank 5 to increase chances to get legendary equipment. But all of it was automated with good blueprinting. Here well to get top gene can't breed till I get combination I want or upgrade. Can't breed till I get lvl quality I need. Effectively it is just tedium to increase amount of clicks necessary.

Not saying fusion makes them weaker.... hmm I guess intended, but still breeding like 256 monsters for each production chain feels a bit too much tier 1 is like 5 or 6 buildings and I can see it scaling to like 36 just for basic resources would be a lot of breeding and a lot of clicking. Also dunno what to think about that threat mechanic, especially since you can be attacked while traveling so you get actively punished for trying to carve actually already quite limited space for buildings you need at the beginning.

also 1.7 patch notes dunno what to think, maybe in far future it would be cool to have stronger encounters, and those bonuses but right now feels kinda not fun thing to experience. Feels like feature added I am worrying about something that might be problem later or might not be. Even though it is good to make venues open for this kinda coding it in at best time sink at worst hurts other development parts. Like dungeons, for now it is mostly clean them remove so they would stop spreading their influence onto my city. No need to level even more than 1 party because starting one is good maybe it is to a better, because breeding takes so much effort at this point.

Or somehow to tie down production with exploration instead of just time because now it feels like factory and production only intersects with combat with need to stop incursion and clean up more land. Maybe let outposts to be manned by some teams and they actively protect and you can see what they do in scripted combat. Should not take too much processing power. And make breeding less annoying. Kinda reason so many people kinda abused reduced breeding times in palworld, and there were no 5 tiers of genes most of those were rare but 1 level and could only disappear on breed so it did not took much to breed genes you like could take a while to transfer ones you like to species you like but again it was not that hard too.

Off course it might be not just my kind of game so my complaints and opinion does not matter so please do not take it too close to heart. I understand that my tastes might be not indicative of others and if you and other people enjoy as is this means it is just game not for me.
 
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Madodev

Erodev
Game Developer
Mar 30, 2023
305
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Version 0.1.6 is now available. It'll come to Itch next week (as part of the normal end of the month public releases).
It should be stable, much more stable than the previous versions.

But still breeding like 256 monsters for each production chain feels a bit too much tier 1 is like 5 or 6 buildings and I can see it scaling to like 36 just for basic resources would be a lot of breeding and a lot of clicking. Also dunno what to think about that threat mechanic, especially since you can be attacked while traveling so you get actively punished for trying to carve actually already quite limited space for buildings you need at the beginning.
agree that the current way the game handles production and resources isn't scalable. But threat should help with the breeding for enchantment problem since the higher tier monstergirls are already at an enchantment tier. The Threat thresholds are also pretty lenient for smaller colonies. But yeah, resources will get changed in the very near future, 36 is too much and the production chain isn't very interesting without belts or other logistic mechanics.

Dungeons also need an overhaul, but that has to be tied to the resources, since currently dungeons don't serve a purpose. Current idea is to at least make mana a dungeon unique resource and maybe do the same with favor (or rework the tech tree to be based on blueprints you find in dungeons).
 
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bormoth

New Member
Jan 24, 2022
12
11
...
agree that the current way the game handles production and resources isn't scalable. But threat should help with the breeding for enchantment problem since the higher tier monstergirls are already at an enchantment tier. The Threat thresholds are also pretty lenient for smaller colonies. But yeah, resources will get changed in the very near future, 36 is too much and the production chain isn't very interesting without belts or other logistic mechanics.
Well it would be good if it was scaleable there is good games which do without belts, or even logistics, like factory town idle. Kinda felt like this prototype but here it is a bit more involved, so do not see problems might be a good research target if you want beltless production though might not go as insane on amount of produce to supply as there after all that one idle for reason.

But good to hear you get enchantment tier with threat so at least it would make sense to breed producers only 4 times and mostly focus on perks, and I assume higher threat would give better genomes... Shame player does not get those threat perks unless you want to redo fusion perks to match and be uneven per level. Though again unlike player, outdoor monsters stuck with whichever equipment you put on them unless they would swap their gear on yours. Still think it is better be left to unlock higher threat levels as you add more tech levels.

Also if you still looking way to make shrines more interesting and harder to unlock how about instead of resource sink you need some devotion to a god. Pet and training would demand on petgirls and certain behavior from your colony, and latex amount of latex gear maybe special make up from those few producers you have. could plan so unlocking more shrines does not help much as you still need to devote part of your labor and train them to get your colony devotion.

Also to make more interesting starting shrine might act as dungeon with special gear, special gear components that fits your starting theme and makes growing devoution earleir easier or maybe granting production perks through gear or outright unlocking new moves or special devices you can't get otherwise. some of it might be hard to pull off from get go, but that leveling of your colony has to have certain theme for gods to know you deserve help and their knowledge would not be lost somewhere on the shelf. Could even guide players like amount of cursed gags floating in monster pool, or amount of chaste sluts running around as your enemies seeking you to get revenge on locking them in chastity belt of certain level.
 

Madodev

Erodev
Game Developer
Mar 30, 2023
305
1,025
Well it would be good if it was scaleable there is good games which do without belts, or even logistics, like factory town idle. Kinda felt like this prototype but here it is a bit more involved, so do not see problems might be a good research target if you want beltless production though might not go as insane on amount of produce to supply as there after all that one idle for reason.
My idea was more to lean into the monstergirl and equipment/gene part of the game. Where only your top producing resource building counts per resource, and you're incentiviced to increase that by improving the monstergirl working there. Any craftables would only take up a certain amount of resource capacity while produced and then free that again once finished.
Mana on the other hand would serve as a currency for insta-buying stuff.
And of course the resources would be more monstergirl based. Like wool (and without ways to make wool without Rams).

My idea is that the game should lean into the monstergirl part (and breeding/equipment) the most, and that seems like a good way to encourage it.

Shame player does not get those threat perks unless you want to redo fusion perks to match and be uneven per level.
The perk the empowered monstergirls get is the exact same your monstergirls get. The other bonuses they receive for threat disappear once captured.

Also if you still looking way to make shrines more interesting and harder to unlock how about instead of resource sink you need some devotion to a god.
Shrines indeed do need some extra work. Making them require specific workers based on the personality of the deity would go a long way I think, though other things are possible.

Also to make more interesting starting shrine might act as dungeon...
Making the shrines act as dungeon is planned (they'd be similar to the boss dungeons in Ero Dungeons).
 
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Dadash13

Newbie
Feb 3, 2020
42
67
another banger that MUST have a songs like combat_forest, forest, combat_cave and cave. Otherwise wont gonna play!
 

Dadash13

Newbie
Feb 3, 2020
42
67
another banger that MUST have a songs like combat_forest, forest, combat_cave and cave. Otherwise wont gonna play!
 

flannan

Engaged Member
Dec 15, 2022
2,677
2,711
Version 0.1.6 is now available. It'll come to Itch next week (as part of the normal end of the month public releases).
It should be stable, much more stable than the previous versions.
It is, indeed, much more stable than version 0.13. Good work.
Some feedback:
  • Things still don't update when I expect them to. For example, I only figured out "Release into the wild" worked, when I encountered that monstergirl in the wild.
  • Sheepgirl wool mages still don't seem to be any good at making wool. Am I missing something?
  • Is it just me, or do monstergirls encroach faster than in the previous version?
  • Training might resolve some problems related to domestically-bred monstergirls being low-level. I have yet to see the results of training. On the other hand, I now need that training, because many jobs require level 10+ workers.
    Now, if only training could get my workers to at least level 18, with its sweet production bonus. Or to level 20 with its ability to change classes. As it is, I'll need to take them to dangerous regions to level them up. But at least they should be able to survive there.
  • Obedience is still the king stat, it seems, when it comes to workers. Blood of the empress to every worker!
  • Automatic production is nice. Now I have just one workshop, and a lot of gear.
  • I have yet to attempt to traverse the continent and reach the shrines on the other side with level cap of 30. I suppose I can challenge 3-dot enemies, and after hitting the level cap I would be able to take on 4-dot enemies with good equipment and good party composition. But 5-dot enemies will probably be out of reach.
    I wonder if I can get to "good party composition" with a sheepgirl mule.
 
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Madodev

Erodev
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Mar 30, 2023
305
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It is, indeed, much more stable than version 0.13. Good work.
Some feedback:
  • Things still don't update when I expect them to. For example, I only figured out "Release into the wild" worked, when I encountered that monstergirl in the wild.
  • Sheepgirl wool mages still don't seem to be any good at making wool. Am I missing something?
Sound like bugs, I'll have a look at them.

  • Is it just me, or do monstergirls encroach faster than in the previous version?
Nothing has changed in that regard.

  • Obedience is still the king stat, it seems, when it comes to workers. Blood of the empress to every worker.
Blood of the Empress will get changed, to make it act more like a bloodline (weakens when breeding) and less powerful.
 
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flannan

Engaged Member
Dec 15, 2022
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So let me ask is there a plan to make a male protagonist who impregnates the monster girl or not?
no male protag is soo dumb
I understand your desire to personally impregnate all these monster girls, but judging from the authors' previous works, I don't expect any male protagonists. Also, it would complicate the already complicated breeding system even more.
 

bormoth

New Member
Jan 24, 2022
12
11
My idea was more to lean into the monstergirl and equipment/gene part of the game. Where only your top producing resource building counts per resource, and you're incentiviced to increase that by improving the monstergirl working there. Any craftables would only take up a certain amount of resource capacity while produced and then free that again once finished.
Mana on the other hand would serve as a currency for insta-buying stuff.
And of course the resources would be more monstergirl based. Like wool (and without ways to make wool without Rams).

My idea is that the game should lean into the monstergirl part (and breeding/equipment) the most, and that seems like a good way to encourage it.
I kinda like it less land thing and more of culture things, and shrines might act also as access to something earlier. Like latex shrine gives more techs to work with more advanced stuff. And chastity to more evil chastity belts. Maybe some shrine mixes (nothing too deep but if you have two shrines of same level might get something mixed. (and let mods do the rest xD)) So you eventually learn maybe from clues in shrines what monster girls and what equipment they should have.

The perk the empowered monstergirls get is the exact same your monstergirls get. The other bonuses they receive for threat disappear once captured.
Aww a bit shame but nothing can be done. Maybe a bit assymetric, but again there is other assymetry from player side. (permanent debilitating equipment)

Shrines indeed do need some extra work. Making them require specific workers based on the personality of the deity would go a long way I think, though other things are possible.
Well was not thinking something complex. Latex goddess demands to populate land with latex clad slaves and combatants whether they like it or not. So you capture and put them in latex gear craft it and engage in thematic dungeons(could make it find only to reduce head ache, because how you would do latex pet suit, or latex chastity suit). Change your infrastructure (maybe shrine spreads influence as reward changing dungeons in vicinity with theme around it. (chance to replace some encounters? change dungeons theme?) Though shrine influence is probably a bit sketchy idea so maybe worth skipping.

Making the shrines act as dungeon is planned (they'd be similar to the boss dungeons in Ero Dungeons).
Aww why I felt it is good opportunity you would plan from get go. Well erodungeons had similar amount of dungeons giving you specialized gear and statuses
 
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flannan

Engaged Member
Dec 15, 2022
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Okay. I've spent like an hour clicking through every menu in the game. I can't upgrade the shrine because it says 'Unresearched' every upgrade says 'Unresearched' 'Requirements not Met' yet I've unlocked everything I can in the favor tree. There is no research menu. There is no research building. How do you 'Research' the upgrades, there is no option anywhere I've found to unlock this research. Other people have clearly gotten past this part, but there is absolutely no documentation of how to "research" anything. Can someone explain this?
The only research in this game is the favor tree, where you unlock stuff by spending favor. Note that once you reclaim the shrine, it appears in the favor tree. Unlocking it there should enable you to upgrade the shrine.
When you upgrade a shrine once, it will be able to produce tier 2 favor, which can be used to unlock the second ring of technologies.

"Requirements not met" means that advanced version of the building has special requirements that current location does not meet. For example, tier 1 latex producer can be put anywhere, but tier 2 needs to be put near latex terrain or latex spring terrain. You can see the requirements by attempting to construct a tier 2 building directly.
 
4.40 star(s) 8 Votes