CSdev

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Oct 14, 2020
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Found a typo during this event, caught me by surprise haha

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.....
to attract more donors, he's overnjoyed. Pretty sure it's meant to be "overjoyed" x3

Coincidentally, this one event touches the subject i was referring to some posts ago. I am dead certain that the very organization the chosen are in have their own agenda in this conflict. The way they treat the chosen is a dead giveaway, but i would not put past this organization for wanting to experiment and harness the power the chosen wield. The more i take a look at these events, the more i wish this had a strategic element to territory capture. In one hand, we have the Demon Lord's faction, our faction. In the other, we have this interesting organization that the chosen are serving under. I wish we could have more choice in expressing how the demon lord rules.

What i mean is, well, ever played Overlord? In that game you have a similar situation. You get to decide how your Overlord rules, will you kill everybody and seek cruelty and destruction? Or will you take a more merciful approach to your conquering? Even if it's a flavor text in the form of a description about how your subjects perceive you, how you treat the cities you conquer, etc. I mean, we are playing as a Demon Lord leading the demon faction in this little game of political intrigue, aren't we? :3


That particular event showed up just after i triggered the negotiation distortion, and it didn't surprise me since i was expecting the chosen to be treated this way by their own faction.

I can't wait to see what CSDev has in store for this particular aspect from the game, the game world is very interesting.
Thanks for the typo report. As for the story speculation, well, I don't want to spoil anything, but more plot-relevant scenes will be coming.
A shame i can't start a campaign with chosen from different species joining in on the first loop. I get that balance-wise they're a more powerful version, so you would need to be strong enough to go against them but still....erhm : /

Not really a big deal, just annoying that in campaign (my favorite game mode) i have to do multiple loops to get a animalistic chosen to pop up, and i imagine that androids are going to be the same...gonna be a pain to get a team of favorite characters from series set up :p
This is a good point. I imagine that a lot of players have a particular "interaction" in mind as a goal when they create custom Chosen, but for the later species, it can take several nights of playtime before you reach the loop where they can start to show up. And that's just for individual Chosen - once it's possible to tell the game that you want two specific Chosen to show up together, it could take even longer to reach a loop with both species.

I suppose it might be time to prioritize the multi-loop scenario system so that players can make "mini campaigns" where they can still enjoy the cross-loop game of corrupting the Chosen in order to turn them into useful Forsaken, but without the need to play more than 2 or 3 loops before reaching the desired interaction they had in mind.
Suggestions/Questions for CSdev, long-term:
1) Have you considered making a folder of save files instead of of making it all one file, for easier management and performance reasons? I think the saves.sav saves a lot more information than is actually needed, and the game parses this entire file constantly in a way that's very noticeable if you are somewhat of a saveaholic and your saves.sav gets very large, which is the way you suggest as the intended way of playing the game. I suspect it may be storing a lot more information than is needed for a complete game state as well. Adding a new save (on loop 3) added about 80KB to the file, which seems kind of like a lot of information to me (that's roughly 20 pages of text, information-wise). In R38, my saves.sav was 18MB and when an action required parsing the save file (not just saving and loading, it seems to be pulling some gameplay information from this as well) it would take several seconds (3-5) for the virtual machine to respond to certain inputs, and these actions were not just saving/loading. That's the JVM for you.

I know optimization of already-working systems is every programmer's nightmare, but now that there is a working gameplay loop that rewards lots of saves to try doing different things you may want to make this process a bit easier.

2) I find the bait/relationship system kind of hard to use. The benefits of using it seem to be rather small with a large downside. It's a system that primarily affects the flavor of interactions, but it's tied to gameplay mechanics that give it significant penalties. Making a Chosen easier to train is something you can do on your own within the system, and 1-3 extra turns of Capture varies in usefulness between "OK" and "actively bad" at times. But the penalties are much more severe than the rewards.

Let me explain: If I set up a chosen as Bait, I have no way to tell if the Chosen that she starts related to will be in any way "useful" as Forsaken. I don't want to keep a bunch of pages of Forsaken I never use for anything. But if the Bait Forsaken starts with a relationship with one of the Chosen that I don't see a future for, I've now got permanent penalties to training the Bait Forsaken, or a Forsaken in my list that I can't use for anything. A penalty to accepting training seems really difficult to overcome, since the primary way you fix it is... with training... that she won't accept.

For this reason, I find myself not using the Bait position at all. For similar reasons, I rarely try to make a group of Chosen become friends, because usually I'm going to get a replacement for one of them down the line, and I don't want to have to check and remember who is friendly with whom. I'm also generally going to get one Chosen that isn't worth making a Forsaken out of every loop, and while I can let them die in the final battle, I'd rather Sacrifice and get some benefit that way, which has consequences if they're all best friends.

From reading the help files, the penalty for Sacrificing a loved one is up to -50 to training consent, and the bonus for having a loved one Forsaken is up to +20. I think it would make sense for this bonus/penalty to fade, and I'd find it a lot more usable if it did. The bonus to training is mainly useful the first loop or two after you get a Forsaken, and if I wasn't afraid of long-term penalties on my more useful Forsaken, I'd engage more with this system of the game knowing that I wouldn't permanently mess up my Forsaken that I want to keep. Maybe--could the penalty/bonus fade by half every loop? I may be misunderstanding how this system actually works in-game, but it would make sense mechanically and, I think, put the penalties/bonuses more in line with each other. Just a thought as I examine how I play the game for this challenge.
The existing save system is definitely very inefficient. I think it will significantly improve with the relationship system refactor I'm doing right now, however. Up through R39, Chosen and Forsaken keep track of each other with arrays which basically store a copy of the entire relationship partner. Originally, I did this in order to make it simpler to directly refer to the partner, but it's really not sustainable for large numbers of lategame saves. R40 instead uses a very simple hashmap which associates each character's Chosen ID with a list of all applicable relationships. For the sake of save compatibility and bug safety, the old arrays will stick around on old saves, but new saves going forward should be much smaller.

The existing bait system is meant to be a bit tricky to use effectively, because it plays into some features that will unlock in later loops. Angel and Devil species (which will start showing up as early as Loop 11) will give you some other "sacrifice" options that clear out the Forsaken roster clutter but with a better gameplay tradeoff.
CSdev, there is a problem in 39g.

Sometimes, for reasons I've not been able to ascertain, Forsaken are forgetting who their punisher was for T4 breaks. This means that they don't get all the bonuses from those Punishers. It may have something to do with them being Chosen in the same loop that someone suffers a Rampancy Break, as that's the only thing I did differently this loop.

Here's my evidence:
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Since I've been keeping my save file size down this time to maintain playability, I don't have a convenient place to test this. I do have saves just before Loop 3, "nowloop3" , on the day of choosing Loop 3, during which I chose the city that had a Superior Forsaken. I have a comparative save after Loop 3 where I am quite certain I used Ritual to complete about 2/3 of the T4 breaks, "loop3training". I am absolutely certain she did both of the T3 breaks on Berserker/Cheer, and she did a significant number of breaks (3 or 4) on Bonecrusher/Paladin (most notably the INJU/Drain T4 CON break, which seems to be reflected in her low Obedience score of 22%, despite having a T4 Obedience break)

However, other bonuses are missing. For example, the thing that made me notice this was that Berserker/Cheer did not have greater than 100% Motivation, and Ritual should be giving her +38.5% from her Impregnation. This is pretty significant in terms of my long-term plans for doing a deep dive into how many loops I can get.

So, I don't really have the time to go in and repeat all these steps and see if things turn out differently or if this problem repeats itself, at least not for a few days. What I remember doing this loop that might be relevant is:
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Sorry for the lack of step by step. The saves.sav is attached.

Edit to add: I think this may have happened to one of my earlier Forsaken from Loop 2 as well. That's a less challenging Loop to test this in so I'm going to go with that and see if I can confirm. I'll keep saves every 10 days.

View attachment 2445007
Thank you very much for uploading the save, it allowed me to very quickly narrow down what was happening and put up another bugfix release for it. Fortunately, the Punisher information was indeed being stored correctly - it just wasn't being referenced when it should. I've confirmed that playing your save on R39h causes your Forsaken to immediately start getting the correct bonuses again.
 
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Cornuthaum

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Jun 18, 2022
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I've put about thirty hours into this game since saturday since numbers-go-up makes my endorphins go whee, and I like to think I've got a good handle on the basic gameplay of loop 1 right now, having done all Distorts individually and in batches of three to see how they play (rampancy is easily my least favourite because it has nothing you can interact with, rip)

But the Forsaken system just *completely* breaks me. I cannot even begin to understand it since a.) the conditions you go into the system with drastically change on both the Chosen's virtues *and* their end-of-loop gamestate, including distortions, b.) the extra layer of sliding-scale stats and costs to keep track of, and c.) it takes several hours of repeating the really, really boring part of the game (loop 1)

Is there a handhold for "try to get (x) setup of forsaken ready for loop 2, and how to use them" assuming that I will reliably get all three Forsaken in the first loop? Just so I can actually refine my core loop play to build up Forsaken that can deal with the increasingly harsh punishment of later loops? Because no matter how much I stare at the reference file for Forsaken, my brain is too smooth, the information slides right off, it is just too much.
 

Ragsmu

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May 22, 2018
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I've put about thirty hours into this game since saturday since numbers-go-up makes my endorphins go whee, and I like to think I've got a good handle on the basic gameplay of loop 1 right now, having done all Distorts individually and in batches of three to see how they play (rampancy is easily my least favourite because it has nothing you can interact with, rip)

But the Forsaken system just *completely* breaks me. I cannot even begin to understand it since a.) the conditions you go into the system with drastically change on both the Chosen's virtues *and* their end-of-loop gamestate, including distortions, b.) the extra layer of sliding-scale stats and costs to keep track of, and c.) it takes several hours of repeating the really, really boring part of the game (loop 1)

Is there a handhold for "try to get (x) setup of forsaken ready for loop 2, and how to use them" assuming that I will reliably get all three Forsaken in the first loop? Just so I can actually refine my core loop play to build up Forsaken that can deal with the increasingly harsh punishment of later loops? Because no matter how much I stare at the reference file for Forsaken, my brain is too smooth, the information slides right off, it is just too much.

i asked about that some time ago. go up from my post for a good explanation on forsaken. not sure if it'll be enough for you - but for me it was understandable enough.
 

SuperSkippy

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Oct 25, 2017
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Less serious crash report to report this time. Turning off portraits fixes the issue, so I'm sure that helps you narrow it down.

In this save: "duringloop4", doing a Negotiation with Moppet crashes the game if portraits are on. Turning them off allows the game to proceed.
 

DMoney1000

Newbie
Jan 6, 2020
50
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Okay, there's a non-zero chance that I'm just very dumb, but I'm not understanding much of anything at all. The guide has also mostly just confused me, but I don't mind playing more to try to figure things out. I have some questions, though.

1. Are you supposed to run the .exe or the .jar ? Does it even matter? Both seem to work?

2. How do you save, or where do the saves go? I go to save my game, it asks me to name the save, and when I click on load...there isn't a save anywhere, at least not where the game (or I) can find it. It asks which slot to load, but there's just nothing there.

3. Is Observe bugged? Now that I have 2 Chosen, when I click on one to Observe the other, both of them become the 2nd Chosen, both in portrait and how they interact with each other. When there are 3 Chosen, they both become copies of the 3rd Chosen, regardless of who I Observe. This happened with both R39 and R39g.

EDIT: New weird Observe behavior. I reinstalled, and now when I have 3 Chosen, having the 1st Chosen observing the 2nd, or having the 2nd observe the 1st, results in the 3rd Chosen replacing the 2nd.
 
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Eski

Newbie
Jun 25, 2018
25
13
110
Confused on how to see the newest vignette, "Guilty Desire". I think I've satisfied all the conditions. If curious, you can see my attached save. It's the slot on day 29 named "exter_rush". The Chosen I'm trying to trigger the vignette with is Freedom. She has already experienced "Guilty Service" and she's ready for negotiation if I so wish. How I interpret the checklist txt file is that I approach her, don't negotiate and leave.

Has anyone been able to trigger this vignette?
 
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CSdev

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Oct 14, 2020
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Less serious crash report to report this time. Turning off portraits fixes the issue, so I'm sure that helps you narrow it down.

In this save: "duringloop4", doing a Negotiation with Moppet crashes the game if portraits are on. Turning them off allows the game to proceed.
I wasn't able to reproduce this one, even with portraits turned on. The scene proceeded normally and it return to the shop screen at the end with no issues.
1. Are you supposed to run the .exe or the .jar ? Does it even matter? Both seem to work?
The .exe is included because it will work even for people who don't have Java installed.
2. How do you save, or where do the saves go? I go to save my game, it asks me to name the save, and when I click on load...there isn't a save anywhere, at least not where the game (or I) can find it. It asks which slot to load, but there's just nothing there.
Some other people have run into this as well. My best guess is that it's related to your antivirus program preventing an unrecognized game from creating the saves.sav file that stores your save data. I'd recommend downloading one of the save files uploaded here, putting it in your Corrupted Saviors folder, and seeing if it loads properly.
3. Is Observe bugged? Now that I have 2 Chosen, when I click on one to Observe the other, both of them become the 2nd Chosen, both in portrait and how they interact with each other. When there are 3 Chosen, they both become copies of the 3rd Chosen, regardless of who I Observe. This happened with both R39 and R39g.

EDIT: New weird Observe behavior. I reinstalled, and now when I have 3 Chosen, having the 1st Chosen observing the 2nd, or having the 2nd observe the 1st, results in the 3rd Chosen replacing the 2nd.
I wasn't able to reproduce this bug either. Normally, I'd ask you to upload your save file so I can take a look, but I suppose the save issue would have to be solved first.
Confused on how to see the newest vignette, "Guilty Desire". I think I've satisfied all the conditions. If curious, you can see my attached save. It's the slot on day 29 named "exter_rush". The Chosen I'm trying to trigger the vignette with is Freedom. She has already experienced "Guilty Service" and she's ready for negotiation if I so wish. How I interpret the checklist txt file is that I approach her, don't negotiate and leave.

Has anyone been able to trigger this vignette?
I probably should have worded the requirement better. Guilty Desire will only display when the subject hasn't ever undergone a Negotiation yet. So, after her first Negotiation, the vignette can no longer show up.
 
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Eski

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Jun 25, 2018
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I probably should have worded the requirement better. Guilty Desire will only display when the subject hasn't ever undergone a Negotiation yet. So, after her first Negotiation, the vignette can no longer show up.
I haven't actually negotiated with her yet, but it still hasn't shown up.
 

Cornuthaum

Newbie
Jun 18, 2022
16
23
62
Are the swappable starter items always the same eight, and if so, which ones do y'all prefer? I'm trying to make the miserable part (the first 8-10 days) of each loop less miserable here.
 

Kalloi

Member
Mar 20, 2019
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I haven't actually negotiated with her yet, but it still hasn't shown up.
I'm looking through your save and while the vignette didn't show up in a couple of your current saves it did show up in your scene archives, meaning it did show up in your campaign it seems, I reloaded your older saves and it fired off in your day 22 save so try reloading that one, make sure to meet freedom with one of your bodies or ambassador and pass a few days to see if it shows up on your end
 
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Kalloi

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Mar 20, 2019
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Are the swappable starter items always the same eight, and if so, which ones do y'all prefer? I'm trying to make the miserable part (the first 8-10 days) of each loop less miserable here.
It’s the same 8, and personally I enjoy the orgasm in the can or scwizzer (the instant INJU item) since I typically go for negotiation in my campaigns and the utility of it I feel gets even better when you take animalistic chosen into account. I’ve also had really good results with unicorn lard since early on in a campaign there isn’t many options to force the first appearance of the other 2 chosen outside of a rampancy forsaken or really Really low cost forsaken, it also really synergizes with spending days training your forsaken. However the utility of it does drop off a bit in later loops once the deadlines get to the point where the chosen show up back to back regardless.
I think depends a lot on the type of play style you employ
 

SuperSkippy

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Oct 25, 2017
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Are the swappable starter items always the same eight, and if so, which ones do y'all prefer? I'm trying to make the miserable part (the first 8-10 days) of each loop less miserable here.
Yes.

I feel like any of the 4 that bring a circumstance to 10k are the most useful long-term, while Unicorn Lard is probably the most useful for your first loop. Tomorrow's Newspaper is probably the least useful as it is immediately supplanted by getting a good Forsaken.
 
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DMoney1000

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Jan 6, 2020
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I wasn't able to reproduce this one, even with portraits turned on. The scene proceeded normally and it return to the shop screen at the end with no issues.

The .exe is included because it will work even for people who don't have Java installed.

Some other people have run into this as well. My best guess is that it's related to your antivirus program preventing an unrecognized game from creating the saves.sav file that stores your save data. I'd recommend downloading one of the save files uploaded here, putting it in your Corrupted Saviors folder, and seeing if it loads properly.

I wasn't able to reproduce this bug either. Normally, I'd ask you to upload your save file so I can take a look, but I suppose the save issue would have to be solved first.

I probably should have worded the requirement better. Guilty Desire will only display when the subject hasn't ever undergone a Negotiation yet. So, after her first Negotiation, the vignette can no longer show up.
Got a winner here. I just use Windows Security, but running the .exe as Administrator fixed both the inability to save and the Chosen overwriting other Chosen issues. Thank you.
 

Cornuthaum

Newbie
Jun 18, 2022
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Supplanted by getting a good Forsaken.
What *actually* makes a good Forsaken? I have a decent forsaken candidate right now, I *think*, but you're the one who I've seen talk most about Forsaken in the thread.

My Forsaken Candidate? said:
Neutron
Deployment cost: 190 Evil Energy
Sympathetic Breeder (+38% victim Resolve damage from Threaten)
Instructive Hypnotist (+38.0% victim PLEA damage as Forsaken)
Memorable Harvester (+38.0% victim INJU damage as Forsaken)
Smearing Publicist (+38% victim Resolve damage from Taunt)
She's currently well underway for a Negotiation Distortion but should I get one of the others to really really high Deviancy (t4 break at a minimum) so i can get a cheap early Forsaken? because any forsaken that costs more than like, 40-50 EE is something I can't see myself using in a loop until I've essentially already won the loop by being in that phase of hte game where you click Continue each battle until you rack the t4 break counters to 1000%//whatever distortions you are doing

Like, I suppose, that's part of my problem: If I want a cheap (5-7 EE) Forsaken that I can use in lieu of an early Commander how do I actually target them during a run to build up their stats in the right way (distortion, which breaks to get/not get, that sort of thing)
 

Kaitol

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Jul 29, 2017
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Like, I suppose, that's part of my problem: If I want a cheap (5-7 EE) Forsaken that I can use in lieu of an early Commander how do I actually target them during a run to build up their stats in the right way (distortion, which breaks to get/not get, that sort of thing)
How the stats play out once they're forsaken sort of makes rational sense if you think about it, it seems partially based on which breaks they had and maybe their personality? Disgrace depends on how the public sees them. So if you expose them or turn them into violent mass murder machines, their starting disgrace as a forsaken will be high. So going for a T4 EXPOSE and/or HATE break would be a good way to have a girl start with high Disgrace.

If you can hack it loop one, a Rampancy distortion can be both an early game and late game forsaken due to their variable cost. Forsaken that only cost a handful of EE with have poor damage, but if you train them to target HATE/EXPO or LUST/EXPO or maybe even just one of those CIRCs, they should let you juggle and still do enough damage to get you started. Basically you mostly want them for the unlimited 5ish turn captures early on, their damage is gonna be marginal.

Overall, the best advice I can give you is to just play. Even if your forsaken are garbage you can just feed them to the breeding pits, regular commanders are still perfectly fine for quite a while, so just play, see what works and what doesn't. Also, the earlier you finish a loop, the more bonus time you get to train your forsaken before the next city. So don't wait until turn 50, push to finish as soon as you can.
 
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zargal

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Aug 5, 2018
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Like, I suppose, that's part of my problem: If I want a cheap (5-7 EE) Forsaken that I can use in lieu of an early Commander how do I actually target them during a run to build up their stats in the right way (distortion, which breaks to get/not get, that sort of thing)
EE cost is proportional to disgrace (not deviancy) which is tied to the dignity vulnerability. To minimise cost, you want high disgrace. To get high disgrace, you want dignity completely broken. The two distortions which target dignity are temptation and rampancy. Personally I recommend temptation as a first distortion- it's the easiest one to actually pull off and subsequently manage, the 1/4 motivation cost means you can use them repeatedly, you can have them switch to pleasure damage mid-capture and you don't have to worry late in the loop about decaying motivation (as with rampancy.) Also, I personally like 4EE (80 disgrace) forsaken, they can still do T2 breaks if you manage them well.

Of course I recommend trying out rampancy, even if it's in a stand alone scenario, you might find you love them. I've just always been underwhelmed and eventually let the tentacles have them.

I like Neutron as a future high cost punisher, the pleasure/injury bonuses are tasty.
 
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Cornuthaum

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Jun 18, 2022
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I've already done all the distortions in my various loop 1 runs to familiarise myself with the gameplay (and what I wish the game told you was "don't try to do Negotiation in a run where you do any non-Negotiation temptation") but it took me until today to realise that the cor/sig/min vulns on a chosen ALSO influence their starting Forsaken stats. It's just a lot of mechanics and setup that feels very unintuitive to use or learn how to use (because most forsaken will have a crushingly high EE cost that you would spend an entire loop's worth of days training down if you so desired).

Imo that's my main issue with the forsaken, it's just three layers of complexity that only kick in after you already have spent multiple hours working through a loop

see what works and what doesn't.
so far it has been completely "forsaken don't work for me at all and I don't even know where to start unfucking this" for me, which is a shame because I can see the appeal of the system, I just feel like I'm seperated from it by a pane of glass
 

Kalloi

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Mar 20, 2019
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I've already done all the distortions in my various loop 1 runs to familiarise myself with the gameplay (and what I wish the game told you was "don't try to do Negotiation in a run where you do any non-Negotiation temptation") but it took me until today to realise that the cor/sig/min vulns on a chosen ALSO influence their starting Forsaken stats. It's just a lot of mechanics and setup that feels very unintuitive to use or learn how to use (because most forsaken will have a crushingly high EE cost that you would spend an entire loop's worth of days training down if you so desired).

Imo that's my main issue with the forsaken, it's just three layers of complexity that only kick in after you already have spent multiple hours working through a loop


so far it has been completely "forsaken don't work for me at all and I don't even know where to start unfucking this" for me, which is a shame because I can see the appeal of the system, I just feel like I'm seperated from it by a pane of glass
Everyone has given some great advice so far so I don't know what else to really add, but it really helps to focus on what kind of forsaken you want, and how you want them to work.

So you want a low-cost forsaken, hone in specifically on what you want that low cost forsaken to do. Do you want the low-cost forsaken to easily break T2 vulnerabilities on chosen? Do you want a low cost forsaken to jump-start your distortion process to get off a distortion faster and easier? Figuring out that is the first step and from there maximize the potential/purpose of that forsaken as much as you can.

For example, if you want a low cost forsaken that excels at sodomizing chosen, go for an appropriate distortion that accents this (probably negotiation or aversion for INJU bonus) If you have a forsaken with a punisher that gives a INJU bonus to chosen they drain use that on your future sodomizing forsaken. Once they're forsaken, train them in a one or two damage style and any kind of training session you have with them is adding expertise damage to that forsaken.

Having simple roles and thinking like this allows you to figure out everything you need to do to your forsaken, even when they're still chosen. Allowing you to pick out punishers to use on them, what distortions you should go with and even what type of chosen would be viable for the role in the first place.

Going back to the earlier example and tweaking some things, say I want a low-cost forsaken that is built just to deal T2 morality breaks. Then I would distort the chosen with either aversion or rampancy, use punishers that help build HATE damage and train their expertise in a one or two circumstance damage style. Another thing I can do is make sure the forsaken I want for this role has braggart breeder (a punisher that grants bonus damage for every chosen they impregnate.) so now I have more of a clear indicator of who would be good candidate for the chosen I want. It may be overkill to a degree, but it makes it easier to see what chosen are useful to me.


Personally I have about 4 "roles" I keep in mind when I'm looking for potential forsaken to fill my roster. By doing this I can easily look at the chosen I encounter in a loop and figure out what I can do with them and I want I want to do with them.

Piercers - This role is a low-cost forsaken built to break the T2's on chosen quickly and easily. Often times I go for one damage type since they're meant to do one thing in the first place, but there is some merit to having a two-style forsaken. I try to have at least 4 piercers, one for each damage type. And sometimes few more with different damage types to cover my bases.

Punishers - This role as it's namesake are forsaken I keep solely for their punishers, I want their Disgrace to be low to fully utilize their abilities and their fighting style isn't as important as a piercer. I keep a solid assortment of these forsaken but mostly those that offsets the drawbacks of distortions or grants damage bonuses

Distorters- This role varies the most in that some of the forsaken in this role I train so they can help distort chosen faster and easier and some forsaken I train in this role simply to maximize the usage of their unique distortion traits/defiler. The main commonality is that the usage of the distortion defilers. Its good to have a wide variety of these forsaken in terms of EE cost since some chosen personalities are harder to crack with a distortion than others.

Generals- This role is something I thought of recently but forsaken built to handle the final battle in loops. while punishers and some of the other forsaken roles could accomplish this, I think the thought put into making a proper one is worth making a entire role for. It's good to have a variety of these similar to distorters since depending on the loop you're in or the distortions you're working with, it may not be viable to have all these forsaken at 100+ EE

This method is my way of organizing what I need to do to my forsaken and I highly recommend adopting something similar if you're having trouble figuring out how to make forsaken work for you
 
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SuperSkippy

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Oct 25, 2017
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237
I've already done all the distortions in my various loop 1 runs to familiarise myself with the gameplay (and what I wish the game told you was "don't try to do Negotiation in a run where you do any non-Negotiation temptation") but it took me until today to realise that the cor/sig/min vulns on a chosen ALSO influence their starting Forsaken stats. It's just a lot of mechanics and setup that feels very unintuitive to use or learn how to use (because most forsaken will have a crushingly high EE cost that you would spend an entire loop's worth of days training down if you so desired).

Imo that's my main issue with the forsaken, it's just three layers of complexity that only kick in after you already have spent multiple hours working through a loop


so far it has been completely "forsaken don't work for me at all and I don't even know where to start unfucking this" for me, which is a shame because I can see the appeal of the system, I just feel like I'm seperated from it by a pane of glass
Ok, let's try this.

There are a lot of things a Forsaken can do that are expensive or inconvenient to do with Commanders.

Your job is to pick something you want and design around that.

Here's a good starting place: EXPO damage. This is a very useful type once the whole team is out. Your Forsaken hits the first Chosen and sets her up. Then she hits the second Chosen even harder, which also makes your follow-up surround on the first Chosen even better. Let's look at what would be an ideal EXPO-focused (1000% EXPO) damage first Forsaken. Let's get one that replaces that early loop of buying a bunch of commander upgrades before you can use a Commander that's worth much of anything. Let's start stacking!

There are two distortions that raise EXPO damage by 50%: Rampancy (Demon Knight) or Temptation (Eager Partner). Let's see what the good and bad of each one is. First, each one has an associated Defiler.

Rampancy's Defiler is the ability to break off early (Release) or Rampage (stuns self, adds some amount to surrounds).

Temptation's Defiler is the ability to switch to doing PLEA damage (also can count as Tempt action, if the Chosen has high enough PLEA).

These two types also come with special traits that have to be considered.

Rampant Forsaken take all your EE when deployed, but can be deployed for any EE cost. They also gain Motivation when deployed and lose it when they're idle.

Tempted Forsaken cost 1/4 of the regular Motivation cost to deploy as long as their Obedience stays below 40%.

But wait, there's a third set of things to consider; the type of distortion will have a significant effect on her corruption stats.

Rampant Forsaken will have extremely low Obedience (avoiding t1 CON breaks), low Deviancy (avoiding t2 INN breaks), and moderate-to-high scores in Hostility and Disgrace. This means they will recover Stamina very quickly and gain Expertise quickly to match whatever damage type you're doing. Low Obedience and Deviancy means they start out refusing a lot of training actions. High Hostility means you'll have to send them out every so often or they'll fuck up your other Forsaken, because these bitches is crazy. Rampants lose Motivation resting, and when Motivation gets below Hostility a Forsaken goes and beats up everyone at your base. Their natural cost will be low, so you'll want to use them at the beginning of a loop and use Demons or other Forsaken later in the loop.

Tempted Forsaken will have extremely low Hostility, low Obedience, and moderate-to-high scores in Deviancy and Disgrace. They'll recover stamina quite quickly (though not as quickly as a Rampant Forsaken). They'll be able to be sent out a lot of times (this Forsaken is not ass-backwards, so it costs her Motivation to go out--but the cost is reduced to 1/4 because of the trait above). Even if they lose a lot of motivation, the low Hostility means when they fuck shit up around your base no one really gets mad, they throw little foot-stomping tantrums that just make everyone else roll their eyes (low Motivation damage). They'll be hard to train in different damage types because of the high Deviancy. They may refuse some training actions because of the naturally low Obedience, but they won't be as difficult on this front as a Rampant Forsaken.

Both types will be on the lower end of the cost spectrum because of the high Disgrace value--so we won't compare these directly.

OK, so decision time. Put those advantages and disadvantages next to each other and see which one gets to live outside of the Breeding Pit!




Advantages
Disadvantages
Temptedconsistent, predictable EE cost, like using a class of Demon
Can do PLEA damage once EXPO stops raising
Easy to manage--low hostility and low Motivation cost.
sucks at gaining Expertise--can't retrain easily
Can't send her out until you have some EE
often "stuck" in later turns, since EXPO is difficult to raise high without HATE/INJU
RampantEasy to send out in the beginning with low EE
Can fuck up multiple Chosen, not stuck to one for 5-8 turns dealing 2 damage at the end cuz all she do is strip them
Can train/retrain quickly for other needs
Occasionally fucks up your other Forsaken cuz she bored
High difficulty in accepting training actions
Wants to take all your money (EE) which is a lot at the end of a loop

So, I think that Tempted is better for this purpose. Switching to PLEA damage partway through a Capture is incredibly helpful for making sure that their Traumas get high. If you agree, let's talk about how you build one. Think of the end first. We need:

1) We need her to consent to doing a Grand Concert to get the associated Defiler. If her Disgrace is high, this will be easy--if not, we will have to raise it. I'll put a little training index at the end of this for stats.

2) We need her damage type to be EXPO only, but we still want her to have PLEA experience so that she does damage with Tempt.

3) We need her disgrace to be somewhere between 70 (8 EE) and 80 (4 EE). I'd recommend shooting for the lower end of this.

4) Important: we need her Obedience to stay BELOW 40%, or she loses most of her benefits because of the Tempted trait.

So, with this, we can come up with some sort of plan.

1) Earning the Grand Concert (if needed)

2) Raising Disgrace (probably)

3) Getting the correct damage type (1000% EXPO, then STOP training)

Okay, so how do we train? We can train for Corruption, for Expertise, or for Motivation.

To train for Corruption, the four % stats, you'll want to pile on trainings with Disgrace. If you're wanting to increase Obedience you'll always start with Drain Soul (check to make sure if you're training our Temptress here that this doesn't make it go to high). If you're wanting to increase Disgrace, you'll start with Grand Concert if she consents to it. Either way, pair the stat you want to raise with Disgrace, as Disgrace training makes actions not go up in cost. If Disgrace is the stat you're trying to raise, pair it with any of the others except Hostility (Hostility raises future training costs in the same session). Go from tier 4 trainings on down for the biggest results, just make sure they aren't too big.

To train for Expertise, the damage types, you'll want to pair Hostility and Deviance on the first two levels of training actions, then pick the action in the third tier that gives you the most experience in the type or types you want. If you're trying to make one of your current damage types disappear, make sure that you don't train that one as your third-tier action. Example, if you're trying to get our Temptress here to go from "100% PLEA/EXPO" to "1000% EXPO" you'll want to not use the Tentacle Show.

To train for Motivation, pair Deviancy and Disgrace on all three tiers, then pick whatever gives you the largest Motivation increase (without increasing corruption stats, unless you want those too).

Or, use a trainer. It's slow, but you'll always get exactly what you want, eventually.
 
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