Jack-o-Nine-Tails [v2.3] [ImperatorAugustusTertius / qwertyu12359]
At the crossroads of all universes, shrouded in Fogs stands Eternal Rome, a city of fortunes and calamities, opulence and crushing poverty. Human life is cheap, but its worth can be calculated precisely. Especially by those of the Slaver’s Guild. This is a dirty business, and business is booming.
Step into the shoes of a slave trainer. Acquire unique girls with different personalities. Bend them to your will and remake them as you see fit. Then sell them for shining sparks and become rich, or keep them as your trophies. Only you can decide, for you are their sovereign master. You, the Jack-o-nine-tails!
- censoring
- slaves with unmatching hair color
- wings/elves ears/dark skin.
- overly cartoonish breast sizes are replaced.
- transparent backgrounds
- non fitting frame
- Change font color for defense and offense in fights, to not mix up with hearts. (IA propositions are #E1677B, #ebc20b and #00B1E5). :Kappa:
- “What do all these abbreviations stand for? What do these effect do? Is the first on the line attack and after “/” it’s defense? Is there a difference between “/” as on top and “” as at the bottom?” | We should enlarge those menues or make these effects clickable icons.
- “Why are all those things purple if there is no relationship between one another?” The color code needs to be completely thought again.
- Pop-ups need to name each concepts before giving strategies. Like: “This is the defense status for this turn. […]”
- “What do these number mean, what are they on different sides of the text?”
- “Why clicking on “Status”, which is below the hearts, give an explanation about the hearts?” Also, “you can click on each heart”, you cannot click on the hearts of the enemies, just the slaver.
- – “Status” font, below the hearts, shouldn’t be blue, but black (and underline as mouse hover). :Kappa:
- This system of “three different healthbars” is kind of annoying. ImperatorAugustus will probably argue (rightfully) that removing that system is kind of like remaking the entire fighting system… But really, having a stamina gauge that refills automatically like in Dark Souls and a morale system that is not a health bar but is there to allow cool stuff… would in my opinion improve this game.
- day/decade/sparks counter :Kappa:
- options menu :Kappa:
- spells interactive menu :Kappa:
- potions and drugs interactive menu :Kappa:
- master stats screen overhaul :Kappa:
- slave stats screen overhaul :Kappa:
- assistant stats screen overhaul :Kappa:
- assistant menus :Kappa:
- shortcut buttons in training menus :Kappa:
- menu_form screen :Kappa:
- new face frames :Kappa:
- new status indicators :Kappa:
- active sex room :Kappa:
- dungeon room :Kappa:
- lab room :Kappa:
- cryo room :Kappa:
- barn room :Kappa:
- overal eternal room map :Kappa:
- cities map :Kappa:
- street interactions :Kappa:
- menu_form interaction screen :Kappa:
- city_form interaction screen :Kappa:
- shops interactions from slums to white city :Kappa:
- border interaction :Kappa:
- fog of war interaction :Kappa:
- fighting screen :Kappa:
- start menu screen :Kappa:
- Slave jobs such as prostitution, selling painting canvas, playing music, working at the restaurant (lore friendly ideas).
- “Redecorating” a house currently makes it bigger. It is potentially too cheep considered the impact on the mood and how much it’d coast in real life.
- A skilled accountant slave/assistant should be able to automatically adjust the standard of living to keep the MC happy.
- Milfs are said to be less valuable (maybe more common too?) on the markets than youngs and [patched].
- Make it so that by endgame, there’s still somewhat of a challenge.
- Change the colors of the hearts to avoid color confusions with the status.
- Exp. system maybe?
- Make it challenging, fair, and rewarding
- Find inspiration from the best turn-based combat systems of video game history
- The slave would fight with you. Possibly save you from death if devoted enough.
- Shields, elemental weapons… looting, blacksmithing system, etc.
- Radio tooltip black lines appearing in some places. Fixed for the most part. :Kappa:
- Minus “-” sign appearing very thin in tooltips, unless resizing the window up by a few pixels. (BupoTiling03-Retired comment: “is due to using pixels instead of em/rem and minimum CSS size stuff. Step up to 4K and realize it. The entire web backend needs to be rewrote using em/rem and dynamic CSS to scale automatically without any issues.“) + Experiment with the font. :Kappa:
- LINUX version: “Due to backend not freeing file-handles, you may eventually encounter an rlimit situation. Just restart the game and resume. Requires *massive* rewrite to fix.” :Kappa:
- Remove unnecessary Visual Redistribuables that became mandatory with v2.2. Lokplart comment: “They may be a byproduct of using different tools to build the engine compared to the original ones. I have no idea how to get rid of them. I definitely didn’t add them intentionally.” :Kappa:
- CPU overload, seemingly caused by an event trying to read registry values related to the network over and over. The problem was not present in v1.21, hypothesis is that it is related to one of the dependencies (Qt?). :Kappa:
- Music being sometimes muted. (BupoTiling03-Retired comment: “[[…] the code-loop for $toplay needs to be reworked to fix [for every instance]. Must rewrite the QSP code-loop.” Lokplart: “Bad threading is my guess. Or bad use of the AudioStream library.”). Avoided by remonving fade-outs. :KappaPride:
- Music crackling sometimes. Even on some powerful computers. (BupoTiling03-Retired comment: “If you try to play an empty file in a loop, you’ll cause crackling.“) :KappaPride:
Win: GOFILE – MEGA – MIXDROP – PIXELDRAIN – WDHO
Patches: Full content restoration (L. Patch)
Extras: Dev’ version – Linux version – Modding tutorial – Beginner’s guide – Wiki