Thank you to everybody who's been posting bug reports, particularly those who have included save files and instructions for how to reproduce the bug. And thank you to the participants of Kalloi's contest as well - I really never thought I'd see a city with 82% damage mitigation. In the coming versions, the next advanced species will be worth a
lot of "difficulty points," so the modifiers the game generates won't be quite so crazy. This is making me think that I should be sure to implement a proper endless mode even after the game has a final boss, though.
- I think SuperSkippy and I have different strategies and they were both viable, so that's the mark of good design. Nice work CSdev! The items are also a big factor in how you'll play, but as seen, even a mediocre acquisition can be worked with.
I'm glad that it seems to be working well! My goal with items is that their potential strength should scale with their influence cost, but they should also pull you in a particular strategic direction in order to make full use of their potential.
- On that note, I'm none the wiser as to what influence actually indicates. Is it how much influence you gain from that city or is it the cost of the item? Could there be a running total on the item page?
The number displayed for each city is your running total, minus the cost of all the items you've picked up already. The reason that the item page doesn't display each individual item's cost is that once you own the item, its cost doesn't affect anything anymore. The way the game picks items is that it takes a weighted random pick from among all items whose influence costs are lower than your current influence. For cities that come with items, the influence displayed is how much is left over after obtaining the item. Cities with fewer powerful Chosen give you
slightly more influence to balance out the fact that your Forsaken roster will be a bit weaker due to passing up on the powerful species.
- I found Undead much easier to deal with than animalistics, probably more on par with superiors. The EE drain isn't bad unless you let the loop drag on and while their T3 abilities are nasty, they can be dealt with. I'm really looking forward to the "exhausted" change to stop a broken undead just spamming enervation though!
I agree with this assessment. We'll see if this release's tweak to Undead bonus energy brings them a bit closer together.
- Is it possible to have the Forsaken page as a spreadsheet style thing? It would be great to have cost, damage type, training plan all on the one page. Having "unassign all" and and a button to implement everyone's planned training would also be great.
I should try to improve the interface there in one way or another. The piecemeal implementation of Forsaken features has led to some pretty disjointed menus.
- Level 5 sacrifice fired on 42 when it says the threshold is 60.
This was just a typo in the displayed text. The intended threshold is supposed to be 40.
I'd apologise for the terrible puns/naming, but I'm not actually sorry.
You know, it's a detail of the setting that there are different Demon Lords for different sins. I suppose there might be a Demon Lord of bad puns.
Damn, the game be spittin'
View attachment 2482499
Sometimes it really is like that.
Yeah, there's a lot of information in the saves.sav that is being processed during normal operation, not just during saving and loading. When you have a lot of saved info, you will notice the game get laggy--it's the JVM.
Hopefully this should be improved in the current release due to the new relationship code. Old save files won't get any smaller, but new ones shouldn't get so big as quickly.
I do like the ability to retry fights, but I often have to navigate back to loading because at the start of the fight, two important decisions have already been made: which Chosen I'm targeting, and (in the case of a base Commander, which happens less and less) which move I'm starting with. I've often also spent EE in ways that I thought would work but ended up not working. I, personally, would rather have a button that restarts the whole day, rather than a button that restarts just the fight, if you're taking suggestions.
I think it makes sense to have both. Now that the basic system seems to be working, it should be easy to add other autosave points.
To continue our earlier discussion:
So the use case is:
1) I've got a Chosen that I've managed to raise to 100M, 1G, 10G, or 100G SHAM.
2) I've done that through only Defiler+ actions (It'd be really hard to get this done through ordinary Defilers, and an Orgy would bring them all up around this threshold).
3) I've got a chosen whose ANGST just won't go up.
Even in such a system, all ANGST brings out is extra damage and a higher EE downtime action. I'm fairly sure you're planning for that, but it seems to me that what I'd need in this situation would be more Trauma to allow a T3 break, not just Angst. But, again, I don't have all the mechanics here so I'm probably missing the point.
All I can say is that you should wait and see some of the later-tier Chosen species before you judge. Anything that allows you to leverage a weaker Chosen to break a stronger one has the potential to be very powerful.
An Unbreakable Friendship isn't, if there are still breaks left that relate the two Chosen. I can be less cautious about T1/T2 breaks than I have in the past because T3/T4 breaks can give me what I need, generally.
This actually sounds like a bug. The game tries to look at how many scenes are remaining before declaring a friendship unbreakable. If you can upload a save where an unbreakable friendship turns sour, I'd greatly appreciate it.
City 1 seems doable enough. One thing I was pondering with these 20 day runs: Should the Undead EE siphon ramp up faster? With so few days, it never gets to scale enough to be noticeable/annoying.
I thought about doing this, but I opted to keep it the same for now. Early-deadline loops are already hard, after all, and the energy siphon is a mechanic that decreases the decision space of the player. The fewer options the player has for how to spend EE, the more likely it is to run into a truly unwinnable situation. It's why I've been more cautious about Undead balancing in general - even a small tweak might push them from "too easy" all the way to "no fun allowed."
Also, can you ever get 3 of the same elite in campaign mode? 3 Undead wouldn't be so bad, but 3 Animalistic would be a nightmare unless you could sync up at least 2 on the right day early.
In theory, you can. In practice, it's much less likely than it should be. I'll be tweaking the advanced species generation logic in the coming releases.
New update is up at
You must be registered to see the links
Anyone know if new updates tend to be compatible with existing campaigns, or do you need to start over if you update?
I
try to maintain save compatibility, but even if it doesn't cause a crash, updating a save will often result in weird immersion-breaking behavior.
Can confirm that you don't gain the initial EE hit for returning temptation/rampaging chosen but personally rampaging chosen and negotiation returning chosen have their use since the EE from early rampages allows one to get most the upgrades you need to do major damage early on and negotiation chosen can give the angst bomb to their newly made teammates as soon as you can meet them in person again. It would be interesting if aversion/temptation had as similar buff that could be utilized as soon as they show up though
The Negotiation bonus for returning Chosen was actually a late addition made because I wanted it to match the other three - in my view, the potential bonuses of facing Chosen who already have low Aversion/Temptation thresholds are already quite powerful. Chosen with a low Temptation PLEA threshold can be made to start generating 15 EE per day pretty early on (and much more controllably than the +30 EE from Rampancy Chosen), while Chosen with a low Aversion Orgy-turn threshold can allow you to turn a very short Orgy into a long followup surround against one of the partners.
I have a question for you guys who have played campaign: If I start a campaign and in the very first mission before the other girls show up get a few breaks (thanks orgasm in a can) on a chosen's core vulnerability, will she properly damage her relationship with the other girls later on or is their relationship unaffected because it hasn't formed yet?
It should cause the normal negative relationship scene, but only on a day where all three Chosen have shown up
and any higher-priority scenes have already played on previous days.
Great work on the new update! Always love more Corrupted Saviors content, i've finished a loop without issues. On a more story-related note, this dialogue:
I'm glad that the story content is to your liking! I try to dripfeed it in such a way that it doesn't get in the way of the content that most people are here for, but there will be quite a bit more of it coming alongside the boss fights.
I can only assume this is a bug, from what the provided guides have to say about fighting styles
Code:
Mayhem
Real name: Rokuda Sakura
Stamina: 9.5%
Motivation: 100.0%
Expertise
HATE: 55.5k (x1.150 dmg)
PLEA: 179k (x1.322 dmg)
INJU: 172k (x1.317 dmg)
EXPO: 58.2k (x1.157 dmg)
Combat Style: Practical (15% PLEA/INJU/EXPO)
Attempts to pin the target in a helpless position and then use a combination of pain and pleasure to disrupt any attempts at resistance. Relatively effective against targets who are too well-composed for emotional manipulation to work.
Training Plan: Dirty (100% PLEA/INJU)
Increases PLEA and INJU expertise
Trait: Eager Partner
While Obedience remains below 40%, 1/4 Motivation cost to deploy and +50% PLEA and EXPO damage
First Hypnosis: Demon Lord
Hostility: 21% (Ambivalent about humanity)
Deviancy: 47% (Twisted sexual desires)
Obedience: 37% (Obeys due to expectation of rewards)
Disgrace: 63% (Viewed with contempt)
EXPO is less than a third her max, yet she refuses to drop it.
This isn't a bug, but it is an extreme edge case based on Mayhem's personality roll. When Forsaken decide on their combat style, they multiply each expertise value by up to x2 depending on their personality, which means that the 58k there ends up looking like 116k to Mayhem. In other words, as far as she's concerned, it's not EXPO that's the outlier - rather, HATE is the one that's much lower than the others. And so she picks a combat style without HATE. If you keep going, she should switch before too much longer.
I have a game on my tab "antimatter dimensions" in which I spent... waaaay too much time. When others ask me about it, I can only say something like "It's ehh a game ehh about ehhh numbers.... ehhh?"
So yeah, there are people who can enjoy orgy for 45 turns, lol.
I used to enjoy that one, too. Ah, memories.
Sure,
Here's save I'm trying out with - Cheated start with all 3 characters going through same kind of treatment, doesn't matter who to focus, result is same for every one of them.
EDIT: cleared up save slots there
Thanks for uploading this. It is indeed a bug with the way that anal virginity is stored and displayed for Chosen.
Is it a bug that the negotiate downtime action isn't giving any EE? If you go to a Chosen after they do it, it says yesterday they awarded +15 EE (Distortion-related Downtime Action) but I have two negotiations going on right now and I only gain +15 EE a day from the odd girl out, and in the day's end report for each negotiated girl there's no +X EE statement.
It looks like the code to store the previous day's EE generation was buried in a conditional that required positive EE gain, so days where you generate no EE wouldn't change the number even as the description itself correctly noted that a Distortion-related downtime had taken place. Thanks for the bug report, it'll be fixed in the next version.