Mod Ren'Py Abandoned Time For Dragons - Defiler Wings: Deranged Dragon Mod [29-07-2020] [Jman]

3.50 star(s) 8 Votes

Yuriski

Member
Dec 26, 2017
350
215
You can. Console 'kingdom.witch_doll_timer = 0', 'lair.money += 3000000' (if it's your second homunculus) and see what happens now.

Also, how long did your dragon sleep? Because a homunculus is tough enough to need something like four months to starve, so I'd be quite surprised if that was indeed the case.


It doesn't really matter that she's getting stronger if she's already unbeatable, right? You can also try swapping lairs twice in a row to give yourself more time before she comes knocking again.

But, yeah, being in a knight cycle is pretty bad.
Yeah, please just ignore that comment about the knight. It was late and I was frustrated. What actually happened was, I couldn't change lair, was out of stamina and the knight was always appearing to kill me.

Anyway, I started a new game and the homunuculus didn't disappear, so I guess it must have been some mistake on my part. But I swear there was no message about her running away or dying (and there were other captives, so starving doesn't seem likely either).

About the knight cycle: I know it's supposed to be this way (to make it harder/more interesting), but RNG usually screws me over pretty hard with her. I pay 50 gold to get her robbed, and either they steal the same thing twice in a row or she just finds something even more powerful instead. I guess running away is the only way.
 

Jman9

Engaged Member
Jul 17, 2019
2,294
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Anyway, I started a new game and the homunuculus didn't disappear, so I guess it must have been some mistake on my part.
Could also have been a bug. If you run into this again, please make a save and share it here. The new script file does fix the bug that a captive who starves while not in a room doesn't generate a message. There might be a more complex version of this behind it all.

About the knight cycle: I know it's supposed to be this way (to make it harder/more interesting), but RNG usually screws me over pretty hard with her.
Well, the cheeky way of getting rid of a knight is to just avoid her spawning at all by keeping infamy low until you're a big bad dragon. Maybe also savescumming every time she gets a new shiny weapon. It'll probably become rather tedious after a while, though.

Robberies are more of a way to stall her power scaling rather than outright weaken her.

I have plans to allow 'inviting' newly spawned knights and thieves, but I'm currently not in a position to do any serious work on the mod.
 

Fist Mage

New Member
Sep 29, 2018
9
2
The game is great and all, but does anyone know the title of the song in the beginning? that shits a real banger.
 

Jman9

Engaged Member
Jul 17, 2019
2,294
956
The beginning of what? There are several that could be described as 'in the beginning'. If you mean the main menu music, I have no idea. If anyone knows that, it's Eliont, since it's the same track in vanilla.
 

Bonercat

Newbie
Apr 14, 2021
20
7
Jman9 just want to say some suggestion or my opinion after playing it a bit.

i think rather than giving money to the captive should not it be use satiety instead? since they are captive/prisoner after all, even if you give them gold realistically they cant spend that money unless they pay the minion using that money, but i dont even have minion yet, so it kinda ruin the immersion. and if i remember correctly either the original defiler wings or the 1.4.1 require servant to make them not starve to death, i think that feature can give some purpose to certain type of weak servant minion type such as kobold, croc, and murlock for the underwater to feed the captive rather than simply torture , which i think can be leave to goblin as the intended best torturer servant (can provide a bit of satiety to captive i guess since they are the earliest access for minion) since it already part of their description to mutilate, and gremlin already has other special purpose as crafter, or this servant can be use to create or assign to some kind of farm or hunting ground in the lair with limited land to produce depend on the lair size rather than using lizardman village though i guess lizardman can provide reliable magic meat.

regarding the witch quest to impregnate the queen to unlock pirate island, i think marianne the king niece (if i remember correctly) seems more fitting to make the quest to unlock the pirate den rather than the queen spawn and it kinda too complicated and doesnt make sense either, unless the reason is revealed in the end game that i dont know yet. after all she want to overthrown the king, want money from dragon to build her armies, and probably need uncharted land for her base out of the king territory, all of this make sense for the creation of pirate den and for why dragon need to spend money in the pirate den to lower the mobilization and most of them is human anyway. also what the harbor purpose btw?

also i dont like how the queen spawn choice is doesnt matter, in the end after the pirate den is build he fuck the queen anyway, just in case i dont mind incest at all even vore, (though i guess this is just simply due to it still in wip but i just want to say it), but i prefer to fuck rather than being force as a cuck, its a different story if its up to your choice like using the minion to fuck the girl like in the original or 1.4.1 rather than being force to, same with the lizardman romance event because its kinda out of your control, also the dragon behaviour kinda out of normal for the dragon, its the same feeling i get regarding the fairy quest in the unmodded times for dragon one, if you get what i mean, i heard you did fix that fairy, its been so long so i dont remember much of the unmodded feature but i still remember that fairy part due to how unsatisfying it is.

in my opinion i think the queen spawn make more sense for the origin in building the goblin or gremlin village and make sense in why the queen spawn need to fuck the queen to breed at least, and i can see why the witch do that elaborate plan for this, since i assume the goblin that is spawn there is kinda become under her territory since they are outside of dragonia and probably need protection from non-greenskin.

and i think using the original thief and knight event would be nice for the immersion, though most of the knight event is already are like that, dont get me wrong the fanservice image is nice but reading their dialog while the image show them getting fuck is kinda ruin it to me, but i dont suggest to remove that image though, maybe use it for when they really getting fucked either by the dragon or certain sex events, but its up to you, i probably can get use to it and just assume they are just simply slut in nature epecially the thief.

also what the cheat i need to do to give certain captive to tweak their affection? i do try girl.affection = 111 but it only applied to the newest captive , or thats the only way?

also what do i need to tweak in the cheat to get swim or unlock magic rather than being milk by witch or other unique head type ability? i want to keep my dragon to stay as single head rather than multihead.

and is there walkthrough for the all the event or trigger? since i do give marianne the money but i only see only once she do a rebellion and thats it, feel like kidnaping her is more profitable for collection at least.

thats all for now and thanks.
 
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Jman9

Engaged Member
Jul 17, 2019
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Feedback, nice!

i think rather than giving money to the captive should not it be use satiety instead?
Upkeep is an abstraction, because I didn't want to introduce the tedium of 'grocery shopping', or a 'supplies' resource. And, well, satiety is what's in the beast's belly, plus dragon food isn't exactly the same as human(oid) female food. Think of it as the dragon or his minions striking deals with certain less scrupulous folk who then deliver supplies to some agreed-upon meeting point and then exchange it for dragongold.

original defiler wings or the 1.4.1 require servant to make them not starve to death
That's also abstracted into 'upkeep', because it seemed like pointless micro at the time. I'm open to change, though. What kind of interesting gameplay decisions would you get out of mandating one 'servant' minion per X captives?

i think that feature can give some purpose to certain type of weak servant minion type such as kobold, croc, and murlock
These three aren't quite useless. Crocs are third best swimming minions, and the only swimmers with some actual combat power early on. Murlocks are your first swimmers with any kind of staying power, unlike the snakes. All three work as disposable chaff you don't need to pay for. Just put some eggs in the hatchery, sleep, and then use them as arrow fodder next round.

You can also sell the eggs, if the minions seem worthless, or store them for a rainy day when you need more meatshields than usual.

torturer servant
No such thing. Torture only affects the torturer, not the victim. I suppose I can change that a little.

some kind of farm or hunting ground in the lair with limited land to produce depend on the lair size
Has been proposed and rejected on the grounds that I don't want this to be a minion-centric game, and the sheer effort needed to turn it into one even if I wanted to. :(

i think marianne the king niece (if i remember correctly) seems more fitting to make the quest to unlock the pirate den rather than the queen
It's Gwidon who creates the den, and he has very little to do with Marianne. Anyway, the story is largely taken from the original DW 1.4.1.

it kinda too complicated and doesnt make sense either
What doesn't make sense? It's a classic 'demon child' story of royal hubris and revenge.

after all she want to overthrown the king, want money from dragon to build her armies, and probably need uncharted land for her base out of the king territory
Not really. She wants revenge, not necessarily the throne. And she will easily find support from the other nobles in the Kingdom. She just needs something to start the whole thing rolling.

all of this make sense for the creation of pirate den and for why dragon need to spend money in the pirate den to lower the mobilization and most of them is human anyway.
The pirates are in no way a direct danger to the King's rule. They're an annoyance and a resource for other schemers, and Gwidon's residence while he builds his magical power and cultivates allies elsewhere. Like Daddy. :sneaky:

Lowering mobilization is not any kind of rebellion, it's tying up patrols with brigands who are more cheeky than usual due to being paid in advance.

also what the harbor purpose btw?
Slave trade.

queen spawn choice is doesnt matter
... he fuck the queen anyway
... i prefer to fuck rather than being force as a cuck
Not sure what you mean here. Gwidon offers you a free fuck with the Queen in the end, doesn't he? And you can turn it down, if you wish.

The second scene is when the Dragon is pushing them both over the edge, and trying to join in is liable to get Gwidon pissed off and then it's "axe time, baby!"

also the dragon behaviour kinda out of normal for the dragon
Just like with the Witch, the Dragon senses that Gwidon is a larger-than-life character whom one shouldn't tackle lightly. And he doesn't want to fail the Witch's quest, after going through all the trouble of infiltrating the Capital, etc. Plus, it might turn the Witch against him as well, someone who's apparently a rival to Mom.

I can put in a 'Dragon loses his temper and gets axed to death' option, if you wish. :cautious:

building the goblin or gremlin village
Goblins and gremlins are always around. They breed very well on their own, no extra help necessary. :p

make sense in why the queen spawn need to fuck the queen to breed at least, and i can see why the witch do that elaborate plan
The Witch is trying to raise some sort of Demon Prince for who knows what sort of nefarious purposes. Getting a few hundred or even a few thousand extra goblins just doesn't compare.

i assume the goblin that is spawn there is kinda become under her territory since they are outside of dragonia and probably need protection from non-greenskin.
Goblins are pests, they're everywhere. They're not draconic in origin. And it's nigh impossible to get rid of them all, even for a far more well-organised polity than the Kingdom.

i think using the original thief and knight event would be nice for the immersion
I thought I already had pretty much everything? Or do you mean just the images?

reading their dialog while the image show them getting fuck is kinda ruin it to me
The pictures are easy to replace. Just scale whatever you prefer to the right size and replace. I originally replaced DW versions with these when I discovered that game, and I'm kinda attached to them by now. :oops:

when they really getting fucked either by the dragon or certain sex events
There's already a whole directory of such images. :)

simply slut in nature epecially the thief.
The thief, if not a slut, at least has no compunctions about using her body to get what she wants. When you capture her, you'll notice she's never a virgin, while the knights are.

what the cheat i need to do to give certain captive to tweak their affection? i do try girl.affection = 111 but it only applied to the newest captive , or thats the only way?
Try 'lair.cells[x].name' to find the right captive, and 'lair.cells[x].affection += 1' (or whatever other number you wish).

also what do i need to tweak in the cheat to get swim or unlock magic rather than being milk by witch or other unique head type ability? i want to keep my dragon to stay as single head rather than multihead.
For heads, Settings -> 'single-headed dragon' <-> 'Multi-headed dragon'. Heads get renamed to scales. For magic, what's wrong with the Witch? Lorewise, nobody else is insane enough to teach you anyway, plus you'd need to change several variables to bypass that quest.

and is there walkthrough for the all the event or trigger?
I don't think so. I suppose you can search the scripts for 'label ' (note the space!) and check whether you've seen that event before.

since i do give marianne the money but i only see only once she do a rebellion and thats it, feel like kidnaping her is more profitable for collection at least.
A proper dragon would keep Marianne, of course. ;) But 'The Collector' doesn't care what specific noble you have, only that she's a virgin.

On the other hand, there's a pride achievement for getting the maximum number of unique characters, and Marianne is one.

Finally, the rebellions are kinda unique in that it's pretty difficult to get so much poverty going early on, and the civil war just hands it to you on a silver platter.
 
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Bonercat

Newbie
Apr 14, 2021
20
7
Jman9

- Upkeep is an abstraction, because I didn't want to introduce the tedium of 'grocery shopping', or a 'supplies' resource. And, well, satiety is what's in the beast's belly, plus dragon food isn't exactly the same as human(oid) female food. Think of it as the dragon or his minions striking deals with certain less scrupulous folk who then deliver supplies to some agreed-upon meeting point and then exchange it for dragongold.

- That's also abstracted into 'upkeep', because it seemed like pointless micro at the time. I'm open to change, though. What kind of interesting gameplay decisions would you get out of mandating one 'servant' minion per X captives?

- Has been proposed and rejected on the grounds that I don't want this to be a minion-centric game, and the sheer effort needed to turn it into one even if I wanted to.


oh well if thats what you want, just to be clear i dont mean literally satiety as in the dragon one (though if i remember correctly the unmodded times for dragon do make the dragon puke out the biomass for them to eat) but something like the supplies resource or food warehouse like you already say, the dragon probably can eat it too but doing that can starve the minion and captive by doing so and unlikely to satiate big dragon and making lots of such food supply/warehouse probably cost lots of lair space to be worth it to feed the dragon, also as you mention dragon food and humanoid female food is not exactly the same, i think having that can help the immersion, even if it kinda way around a bit or kinda pointless, but since theres already lizardman village after all that provide food in exchange for money i think why not implement it for the lair itself, and it can help some micromanagement regarding how much you can feed the captive, but im not good with math so i dont know how much servant minion need per x captives though. for minion, i can understand they only need payment, since i can imagine they strike a deal as you mention or goes hunting by themselves, but giving the captive money while i dont even have minion yet kinda ruin the immersion though.

- No such thing. Torture only affects the torturer, not the victim. I suppose I can change that a little.

that part i mean that the goblin seems to be specialize in torture as the minion servant since their bio is already pretty much like that with the mutilation culture, but torturing minion would be a nice adition to discipline them rather than need to send them to fight to lower their health though, i kinda confuse what you mean or maybe you or i misunderstand what you/i mean since english is not my main language i hope this is more understandable.

- Slave trade.

is it sell captive only or they can provide slave?

-It's Gwidon who creates the den, and he has very little to do with Marianne. Anyway, the story is largely taken from the original DW 1.4.1.

ah... thats explain a lot. and what i mean is that marianne seems more fitting for this unlocking pirate den quest than the gwidon.

-Not really. She wants revenge, not necessarily the throne. And she will easily find support from the other nobles in the Kingdom. She just needs something to start the whole thing rolling.

exactly, and i think the pirate den seems fit for that, and if she simply just want revenge rather than overthrown the king, it even fit well with the pirate den shenanigan.

- What doesn't make sense? It's a classic 'demon child' story of royal hubris and revenge.
- The Witch is trying to raise some sort of Demon Prince for who knows what sort of nefarious purposes. Getting a few hundred or even a few thousand extra goblins just doesn't compare.


but why the dragon order the queen spawn to fuck the queen? what even the purpose? cant the dragon do it himselves? why the witch need to have such spawn just so pirate den is build? the queenspawn isnt even loyal to the witch and you claim that the pirate wont do much shit to the kingdom so his revenge is doom to fail, and the witch should know about that, if you say the witch do that just to support the dragon somehow to wreak the kingdom it kinda weird to me, besides the pirate is consist of human anyway, i dont think they can easily trust the greenskin, and realistically they need money and resource first to build ship, which i dont think the greenskin can provide unless he somehow has magical knowledge in lumbering or carpentry.

but i hope this mod can at least make the choice matter, rather than no matter what i choose the queen spawn fuck the queen in the end.

- Goblins and gremlins are always around. They breed very well on their own, no extra help necessary.
- Goblins are pests, they're everywhere. They're not draconic in origin. And it's nigh impossible to get rid of them all, even for a far more well-organised polity than the Kingdom.


and my bad for using goblin to generalize, i mean gremlin is also a nice choice too or you can create orc or other monster village of your choice, since the gremlin is quite good in craftmanship, maybe the witch need some help of their craft or resource to build potion and such as some kind of gremlin industry, at least to me by creating gremlin village or other monster village of your choice it explain or make sense why he was allowed or ordered to fuck the queen, the kid that born from that is likely turn into monster afterall.

-Not sure what you mean here. Gwidon offers you a free fuck with the Queen in the end, doesn't he? And you can turn it down, if you wish.
-The second scene is when the Dragon is pushing them both over the edge, and trying to join in is liable to get Gwidon pissed off and then it's "axe time, baby!"


yeah but i feel like a cuck, the dragon only can take the rear too, and if you refuse, gwidon say like are you impotent or some shit like that, i dont think i regret it if i can kill that bastard! the queen is mine! as a dragon why should i share anyway. :mad:

-Just like with the Witch, the Dragon senses that Gwidon is a larger-than-life character whom one shouldn't tackle lightly. And he doesn't want to fail the Witch's quest, after going through all the trouble of infiltrating the Capital, etc. Plus, it might turn the Witch against him as well, someone who's apparently a rival to Mom.

I can put in a 'Dragon loses his temper and gets axed to death' option, if you wish.


that wont stop me! joke aside thats understandable but i just dont see the sense or purpoe in the choice at the moment, thats why i say it doesnt make sense.

- I thought I already had pretty much everything? Or do you mean just the images?
- The pictures are easy to replace. Just scale whatever you prefer to the right size and replace. I originally replaced DW versions with these when I discovered that game, and I'm kinda attached to them by now.
- The thief, if not a slut, at least has no compunctions about using her body to get what she wants. When you capture her, you'll notice she's never a virgin, while the knights are.


yeah just the image, and its ok no pressure, i probably can get use to it, it probably due to me playing the original, so the fanservice kinda feel out of place to me personally, not like i know how to open the image file anyway, and i am still early so i still not manage to catch knight or thief yet, but would help to know how to get them, is it need to base on trap?

also i forgot to ask this, and this one kinda offtopic, may i know the cartoon name for the gwidon event? it look intereting to me.

- Try 'lair.cells[x].name' to find the right captive, and 'lair.cells[x].affection += 1' (or whatever other number you wish).
- For heads, Settings -> 'single-headed dragon' <-> 'Multi-headed dragon'. Heads get renamed to scales. For magic, what's wrong with the Witch? Lorewise, nobody else is insane enough to teach you anyway, plus you'd need to change several variables to bypass that quest.

-I don't think so. I suppose you can search the scripts for 'label ' (note the space!) and check whether you've seen that event before.

thanks will try to check it, hmm....well as much as being milk by the witch is fun, it just kinda disturb the dragon pride, would be nice to have alternative way to learn magic, maybe finding magic book like necronomicon or something.
 

WhiteAndSticky

New Member
Apr 23, 2021
7
1
Found out about Defiler's Wings from Ravager's recent update (in Dev. Interview). Didn't try DW as this mod seems a bit more fun.
Surprised to see so much interaction between the mod dev and players! Made an account just to ask some questions and provide some feedback :D

First impressions:
  1. Even following the guide's advice (Easy difficulty), choosing the full experience (Tiny) was a big mistake. Spent a fair bit of time reloading saves just to hopefully be successful in hunts.
  2. Disappointed that tiny/small dragons can't eat deer (forest), rams (mountains) or scare fishing boats. I'm a bad (albeit smol) dragon, if I can chomp on a fox I should be able to chomp on a deer, too :(
  3. Background art is pretty beautiful, varied sources notwithstanding.
  4. Got a bit sick of the RNG-based grind for satiety and tried Easy-Medium Size as recommended by the guide. Still got ass kicked by boar. Did not expect more time needed for stamina recovery - I guess that's one way of balancing the game, but it does penalize one for not being aggressive in hunting humans (since there was some mention earlier about how hunting too much in one area reduces the chances of getting actual food). I was trying to be a "good guy dragon" that later usurps the Lady/pretty much everyone, but it's hard to be good when you're hungry...
  5. Decided to look for cheats to cut down on the grind, but lack of familiarity with Ren'Py hampered that a bit. Found the variables for satiety and gold in this thread, so hopefully playthrough 3 goes a bit smoother/quicker.
Questions:
  1. Not sure if you've tried Ravager, but are there any plans for adding a "grind free" Power Fantasy mode like Ravager has? Assuming it's possible, of course - "realistic/hardcore" for those that want to grind and a PF mode for those that want to explore the other aspects of the game without grinding from the start.
  2. Assuming there aren't any plans to add a PF mode (seeing as the difficulty and size play that role for now), would it be possible to provide some hints on specific variables that could be manipulated by players trying to skip parts of the grind? Can't seem to find out how to show all variables in Ren'Py for editing, so I have only been able to find the following variables through a bit of trial and error:
    1. Dragon (Health: dragon.hp; Food: dragon.satiety; Fear: dragon.fear)
    2. Lair (Money: lair.money, format is XXYYZZ where X is gold, Y is silver and Z is bronze/copper; Defence: lair.defence; Size: lair.size)

      Would be nice if pointers to the others could be found:
    3. Energy/Stamina
    4. Pride/Shame/Infamy
    5. Mood
    6. ??? (any other variables which you think might be of interest - knights/thieves, quests perhaps?)
  3. Edit: Discovered more variables through searching in the in-game files. Is there a particular file which has the affection level names?
All in all, an interesting (albeit very grindy and unforgiving) game. Reminds one of CK2 LF / DWR mods. Quite the project for a sole dev, but thanks for taking the time to read and reply to feedback :)
 
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Yuriski

Member
Dec 26, 2017
350
215
I do have a question: Do the Jotun, Ifreet and Titan encounters have some sort of prerequiste? Like a certain level of infamy?
Because I spent more then 6 hours just exploring the mountains and sky and haven't had a single encounter.

Before you say anything: I know they are (very) rare and that's fine, I just want to know if I am wasting my time.
 

Jman9

Engaged Member
Jul 17, 2019
2,294
956
food warehouse
Dragons aren't really into that 'farming and granaries' thing, you know? :p

why not implement it for the lair itself, and it can help some micromanagement
It'll 'help' in the sense of 'introduce meaningless micro where there was none before'. :cautious: I'm still not seeing any great improvement over the current situation.

for minion, i can understand they only need payment, since i can imagine they strike a deal as you mention or goes hunting by themselves, but giving the captive money while i dont even have minion yet
When a minion goes hunting on its own, they are quite possibly gone for good. :(

I guess I can change the report message a bit so it only says 'payment' for mercenaries.

that part i mean that the goblin seems to be specialize in torture as the minion servant since their bio is already pretty much like that with the mutilation culture, but torturing minion would be a nice adition to discipline them rather than need to send them to fight to lower their health though
Um, torturing a minion is likely to result in a minion that just runs away because why are you doing it to them while there's perfectly good womanflesh around for that? And if there's none, go and get some! That is, I don't particularly like the idea of torturing minions. With fighting, there are trade-offs, but torture would be a mild cheat and not make a lot of sense (for a minion-using dragon, anyway). And it would dilute the usefulness of captives as a resource to toughen up minions.

Plus, goblins aren't 'specialised' in torture, they're just very enthusiastic about it. :)

is it sell captive only or they can provide slave?
Both.

marianne seems more fitting for this unlocking pirate den quest than the gwidon.
How? Gwidon is a combat monster, someone who's going to keep the rogues in line without even thinking about it. Marianne is a frail woman whose biggest asset is her connections to the Kingdom's nobility. And the nobles aren't necessarily great fans of the king.

why the dragon order the queen spawn to fuck the queen?
The Dragon is just a) fucking with him or b) making friends the dragon way. :sneaky:

cant the dragon do it himselves? why the witch need to have such spawn just so pirate den is build?
Sure, the dragon can fuck the Queen. How is that going to help him sway Gwidon to his side, except for getting axed in the face?

And the Witch does not care about the pirate den. She has other plans, which probably don't intersect with the Dragon's activities at all.

the queenspawn isnt even loyal to the witch
But he can be manipulated. The dragon isn't loyal, either, but does her bidding anyway.

the pirate wont do much shit to the kingdom so his revenge is doom to fail
His revenge is against the King, not the Kingdom. And pirates are just the first step. But this is not the story of Gwidon, because the Dragon either beats him to the punch, or dies and never sees the conclusion.

if you say the witch do that just to support the dragon somehow to wreak the kingdom it kinda weird to me
The Witch breeds Gwidon for some long-term plan of hers. The pirate den bit is of no importance to her, except that the green guy stays put there so she doesn't have to hunt for him all over the place when she wants to chat or whatever.

i dont think they can easily trust the greenskin
They are rogues and scoundrels, there's no trust in there in the first place. Only power and profits.

and realistically they need money and resource first to build ship, which i dont think the greenskin can provide unless he somehow has magical knowledge in lumbering or carpentry.
The isle is not built out of nothing, it attracts shady characters from all over the Kingdom. Any pirate ships there will just show up on their own. Gwidon provides a safe haven, that's all. It's very much like Port Royale, fantasy edition.

but i hope this mod can at least make the choice matter, rather than no matter what i choose the queen spawn fuck the queen in the end.
Both Gwidon and the dragon can fuck her in the end. Having a Gwidon-exclusive scene in the middle when the dragon has already had his turn is of no great consequence, unless you have some sort of strong 'anti-NTR' fetish. I don't care about the latter at all, and anyone who wants all women in the game to be exclusively theirs can either make a submod for that, or accept the mod for what it is.

by creating gremlin village or other monster village of your choice it explain or make sense why he was allowed or ordered to fuck the queen, the kid that born from that is likely turn into monster afterall.
Again, the Witch can take care of her mundane needs without a hundred goblins, gremlins or whatever getting underfoot. She has apprentices for that kind of thing. She wants Gwidon because his bloodline allows for developing powers rivaling the Demon Prince(s).

Edit: Youre too focused on Gwidon being a greenskin. Gwidon is not an orc, he's an immensely powerful magical creature that looks like an orc (because of the original script and Sabia fucking orcs all game long ;) ).

yeah but i feel like a cuck, the dragon only can take the rear too, and if you refuse, gwidon say like are you impotent or some shit like that, i dont think i regret it if i can kill that bastard! the queen is mine! as a dragon why should i share anyway.
That's your problem. I feel like the dragon is spending quality time with his son. :p And I don't have unlimited poses available to Sabia, I can only use what's there.

Gwidon jokes about the dragon's lack of appetite for sex in a good-natured way. Male relatives rib each other like that all the time. :)

And you share because the only realistic alternative is 'axe to the face, and Mom will have to send out a new hatchling'.

i just dont see the sense or purpoe in the choice at the moment, thats why i say it doesnt make sense.
Which choice? To turn down Gwidon's offer? Maybe the dragon does happen to be tired from fucking all them females. :p

not like i know how to open the image file anyway
Any random picture editing software. GIMP, Photoshop, even Paint... I think you can just find, rename and paste the DW images over the current ones as well. Might be positioned a little awkwardly, but well...

i still not manage to catch knight or thief yet, but would help to know how to get them, is it need to base on trap?
Beat them, but not barely. Can be done via traps, minions, combat or a combination of all three (except for the thief, who does not fight).

also i forgot to ask this, and this one kinda offtopic, may i know the cartoon name for the gwidon event?
Which one? Most of the Queen-related stuff is from Kingdom of Deception. The 'fight' images are some sort of generic Warcraft orc, I think. Might be a named character, I'm not very knowledgeable in anything Warcraft past WC2 or so. :cautious:

thanks will try to check it, hmm....well as much as being milk by the witch is fun, it just kinda disturb the dragon pride, would be nice to have alternative way to learn magic, maybe finding magic book like necronomicon or something.
Dragon magic and human magic are kinda different, though, so purely book learning is likely not going to work. And you can stop the milkings after you've done the initial 10 buckets. I might add the Witch to the endgame sometime in the far, far future, so you'll have revenge to look forward to, as well. :sneaky:

Made an account just to ask some questions and provide some feedback
Cool! Edit: WhiteAndSticky, where did your post go? o_O

Even following the guide's advice (Easy difficulty), choosing the full experience (Tiny) was a big mistake. Spent a fair bit of time reloading saves just to hopefully be successful in hunts.
I'm a pathological savescummer, so... :cautious:

if I can chomp on a fox I should be able to chomp on a deer, too
As the joke goes, "No, no! Deer run too fast...". :D You're not appreciating just how small the dragonling is.

Still got ass kicked by boar.
No minions? These are your main combat upgrade for a long while.

it does penalize one for not being aggressive in hunting humans (since there was some mention earlier about how hunting too much in one area reduces the chances of getting actual food).
The basic early gameplay loop is to raid villages for all of food, XP, cash/trinkets and females at the same time. Herds are for when you get low or want to stockpile satiety for something important, like a hatchery, altar, learning magic, etc.

I was trying to be a "good guy dragon" that later usurps the Lady/pretty much everyone, but it's hard to be good when you're hungry...
I don't think there's any way to play an actual 'good' dragon, since I doubt you're going to survive without sacrifices. And these aren't nice by any stretch of the imagination...

Decided to look for cheats to cut down on the grind
The grind is actually the main point of the mod. It's not a VN or CYOA game like the original, it's a light sim/management game.

Not sure if you've tried Ravager
I have, and it's a criminal underuse of the assets. :mad: There's barely a game in there, but the premise and art are very nice... :cry:

are there any plans for adding a "grind free" Power Fantasy mode like Ravager has?
Er, the mod right now actually is the equivalent of that. That's the point of the mod: a dragon simulator where your strategic choices matter, not just which dialogue option you picked.

Level your dragon up enough and you'll get pretty close to a 'power fantasy'.

I suppose it's possible to tweak game mechanics to largely eliminate the resource management part, but I have little interest in that. If someone wants to, they can do a submod for that. I can provide guidance, but I'm not going to do it myself.

possible to provide some hints on specific variables that could be manipulated by players trying to skip parts of the grind?
Sure. Ask away.

Can't seem to find out how to show all variables in Ren'Py for editing
I don't think that's possible without the game being specifically written to allow this. The underlying language is Python, and you can have pretty much unlimited variables in there, including a zillion temporary ones that are of no interest to the player.

Fear: dragon.fear
Fear is a dynamic attribute and can't be changed directly.

Defence: lair.defence; Size: lair.size)
Same thing with lair defense. Lair size can be changed, but why would you sabotage the lair upgrade system that way? Getting better lairs is like 1/4 of the fun in the game.

Would be nice if pointers to the others could be found:
  1. Energy/Stamina
  2. Pride/Shame/Infamy
  3. Mood
  4. ??? (any other variables which you think might be of interest - knights/thieves, quests perhaps?)
Stamina and infamy: better use 'dragon.stat('actions',x)' and 'dragon.stat('fame',x)'. Actually, that goes for health, satiety and rage as well.

Pride/shame is hard to manipulate directly, because it's again calculated from your 'achievements'.

Mood: for captives, [captive].affection. You'll have to get the variable for a captive yourself. What other mood is there?

Others: dragon.complete_evo("[name from evolution.yaml]"), kingdom.mod('mobilization',-x), kingdom.mod('poverty',x), [knight or thief].[old_]lair_location_data (these go up to 100), [knight or thief].level (up to 60), kingdom.demon_seal, kingdom.witch_sperm_count... There are too many to list.

All in all, an interesting (albeit very grindy and unforgiving) game.
Modders are nuts pretty much by definition. :p

Do the Jotun, Ifreet and Titan encounters have some sort of prerequiste? Like a certain level of infamy?
No. They're just excessively rare. Although 6 hours sounds a bit too much. You can force the encounter via console if you get really tired of this.

Note that only Jötuns live in the mountains, the others you have to fly out to.
 
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Yuriski

Member
Dec 26, 2017
350
215
No. They're just excessively rare. Although 6 hours sounds a bit too much. You can force the encounter via console if you get really tired of this.

Note that only Jötuns live in the mountains, the others you have to fly out to.
Then it's just weird. I must have really shitty luck. Is there someway to know what I need to use in console? (I will just get a girl each never worry again)
 

Jman9

Engaged Member
Jul 17, 2019
2,294
956
Then it's just weird. I must have really shitty luck.
Or possibly a lot of poverty/fear/mobilization lowering your chances further.

Is there someway to know what I need to use in console?
Console 'renpy.call("[label]"). Finding out the labels without spoiling anything... :unsure: Probably just save and try 'event_[location]_[critter]', e.g. 'event_mountain_jotun', 'event_sky_ifrit'. Location and encounter names can be found in the 'db/event_*.ini' files.
 

WhiteAndSticky

New Member
Apr 23, 2021
7
1
That was a quick reply o_O
Cool! Edit: WhiteAndSticky, where did your post go? o_O
Not sure whether the edit went through, but it was a query on which file held the affection names. Wanted to change them from 'terrified' to something less...non-con. "Overawed", maybe :p. Have looked in db/phrases and _script/characters/girl.rpy to no avail, although strangely the code in Girl.rpy for higher affection in Russian translates to fairly positive terms ("Attention", "Respect" and "Exultation", according to Google translate). Not sure where the affection labels are being stored or whether they are being translated on the fly from a source folder.

I'm a pathological savescummer, so... :cautious:
r/Rimworld has entered the chat.

As the joke goes, "No, no! Deer run too fast...". :D You're not appreciating just how small the dragonling is.
That fox must be quite a baby, then - smaller than a house cat :p (although to be fair, the deer did not choose to fight like the fox did).

No minions? These are your main combat upgrade for a long while.
Did not see much use for them (well, was stuck with goblins although from what I've read other tribes/races open up in mid-late game).

The basic early gameplay loop is to raid villages for all of food, XP, cash/trinkets and females at the same time. Herds are for when you get low or want to stockpile satiety for something important, like a hatchery, altar, learning magic, etc.
Ah, I had never tried raiding them as a tiny/small dragon would always lose. Does make sense though, that that's what a dragon would usually do.

I don't think there's any way to play an actual 'good' dragon, since I doubt you're going to survive without sacrifices. And these aren't nice by any stretch of the imagination...
"___ Dragon, the (slave) Emancipator" would have been a nice title. And I've not yet reached the part of the game where seals come in, but perhaps that can be avoided through variable editing or script editing*

The grind is actually the main point of the mod. It's not a VN or CYOA game like the original, it's a light sim/management game.
A little in the style of Free Cities, yes.

I have, and it's a criminal underuse of the assets. :mad: There's barely a game in there, but the premise and art are very nice... :cry:
Haha, it was this mod's promise of more gameplay that seemed appealing after playing Ravager (though yes, the story is nice - it's closer to a CYOA than a game). And it has delivered more gameplay (albeit a tad grindy, but console + some file editing works wonders) which is great :D

Er, the mod right now actually is the equivalent of that. That's the point of the mod: a dragon simulator where your strategic choices matter, not just which dialogue option you picked.

Level your dragon up enough and you'll get pretty close to a 'power fantasy'.

I suppose it's possible to tweak game mechanics to largely eliminate the resource management part, but I have little interest in that. If someone wants to, they can do a submod for that. I can provide guidance, but I'm not going to do it myself.
Yup, that management was a bit more enjoyable than seeing a scene once and having the plot progress forward. Looking forward to that PF feel in the future.

Sure. Ask away.

I don't think that's possible without the game being specifically written to allow this. The underlying language is Python, and you can have pretty much unlimited variables in there, including a zillion temporary ones that are of no interest to the player.


Fear is a dynamic attribute and can't be changed directly.


Same thing with lair defense. Lair size can be changed, but why would you sabotage the lair upgrade system that way? Getting better lairs is like 1/4 of the fun in the game.
I realized, will look forward to getting better buildings once I figure out how to build something other than a cage.

Stamina and infamy: better use 'dragon.stat('actions',x)' and 'dragon.stat('fame',x)'. Actually, that goes for health, satiety and rage as well.

Pride/shame is hard to manipulate directly, because it's again calculated from your 'achievements'.

Mood: for captives, [captive].affection. You'll have to get the variable for a captive yourself. What other mood is there?

Others: dragon.complete_evo("[name from evolution.yaml]"), kingdom.mod('mobilization',-x), kingdom.mod('poverty',x), [knight or thief].[old_]lair_location_data (these go up to 100), [knight or thief].level (up to 60), kingdom.demon_seal, kingdom.witch_sperm_count... There are too many to list.
Ah yes, I was wondering why some parts of the mod referenced "action points" and others referenced stamina. Makes sense that they're one and the same. "Mood" turned out to be "dragon.rage", which worked.

This method of editing variables is new to me, hopefully it works. When I tried lowering the mobilization level with kingdom.mobilization -= 5, it threw up nasty Ganhi-nuke errors for some reason. Basically making it go lower than zero triggered maximum kingdom.fear, which was amusing. And kingdom.fear itself was sticky (couldn't be changed from console with kingdom.fear -= x) so trying to change it back to its previous value was...tricky. Looking at how the values were calculated in _script (something about desired mobilization level and mobilization delta), it's probably something there that went awry.

* I ran into a strange error when editing some files and trying to fire the game up.

Source
As far as I can recall, this is what I did:
  1. Edited some calculations in _script/subsystem/Kingdom.rpy for desired mobilization (changed the denominator from /10 to /100 to see if that would delay the increase for a longer period of time).
  2. Increased starting demon seals in _script/subsystem/Kingdom.rpy to 999 and max seals to 999 as well.
  3. Changed some stats in the db/evolution.yaml file. Edited in Notepad and directly saved over the original files.
Error
When re-starting the game, the main menu was replaced with an in-game map as if one was already in game and their character was called "Big Brother". Two buttons (Knights and something else) were at the bottom right, and clicking on them threw up Russian text. Thought it was debug mode but turning it off didn't help. As a result starting a new game from the main menu was not possible.

Fix(sorta)
Re-copied hotfix 3 files over to the base game thinking I had corrupted them somehow (or it was the game's anti-cheat protections kicking in), but the main menu was still bugged out. Deleted it all and un-zipped the original + copied the hotfix (essentially a "clean copy"), tested and it works. Re-copied in the edited evolution.yaml file and it still works. I'll probably refrain from messing around with the in-game files for now, but thought of raising it (unless it's a common error others have encountered). In-game variable editing probably will be safer compared to this :D
 

Yuriski

Member
Dec 26, 2017
350
215
Or possibly a lot of poverty/fear/mobilization lowering your chances further.
I guess because of event related to those? I mean, it's like I can have 0 in all of those without cheating (possibly, never tried).

Edit: Ok, I tried the console, thanks. Weird how the hatcheries I get from the Jotun und Ifrit are weaker then the ones I had (forest and stone), considering how easy I can find the Alves and Dwarves, but not those two.
 

Jman9

Engaged Member
Jul 17, 2019
2,294
956
I guess because of event related to those?
Yes. Each of them adds its own events, and the higher the stat, the higher the chance of one of them happening, which lowers the chances of anything else coming up.

I mean, it's like I can have 0 in all of those without cheating (possibly, never tried).
Only if you're small and non-infamous. Infamy over 10 20 can't be lowered enough to get back to zero, and Impressive+ dragons can't have 0 fear.

Weird how the hatcheries I get from the Jotun und Ifrit are weaker then the ones I had (forest and stone), considering how easy I can find the Alves and Dwarves, but not those two.
It's not very well balanced, but note that actually getting the elven/dwarven hatcheries requires you to either fight through a whole bunch of dwarves (a golem, 7 guards and two townies, minimum) or have 10+ mana and fight some elves (who are easier). The Jötun and Efreet fights are probably easier, it's just damn hard to find them.



Edit: These new account time travel shenanigans are starting to get annoying. :(

Anyway...

Not sure whether the edit went through, but it was a query on which file held the affection names. Wanted to change them from 'terrified' to something less...non-con.
A bunch of these things indeed live in .ini files. Affection levels are actually in Girl.rpy, but the translation version of it in 'game/tl'/english. Note that .ini changes need a new game or reloading via the console, while translations work for ongoing games as well.

And, well, the original labels were indeed more positive, but I don't really see how all the affection-raising activities in the game (torture, imprisonment, rape, the 'goblin treatment', etc) could ever make someone like or respect the dragon. o_O So I changed the labels to reflect captives submitting because they're terrified out of their little minds.

That fox must be quite a baby, then - smaller than a house cat :p (although to be fair, the deer did not choose to fight like the fox did).
Nah, the fox is normal. But it's a (small) predator, while the deer is not, and has longer legs to boot. :)

Did not see much use for them (well, was stuck with goblins although from what I've read other tribes/races open up in mid-late game).
Only smuggler mercenaries 'open up'. Well, and gremlins, too, but those aren't much good in a fight. The rest you have to breed yourself. But you can also torture some captives into fighting for you, even peasants can be leveled up to be much better than goblins. E.g. cockatrices should be relatively early-game minions, with pretty good damage.

Ah, I had never tried raiding them as a tiny/small dragon would always lose.
A goblined-up tiny dragon can take a farmhouse or small village without much trouble on normal difficulty. Just make sure the dragon is somewhere in the back and the goblins are taking the hits.

And I've not yet reached the part of the game where seals come in, but perhaps that can be avoided through variable editing or script editing*
On easy difficulty you have some leeway, but even there seals begin counting down once your infamy starts to grow. And when they're gone, Bad Things come out to play. :devilish: Mom's warning spiel is not there because I wanted to coddle the players, it's there because several people had a rude awakening after not even noticing the seals and pestered me to add something. :p

This is actually the most important mechanic in the mod, because the seals ticking down means you always have to weigh your choices carefully and not dally around. And have a strategy for getting altar(s) ASAP when you're playing on the higher difficulties.

A little in the style of Free Cities, yes.
What little I played of Free Cities, it was much more of a power trip than a resource management game. Maybe I didn't play long enough, IDK.

I realized, will look forward to getting better buildings once I figure out how to build something other than a cage.
Mom's quests unlock most of the buildings in the game. Once unlocked, some of the more basic ones can be built by gremlins, but most of them you have to construct yourself.

Ah yes, I was wondering why some parts of the mod referenced "action points" and others referenced stamina.
Where? I'd really like to make all internal strings into 'Stamina'.

When I tried lowering the mobilization level with kingdom.mobilization -= 5, it threw up nasty Ganhi-nuke errors for some reason.
It did? Anyway, that's why I advised you to use dragon.stat() and kingdom.mod(), these have built-in sanity checking.

Edited some calculations in _script/subsystem/Kingdom.rpy for desired mobilization (changed the denominator from /10 to /100 to see if that would delay the increase for a longer period of time).
Can't really be done that way, since mobilization works on a 20-point scale. The 'delta' is just additional change if your actual mobilization is heavily out of line. If you want a longer delay, find the parts of the script that handle 'kingdom.last_mobilization'. I think it currently changes once a week.

Increased starting demon seals in _script/subsystem/Kingdom.rpy to 999 and max seals to 999 as well.
Infernal Police are going to come and fine you for using non-demonic numbers. :devilish:

Changed some stats in the db/evolution.yaml file.
Note that this is not a very safe thing to do, because the current balance is a precarious one and ultimately the dragon tends to be too powerful rather than too weak. A game without any challenge is boring, IMO.

When re-starting the game, the main menu was replaced with an in-game map as if one was already in game and their character was called "Big Brother". Two buttons (Knights and something else) were at the bottom right, and clicking on them threw up Russian text. Thought it was debug mode but turning it off didn't help.
It's indeed debug mode. If it refuses to budge, find and delete the 'persistent' file in both the game directory and your user directory (something like 'users/[user]/AppData/Roaming/RenPy/Time_for_Dragons'; consoling config.savedir will tell you exactly where it is).

In-game variable editing probably will be safer compared to this
Eh, I think this is rather rare. I obviously do it all the time, and frequently switch between debug and normal modes, and have never gotten that. AFAICT, it's usually a relic of having tried TfD sometime before the mod and leaving the settings behind.


Edit2:

Or it was the game's anti-cheat protections kicking in
:LOL: There aren't many of those, and the few that exist merely don't let you savescum certain aspects of the game.

r/Rimworld has entered the chat.
Strangely enough, I never got to playing that due to burning out on Prison Architect, which is a similar game. In general, I've come to the conclusion that I don't really like real-time sim/management games, because the RT mechanics combined with, er, non-optimal unit AI tend to produce rather silly gameplay effects. I suppose I'm a minority in this.
 
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WhiteAndSticky

New Member
Apr 23, 2021
7
1
A bunch of these things indeed live in .ini files. Affection levels are actually in Girl.rpy, but the translation version of it in 'game/tl'/english. Note that .ini changes need a new game or reloading via the console, while translations work for ongoing games as well.
Ah, silly me. Did not think to check there - thanks! Time for a more positive spin on things :)

And, well, the original labels were indeed more positive, but I don't really see how all the affection-raising activities in the game (torture, imprisonment, rape, the 'goblin treatment', etc) could ever make someone like or respect the dragon. o_O So I changed the labels to reflect captives submitting because they're terrified out of their little minds.
Fair enough, I was reading the guide wondering where the non-harmful affection-raising activities were. Apparently saying one would "play" with them but not doing anything (basically exiting the mini-game) leaves them confused but a bit more affectionate. Probably a sigh of relief haha.

Changing the labels works for a paternalistic playstyle (like in Free Cities). Carry back to lair, no touchy/cage, grind (or edit) to 100 affection and boom, one new member.*

* Not sure if it's a bug, but I couldn't dismiss a minion. Saved some wandering nun from being sacrificed, recruited her, then wanted to set her free as a gesture of goodwill (and so she would go back and be a good apostle/evangelist for how benevolent this dragon was - hearts and minds :D ). The "goodbye" screen triggered, but she still remained in the minion screen. Very strange.

Also it's a bit strange that the dragon is always reported in a negative light. Probably more trouble than it's worth to change, but even doing good things (i.e. rescuing them from death/slavers and then letting them go free) gets you a "Word will spread about this terrible deed." Lmao. Would be nice (and a bit more realistic) if letting them go reduced fear or mobilization somehow, but maybe that's not intended to be part of the game.

Only smuggler mercenaries 'open up'. Well, and gremlins, too, but those aren't much good in a fight. The rest you have to breed yourself. But you can also torture some captives into fighting for you, even peasants can be leveled up to be much better than goblins. E.g. cockatrices should be relatively early-game minions, with pretty good damage.
I still haven't discovered how to level up anyone - not sure if the "experience" stat shows their current experience or how much they'd give to the enemy if killed (do enemies even level up in this game?). Probably has to do with the "Send to army" or something option.

A goblined-up tiny dragon can take a farmhouse or small village without much trouble on normal difficulty. Just make sure the dragon is somewhere in the back and the goblins are taking the hits.
Ah yes, the squad system. Was trying to figure out how it worked - seems to be more of a party system, yes. It's a nice tactical feature to be able to "select" who takes the damage, but it would be nice if one could do that on a inter-squad level (i.e. exchanging between squads). Was a bit surprised when I couldn't switch to my 2nd squad mid-way through a fight and had to wait for first squad to get wiped out first.

On easy difficulty you have some leeway, but even there seals begin counting down once your infamy starts to grow. And when they're gone, Bad Things come out to play. :devilish: Mom's warning spiel is not there because I wanted to coddle the players, it's there because several people had a rude awakening after not even noticing the seals and pestered me to add something. :p

This is actually the most important mechanic in the mod, because the seals ticking down means you always have to weigh your choices carefully and not dally around. And have a strategy for getting altar(s) ASAP when you're playing on the higher difficulties.
Ah, those warnings are indeed quite helpful. One gets so used to not checking the seal number (and doesn't quite put two and two together when doing rescues - just because one was rescued doesn't mean others are safe) that it came as a surprise when it hit the half-way mark.

I've not yet found out about the altar(s), but ended up being slingshotted to the ending (Epilogue 2, I believe). Due to a bug and my attempts at resolving it.**

What little I played of Free Cities, it was much more of a power trip than a resource management game. Maybe I didn't play long enough, IDK.
Perhaps the rebooted version some are working on at present will have more gameplay features. That said, it seems to be stuck in dev hell for the foreseeable future, so that'll be quite some time before it's done.

Mom's quests unlock most of the buildings in the game. Once unlocked, some of the more basic ones can be built by gremlins, but most of them you have to construct yourself.
Ah, looking forward to that. I hope they're not locked behind the Witch's quest, since I've been stuck on that.***

Where? I'd really like to make all internal strings into 'Stamina'.
From the little I've played, I've only came across "actions" in the description text of evolution traits (e.g. wings, paws, etc.). Haven't yet done item-crafting so not sure if any of them are supposed to confer extra STA but trait changing shouldn't be too tough.

It did? Anyway, that's why I advised you to use dragon.stat() and kingdom.mod(), these have built-in sanity checking.
Yup, no errors when using that method. Much better.

Can't really be done that way, since mobilization works on a 20-point scale. The 'delta' is just additional change if your actual mobilization is heavily out of line. If you want a longer delay, find the parts of the script that handle 'kingdom.last_mobilization'. I think it currently changes once a week.
Hmm, will give it a shot. Haven't yet figured out how the date/time system works (or whether there are any spawn differences).

Infernal Police are going to come and fine you for using non-demonic numbers. :devilish:
If the symbol some use is an upside-down cross (ironically St. Peter's cross) then an upside down 999 should be good enough for them too :)

Note that this is not a very safe thing to do, because the current balance is a precarious one and ultimately the dragon tends to be too powerful rather than too weak. A game without any challenge is boring, IMO.
That's true, spent more time trying to mod the mod than playing it to achieve a fun (and less-grindy) balance. Which resulted in some errors, heh.

It's indeed debug mode. If it refuses to budge, find and delete the 'persistent' file in both the game directory and your user directory (something like 'users/[user]/AppData/Roaming/RenPy/Time_for_Dragons'; consoling config.savedir will tell you exactly where it is).


Eh, I think this is rather rare. I obviously do it all the time, and frequently switch between debug and normal modes, and have never gotten that. AFAICT, it's usually a relic of having tried TfD sometime before the mod and leaving the settings behind.
Ah yup, nuking the AppData worked.

:LOL: There aren't many of those, and the few that exist merely don't let you savescum certain aspects of the game.
Such as the hunting - I was disappointed when reloading a save didn't change the dice-roll for a hunt. Five times my tiny dragon ran into a elf hunter instead of the fox it wanted -.-

Strangely enough, I never got to playing that due to burning out on Prison Architect, which is a similar game. In general, I've come to the conclusion that I don't really like real-time sim/management games, because the RT mechanics combined with, er, non-optimal unit AI tend to produce rather silly gameplay effects. I suppose I'm a minority in this.
Stellaris fans would agree with you - the mid to end-game micromanagement (against AIs that could crunch stuff far quicker than humans) kept quite a few from enjoying that game's other aspects. Paradox has recently mentioned an improvement to the AI used in-game for automated building queues though, so hopefully that helps.

For the couple of suspected bugs I ran into:
** The first seems to be a value overflow of some sort. A save I played was running heavily-buffed evolutionary traits, and I had changed the metabolism for all sizes to 1.0. My mana was permanently stuck at 0/950 - even when I added mana in-game, it would revert back to 0 after clicking on any option or sleeping.

I figured it was because I hadn't completed the Witch's quest of studying magic, so I tried to study but she kept giving the "need to rest more" reply. Stamina was 282.6/283 and no matter how long I rested it never hit 283. Forcing it to that value or above with the console did not help, because that value never stuck. Even stranger, pulling the value from the console said it was indeed at 283, but the value shown on-screen was 282.6. It could certainly decrease, but for some reason never hit 283.

I decided to do a full-stamina rest and the game calculated that to 6k days. Just hit enter not thinking too much of it, and boom, end times came as seals were a little more than 100 before I went into decade-long hibernation (lol). So one was slung right to the end-game before they had a chance to play much of the early-mid game.

*** Figuring I had messed the game up internally with too much evolution editing, I did a new install (both with and without deleting AppData data) and decided to clear the Witch's quest before doing anything else. But for some reason, the Witch never appeared at the Old Ruins no matter how many times I re-loaded the page or slept. I had thought it would be a 100% event (perhaps less on higher difficulties), but even on Easy difficulty with a new install (and no editing), I still have not encountered the witch on this playthrough. Is there a way to trigger meeting the witch event (and potentially her other quests, since not being able to learn magic locks me out of quest 2) through the console or did I mess something up internally?

I'm also curious about how the game reads edited files: If I make a change to one trait and load an old save, would the trait be updated when it is learnt/evolved or would that trait still give the "old" value, and a new game is required to get that updated trait's effects?
 

Jman9

Engaged Member
Jul 17, 2019
2,294
956
Fair enough, I was reading the guide wondering where the non-harmful affection-raising activities were.
There aren't any. Well, maybe some captives do enjoy all that dragon sex. ;)

I did look at the gifting system from DW 1.4.1 at one point, but it was rather complex and I'm really of the opinion that this is not a 'nice' game with a sympathetic protagonist. So I left it at that.

Apparently saying one would "play" with them but not doing anything (basically exiting the mini-game) leaves them confused but a bit more affectionate. Probably a sigh of relief haha.
That only happens once they're willing to have sex. Anticipating the next session, maybe? I suppose I can restrict it to post-penetration.

Carry back to lair, no touchy/cage, grind (or edit) to 100 affection and boom, one new member.
Getting them to 100 affection is pretty much impossible without torture, though.

Not sure if it's a bug, but I couldn't dismiss a minion. The "goodbye" screen triggered, but she still remained in the minion screen.
Was she a minion or a captive after releasing? Releasing a Dragon Priestess just puts her back among the captives.

Otherwise, maybe you changed something you shouldn't have, or maybe there's a bug. I tried just now, and a similar sequence of events played out as intended.

Also it's a bit strange that the dragon is always reported in a negative light.

Would be nice (and a bit more realistic) if letting them go reduced fear or mobilization somehow, but maybe that's not intended to be part of the game.
My view of this is that any mention of the dragon is likely to result in infamy. Because a nun won't be saying: "Oh, there were some cultists trying to sacrifice me, but this nice dragon rescued me. He showed me his lair, let me see the cages from the inside and everything, allowed me to inspect his rather impressive tool :giggle:. Then, we went out to mingle with the goblins, and after three months he let me trek back home for 20 leagues through swamps and forests. It was all so exciting!" Even if she secretly enjoyed some parts of it, she'll go 'Waaah... The cultists were going to sacrifice me, and then things got really bad! A dragon appeared, kidnapped me, did terrible things to me! Uuu... I barely escaped after being tortured for three months straight. Praise God for delivering me from his claws!".

I still haven't discovered how to level up anyone
Leveling up via combat is very slow, especially since XP gains are shared. It takes 10XP to do a little bit of leveling, with virtually negligible results. You'll see a report to that effect when someone does and their XP will reset.

The proper way to 'level up' is to torture captives in cages. :devilish:

not sure if the "experience" stat shows their current experience or how much they'd give to the enemy if killed
The first for minions, the second for enemies.

do enemies even level up in this game?
Not directly, but there are various places where enemy types and numbers escalate. You've probably noticed that 'lonely farm' watchdogs get farmer support the moment mobilization goes above zero.

Probably has to do with the "Send to army"
No, that one is very straightforward. You lose a minion, Mom gains one.

it would be nice if one could do that on a inter-squad level (i.e. exchanging between squads).
That would also be cheating. :p The other squads are chilling back at the lair. You're not invading the Kingdom. Yet.

I hope they're not locked behind the Witch's quest, since I've been stuck on that.
Most of them are, because you need mana to build the more advanced stuff, and there's no mana without learning magic.

From the little I've played, I've only came across "actions" in the description text of evolution traits (e.g. wings, paws, etc.).
Oh, good catch. Fixed.

Haven't yet done item-crafting so not sure if any of them are supposed to confer extra STA but trait changing shouldn't be too tough.
Most items are largely cosmetic, or, from the dragon's POV, bed stuffing. :D No magical trinkets for the dragon to wear, because I don't want the accompanying power creep.

Haven't yet figured out how the date/time system works (or whether there are any spawn differences).
Not sure what you mean here. :cautious: Most things scale to the dragon, not time passed.

Such as the hunting - I was disappointed when reloading a save didn't change the dice-roll for a hunt. Five times my tiny dragon ran into a elf hunter instead of the fox it wanted
Actually, that part can be save-scummed. I'm not sure if you were unlucky, or just had sky-high mobilization for some reason.

But I can symphatise about the foxes. I tortured myself quite a bit last November when I tested 'Impossible' difficulty and the foxes were the safest way to lower infamy. I think I drove the red-furred pests totally underground several times. :D

My mana was permanently stuck at 0/950

I figured it was because I hadn't completed the Witch's quest of studying magic
Exactly.

so I tried to study but she kept giving the "need to rest more" reply.
If it was 'worn out' instead of 'tired', then you were either wounded or lacking in the 'balls full' department. ;) You really need to be in tip-top shape to attempt that quest. She is going to drain you.

Stamina was 282.6/283 and no matter how long I rested it never hit 283.
It's an artifact of certain mechanical choices. Basically, there's your stamina and a (usually fractional) penalty to that which causes the 'time has passed' screen when it hits an integer. As long as your stamina is less than one lower than the maximum, you're actually fully rested. I've fixed the 'resting does not refill all stamina' part in the WIP version, but a new release is still nowhere near ready.

I decided to do a full-stamina rest and the game calculated that to 6k days.
:LOL: Yeah, cheating in too much stamina can lead to such fun side effects.

But for some reason, the Witch never appeared at the Old Ruins no matter how many times I re-loaded the page or slept.
The reason is that you were not a magical dragon. Tiny and small dragons can be non-magical, depending on your head choice. Once you've visited the ruins and raised your maximum mana to at least one, she'll fly over and chat with you.

I'm also curious about how the game reads edited files: If I make a change to one trait and load an old save, would the trait be updated when it is learnt/evolved or would that trait still give the "old" value, and a new game is required to get that updated trait's effects?
For anything that's in the YAML or .ini files, you need to reload those into the current game. A new game does that automatically, and you can also use the console to do so for an existing save, but it's not entirely safe unless you know what you're doing.

.rpy files can be rewritten without problems and can even be reloaded mid-game if you're using developer mode. Note that developer mode does not play nice with save games and it's highly advisable to turn it off for any serious game.
 
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WhiteAndSticky

New Member
Apr 23, 2021
7
1
After some testing, a mixed bag.

Was she a minion or a captive after releasing? Releasing a Dragon Priestess just puts her back among the captives.

Otherwise, maybe you changed something you shouldn't have, or maybe there's a bug. I tried just now, and a similar sequence of events played out as intended.
I recall her being still stuck as a minion after releasing and went back to test. Hoo boy. Still encountered the same error and found a duplication bug.* In this playthrough the only thing which was changed was the evolution.yaml file, so it shouldn't have affected the captive/minion scripts. More on that below.

My view of this is that any mention of the dragon is likely to result in infamy. Because a nun won't be saying: "Oh, there were some cultists trying to sacrifice me, but this nice dragon rescued me. He showed me his lair, let me see the cages from the inside and everything, allowed me to inspect his rather impressive tool :giggle:. Then, we went out to mingle with the goblins, and after three months let me trek back home for 20 leagues through swamps and forests. It was all so exciting!" Even if she secretly enjoyed some parts of it, she'll go 'Waaah... The cultists were going to sacrifice me, and then things got really bad! A dragon appeared, kidnapped me, did terrible things to me! Uuu... I barely escaped after being tortured for three months. Praise God for delivering me from his claws!".
Heh, a compelling argument for the persistent "bad press". I suppose that makes sense, one wouldn't want to act too happy (especially if the dragon did do bad stuff to others), otherwise they might be seen as a sympathizer or spy.

If it was 'worn out' instead of 'tired', then you were either wounded or were lacking in the 'full balls' department. ;) You really need to be in tip-top shape to attempt that quest. She is going to drain you.
Went back and tested this too, can confirm that the error was on non-full hp/lust counters. Something like "you look injured" or "lacking in essence" would be a good explanation screen so that people know what they're lacking, maybe.

The reason is that you were not a magical dragon. Tiny and small dragons can be non-magical, depending on your head choice. Once you've visited the ruins and raised your maximum mana to at least one, she'll fly over and chat with you.
Ah, this explains a lot. I had figured she'd always show up and teach regardless of one's mana, but it makes sense that one can't teach if the dragon has no ability to use magic.

As a side note it was a bit confusing as to what was required to be "magical" - until you mentioned that, I had wondered why Aether Wings were locked at the start. Is the requirement to be "magical" having at least 1 MP, having learned magic from the witch or both?

For anything that's in the YAML or .ini files, you need to reload those into the current game. A new game does that automatically, and you can also use the console to do so for an existing save, but it's not entirely safe unless you know what you're doing.

.rpy files can be rewritten without problems and can even be reloaded mid-game if you're using developer mode. Note that developer mode does not play nice with save games and it's highly advisable to turn it off for any serious game.
I see, I don't quite know how to reload YAML/.ini files into an existing game, but it would probably mess up quite a lot so it's safer to start with a new game once I've figured out the errors.

On to the bugs.

  1. I tried directly changing the affection labels in tl/english/_script/Girl.rpy and ran the game from a fresh install. Got a whole string of these error types (For different words):

    I'm sorry, but an uncaught exception occurred.

    While running game code:
    File "game/tl/english/_script/characters/Girl.rpy", line 18, in script
    old "Равнодушие"
    Exception: A translation for "Равнодушие" already exists at game/tl/english/_script/Girl.rpy:19.

    -- Full Traceback ------------------------------------------------------------

    Full traceback:
    File "game/tl/english/_script/characters/Girl.rpy", line 18, in script
    old "Равнодушие"
    File "(...)\Time_for_Dragons_DD_Mod_Nov_2020\Time_for_Dragons-1.1.1-pc-DDM_Nov_2020\renpy\ast.py", line 2318, in execute
    renpy.translation.add_string_translation(self.language, self.old, self.new, newloc)
    File "(...)\Time_for_Dragons_DD_Mod_Nov_2020\Time_for_Dragons-1.1.1-pc-DDM_Nov_2020\renpy\translation\__init__.py", line 450, in add_string_translation
    stl.add(old, new, newloc)
    File "(...)\Time_for_Dragons_DD_Mod_Nov_2020\Time_for_Dragons-1.1.1-pc-DDM_Nov_2020\renpy\translation\__init__.py", line 388, in add
    quote_unicode(old), fn, line))
    Exception: A translation for "Равнодушие" already exists at game/tl/english/_script/Girl.rpy:19.

    Couldn't seem to resolve it on my end.
  2. On the "unable to free minion" bug: After testing, I can confirm that they remain as a minion. The only way I could access/interact with them (as a person) was to click on the "Captive" screen (since clicking on their image does nothing and clicking on their name only allows for a name change), and this is where the duplication bug comes in:

    1) Click captives (assuming no captives): Confirm that screen is empty.
    2) Click on recruited girl in minions. Close screen when it is brought up.
    3) Click on captives screen again: You should now see the screen where one's recruited girl can be interacted with.
    3a) Clicking on "Free" brings up the "Blahblahblah did not care whether she could make it back home or not", and the "Some people will certainly notice this evil act." And then she vanishes from the Captive screen, but still appears in the Minion tab when the Captive screen is closed. (original bug)
    3b) Clicking on "Invite" basically recruits a copy of that girl to the minion tab - the duplication bug mentioned above. With exactly the same stats, it feels a bit like cloning (complete with their cloned virginity status as well). I ended up with four copies of the same original clone when I tested this bug for reproducibility - they reproduce very well asexually, it seems :LOL:

    Again, couldn't resolve either bug (inability to dismiss, cloning/duplication bug) on my end. Probably a bit more serious than the duplicated translation error above as this cloning might skew the game balance a bit if abused.
 

Jman9

Engaged Member
Jul 17, 2019
2,294
956
I recall her being still stuck as a minion after releasing and went back to test.
Yeah, that's indeed a bug. Try the attached script file.

Heh, a compelling argument for the persistent "bad press".
Note that you can lose infamy that way, but only if a girl outright mocks your inability to do anything to her, and then runs off. You get to see an appropriate picture and everything. There's a whole 'shame' category for this. :D

"you look injured" or "lacking in essence"
I rewrote 'wobbly' for HP and retained 'worn out' for lust. The Witch does not have to spell out everything, does she? :)

Is the requirement to be "magical" having at least 1 MP, having learned magic from the witch or both?
Depends on the circumstances. For the Witch, the first. For actually using magic, the second. For Aether Wings, there's a separate progression that proceeds off maximum mana, each pair 'costing' five more mana, but no need to be trained. The Witch isn't tutoring you in how to grow wings, now is she?

I see, I don't quite know how to reload YAML/.ini files into an existing game, but it would probably mess up quite a lot so it's safer to start with a new game once I've figured out the errors.
Most of it you can find in script.rpy, but some things might need fine-tuning. If you're not familiar with the game or a decent programmer, it's best not to touch this.

a whole string of these error types

File "game/tl/english/_script/characters/Girl.rpy"

Exception: A translation for "Равнодушие" already exists at game/tl/english/_script/Girl.rpy:19.
A common error in Ren'Py when you have duplicates of the same script. Lose the second one.

"___ Dragon, the (slave) Emancipator" would have been a nice title.
There was some talk of a Cult of Gobbler last year, due to the original (machine translated?) 'gobbled her up' that was all over the place. :D
 
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Vodayo

Newbie
Dec 5, 2017
83
96
A big problem with pregnancy. Each dragon dream counts as one day. No matter how many days he sleeps. This forces to sleep on a one-day mode. A terribly annoying mistake on a key issue. One, but ruining all the fun. This bug practically makes it unplayable.

Edit:

System forced long sleep after info "A big dragons need more sleeps". Test pregnancy: nominal - 90 days, real - abut 560 days. Its definitely unplayable.
 
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