Version 0.8.4.4
Gameplay changes
- [NPC] Random NPCs will now generally start with higher Stamina - especially combat captives.
- [NPC] Dexter Colt now starts with a higher INT and Ranged combat skill.
- [NPC] Abhorred NPCs with Ranged 100+ *or* Melee 100+ now have a +3% escape/job termination risk.
- [NPC] Abhorred NPCs with Fame 100+ *or* Prestige 50+ now have a +3% escape/job termination risk.
- [NPC] Grimdark Difficulty: Happiness gains from Rooms now cap at 60.
- [NPC] Grimdark Difficulty: Slave or Convict Professors will now earn $15 less per day.
- [NPC] Taking NPCs to the hot springs of Virax will now remove 2 whip/spank marks per session.
- [NPC] Anal virgins are now worth more during auctions (+$2,000 base modifier).
- [MC] Drinking coffee from the Book Training section now restores 1 Stamina Point per cup.
- [SEX ENGINE] Having "Constant Hardon+" and finishing off inside an NPC's mouth or throat will now increase the semenswallowed counter with +1 ml (+15 if the MC has the Massive Load Trait).
- [QUEST] Tweaked some dialogue for Amir Hasan's "uprising" declaration - if you completed NWO *before* In the Name of God.
- [LOOT] Tweaked the Grimdark Diff modifier for random loot rolls that disabled picking up the weapon from a downed enemy in the second slot.
- [WORLD] There's now more *swing* for the outcome when raiders attack the MC's household. The random dice now has a total possible difference of 50 (was 30). This gives both the player and raiders a slightly higher chance to defeat a stronger opponent through luck.
- [NURSERY] Each offspring in The Nursery will now cost 1 Food ration/day and a $2/daily maintenance upkeep.
Politics Pane
There's now an additional section in the "Economy and Influence" menu dedicated to Palace Rating (Politics).
Overhauled enemies
- The lonely, respawnable girl in Stokke Hills will now spawn with a .50 cal rifle in Control lte 24 worlds or if Played Days is 500+.
- The respawnable freebooters/raiders (not related to the fort) in Stokke Hills will now spawn with greater Health, heavier weaponry (up to Assault Rifle) and improved skills in Control lte 24 worlds or if Played Days is 500+.
- The respawnable Freebooter Punk in Watery Eyes is now a little tougher (heavy leather, 30% additional Health).
- The Johansson "kid" from watery eyes is now a scripted randie if you capture him. While he has the Brawler, Malevolent and Scavenger trait, he is neither pretty nor especially kind - prepare for a rampaging Household Depravity if kept unchecked.
New trait: Lower Nobility
Some NPCs, especially daughters of Spheremasters or other landlords, might now start with the Lower Nobility trait. Aisha does this by default (auto script adds this on old saves as well).
- Lower Nobility slaves sell for 100% more (all base calculations are doubled).
- High Nobility slaves sell for 200% more (all base calculations are tripled).
Salary/Allowance overhaul
The salary system has been completely overhauled and merged with the Allowance framework.
- An NPC now has a *Current* and *Required* Salary. The Required Salary is basically the same as the old upkeep for freeborn mercenaries/servants. The Current Salary is what you choose to give them and works similar to the old Allowance buffs *for* slaves/convicts.
- Current salary can be anywhere from 0 to infinite.
- Convicts, slaves and other low-borns will gain more happiness and affection compared to mercs and paragons if you increase their salary.
- You can easily track an NPC's acceptance of his or her Current Salary (visualized by Happiness, Affection and Anger buffs/debuffs) on the new Salary Pane.
- All old scripted Allowance perks have also been merged with this system, like Tuner's Manager ability and Milou's *extra* salary demands.
- Materialistic NPCs receive larger bonuses/penalties if you tweak their salaries.
- Some jobs, like the Captain, will receive training bonuses if you give him more Salary than what he requires.
Salary Demands (OPTIONAL)
As an extra feature to the salary overhaul, high-titled (as in high-ranked jobs/titles within your household) NPCs with WILLPOWER 15+ can now also *demand* higher salaries if their salaries are none or very low.
Factors like "killed enemies" in combat, battles fought, days in your household, the Statesman Trait, the High Nobility trait, Fame and Prestige also add to the $$ amount of their salary demand.
The Salary Demand framework adds a realistic but pretty big micromanage layer to the game so it can be turned off in Settings > Mods. Default setting is also OFF so if you **don't want** to manage NPC Salary Demands, you can just ignore it.