Thanks for the reply, would the compatibility issue be fixed in the future or should i just delete my current save?
I believe that the fix should make it possible for saves which didn't work in R41 to start working correctly again in R42.
One thought for this might be a replacement of Antipathy that allows chosen to sacrifice themselves, instead of their enemies, either to free an ally or just hasten the end of the battle. Not sure how this would be balanced with the boss chosen but it's an idea.
I've considered this, but the main issue is that having any Chosen die in the first place is generally a sub-optimal result. An upgrade that makes it more likely for the Chosen to die might make it easier to win that loop, but it'll slow down the player's overall strength progression.
I found a minor bug
if you are targeting a flying champion with the temptation distortion
using a flying commander with no suppressors
and have the Networked Consciousness upgrade
You can not tempt a chosen on captureas the tempt option dose not appear,
You can however tempt her on the next turn.
Thanks for catching this. It'll be fixed in the next version.
Did the chosen downtime logic change in 41? I'm noticing that sometimes when I pass time, the chosen choose to do an action that generates no EE, when in the past they would have generated at least 1.
View attachment 2611786
If they have over 200 angst, shouldn't they be generating EE?
R41 included a bugfix that was causing some weird decisions for Chosen group actions, but that bug had also been concealing an underlying issue with low-tier sinful downtimes. Apparently, back in Release 1, I had decided that ANGST should only be a factor when deciding whether to perform downtime actions worth +2EE and up (i.e. Chosen currently only consider FEAR, DISG, PAIN, and SHAM when deciding whether to perform +1EE actions). R42 will properly have ANGST be a factor for those actions as well (each point of ANGST will be worth 1/10 of 1 point of trauma, which is similar to how other downtime action decisions work, so 2000 ANGST will guarantee +1EE even if all trauma has been resolved).
Hey is the reletionsship custom option bugged? As none of the custom chosen I set as reletions appear
I wasn't able to reproduce this bug. If you can upload a save where it happens, I'll take a look.
I don't know if this is a bug or not, but I've got a chosen in loop 2 that's not taking any FEAR damage on day 1. (Seems like I can damage it if they've got some angst built up.)
City stats are:
Damage Mitigation: 3% per level
Preparedness: Final Battle on Day 47
Luxuries: 160% Trauma resolution speed
View attachment 2627556
Relevant save is C2-Start, it's the day 1 start of the new city.
I'm basically starting the fight with a can of
orgasm Whoop-ass, hit slime,attack,threaten - surround - caress,pummel,force orgasm. You know, the standard early EE gen rush before early 2EE forsaken are available. I feel like that x64 damage to Fear would do... something.... but it's still net 0 damage. Kind of odd. Makes me feel like there's a multiply by zero going on here.
Chosen base susceptibility to trauma and damage ranges from 0-100. The bonus from ANGST normally makes it so that a value of 0 isn't much worse than a value of 1, but this is an edge case where it is. It's not a bug, but it might be something that should be rebalanced.
Just defeated Victory on loop 10 of campaign. Honestly i never thought I would beat her. Got Negotiation on her with all t4 breaks too. Was wondering if there will be a "Boss" achievement in the future. I mean the trait is nice but i think it would be better if there was something else which helped in future loops or in beating bosses, or maybe an item drop?.Just a forsaken trait seems a bit lackluster Or maybe it's just me since before this fight i didn't exactly use many of my forsaken.
As of R41, I agree that the bonuses for beating bosses are a bit lackluster. But once the advanced species are implemented, beating bosses is how you'll unlock them, so I think that will make them feel a bit more significant. And more importantly, the second boss sort of acts as a "boss achievement" dispenser herself - she'll start off resisting and applying penalties even as Forsaken, but as you beat other bosses, you'll be able to flip those penalties into equivalent bonuses.
Also found a bug while i was doing breaks. If an animalistic chosen reduces the commander damaged by 100% through frenzy,this happens if you have a active commander:
View attachment 2628006
Here Victory reduced the commander damage by 100% THIS turn and when Fang's turn came it got stuck here.Clicking continue just repeats this line.
On a side note, I think deep-fried rotor isn't giving any energy with defiler action, can someone confirm this?
Thanks for the bug reports. They'll both be fixed in R42.
I would like to suggest a way of sorting the Forsaken so we don't have to scroll through increasing pages of them to train useful new additions. Call me weird, but I never end up sacrificing any Forsaken, even the ones I know will never get used, so every loop I end up having to scroll even more if I want to start training the few additions that are worthwhile, such as distorted Undead or Animalistics. I understand that the point of most Forsaken is to just get sacrificed immediately or when a better replacement is found, I just don't like removing them from the game that way.
I think having the ability to reorder the forsaken list would be beneficial even for those that keep their rosters small and specialized, though.
Being able to rearrange Forsaken would make sense. In addition, the Angel species of Forsaken (which will be unlocked by beating Victory) will provide you with options to "retire" Forsaken for various passive bonuses, which will allow you to interact with the happily-retired Forsaken if you feel like it, but will also reduce clutter on the main Forsaken list.
Did you happen to note the bug I mentioned within the typo report?
Yes, it was related to a bug in the custom sex scene code which was causing some other reported crashes as well. They should all be fixed in R42.
Man I want do a new run but new undead boss looks cool dont want restart T.T
For what it's worth, the new boss will also be available as soon as Loop 10, and she'll have a single play scenario too (although the scenario version won't involve all the post-"defeat" effects unique to her).