So, a couple of things I did notice; Once a distortion starts, the chosen are immune to developing the T3 break (the adaptation breaks) of their forbidden vulns, but prior to that, a vuln break can occur if you raise their traumas too heavily. This can be *particularly* difficult to manage if you are trying to activate an aversion distortion. In my case, it was the first of the three I was activating, and then I spent several days very carefully juggling all my Chosen to keep them from breaking T3s that would invalidate their distortions.
The same goes for friendship events that can break vulns, specifically innocence seems to be an issue in the events. What i'd recommend is that you include a flag that if the chosen in question hasn't already broken that vuln, that it instead be respected to avoid messing up distortions. If you're trying to carefully manage your friendships AND manage a triple distortion team, it can get very *very* hairy.
In the end I had to give up one of the three friendships to make my particular configuration work.
Letting the Chosen break each other's vulnerabilities is a feature that seemed very cool back when it was first implemented, but now that there are reasons to want to keep vulnerabilities unbroken, it can sometimes be a source of frustration. I don't want to enable/disable it based on distortion plan settings, because I want those to purely be a guide system without any direct gameplay effects. It's something I'm thinking about.
The ability to manually read/edit save files would be helpful for bug testing.
The way that save files are implemented in this game is just by implementing the Java Serializable interface for any classes that get saved. I'm not sure if anybody has made any tools for manually reading that.
aw shit, uhhh... merry (late) chrima, CSdev! *
whistles*
And merry later Christmas and new year to you as well!
Don't play with cheats, that's a game abouth math porn, not just plain regular one. It's not THAT hard to understand if you try to. Read some step-by-step tutorials some guys posted here and think about some of their moves if you don't get them at the first glance.
I'm gonna go the other way and say play however you want to, if cheats let you close the game feeling more satisfied then by all means, go for it.
In the end, the main reason that the gameplay exists is to give context to the porn. The gameplay is relatively difficult because the idea that "these girls really are very powerful and are doing everything they can to resist corruption" makes it more appealing to corrupt them. If you personally find it more appealing to have the Demon Lord win through irresistable, sneaky methods (represented by the cheat interface), then that's totally fine (even if I think you're missing out).
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Getting a defiler that does injury damage goes over 500 easily from a single capture and helps set up situations where you can get to 100m.
Also:
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I really am amazed that you keep managing to find new typos in text that was written literal years ago. Thanks for catching these, they'll be fixed.
Another thing I noticed, is that a T3 break interferes with ANOTHER chosen's temptation distortion plan! This wasn't in the guide.txt and I think it should be added. Really messed with my plans.
Of course seeing what happens at a T3 break, it's specifically if you're trying temptation distort someone with a minor in morality, when the one with core in morality gets T3 broken. So I get how it could be confusing to put it in.
So I guess I can see the logic of not adding it in. Of course the game does warn you once someone is ready to break T3, but perhaps then it's too late.
One question: Can you get the temptation first and then break T3?
I actually do think that this is the sort of thing that should be in the guide, so I'll make sure to include it with the next version.
You can break T3s and T4s either before or after Distortions, but it sometimes might be easier to do them beforehand because of the very large trauma reduction that comes with most Distortions.
I found a bug with the save files.
When adding a forsaken from the main menu, the size of saves.sav increases by 2KB, and drops by 2KB when the forsaken is deleted. (This is expected)
Meeting with a forsaken causes the file to grow by a little more than 2KB per turn of the meeting. This extra data does not go away if the forsaken is deleted.
Even if saving large amounts of data from these meetings is intentional, it should not be left behind when the forsaken is deleted.
In my test, my save file was 329KB after creating a forsaken from the main menu.
I met with her from that menu for varying lengths of time. (Using the "wait" action every turn) The file grew to 500KB.
After deleting the forsaken. The save file was 498KB.
As the save file grows in size, it increases loading delays in various menus.
Thank you for investigating this for me. I'm looking at possible fixes, but in the meantime, I've noticed that closing the game and then opening it again seems to clear the added size from the file the next time you do something that changes your save file. So, at least most players are unlikely to see it pile up too much, as long as they close the game in between play sessions.
First of all, just wanted to say thank you so much CSDev for the game, it's incredibly amazing in so many ways, love it very much. Questions i have is
1) What personality attribute makes a chosen "Compassionate"?
2) What personality attribute makes a chosen "Rational"?
3) This one's for CSDev, if they feel like answering it of course, feel free to skip it. Any plans for making it possible to allowing the demon lord to impregnate the forsaken (or chosen) during the meet scenes?
Thank you!
You're very welcome! Compassionate Chosen are those with Core Morality. Chosen who come across as rational tend to have Minor Innocence. And better tracking of impregnations (including an in-game acknowledgement of the Demon Lord impregnating one of the Forsaken during a personal meeting) is planned. Impregnating the Chosen during a custom sex scene probably won't be happening, since Chosen impregnation is a big deal with gameplay consequences. (That said, I have been working on an "allow gameplay-relevant things to happen in scenes which are normally just flavor" cheat which might be relevant here.)
Any advice on what I should do once the chosen start using tactics? I've been having moderate success breaking some vulnerabilities with a beefy commander, but once they have some of them broken they seem to be taking barely any damage, so I'm not sure what I'm supposed to do now.
I.e. if I want to break 1 last t2 vulnerability, how am I supposed to do that? If I only target it I can't get enough circumstance damage since I lack multipliers from other circumstances. If I try to just use all 4 and hope for the best I can't get enough damage because the chosen has all 4 tactics active.
Also how much damage reduction do the tactics provide?
When an action is affected by one damage reduction tactic, it deals only 60% damage. When an action is affected by both damage reduction tactics, it deals only 40% damage.
Either I'm stupid or I ran into a bug.
I don't see a button to continue to the next battle in my latest save, named "interfere_2". I had just finished Meeting up with a Chosen on the Negotiation path, named Cheer.
Luckily I have another save just before this day so I haven't lost that much progress, but it's still annoying.
By the way, if the dev is reading this, here's a minor issue that happened during this campaign. I'm on Loop 2 and both my Loop 1 and 2 have a Chosen named "Cheer". Different real names so they're both different people. I imagine it's because I put a Forsaken in the "Bait" position after my first loop victory and the Loop 2 Cheer is the Forsaken's little sister so the game logic of not having "duplicate" Chosen doesn't apply.
EDIT: I just realized something. I was trying to do Temptation and Negotiation but you need a shit ton of angst to do negotiations. Once you tempt, angst goes down to 0. How am I supposed to progress in the Negotiation path? Do I do Negotiation first or try to do massive orgies every turn and build back angst again (assuming I even can)?
EDIT 2: Nevermind, I am a double idiot. Negotiating with a chosen means I can't battle for the day. And I can build up Angst back up just fine, but I guess it just gets immediately drained after a Tempt action? Is that how it works?
Temptation doesn't actually guarantee that ANGST drops to 0. It just resolves a very large amount. So, if you've dealt enough damage, then even the Temptation reduction won't be enough to bring it to 0.
Okay, this time I ran into something that I'm sure is a bug.
I got the "Tempting Negotiations" vignette and it was the Negotiated Chosen interacting with the Negotiated Chosen. The Tempted Chosen was nowhere to be seen.
Oh, that's definitely a bug. Thanks for catching it, it'll be fixed in the next version.
Okay, I think I might be running into a bug here. Or maybe I bugged the game out instead.
I have three custom chosen in my campaign that i've set up to be three sisters going from eldest to youngest. All animalistic. Two are standard horsegirls "Wild Horse Cantor" and "Enduring Horse Driver", while the third is a modified horsegirl "Noble Horse Champion" with Core, Minor, Significant, Core.
I ran into "Noble Horse Champion", and because I didn't realise how Bait worked, I set her up as bait. Then I ran into "Enduring Horse Driver" afterwards, but turns out she has no relation with "Noble Horse Champion". Instead, "Flawless Princess Edge" runs up demanding I hand back her older sister, "Champion". Whoops.
I go back and load the save I made after beating "Noble Horse Champion", taking her off the bait position, and this time, both "Flawless Princess Edge" and "Enduring Horse Driver" have no relation to "Champion".
At this point, I go back to the save with "Edge" being the younger sister of "Champion" and capture "Driver" and "Edge". I put "Champion" in the bait position because I'm thinking of just cheating "Edge" into being "Driver".
In the next team that shows up, "Whisper" shows up demanding I hand back her best friend "Champion" and "Cantor" has nothing in her info or introduction about me having "Champion".
I just want my horse-girl sister pussy, man.
Edit: Oh, and when I ask "Champion" and "Edge" who each other are as forsaken, "Champion" calls "Edge" her younger sister, while "Edge" calls "Champion" a really great pal.
Sorry that you ran into this bug - I deeply sympathize with the desire for horse-girl sisters. The current relationship code is a real mess, but I plan on doing a complete refactor of it soon, so hopefully that'll fix it.
Also what's the deal with "greater sins imminent"? I've been getting this couple of times now, and the lack of extra EE is hurting me. They did +5 EE actions before when only 1 could do it, and +10 EE action when 2 could do it. But now that all 3 can do it they reverted back to doing +6 EE together and it's very sad
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This is a rare situation. The Chosen are all looking at each other and thinking "she needs help, so let's do a downtime action together." But there isn't a +5 EE action that they can all do together, so they end up settling on a +2 EE one. I should probably tweak the desire for group downtime actions.
So I have defeated my first group in single play, though I can't exactly call it an achievement since heavy cheating was involved on the magnitude of using every cheat except the ones that prevent Chosen taking specific types of actions in response to what I do and around 3,000 EE to get me enough to build a ton of high level commanders. Resulted in an all vulnerabilities, no distortions sweep of the entire team.
Now that I have these three, I am attempting to generate a family member, but no luck after around 10 attempts.
1. I know that there has to be a Forsaken assigned as bait, I did this already, but do I also have to deploy the same Forsaken to battles for this to have any effect? I'm getting no results for family.
2. There is a ton of talk in the thread about how eventually a loop should generate family, but I am not in campaign due to lack of cheats and not wanting to lose even one Chosen to being sacrificed or killed by another Chosen in the final battle, which is why I also gave up on my previous campaign run that I was going through when I posted before. Could it be that single play does not allow for family generation?
Currently, family generation only happens in campaign mode. Single play mode uses different logic for generating Chosen, but I'll see about implementing personal relationships there as well.
I think the Dev mentionned they intended to add an "Undo" button at some point?
I'd be happy to just have a "rewind to the start of combat" button so I don't have to restart the game each time I want to start again.
It looks like a button to retry the combat will be easier, but I'd like to add both if possible.
From the training guide:
"They can be deployed for any amount of Evil Energy, but any extra Reputation Strength they'd gain from an expensive deployment is cut in half, and any Reputation Strength they'd lose from a cheaper deployment is doubled. A green Reputation Strength display means that you aren't taking very much of a penalty, while a red one means that the penalty has grown large. Rampant Forsaken Punisher effects depend on the Reputation Strength for the current deployment."
So yes, Forsaken with a "true" 4EE cost will be more effective than a rampancy one scaled down to 4EE, since they lose twice as much power when lowering their cost. If I understand it correctly, a 50 disgrace rampant deploy with a cost of 70 disgrace forsaken will have a damage of 90 disgrace forsaken (since the penalty is doubled, so instead of damage being lowered as if disgrace was 20 higher it is lowered as if it was 40 higher).
This is all correct. For reference, a 50 Disgrace Forsaken has a "natural" cost of 32 Evil Energy. Every +10 or -10 Disgrace cuts it in half or doubles it.