Strive:Conquest 0.11.0 Release


New update has finally arrived. Make sure to only update if you are fine with losing your previous saves.

  • Revamped effect system to be modifiable and support saves 
  • Old saves can't be imported or loaded anymore, from this point the previous save files should be supported automatically
  • Added random events for characters
  • Added empire capital and arena (wip)
  • Added stat change description from events
  • Fixed dwarf capital shop having no items
  • Nerfed damage scaling from physics/wits for player characters
  • Rebalanced more enemies and encounters
  • Added italian localization (thanks to Scarichino)
  • Revamped the way loot lists are stored
  • Fixed disentegrate being skill instead of spell and not scaling from MATK

Files

strive-conquest-linux.zip 1.4 GB
Version 143 51 days ago
strive-conquest-win64.zip 1.4 GB
Version 140 51 days ago
strive-conquest-win32.zip 1.5 GB
Version 137 51 days ago
strive-conquest-osx.zip 1.3 GB
Version 147 51 days ago
strive-conquest-win64-experimental.zip 1.4 GB
Version 114 51 days ago

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Comments

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As a returning player (and someone who really enjoyed the first one), I really like the direction this game has been taking. Some rough edges here and there, but nothing major and/or unexpected

My one current major gripe is that it’s really hard to tell when you’ve run out of content. I THINK I have after getting Kuro and doing both her quests but there’s no real indication

As a minor one: In this game’s setting it feels a bit weird to only be allowed one spouse (though I understand the gameplay restriction)

Overall, this game sucks me in an unreasonable amount. Great stuff

Thanks, hopefully we'll add some better indication when the main content is finished on the next updates, although we just might finish the main story line by that time lo

its so different from what i first played(in a good way) i still remember back then the wind spell attacking twice for 100% damage each and back then it did not cost mana and everything was different fun times to think back about but i also love how its now the only thing i liked back then more was that the last dept was higher the 30000 are way to easy to pay off there is no optimisation needed anymore as you get easier and more money while having a way lower goal

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So I have come to the conclusion that despite the fact that this game is still in development, I feel like there are a lot of loose ends here and there. For one thing, the farm. Exactly, what is it used for? Making milk? Okay? I guess that's fine, but what about the other stuff? You can get elf essence and dragon's blood, but it's not like you can just atomically make a profit. And even if you do, it's not like there is a way to sell these items at a market price automatically. There needs to be a function where, if you reach a certain threshold, you can sell these items without going to the shop and then wasting time selling these items. But I am being sidetracked. This could have been a chance to make new kinds of potions or items. Seriously, a potion that could turn, say, an elf into a dragon? Or a human into an orc? Some classes are locked behind certain races. Like a true succubus or a dragon born. And rather than wait for the exotic slave trader to come over and sell you a dragonborn, if you are lucky, you could transform one into a dragonborn.  That being said, my idea is that you could make potions based on the race at the farm. There is still a functional mod that allows one to swap sexes. So there is that. So, why not make it swap races as well? After all, many games I play allow such things. Or hell, why not have shrines that allow such transformations as well? And, attacks based on a certain race. Like, dragons being able to breathe fire as one skill? 

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>despite the fact that this game is still in development, I feel like there are a lot of loose ends here and there

It's not despite, It's due to.

Farm is there to make profits from service boosts foremost. As for transformations I'd say I gonna leave it to modding for now.

(-2)

I see...well, that is a shame...but oh well! Modding it is...

(1 edit)

Is Cali still supposed to be encountered the same way in this update? I've probably been through at least a dozen Bandit Forts, and still haven't encountered the Slaver's Cave event.

(+2)

its been bandit den for a whle

I know I just commented recently but I'm running into a bug with recruiting Amelia. Once she's been recruited as a slave, her sprite is replaced with a randomly generated one and her traits are randomized. Her name stays the same and is colored the same like all the other named slaves. She also becomes a virgin and has the rebellious trait. 

Is the mana capacity scaling from the Magic Factor supposed to be this nerfed? A character at Terrible Magic Factor has 55 mana while my player character with Excellent Magic Factor is at only 63? That's not even a 10 mana difference. 

wher can i find mods ?

First off I like the new update, Some improvements (carryover from the first game "Power") Temperament, the protagonist can rape those in the household with no repercussions. Also the jail was a good addition from the first game until the MC  "broke them in". Sebastion was someone I liked for "custom" orders as in this version Kobolds and Dryads, Gnomes, and Dwarves (or are not worth getting-bad at collecting, coward, frigid (yes upgrading the Exotic Trader helps but...) are hard to find. I would like the Private rooms in this update to add to the amount of NPCs you can have, I don't want to @#$% with outside downloads. I understand that they are minor characters but v1 had 50, and I am (like many) am a "collector".  Could the Privet Rooms deduct from the general population housing? And the sleeping in Master's room do the same?

I know it would be a lot of work but the beauty/appearance in Power? Maybe find a way to bring it back in for Conquest 

The added locations are very nice, Dwarven capital-thumbs up. Add an Orcish capital? A Beast (Cat, Racoon, Fox) capital? Kobold capital? Goblin Capital? 

The "Family Lover" was a nice touch.

But I had a daughter (with Daisy) and could not train her.  

Also cross-species impregnation?? It isn't in the training (previous versions had it-Conquest-) could it be added back in? If it doesn't fit in Slave Training maybe a potion of "Fertility" that both the MC and the non-species mother need or it is only 50% effective.

Another though, Headgirl and Director(Servants)- what about adding the ability to buy/build in other cities (it would negate the housing limit to a degree)

Thank you, orgon, xia xia, merci, gracias, shukran for making TWO great games.

Please add a bit more to this one (Conquest)

(1 edit)

So this new update feels more unoptimized than ever, with zero mods in play the game starts to hang for me bad on day end around the time of the rebellion arc starts to kick off.  

I know that sometimes things break as progress happens. Here's to hoping a quick and easy bug squashing happens.

Also the hang up is either Memory (I've noticed a good sized leak) or the CPU is doing something cyclic or circular because it hangs hard for a good 20-30 seconds per night before I just can't stand to end the days anymore.

try out 11.0a version, it should be somewhat more stable

(2 edits)

Okay so another issue I'm noticing. All buttons are responsive in your mansion tab except for the character list. It struggles mousing over and selecting the different companions/slaves. An example of this, I can literally watch the highlight of mousing over characters lag well over a second behind my cursor if not more while trying to select a particular character.  This might be the source of a hang up.  I say this only having 9 people on my list which is not a very large number at all.  Saving is also pretty rough right now which I think contributes to the end of day taking such a long time as it's doing the day calculations and running the autosave at the same time.

Currently running your 11.0b build

Okay so moving the Autosave to once per seven days completely fixed the end of night hangup. Leading me to believe it is indeed a saving issue.

In the new version, I encountered some problems. When I was creating characters, some options could sometimes be modified and sometimes couldn't. For example, the virginity of the character. The above content is machine translation. Please excuse us if there is any offense.

(+1)

(+1)

Any time I try and go into the sex menu nothing shows up and all I can do is end the encounter.

(+1)

Can you check your error logs?

(+3)

Nice to see the game moving forward.  There are some issues with this release though.

The game now seems to have memory leaks in System RAM and VRAM.  I noticed also takes over 2.5GB of VRAM when first loaded.  I suppose 2GB graphics cards are not in wide use any more, so it might not be a large issue, but it seems high for a 2D game.

Saving will send a thread to 100% utilisation on the CPU, and will take longer and longer as a play session goes on (maybe related to memory leaks).

Buffs don't seem to apply properly to the player character or the character you get near game start. Mentor will not apply to that first character from the guilds, or even show its icon, even though a charge is expended.  Both my player character and the first minion from the guilds now have a burn debuff icon they picked up in combat and a Hymn icon which did not show up until a combat *after* the one it was applied in now permanently displayed, and persisting through shutting down and reloading the game.

Daisy, Cali, and a random slave were getting buffs and debuffs displayed correctly and seemed to work correctly.  Switching party positions did not seem to have an effect.

I like the new character events at the mansion, though, and they seem to work correctly.


Cheers.

(+3)

came in to try the game