Pink Petal Games

Game Editing And Additions => User Mods => Topic started by: LordShame on November 13, 2009, 09:15:22 PM

Title: LS' Item pack
Post by: LordShame on November 13, 2009, 09:15:22 PM
Important notice!
This pack is currently the default pack, and the links below are more or less obsolete. The latest version can be found at http://www.mediafire.com/?qmgtriwjn2n (http://www.mediafire.com/?qmgtriwjn2n), but depending on when you view this post, you may not actually need it.

Now returning to our regularly scheduled programming...

---

Alright so, I made an expanded item pack, and I figured I'd share it since it was kind of a lot of work. Heh.

Here it is:
Version 3.0: http://www.megaupload.com/?d=WC27K4C4 (http://www.megaupload.com/?d=WC27K4C4)
Use the LSitemsDesc.itemsx file if you like the items' stats to be described in-game. Use LSitems.itemsx instead if you don't.

Old versions: (you don't need these, it's just for, say, historical purposes)
Version 2.1: http://www.mediafire.com/?hjmzyyzeu4j (http://www.mediafire.com/?hjmzyyzeu4j)
First release: http://www.mediafire.com/?mznyg0m2kic (http://www.mediafire.com/?mznyg0m2kic)

My main goal was to rebalance and replace all the default items, as well as expand on them so there is more variety. Almost everything has a new name and description. The only things I didn't change much were the drugs and the slave bands, and I only altered them to make them more expensive. You can keep the original items around if you want, the filename is different, but there will be a lot of redundancy.

Main changes:
-Items are generally more expensive. It's difficult to balance this, but it's very easy to make money right now, now to mention the game is kind of easy in general. I did make an effort to put in a wide variety of price points, however. Mostly I wanted to make sure you couldn't outfit a dozen girls in the best stuff by week 2.
-Many items have a letter grade in their description so you can compare them. Most have A to D, but there are S-grade uber items with extra bonuses only found in catacombs, and E-grade joke items that are cheap and crappy but sometimes have unique effects.
-Clothes are where I've expanded the most. There are three main types:
    -Gowns are "light side" clothing. They mainly increase charisma, happiness and player love, but also slightly increase confidence.
    -Dresses are seductive "neutral" clothes. They mainly increase charisma and libido but aren't as cost-effective as the gowns.
    -Lingerie is the "dark side" clothing that you only wear in public to tell the world you have sex for money. It slightly increases charisma but also increases the sex skills. It's meant for girls who have high stats already but could use better skills.
-There are all new shoes and jewelry but they're a little basic yet. They mostly serve to boost charisma but are usually much more expensive than equivalent clothes.
-Healing and relaxation come in 25/50/100 point varieties. The better ones are rarer but more cost-effective.
-There are various items to cure wound-type traits, including scars and missing eyes.
-The abortion items have a 6/7 chance of having a side-effect of varying gravity, from a tiny tiredness increase to permanent addition of the Fragile trait. (However, there is an item that only cures insemination, and it never has side effects.) I wanted to make pregnancy a bigger deal.
-I've put in a few semi-common items to reduce rebellion and add rebellion-suppressing traits. They're expensive but still overpowered and I'll probably take them out once that issue is sorted out.
-Weapons increase combat skills. They also provide a slight confidence boost, and reduce player hate and fear to compensate. (Giving a weapon to a girl is a sign of trust, after all.) There are luxury versions of the weapons that are more expensive but slightly increase charisma.
-Gift-type consumables increase happiness temporarily and may have other effects. Makeup increases beauty temporarily.
-I've got plans for armor and various magic jewelry but it isn't in yet, since my goal was to first expand what the default items already do. I'll certainly put them in later.
-There are no misc items since I'm not 100% clear on their working status right now.

Alright, I think that's about it. Feel free to suggest, criticize, and point out all the obvious mistakes I made.  ;)
Title: Re: LS' Item pack
Post by: letmein on November 13, 2009, 09:40:08 PM
Looks pretty awesome...   just finished skimming through with the editor, haven't actually used it yet, but I love the concepts so far.

You may wish to add a magic-lowering item, like sgb did.  The reason for that is because powerful mages can't get pregnant.
Title: Re: LS' Item pack
Post by: delta224 on November 13, 2009, 11:15:39 PM
Forgot to mention, I removed that limitation in the recent patch.  So don't worry about the magic lowering item.   
Title: Re: LS' Item pack
Post by: sgb on November 14, 2009, 01:50:29 AM
Some nice work, I've cut and paste a number of things I liked about yours into mine.  I was actually thinking of adding a PC love bonus to most gifts as well, as it makes all kinds of sense.  I think you've got too many weak catacomb items though.  If I'm going to risk losing half my men, I kind of expect something better than what I could get in shops.  It's a mistake not in include item effects in the description though.  I'm simply not going to use an item if I don't know what the cost/benefit impact is upfront.

Good to hear the silly magic/pregnancy thing got fixed.  I'll remove it from my items file.
Title: Re: LS' Item pack
Post by: letmein on November 14, 2009, 02:12:39 AM
Actually, in the latest version of the game, I have yet to lose a single gang member from the catacombs.  Of course, I never send them in until they're 100% across the board, with tons of potions and full weaponry, but still...   the only time I lose any is when a girl manages to kill all of my guards at once escaping from the dungeon.  Bad mojo...

As for your point about item effects, well, I don't really mind.  I can see an argument for both sides:  some people prefer not knowing explicitly, to make the game more interesting (especially for the rare items whose effects you haven't memorized), while others buy or use items only as they need them.  Me, I generally don't bother with items much at all, except for a couple "special" girls (I tend to have a favorite or two in every game, not sure why...) - so I don't care especially much about knowing the exact gains.  So long as I know the general idea of what an item does, I'm happy enough.


EDIT:  and why doesn't anyone seem to want to use armbands for anything?  I mean, at least toss in a couple bracelets, or something...
Title: Re: LS' Item pack
Post by: sgb on November 14, 2009, 01:24:47 PM
If you're waiting until your gangs are 100% with level 4 weapons, the game is already over IMO.  At this point, you will be making thousands per day and can more or less do whatever you want and still win.  There's no need for catacomb items at this point, as you can fully outfit any girl you want without putting a dent in your reserves.  Thus if I know there's a chance my early catacomb adventures will result in a item that is marginally better than a normal dress, I'm just going to wait for the 100% level 4 weapon stage before I bother.

There were some armbands in his pack if I recall.  Nobody uses them because it's redundent (same reason I removed many of Necro's items from my item pack).  A good dress, shoes and a few makeup kits will bring just about any fresh girl to 100% looks.  The problem is that the game uses custom content, and nobody is going to make an ugly girl.  I don't think there are any girls from any pack whose starting looks are under 50%.  Random girls with under this are just quickly sold off by most people, as it isn't worth the investment.  This is a problem I'm not sure can be solved.
Title: Re: LS' Item pack
Post by: DocClox on November 14, 2009, 04:27:09 PM
If you're waiting until your gangs are 100% with level 4 weapons, the game is already over IMO. 

So, arguably, it shouldn't be possible to do that. Well, not be possible to withhold most of your gangs until they're fully trained and equipped. It should probably be possible (if not necessarily easy) to go the entire game without setting foot in the catacombs. How to do it, is the question...

One thing would be to make weapons cost more. It's a balancing issue, of course. 


The problem is that the game uses custom content, and nobody is going to make an ugly girl.  I don't think there are any girls from any pack whose starting looks are under 50%.  Random girls with under this are just quickly sold off by most people, as it isn't worth the investment.  This is a problem I'm not sure can be solved.

Well, I'm planning on adding a user controlled looks multiplier to the config screen, which will allow the player to dial down the starting looks from all girls.  So that'll help for that specific issue.  You're right though, in that there's a definite tension between user defined content and play balance.
Title: Re: LS' Item pack
Post by: letmein on November 14, 2009, 05:30:16 PM
I agree, Doc.  Weapons, at least, should be more costly - health potions should also probably be dialed down in effect.

As for the looks config, I don't mind having a few exceptionally good-looking girls around to start.  However, they should be quite rare (and expensive, if they're slaves).

Anywho, let's not hijack this thread too much, guys.  Thanks again to LS, by the way:  excellent job you've done here.
Title: Re: LS' Item pack
Post by: exodia91 on November 14, 2009, 06:24:05 PM
However, asking girl makers to make gorgeous anime girls that they like ugly is... well thats not gonna happen. I try to alleviate this by giving them a good beauty stat, but lower starting charisma, so most don't at least start at 100%.... however its gotten mixed results, and most of my girls still start off with high looks. I might tweak my girls a bit eventually. Another solution would be to make custom girls rarer, and to adjust the prices of slavemarket so high look girls are considerably more expensive. I think the take a walk bit needs to be considerably reworked, cause right now its pretty much just free high grade custom girls every turn.
Title: Re: LS' Item pack
Post by: LordShame on November 14, 2009, 07:14:17 PM
I think you've got too many weak catacomb items though.  If I'm going to risk losing half my men, I kind of expect something better than what I could get in shops.

Well, the way I like to imagine the catacombs, is that it's a bizarre chaotic place that randomly connects to strange places, and that you're just as likely to bring back mighty artifacts as you are to bring back weird junk. And even then, the only outright garbage item is the Shroud Cola. Everything else is either just plain better than similar stuff you can buy, or does unique stuff, so I'm not sure what you mean by weak items. My guess is that you're talking about the books, but to me, free skill training that doesn't take up an equipment slot is kind of a big deal.

I agree that there should be more powerful items though, and I do intend to put in more rare and precious stuff in future versions, especially various magical rings and necklaces and armbands.

Quote
It's a mistake not in include item effects in the description though.  I'm simply not going to use an item if I don't know what the cost/benefit impact is upfront.

Yeah, I actually debated putting it in or not. In the end I decided against it, because seeing all the stats and numbers right there, it kind of puts me out of the game a bit. As long as I can tell if X is better than Y, which is what the letter grade is for, I'm satisfied. That said, in the future I'll probably make a separate .items file with the stats described because I completely see where you're coming from.

There was also the fact that when I started, there wasn't a lot of room for text, and I'd have had to cut the description to make room for the stats, especially for the rare stuff with lots of effects. But now that the screen can scale up it's not such a problem anymore.

Actually, in the latest version of the game, I have yet to lose a single gang member from the catacombs.
However, asking girl makers to make gorgeous anime girls that they like ugly is... well thats not gonna happen. I try to alleviate this by giving them a good beauty stat, but lower starting charisma, so most don't at least start at 100%.... however its gotten mixed results, and most of my girls still start off with high looks.

Heh, I know it can't be easy giving low stats to hot chicks. I think one of the main issues here is, well... You have to work with a system where, say, Cecile Croomy has 70 beauty and 40 charisma, and Morrigan Aensland has 100 beauty and 100 charisma (which I find completely reasonable, given that she's an ancient seduction machine from hell), and they both have 100% looks. That's gotta be a challenge.

Quote
Another solution would be to make custom girls rarer, and to adjust the prices of slavemarket so high look girls are considerably more expensive. I think the take a walk bit needs to be considerably reworked, cause right now its pretty much just free high grade custom girls every turn.

Yeah, that's sensible.

Thanks again to LS, by the way:  excellent job you've done here.

Yay! Woo! Score!  ;D
Title: Re: LS' Item pack
Post by: letmein on November 14, 2009, 07:26:43 PM
"Score", indeed.  Now stop posting, and go mod.  exodia, you too.  Think of yourselves as contributers to the greater game (which you certainly are), and leave the commenting and constructive criticizing to me.  ;)
Title: Re: LS' Item pack
Post by: Fstop on November 19, 2009, 06:46:43 PM
I personally love the description you have for all the items you my good sir are a great writer
Title: Re: LS' Item pack
Post by: zodiac44 on November 19, 2009, 07:35:37 PM
I think I'm going to have to borrow the Amulet of the Cunning Linguist for a D&D game I'm running  >;o)
Title: Re: LS' Item pack
Post by: LordShame on November 20, 2009, 12:33:53 AM
Alright, update time!

http://www.mediafire.com/?hjmzyyzeu4j (http://www.mediafire.com/?nmniy0mignz)

New in 2.0:
-There is now a separate file with all item effects added to descriptions! Use LSitemsDesc.items if you want that. (You shouldn't use both files, though I guess it's not a big deal if you do.)
-Armors added, at least one for each letter grade. They basically increase constitution and combat skill, at the cost of charisma and agility. (There is an effect on confidence, hate and fear, but less pronounced than with the weapons.)
-The skill gain from lingerie is increased.
-Perfume and make-up are slightly more effective.
-There are a couple of new armbands.
-New whip-type weapons increase BDSM skill.
-Probably some minor stuff that I forgot about.

Still in the pipeline:
-More magical jewelry with various effects.
-More specialized variants on items, like the Mistress Boots and Brothel Gown.
-???

Alright then. I'm still open to comments and such. And I appreciate the kudos, it means a lot!

EDIT:
Version 2.1 fixes a problem with the Bracers of Toughness being miscategorized as armor.
Title: Re: LS' Item pack
Post by: letmein on November 20, 2009, 01:56:48 AM
Looks great.  Hopefully, someday the Catacombs will work properly and all the neat toys you've planted there will actually start to show up...   ;)
Title: Re: LS' Item pack
Post by: LordShame on November 20, 2009, 10:36:12 PM
They do show up, they're just extremely rare. I just sent 8 basic gangs in the catacombs every week for 12 weeks, and got 3 S-rank items (2 skill books and the best armor). Hmm, maybe I do need to make the books better. I wish there was a rarity control for catacomb-only items. Even just a "minor treasure"/"major treasure" distinction would be nice.

I also got about 25000 in coins (that's after paying my goons), around 20000 in various other items, and a couple dozen monster girls, so it was still more than worth it, heh.
Title: Re: LS' Item pack
Post by: Fstop on November 20, 2009, 10:39:52 PM
Well Immortal Goons make Catacombing real easy its like botting =o
Title: Re: LS' Item pack
Post by: letmein on November 20, 2009, 10:56:03 PM
They do show up, they're just extremely rare. I just sent 8 basic gangs in the catacombs every week for 12 weeks, and got 3 S-rank items (2 skill books and the best armor). Hmm, maybe I do need to make the books better. I wish there was a rarity control for catacomb-only items. Even just a "minor treasure"/"major treasure" distinction would be nice.

I also got about 25000 in coins (that's after paying my goons), around 20000 in various other items, and a couple dozen monster girls, so it was still more than worth it, heh.


Yeah, they show up, but I shouldn't have to try 96 times to get three items...  BUT, I'm not trying to hijack the thread.  Please ignore me, and continue modding stuff.  ;)
Title: Re: LS' Item pack
Post by: Fstop on November 20, 2009, 11:13:43 PM
Well its not like he can set catacombs Item appearance %
Title: Re: LS' Item pack
Post by: Mehzerz on November 22, 2009, 02:50:00 PM
Not yet anyways. :p
You'll still have common items super common though. And since gangs only bring back one item at a time it'll be even more rare to find some of these items.
Title: Re: LS' Item pack
Post by: Fstop on November 22, 2009, 02:55:35 PM
OH LS you might want to make the cures for drugs about as common as the cure for Chlamydia or Syphilis I dont mind AIDS cure being much rarer but considering its much more common to find someone addicted to drugs then have a STD
Title: Re: LS' Item pack
Post by: LordShame on November 22, 2009, 09:38:53 PM
You have a point there. I haven't noticed this before because I usually don't bother with addicted girls, but I did some testing, and you're right, I made the addiction cures too rare. I wanted to make addiction a bigger deal, but the fact that a cure is twenty times more expensive than just buying the girl a dose is probably balanced enough. I'll fix that by next version, to set them to 20% instead of 5%. Good eye!
Title: Re: LS' Item pack
Post by: Fstop on November 23, 2009, 04:10:04 AM
oh and LS if your still unsure about the status of MISC item they seem to be working just fine now
Title: Re: LS' Item pack
Post by: letmein on November 23, 2009, 12:47:29 PM
I'm pretty sure they were fixed in one of the 1.29 patches.
Title: Re: LS' Item pack
Post by: Bloodly on December 05, 2009, 10:50:02 PM
It should probably be possible (if not necessarily easy) to go the entire game without setting foot in the catacombs.

That's doable at the minute.  It's not particularly easy, thanks to initial costs and trying to make those back(I don't do 'bad stuff' like kipnapping by default, nor randoms when I play with 'above-ground' girls.  I'm glad that random monster pack was made...there's too few random models, which turns me off from having them in general.  Attack of the clones, you know?  Maybe I should turn some of the custom girls into randoms to ease the issue.  At least then they'd be clones I'd want to see...).

So, arguably, it shouldn't be possible to do that. Well, not be possible to withhold most of your gangs until they're fully trained and equipped.

Now, the issue in this case is if you want your gangs to live, they have to train-they are practically useless except at max.  They just take too many casualties before that point, and will eat your potions like water, even on guard(you really are under constant assault after the initial wait time)...for ZERO benefit to them; they gain nothing from working other than casualties. 

If they were gaining power from doing jobs, I wouldn't keep them all in the training camps till they were mini-gods.  Even the weapon upgrades aren't as effective as the training-or at least it doesn't feel so.  There's a case to be made that you don't 'need' training if you have potions under the current system, but I find that's not the case.

I wonder how fast you can beat the game currently?  Sabotage can bring in a hell of a lot of money...
 
EDIT-Answer: fairly quickly and safely, even with 6 untrained gangs(And one guarding, one training), sabotaging from the off.  Income is high enough that it can pay for itself and make significant profit even if they screw up and can't  attack a few times.  Roughly 30 or so turns(wasn't keeping a proper count).  Perhaps that shouldn't be possible.  Then again, the rivals start off with fairly large operations to begin with, and if you wait, they can take ages to kill off even now with invincible gangs because they're so vast.  I'll try without weapon upgrades, perhaps.  See if it takes longer.
 
EDIT2:Wow.  I guess it's just luck that decides it, because this one was about 15 turns.
Title: Re: LS' Item pack
Post by: letmein on December 06, 2009, 01:59:14 AM
Yeah, luck is the main factor.  It's already quite possible for two of your opponents to be eliminated without *any* influence from you, within the first three or four months.  The other enemy groups don't seem to be any stronger for that, either.
Title: Re: LS' Item pack
Post by: Bloodly on December 06, 2009, 03:07:53 AM
Well, I presume they will eat up the now-neutral businesses in time, forcing you to have to fight for it.  Sabotage doesn't occupy the territory, after all, and what they're mostly doing is sabotaging and aquiring businesses.  Of course, them growing means you've got a nice, long-lasting cash candy jar for your own sabotage efforts.
Title: Re: LS' Item pack
Post by: LordShame on December 19, 2009, 06:12:42 AM
Version 3.0!
http://www.megaupload.com/?d=WC27K4C4 (http://www.megaupload.com/?d=WC27K4C4)

What's new:
-Pack now uses the XML file format.
-Addiction cures are now more common.
-The "Codex" items (skill books) are now twice as good. New "Manual"items are available in the shop and are as good as the old Codex items.All books are now Misc items and no longer vanish.
-Several items have rebalanced stats and rarity.
-Willbreaker Oil renamed to Brainwashing Oil because I kept mixing it up with Willbreaker Spice, and Felt Slippers renamed to Wool Slippers because it looked too similar to Fur Slippers in the list.
-Some of the really expensive stuff is now more affordable.
-New mage armor and weapons.
-Various new magic jewelry, specialized clothes and other items. There were 116 items in 2.0, now there are 151!

Alright, that's all I can remember.

I'm still open to comments. It'll only make next version better!
Title: Re: LS' Item pack
Post by: Zuul on December 19, 2009, 10:04:44 AM
Great item pack you did there.
Just got a little problem, whenever I use the cheap makeup, the picture of the girl I geve it to vanishes and the game crashes when you try to look at the gallery.
'Sides that, your Itempack is awesome, I really like your writing on the items.
Title: Re: LS' Item pack
Post by: Savagefrog on December 19, 2009, 01:11:37 PM
Love the new item pack, tons of great stuff.
Title: Re: LS' Item pack
Post by: sgb on December 20, 2009, 11:42:25 AM
Incredible detail to the descriptions.  It almost seems like a waste, like many of these should be items in full featured RPG instead.  I'll be using many of them in my game needless to say.
Title: Re: LS' Item pack
Post by: LordShame on December 20, 2009, 03:41:01 PM
Well, the way I'm thinking is, if I can't show the items, at least I still can give them a little flavor with neat descriptions. Plus it's really whatever comes off the top of my head at the time. I kind of like coming up with these little nuggets of fantasy-style fluff. If I was writing for a big RPG I'd probably worry more about keeping things cohesive and consistent for world-building purposes, but for this I allow myself to be all over the place in terms of style and I enjoy it that way. It's almost liberating, compared to the more serious stuff I usually try to write.

In fact, I can even say that balancing stats and prices is kind of the vegetables of making items, and writing the descriptions is the dessert. I like it so much I'd probably do that sort of thing just for the fun of it. Heh.
Title: Re: LS' Item pack
Post by: betatester on January 11, 2010, 03:05:11 AM
Great Job
A "bug" nevertheless... if you give a potion of youth to somebody with age "unknown" you've got a very old whore at the end.
I know you can't do anything about that but perhaps this can be forwarded to the dev team.
I haven't tested if by this way you can go below 17 but I don't think it's a good idea to allow that.
Title: Re: LS' Item pack
Post by: DocClox on January 11, 2010, 03:10:48 AM
That makes sense. Age 100 is taken to mean ageless/immortal/whatever. So if you chop ten years off that it loses the special meaning.

I'll log a bug.
Title: Re: LS' Item pack
Post by: KyDekra on January 12, 2010, 03:07:17 AM
Great Job
A "bug" nevertheless... if you give a potion of youth to somebody with age "unknown" you've got a very old whore at the end.
I know you can't do anything about that but perhaps this can be forwarded to the dev team.
I haven't tested if by this way you can go below 17 but I don't think it's a good idea to allow that.

I know with one of the older builds youth potions could take someone below 17, but ONLY if it was a temporary youth potion. The 'permanent' ones would take them to 17 and stop, the temps would go the full amount but they would regain a year of their original age each turn cycle. Its probably still in there, just haven't tried it recently since I ditched the items I made to test things like that.
Title: Re: LS' Item pack
Post by: betatester on January 15, 2010, 03:17:14 AM
I have found an Amulet of Pinochio ... and another bug
Equip any construct with an Amulet of Pinochio and "Construct" is removed
Take it back the "Construct" trait doesn't reappear

when you equip someone with an object that remove a trait (such as construct but also elegant) the trait is gone forever
The behaviour is not the same with an object that adds a trait (the trait is gone when you remove the object)
I haven't tested completely another case removing an object that adds a trait that the girl already has... I think the trait is gone also =>bug (but needs to be re-tested)

And I kwnow you can't do anything about that but the stats  modifiers should apply only to constructs

Another problem with the "brainwashing oil" it adds "broken will". But if you give it to an "Iron will" person when you read the Iron will description the two traits should nullify each over => no Iron will anymore and no broken will either.

Needs more testing to know if fast orgasms and slow orgasms behave correctly too...



Title: Re: LS' Item pack
Post by: KyDekra on January 15, 2010, 08:59:54 PM
Not sure if its still the case since Ive not broken a girls will without items since they added the 'ask' feature a few versions back. However, when I used to get the really really ornery girls with 'iron will', the first 'broken will' would remove 'iron will' but still stay and only halve rebellion. Would actually have to keep goin at them til they would get either a second 'broken will' (haven't tested recently and probably no longer in) or the 'mind fucked' trait before they were completely complacent. Though I noticed that in the previous versions I tested that in, the first 'broken will' would actually happen in the dungeon when I kept at a girl constantly for several days til she was knocked up.
Title: Re: LS' Item pack
Post by: LordShame on January 18, 2010, 11:24:18 PM
I have found an Amulet of Pinochio ... and another bug
Equip any construct with an Amulet of Pinochio and "Construct" is removed
Take it back the "Construct" trait doesn't reappear

when you equip someone with an object that remove a trait (such as construct but also elegant) the trait is gone forever
The behaviour is not the same with an object that adds a trait (the trait is gone when you remove the object)
I haven't tested completely another case removing an object that adds a trait that the girl already has... I think the trait is gone also =>bug (but needs to be re-tested)

And I kwnow you can't do anything about that but the stats  modifiers should apply only to constructs

Another problem with the "brainwashing oil" it adds "broken will". But if you give it to an "Iron will" person when you read the Iron will description the two traits should nullify each over => no Iron will anymore and no broken will either.

Needs more testing to know if fast orgasms and slow orgasms behave correctly too...

Hmm. This is all stuff I was so sure the game took care of that I didn't bother testing it. I think I remember some of the latest items might have safeguards against the opposing traits issue (making sure that it removes the traits opposed to ones it adds) but clearly I missed it for the Oil, and probably for some others I suppose. Good catch, thanks. These precautions won't help with the permanently vanishing traits but that's not something for me to fix, heheh.

On the other hand I know about that fact that the Amulet weakens non-construct girls even though it really shouldn't, but you're right, there's not a lot I can do about that, it's a limitation of the current item mechanics. A similar problem is how the Oil of Redemption also hurts or kills regular non-demon girls instead of doing nothing like I imagine it should.

Being able to have item effects that depend on traits or specific stats would be pretty dang awesome, that's for sure. Like in the case of interest right now, an item that would check for the Construct trait to apply any effects, but also perhaps like an item that adds a fraction of a certain stat to another. Having, say, a ring that adds one tenth of a girl's Magic Skill to her Beauty would be interesting, or an amulet that adds a quarter of Spirit to Charisma, or a book that adds a fifth of Intelligence to a skill.

Quote
Not sure if its still the case since Ive not broken a girls willwithout items since they added the 'ask' feature a few versions back.However, when I used to get the really really ornery girls with 'ironwill', the first 'broken will' would remove 'iron will' but still stayand only halve rebellion. Would actually have to keep goin at them tilthey would get either a second 'broken will' (haven't tested recentlyand probably no longer in) or the 'mind fucked' trait before they werecompletely complacent. Though I noticed that in the previous versions Itested that in, the first 'broken will' would actually happen in thedungeon when I kept at a girl constantly for several days til she wasknocked up.

Man I'm glad I'm not in the dev team, just reading that gave me a headache.  :D
Title: Re: LS' Item pack
Post by: KyDekra on January 19, 2010, 06:01:17 PM

Man I'm glad I'm not in the dev team, just reading that gave me a headache.  :D

Yeah, kinda ran together there. Was kinda half asleep when I was looking through the forums and wrote that. Short version is previously the first 'broken will' would remove 'iron will', and they wouldn't really be broken til a second came up. Haven't noticed it in recent versions though Ive been using items instead of the ol' fashioned way.
Title: Re: LS' Item pack
Post by: LordShame on January 19, 2010, 07:40:08 PM
Oh, I didn't say that with the meaning that your comment was difficult to understand, I said it with the meaning that I'm glad I'm not the one who's got to take care of that kind of problem. Heheh.  ;)
Title: Re: LS' Item pack
Post by: delta224 on January 19, 2010, 09:42:45 PM
Yeah, the trait system needs an overhaul.  Also there was a crash with the interaction of fast,slow and fake orgasms.  It's been fixed though.
Title: Re: LS' Item pack
Post by: trunip190 on January 23, 2010, 01:10:12 AM
this looks like a good mod, but i can't work out if i've installed it correctly.
i couldn't find any kind of readme in the file, nor one on this forum.
do i just need to extract to Resources\Data?
Title: Re: LS' Item pack
Post by: LordShame on January 23, 2010, 01:25:52 AM
Hmm, I might need to put in a readme then.

Anyway. Basically, yes, you do put the file you've chosen straight into Resources\Data. Use only one of the two files though, according to whether you want to see the items' stats described in detail or not. There won't be a problem if you use both, but in that case you'll have some items with the stats described, and some without. There is no "gameplay" difference between the two.

Also you might want to move "Items.itemsx" out of that directory and somewhere you'll remember where it is. It's the file that contains the default items, which my pack is designed to replace. Again, it's not a big deal if you don't, if you leave it there you'll just get both sets of items.

If you want to make sure it's installed correctly, go to the store and check the Armor section. The default items don't include armor at all, so if you see any you'll know you've got my pack.
Title: Re: LS' Item pack
Post by: betatester on January 23, 2010, 03:50:24 AM
I'm not very sure and it needs some replay but I think I have catched another bug.
Situation
- both LS Item Pack (with stats mods) and basic Item pack
- A LS Disguised slave band on a girl
- A basic disguised slave band on another girl
- take back both slave band
- they stack on an unique item line
- the description and price are definitively changed for one pack's description

(may I suggest for exemple an MD5 transformation attribute based on all the item stats, description and price for a quick equals() method)
Title: Re: LS' Item pack
Post by: trunip190 on January 23, 2010, 11:47:46 AM
this probably isn't the place for this post, but i don't get any armour items show up, and if i remove items.items (the default file i have) then the game crashes. it's a shame, cos i really wanted to use this mod. i've tried both loading an existing game (i expected this to crash it) and starting a new one (really didn't expect this to crash) and got crashes both times.
Title: Re: LS' Item pack
Post by: letmein on January 23, 2010, 12:49:26 PM
What version of the game do you have?  Because the latest versions DON'T use .items files, but .itemsx files.  Yoiu need 1.29.6, which is now linked in the main download file in the general discussion forum.
Title: Re: LS' Item pack
Post by: DocClox on January 23, 2010, 04:10:05 PM
this probably isn't the place for this post, but i don't get any armour items show up, and if i remove items.items (the default file i have) then the game crashes.

mmm... don't know why you're not picking up the mod, (although the game version would definitely be top contender) but it's worth entering the crash as a bug. The game should be able to run without any config files at all, ideally, although it would probably mean hard-coding one default random girl to be used if there were no girls, one default item (probably a healing potion), and one of whatever else we have configs for.

Sorry, utterly unrelated to the topic, I know.
Title: Re: LS' Item pack
Post by: zodiac44 on January 23, 2010, 04:29:55 PM
The game crashes if you load a save file with an item in inventory that isn't found in a .items/.itemsx file.  I think you can start a new game without any items files, but I'm not 100% sure of that.  It might cause a crash when the game tries to reward you with an item, though.
Title: Re: LS' Item pack
Post by: DocClox on January 23, 2010, 04:34:53 PM
mmm .... it should really handle that more gracefully as well. Wouldn't be hard to just make such items vanish from the game. Maybe with a warning at startup time, as per Oblivion or Fallout 3.
Title: Re: LS' Item pack
Post by: zodiac44 on January 23, 2010, 07:23:12 PM
Maybe keep track of them as normal, but ignore them in game, just in case the missing file wasn't intended to be gone permanently.
Title: Re: LS' Item pack
Post by: trunip190 on January 23, 2010, 07:27:41 PM
ah, you were right letmein.
i had managed to download version 1.23 from this site. i wonder how i managed to do, bearing in mind i downloaded it yesterday!
everything works fine now :D
Title: Re: LS' Item pack
Post by: betatester on January 28, 2010, 09:34:46 AM
I think I have found another bug
An expedition in the catacombs have  found an amulet of sex elemental so I give it to a Royal Guard 3 (Elegant and Charming).
If I equip it and unequip it the look goes down each time I do this.
The Look should remain the same before and after removing it and it's not the case.
Title: Re: LS' Item pack
Post by: LordShame on January 28, 2010, 08:45:29 PM
Holy crap, you're right. That is weird. I have no idea what's going on there. It probably has something to do with the way item traits are removed, because that amulet has no direct effect on the stats that determine the looks%.

I've tried doing this with the Succubus' Wardress and the Wings of Lilith, and the same thing happens: looks slowly and permanently degrade when they're removed, all the way down to 0 if done enough. Apparently they take more away when they are removed than they give when they are equipped. Not all items are like that...

Man, I don't know if this is a game mechanics issue or if I messed up somewhere.  :(
Title: Re: LS' Item pack
Post by: sgb on January 28, 2010, 10:53:26 PM
Nothing strange going on here.  Charming is currently giving an insane CHR boost.  So high that characters are going to hit the cap.  As such, a lot of the bonus will be disregarded.  However when you remove it, that character loses the full bonus amount.  Thus you actually do lose more than you gained from losing that particular trait.  I've actually removed Charming and Charismatic (same problem) from all my characters and items until 1.30 hopefully rebalances them.
Title: Re: LS' Item pack
Post by: LordShame on January 29, 2010, 01:15:25 AM
None of those items affect those traits though. In fact they're not meant to affect looks that much, and the permanent loss happens even if no caps are visibly reached.

A quick test:

The Amulet of the Sex Elemental adds 100 to all sex skills, Libido, Obedience and Constitution (so doesn't affect looks by direct bonuses at all). It adds Fast orgasms, Not Human, Nymphomaniac, Great Figure, Great Arse, Fearless, Sterile, Tough, Futanari, Mind Fucked, Long Legs, Puffy Nipples, Perky Nipples, and Abnormally Large Boobs. It removes Big Boobs, Small Boobs, and Lolita. So it has an effect on looks through certain traits.

(Obviously it's meant to be a nutty super item.)

1- On a "Test" game, I pick up a random slave girl with 28% looks; she has Manly, Small boobs, Cute, Lesbian and Meek.
2- I give her the amulet and equip it. She gains all the amulet traits and loses Small boobs. Her looks falls to 25%. (Huh?)
3- I unequip the amulet. She loses all the extra traits, and doesn't regain Small boobs. Her looks are now 8%.
4- I equip the amulet again. She gets the amulet traits back, and her looks fall to 7%.
5- I remove the amulet. She has 2% looks.
6- Equip again, still 2% looks.
7- Remove again, 0% looks.

...

Okay, I tested this again on 1.29.3.2, an older version I kept around because it doesn't have the bug with overlapping equipment slots. An 82% girl (Optimist, Meek) became 87% after wearing and removing the amulet. I repeatedly put it on and off a 100% girl and she stayed at 100% no matter what.

There may be a basic math thing that I'm too dumb to get (quite possible!), but I still have no idea what's going on.

EDIT:
Though I guess that in the end, I don't really need to know what's going on; all I need to know is whether my pack is broken or not.  :D
Title: Re: LS' Item pack
Post by: betatester on January 29, 2010, 05:50:30 AM
same exemple as above (1.29.4.6 amulet of sex elemental royal guard elegant and charming, equipment hair comb and amulet)
the look is not the only stat impacted
even natural sex skills goes down with equip/unequip
at the end even with amulet on your sex skills are not at 100 (so negative valiues with skills is the only option I see... displaying only 0 but real value negative)
since service and stripping are working well I think it's a game bug and not a pack bug
(perhaps with trait removal, perhaps with object removal (did I hear someone saying "Both !" ok perhaps also)
Title: Re: LS' Item pack
Post by: LordShame on June 08, 2010, 10:42:49 PM
Hooooly crap, it's been a while.

First things first: you can get version 4.1 at http://www.mediafire.com/?njnjuryionw (http://www.mediafire.com/?njnjuryionw)
I can longer say that this is a replacement for the default pack, as version 3.0 was gracefully accepted as the new default. Therefore the file is named "items.itemsx" for simplicity, but feel free to rename it to accomodate your own setup.

Right now, there's just this one file, with the stats detailed in the item descriptions, the equivalent of the old "LSitemsDesc" file. I might release a no-details version, but not before a few days at least. I've just had a crazy-ass couple of weeks and it'll be a little while before I have the time to complete that. It took me long enough to get this one out of the door, heheh.

There are too many changes to list here in detail, but here's the gist of it:
-Lots of stuff received considerable price cuts, in light of the new game releases where money is noticeably harder to come by (in the early game, at least). My goal is to keep having expensive items, but not so expensive that you can't afford them before you reach the point where you basically have infinite money.
-Several items are at least slightly more effective.
-All appropriate items have the girlbuychance stat added. (This is different from the old 3.0 but this has already been incorporated into the latest release of the game.)
-The Succubus Wardress and the Wings of Lilith are now regular clothes instead of armor, to accomodate the new auto-equip mechanics. They have been replaced by roughly equivalent S-grade armors without sex effects: the Godward Shell and the Apocalypse Shroud.
-The risky Philtres of Abortion are now much cheaper. There is a new "Perfect Philtre of Abortion" available; it's more expensive but never has side-effects.
-Gift-type items have been slightly expanded to clearly delineate between sweets (which add happiness) and flowers (which add love). Girls will buy the former for themselves but not the latter.
-There are several brand new items of all types!
-Probably some more stuff that I forgot.
-Version 4.1 makes use of the new Small Weapons category.

For the next version, among other things, I've got plans to expand the drugs into a variety of inexpensive short-term-reward items that enhance girls at the cost of burning them out quickly, intended for evil players who doesn't mind crippling/killing their employees to make a quick buck. I don't know if I can do this without wrecking the balance, so it might take a little time, but I've got the bare bones of it almost worked out. (Shroud-based stuff would make girls obedient and resistant to pain, but lazy and dumb; fairy dust-based stuff would make girls energetic, charming, and horny, but fragile and weak; vira-based stuff would drive girls crazy with bizarre and intense lust, and physically transform them, but it'd have a variety of the worst side-effects.) Let me know if you think that's worth working on.

Now there's one last subject I'd like to talk about. You may have noticed that the default pack that comes with the game as of this writing isn't exactly my old 3.0 pack. In fact several items had been added, which I cannot take credit for: the book of enlightenment, the bracers of babeosity, the free weights, the various nipple rings, the pill of breast reduction, the good fortune, the rings of beauty/charisma/schwarzenegger/horndog, the improved ritual of domination, the scrolls of transcendance, the tomes of knowledge, the true rattle of entropy, and the wand of lolification. As far as I've heard, these items were made by Myrikhan. (I apologize if I've missed a few, but I think that's about it.)

Now at first I didn't even realize that, and I started to build version 4 directly from my old version 3. Then I did notice his new items, and decided to incorporate most of his ideas. Some items got a name/description change to make them fit better with the rest of the pack, and several made the transition unchanged save for minor spelling or technical fixes. A couple of basic +stat rings got cut, but that's because I firmly believe the major changes they bring would be better placed on amulets or armbands, since those can't be stacked. They will be reintroduced as such in the next version. I could technically put them in right now but I remembered them too late and I got to hit the hay! This wicked man really needs all the rest he can get these days. :D

Alright, that's about it. Being in charge of the official pack is kind of a major change of perspective for me, and I hope I have been and will continue to be worthy of the job. Good night, and keep on pimpin'!
Title: Re: LS' Item pack
Post by: Zuul on June 21, 2010, 09:17:21 AM
Gosh... I know I'm a little late, so here goes...

Thanks for your work!! ^^

'Cause it cannot be that you, who is taking up the challenge to create the official item pack for this lovely game and recive NO thanks at all!
So I hope to see more snarky item text from you in the future, I really aprecciate it!

Now, for some constructive criticism: I'd really like to see you expand on the Shoe category. At the moment, all I do is equipping my girls with bunny slippers and only occasionally do I buy some higer grade shoes. Theres just not enough diversity in that category yet.
Title: Re: LS' Item pack
Post by: LordShame on June 23, 2010, 01:40:32 AM
Haha, to be honest I was just happy not to get any complaints, but this is nice too. :D I'm glad you're enjoying it.

And yeah, I see how the shoes could use a little love and attention, now that you point it out. I think they got the least additions per version of all the item types so far, and the store rarely has a good selection to begin with. Maybe I can do something with a slippers/flats vs platforms/high heels idea like I did with gowns vs dresses. I'm gonna look into that.
Title: Re: LS' Item pack
Post by: sgb on June 25, 2010, 06:04:04 PM
Quote
For the next version, among other things, I've got plans to expand the   drugs into a variety of inexpensive short-term-reward items that enhance   girls at the cost of burning them out quickly, intended for evil   players who doesn't mind crippling/killing their employees to make a   quick buck. I don't know if I can do this without wrecking the balance,   so it might take a little time, but I've got the bare bones of it almost   worked out. (Shroud-based stuff would make girls obedient and resistant   to pain, but lazy and dumb; fairy dust-based stuff would make girls   energetic, charming, and horny, but fragile and weak; vira-based stuff   would drive girls crazy with bizarre and intense lust, and physically   transform them, but it'd have a variety of the worst side-effects.) Let   me know if you think that's worth working on.
I doubt it.  Double-edged items COULD work, but the problem is the game balance is still off.  When you have essentially ultimated money, why use risky items when you can just buy good ones?  There's only so much we can do on the item front for balance as long as gold goes still goes to infinity after the first few months.  While it's a more interesting solution to drugs than I used (remove them because they're pointless), your plan for them isn't worthwhile at the moment as nobody would need to use such items.

Also, does anyone know if diseases can actually occur?  I'm thinking of removing the disease cures for my game as I have NEVER seen one happen, and they waste store space.  I never saw one even in much earlier versions of game.
Title: Re: LS' Item pack
Post by: Zuul on June 25, 2010, 08:23:07 PM
Well, tecnically they are in the game, but I think necno tuned the percentage of them occuring down to almost zero. Don't ask me why, my mind just tells me that I might have read that somewhere. Do not trust my mind!
Title: Re: LS' Item pack
Post by: sgb on June 26, 2010, 01:04:32 AM
If they're actually still turned on, the chance of it occuring must be less than 0.01% or something.  Frankly I think the game is better off without them anyway, I just didn't want to remove the disease cures if people have had it happen in their game.  As much as I appeciate the game thinking it's helping me by giving me an AIDS cure as a catacomb reward, I'd rather see something actually useful appear instead.
Title: Re: LS' Item pack
Post by: Dagoth on June 26, 2010, 02:33:57 AM
Let's see... checking the code, this is how a girl gets an STD. If her health is 10 or lower while whoring and she isn't using contraception, there's a 1% chance for each disease that she will catch it. So, there being 3 STDs, that's effectively a 3% chance per sex act.
Of course, what girl are you going to have whoring with 10 or lower health, not to mention no contraception? I guess that makes it almost impossible to get them. We should probably change that at some point, since logically you don't have to be unhealthy to catch an STD, and many forms of contraception actually wouldn't help either.
Title: Re: LS' Item pack
Post by: LordShame on June 26, 2010, 12:09:44 PM
I doubt it.  Double-edged items COULD work, but the problem is the game balance is still off.  When you have essentially ultimated money, why use risky items when you can just buy good ones?  There's only so much we can do on the item front for balance as long as gold goes still goes to infinity after the first few months.  While it's a more interesting solution to drugs than I used (remove them because they're pointless), your plan for them isn't worthwhile at the moment as nobody would need to use such items.

Yeah, I think you just articulated some doubts I had. Personally I kept the old drugs around because the fact that they exist at all is kind of neat in a flavor/atmosphere sort of way, but it's true, gameplay-wise there's basically nothing going on there at the moment. They feel like placeholders.

If money was more valuable I definitely think it would be worth spending time and effort on items that cost something else than money, but at the moment, you're right, it's probably unnecessary.

Let's see... checking the code, this is how a girl gets an STD. If her health is 10 or lower while whoring and she isn't using contraception, there's a 1% chance for each disease that she will catch it. So, there being 3 STDs, that's effectively a 3% chance per sex act.
Of course, what girl are you going to have whoring with 10 or lower health, not to mention no contraception? I guess that makes it almost impossible to get them. We should probably change that at some point, since logically you don't have to be unhealthy to catch an STD, and many forms of contraception actually wouldn't help either.

The game could use more ways to hurt the player, so I completely support making STDs a bigger deal, through making them more common and possibly even more severe. Things are at their most interesting when problems arise, after all. If the 15-guys-a-week überwhore whose revenue supports your entire operation suddenly catches the clap, maybe you'll have to stop clicking "end turn" over and over again while the money rolls in. :D
Title: Re: LS' Item pack
Post by: Lorde on June 26, 2010, 03:54:51 PM
We should probably change that at some point, since logically you don't have to be unhealthy to catch an STD, and many forms of contraception actually wouldn't help either.

CoughHerpiescoughcough

Title: Re: LS' Item pack
Post by: DocClox on June 27, 2010, 04:09:44 AM
Didn't they make a film about that?  Herpes, The Love Bug.

Changing the subject completely, I've just encountered the succubus milk in the item lists. I think the player needs to be able to set up dairy units so this valuable resource can be harvested. ;)

Of course, if we do that we'll probably get someone wanting to know what cows have to do with prostitution...
Title: Re: LS' Item pack
Post by: LordShame on June 27, 2010, 07:55:32 AM
Oh wow, I totally didn't take into account that the player is likely to employ his own succubi. I'm just little bit miffed at myself for overlooking that. :D

Let's just say they require a special diet in order to lactate, and that the food they need is exclusively available in hell; therefore, succubi stranded in the mortal realm are not likely to have commercially-significant amounts of the stuff.
Title: Re: LS' Item pack
Post by: Lorde on June 27, 2010, 10:55:10 AM
Didn't they make a film about that?  Herpes, The Love Bug.

Of course, if we do that we'll probably get someone wanting to know what cows have to do with prostitution...

Still steaming about that guys post huh? Don't blame ya, but consider it dummy proofing your work. The more you add the more confused they'll get and won't play at all.

Or you could develop a "Whoremaster lite" for them in all of 5 minutes. Make an image viewer that says "You send your whores out" then when they view all the pics, have it say "you earn 1000 gold" Then they can spend that money unlocking new pictures. (This doesn't have to actually be implemented just have a random number in the gold section on the right that goes up and down. It will fool them easily)

Or better yet just give them a link to infranvue and some picture packs and tell them to stfu.

Oh wow, I totally didn't take into account that the player is likely to employ his own succubi. I'm just little bit miffed at myself for overlooking that. :D

Let's just say they require a special diet in order to lactate, and that the food they need is exclusively available in hell; therefore, succubi stranded in the mortal realm are not likely to have commercially-significant amounts of the stuff.

There goes my dreams of the Succubus Yogurt stand T.T
Title: Re: LS' Item pack
Post by: DocClox on June 27, 2010, 03:15:06 PM
Still steaming about that guys post huh?
 
Just grumbling really. What gets me is that it's  such a bizarre thing to say. I mean if he'd said "the whole crime aspect of the game never really worked for me and I wish you'd get rid of it" then fair enough. I still wouldn't agree, but it's a valid viewpoint. But to suggest that we shouldn't feature crime because the title doesn't mention it seems weird beyond words...

Anyway, enough about that :)

There goes my dreams of the Succubus Yogurt stand T.T

I dunno ... I reckon we could still do it. The succubus milk is too useful to generate directly, but we could make it a room and have it give bonuses to the whole building when operational. We could open the city's first erotic coffee shop :)
Title: Re: LS' Item pack
Post by: Lorde on June 27, 2010, 03:30:07 PM
 
I still wouldn't agree, but it's a valid viewpoint. But to suggest that we shouldn't feature crime because the title doesn't mention it seems weird beyond words...


Yeah, my initial reaction to his post was because he was beating on the straw man pretty hard. Well that and the whole less is more thing. Reek's of corporate shilling and dumbing things down.  2 things that get me seeing red.
But you are right. Enough with it. (aside: I did start a gang thread because of it.)

I dunno ... I reckon we could still do it. The succubus milk is too useful to generate directly, but we could make it a room and have it give bonuses to the whole building when operational. We could open the city's first erotic coffee shop :)

Sounds like Brothel Master Territory(I get that name right?) iirc. Where you can get boosts to your brothels from different groups of girls in said brothels. That's not a bad thing. Actually might be a very good thing. :D
Title: Re: LS' Item pack
Post by: LordShame on June 27, 2010, 05:12:52 PM
I dunno ... I reckon we could still do it. The succubus milk is too useful to generate directly, but we could make it a room and have it give bonuses to the whole building when operational. We could open the city's first erotic coffee shop :)

As long as you conveniently forget to tell your customers you're selling them demon tit juice. :P
Title: Re: LS' Item pack
Post by: Lorde on June 27, 2010, 05:22:34 PM
As long as you conveniently forget to tell your customers you're selling them demon tit juice. :P

Depends, I'm sure people would gladly pay to drink this Demons (http://danbooru.donmai.us/data/3f8e27298ce25cf70021b7270c5f5209.jpg) tit juice. Hell some people drink goat urine for virility and are told before hand exactly what it is they are drinking.  :D
Title: Re: LS' Item pack
Post by: kniptik on July 28, 2010, 04:29:00 PM
any nice Items Packs here?
compatible with recent WM version?  ::)
Title: Re: LS' Item pack
Post by: Bluebeholder on July 29, 2010, 03:54:22 PM
All this talk of milking sounds like a new job that produces items rather than cash kinda like monster hunting currently.  One that checks for the Demon trait producing a special version of milk.

Is this a vision of manufacturing to come?
Title: Re: LS' Item pack
Post by: DocClox on July 29, 2010, 04:07:44 PM
I do have plans in that direction :)

You can already find succubus milk in the item list. I had thought it would be fun to have a demon dairy where you could have demon-cow-girls.

Not sure if I'll get to it in this last development push, but if not, I'll probably do a mod later on. This is something I'd like to be able to do :)
Title: Re: LS' Item pack
Post by: megamanx on July 29, 2010, 06:01:58 PM
It would be idea to have a good side job/quest that you have to do first though that way you could make it slightly better money than whoring.
Title: Re: LS' Item pack
Post by: DocClox on July 29, 2010, 06:25:11 PM
Well, the plan was to have a Boss encounter in the catacombs, two of them in fact to get the succubus dairy option. That's almost certainly not going to happen now, since it means a big re-org of the catacombs.

Although as an event/addon it might still work. I'll think about it.
Title: Re: LS' Item pack
Post by: Bluebeholder on July 29, 2010, 07:32:41 PM
Alternatively  it could be locked by an building improvement.
Title: Re: LS' Item pack
Post by: DocClox on July 30, 2010, 01:01:59 AM
Well, that was the plan.The catacombs encounter would unlock the building option.