- Oct 14, 2020
- 163
- 540
I do want to make the game at least a bit more accessible, and I see how useful the features you're requesting would be for that. But it would take a big code rewrite to make some of that stuff possible. There'll definitely come a day where I make a big push toward improving the interface and such, so I'll note these suggestions down for whenever that day comes.Right, I had just assumed that that and several other moves worked on an "at least two turns" rule based on how I'd seen it used before. I'm in the code every so often now and I see a bit better how things work.
The plan is to go back to R10 on this save once there's a good reason to do so.
Ideally, for an in-game tutorial, the ability to go line-by-line through output and change it or mark it up would be key, so that it's possible to do things like "explain the output of the INFO button" and "show the new player that they are about to cross/have crossed a threshold".
Also--the option to remove some buttons at specific times, to introduce new concepts one-at-a-time.
Some kind of different font or the ability to highlight or color text would be helpful for having explanatory text stand out from game text would also be helpful for this.
What I'm thinking is a "Begin Tutorial" button that can be clicked from the main menu, that puts players on rails against a specific non-variable instructionally appropriate team. They can exit the tutorial any time by doing an action clearly different from what is indicated, and will be prompted, "This action will leave the tutorial. Are you sure you want to exit the tutorial?" with Yes and No buttons before being kicked out. The tutorial walks them through Loop 1 basics move-by-move against a preset team of Forsaken. Every EE purchase, a few key presses of INFO when relevant, and explanations of what information is conveyed by the pictures on the right side of the screen are included in this.
Eventually, this could be expanded to get players through: training their first Forsaken, Distortions and their effects, how to use Forsaken Punishers, how to deal with Superior Chosen, how to deal with Animalistic/Undead Chosen. Since it's a tutorial, settings can be changed so that they're fighting against specific Chosen, and options/settings can be locked to disallow sources of randomness.
Or, it can be broken into multiple tutorials, each with a clear end-state and defined beginning state, the way some modern strategy games do it. You could break up Loop 1 into its constituent tasks: beginning to T1 breaks, T2 breaks, T3 breaks, T4 breaks, the final battle, and explain the parts relevant to each within each tutorial. This way, the randomness doesn't actually matter as players are doing it piece-by-piece and can expect discontinuity.
Of course, it's entirely fair to say, "This game is made for an audience that differs from the usual f95zone game audience. Players should understand exponential growth before playing to maximize their enjoyment and progress towards game goals. Help files go into detail about game specifics and the thread on f95zone has multiple players who will advise if you're having trouble progressing. Post a save file in the thread if you're stuck. Good luck!"
As others have said, the forsaken reference .txt file contains most of that info, but it's probably not as comprehensive as it should be. I think I should add a section for how the initial corruption stats are determined: a starting value from 0-33 for each one (Minor Vulnerabilities have higher starting values than Core Vulnerabilities), with a +10 bonus per tier of the highest-tier Break they suffered associated with that stat.Is there any guide that talks about how your choices when fighting a chosen shapes them as forsaken?
Well, the reason why I said it makes no sense is that after the Final Battle ends the game explicitly says that no Chosen can enter the city anymore or else they'd immediately get corrupted, so logically if a Forsaken gives birth to a Chosen within a post-Final Battle city they would instantly get corrupted. Even disregarding that it still doesn't make much sense for the Demon Lord to send the Chosen away to become a problem later, especially considering having a captured Chosen that doesn't become a Forsaken is probably insanely valuable with how we have that vague note about Chosen impregnated by demons giving birth to something worse that a demon. So from an in-universe perspective the Chosen going to another city doesn't make much sense, even if it makes sense from a gameplay perspective.
Right, they aren't born Forsaken, but they aren't born Chosen either. They're just regular humans. The idea is that the Demon Lord uses Demonic foresight to figure out where they need to be sent in order to receive the upbringing that will cause them to awaken to Chosen powers. In theory, the Demon Lord could do this for any human, but it's preferable to face Chosen who have the "weakness" of being related to one of your Forsaken.I don't think people are born Chosen
It's an interesting idea, but I'm wary of tying too many gameplay features to it, because it's something that might not be possible to do depending on your toggles.Hmmmmmmmm......
Maybe the way it works is that the child is such a large bundle of conflicting psychic energy that they would implode in a huge explosion that would level the city and anything in it, forsaken and demon lord. So to avoid this, the child is effectively ejected from demon territory to avoid any losses. A reason why the children are usually plopped in cities is to keep forsaken functional rather than rebelling after the death of their child.
Also sidenote, a neat idea would be for these demon lord sired chosen to occasionally pop up in a loop with modifiers that could make them harder or easier to corrupt. Like being birthed from rampancy chosen would make them accumulate hate more easily, possibly at the cost of being harder to accumulate pain levels on them. General chosen would add additional resistances or weaknesses like "Hateful" (hate accumulates more easily) or "Benign" (hate accumulates more slowly). Maybe implement a new forsaken post that mechanically adds a chance for these half-breeds to show up in loops until the post is made empty, at which point no more appear.
This is me throwing rough ideas out so I don't really expect mechanical implementation, but do feel that adding demon sired history/backstory would do a bit for world building, whether it be through player means or caused by other demon lords.
I suppose this makes sense. It wouldn't require a separate toggle, because if you have male->female shift and preserve virginity both toggled on for the same Chosen, then of course the desired final result must be a virgin female Chosen.I don't know if this is intentional or not, but you can't shift a male chosen if you choose to preserve their virginity. Which I guess makes sense given how the shift happens, but the option to shift them but preserve their new vaginal virginity would be nice.
I wasn't able to reproduce this bug. The game should always be looking at your most recent save in order to determine whether guide goals should be toggled on by default or not.Also the "Guide Goals" option keeps turning itself back on.
That's right, each boss has their own Vulnerability spread which doesn't necessarily keep to the normal rules, and their attendants can also be given rule-breaking Vulnerabilities in order to avoid doubling up.Sidenote, and something I should have raised earlier: Is Victory (or any boss team) supposed to break the usual balance of vulnerabilities because for example, my Victory had no min vulnerabilities. I wasn't sure since it does make sense as they are a boss so I wanted to check.
The body traits do affect flavor text, but this happens regardless of whether the damage modifications are toggled on.Finally, I haven't tried them out so I wanted to ask: do any of the body feature damage modifications also add in/modify the flavor text when they activate?
Thanks for catching this. I saw your post just in time to slip a fix into R48b.CSdev
R48 bug report: Forsaken are showing up as/being processed as helpless/restrained in some instances when no INJU training has been applied. Screenshot:
View attachment 3133618
The only previously applied training is Grand Concert, which should not be leaving her helpless here.
Save is attached: load slot 1 "train". Then train Orgasmia: Grand Concert followed by Tentacle Show.
Yeah, the gameplay will remain the same, but I should adjust that flavor.Also, a quality of life/logic thing--if you Retreat after one Averted Chosen is caught in an Orgy, the text mentions her giving chase. Obviously, that shouldn't be happening--she's trying to flee in a panic. I suppose you don't have to adjust the EE given in that case as Aversion is balanced around giving exactly 0 EE, but at least the flavor needs to be adjusted.
Thanks for catching this as well. Looks like it's affecting Devil Chosen too. I'll have it fixed for the next release.CSdev
Missing string:
Code:Morality Break Scurry doesn't enjoy violence, but her desperation over being unable to stop the Thralls has reached the breaking point, and the fact that she's bottled it up inside for so long only makes its release that much more spectacular. Even though she knows that she's about to cross an irreversible line, right now she just doesn't care. +20 Evil Energy Scurry's Action: Wild Hunt /*here , killing them in much greater numbers now that she's drawing on so much Demonic energy. */ FEAR [----''''''] ( 432 = 432) nervous eyes DISG [-'''''''''] ( 138 = 138) lips curled in distaste PAIN [-'''''''''] ( 192 = 192) wincing in pain SHAM [--''''''''] ( 259 = 259) face downturned HATE [=~~~~~~~~~] ( 1893 + 8107 = 10.0k) overpowering hatred for the world PLEA [ ] ( 0 = 0) INJU [ ] ( 0 = 0) EXPO [ ] ( 0 = 0) HATE up! Scurry's attacks grow stronger and stronger in a desperate effort to to end the battle before things get any worse. She has begun to grow numb to the violence, and she can't muster the willpower to think of anything better to do.
Q: Do you know what happens to a Devil Chosen when she's blasted with a 10-turn Orgy?Want to see how having -130 base damage affects Order in the orgy?
A: The same thing that happens to everything else!
Funny to see this, since it could have gone very differently with how Devil Chosen were originally designed. Originally, their own ANGST bonus didn't actually serve as a floor for their base damage. If the ally ANGST modifier outweighed the Devil Chosen's base susceptibility plus her own ANGST bonus, then the Devil Chosen would simply take 1 base damage. This meant that, because the Orgy would also spike the damage on the Devil's allies, the Devil would quickly become basically immune to damage and not even the Orgy multipliers would be enough to get her up to T3-Break levels.
Overall, I think that the adjustment was probably for the better. Setting up a large Orgy should be a victory condition, even against a species that's meant to incentivize focusing on her over her allies. The remaining high-tier species will all have other ways of making the Orgy step more tricky in its own right.
That's the impression I'm getting as well. After all, you blew through Loop 11 pretty handily in your previous playthrough too, and the addition of Devils isn't supposed to make the game harder - it's just supposed to replace the "big number" modifiers with something more interesting (but roughly equal in difficulty).Hey everyone, I'm mostly doing these as part of a request for feedback on whether Devil Chosen are attuned correctly. Overall, I think they are--they'll definitely get more difficult when they start being combined with shorter loops and higher DM. I don't think that the ease in which I have basically won this loop should be used to judge whether Devils are too hard or too easy.
One other thing I am curious about, though: what did you think about the restrictions placed by Order on her allies' downtime actions? It probably wasn't as impactful as it could have been, since the bonus ANGST from Propaganda would have caused her to want to do more sinful downtime actions anyway, but I did see that it was causing you some trouble by removing the "silver lining" of rampaging Chosen generating more daily EE.
Devil Chosen are meant to be sort of a hybrid of the prior advanced species, with their ANGST-based damage reduction making them tough like Animalistic Chosen, while their ally downtime restriction hits your EE like Undead Chosen. This is why their loop difficulty value is just equal to the sum of two of the next-lower species. Was that how it felt during your playthrough?