No Haven 0.6 release
Added 2016-06-26 22:43:17 +0000 UTCFirst can I say my mind is just blown that it looks like we might actually hit a pledge target for July. It's just incredible, thank you. Seriously, thank you.
It's been awhile, and I hope this has been worth the wait.
http://www.mediafire.com/download/m66051j76ie1uog/No_Haven_0.6.zip
https://mega.nz/#!kQ8F3LIR!LhiADKpHriqXQb9senRk8-B9Pq9Rr1cE-NHF04vO2WQ
Very likely that as I've just been testing this solo there will be hotfix releases, probably quite a few of them in the next couple of days so if you want to wait I certainly don't blame you.
Change notes
Eight new assignments in the Deep Mountains with a bunch of new
mechanics.
Two optional ways to complete the game.
Two usable potions as a preview for expanding later.
Special story based multi-part assignment to unlock the slave
auctions.
Fortnightly slave auctions assignment, including events that will
effect it in a variety of ways. Emissary and taking Connected will
help out with this as it will get you more of them.
New race in the ogres as slavers, slavers and two options for you to
play as. Better image representation than other races to cover
gender, slaver/slave or so on that I want to use as a bare minimum
for other races going forward.
Better demarcation of playthroughs based on whether you picked
Dominant, Submissive or not. Taking Dominant will now lock you out of
certain scenes like the taverns tatts, town stockades and so on.
Dominance and Submission for most is now a hidden trait that you will
have to discover through play for each of your slavers and slaves. Of
course some are now both as Switches and some really just don’t
have a prefference either way.
Massively expanded corruption system. It can now happen to both
slavers and slaves during certain assignments. Succubi, Fallen, and
Fel Tainted (which is not just boring green eyes any more)
slavers/slaves start with a number of rolls on generation. Succubi
are also not as generic as they used to be. Bunch more options
including demonic possession with several different outcomes
depending on who it happens to including the chance for one of your
slaves to become a slaver.
Degradation system for slaves used too much for too long with mainly
negative outcomes and one positive one. Depending on their traits
slavers will avoid slaves as their condition degrades and may even
lose morale but others will just enjoy it and degrade them even
harder.
Bunch of new starting options. New game effecting traits that can
makes parts of it easier, a whole bunch more portraits for every
race, male to females ones too, starts for dark elves, drow, hakh
dwarven, kreen, cathayan and quintari, submissive starts for those
not wanting to use the fully customized start all portraits have
unique descriptions and more. You can have an entirely random start,
generate a new random name (including title) or just enter in what
name you want to go by.
Nightly activities for you. Some of these are just place holders for
now to expand later, but hypnotising your slavers to implant triggers
to exploit later is fully implemented.
You can now choose how to handle slave training in terms of how
gentle or rough you want to be, of course if you’re not doing it
yourself then your slaver may have their own opinion on how your
slave should be trained.
Reworked the wounding and removal calculations so that armour and
experience along with more traits are taking into account.
Respect checking system. Persuading slavers to wear stuff they don’t
want to, take on encampment roles, and the new option of banning
slavers from using slaves is all tied together into one system. You
can use the hypnotic triggers, intimidate, seduce, other stuff, or
even outright mind control them if you have the right trait.
Dominating can also lead to fucking up your slavers if you do it too
much including possibly breaking them entirely leading to a slaver
becoming a slave.
Lots of reworked odds involving race generation, heritage, whole
bunch of stuff.
Race descriptions reworked. A lot of the other description is now
more modular so there’s more space for doing stuff like changing
hair styles adding piercings and the like.
All slaves have a history about how you obtained them.
More dialogue customization. All races have their own curses and
swearing now.
More colour coding.
Lizardmen in an attempt to not be left behind the new ogre arrivals
have learnt how to swim.
Beastkin likely starting trait changes if you choose a subtype other
than Neko. Also some rebalancing of how the starting more likely
traits are implemented.
Nerfed gambling in both directions.
The days remaining on Opportunities are FINALLY working.
Disabling suggestions will no longer result in old suggestions
showing up on the next assignment.
Slavers without Trainer (Trn) will pick it up by succeeding at a
number of slave training assignments.
Added some flavour unit barks to two assignments.
Magic: Any and Elementalist: Any trait checks weren’t working.
Rebalancing so that on larger assignments Success/Fail traits have
less have an impact (Crit/Disasters are unchanged)
Prep for the nickname changes. Elves have more appropriate surnames
based on their subtype. Succubi, Draenei and Lamia all now have
surnames. The name generator also has checks now to keep duplicate
forename/surnames to a minimum.
The ongoing problems with the meeting both the City and Ensnared Rose
demands should now be resolved.
Alchemy incorrectly was using the Agile abbreviation on trait
checking.
Replaced the Demi-Angel troll portrait because it was terrible.