well this is odd, I thought i set up a save with angels where none of them have any breaks, but when I went with that save both angels show up with a T2 broken at the least, was there a detail I missed in the patch notes or something, what's going on?
It feels like the game is slowing down massively after importing a few rosters. Anytime something needs to load, it can take up to a minute to respond, pretty much to the point of unplayability.
It'd be real cool if an "easy" mode gets added that gets rid of the deadline to corrupt all the survivors in the campaign setting. Just sayin, I never manage to succeed in any loop past the first without massive save scumming because the deadlines make the already difficult game insanely harder, and I am totally fine with being called a scrub for it.
well u can just follow the goblin guide it works till this day i believe... it got me to city 4 where i lost to my first superior chosen lol a lot of save scam and try and error xD
I'm experiencing an insane Mandela effect right now. I could've sworn that going aversion on all 3 Chosen and triggering it gave you a ton of EE at the end of the day, since they're all catatonic and unable to stop your forces.
It feels like the game is slowing down massively after importing a few rosters. Anytime something needs to load, it can take up to a minute to respond, pretty much to the point of unplayability.
How many Custom Chosen and Saves do you have, as while I'm not sure if a large Custom Chosen roster will result in slow down, having a lot of saves does slow down the game.
One QoL feature that would be nice, would be a skip to the next city button on the post battle training screen. I might be missing something about training, but more often then not I just pick a plan for each forsaken and just press pass time until the city choice comes up. for the one loop I manage to finish early I had 23 days of training before the next city, and just pressing forsaken -> pass time -> confirm -> continue x23 was quite tedious.
How many Custom Chosen and Saves do you have, as while I'm not sure if a large Custom Chosen roster will result in slow down, having a lot of saves does slow down the game.
I added the Suntorn Dawn roster, the two Fate rosters, and the Bleach and Persona rosters; so, a decent number of custom Chosen. No saves at all though, this was on a completely fresh download of the game. And I didn't have any problems with slowdown in previous versions using most of the custom Chosen I used here, at least until I inevitably bogged the game down with tons of saves.
what is illusion armor? also I'm making a list of all the armor ID descriptions if that interests anyone. It's more for me but i figured I'd share with everyone after it's done
One QoL feature that would be nice, would be a skip to the next city button on the post battle training screen. I might be missing something about training, but more often then not I just pick a plan for each forsaken and just press pass time until the city choice comes up. for the one loop I manage to finish early I had 23 days of training before the next city, and just pressing forsaken -> pass time -> confirm -> continue x23 was quite tedious.
Training Plans are meant for more minor adjustments, so good when a Forsaken is only within a few % of your targeted corruption stat or reinforcing the fighting style you want them to use. Training days however are used for manual training, where you want to make larger scale changes to the Forsaken, as manual training increases corruption and expertise much more, allowing you more quickly getting into the corruption range you want and change their fighting style. Of course though, if your Forsaken are already trained to where they need to be and your new Forsaken are useless and not worth training, then all those training days become pretty worthless since manual training isn't worth doing when you already having your corruption stats and fighting style set.
I added the Suntorn Dawn roster, the two Fate rosters, and the Bleach and Persona rosters; so, a decent number of custom Chosen. No saves at all though, this was on a completely fresh download of the game. And I didn't have any problems with slowdown in previous versions using most of the custom Chosen I used here, at least until I inevitably bogged the game down with tons of saves.
Huh, not sure then. Release 51 did just come out so the update probably caused some optimization issues that just haven't gotten fixed yet, and if it's potentially tied to having a big roster that especially makes sense with the fact a new species was added which probably mean some of the coding with Chosen generation was messed with.
"On one side she's concealed within her torn cloak from her shoulder all the way down to her wrists. . It doesn't really hide her heavy breasts." random dot in place.
"EXPO up! down her thighs as she writhes in orgasm." Words missing here
"The tentacle fucks her even as it fills her upand she hates how good it feels." no space between up - and.
"His torn robe clings to his shoulders and along his arms all the way down his arm so that only his fingertips poke out. . It doesn't really hide his chest. " random dot between out and it.
He's completely unable to hide his cum dripping down from under his torn torn robe, enhanced by your hypnotic spores. <- torn appears twice.
Edit for question - So I redownloaded the game to look at the base portraits we have and I noticed there's a folder called Devil. So, I'm assuming that's another folder that needs portraits?
Thanks for catching these issues. They should all be fixed in R51.
And yes, each species gets its own subfolder in for all non-boss, non-NPC names. If the subfolder is empty, though, the game will just use the base portraits for that name.
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:
Adding a way to decouple personality stats from dialogue flavor is something I want to do, but it's going to be pretty tricky because of how the gameplay effects and the flavor text are currently often mixed up in the same block of code. Don't expect it anytime soon.
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:
Can confirm that this bug is still happening in Version 50. It seems to be triggered by going to the Next City screen, then backing out before choosing a new city. So if you go to the Next City screen, you must proceed to the next city or the bug will occur and ruin the save file.
EDIT: I just tested this theory by trying to recreate the bug, and I was able to hit the Next City and back out without triggering it. My bugged save file is still bugged, however.
Got it too:
If chosen is pregnant and after clicking "next city" she gives birth -> that bug appears.
If she just progress to next preg stage, than no bug.
Mb just move that progress event after player selected next city??
Also, just realised, that we can try to impregnate the chosen again just for lulz to see how game reacts.
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.
The game actually does already use a raffle-like system (though I understand that it's hard to tell with how messy my code is). However, your Influence will still pile up just because there aren't enough heavyweight items to make it likely that you'll go through it all. If you're getting 10 Influence per loop, you need to be picking an item worth 20 Influence on average in order to break even, and that number goes up by a lot with the extra Influence from warp routes or Splendor breakage. I didn't include many high-Influence items originally because there was so little to do in campaign mode, but I definitely need to remedy that soon now that we're well into the double-digit loops.
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.)
I haven't been able to reproduce this or identify any code that would make it happen. If you see it again, I'd appreciate a save file I can test in order to see what's going wrong.
You know what this game truly would benefit from. Minor Quality of Life. Stuff like keybinding the next page or -> button to the the actual -> on your keyboard. and <- to the left <- on your keyboard. It would make moving through pages when it lags sometims way easier and make changing cloth and going through tabs way easier. When you have a lot of forsaken or 40+ custom characters its kinda painful to spam click as different name length change the -> location. Another request is a delete all saves. I know you can just remove the saves.sav but you lose the archive. The game drastically lags if you keep a lot of saves.
This would be difficult because of how each menu scrolling button is coded as its own thing (rather than using some sort of shared code). It's one of the big things I want to do better in my next project.
it would be neat if the forsaken recongized alternate timelines of themselves (say if you loaded a file after beating them in one way in the final battle to see how other ways of playing out could go) as, alternate versions of themselves. if you got different timelines of them as forsaken, or fought their past chosen versions with their forsaken version of themselves. it might be hard to implement tho, idk.
The item: Dimensional Kaleidoscope can make this happen, essentially. I've not played with it much but you can access it in the Devilish clash under Single Play, if you'd like to see how these situations are treated via dialogue and interactions.
It might actually be pretty simple to make the game use the existing special dialogue for Dimensional Kaleidoscope duplicates when meeting Chosen with the same ID. In any case, there's more I want to do with this concept in the main game proper, so I'll take a look.
Ehmmmm i know cheating may broken the game but don't know it's can be this broken. Pls dev, you can add some feature about auto backup save file or separate the one big save to many smaller one like actually save slot in game.
Btw i find the bug when the chossen become futanari and Demon Lord meet her and make her cum, the game freezing when the chossen cum and literally can't continue , because it's gone (the button) and can't do anything about it. (sorry for my bad EN but damnnn the save broken hurt like a truck - not much time waste because it's cheating but it's hurt)
I tried to take a look at your save, but it gave me an "end of file" error, which usually means that the game was closed in the middle of trying to write data to your save file.
Well if you're fine with the Tres Magia not being uniform, then there's actually already a "forsaken" version of Magenta in the series to look to as inspiration
well this is odd, I thought i set up a save with angels where none of them have any breaks, but when I went with that save both angels show up with a T2 broken at the least, was there a detail I missed in the patch notes or something, what's going on?
This is a bug resulting from the way the Angelic Clash scenario is coded. Because the fight could be much harder against an Angel Chosen who didn't start with any breaks, I made it so that the one in Angelic Clash would always start with broken Minor Vulnerabilities. But I didn't notice that the code there is also applied to single play custom games, which is overriding the settings of single play custom Chosen. I'll make sure to fix this.
One QoL feature that would be nice, would be a skip to the next city button on the post battle training screen. I might be missing something about training, but more often then not I just pick a plan for each forsaken and just press pass time until the city choice comes up. for the one loop I manage to finish early I had 23 days of training before the next city, and just pressing forsaken -> pass time -> confirm -> continue x23 was quite tedious.
I want to encourage players to use the full Forsaken training system (as opposed to just the automatic training one), but I suppose it would be good to have an option to skip it for players who just don't need quite so many training days.
I added the Suntorn Dawn roster, the two Fate rosters, and the Bleach and Persona rosters; so, a decent number of custom Chosen. No saves at all though, this was on a completely fresh download of the game. And I didn't have any problems with slowdown in previous versions using most of the custom Chosen I used here, at least until I inevitably bogged the game down with tons of saves.
what is illusion armor? also I'm making a list of all the armor ID descriptions if that interests anyone. It's more for me but i figured I'd share with everyone after it's done
In the clothing system, every body part covering has a "layer" and a "material". Tattoos use a material which can be seen but which can't be touched (though there's still not very much flavor text which makes that distinction). If you use that material in a non-tattoo layer, then it's described as an illusion.
SetMinimumSize change kinda makes the game unplayable on Linux, the version before the change (like R40) works fine, but in current versions you get some the buttons and text offscreen even if you go fullscreen so the only way to play would be to constantly drag the window left-right in windowed mode.
I've attached screenshots for easy comparison of how it looks
The game actually does already use a raffle-like system (though I understand that it's hard to tell with how messy my code is). However, your Influence will still pile up just because there aren't enough heavyweight items to make it likely that you'll go through it all. If you're getting 10 Influence per loop, you need to be picking an item worth 20 Influence on average in order to break even, and that number goes up by a lot with the extra Influence from warp routes or Splendor breakage. I didn't include many high-Influence items originally because there was so little to do in campaign mode, but I definitely need to remedy that soon now that we're well into the double-digit loops.
A reminder--when I look at your code, it's comment-free and through a Java decompiler--I don't see it the same way as you do. Also Java is definitely not my preferred language so keep writing code the way that works for you, not me. I'm interested to see what you add!
Loops specifically refer to one city invasions. Basically, A Single Scenario can be called a loop, in this case a closed one since you can't move on to a new city. In campain, the first city you successfully take over is loop 1 with the next city you attack being loop 2. Beating city 2 opens up loop 3 and so on. This explanation ignores the warp system since I never played around with that.
Loops specifically refer to one city invasions. Basically, A Single Scenario can be called a loop, in this case a closed one since you can't move on to a new city. In campain, the first city you successfully take over is loop 1 with the next city you attack being loop 2. Beating city 2 opens up loop 3 and so on. This explanation ignores the warp system since I never played around with that.