Monday, April 4, 2016

ALPHA 0.6.6: "Compulsive Behavior"


There have been two good, substantive criticisms of FC I've seen repeatedly:
  • Individual slaves lack character.
  • The player is expected to track and manage too many things.
Addressing either of these without making the other one worse is difficult. Giving slaves more mental nuance will add things to manage and track; making management and tracking easier will tend to suppress individuality. With this update, I've attempted to strike a balance between these objectives by adding mental qualities that will develop naturally within existing gameplay. If the player wishes to micromanage them, existing tools like smart clit piercings and relationships can be used to affect them. If not, playing FC normally will tend to improve these qualities anyway, making them nothing more than added flavor. Optimizing them is not necessary to succeed. I hope this will allow players who want to play more of a role in their slaves' mental lives to do so without burdening those who do not.

This is likely to be the final major expansion of mental attributes in FC. This means that I decided against going with multiple fetishes. With Twine, that would have required handling an array every time fetishes were invoked; I'm not sure either I or Twine are up to that. The Nympho and Bisexual fetishes have been replaced by sex drive and orientation systems respectively, which gives us a reduced fetish list of Oral, Anal, Sub, Dom, Sadist, Masochist, Pregnancy, and Boobs. All remaining fetishes now have three levels.

This new mental system is (hopefully) functional, but incomplete. Planned additions include:
  • Better text coloration and other UI refinements for the new stats.
  • Additional benefits for level 3 fetishes.
  • Reduced likelihood of moving away from a level 3 fetish.
  • Better interactions between sex drive and fetish development.
  • Major encyclopedia rewrites and additions to explain all of this.
Obviously, these do not need to be suggested. If you would prefer a more polished version of FC, wait. I'm very aware that a conservative update that fixes more than it breaks is long overdue, and the encyclopedia alone needs an update's worth of time put into it.

Download: DropboxMegaPrevious saves will not work. Latest hotfix (0.6.6.1) posted at 1650 PST. Addresses old bugs from 0.6.5. Should be save compatible.

0.6.6 Changelog

Slave orientation
  • Slaves' attraction to men and women is now tracked separately from fetishes. It can be modified by many factors, but is slow to change.
  • Sexuality can be unknown like fetishes, but will usually be discovered in the normal course of play, within a few turns.
  • Removed the Likes Girls fetish; most associated situations are now triggered by maximum attraction to women.
  • Added mirrored versions of many situations triggered by the Likes Girls fetish for slaves with maximum attraction to men.
  • Orientation is now a factor in the formation of slave relationships, but is not a hard requirement.
  • Sexual relationships can increase attraction, based on the level of commitment.
  • Heavy hormonal treatment will reliably modify sexuality.
  • Added settings for smart clit piercings to alter sexuality.
  • All remaining fetishes will increase either XX or XY attraction.
Sex drives
  • Slaves' sex drives are now tracked independently from fetishes. Like sexuality, they can be modified by many factors, but are slow to change.
  • Like sexuality, sex drive can be unknown; the two qualities are revealed concurrently.
  • Removed the Nympho fetish; most associated situations are now triggered by maximized sex drive.
  • The All setting for smart clit piercings will now increase sex drive.
  • The Fitness quirk will increase sex drive.
  • Aphrodisiacs will increase sex drive; Extreme Aphrodisiacs increase it more quickly.
  • Outstanding health will improve sex drive; good health will improve it very slowly.
  • Excessive Trust and Devotion will advance sex drive.
  • Loving relationships will gradually improve sex drive if one of the partners is a nympho, they share sexual interests, or they fit each others' sexualities.
Fetishes
  • Fetishes now occur in three levels:
    • The first is generally an interest or a tendency, and has little benefit.
    • The second is similar to the way fetishes worked previously, or somewhat weaker.
    • The third is similar or somewhat stronger, and resistant to some fetish changes.
  • Preexisting ways to acquire fetishes will produce fetishes at varying levels depending on the slave and the situation.
  • Some preexisting ways to acquire fetishes can now advance them as well.
  • Aphrodisiac addiction can enhance existing fetishes.
  • A maximized fetish will prevent many fetish changes.
  • Fetish strength is now a factor in most fetish effects, affecting their frequency or power.
  • High Devotion and Trust can cause fetishes to progress naturally; low Devotion and Trust can cause regression or even loss of fetishes.
Starting slave creation
  • Added a custom input submenu to starting slave creation for most descriptive strings.
  • Included options to customize sexuality and sex drive; selecting Unknown will hide both options since they are revealed together.
  • Basing a new slave on a slave with fetishes or sexuality and sex drive set to Unknown will re-randomize those qualities.
Other changes
  • The spacebar will no longer end the week, and enter will no longer do anything other than end the week.
  • Slaves serving Head Girls now have a devotion-based chance of failure at energizing the Head Girl; only a Worshipful slave can guarantee success.
  • The effects of sex work on holes are now dependent on the popularity of the slave; pussies are somewhat more resilient than asses.
  • More nicknames and degrading names.
  • A fourth future society option will now unlock at extremely high reputation.
  • Examining a slave within a facility will now constrain the Next and Previous options to cycle through slaves in the same facility.
  • Bugfixes.

Tuesday, March 29, 2016

ALPHA 0.6.5: "Youth versus Experience"


One of the legends of games design once described a good game as "a series of interesting choices." I really like this way of thinking about games, and I try to keep it in mind while I work on FC. If at any point in the game the player doesn't really have a choice, or one of the available choices is clearly superior, that's not good. Of course, erotic games like FC have an added requirement: they should be full of choices that are both interesting and sexy. There are some interesting decisions in FC, and a lot of sexual ones, but the best are both. This update should improve some old choices, and add good new ones.

I'm working around some hard limits when it comes to PC customization. The basic problem is this: the time it takes to write a scene is probably proportional to the square of the number of PC options. I mention this because this update adds an age choice to PC customization, and I'm sure I'm going to get requests for younger and older options. Unless I go back and add a lot more code to scenes, mental changes, initial slave feelings, and reputation, I need to assume that the PC is energetic, handsome and/or pretty, and has had at least some time to accomplish things before we meet them. If we get outside the 25-50 range I've been assuming all along, that gets increasingly unlikely. To allow the player some room for imagination, the choices are "surprisingly young," "early middle age," and "late middle age." I suppose it's possible to write a backstory that fits with what we see in game for a really remarkable 20 or 60 year old PC, so feel free to interpret those vague descriptors.

Finally, I've added an option at game start to disable "extreme content," which I've provisionally defined as amputation, muting, rib removal, surgical mindbreak, and gelding. To be blunt, having this option should not be controversial. Your FC experience will be unaffected by the availability of this option if you play with extreme content active, so I'm uninterested in hearing complaints about letting someone else avoid what they consider a boner killer. FC is officially pro-boner. The corollary to the current trend towards acceptance of other people's notions of what's sexy is that it needs to be okay for people to find things unsexy, too. Comments insulting others for not wanting to see amputee content will be deleted just like comments insulting others for wanting to see amputee content. Take it elsewhere. That said, if you'd like a refinement of the current definition of extreme content to exclude something else you don't want to see, or to include something you don't want pruned, by all means leave feedback.

Download: DropboxMegaPrevious saves will not work. 0.6.5.2 is the latest hotfix, 1045 PST 3/31. Probably save compatible. Latest hotfix addresses rep bug.

0.6.5 Changelog

Starting options
  • Player character age. Available options are young, early middle age, and late middle age. The older the PC, the higher their starting reputation, the easier it is to maintain reputation, and the lower their sexual energy. New slaves may react to a significant age gap with the PC.
  • New starting option to disable extreme content; this is currently set up to disable amputation, muting, rib removal, surgical mindbreak, and gelding.
  • Extreme content and nicknaming toggles added to options.
  • Made starting slave customization much more deterministic to discourage spamming the same choices in hopes of getting a specific result.
Sexual energy
  • The game now tracks the PC's sexual energy, a hidden derived stat. Fucktoys and master suite slaves will receive greater or lesser effects depending on the ratio of such slaves to the PC's sexual energy.
  • Added a new alternative focus to training slaves personally or focusing on business: sex. This raises the PC's sexual energy for the week and is useful if the player wishes to quickly improve many fucktoys or slaves in the master suite.
  • In compensation, improved the business focus effect on arcology prosperity gains.
Future societies
  • Added laws to Maturity and Youth Preferentialism. Each law eases reputation maintenance and improves the business focus for PCs of the corresponding age group.
  • Eased the inappropriately unforgiving advancement curve of Edo Revivalism.
  • The Concubine now counts towards the size of an Arabian Revivalist harem.
  • Added a demand element to the body type future society laws (Asset Expansionism, Transformation Fetishism, etc.) that slightly increases demand for slaves that fit the model.
New events
  • The PC can walk in on sadistic slaves verbally torturing anal virgins.
  • Generic sexual event with a fisting option, per an old request.
Mental revisions
  • Getting a slave to Worshipful and Absolute Trust is now slower without personal attention, but quicker with it.
  • Increased stickiness of Extreme Hatred and Abject Terror.
  • Worshipfulness will break a slave loose from Extreme Hatred; Absolute Trust will break a slave loose from Abject Terror.
  • Renamed Daring to Perverted to avoid similarity to Caring.
  • Recast High Self Esteem to Insecure based on feedback.
  • Boosted reputation gain from trust and devotion overflows.
  • Abuse will now produce a much wider variety of flaws.
  • Reviewed all fetish changes to reduce frequency of changes and add devotion as a factor where it wasn't one.
  • Greatly increased the natural incidence of slaves without fetishes.
  • Slave relationships
  • Slaves on luxurious rules with lovers or wives get an upkeep discount, since the two can share a room.
  • Lots more slices of life for slaves with lovers or wives, randomly visible on the main menu.
  • Revised long form relationship and relationship rules descriptions to make what the PC is permitting clearer.
  • Slaves in the Head Girl suite will not form relationships with the HG unless they are Accepting or better.
Other updates
  • Rebalanced slave costs: minimum prices increased, value curve flattened, importance of many qualities changed.
  • Heavily increased effectiveness of expending virginities during whoring or public service.
  • Added artistic Asian tattoos.
  • Added cheerleader, club netting, and shibari rope outfits.
  • Added a weather cladding upgrade that hardens the arcology against the weather, dropping the weather down one severity level for damage purposes.
  • Now possible to rename the arcade, club, and brothel: this function will be extended to all facilities in the future.
  • Reformatted the end of week reports to prioritize the slave's job performance and make things clearer.
  • Moved several options from the main menu to the options menu.
  • Better rules assistant logic to avoid wasting money when applying body mods and cosmetics.
  • Rebalanced reputation element of prosperity growth to discourage the player from ignoring reputation.
  • Expanded massive corporate investment to virtually exhaust the corporation's cash on hand.
  • Basic first turn walkthrough added to the encyclopedia.
  • Bugfixes.

Monday, March 21, 2016

ALPHA 0.6.4: "Test of Character"


My plans for FC have a way of going sideways, but this should be the last in a series of framework-extending updates; the next few updates at least have a lot of content to fill out.

This update adds to the mental system. An unfortunate choice of terminology early in development is going to introduce a lot of confusion here. 0.6.4 renames everything previously called a quirk to a flaw, and adds a companion system based on characteristics called quirks. Confused yet? There are now quirks and flaws; the quirks are new; and the flaws are what used to be called quirks. The basic idea is that a quirk is a positive quality that a slave gets from careful training that preserves her uniqueness while removing a flaw.

The system is in a fairly early state: quirks do not interact with many other mechanics yet. I also plan to add more ways to add beneficial quirks to slaves. However, I do intend to resist the inevitable demands that it be made possible to easily give any slave any quirk the player desires. That would devalue the character the system lends to individual slaves. Since well-broken slaves tend to resolve their flaws naturally, a sort of urgency appears to quirk training. I like the implications of this: the player has to race the grinding effects of slavery to rescue something of a slave's uniqueness before devotion destroys it forever. I'm concerned that softening is a little easy at the moment, so there's little reason not to do it, but we'll see.

This update adds Revivalist future society models for Edo Japan, medieval Arabia, and imperial China, because they've been requested for a while, and because I like them. I'm sure I'm going to get questions on a couple of thematic choices I made. First, Revivalism is not at all about historical accuracy in the FC world: it's about grandeur, decadence, and the player character showing off. The Rome of Roman Revivalism probably looks a lot more like the film Gladiator than the real Rome. For this 0.6.4, means that Arabian Revivalism does not include direct references to Islam. It borrows a look, a focus on slave trading, harems, and little else. Second, I decided not to include a eunuch feature for either Arabian or Chinese Revivalism, despite the obvious opportunity. The trouble here is that in both these cultures eunuch roles were entirely or almost entirely nonsexual, and the surgery involved removal of both twig and berries. Since that isn't possible in the FC code, it isn't included.

Also, Twine is a favorite platform among some tribe of moralizing scolds, apparently? Lovely. When a comment and a bit of confirming Google research informed me of this, I felt my shriveled black heart expand a bit. Then I went back to using Twine to recode how FC calculates the profits the player receives from forcing sex work on slaves that appeal to popular racial fetishes.

Download: DropboxMegaPrevious saves will not work.

0.6.4 Changelog

Expanded quirks and flaws:
  • Existing quirk variable renamed to flaw.
  • All flaws can now be softened into a beneficial quirk that can only be given to slaves that have the corresponding flaw.
  • Quirks added to random slave generation, though they are very rare.
  • Head Girls can be ordered to soften flaws instead of removing them; softening a flaw is much harder than removing it and requires that the slave be Accepting or better.
  • The PC can soften flaws using personal attention; softening a flaw is harder than removing it and requires that the slave be Ambivalent or better. The PC has an advantage over the HG at softening flaws.
  • All quirks provide extra Devotion or Trust in at least one situation that appeals to them.
  • A spa staffed with an intelligent Attendant can soften quirks. Other facility, accessory, and job based mechanisms for resolving quirks remain active. If the player wishes to soften a quirk, this should be done with delicate training rather than on the job.
  • Muting will remove quirks along with the associated flaws.
  • Appropriate fetishes can soften flaws based on a slave's combined Devotion and Trust; if a quirk is already present the flaw will be removed as previously.
  • Slaves with quirks are not prevented from acquiring more flaws, though quirks can remove the corresponding flaw. Softening a new flaw by training will replace the existing quirk.
Future societies:
  • Edo Revivalism: advanced by providing a large number of public servants or a well staffed club and held back by failing to do so. Improves efficiency of public service and service in the club. Increases beauty of Japanese slaves. Law greatly enhances efficiency of societal spending.
  • Arabian Revivalism: advanced by keeping a large harem of personal slaves and held back by failing to do so. Once well accepted, grants a significant bonus to bids recieved when selling slaves. Law enhances efficiency of societal spending and provides a modest rent increase.
  • Chinese Revivalism: advanced by maintaining a Head Girl, Recruiter, and Bodyguard, and held back by failing to do so. Maintaining all three rapidly improves prosperity. Increases beauty of Chinese slaves. Law enables your Head Girl to train another slave each week.
  • Additional choice for the arcology acquisition rumor PC customization: societal engineering, which unlocks the first of three future society choices at game start.
  • Revisions to Gender Radicalism per feedback from enthusiasts. The society now mildly approves of girls with balls provided they're reasonably contented with their lives, and does not disapprove of them, ever. Adoption of Gender Radicalism will reduce and eventually reverse the beauty penalty for both dicks and balls.
  • Gender Fundamentalism now causes additional beauty penalties for dicks, but this penalty can now be reduced by gelding, to keep at least one future society with direct castration beauty bonuses.
  • Updated future society clothing restriction list.
Minor changes:
  • Additional choice for the career PC customization: arcology engineering, which reduces the cost of upgrading the arcology.
  • Boosted base slavebreaking speed of the Cellblock and Servants' Quarters.
  • Personal attention will now correctly prevent slaves from hitting weekly devotion and trust gain caps.
  • After long, uninterrupted service, a Head Girl can achieve basic prestige on her own merits. The length of time necessary depends on her devotion, trust, and intelligence, but even a perfect Head Girl requires at least 20 weeks to become prestigious.
  • Significant additions to the encyclopedia to better explain areas where players expressed confusion.
  • Descriptive phrasing and text color changes to make information clearer at a glance.
  • More player-inspired slave buyers.
  • Bugfixes.

Wednesday, March 16, 2016

ALPHA 0.6.3: "On the Horizon"


It has been brought to my attention that the cellblock, spa, and schoolroom are bad. To address this, 0.6.3 adds a contract services function. If you have any of these facilities staffed, and fewer than five of your own slaves in the facility, the Wardeness, Attendant or Schoolteacher will have time on her hands. She'll bring citizens' slaves in for training in the background, making money based on how much extra time she has and how good she is at her job. Good staff can make a reasonable profit, making it worthwhile to set the facilities up even if they aren't always needed for the PC's own slaves.

I don't have a long term plan for what I work on or when I'll work on it. I mention this because I don't want this update to give anyone the mistaken impression that a sequel to FC is imminent. When I switch over to working on that, which should probably be after FC 1.0, it'll be obvious; new content for FC will dry up for a long time. The change in 0.6.3 that invokes the future of FC is the addition of a simple long term threat. I'll leave the mechanics to the changelog below for those who wish to avoid spoilers. It's fairly punishing by design, and one-handed mode turns it off.

I've been surprised and gratified by players' interest in some of the more simulationist aspects of the game. Thus encouraged, I've added basic demographic tracking to the game to give the player some indication of the thousands of lives involved. The PC's arcology will start with slaves heavily outnumbered by free citizens; I've never actually made this clear, but that's how I visualize things. (Otherwise, the high demand for slave prostitutes seen in the game doesn't make sense.) However, a healthy arcology will naturally skew harder and harder towards slaves as slaves are imported and wealth gets concentrated in the hands of a few. Population will otherwise tend to slowly follow prosperity, but some future societies can also impact it, as noted in their encyclopedia entries. In turn, the ratio of citizens to slaves will impact the efficiency of sex work. This effect is balanced so that in 0.6.3, for example, whoring starts out more profitable than whoring in 0.6.2, slides to parity with whoring in 0.6.2 in the midgame, and eventually becomes less profitable than whoring in 0.6.2 in the lategame. I promise FC won't turn into a full-blown erotic simulation; for that, you'll have to play Crusader Kings 2.

Feedback requests: I've played so much FC at this point that I could use perspective from players who don't know the mechanics by heart, on two things. First, how's the balance from your perspective? My 0.6.3 playtests felt too easy, but I wonder if that's me knowing all the tricks. Second, what don't you understand from playing the game or looking in the encyclopedia? I suspect I need to do a better job of explaining mechanics, but again, I need outside perspectives on that. As mentioned on /d/, I'll consider suggestions for more lategame specializations of future societies. Also, if you post what you'd look for in a slave market, I may include you as a potential "prominent citizen" buyer.

Download 0.6.3.2: DropboxMegaPrevious saves will not work. With the current versions of Twine 2 and Sugarcube 2, Firefox seems to run the game somewhat better than Chrome does, though both work fine.

Latest hotfix at 1655 PST March 17. Addresses most reported bugs. Save compatible. 0.6.3.2 is not fully playtested. 0.6.3.1 is still up on Dropbox in the unlikely event it's unplayable.

0.6.3 Changelog

Major additions:
  • Demographic tracking for the arcology's population. It starts with citizens outnumbering slaves but will naturally shift towards slaves. Some future society choices will affect this process. Demographics will affect the efficiency of sexual services like whoring, public service, and the Arcade.
  • Arcology-wide laws that can be implemented when a future society is fully adopted, the arcology is completely customized to support it, and the player has enough money and reputation to overcome the strong Free Cities resistance to such things. These vary from changes to leadership positions to radical modification of the output of the random slave generator.
  • Options menu for the personal assistant. As your personal assistant develops, she will offer the option to select her virtual appearance. This will be visible in her options menu, and will reflect what she's doing at the time, if anything.
New events:
  • A new kind of once-per-slave event for slaves who have undergone major changes since being enslaved. Two such events are possible: one for heavily feminized slaves with dicks, and one for MILFs who have learned to enjoy sex. Based on a suggestion from /d/.
  • Generic inspection event for terrified slaves.
Significant rebalancing:
  • Severe weather conditions will now damage the arcology, requiring costly repairs. One-handed mode disables this.
  • In some situations, excessive devotion or trust now overflows into the other rather than being lost.
  • The cellblock, spa, and schoolroom now allow their leaders to earn money by contracting out slave training services if the PC has fewer than five slaves in the facility.
  • Complete rebalance of the sexual release rules.
Minor updates:
  • Two mutually opposed future societies: Youth Preferentialism and Maturity Preferentialism; these are very basic for now.
  • More potential slave buyers, based on /d/ anons' preferences; selling to any of these will produce unique reactions from other slaves.
  • Distinct vaginal accessory rules assistant settings for virgins and non-virgins, to allow automation of virginity preservation.
  • Better drug logic for the rules assistant: for optimal asset expansion, set curatives to fix unhealthy slaves only.
  • Unless the Transformation Fetishist or Asset Expansionist future societies are active, Head Girls should be less aggressive about implanting their personal slaves.
  • The arcade will now do its best to maximize inmate fluid production by applying lactation drugs where appropriate.
  • Additional options for existing events.
  • Continued event option balancing between devotion and trust.
  • Numerous minor UI revisions.
  • Updated gameplay information in the encyclopedia.
  • Bugfixes.

Monday, March 7, 2016

ALPHA 0.6.2: "Side Effects"


This update includes a couple of fairly invasive changes to the way players are able to control slaves' sex lives. I (obviously) think they're changes for the better, but as with all such changes I'm sure there will be dissenters. This area is going to see a lot more work, however, so if you're not satisfied with your control over when, who and how your slaves fuck in this version, be aware that I'm actively working on it.

On the subject of changes that may prove controversial, I've removed the upfront health penalties of the more powerful drugs and replaced them with a hidden stat that tracks the long-term damage done to a slave's body by drugs powerful enough to accelerate healing or cause rapid breast growth. In the short term, this makes drugs much more effective, since they have no upfront health cost. In the long term, however, players who make heavy use of growth hormones and the like will start to see minor, transitory conditions appear in slaves: headaches, heart arrhythmias, night terrors, that sort of thing. They're not mechanically different from the health penalties they replace, since their only impact is to chip away at health. But for slaves who spend most of the game on drugs, and especially if they're older, these will become common.

From a strictly mechanical perspective, this change probably makes the game easier, since these effects take a while to appear and rarely subtract more health than drugs used to. But I'm fine with that, because it's interesting. As I've mentioned before, I'll take interesting over mechanically balanced every time. If the game confronts players with an easier path whose price is the tiniest sliver of one's soul, so much the better. I actually considered and rejected this particular idea earlier in development. I've gotten enough feedback since then from players who seem to enjoy these facets of the game, however, that I decided to implement it after all.

As always, thanks to everyone who took the time to report bugs in 0.6.1. I've done my best to address the hundreds of bugs reported. Recent playtests have gone fairly well, but I'm sure several remain unfixed despite my efforts.

Download: DropboxMegaPrevious saves will not work.

Hotfix 0.6.2.3 includes patches for most reported issues thus far, including the glory hole cash bug. If you have not started a new game with a fresh 0.6.2.3 download, please do not report bugs.

0.6.2 Changelog

Major additions:
  • Listing a slave for sale will generate a list of interested bidders. Bids will vary in value, and accepting certain bids will produce minor mental effects on other slaves.
  • Continued new game improvements, including two new PC customizations that give some choice regarding his or her backstory and skills, and a normalization function that awards one or more hardcoded slaves and/or cash at game start to reduce the impact of luck.
  • Seven new quirks: slaves can now be devout, liberated, gluttonous, repressed, shamefast, sexually idealistic, or sexually apathetic; these new quirks fit into the existing quirk system but all offer some unique behaviors as well.
  • The generic health impacts of most drugs have been replaced with a hidden system that tracks the long-term health impacts of using powerful drugs and can appear with a vengeance after long-term drug or hormone use. Going drug-free will slowly reverse the systemic effects of heavy pharmaceutical use. Youth and good health can reduce but will not eliminate these effects. Curatives are not exempt: they certainly cure immediate ills, but medication that powerful has side effects. Preventatives will not cause further drug damage but will also prevent effect reversal.
New events:
  • Three random events for fucktoys; master suite slaves are also eligible.
  • Two random events for rapey slaves enjoying rules that permit their little proclivities.
  • Random event in which your concubine can be allowed to go on an old world talk show without your supervision; she'll affect your reputation positively or negatively with a series of skill and attribute checks.
  • Five random events, one for each slave school, that offer the opportunity to improve the schools' approaches to slave training by endowing support for the new direction. Purchasing more slaves from each school increases the likelihood of that school's endowment event appearing.
Significant rebalancing:
  • Interactions between fetishes, quirks, and extremes of devotion and trust have been reworked and extended: quirks will appear more logically and more often, but will also naturally resolve themselves more frequently.
  • Severely reduced the likelihood of generic recruitment events to prevent reputable arcology owners from drowning in them.
Minor updates:
  • Better autosurgery settings.
  • Midsection descriptions; these are derived from numerous other stats, with weight and musculature most important.
  • Kitchen upgrade that forces slaves to suck off food-ejaculating dispenser phalli in order to eat. Many slaves will resent this, but it can cure slaves of oral reluctance and eventually inspire oral fetishes.
  • Upgrade to administer appropriate drugs via sodomy by a pharmaceutical-ejaculating fuckmachine. As with the food-ejaculating phalli, this has various mental effects. Will not be applied to anal virgins.
  • New universal rule that defines whether slaves are required to get consent before boning other slaves. Declaring open season will generally please devoted slaves and terrify unbroken ones, whereas requiring consent will build trust.
  • Removed the sapphic rule, since it conflicts with the universal consent rule. An effect similar to the old sapphic rule can be achieved with restrictive masturbation rules and no consent requirement.
  • Added many more circumstances in which unknown fetishes can be discovered organically; for example, training that involves repeated oral sex may reveal cumsluts.
  • Listing a slave for sale now requires a listing fee, to prevent abuse of the new slave sale options.
  • Huge plugs and dildoes now slightly increase fear in slaves with tight holes.
  • Reworked hair mechanics and descriptions.
  • Short shoe descriptions for more than 100 possible combinations of shoes and clothes.
  • Short hair descriptions for more than 100 possible combinations of hair and clothes.
  • Obedience requirements for admission to the Servants' Quarters reduced.
  • New choices for old events, including some based on player suggestions.
  • Many new or refined descriptions for niche combinations of physical attributes.
  • Continued revisions of old content to better reflect PC attributes.
  • Numerous code revisions for better performance.
  • Migrated to the latest versions of Twine (2.0.11) and Sugarcube 2 (2.3.1); both updates mostly patch bugs.
  • Bugfixes.

Wednesday, February 10, 2016

Progress Outlook


I'm not dead, and I haven't given up on FC. So much for the good news. The other news: I don't anticipate another update in February. I'm busy with other things right now, though I do spend a few hours working on FC when I can. The real trouble is that playtesting, finalizing, publishing and minimally supporting an update takes most of a day, and I have no such block of time for FC before March. The partial compensation will be that the next update, delayed by my standards, will have an unusually great weight of man-hours behind it. I'm putting the odd moments I have for FC into revised descriptions and other quality of life improvements, rather than big changes - I'm up to 200 new phrases for specific combinations of shoes, clothes and hair, for example. I'm also working on a system that will allow the player some choice about who slaves are sold to.

Friday, January 29, 2016

ALPHA 0.6.1: "As Seen on TV"


As expected, this update is mainly bugfixes and content filler for mechanics added in 0.6. However, it does make a couple of significant changes. One of them is likely to prove at least a little controversial: the promenade has been rewritten into a nightclub. Some new mechanics just weren't working with the promenade from a description standpoint, and I had long felt it was a dead end thematically. The promenade girls' roles were starting to overlap with future society upgrades, and the Concierge was starting to overlap with the Concubine. No longer: the girls are clubgirls now, and the Concierge is the FC version of a DJ slash club personality. The mechanics of the promenade are the same, however.

The new club and the preexisting brothel have a new feature, though: ad campaigns. It's now possible to spend ¤ advertising these facilities within the arcology. Veteran players may recall the variety bonuses available at the brothel and the old promenade. What advertising does is disable the relevant variety bonus and replace it with a larger bonus for slaves of the advertised type. For example, without advertising, brothels get a bonus when they have a balance of slim and stacked slaves. If you focus advertising on stacked slaves, though, you can build a purely stacked brothel workforce without sacrificing profits. Generic advertising can also be used if the player wishes to leave the variety bonuses active.

Several comments here and elsewhere asked whether Trust is simply another Devotion stat. Mechanically, that's a fair question; there are some nuances, but the two stats work together to do one thing. From a gameplay and writing standpoint, however, I'm deeply pleased with the change. Both revisions of old scenes and new scenes can now present a real gameplay decision ("Do I want to make this slave like me, or trust me?") rather than a purely flavor decision.

On suggestions and bug reports, I've always been willing to take feedback of any kind via email. (Time to reiterate that, apparently.) I understand Blogger's comment functions aren't the best, believe me. I'm realizing that bug reports in particular are often better by email, since they're easier for me to sort and address; commenting here will still work, of course.

Download: DropboxMegaPrevious saves will not work. If you have not started a new game with a fresh download, please do not report bugs.

0.6.1 Changelog

Major additions:
  • Expanded voice stat, with deep, feminine, girlishly high, or mute voices rather than simply mute or not. Voice has a minor effect on beauty, can be raised by surgery, and can be affected by hormones.
  • Remodeled the promenade into a nightclub, since the promenade was not up to standard, was difficult to bring up to standard, was starting to overlap with cosmetic arcology upgrades, made little sense with the ad campaign option this update implements, and was less interesting than a more defined location. Partially inspired by suggestions from Boney M.
  • Added an ad campaign option to the brothel and the club. When active, the campaign replaces any or all of the variety bonuses with bonuses for slaves that match the advertised characteristics.
  • Extended the option to sell acquired slaves immediately to cover most enslavement opportunities, with reactions from the slaves, and added many unique induction options specific to an acquisition event.
New events:
  • Three new recruitment events for different specific configurations of the player character.
Balance changes:
  • Most obedience tests can now be passed by slaves who are at minimum either devoted, or frightened and resistant, or terrified.
  • Revised the way entertainment and whoring skills apply to public service and prostitution, respectively. Both skills improve performance at both jobs, but the matching job is much more important.
  • Curatives now synergize with rest, keeping the slave asleep most of the time to maximize health gains.
Minor updates:
  • Numerous minor mentions of the player character's characteristics.
  • New slaves now receive a devotion and trust effects from attraction to, sympathy for, or dislike of the PC's characteristics.
  • New slaves now receive a devotion and trust effects from their initial reaction to the arcology's culture, if one is well-established.
  • New slaves now receive a devotion and trust effects from seeing how other slaves feel about you, if the average feeling is strong either way.
  • Gender Radicalist and Gender Fundamentalist future societies approve and disapprove of PCs with female characteristics, respectively.
  • Asset Expansionist and Slimness Enthusiast societies enjoy high-voiced slaves of their preferred body type.
  • Changed Degradationism's focus to slave intelligence, not education, since education cannot be removed. Head Girls and Recruiters remain exempt.
  • Rules assistant handling for brands.
  • More conversational topics for slaves asked about their feelings.
  • More and better explanations on how to play in the Encyclopedia.
  • Bugfixes.

Monday, January 25, 2016

ALPHA 0.6: "The Prince"


This update makes invasive changes to virtually every passage in FC by taking a blowtorch to the devotion system. If you are playing this game for fun, I strongly recommend waiting for 0.6.1 or 0.6.2. Play 0.5.11+ in the meantime, since 0.6+ is liable to be terribly buggy and badly balanced for at least another version. I've certainly playtested 0.6 myself, but once again I'm leaning on you all to help me there, since with all FC's features a reasonably complete test would take 10+ hours. I had a long list of goals for this long-deferred revision of the devotion system, including:
  • Add character to individual slaves by adding more nuance than a simple devotion stat can provide.
  • Provide alternative paths to players by offering approaches other than making every slave worshipful.
  • Make the path to a mentally perfect slave less predictable and linear.
  • Provide interesting choices that force the player to consider tradeoffs between benefit now and later.
  • Confront nicer slaveowners with choices between cruelty and inefficiency.
  • Create situations in which some of the most wantonly cruel options can offer a gameplay advantage.
  • Differentiate between event options with mechanically identical outcomes.
  • Reward individual attention to slaves while keeping the game playable for those who prefer to rely on the assistant.
I've attempted to address these goals by adding a trust stat in addition to the existing devotion stat. All mechanics that previously affected devotion now affect either devotion, trust, or frequently both. I'll leave the exact balance for playtesters to discover (mostly because this is a complex enough system that I want to see if any unexpectedly good stuff emerges), but the basics are as follows. Slaves are now somewhere between terrified and trusting on the one hand, and hateful towards the player or devoted to him on the other. Obedience is no longer a range on the Devotion spectrum; it's now a derived and hidden stat based on devotion, trust, or both, and differs for each task. Devotion and trust are good, of course, with one enormous caveat: if a slave does not yet accept her position under the PC, it is better for her to fear him than to trust him. Methods of creating enough fear to break a slave in the short term also reduce devotion, though, pushing the eventual goal of raising devotion farther off. The trick to slavebreaking is to find reliable ways of creating the minimum necessary amount of fear while doing as little damage to devotion as possible.

Oh, almost forgot. There's one other small addition: it's now possible to play as a woman, or even an intersex person. These options are very broad-strokes. Rather than implementing full player character customization (which will never happen), this update allows the player character to choose, for example, a vagina or a penis. I'm holding the scene complexity down by keeping the options on the order of penis/vagina, rather than full PC description. Furthermore, I like having the PC nice and vague, and the transformation focus on the slaves. There are many, many good h-games that involve PC transformation; I consider the market well-served, so I'm not eager to spend time on it. On the other hand, I haven't seen a good femdom slavegame, so here we are. A word of warning: female PCs in FC are going to behave a lot like male PCs in FC. From the slaves' perspective, there's rarely going to be much difference other than being molested by a strap-on rather than a bona fide dick. Gameplay effects like future society interactions for female PCs are very much planned.

There's been yet another wave of questions asking if I'm ignoring suggestions. So, yet again: I read every single comment I get, and seriously consider every single suggestion that isn't something I've publicly ruled out. The chance of any single suggestion making it into the game promptly is very low, however, because my time is finite. Please understand that I get so many suggestions that many good ones don't get addressed right away. If you can code or are willing to learn, though, there's one good way to make your suggestion more likely: email me, and I'll let you know if I'd add it, were you to code it. Four contributors are currently adding to FC, that I'm aware of.

Download: DropboxMegaPrevious saves will not work. If you have not started a new game with a fresh download, please do not report bugs. I do mean it this time. If you load an old game the code won't be able to tell whether your character has a dick or not. Latest hotfix at 1930 PST; patched issues include misapplications of the female PC rep malus and the high trust / low devotion conflict penalty.

0.6 Changelog

Major updates:
  • New introduction sequence to better introduce the game world and start options to new players; veterans will find a skip option on the first intro screen.
  • Devotion and all related mechanics have been broken out into Devotion, Trust, or both. Most Devotion checks are now quite severe, but can be passed with low Trust (e.g., a terrified slave) instead. High Trust combined with low Devotion is extremely negative. Trust is very similar to Devotion, mechanically.
Major balance changes:
  • Devotion and the new Trust stat now apply multipliers to slave cost, to more accurately price the value of a devoted and trusting slave over an unbroken one.
Minor additions:
  • The upper bound of Devotion has been lowered to match that of the new Trust stat, and to preserve overall balance, since many preexisting Devotion-raising mechanisms now affect Trust instead.
  • Devotion and the new Trust stat now have a lower bound in addition to an upper bound.
  • Devotion and the new Trust stat can now become soft locked at the lower bound, like the way in which Devotion can be soft locked up at Worshipful.
  • New drug regime, hormone enhancement, that doubles a slave's chances of seeing hormonal effects.
  • Arcade upgrade that milks and/or cockmilks appropriate inmates at severely reduced efficiency, and attempts to drug them to increase relevant asset sizes whenever their health can take it.
  • Rules assistant option to automatically apply lactation inducing drug implants.
  • Added customization options at start to specify whether the player character has either a dick or a pussy, either a masculine chest or feminine breasts, and whether the character is addressed as Master or Mistress. Female characteristics make it harder to maintain reputation.
  • Bugfixes.

Tuesday, January 19, 2016

ALPHA 0.5.11: "Daily Routine"


I have no set benchmark for the release of an update. In this case, enough minor content additions, recoding, and bugfixes have accumulated that there's an update's worth. Updates of this kind are going to become more common as FC moves from rapid addition of new mechanics to filling out, improving, and debugging existing mechanics. Unlike updates that added things like corporate management or societal manipulation, 0.5.11 is simply a slightly faster, less buggy, and more complete experience. The latter is what really absorbs an immense amount of my dev time, and fortunately, it's a lot of fun. For example, there are certain comments a slave can now make that the vast majority of players will never see: little touches to make the rare girl that qualifies seem a little more alive.

The core of 0.5.11 is a comprehensive recode of all facilities and most assignments. A contributor reorganized the existing facility code to cut down on the number of loops the game has to run in order to generate facility and assignment reports. The need for me to review this work line by line before including it meant that this was a good time to make balance changes and minor content additions to the facilities, too.

There are several intended behaviours being reported as bugs. Some event options will only appear for appropriate slaves; if you see the same event for different slaves, it's entirely possible that you won't have the same options both times. I try to make this clear when it happens, but in places it would give away undiscovered fetishes to do so.

Download: DropboxMegaPrevious saves will not work. If you have not started a new game with a fresh download, please do not report bugs. Latest hotfix, 0.5.11.2, at 1945 PST. Addresses collection facility assignment and report bugs.

0.5.11 Changelog

Major updates:
  • Complete review and recode of all facilities and many assignments. This should reduce end of week lag. Based on coding by bob22smith2000.
New events:
  • High-reputation event that gives a glimpse into the life of a female arcology owner.
  • Three new dilemma events.
  • Event for a busy master suite with a concubine, that involves sex with, and calls out, every single slave in the suite.
  • Individual event for slaves who hate oral. Written by anon, coded by Boney M.
Significant balance changes:
  • Heavily reduced on-the-job skills gains to encourage use of other training methods.
  • Comprehensive facility balance changes, generally to reduce (but not eliminate) the advantage of a facility with a good leader over work under the PC's direct supervision.
Minor updates:
  • Many more possible topics for slaves asked about their feelings.
  • Additional options for preexisting events.
  • Increased the minimum obedience requirement to work in the collection facility and dairy.
  • Eliminated the obedience requirement for amputees to work in the collection facility and dairy.
  • Upgrades for the collection facility and dairy which eliminate the obedience requirement for working there.
  • More fetish changes in leadership positions, preventable with smart piercings.
  • Improved relative recruitment system. Based on coding by Boney M.
  • Recruiters' effectiveness is now affected by entertainment skill.
  • Improved job-related injury system: some upgrades and skills now give a chance that customers who hurt the girls will have to pay; this system can be affected by certain future society choices.
  • Societal slave renaming can be turned off from the new options menu, or can be mass-applied from the future society menu.
  • New nationalities: Malians, Tunisians, Jordanians, Lebanese, Emiratis, Omanis, and Libyans.
  • Added natural and implanted statuses to main menu slave summaries.
  • New encyclopedia entries on requested topics.
  • Autosaving can be turned off from the new options menu, accessible from the sidebar.
  • Bugfixes.

Monday, January 11, 2016

ALPHA 0.5.10: "The Inner Girl"


This update adds content to previous mechanics, adds events, changes balance, and fixes bugs. The only mechanically significant addition is the ability to ask slaves about their outlook, and that's a fairly simple, if time-consuming, mechanism to code. That should make this one of the more stable releases.


Feedback request: if you read the options available during an random event, and there's something that you'd like to do but isn't an option, let me know. I need to know which event and what you'd like to be able to do in response to it. Many events have only two options and need a third at minimum, and I will include four or even five if the scene supports that many good ideas.

Download: DropboxMegaPrevious saves will not work. If you have not started a new game with a fresh download, please do not report bugs.

0.5.10 Changelog

Major additions:

  • Slaves can now be permitted to choose their own assignments. Their logic for doing so takes into account their obedience, health, education, skills, fetishes, and some future societies. This is best applied to devoted slaves, and the rules assistant option for the setting is limited to devoted slaves.
  • Slaves can be asked their opinion on their lives. They will currently comment on their feelings towards the PC, their sexual tendencies, what their favorite part of their bodies is, their relationship status, their skills, and their work, but this feature is almost infinitely expandable.
New events:
  • Individual event for slaves whose lower backs could use a rest in the pool.
  • Individual event for subordinate servants who can't figure out how to get out of a walk-in refrigerator.
  • Alternative event for slaves who qualify for the too-common forbidden masturbation event.
  • Recruiter events for older sisters, mothers, and twins; with both XX and XY slaves enabled, recruited slaves' biology may not match the recruiter.
  • Acquisition event for Ancient Egyptian Revivalism, featuring incestuous siblings. Written and coded by Boney M.
  • Prestige event for former abolitionists. Written and coded by Boney M.
Significant balance changes:
  • Reduced reputation efficiency of public service, and reduced power of promenade bonuses.
  • Reduced health improvement in all facilities for already-healthy slaves, except the Spa.
  • Gave Attendants a chance to restore sanity, which Paternalist societies approve of. The ability is strongly limited: the chance is small and dependent on the Attendant's devotion, it requires the slave to have already been healed in the spa for some time, and the Attendant can only attempt it with one slave per week.
  • Permissive or sapphic release rules now offer a small chance of revealing undiscovered fetishes.
Minor updates:
  • Several new slave induction options. Written by Boney M and DrPill; coded by Boney M.
  • Expensive, high-upkeep collection facility upgrade that milks lactating slaves at reduced efficiency.
  • Empty facilities can now be decommissioned; overfull facilities will now display a warning.
  • Better logic for perverted Head Girls.
  • More nicknames.
  • Special slave names for Degradationist arcologies; slaves will appear with appropriate degrading names already in place.
  • Slaves can be reverted to their birth names with a single click.
  • Additional future society specific descriptions for facilities.
  • Future society breakdown in the encyclopedia.
  • Bugfixes.