Sure, I get the idea of keeping it consistent with whatever explanation works, just wanted to share that it feels a bit bad right now with one status showing them panicked fleeing and another status showing they're still helping their allies escape. Just a flavor thing, mostly.
That's fair. I've penciled in some alternative flavor text for fleeing Angel Chosen to show how they're still affecting the battle despite fleeing from it.
Yeah I think it's fine where they're at. Where I'd be concerned is--can Angels and Devils mix in a loop? I don't think I've seen that offered before but it seems like that'd be a damn-near impossible combination. The Angel would absorb Angst from the Devil, lowering the minimum damage the Devil takes, and raising her own Angst, further raising the damage resistance on the Devil.
Edit: I just got offered one. I don't think it's doable based on how I see it working.
They can, and indeed they'll be guaranteed to do so in the upcoming boss fights. The game forbids a loop from generating three Angels or Devils at once, so their respective boss fights will include a mixture of species. While Splendor is sabotaging you from within, Judgment (the Devil boss) will commandeer a couple of Angels to finish you off. And after Victory has been defeated, Love (the Angel boss) will offer herself to a pair of Devils in exchange for help rescuing her.
Rather than adding special interactions to make the Angel/Devil pairing less punishing, I'll probably just make it cost more difficulty points during loop generation instead. It's definitely harder, but it's not fundamentally impossible. They're still vulnerable to blitz tactics that rely more on bonus EE than on daily EE, and some of the upcoming heavyweight items will work quite well against them too. I think it should be plenty possible to make a plan and prepare for the challenge (though we'll see if I still feel this way after I've done a proper playtest against them).
So I have to admit I think I spoke too soon about Megalomaniac being "easy" to trigger. Considering that for maximum benifit you have to do multiple second in commands and have to leave the previous one( Which could have quite possibly been one of your better forsaken), I would say it is more balanced than I thought. Especially in long term as the loops get harder. Now that I want to get an Angelic forsaken as second in command since I have found the "Main" Undead forsaken I wanna use, I actually have to play carefully in order to trigger megalomaniac on her because of the Hate/Plea/Expo T3 actions of Angels.
Yes, my goal for the last two Distortions was to make it so that they're easier to trigger in any given loop, but harder to make good use of in the campaign as a whole.
Edit: Of course, they won't actually clear their Trauma until the Orgy. I always forget about the Castigation ability.
CSdev I should note that there's no Castigation text for the Chosen that were Tempted but unable to do it because of the Devil, unlike the other times that this happens.
Oh, that's actually a bug. I wrote the flavor text, but coded it in such a way that it doesn't properly show up. This will be fixed in the next version.
It's actually in custom not campaign, As for the days i'm already past day 50 in my attempts to make her use it. She also done the other sinful actions after day 50, it's just the exposure one she dosen't do.
I did that too.
Because the Undead version of Striptease has an effect which persists for the rest of the loop, its decision weight depends on "how many days are left in the loop". If you're past the scheduled day of the final battle, this factor goes negative and makes it so that the Chosen will never use the move. I'm going to change this for the next version so that even after the final battle (and when very close to the final battle), the factor always remains at least a little bit positive.
So a really minor thing but it would be nice if you spare a forsaken her loop "partners" gain + Training consent. Seems kinda weird of them fearing treatment of their friends after sparing them.
Currently, they'll never forgive you for what you do to a loved one's Obedience score, regardless of whether you spare them afterwards. It might make sense for the modifier to get a positive bump to show gratitude for sparing the loved one - but at the same time, you don't have as much leverage over them when the loved one is outside your direct control. I'll think about it.
The ability to choose spared Forsaken to add to an orgy when meeting with a Forsaken (spared or otherwise) would be nice. I want to continue breeding my fucked up lineages of Chosen even when all the ones I have currently met don't have any use as active Forsaken.
This was an oversight - it'll be fixed in the next version so that you can add any combination of Forsaken and spared minions.
An idea occurred to me: I remember a while back there being the comment about the lack of ability to have draconic chosen in the game. If the dev ever ends up adding another tier of Chosen to the game, I could see the addition on the Animalistic side of things being Mythical Beasts which could include stuff like dragons, griffins, unicorns, etc. and then as a counterpoint on the undead side of the tree you could have alien/eldritch. Things not of this world in one way or another.
Any extra species added at this point wouldn't have any bosses associated with them. But I must admit that mythical beasts and alien/eldritch Chosen would fit their respective themes quite nicely. They could still show up after Wisdom and Reason are defeated. I'll add it to my 'maybe' list.
noticed a missing word on distract, between "so that" and "be completely visible"
Thanks for the typo catch. This is another one that happened when adding the clothing customization feature.
Something the game doesn't tell you explicitelly (I think) is that the mg will start flying when they break free after a capture that happens after extermination is over. If you capture a girl at 139/140 extermination, then once that capture is over you'll be able to capture her again
Once you have a commander with 2 captures this means you can do 1 at the start on a mg, then capture another mg, then the first mg again before extermination is done, then capture girl 2 and girl 1 again once extermination is almost done
If girls 1 and 2 have say, 10 opening, and extermination is at 139/140 you can capture girl 1, extermination goes to 140/140 but battle doesn't end. 9 turns later you capture girl 2, girl 1 gets free, battle continues because girl 2 is capture, girl 2 now says flight inminent. Then 9 turns later you can capture girl 1 again (should have a massive opening), she'll be "flight inminent" and girl 2 will be flying.
Getting to 3 captures on 1 girl is how you get to a lot of trauma and therefore the breaks
Lining up a 5 or higher turn orgy also gets enough trauma to get all or most t3 breaks on all girls too if you can get it to happen
It does mention the rule at the end of Step 2 of the guide.txt. But given how fundamental it is to making strategies for the game, maybe it should be featured more prominently.
I think it's fine for the items to have different power levels, and I think that Tomorrow's Newspaper is the most complicated item (for players who don't know the game) and for it therefore to have significant upside. If I were trying to design something like it from scratch that's a bit better balanced it would be something like:
Tomorrow's Newspaper: You may spend 3EE to summon a 4-turn 2-Capture Commander with no other special abilities. All Upgrade purchases increasing either maximum Duration or maximum Captures cost 1EE instead of their usual cost.
This item would still be really good for early Loops but would fall off in usefulness once cheap Forsaken are available.
Inferno Pepper: When sending out a Commander, gain x EE, where x is the lower value between the cost of the Commander or double your number of items.
I still wouldn't take it personally but it's at least feasible and opens up different options for Commander-based play.
Unicorn Lard: Whenever a day goes by with no battle taking place, gain Evil Energy equal to the number of items owned, and (if some Chosen haven't appeared yet) guarantee that a new Chosen will arrive the next day. While this item is owned, an option to move to the next day without fighting will always be present. On days with combat where no Defiler action was used, gain an additional 1EE during Downtime.
Now it's free EE to help you get set up at the beginning of Loops, and summon Chosen early during earlier Loops (in later loops they appear so fast that this feature isn't needed). And with these changes all of these are good starting items, as in, they give you a boost in earlier Loops that is gradually succeeded by the tools you develop in later Loops.
The starting items definitely scale differently into the midgame and lategame. Before taking a serious look at rebalancing them, I also want to see how the associated heavyweight items shake out. Even if the heavyweight items are selected separately and have a separate Influence cost, the property of "allows this other item to show up" is still a relevant balancing factor.
I'm working on one that may be helpful. Currently it only goes through Day 4. Be sure to download the included saves.sav file or the instructions won't make sense/won't work correctly.
You must be registered to see the links
(updated R53)
By loading the game and using the text file as an old GameFAQs step-by-step walkthrough with explanations for each button press, you should be able to learn something about:
The game interface
Traumas
Circumstances
Angst
Demon attacks
Thrall attacks
Evacuation and Extermination
Downtime and Evil Energy
HATEred
Maybe a little about multipliers?
It's nice to see such a detailed guide! This is making it clear that the time is ripe to fix the in-game commented replay feature. Next month is already earmarked for the sixth Distortion, but we'll see where we can find time for it after that.
When I'm customizing a chosen's outfit, can I also customize what weapon they use? if so, How?
also, are these preview costs actually accurate? I'm hitting Zenith with Negotiation, and Midnight with Megalomania, but I'd like to actually be able to use these girls without breaking out cheat engine
Also, once you have Forsaken, is it possible to Export their customized outfits for later use in other modes, or when making custom chosen?
In order to add a custom weapon to an outfit, you need to delete the previous weapon. Then, when adding a new article of clothing, a new toggle will show up that lets you designate that article as the character's weapon.
The list of exported clothing is attached to your .sav file, so it can be carried over between different modes. The export button always shows up after all articles of clothing have been confirmed (so, if you want to export an existing outfit, just enter the customization menu and hit "Next Article" until you reach the end).