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As for the latest poll, its nice to see people being pretty active around modding topic. However, I'm not going to jump into making an editor right now, as there's a couple more things I want to make better before that. These will be the foremost target of next release.

Relatives screen. Relatives have been a big issue for me to figure out the best way to deal with it. If you tie the data to the slave, you won't be able to extract data after losing it. Managing connections in ever-growing tree is also somewhat complicated. In the end I decided to make a separate data entry for every new slave with formed family connections, then grab data from it. This will also allow to include lost slaves (killed, sold and so on) and will allow pretty flexible relatives tree. Good thing is, its nearly done. On top of it, I'll be introducing a new slave-tooltip. Similar to existing custom tooltips used for most things in the game, but this will include slave's portrait and perhaps some additional graphics for easier comprehension. Speaking of which, I really should add some simplistic system for game to assign user added portraits on random... 

The second one is combat. There's 2 main issues with combat which are not doing it favor and makes me wish to redo it. Firstly, the whole existing sequence allows little alternatives and in-betweens. It was done poorly due to my low experience in the area, and now its time to fix it. The first goal of new combat will be an easy introduction of animation inside of it. Naturally, by 'animation' I'll be meaning a popup numbers and some basic GUI highlights in first place. This will allow us also to reuse it for another project with an actual animation (if other project would do it nicely).

Second issue, is more of a gameplay philosophy one, but its the one which will be taking more space. My original game design gimmick was to be quite ambiguous about nearly everything, giving little short-term feedback to the player. Now I realize, this is actually not really good idea. I'm not saying its entirely false, because few hidden interactions between actions and items are quite satisfying to discover (as long as they are not mandatory for comfort play), but in general you want to give player as much info as possible, especially so in strategic/management games, because only then they can make educated decisions. So, that said, I'm planning to dumb down the combat system. Current power/overpower/dodge system is mostly hidden AND unusually complicated. I don't expect players to figure out how values are interact or even knowing it, figure out the results before the computer. Instead I'll be making something way simpler, straightforward and nice-looking. Then modders will also be able to work with it with better understanding on how to balance their additions. 

That's about it for today, thank you for your attention!

Comments

DarkFERDY

How Hard Would it be to increase food storage for those of use who have a run of unlimited population? and maybe like a counter for supplies with resources

maverik

Food storage can be easily adjusted with manually editing the scripts. Counter for supplies is a bit harder, but I've been thinking on doing something about it for some time.

Shaun Holmes

Mav so new family tree and relatives, will we be seeing twins. It would add a new level to whole slave and Relatives.

Anonymous

Really like the idea of a system to assign portraits at random, Though it would be nice to set race and body specific pics, for example naming a pic so it would only be used on big breasted elven women

maverik

The problem is that if you don't want pure random, you need some way to tag pictures. The name and folder is the only one not tied directly to other files, but thats hardly enough for all sorts of hair colors, ages and so on. I have slight idea how we can approach it, though it will require portrait makers to assign tags on their own in either case.

Smaug

I would really like more depth in the pregnancy department (I really liked the core loop in Breeding Season, too bad that the devs split up)

Jonathan

getting the kennel upgrade mentions a bestiality fetish action can be done how do you preform that or can you not do it at this time?

Mirrodin

Art good, gameplay good, dude, your game is damn good.

Anonymous

I'm confident seems look you really want your game to have a real and interesting gameplay and that's an important thing as much important as Art for me, so keep on the good works and trust in yourself ! ♪ ☺/

Mylen Ploa

Imho I've found the Fire Emblem combat system the easiest to understand. Even with the Fire Emblem system, Kamidori Alchemy Meister has a significant amount of complex interactions available (eg Prevail, Counterattack, Swordflash) which people could mod in. The limited item slots/ability slots really adds opportunity cost to what you choose. ____ Unrelated comments for things I would consider modding in (no idea how hard it would be to hook these into the game atm): -Chance of high affection girls coming back to work for you in runaway event/if you released them. -Events for custom requests based on an alignment system (eg if they are joining the guard or an art troupe, marriage, vs being a plaything) and the affection of the character as well as if they are branded or not. Maybe a hidden aspiration system of individuals (they have their goals too) -Some more complex/less clicky system for obedience/loyalty, right now it's too easy to max it as well as the trainable stats and you repeat the same action over and over and over for each slave which is not enjoyable when you need to manage a large number of people, have to rely on the supporter menu. -Some simpler method to resolve slaves being too lustful making it so that it's better to not unlock intimacy with most of your servants or else you are stuck doing interactions all the time and/or buying Kimonos for everyone/juggling room assignments. -Automating mana acquisition somehow

maverik

I suppose, but I don't like constant reliance on the RNG which always happens in such systems on higher difficulty settings. If anything, I prefer CCG approach where you can nearly always predict what gonna happen from your action, and have very basic mechanics too (x damage means x damage no matter what). This, though, probably would be too simple for existing project, but still.