Difference between revisions of "Version 0.8.1.1"

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* Peasant
* Peasant
* The tribal kids
* The tribal kids
==Crafting system==
Crafting in MoR is a relatively advanced feature that fundamentally changes the economy and how you can adapt your playstyle. You're now able to craft your own ammo, stimpacks, doctor's kits and weapons (armors will be added shortly).
There's an extensive in-game tutorial on crafting, but here are the basics.
===New skill: Blacksmithing===
Blacksmithing involves weapons and armor crafting. It's also used for crafting various hardware and other advanced crafting materials.
===New skill: Artisan===
Artisan often acts as a support skill to advanced crafting projects like rifles and machine guns. It's also vital when you craft jewelry, clothes and basic (H. leather or lower) armor.
===Medical crafting===
Medic crafting depends on the currently existing skills Medicine and Science. Crafting stimpacks is not something you do outside a tent in a water-infested grove in Marston Swamps. You'll need nanites and relatively sterile injectors. Building a Laboratory and a Nanite Tube at home is essential if you want to be completely independent from medical vendors.

Revision as of 08:14, 12 December 2022

Released: December 16th, 2022.

This is a major update with a ton of new features. There's no need to patch.

Main gameplay features[edit | edit source]

Changes to the slavery framework[edit | edit source]

  • Removed The Annex as a technical "entity". All slave slots are now treated as being in your household and benefit from upgraded rooms, incense, etc.
  • Expanded household slave cap (+2).
  • You're now able to access the Inventory of secondary (formerly Annex) slaves.

New quests[edit | edit source]

  • Ashbury Estates - A medium-length mystery adventure that activates when reaching Amiable+ with Amelia and asking for her background. Features an endless conquest loop after completing it.

Various changes/addons[edit | edit source]

  • There's now a loot all button in the post-combat loot screen. Only affects Merchandise, cash and foodstuffs at the moment.
  • Very hungry slaves that don't abhor oral will now be easier to persuade into having sex if your cum load is abnormal - as long as you've had at least one earlier cum event with that slave.
  • There's now a 4% chance to increase Performance if a girl is assigned to the Gymnastics program at Whitehaven Academy.
  • NPCs will now degrade Affection and Happiness 75% slower.
  • Making a girl pass out during deep throat sessions will now raise Fear and lower Defiance, if her Corruption is below 40 and her Arousal is 5 or less.
  • Added the "Undying" Affection state (currently exists in 0.8.1, but without effects). The Undying state is reachable after Soulmate and offers additional bonuses to various persuasion rolls. For instance, you're able to get your will through when offering very lewd bondage suggestions, even if the Undying slave is not corrupted enough.
  • Added new dialogue to the Make out/kissing scene during normal sex (1000 words).
  • Kids will now automatically raise their Max Health to 50 when reaching age 15. If a teenage/adult offspring's STRENGTH increases to 70, their Max Health is set to 75.
  • Added a new way of setting table companions at The Golden Dragon. You no longer need to assign your girl/girls as followers - the engine will automatically call on your two active slaves to choose from, unless they are trapped in bondage, unconscious or busy at work.
  • Increased the yield from The Felton gang investment with 80%.

Art[edit | edit source]

  • Added 20 bondage pics for Amelia.
  • Added 5 sex scenes for Amelia.
  • Added one orgy pic for Juno.
  • Added one orgy pic for Rebecca.

Bug fixes[edit | edit source]

  • Fixed a bug that didn't heal a wife's sexual wear properly.
  • Fixed a bug that lowered all weapon's Armor piercing efficiency.
  • Fixed a bug that would terminate your wife's job assignments and make her old job unavailable for other slaves.
  • Fixed a bug that would display two "Leave" buttons after retrieving a sample in Hamah Bay during Caitlin's quest.
  • Fixed a bug that would deduct the wrong amount of time units when upgrading your garden.
  • Fixed a bug that would suddenly change your girl's prostitution scores and assignments when moving them to or from the arena.
  • Fixed a bug that would reset allowances after transferring girls between household slots.
  • Fixed several bugs that wouldn't add or deduct the right amount of points from various skills/attributes during character creation.
  • Fixed a bug that would enable you to go on a gamble loop in Furry's tavern.
  • Fixed an Affection bug while asking Aria about her background.
  • Fixed a bug that would let you reroll an Academy Event by using a stim or eating food.
  • Fixed a bug that would throw a red error during Prostitution events.
  • Fixed a bug that would auto-assign newly purchased slaves to the prostitution ring.
  • Fixed several minor typos.

Slave auction changes[edit | edit source]

After several years of dutiful work, the slave agent at Town Hall, Mr. Thomas Archer, has finally retired. There's now an estimated slave value indicator at the Slave Market in Crystal Heights to compensate for his absence. This value does not demand an invasive test.

  • You no longer need to take your active slave to the slave auction as a follower. The slave transport carriage will fetch her at your house immediately after the auction has finished.

Prostitution ring modifications[edit | edit source]

The crackdown, kidnap, robbery and rape risks will now be significantly decreased during prostitution runs if:

  • The MC's Great House power value is 15 or higher. (Tier2+ feature)
  • The MC's Influence is above 5,000.
  • The crackdown risk is completely removed if the MC's Influence is above 10,000.
  • Pimping just one girl will now also lower the crackdown risk with 15%.

NPC changes[edit | edit source]

  • There's now a 17.5% chance that Laika and Loden (if assigned as a Scavenger crew) return with stimpacks or circuit boards, in addition to their Merchandise yield.

Wife slave training changes[edit | edit source]

A wife assigned as a slave mistress will now aid you in new ways, through a "passive radiance" that depends on her kindness and Affection toward you.

A wife with Kindness 60+ and Affection Friendly+ will now affect ALL slaves by:

  • Raising their Happiness with one point per day, up to a maximum of 80.
  • A 25% chance to raise their Affection toward you, if their Anger is Upset or lower, up to ***Loving***.
  • A 25% chance to lower a Malevolent trait, if your wife's Willpower is greater than the Malevolent slave's Willpower.

These effects are active regardless of her training template.

New Follower system[edit | edit source]

You're now able to assign anyone to your combat group/adventure party - wife, kids, NPCs or slaves. There are no restrictions regarding combinations - you're able to head out with four kids, or four slaves, or three mercenaries and one kid, or any other set of your own choosing.

All current mercenaries have been removed and/or completely revamped to fit the new Domestic Servant Engine. Mercenaries are now called NPCs, as their duties may vary or can be transformed by the player through Inventory management and training sessions. Some of the old mercenaries have been scrapped (pistoleer, guardsman, warrior hall generic fighters, etc), making room for more interesting characters that you might stumble upon elsewhere or at close-by locations.

All NPCs have custom renders and battlefield avatars, and may offer interesting anecdotes/quests from their past. Female NPCs also have fully rendered sex scenes with unique cum events.

You're now able to buy any set of armor and equip NPCs with any type of weapon. You're also able to train their skills while at home.

NPCs will now also raise their combat skills through Critical Hits.

Follower AI[edit | edit source]

While not active at your household, NPCs might leave their current locations for a limited amount of time, performing missions elsewhere. They'll actively try to train their skills and heal injuries sustained either from random missions or after fighting for the player. Their Affection can also drop if you choose to ignore them for months.

Currently implemented NPCs (0.8.1.1 Public):[edit | edit source]

  • Loren
  • Armand
  • Enya
  • Aiko (WIP)
  • The Black Guard
  • Bud (WIP)
  • Ansel (WIP)
  • Space Marine
  • Peasant
  • The tribal kids

Crafting system[edit | edit source]

Crafting in MoR is a relatively advanced feature that fundamentally changes the economy and how you can adapt your playstyle. You're now able to craft your own ammo, stimpacks, doctor's kits and weapons (armors will be added shortly).

There's an extensive in-game tutorial on crafting, but here are the basics.

New skill: Blacksmithing[edit | edit source]

Blacksmithing involves weapons and armor crafting. It's also used for crafting various hardware and other advanced crafting materials.

New skill: Artisan[edit | edit source]

Artisan often acts as a support skill to advanced crafting projects like rifles and machine guns. It's also vital when you craft jewelry, clothes and basic (H. leather or lower) armor.

Medical crafting[edit | edit source]

Medic crafting depends on the currently existing skills Medicine and Science. Crafting stimpacks is not something you do outside a tent in a water-infested grove in Marston Swamps. You'll need nanites and relatively sterile injectors. Building a Laboratory and a Nanite Tube at home is essential if you want to be completely independent from medical vendors.