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For past month we've made some progress with Strive Sequel's actual development. Basically I've began rebuilding Displaced's framework and that saves me a good amount of time. Right now we have: 

  • Races, classes and skills data and stats (minus descriptions)
  • Basic slave generation and menus
  • New functional real time task and crafting systems (more details on it below) and slave mechanics
  • Basic procedural world and quest generation system

On the first look it seems like a lot, but compared to old strive this is really not, because old strive had a ton of niche functions, i.e. pregnancy, relatives, piercing and tattoos, brands, daily events and so much more. I realize that alpha version might not have many of those, but still most of them will have to make it into the game eventually. On other hand, strive sequel is going to have a whole new layer of complexities in terms of how player interacts with world.

Tasks and crafting

First system I'm redoing nearly from scratch is a job system. To put it simply, it will be more like Displaced-time based system instead of day based. Instead of skipping past whole days there will be a time flow, which won't be affecting nearby world as much (you can still shop or move at any point of day/night). You might wonder why bother with day cycle at all, and this is done to make jobs and crafting fit more natural. 

Now when assigning a worker you will be able to select their work, sleep and entertainment shift. Every work hour some progress will be generated by the worker at the cost of their energy. Every rest hour worker will restore some energy, and every "Joy" hour they will regain some fatigue. Negative energy won't stop worker from doing their task, but will accumulate "Exhaustion" instead, which is not that big of a deal initially but will impact performance and health on long run. So basically now you will be able to work your slaves to bones if you wish so, and you might be tempted to do so, since some goals will require you to be more productive. 

The crafting is also being done by workers now, so training or getting a trained blacksmith or alchemist is more desirable. The idea is mostly same as for normal task, but instead of producing a resource, the crafter will work on item schedule managed in separate menu. The materials will be consumed when item crafting starts but the item is produced after specific amount of work is completed. As for recipes there's 2 type of crafting: 

1. Basic crafting done from specified resources i.e. Potions or materials

2. Modular crafting which is basically same concept used in Displaced (different parts with different selectable resources)  and is used for weapons and armor. 

Both options will allow batch crafting, with multiple assigned workers, but you won't be able to craft 2 different items of same category in same time. 

The mansion upgrades are still haven't been drafted, but they will likely also be completed through workers. 

So it seems at least basic framework for Strive sequel won't take too much time, but the actual problem is that you still need a good amount of content in terms of quests, items, descriptions and events. For sequel I'm planning to go for more procedurally generated world and events and I'll be telling more about it later on. The other issue though, is a visuals, and even if I'm gonna use some icons and panels from Strive 1 and Displaced, there's a huge chunk of assets to be produced, which will impact the closest release date in negative way (to tell the truth, Displaced right now is also being held back by it in some way).

That's about all I wanted to say for today, and this is the last day of the month. Thank you for your support and attention!

Comments

Gamenerd3

so when can we try it out?

maverik

I believe at least a couple more months will require to finish bare minimum of functionality (skills, classes, progress etc). That is, if you are fine with very limited or nonexistent visuals and handmade content.

Guileless

Sounds amazing. Greatly appreciate dynamism and reasonably detailed complexity. Looking forward to Strive for Power II: Slave Fortress with its inevitable addition of dwarves to the race roster.

Mylen Ploa

Will there be modding/viewable source in the Strive sequel? I liked being able to fix/change things in the original. Noticed the displaced demo had a packed file (which I suppose I could unpack but it is more work). (Although most people probably can't edit the source)

maverik

Yes. Unpacked version requires more management and since there's little benefit in having Displaced code accessible it was packed.

Anonymous

Hi there! I'm fairly new around here but I quickly fell in love with Strive. It's so amazing! I'm really excited for when the sequel comes out. EDIT: For anyone who might have already read it, never mind that last part I just deleted.

Anonymous

What's the plan for handling stats in Strive 2? I'm a huge slut for spreadsheet simulators and the 4+4 stats felt kind of lackluster. Same for traits, they felt like they had very little impact. How about introducing a skills system?

maverik

I've been going a bit about stats in previous post regarding races. Basically the new system is going to be class focused with races providing a stat baselines for those races. To put it shortly, it will be nothing like strive 1 where you leveled up every slave in same way with some choices in specialization. Now you basically pick specializations(specs) every level (with specs unlocking more specs) with stats unlocking those specs but being mostly randomized based on races. There's also 4 "oldschool" skills which will be improved by tasks and might be required for specific classes, but there's no choice in leveling them (except for which you might want to level right now).

FuckEA

I hope the sequel will have an option to upload a silhouette rather than full body portray.

CheshireCat9716

Hi. I downloaded the latest version. Theres an snnoying bug that makes all my residents disappear. I start the Callie quest and a ton of bugs start. At least i can play without constant freezing cause of my old ass computer. Lol

maverik

Hi. If you were switching between versions there's been a bug in 24b which makes saves to 24c problematic. If that's the case starting the new game might solve it entirely.