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gangstern

Newbie
Apr 2, 2018
17
15
Hello! I'm a bit confused about the item "Acceleration".
Got it in loop 5, effect is :

"While Activated, gain -15 Evil Energy per day, but all Punisher effectiveness increases are doubled."

I don't quite understand the effect, or maybe I don't understand how punisher works? what is the "effectiveness increase" about?

Played without and captured with a punisher, then loaded, activated it, tried the same capture and got the exact same result, so it seems it makes no difference for trauma/circ.

Wonder if I'm using it wrong. I hope someone can enlighten me :)
 

SuperSkippy

Member
Oct 25, 2017
289
134
There used to be tutorial scenario. What happened to it? I'm making no progress and can't even break a single vulnerability in my first loop. I'm stuck making only 3 EE per turn. When are you supposed to be able to break first vulnerability approximately?
Anywhere between day 8 and day 12 depending on your start item and how effective you are at making the third Chosen show up.

A recent beginner's guide might help.

Hello! I'm a bit confused about the item "Acceleration".
Got it in loop 5, effect is :

"While Activated, gain -15 Evil Energy per day, but all Punisher effectiveness increases are doubled."

I don't quite understand the effect, or maybe I don't understand how punisher works? what is the "effectiveness increase" about?

Played without and captured with a punisher, then loaded, activated it, tried the same capture and got the exact same result, so it seems it makes no difference for trauma/circ.

Wonder if I'm using it wrong. I hope someone can enlighten me :)
This item only does something once you've gotten to the phase of T3 breaks.

When a Chosen uses a tier 3 defensive move (Slaughter, Fantasize, Self-destruct, Striptease), their related Punisher effectiveness goes up. For example, their use of Slaughter makes Impregnation Effectiveness go up by a certain percentage. This has two effects:

1) Commanders with that Punisher get this bonus to effectiveness.
2) When the effectiveness is over a certain threshold (determined by your achievement bonuses, starts at 1000% in Loop 1) a Commander with that Punisher will cause a Total Break (t4 break), which is generally used to set them up in the final batttle to have their Resolve damaged.

What Acceleration is supposed to do is double those gains when Chosen are using tier 3 moves. So, let's say your Chosen has unlocked Self-Destruct, and the first time in a fight they use it, you would gain 120% Drain effectiveness. With Acceleration activated you'd gain 240% effectiveness instead (assuming the item works as advertised; I've never actually used it).
 
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McHuman

Member
Nov 8, 2019
387
219
There used to be tutorial scenario. What happened to it? I'm making no progress and can't even break a single vulnerability in my first loop. I'm stuck making only 3 EE per turn. When are you supposed to be able to break first vulnerability approximately?
There hasn't been one for as long as I've been playing, so if one exists it stopped being maintained a while ago. But for help I can refer you too some of the guides I've written:

General early game guide

Basic mechanics/stats/modifier guide

Very basic loop 1 item pick comparison

Hello! I'm a bit confused about the item "Acceleration".
Got it in loop 5, effect is :

"While Activated, gain -15 Evil Energy per day, but all Punisher effectiveness increases are doubled."

I don't quite understand the effect, or maybe I don't understand how punisher works? what is the "effectiveness increase" about?

Played without and captured with a punisher, then loaded, activated it, tried the same capture and got the exact same result, so it seems it makes no difference for trauma/circ.

Wonder if I'm using it wrong. I hope someone can enlighten me :)
Punisher Effectiveness refers to the precent that appears next to a vulnerability after doing the T3 Break, so "Punisher effectiveness increases are doubled" refers to increasing the effectiveness gain from Chosen using T3 Adaptations, it doesn't directly effect the damage done by the Punisher upgrades for Commanders (though it does indirectly as a higher % means more damage by the Punisher).
 
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Karnewarrior

Well-Known Member
Oct 28, 2017
1,489
1,706
Currently trying to update the Meguca pack to v50

I feel like I've got their personalities locked in, but they won't squad up together because it involves a lot of overlapping vulnerabilities and the game doesn't like that. I can turn that off, but that also turns off the friendship scenes and such, which kinda sucks.

I kinda wish there was a way to give them a set of vulnerabilities, and then give them dialogue/personalities separately. Like if I give Kyoko 50/100/0/0 she gets the "wild" personality, but maybe I want her to be a 0/50/0/100 "wild" girl. The game currently considers those vulnerabilities what I've been calling the angry-depressed personality, and there's no way to switch it over to tell it to print wild dialogue instead.

It'd be kinda nice if there was a more widespread naming system too. Here's what I've noted down after a couple hours fiddling with vulnerabilities - it's incomplete, possibly incorrect, and probably vague, but it should be a start:

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wibblywarble

Member
Aug 3, 2018
114
19
CSdev I found a bug with current release where when I tried progressing to the next city and the forsaken message came up about pregnancy progressing it freezes and won't continue every time. The first time worked fine but I decided to reload before choosing the city and now it won't progress to the city selection:

1707866367509.png

And then if you maximize the screen then put it back to normal while it's frozen like this all the buttons completely disappear

1707866416526.png

Just figured I should let you know
 

prandom

New Member
Sep 16, 2017
8
0
For some reason, in the current release, I have stopped being able to run the game. When I boot it up, it just goes to a blank white screen. I did some investigation in the thread, and it looks like it might be an issue with having transferred a save from the previous version. However, the game was working fine up until today, and I don't know what might have changed. Anyone have any advice for how to get the game working again?
 

McHuman

Member
Nov 8, 2019
387
219
For some reason, in the current release, I have stopped being able to run the game. When I boot it up, it just goes to a blank white screen. I did some investigation in the thread, and it looks like it might be an issue with having transferred a save from the previous version. However, the game was working fine up until today, and I don't know what might have changed. Anyone have any advice for how to get the game working again?
Did you try to move your save out of the main folder and launch the game? Save file related issues aren't exclusive to version incompatibility, they can also just get hit with a particularly nasty bug that breaks the save file.
 

prandom

New Member
Sep 16, 2017
8
0
Did you try to move your save out of the main folder and launch the game? Save file related issues aren't exclusive to version incompatibility, they can also just get hit with a particularly nasty bug that breaks the save file.
Yeah, it worked when I did that. Does that mean that I need to restart, then? Or is there a way to recover the save? And how can I avoid the bug in the future?
 

Megaxz

New Member
Feb 12, 2018
12
23
Game is good but too long. It should be rebalanced to 30 days per loop. 50 days is just too tedious.
 

McHuman

Member
Nov 8, 2019
387
219
Yeah, it worked when I did that. Does that mean that I need to restart, then? Or is there a way to recover the save? And how can I avoid the bug in the future?
Unfortunately the question of "how do I fix this" goes beyond my knowledge, as far as I'm aware there is no recovery nor do I know whatever bug could've corrupted the save.

Game is good but too long. It should be rebalanced to 30 days per loop. 50 days is just too tedious.
It's balanced like that for a reason, as you progress the campaign the loops get shorter. 50 Days may feel tedious for you early on, but that feels a lot better than being restrained to 5-10 days in later loops. Also once you learn and get good at the game clearing Loop 1 in around 30 days is entirely doable, hell the Skip condition for Loop 1 is to do just that.
 
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SuperSkippy

Member
Oct 25, 2017
289
134
Game is good but too long. It should be rebalanced to 30 days per loop. 50 days is just too tedious.
If you're finishing before Day 50 you can spend your extra EE and get Imago Quickening--you don't have to wait for the end of the loop.
The only place I find that I can't do that is in the Splendor boss fight, and I'll freely admit that I find the last part of that one tedious.
 
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wibblywarble

Member
Aug 3, 2018
114
19
How do you get more items in campaign after your starting one?
Each loop there's a chance one of the cities will have an item you gain for choosing it. You'll see the item on the city select screen. I don't know exactly how it's calculated but just keep playing and you'll accumulate more items over time.
 

SuperSkippy

Member
Oct 25, 2017
289
134
How do you get more items in campaign after your starting one?
You got offered a new item with every odd-numbered loop you start. When you chose Loop 2, you saw an influence value with that choice. On odd loops, you'll see that number go down and an item will be offered. All items have an influence value that suggests how strong they are, and that value is subtracted from your earned Influence. The highest cost item is Akashic Record (40 inf, choose and gain one of 3 items) and the lowest is Crown's Pantsu (7 inf, Advanced Species no longer get extra Morale in the Final battle). Starter items are valued at 30 influence.

"wibblywarble" said:
Each loop there's a chance one of the cities will have an item you gain for choosing it. You'll see the item on the city select screen. I don't know exactly how it's calculated but just keep playing and you'll accumulate more items over time.
Explained a bit above, but the influence is calculated like this:
Each species has a difficulty modifier: Superior = 11, Undead/Animalistic = 22, Devil = 44
From the available cities, the one with the lowest difficulty modifier is calculated as the baseline (simple summing of different types). The other cities have an influence penalty equal to the difference between their difficulty modifiers.

Then the new influence calculation goes: current influence + 10 + lowest difficulty mod - inf penalty ( which is 0 if choosing the city with less advanced species)

All of that is based on decompiled code and a very shallow reading, so I could be messing some of it up.

If you gain an item, which you will on odd loops, it shows you the influence minus the cost of this item.

Interestingly, this means that the reward structure is a bit different from what players might expect: the way to get more influence (and better item offers) is to take paths with fewer advanced species Chosen. This means the rewards are balanced out somewhat, since the strength of your future Forsaken are in large part directed by the strength of the Chosen you face. So you can in theory choose between stronger Forsaken and weaker items or weaker Forsaken and stronger items in such a way that players that haven't been letting Chosen fly away/get killed/commit suicide should be roughly the same strength on any given loop.

In practice, it may not always work that way because of how the item code is set up. In practice, I see some potential issues with the way that the offered item is generated.
An item is randomly selected from the list of all items that:
1) Have cost <= the influence after picking the new city, and
2) Have not come up before.

Since this item selection seems to me to be random and unweighted (not 100% sure of this, but that's my impression) you're a lot more likely to get cheap items as you can be offered them in more different game states. Suggestion for CSdev : weight this selection instead as a raffle, where item cost = number of tickets, so that players are more likely, but not guaranteed, to find an item that uses up more of their influence. In my Loop 14 I've got something like 80 influence, I think? Eventually if I keep going I'll reject most of the cheapo shit that doesn't fit with my plans and be left with good items but it's unlikely that number is coming down much--which means permanently untapped potential.

While I'm doing my everything about influence post, here are the influence numbers for warp/empty city/alternative routes:

Loop 2--13 inf
Loop 4--14 inf
Loop 6--17 inf
Loop 8--19 inf
Loop 9--19 inf
Loop 11--22 inf
Loop 12--22 inf
 
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wibblywarble

Member
Aug 3, 2018
114
19
You got offered a new item with every odd-numbered loop you start. When you chose Loop 2, you saw an influence value with that choice. On odd loops, you'll see that number go down and an item will be offered. All items have an influence value that suggests how strong they are, and that value is subtracted from your earned Influence. The highest cost item is Akashic Record (40 inf, choose and gain one of 3 items) and the lowest is Crown's Pantsu (7 inf, Advanced Species no longer get extra Morale in the Final battle). Starter items are valued at 30 influence.
Quick question, is influence purely for buying items?
 

PixelLewd

Member
Jan 31, 2022
145
278
Currently trying to update the Meguca pack to v50

I feel like I've got their personalities locked in, but they won't squad up together because it involves a lot of overlapping vulnerabilities and the game doesn't like that. I can turn that off, but that also turns off the friendship scenes and such, which kinda sucks.

I kinda wish there was a way to give them a set of vulnerabilities, and then give them dialogue/personalities separately. Like if I give Kyoko 50/100/0/0 she gets the "wild" personality, but maybe I want her to be a 0/50/0/100 "wild" girl. The game currently considers those vulnerabilities what I've been calling the angry-depressed personality, and there's no way to switch it over to tell it to print wild dialogue instead.

It'd be kinda nice if there was a more widespread naming system too. Here's what I've noted down after a couple hours fiddling with vulnerabilities - it's incomplete, possibly incorrect, and probably vague, but it should be a start:

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Thank you for your work, both on the pack and with this testing for the personalities, because I know it couldn't have been easy to go back and forth to check. And it would indeed be nice to have those options(and hopefully a full list of the personalities like you've done)
 
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TheFakeOne23

Newbie
Feb 9, 2020
45
13
It seems like when you tempt a chosen who has lost their virginity, in my case to another chosen during a personal encounter earlier in the loop, she´s only using tempt descriptions that describe her as a virgin or unwilling to have vaginal sex, but her vaginally penetrated counter does go up. (This is from a R49d campaign, so not sure if it´s still the case for any R50 versions, but I thought I´d mention it anyways.)
 

JeffDunham1

New Member
Apr 28, 2018
9
8
Shout out to McHuman your starter guides and explanations got me the first wins on the normal mode. I'm very much learn by doing so having a general game plan and some initial steps was a godsend.

Now comes the second and looking to be bigger wall of figuring out forsaken. Holy cow seems like there is even more here.

I have no idea what I want my forsaken to do or how to get them there, and the permanent nature of the stats is pretty intimidating. That and it seems to be on a time delay of testing whether what you've built will even work how you expect so experimentation is difficult as well.

We'll see if this forum can bail me out again at some point or I just see how long I can fumble around in a campaign with botched forsaken 0-o.
 
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