Monday, July 25, 2016

No update today

I have a very solid update ready to go, but I won't have the time to push and support it until tomorrow, Tuesday July 26, at the earliest. As a friendly reminder, though I've been pushing an update most Mondays for some time, I cannot commit to a regular update schedule. As partial compensation, here's a preview of 0.7.10 features:
  • Four kinds of slave retirement, the ability to set a custom retirement age, and a toggle to suppress all aging.
  • Slave market improvements, including improved gingering, two new markets, and more.
  • New starting option to define the Free City in which the arcology is located as urban, rural or seaborne.
  • Faceless menial slaves in several varieties, which can be bought, sold, converted and more.
  • Long overdue UI improvements.

43 comments:

  1. That's fine with the update, my man.

    I was more worried about you than anything else.

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  2. This post about update delay is appreciated. Take your time, thanks for the heads up.

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  3. Will the new arcology location affect anything or is it mainly for aesthetic purposes? either way it sounds great.

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  4. Thank you SO much for creating this amazing world. I think I can speak for all of us when I say we can't wait for the next installment. For myself, I've been waiting for a seaborne arcology since I started. DIBS ON CALLING IT ATLANTIS!!!!! DIBS! DIBS I SAY!!!!!!

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    Replies
    1. Crap. I wanted to call it Atlantis. Oh, well.

      (I'm still going to do it; don't tell the above poster)

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    2. Then I'll go weeb and call mine 'Neo-Atlantis'.

      Delete
  5. I have wondered if there would be a way to say WHERE your Free city (I can't spell it at all) in terms of environment locations, but will there be a desert, forest, jungle and tundra be places to sometime in the future?

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  6. Nice to hear about the varied arcology locations. If you don't mind me asking as well, will they be cosmetic for now, or will there be events and/or mechanics for them ready to go out of the gate?

    Also, would it be possible to suggest more Future Society ideas?

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  7. Also, will previous versions' saves work for this one?

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    Replies
    1. I assume so, since the game is 0.7.10, and not 0.8. When the number changes from 0.X to 0.X+1, then current saves are broken.

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    2. Wrong. There's no guarantee that a game saved with 0.7.9 will work with 0.7.10. It might, but then it might not - your mileage may vary, or some things (traits, policies, attributes...) might get transferred incorrectly or not at all.

      The only thing guaranteed is that you can start a new game with 0.7.10 using the "New Game Plus" feature, transferring five of your slaves from a game saved with any 0.7.x release.

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  8. Thank you FC Author. You've created an amazing world and a great game.

    PS: I like the interview in the game encyclopedia, it's a nice touch.

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  9. Is it going to have a fix for the bugged makeup/nails?

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  10. Oh man, I can't wait!

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  11. Sounds great! Looking forward to it.

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  12. * New starting option to define the Free City in which the arcology is located as urban, rural or seaborne.

    This is the kind of thing that is both an awesome addition and that makes the mind go off in interesting directions, though some may be unworkable in the broader scheme of the game. For instance, being able to move to a Space Arcology, on a station or as a lunar colony. Or to bring it down to Earth, the crater of a volcano so I can get my Bond Villain on. There also might be continent specific locations, like jungle or desert, which might have different hazards, benefits, and events - jungle might have a random disease event, but also assist by bogging down attacks and having biodiversity to exploit. An urban located arcology might be more vulnerable, but also have reduced slave prices due to the ease for the desperate to get in before they change their minds.

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  13. I had honestly thought that the Arcology was in a floating city since you use a VTOL to go anywhere.

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  14. Ooh, so much flavorful goodies, so much time. I can't wait for this update ^-^

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  15. Take as long as you need man. We're just grateful for the amazing game you've given us.

    *Holds out hope for more Paternalist content*

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  16. It's cool bro, Your doing it for free after all can't really complain about the timing when the updates are still regular

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  17. Awesome work mate. What time zone are you on? I'm in Australia so I think we're a day ahead haha.

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  18. >seaborne
    This is Pequod, arriving shortly at LZ.

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  19. Don't stress. You're making a free game that people enjoy. No one can demand anything of you. All we can do is thank you for it. Keep up the good work.

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    Replies
    1. Plus, there's one thing we should really thank you for: you're really listening to us and our bug reports and feature requests. It's your project, you could have easily ignored us and pulled it exclusively in the direction you prefer it to go, yet you don't. All hail FC Author!

      A different Anonymous.

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  20. Whatever you gotta do man, you kinda spoil us anyway. We will live. XD

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  21. I hope that with the seaborne, the slaves' gill size will count towards attractiveness.

    More seriously, I'd like to see more explanation of what the difference between the Spa and Clinic is supposed to be.

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  22. Why thank you! FC 7.10 would be a lovely birthday gift XD

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  23. Assuming the arcology environment matters, I have an idea for a new upgrade: rocket engines. They would allow moving the arcology from one environment to another, affecting parameters like upkeep costs (food prices), number of immigrants, nationalities in the market, general slave prices, specific asset prices (war zone assets, for example), etc. Some upgrades or events might only be reachable after moving to a specific spot.

    To keep it balanced, the upgrade should be extremely costly to build (think 100M) and extremely costly to use (think 5-20M per move, depending on distance/randomness). It could also be risky - once in a while you would crash land short of your destination, damaging your arcology and killing and wounding both the citizens and slaves.

    This idea can easily be expanded further: other upgrades could prevent/reduce casualties during a crash, mercenaries could protect the arcology from attacks during the move, a team of scavengers/gatherers can be formed to investigate a landing site, a research facility could be built for analyzing the artifacts found (Head Scientist plus lab technicians), and so on.

    I think it would fit pretty well with the story you're building here.

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    Replies
    1. How in the everloving fuck do you imagine this being even remotely believable?

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    2. "Just strap giant rockets to it, it will be fine!" :D

      Do you even have any idea how much power you would need to lift a WHOLE CITY? Today we are launching a couple of (usable) tons into space (satelites) and that still costs a couple of millions, a CITY has multiple THOUSANDS of tons.

      So rockets are out BUT you could still move seaborne arcologies rather "easy", just imagine them as a GIANT ship. Sure it would be slow but you could move it.

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    3. Buying a new arcology in a different environment and migrating everyone there is more convincing IMO. It should be costly and takes time (a few weeks maybe) to fully start in the new city, where you will start with no or very low reputation and no establishments.

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  24. Would it be possible to add a skin colour/race option for the PC? I think it could add a little more indvidualisation without much work. It could also have an influence on the racial superiority/inferiority.

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  25. So some ideas for the different kinds of arcologies:

    Urban:
    Pro
    Cheaper/more slaves due to closeness to dense populated areas, faster growth of arcology, maybe even the ability to fund (cheaper) raids for slaves. Also more possible buyers/better supply for materials (drugs etc.)

    Con
    Higher risk/strenght of attacks due to closeness to dense populated areas (terrorists/military), higher risks of attempted escapes from slaves (due to closeness to civilisation), no real space to expand outward (if needed, you have to build UP which costs more money)

    Rural: (would be most likely like how the arcology behaved before)
    Pro
    Much avaible space to expand if needed (cheaper building-costs), less escape attempts

    Con
    No real downsides

    Seaborne:
    Pro
    EXTREMELY unlikely/weaker military attacks/reduced terrorist attacks, nearly no escape attempts, cheaper supplies if weather is good (transportation of large loads is extremely easy via water), more likely to adapt to scieties that reduce usage of materials/space (where do we get milk from/why should slaves get more than is needed?), maybe special "upgrades" for the arcology:
    tidal-power-generators
    High-class living spaces (many people would pay large amounts to be able to live on a seaborne arcology)
    water turbines to enable movement between continets but SLOW AS FUCK
    ocean mining


    Cons
    Slower influx of new people/higher prices for slaves, less customers, less chances for raids/higher costs, EXTREMELY high costs for expanding (tons of space, but you have to build your own building ground first and balance the arcology)

    "Sci-Fi" stuff: A seaborne arcology may also serve as a anchor point for a space-elevator, so it could have a "sister" arcology in space

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  26. I know that this is probably not very high on the list of things to do, but would it be possible to add ponytail hairstyles? I am quite fond of them, and I really want to see what they would be like for different outfits. I especially like ones with forelocks or bangs...I found an example, but only one from an anime.

    http://pm1.narvii.com/5818/d29363188443093d6d8011640c31af484b86c4e7_hq.jpg

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    Replies
    1. Ponytails and some other hair styles were added in my mod, they were partially added in the main game but they were lacking descriptions in some places. I've since added these so maybe they'll be in this update or a later one. Only FC Dev will know for sure.

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    2. Thanks for the heads up, fingers crossed! :D

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  27. Yours is the most frequently updated game out there since Corruption of Champions, I think we can forgive you for being busy on occasion and not being able to get out an update. And anyone who can't... probably needs to be turned into a slave for your game. ^.-

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  28. Guess I'll leave feedback here and wait for the new build:

    - Requesting more interviews for the encyclopedia. Bimbos aren't even really my thing, but the K-2 entry was hot as hell.

    - Now that fertility drugs can induce lactation, it would be nice if they could be used on XY slaves.

    - Amputated slaves can no longer learn Whoring or Entertainment skills, but only actually 'lose' the Entertainment skill (an amputee will keep whatever Whore skill she had before the operation). Intentional?

    - If amputees can no longer gain and/or keep Whoring/Entertainment skills, should they be eligible for 'Masterful Sex Slave' without them (similar to how XY slaves get MSS without having/needing vaginal sex skills)?

    - Some more thoughts on the 'retirement' system (I'm assuming it's a sort of 'when a slave gets to be this age, remove her from active gameplay' type thing, not meant to be a money maker): Degredationist/Subjugationist/Supremacist arcologies might render them down for mulch, fertilizer, or slave food (if you want to go that dark), Paternalist arcologies might provide a true 'retirement' involving manumission or an 'old slaves' home'. Gender Fundamentalism (and maybe Chattel Religionism) ones might send slaves off to a 'breeding center' to bear the next generation, or to a creche to act as teachers/nannies for slave children (and this may be a way to satisfy all the requests for slave child tracking stuff without actually having to include under-18 slaves in the game). Roman Revivalist arcologies may send all slaves over a certain age to participate in lethal gladiator fights until they lose/die, and Pastoralist arcologies have the obvious 'send old cows to the dairy' thing (although if retirement isn't meant to make the player money this would have to be handwaved somehow).

    - I'm not sure if we really need more collar types, but I'm a big fan of posture collars so I figured I may as well toss a request for them out there.

    - The gingering code seem to rarely be applied to slaves not generated from slave markets (confirmed happening with RE Malefactor).

    - American slaves don't seem to be generated with accents if the lingua franca is English - but there are quite a few distinct American accents in reality ('southerners', nasal New York/Boston accents, etc etc) that could easily count as 'American accents' in the game.

    - Subjugationist policy suggestion: only slaves of the subjugated race can be sold in the arcology.

    - "References to lethal gladiatorial combat will no longer occur unless the player takes steps to encourage the practice." A fully-upgraded Roman Revivalist arcology still mentions lethal pit fights in Arcology Description.

    Also, I've been looking closely at Ancient Egyptian Revivalism lately (that plus Paternalism, Body Purism, and Slimness Enthusiasm looks like a nice set), but it feels kind of awkward, since the unlocked clothing option is a collar and none of the regular clothes really fit an egyptian theme. I've been using the slave gown as a stand-in, but something like the below modern themed dress would be nice:

    http://tinyurl.com/j25pf2f

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  29. Love your game; I think its direction is better than CoC & TiTs. If I could offer a few suggestions; when placing a custom order slave it would be great if we were able to get one with a background we need; i.e. DJ or Spa Attendant. Also, when slaves are assigned to other areas (servant quarters, master suite, school or cellblock (although I think this kinda does) it would be great if the slave in charge will function kinda like a head girl and help to fix flaw and devotion. Thanks anyway; I support you on Patreon because I love your work and keep up the great job!

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  30. Will there be a way to keep aging (or really slow aging) but to disable retirement?

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  31. Suggestions:

    Add blinding, similar to mute with cloned organs possible. Maybe cloned eyes could have a unique descriptor or color.

    Add facial mutilation. Plastic surgery to make slaves uglier. First step would have no adverse affect, other than a note, so you could have a gorgeous mutilated slave. The description would be very generic like 'artistic' or 'hideous' so its left to the player's imagination exactly what was done.

    Requested Slaves.
    Add a wanted list for slaves with a specific set of attributes. It could have a note who the buyer is: fellow arcology owner, citizen, etc. The order has a time limit, meaning you have to train and customize the slave quickly. The more traits listed, the more difficult it is to fulfill the order, the more extra money you get. You can only take one order at a time. Failing or canceling the order results in a massive rep penalty. It would need to be balanced with placing custom orders of your own, so you can't just buy one and resell her immediately.

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