Mind clarifying this a bit; can you not trigger a T1 break without taking a surround action? So, say, you have a chosen you are trying to distort, it's safe to take every action as long as they are low enough to not be over 10k in the category you can't break? - doesn't mater if they will go over during the surround, just as long as they don't go over the turn you select a new action?
As of a couple of updates ago, the
only time a T1 break will happen in-battle is when the game warns you that taking an action will cause it. So, if the game doesn't warn you that using Grind, Caress, Pummel, or Humiliate will cause a break you don't want, then you're 100% safe to use it, regardless of damage level.
BUG/Immersion breaking text:
It seems like if you use Threaten+ in the final battle, and they're all Impregnated and all really hate each other, they'll think about how they aren't worried about what happens to themselves, but more what happens to their friends, themselves:
oragsmic pleasure typo.
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I also remember there being a subtle typo in the petplay interaction between two chosen, but I forgot to screenshot it. There was one word that sounded like the word that should be used instead.
It says "start naked" but should be "stark naked"
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Thanks for catching these, they'll be fixed in the next version.
Chosen relationships in campaign mode seems to be bugged. If you do not assigned the bait position to your chosen they don't have relationship, but if you it they will have relationships with the randomly generated chosen.
This appears to be working as intended. The game doesn't actually generate a full family tree for each character ahead of time. Rather, when you have a Forsaken in the Bait position, the game will take one of the characters generated next loop (which will be the same regardless of who your Bait is) and create a relationship between them.
is the source code available anywhere?
Remind me after the next version is stable and I'll post a copy.
I wonder if anyone else would like the option to set chosen gender transformation as random - as apposed to guarantee?
It's come up a couple of times. I don't really like it from a lore perspective, but I guess it could make things more varied and interesting.
Was there ever a full list of what the game looks for with regards to portraits? I'm currently working on bringing my PMMM pack into the modern era since NovelAI lets me make the pics all stylistically similar.
But I'm wondering if I can't be adding a bit more. If there's different portraits for, say, Impregnate, Force Orgasm, and Sodomize, I'm interested in knowing about them.
The game only ever looks for a portrait that fits one of the nine emotional states which are used for every situation: Anger, Fear, Focus, Joy, Lewd, Neutral, Sadness, Struggle, Swoon. The function which displays the portraits doesn't actually know which action is taking place - it only knows which of those nine portraits it's being told to retrieve.
Haven't played this for a while, what kind of family members of the Chosen are in the game now (sister, mom etc.)? Also, is there yet a way to set names for Chosen in the campaign or am I stuck with Japanese auto-generated names?
Currently, it's just siblings (although it does distinguish between older siblings, younger siblings, and twins). You can make as many custom Chosen as you like for campaign mode, but if the game tries to generate a team and it finds that none of the ones you made fit the required personality distribution, it'll make a random Chosen (with a Japanese name) to fill that slot. If you make enough custom Chosen with different personalities, then the odds of that happening will be small, but if you play enough loops then it will happen eventually.
Juggling 3 distorted chosen in a completely broken team into the final battle is.... grueling. But I managed to do it! Cycle one, ending early on day 43, with rampage, aversion, negotiation distortions. Surprised the chosen before they even had their briefing. Rampage+aversion+negotiation basically means you need to engineer a two turn window in which the rampager will be at lv.3 hate, with a high enough injury to not rampage before you can start the orgy. - I also half thing there's a bug in here. If the rampager's status is not concidered when assessing if an orgy is possible or not, so you can attempt to start an orgy but fail because they start rampaging.
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Finally, all three of the Chosen have surrendered to your forces. This is a flawless victory - you couldn't have hoped for a better result. By the time the reinforcements from other cities arrive, your Demonic Barrier has already reached full strength, and no more Chosen can enter without immediately losing their powers and joining the ranks of your captives.
The Demons escort Tyrant, Cheer, and Miracle to your throne room, where you will begin to train them into your own loyal servants...
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The city of Nagano has fallen under your control. Your followers won't be able to establish a foothold in another city right away, so you can take some time to consolidate power here and enjoy your conquest.
Tyrant, Cheer, and Miracle have been added to the ranks of the Forsaken! This will surely prove useful against the Chosen you've yet to face.
---
Now that Tyrant is no longer one of the Chosen, the child in her belly is just a regular Demon, and she quickly goes into labor. The resulting abomination slides out of Tyrant's distended vagina while she grunts and strains, then scuttles off immediately in search of its first victim. (+72.0% Stamina, -5.0% Motivation)
Now that Cheer is no longer one of the Chosen, the child in her belly is just a regular Demon, and she quickly goes into labor. The resulting abomination slides out of Cheer's distended vagina while she stares down in horror, then scuttles off immediately in search of its first victim. (+23.8% Stamina)
Overcome by the Demonic influence in the air, Miracle hides in his room and starts to quietly masturbate, jumping in alarm whenever he hears movement outside. (+67.0% Stamina)
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Nagano - Day 44
7 days remain before your attack on the next city.
Congrats on the win! I had thought that the Rampage bug had been fixed, though. If you (or anyone else) can pass me a save where it happens, then I can take another look.
Is rampage broken? I didn't notice this happening when I didn't have a superior chosen, but they seem to be removing all my angst progress.
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Tyrant uses the chaos after her rampage to her advantage, claiming full responsibility for the destruction in order to make the public think of her as more powerful and therefore give her more psychic energy. She sees this as a chance to become even more powerful than she was before, and she's always been willing to exploit whatever tools are at her disposal.
"If I had known that this power was so easy to obtain, I would have begun acting this way long ago."
-60.2k ANGST, -80.4k FEAR, -4720 DISG, -165k PAIN, -20.9k SHAM
Total unresolved trauma: 0FEAR +0DISG +0PAIN +0SHAM = 0 added ANGST
Total ANGST: 0
+30 Evil Energy
It doesn't remove all ANGST, but the amount is very high. The breakdown for the high-tier downtime action trauma resolution goes like this.
Aversion Downtime: no trauma, no ANGST
Regular Tier-3 Downtime: 175 million trauma, 2 billion ANGST
Temptation/Negotiation/Rampancy Downtime: 4 billion trauma, 10 billion ANGST
Regular Tier-4 Downtime: 3.5 trillion trauma, 40 trillion ANGST
And these only get higher with campaign loop modifiers and multiple Chosen performing the same downtime.
I'm glad I gave this a second try after giving up a while ago! Loved it and will come back next update to try to get a better Forsaken strategy going. Until then, I'll share this worksheet I was using. It includes (on different sheets):
-Places to keep track of the Chosen and their stats.
-A disgusting research tree. The creator wasn't lying when he said one wasn't included because it would not be neat. Still, I found it useful to visualize things. Sadly I'm not an excel guru, so couldn't make the lines stay where I put them (something something anchors...).
-A Forsaken tracker.
-I also did a distillation of the prepackaged guide. I feel a big impediment to learning is the sheer number of terms that get thrown at you. I couldn't resist putting in some extra tips, but I'd only class myself as intermediate so please be kind if something's wrong/subotimal.
Finally, I also included an example with stats from my newish game filled in so you can see how I was using it. Of course the beauty is that you can use it however you want- if you don't need a section, delete it!
This is a very nice tool.
Man looking at the UI changes and the upcoming items. I might have to yet again delay my playthrough for it, that QOL looks really good and the item change sounds like a fun mixup.
I understand this feeling. When I'm playtesting the version on my end, I often find myself saying "Wow, the current release is garbage compared to this." This is half the reason I don't want to put my releases behind a temporary paywall. Knowing that the version played by the public is up to 2 months behind my current "best work" would drive me crazy.
I have a feature request. I like using save games. Lots of them. I have about 252 separate save slots. This allows me to go back to any part of my campaign and try things differently.
However, now I wanted to try a one-off with a custom team. It got saved in slot 253 automatically. It takes about 8 seconds to go from one page of 4 save games to the next. So just to be able to select the slot will take (253/4)*8 = which is 8 minutes of monotonous clicking.
Any chance there could be a button for going forward 40 slots at a time?
I've added a "jump to page" function to the next release. Although, I'd also like to update the save system (which was originally coded for Release 1) now that I have a little more idea of what I'm doing. It really shouldn't take that long to move between pages.
The sidebar showing their alias and real name is nice. I can never remember their actual names at the start of a new run and the sex scene shift to their real names all the time. Especially confusing with them having the same portraits as a dozen different girls you've played with before that are actually different girls. The items sound like they could be really cool too. I'm really happy the first run and QoL stuff is getting more love.
I'm also really excited to get this out there, although the item system means that I did end up already breaking my resolution to keep loop 1 to its current level of complexity. I think that it's worthwhile to spice up the game for experienced players, though.
Decided to create two new sets.
Kawakami Mai.
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RFB
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The AI-generated packs are really nice. But browsing through the fanart packs has the added benefit of being able to say "Hey, I recognize that ahegao!"