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SuperSkippy

Member
Oct 25, 2017
294
136
The exact numbers are unknown, but influence is gained based on the "difficulty" of a loop, which is based on the Chosen species and loop modifiers, the stronger the species (for example, angels and demons give the most I think) and more extreme modifiers give more influence. Seeing current influence isn't possible I don't think.
Numbers are known, actually. You can only see your current Influence value at the end of Loops that don't give you Items. Loops that give you Items will show your influence value after subtracting that Item.

why do you guys say warps give more influence? fighting the forsaken in a warp is like 10 and a warp is like 20, but you fight the forsaken twice or more right?
Each City has a base value for Influence that is equal to:
Code:
10 + lowest Influence penalty amongst next cities - influence penalty of this city
The influence penalty for each city is based on the Chosen it contains. It is 1 for each standard Chosen, 2 for Superior, 3 for Undead/Animalistic, and 4 for Devil/Angel--sum those values. So in Loop 2, for example, both cities will have an Influence penalty of 3, for a calculation of 10 + 3 - 3. In loop 3 both cities will have an Influence penalty of 4, for a calculation of 10 + 4 - 4, but in that loop you'll be given an item at the start which will subtract from your (20 if no warp, 23 if you warped past Loop 2) influence at that time. Loop 5 is the first place where I've seen the penalty come into play: you'll get 10 Influence for fighting without a Superior Chosen and 9 Influence for taking on one with an Animalistic/Undead + Superior.

If you warp, skipping the fight, you get the following influence (hardcoded) which will always be higher than completing a battle, and I think will always be higher even then converting those Chosen to Influence (using the influence penalty above)

Skip Loop 2: 13 influence (vs 10 with 3 standard Chosen)
Skip Loop 4: 14 influence (vs 12 if a Loop 4 City has 2 Superior Chosen, don't know if it does tbh)
Skip Loop 6: 17 (vs 15 if a Loop 6 City has 1 Animalistic/Undead and 1 Superior Chosen)
Skip Loop 8: 19 (vs 16 if a Loop 8 City has 1 Animalistic/Undead and 2 Superior Chosen)
Skip Loop 9: 19 (vs 17 if a Loop 9 City has 2 Animalistic/Undead and 1 Superior Chosen)
Skip Loop 12: 22 (equal to 3 Devils/Angels, which I don't think you can fight more than 1 this loop)
Skip Loop 13: 22 (equal to 3 Devils/Angels, and I don't think you can fight more than 2 this loop)
Skip Loop 17: 25 (greater than 3 Devils/Angels)
Skip Loop 18: 25 (greater than 3 Devils/Angels)
Skip Loop 19: 25 (greater than 3 Devils/Angels)

(numbers and calculations come from using jd-gui on CorruptedSaviors.jar, Release 55, and I could be missing something)
 

McHuman

Member
Nov 8, 2019
399
221
Numbers are known, actually. You can only see your current Influence value at the end of Loops that don't give you Items. Loops that give you Items will show your influence value after subtracting that Item.
I meant the exact number of how much each factor contributes to the amount of Influence you get. At least as far as I'm aware we don't know the exact amount of influence each species and modifier gives.
 

fenyx

Member
Jun 16, 2017
142
52
My understanding was that you were gaining the number listed (it usually list 10 , 9 or 1x, at most I have seen 19) So I suppose I was understanding that incorrectly
 

fenyx

Member
Jun 16, 2017
142
52
Killed chosen will come back with all vulnerabilities broken up to T2. Any broken T3 vulnerabilities are rehabilitated while they’re gone.
one thing, so if I want a tempted undead, I should break only the vulnerabilities for the tempt right? or they come with ALL vulnerabilities broken?
 

SuperSkippy

Member
Oct 25, 2017
294
136
I meant the exact number of how much each factor contributes to the amount of Influence you get. At least as far as I'm aware we don't know the exact amount of influence each species and modifier gives.
We do, though: A standard Chosen takes away 1 Influence, a Superior takes away 2, Undead/Animalistic subtract 3, and Angel/Devils subtract 4. The code line that calculates the influence value of your next city is just this:

Code:
(w.nextCities[n]).influence = w.influence + baseGain + lowest - influencePenalty[n];
w.influence is your current influence
baseGain is a constant that was set to 10
lowest is the lowest among the two cities' influence penalties (just the sum of their species modifiers)
influencePenalty[n] is the influence penalty of this particular city (again, the sum of their species modifiers)

In a later line, the item is chosen and that value is subtracted from nextCities[n].influence. Another few lines handle the subtraction of any items gained by warping past an odd-numbered Loop.
 

McHuman

Member
Nov 8, 2019
399
221
We do, though: A standard Chosen takes away 1 Influence, a Superior takes away 2, Undead/Animalistic subtract 3, and Angel/Devils subtract 4. The code line that calculates the influence value of your next city is just this:

Code:
(w.nextCities[n]).influence = w.influence + baseGain + lowest - influencePenalty[n];
w.influence is your current influence
baseGain is a constant that was set to 10
lowest is the lowest among the two cities' influence penalties (just the sum of their species modifiers)
influencePenalty[n] is the influence penalty of this particular city (again, the sum of their species modifiers)

In a later line, the item is chosen and that value is subtracted from nextCities[n].influence. Another few lines handle the subtraction of any items gained by warping past an odd-numbered Loop.
Hence why I said as far as I was aware, I don't dive into the code and if this was discussed here before I just didn't see it.
 

Omicronzeta

Member
Nov 14, 2017
140
74
We do, though: A standard Chosen takes away 1 Influence, a Superior takes away 2, Undead/Animalistic subtract 3, and Angel/Devils subtract 4. The code line that calculates the influence value of your next city is just this:

Code:
(w.nextCities[n]).influence = w.influence + baseGain + lowest - influencePenalty[n];
w.influence is your current influence
baseGain is a constant that was set to 10
lowest is the lowest among the two cities' influence penalties (just the sum of their species modifiers)
influencePenalty[n] is the influence penalty of this particular city (again, the sum of their species modifiers)

In a later line, the item is chosen and that value is subtracted from nextCities[n].influence. Another few lines handle the subtraction of any items gained by warping past an odd-numbered Loop.
Damage Mitigation, Preparedness, and Luxuries don't affect difficulty/influence? that doesn't make much seance.
 

SuperSkippy

Member
Oct 25, 2017
294
136
Display glitch:
Damage Mitigation, Preparedness, and Luxuries don't affect difficulty/influence? that doesn't make much seance.
They do affect Difficulty, but from what I can see, they don't affect Influence. If I'm missing something in this calculation I'll find out as I play this campaign, with the Despair distortion. My view comes from within jdgui, so I'm putting things together without comments and other explainers.

---
CSdev I have a (possibly display, possibly game-affecting) bug with the Despair distortion, or perhaps undocumented intended behavior? I started with one Chosen set on Temptation and two set on Aversion, and achieved those Distortions (getting the level 1 Aversion achievement). After I achieved those distortions, I deliberately broke the no-no vulnerabilities for the Temptation and one of the Aversion Chosen, and set those two Chosen on the Despair plan. Something in this process messed up the third one who was set on Aversion and had achieved the Orgy to get that. The summary screen still shows her locked into Aversion:
1720041793681.png

The summary screen, though, shows her set on Despair (but still shows that she can be defeated through Aversion):
1720041873574.png

Additionally the Forsaken Preview shows her as though defeated with Despair, when I'm most interested in her Aversion stats:

1720041960919.png

I think it's just a display bug. It's standard for Forsaken that are "locked in" to a distortion path to not be changeable, but something is reporting that she's locked into both Aversion and Despair.

Save file attached:
 

CSdev

Member
Game Developer
Oct 14, 2020
169
558
speaking of bugs, I'm finding one too. could be related to either cheats or single-play mode, but trying splendor's single-play the game crashes when I leave a fight where the second chosen appears, either retreating or full extermination both freeze

works just fine if I keep surrounding them until splendor shows up for some reason though
View attachment 3790819
got bug on loop 2 on new campaign. after the second chosen come and the fight over it just blank like this.
Thanks for the bug report. This should be fixed in R55b, which you can get from my site.
No saves whatsoever, this was a fresh download of version 55 with no modifications or anything. The game also hung when I tried to do a Single Play Splendor fight: after the introduction of the second magical girl, the continue button didn't do anything.
My best guess is that there's something about your computer's settings which is slowing down the process of the game checking to see which save files are in its folder. Cutting down on unnecessary save file checks is one of the coding improvements I want to work on at some point.
one thing, so if I want a tempted undead, I should break only the vulnerabilities for the tempt right? or they come with ALL vulnerabilities broken?
Their T1 and T2 Breaks will be the same as they were when they were alive. T3 Breaks are reset (and if any Total Breaks have happened, then they won't be eligible to come back as Undead). Furthermore, they also keep any Distortions that were inflicted upon them while they were alive.
Damage Mitigation, Preparedness, and Luxuries don't affect difficulty/influence? that doesn't make much seance.
Damage mitigation, preparedness, luxuries, and Chosen species all contribute to the difficulty score. The difficulty score between the two cities is always the same. However, advanced species Chosen make you stronger in future cities, while the other difficulty modifiers don't do anything at all for you. In order to make up for that difference, cities with fewer advanced species Chosen provide a bit more Influence.
Display glitch:

They do affect Difficulty, but from what I can see, they don't affect Influence. If I'm missing something in this calculation I'll find out as I play this campaign, with the Despair distortion. My view comes from within jdgui, so I'm putting things together without comments and other explainers.

---
CSdev I have a (possibly display, possibly game-affecting) bug with the Despair distortion, or perhaps undocumented intended behavior? I started with one Chosen set on Temptation and two set on Aversion, and achieved those Distortions (getting the level 1 Aversion achievement). After I achieved those distortions, I deliberately broke the no-no vulnerabilities for the Temptation and one of the Aversion Chosen, and set those two Chosen on the Despair plan. Something in this process messed up the third one who was set on Aversion and had achieved the Orgy to get that. The summary screen still shows her locked into Aversion:
View attachment 3795981

The summary screen, though, shows her set on Despair (but still shows that she can be defeated through Aversion):
View attachment 3795983

Additionally the Forsaken Preview shows her as though defeated with Despair, when I'm most interested in her Aversion stats:

View attachment 3795986

I think it's just a display bug. It's standard for Forsaken that are "locked in" to a distortion path to not be changeable, but something is reporting that she's locked into both Aversion and Despair.

Save file attached:
Thanks for the bug report. As you suspected, this is just a display bug. It's normally impossible to set a Distortion plan for someone who's already on a Distortion, but the button to set a Chosen on the Despair Distortion also sets her allies to the same plan, and I forgot to have that process skip any Chosen who are already on another Distortion. Fortunately, because the Distortion plan setting doesn't actually change how any of the gameplay mechanics resolve, this shouldn't actually break anything other than the Vulnerability display and the Forsaken Preview button.
 
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Omicronzeta

Member
Nov 14, 2017
140
74
Ha now I want the ability to purposefully let heroines escape at the end of the loop so the daemon king can go "Curses foiled again! I'll get you next time!" alla the 80's cartoon show trope. The team becomes a recursing fight as the heroines improve after recovering from their ordeals, and the overall, and you get an increased bonus for the number of times you spared them....

Eh probably too hard to code, but a man can dream.
 

McHuman

Member
Nov 8, 2019
399
221
Ha now I want the ability to purposefully let heroines escape at the end of the loop so the daemon king can go "Curses foiled again! I'll get you next time!" alla the 80's cartoon show trope. The team becomes a recursing fight as the heroines improve after recovering from their ordeals, and the overall, and you get an increased bonus for the number of times you spared them....

Eh probably too hard to code, but a man can dream.
Probably less "hard to code" and more "doesn't work with the lore". If I remember correctly Crown has the Chosen who flee from the Final Battle sacrificed, also even without Crown any T4 MOR broken Chosen would be executed by the military anyways to avoid them giving birth.
 

Celerarity

Member
Apr 23, 2018
225
233
That, plus the heroines aren't really trying to 'escape'. They want to kill you, and if they can get free long enough to do it they will. They'll even kill each other to speed up the clock if they aren't attached enough to their team.
 

Omicronzeta

Member
Nov 14, 2017
140
74
The addition of Reign should be interesting.

so we have boss fights at
lvl 7 reign
lvl 11 victory or splendor
lvl 14 reign
lvl 16 (victory or judgement) or (splendor or love)
lvl 21 ?

Loop 21 is where things get interesting, will we have reign joining whichever of the four bosses remain? Will be have the choice of three cities each with one boss? or will we just randomly get two of the three unlocked bosses.
 

McHuman

Member
Nov 8, 2019
399
221
Speaking of the new post, just my personal feedback to CSDev regarding the static characters. Personally I feel like if you're going to make static boss characters they should be significant. Yeah we like the customization and and personal stories independent from the game itself, but there is still an overarching story in the game and the bosses are relevant to that, so the static boss characters should be significant and get their own special personalized stuff like unique scenes interacting with them. Like... these static bosses are the only opportunity to do something like that in this game and the bosses are already important, might as well commit to that as long as it doesn't negatively effect development.
 

SuperSkippy

Member
Oct 25, 2017
294
136
Thanks for the bug report. As you suspected, this is just a display bug. It's normally impossible to set a Distortion plan for someone who's already on a Distortion, but the button to set a Chosen on the Despair Distortion also sets her allies to the same plan, and I forgot to have that process skip any Chosen who are already on another Distortion. Fortunately, because the Distortion plan setting doesn't actually change how any of the gameplay mechanics resolve, this shouldn't actually break anything other than the Vulnerability display and the Forsaken Preview button.
Thanks for the confirmation. After seeing that I played further in and saw Banner go back to standard after performing a Total MOR break on her, which is exactly what one would expect: the bugged extra Distortion Plan was removed once she no longer met the requirements.
 

SuperSkippy

Member
Oct 25, 2017
294
136
Damage Mitigation, Preparedness, and Luxuries don't affect difficulty/influence? that doesn't make much seance.
I'll update this post with confirmation of my findings, but as CSDev said, Influence is only affected by the Species of the chosen city.

This is a non-Warping run so it'll be easy to compare.

Loop 2: 10 Influence (both cities)
Loop 3: 5 influence + Executor Drone (15 inf) = 20 influence [SELECTED] OR
5 influence + Reason's Pantsu (15 inf) = 20 influence
Loop 4: (warp earned not taken): both cities have 15 Influence (30 total with item),
warp offers 14 Influence (10 + 2 (superior) + 1 (standard) + 1(standard))
Loop 5: 18 Inf + Egregore Stabilizer (7) + Executor Drone (15) = 40 Influence (1 Undead 2 Standard) [SELECTED] OR
13 Inf + Splendor's Pantsu (12) + Executor Drone (15) = 40 Influence (1 Animalistic 2 Standard)
 
Last edited:

Sonsuka

Member
Aug 29, 2017
198
74
Adding to the new post as well. I'm down for more customization after the new boss is done. I think a "traditional visual novel-style sex scenes. " would be interesting; however, the payout of having to do specific things or getting deep into a run does feel like something that could be help off for couple updates to help improve the customization which everyone would be able to enjoy at anypoint of time where it be that you get random Chosen deeper in loop and making Chosen before the campaign even starts.
 

D4rkPMK

Newbie
Sep 12, 2020
16
13
I love this game, but I feel that more than a "learning curve" what it has is a vertical wall that you have to climb by hand.
 
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