I'm not sure I like that... I really appreciated the control that was granted by requiring the second level to break before the third, since it ensured that you could never fall too far down the corruption chain except by explicit choice.
There aren't a huge number of ways to accidentally rack up massive values of trauma while trying to avoid a type, but it's still the kind of thing that would sit in the back of my mind if I'm doing a playthrough where I'm deliberately trying to leave some categories unbroken.
It's intended that it's somewhat difficult to break some vulnerabilities while leaving others untouched. This is both to make it hard to create rivalries and also to lay the groundwork for alternative corruption paths. Right now, the alternative corruption paths aren't in, so going to the trouble of avoiding breaking some vulnerabilities isn't being properly rewarded, but eventually people who have a preference for not breaking certain vulnerabilities will get rewarded for playing that way.
I've encountered what I think is a bug - a Dignity vulnerability that still says "use Grind and Humiliate" when it's already been broken with a Broadcast action.
Even after you've used Broadcast to break the second tier of vulnerability, the first tier can still be intact. The profile screen just shows the first unbroken vulnerability.
One thing that I've seen that I don't know if it's intended is that t1 minor and significant breaks tend to happen on their own when the Chosen is taking damage, even when I'm going out of my way to avoid them and don't use both of the associated actions at the same time and haven't even taken any circumstance damage in that vulnerability, as in the attached screenshot.
What determines the first tier breaks isn't the actions themselves - it's whether the Chosen are at risk of going above 10k circumstance damage while surrounded. Because each damage type has two sinful actions they can perform to decrease the incoming damage, each damage type can end up breaking two vulnerabilities. This can be used to your advantage, too. For example, the Beg action decreases damage from both Caress and Pummel. For a Core Confidence, Minor Innocence Chosen, getting to 10k INJU damage is difficult, but you can break her with pleasure by using Caress to approach 10k PLEA instead.
Also, a question: I could have sworn that, starting out, I read somewhere that Chosen with ranged weapons hang back and thus will get reinforcements sooner if they're the first to be targeted. Is that accurate, is it a dropped idea or did I just imagine it? Because you can set a Chosen's weapon in Customization, and it's supposed to be cosmetic with no effect on the gameplay.
Back before customization was implemented, dignified Chosen would always end up with weapons that kept them at a distance, and that was reflected by their dignity stat being what determined how long reinforcements took to show up. That mechanic hasn't been changed, even though you can give them different weapons now.
Incidentally, the other three stats also apply differences to how the Chosen act which can be beneficial or troublesome depending on the circumstances. Chosen with higher morality have a higher threshold for how much trauma they need before doing sinful downtime actions, Chosen with higher innocence are more likely to do the same downtime actions as their peers, and Chosen with higher confidence show up earlier in battle.
And a suggestion: While I really appreciate being able to customize a team, the questionnaire drives me up the wall as I'd rather manually set vulnerabilities. I always end up with a vulnerability that I would like to exchange between party members (that wouldn't break the rules of vulnerability distribution), but trying to do that through the questionnaire is usually futile. Also, the option to refer to a Chosen by their last name doesn't work, button is unresponsive. And the "Quit" button doesn't work.
I want to add more options here, but it's tricky because whether something would break the rules of vulnerability distribution isn't immediately clear to new players. It'll be improved at some point.
Edit: Also, thanks for the bug report, it'll be fixed in the next version.
Oh hell no. The snowballing in this game is out of control. 3 days ago I felt I had to wait until day 18 to do anything meaningful. Now that I've gitten gud, I managed to do tens of trillions of trauma damage in time for the interview (admittedly mainly because the pair actions / Orgy are absolutely ridiculous). I feel I have to seriously rein myself in for future playthroughs if I want the corruption to be a curve and not a spike. Definitely needs some slowing down, if anything. I feel the snowballing nature of the gameplay works against it as a corruption game, and the asymmetrical mechanics (adaptation actions) designed to slow things down are probably never going to work as intended. It's just too unbalanced. Using Sodomize+, I managed to get enough Angst on day 14 to break the next 3 tiers before even one adaptation action was used.
I'm still hoping we can tailor the final battle and how we control to some degree how vulnerabilities break for our Saviours. I read multiple reviews, and I do agree, atm, the heroines are pretty much labrats and there is nothing they can do about it towards the mid and end game, while at the start, they're really nearly goddess like. I do know we all agree, the game potential and writing is spectacular and hoping we can see more of it.
Mid and end game trauma damage needs to either go down drastically or the girl's recovery needs to be upped. Maybe allow them a second recovery move if they're desperate but they appear a few turns later in the next battle?
I'm still hoping for a normal / tamer version of Sodomize but we get there hopefully
Was there hints or mention if we can change/direct(subtly) how the heroines dress up? Especially as their corruption picks up?
And tip jar when
CSdev
Cheers
Regarding the midgame snowballing, I think a large part of this is that the game as it currently stands is basically the "quick play, easy mode" setting. I have some plans for more difficulty-enhancing mechanics that are aimed at moving back the snowballing point. (The ideas posed here in the thread are interesting as well.)
Costume changes are an idea that has come up a lot, but aside from the big change when you inflict tentacle clothes on them, I just don't think that the details of their clothes come up enough in-combat to justify making a step-by-step progression toward lewdness. That said, once the daily vignettes are in, some of those should deal with the clothes the Chosen wear (or choose not to wear) when they're off-duty.
As for the tip jar, the standard I've set for myself before I'm willing to accept money is that it needs to be possible to completely break the Chosen (as in, you should be able to get them on your side and use them to corrupt other teams). However, a separate issue that the game arguably already goes against Patreon's TOS, and there's more content planned that they'd definitely crack down on. The nice thing about avoiding crowdfunding is that I don't have to worry about being censored.
Is there anyways ways to change stats or edit my save?
With how relationship scenes depend on the Chosen's personalities, being able to change their personalities in the middle of a run would break some stuff. I'd like to offer some tools to do that sort of thing, but I'm not sure when it'll happen.