Thank you to everybody who posted bug reports for R41 and R41b. I do quickly check in on this thread during the bugfix phase after every release, and it's always helpful for tracking down crashes.
I definitely benefited from it, although having to keep using a commander to keep her rampaging was a limitation.
I was expecting either no relationship bonus applied to both or relationship bonus applied and turn drop, but yeah.
Interestingly, that reminded me. Is it intentional that the round ends when you do nothing on the turn when both evac and ext is at 100% and rampancy is still in the sky? (I would still have another capture for example, intending to continue the rampage once she comes down.)
It's working as intended, since even while rampaging, the subject is still helping to clear out the last of the Demons. The only exception is the final battle, where cooperation is necessary to land the finishing blow on the Demon Lord - in that case, a rampage will extend the battle even more than a surround does, because the other Chosen can't prematurely end it by executing the rampager.
So in the final battle: Aversion is instant KO with a long enough orgy reduced baced on how many times the chosen was comatose in the current loop, Negotiation damages resolve with the special action and is boosted by repeated negotiations, Temptation relies on hitting a pleasure target and using the distortion action to KO which is reduced similar to aversion distortion.... The only one that confuses me is Rampancy since it does resolve damage per turn in rampage but I've never managed to get the damage in a singular turn to increase from 4 or whatever value it was. Is this on purpose with the focus being to send the chosen in a long enough rampage to break them? If so what does the rampancy % actually do for the player?
The rampancy effectiveness percentage is a direct multiplier on how quickly HATE and EXPO damage accumulates. This is helpful, because the Resolve lost for each turn rampaging is multiplied by the subject's HATE level (in exactly the same way that Threaten+, Slime+, etc. all multiply the Resolve damage by the associated trauma level).
Oh interesting. FWIW I would have also preferred personality changes not resetting a bunch of stuff like name and family. Was working on homage characters and had to redo those a lot x_x
This is a tricky interface problem to solve, because players might sometimes prefer to know what the default is whenever it changes. Maybe I should just add a separate button to reset the Chosen to the default cosmetics for her current personality.
Is it crazy to idly wonder if some day we'll get a way to cut down our forsaken management without consigning them to the breeding pits? Like what if they did a really good job and you like them but also you don't want to keep scrolling past them all the time because you have more powerful versions. Too bad there isn't some farm we could let them run free on.
This is related to my plans for Angelic Forsaken. Still working on it, though, so I can't give specifics.
Is this game really text only? No ui or pictures? If the writing really is as good as everyone says you should try to remake the game in hmtl/renpy whatever and add art. So many similar games receive a huge amount of money per month.
When I see how much money some of those VNs make, I do sometimes question my choice of genre for Corrupted Saviors. Unfortunately, it's harder to make the visuals line up with the gameplay in a game like this, and people don't seem to like giving money to projects with few visual elements.
I've considered adding more "story" scenes for the boss Chosen and adding visuals for those, but I'm not sure whether spending time focusing on that would go over well with the people who are happy with the game's current focus.
Second Edit: Also found a typo. Not sure where to report typo bugs but...
View attachment 2569032
Typo reports are definitely welcome here too. Incidentally, I find it pretty funny that a typo which has been in the game for so long ended up getting reported by two different players in such a short time period.
No representation for half-siblings, step siblings or lesbian moms in the family system?
Half siblings are possible, but none of the game text acknowledges them as different from full siblings yet. Step siblings will require the game to acknowledge marriage and sexual orientation (which will probably come together, but not for a few more months). Lesbian moms are already in, if you're counting futanari.
I'm trying to train Reaper, a rampancy forsaken but it's rather hard with her low obedience. How much should the total consent be before she accepts the training? Is it fine as long as her total consent is positive even if its +1?
Also, for loved one consent modifier, is it something like:
Consent w/ loved one = ((Forsaken obedience - loved one's higher obedience) +20)?
Reaper's obedience is 15% and her friend, Prodigy (normal forsaken), is at 55%.
Reaper gets +0 (Trying to distract you from Prodigy) as a modifier in-game but the forsaken reference.txt states that a forsaken gets +20 for a loved one, and negative for a loved one with a higher obedience and the trained forsaken's difference. So why is it +0 instead of -20?
The penalty is
up to the Obedience difference, but in practice, it's almost always lower, because it also gets multiplied by a fraction depending on the Forsaken's own Obedience. Forsaken at 80% and higher Obedience will not care at all about loved ones with even higher Obedience than themselves. Forsaken at 60% Obedience will only care a little, Forsaken at 40% Obedience will care a bit more, and so on.
I also ran into some bugs going into the Victory boss fight scenario, I noticed that when entering battles Victory would sometimes use images from her forsaken folder instead of her chosen; it would fix itself by the second turn but it was happening fairly consistently. There was another bug I ran into but I haven't been able to repicate it yet, I think doing a defiler+ on both of her minions caused a softlock where the game would loop their capture dialogue but I only saw it the once and wasn't careful enough tracing the actions back before reloading so i'm not entirely sure what the conditions for it happening were. I'll try to get a save for it if I run into it again.
Thanks for the report about the incorrect portrait folder being set for some of Victory's lines - I think I caught all of them, but feel free to report any others you find.
Also, not sure if this is a bug or intended but when victory gets added to the main menu forsaken roster after completing the scenario she seems to have the same bonuses as a normal animalistic chosen rather than any unique ones, at least for the negotiated version of her I got.
This is because the game generates a new Victory for every playthrough, and it determines whether a Chosen is Victory by comparing her to that playthrough's Victory. So, the only way to use Victory's Forsaken bonuses in single play mode is by continuing past the final battle (and using Victory against herself). Some boss bonuses won't be functional outside of campaign mode, but I guess it would make sense to have Victory's be carried over into single play.
With the addition of angel and demon chosen, I'm curious obout the lore behind them and other chosen types. Do these chosen form from as a result of specific aspects or aspirations humanity has manifesting itself or is it due to another factor?
Hell, I just had an idea of having a sort of progression or achievement system outside of campain loops and scenarios where reaching certain milestones globally would unlock bits of lore about the world and specific species. Say having possession of each distortion type of the animalistic chosen would unlock the entry regarding how an animalistic chosen come into existence as a basic example.
Could even piggy back on the new boss system with lore surrounding either how a chosen becomes a/the leader of a faction or detail more specifically how, say, Victory became the leader of the Animalistic faction.
Have yet to play the new .41 update by the way, this is just a reaction to the changelog at the time of this post.
I suppose I can spoil a bit of the lore regarding Angels and Devils in this universe. When the Psychic Singularity hit and supernatural events started to crop up everywhere, a bunch of people suddenly remembered that they were actually the human incarnations of Angels and Devils who had existed since the creation of the universe. Most of these people aren't actually Chosen, but they still have supernatural abilities of their own. And the ones who
are Chosen are very strong because they're basically getting superpowers from two different sources at once.
Incidentally, there's a big debate over whether these Angels and Devils "actually" existed before the Psychic Singularity. One of the most prominent Chosen, Reason, holds that all the Angels' and Devils' memories of the distant past are just a shared hallucination. But regardless of whether that's the case, Heaven and Hell are real places now, and neither of them are friendly with the Demons.
Using in-game feats to unlock codex entries is an idea that I've considered, but I'm not sure if most players would find it worthwhile. I suppose the item archive accessed from the main menu is already sort of like that - in case you weren't aware, the entry for each item has more flavor text when you aren't viewing it in the middle of a run.
In any case, I do want to write more story entries for the boss Chosen, describing their past history and showing more details about how they react as they're finally corrupted. I plan to go back and write some for Victory if I have time this month.
Sidenote, I'm content being ignored on this suggestion and others I make as Corrupted Saviors is a rather unique game and would rather have the dev's passion shine through the entire product than see the loss of it due to being forced to implement something they don't want to implement, whether that be self imposed or otherwise.
Hmm, An idea for the far off future as most development focus is on campain and chosen types would be a type of conquest mode which follows a system closer to games like eratohok and civilisation (for lack of better references) where you use the cities you've captured to create various items or bonuses to help you're corruption of the world, this being balanced out by humanity gaining the ability to neutralize these cities, whether that be reclaiming the city or nuking it into oblivion. Basically the player would have the option to forgo looping to a new city for however many days they want so long as they could repel the gradually strengthening attacks on the teritory that they have taken. The losing condition in this mode being the loss of their last territory along with the usual condition of losing the main body in the final battle... Maybe an expensive item would be additional main bodies that would serve as extra lives in the event of a failed loop.
Anyway this is a suggestion I'm making for the long off future when CSdev has gotten all they want into the game and desires new ideas to put into the game as this would be a massive resource hog if implemented right this moment. That and conquest mode as I've detailed is heavily reliant on campain mode being done.
This sounds like it might be more like sequel territory. I think it's very important for a game to have a tight focus and keep everything tied to the central mechanic. That said, I'd want any sequel to Corrupted Saviors to be of a
different genre, but still
similar enough that the same players will enjoy both. So, a game with more of a territory conquest focus might fit.
...also when do we get Strap-ons and spanking actions in Custom Sex scenes? Just curious.
As
alex2011 says, the update which decouples Chosen virginity from Morality Break would be a natural time to add that. Strap-ons will require a decent amount of new flavor text to differentiate them from futa penises, so I don't want to half-ass it.
So considering how special this boss chosen is and the way some systems were reworked, what's the likelihood a current loop in progress would be compatible with an upgrade to R41?
I know usually it's 'probably fine, but no guarantees' but this seems like a big change to how chosen are placed in loops.
Does anyone face an issue with saves hanging in version 41? My saves seem to not be working in version 41
I always try to maintain save compatibility, but unfortunately, it looks like this one ended up breaking saves due to an oversight on my part.
I found a bug in 41c. Whenever I use forsaken defilers on the chosen, the stats page doesn't update virginity statuses.
View attachment 2594211
This is the stat screen after using torture on a chosen 2 days in a row. Nothing game breaking of course, but figured it might be useful info for dev.
Thanks for catching this. There are a few cases that slipped by me where certain actions don't increment sex stats. I'll try to fix them all by Release 42.
I would like to know, What does that mean when a ? is in the case for vulnerability? I know that / means it can be broken but I don't know what? mean.
It means that you have a Forsaken whose Punisher effect decreases the progress requirement enough that you'd be able to use her to break it. If you already have that Forsaken set as your Punisher, then the "?" becomes a "!".