CSdev
Found a minor typo in a Commander entry (double comma at the end), the set-up is Parasitism + both Hate options.
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Thanks for catching this typo.
Can't wait to access the kemonomimi features. Haven't played in several months, think I'll wait until they're added.
Now its time to wait for the new update. Since got restart campaign for new races
Animalistic Chosen will only start showing up in Loop 5, so depending on how quickly you play, you might want to start your next playthrough a few days before the update drops. The next city conditions are only generated the first time you hit the "Next City" button at the end of each loop, so you can stop just before that point in Loop 4.
I've also had some weirdness going on when you Meet a girl, for some reason vaginal sex is often unavailable, and I'm not sure why. It seems to be permanently gone once it does go too, but I haven't really done much testing. Maybe something from gender-swapping, or Negotiation? At one point it (vaginal) could be enabled by tying the girl up (which feels intentional, but I don't know about the criteria), but then that stopped working too, so I'm not really sure what's up or if they're even related.
PS. It persists into becoming a Forsaken, too.
(using cheats) for some reason after a while my Forsaken will "regain" their Sexual barrier when I meet them after the first encounter.
I'm assuming it has something to do with me fucking around with their expertise and/or corruption in the customize/cheat menu
on Version 34C
Are Forsaken supposed to still have Sexual Barriers? Because I have at least three who still have them, one of which was turned using Aversion.
This was another bug related to adding body persistence to release 34. Sometimes a Forsaken would end up using a body that effectively "belonged" to her Chosen self. I'm working on a fix for the next version.
This is my first time really trying to get the distortions, and I'm not seeing why this should be the case.
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Calamity is set up for Negotiation, which means she needs unbroken T1 DIG and unbroken T2 MOR, which she has:
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The next step is 1G Angst for all characters. Fortune has the highest with 254M, so she's not there yet but will, importantly, get there if she's left alone for a few days.
I know that Chosen can sometimes break each other's vulnerabilities when they get too far apart from each other, so I thought it might be that. But:
#1) I thought that there were triggers set in place to prevent that and allow Distortion paths to continue. I remember something like that happened my first loop with an attempted rape that was stopped by Thralls, and I didn't get a message like this.
#2) I thought that only happened between the Core and Minor Vulnerabilities for each pair. Calamity is Significant in DIG, not Minor.
So, what am I missing? The text of Negotiation in the guide is:
"The third is "Negotiation," the Morality/Dignity Distortion, which is tied to avoiding 'hiding' (the Tier-1 Dignity Break). In order to start on this path, the player must avoid breaking all Morality and Dignity Vulnerabilities other than T1 Morality (use of 'violence'). The target must have been hit by Force Orgasm and Sodomize/Torture/Force Laughter in the past, and then the entire team must be brought to at least 1G ANGST. Finally, the Distortion may be triggered during a custom sex scene (follow the purple highlighted buttons from the Shop menu)."
1) I've avoided "hiding"
2) I've hit Calamity with T2 INN and CON breaks
3) I'm working up to having enough ANGST, and I thought that an additional tier of DIG breaks would be a good way to get EXPO up.
Thanks for any help--just not sure what I did or how I could have known to avoid this. Great game, though--getting both Aversion and Temptation distortions in Loop 1 took a lot of tiny adjustments to make every turn line up just perfectly.
Looks like this is just a bug with the system that warns you about a possible break. Even after Fortune gets her T3 Dignity Break, Calamity should still remain on her Distortion path as normal despite the warning. I'll make sure to deal with this false alarm in the next version.
Checked her again, she only stops giving EE on a day when you hit her with orgy that fulfills the minumum turns required in description (shorter orgies work like normal). Still so many things not clear -_- What's the difference when those distorted become Forsaken? Need another text file will all the numbers and effects like forsaken reference.
You're probably right that this could use more explanation in the guide. But for now, the short version is that it's harder to beat the Chosen by using Distortions, but they'll be stronger once they join your side.
Having more time to acclimate/learn and follow several suggestions/guides from others, the game turns from impenetrable fortress of difficulty right into chocolate pudding at the turning point of the Tier 2 breakthroughs. Getting there is the hardest part of the entire game which is very much the opposite of any other game design.
Right now though I'd suggest putting some heavy emphasis addressing that difficulty of a mountain that is the beginning stages of the game. It is just unforgiving (see frustrating, boring) and I can see a lot of potential support and players turning away from it because they never get to see or do anything interesting at all due to it. Which is a shame because the systems and intricacies here are really good. Once the mountain was scaled, everything felt organic and the game became fun. The interactions between the Chosen felt like a story being played out and I (Demon Lord) was the one pulling strings and breaking a team of heroes down. Targeting who I perceived to be the weakest link in the team and turning friends on each other.
One thing I can think of is to prompt the player to select their difficulty when starting a new game. With that, more information for what each difficulty adjusts would be nice.
A proper tutorial definitely will help learn the many mechanics and I hope that is in the works to be re-implemented as I understand it was removed for being severely outdated. The goals are a good source of direction but are very simple and lack any explanation to why a player should want to "Bring Hero to at least 200 SHAM damage before the end of the battle.".
Thank you for the feedback! I am trying to improve the way the game explains itself to the player. I think it's working better now than ever before, but there's clearly a lot of room for improvement. The main problem with the original tutorial was that it lacked context. Without some guidance on how to play the early game, players would never end up in the tutorial situation of having a strong commander. And without some guidance on how to play the late game, players wouldn't be able to see how the actions taken in the tutorial could support a winning playthrough. A truly thorough tutorial would have to basically handhold the player through an entire 50-day loop, and it would feel a lot less satisfying to complete a 50-day loop on your own after that. This is why I think that the current system of incorporating the tutorial into the regular game is the way to go.
But you're right that the lack of explanation isn't great. The early goal progression currently goes "Reach 200 trauma"->"Buy upgrades"->"Save up for commander"->"Reach Lv 2 EXPO"->"Initiate Defiler action". I've thought a lot about adding another goal or two somewhere in there to make the path to T2 Breaks more clear, but I haven't been able to come up with a natural one. Maybe I should just add some extra text where it currently just says "goal complete"? Something about how 200 trauma is enough to ensure a sinful action to get EE, then something about how upgrades let you do more per battle, then something about how saving up EE can be a good idea, and then a bit of battle strategy explanation? It'd basically just be the same points from the guide, but having it show up in-game at relevant points might be an improvement.
Lastly just going to spitball and throw ideas out and maybe something sticks or inspires:
1. Get paid! You've created a great game. A dedicated link/button to the SubscribeStar in the bottom left or right of the interface would go a long way to getting players to support development wouldn't be scummy or intrusive at all. Please consider it. Bonus points if its a special color from the others.
When you're dependent on the goodwill of the playerbase for your income, there's a very delicate balance to strike between letting them know where to donate and annoying them so much that they don't want to donate in the first place. I don't want to clutter the already-crappy UI with a button that serves no purpose other than self-promotion, especially since the people who actually donated would still have to look at it. I guess I could make it a little more obvious that there's a link to the SubscribeStar in the main menu, though.
2. Plots/Schemes - I would love to see more ways for the player to interact at a micro level to affect the heroes (and city citizens?). Things like maybe introducing kidnappings of family and friends. Something the Demon Lord can unlock to become a more menacing presence by using a Plot in tandem with Training Forsaken and Next Battle. A Chosen whos parents are missing might fight recklessly or hold back with the others questioning their motives. Perhaps a Plot lures a single Chosen into a true Ambush that is a countdown to when they free their loved one (instead of evacuating citizens). Or distracts the Chosen during a battle taking their attention away from evacuating citizens for X turns.
This is something I (and a lot of players) have wanted to see in the game for a long time, but I haven't been able to find a good gameplay niche for it, and I'd definitely want it to be gameplay-relevant rather than pure flavor like vignettes. If it's something you can always do, then it stops feeling special. But if it's only randomly available, then it feels unearned when you get it and unfair when you don't. Tentatively, I'm trying to work it into the collectible/relic/artifact system which is itself tentatively planned for campaign mode. So, you'd find an "abductor-type Demon egg" relic at the end of a loop and from then on you'd be able to do a once-per-loop special hostage battle, and so on.
3. Targeted attacks within the city - Ex: After selecting Next Battle, select industrial/commercial/military/residential district with a range of 0-100% destroyed or corrupted. Gives a sense of conquering on a larger scale. Perhaps with a small effect on battles.
Right now, the line in the sand that I'm drawing for myself is that I don't want to add extra complexity to loop 1 of campaign mode, so any extra gameplay-relevant systems should be things that only come into play later on. That said, I could see something like this being unlocked in later loops, or it could be scaled-up so that by attacking a city with, say, an influential media headquarters, you get bonuses in later loops. It's an interesting idea.
4. Expand Ambush into a system to have input from the player in how it plays out (for flavor or have actual impact to the battle).
Here also, I'm wary of adding more up-front complexity in the gameplay. But I could see it playing into the above two ideas.
5. I know soon there will be animalistic Chosen and as described on the SubscribeStar, "There's a whole bunch of other supernatural weirdness happening off-screen which just isn't within the focus of the game." - maybe adding a Lore section/tab in the game to provide a source would be a nice addition. I love lore within games and being able to learn just how much depth and thought the developer(s) has put into world building is a huge perk that I'd love to have access to within the games interface. It also gives an outlet for all that creativity! All the better if this information is trickled to the player as they play the game and learn more about the world organically.
I definitely have a lot of lore I want to express, but I think that both the lore and the players deserve better than to have it all crammed into some sort of thick codex on the main menu. Half the reason I want to add a collectible/artifact/relic system is so that their descriptions can do some worldbuilding. There'll also be some important characters getting intermission scenes alonside Crown and Basis very soon.
6. Hive/Base system. Every villain has a base of operations and what is sweeter than a place to call home is a place you call home that improves over time. Before battle a player could select an improvement(s) and it will be completed after a certain amount of battles. Improvements could increase thrall resistance for battles or maybe a contained system on its own to resist military attacks (or a direct attack from the Chosen) and train Forsaken. Defenses could include the Forsaken, Thrall count, etc. Perhaps tied in with the above mentioned targeted attacks on districts to acquire specific resources. Maybe attacks on the base cannot occur until the military & Chosen have located a passage to it (ex. day 30; delayed to 40 if military districts corrupted/destroyed).
This has the potential to change the feel of the game a lot. I think it's important that, in general, the player is the active force and the Chosen are the reactive force. But I want the boss fights to shake things up a bit, and one option for that is to make one of them (or maybe all of them) put the player on the defensive.