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).
An update on this: I actually found the Angel/Devil combo to be much less difficult than expected. The reason is that there's a major antisynergy in their ANGST-related abilities. Devils get much stronger when both allies have a lot of ANGST. But Angels try to interfere with your EE generation by absorbing ANGST and unresolved trauma from allies. If a Devil's two allies have 2G ANGST each, then they each have a +30 damage bonus and the Devil gets a -120 incoming damage penalty. But if a Devil has one ally with 4G ANGST and one with 0 ANGST, then that one ally has a +31 damage bonus and the other has +0, which means that the Devil gets only a -62 incoming damage penalty. This makes it much easier to pile damage on the Devil and ensure that she doesn't castigate her allies too hard.
I'd be curious as to the experiences of other players who have fought Angels and Devils together, but as things stand, I think I might have to make Judgment a bit more powerful than I had originally planned.
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.
Well, I didn't want to assume the player's motivations, so there's no specific flavor about the Demon Lord "deliberately" letting Chosen escape. But it's a legitimate strategy to take your moves from the Saturday morning cartoon villain's playbook. If only one heroine remains at the end of the fight, she can try to escape, and she'll keep any Distortions you put on her when she returns to fight you again.
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.
The boss fights are actually 5, 10, 15, etc., so they don't line up with Reign's appearances until Loop 35. But if it helps your speculation, I can tell you that Loop 35 is also planned as the end of campaign mode.
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.
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.
Thanks for the feedback. This is definitely a tricky development question, because the original appeal of the game was in the customizable "generic" Chosen, and I don't want to pull the rug out from under people who want more of that. There's only so much development time in each month.
bug report: The game cant decide if im in a distortion path or not
I had a chosen in tempting distortion.
orgy, then her biggest vulnerability was confidence
I catch her and she now explodes, now I cant change her distortion to any,AND
her final battle behavior is still "lose all resolve when tempted".
Vulnerabilities
Morality: FEAR |----- HATE <= Minor Vulnerability: Surround w/ >10k HATE to Inseminate
Innocence: DISG ---|----- PLEA <= Minor Vulnerability: Reach 100M Unresolved DISG
Confidence: PAIN ----=|----- INJU <= Significant Vulnerability: Surround w/ >10k INJU to Sodomize
Dignity: SHAM ----|--- EXPO <= Core Vulnerability: Use Grind and Humiliate to approach 10k HATE or EXPO
NO DISTORTION COUNT------------------------------------>
Unresolved Trauma: 0 FEAR, 0 DISG, 0 PAIN, 0 SHAM. 0 ANGST (+0 base damage)<----------------------RESOLVED DAMAGE AS IF DISTORTED
Yesterday's Evil Energy generation: 15 EE (Distortion-related Downtime Action.)
^DISTORTION EVIL ENERGY GENERATED
Relationship with Miracle: Rivals (arrives on Round 8 when Pounce is targeted)
Relationship with Edge: Solid Friendship (arrives on Round 5 when Pounce is targeted)
Final battle behavior:
Starts with 300% Resolve
Only willing to sacrifice Miracle when Miracle's Resolve is lower than 50%
Reluctantly willing to sacrifice Edge due to the latter's obvious corruption
Immediately loses all Resolve when Tempted (requires 157k PLEA)<-------------THE GAME STILL KEEPS COUNT OF HOW MUCH I NEED FOR TEMPT
Overall corruption progress:
Miracle +2 T1 T2 T3 T4
MOR (core) [X][X][X][/][ ]
INN (sig) [X][X][X][?] 250%
CON (min) [X][X][X][ ] 400%
DIG (sig) [X][X][X][ ] 260%
Edge +2 T1 T2 T3 T4
MOR (sig) [~][~][~][~]
INN (core) [X][X][X][X][?] 442%
CON (core) [X][X][~][~][~]
DIG (min) [X][X][X][ ] 300%
Pounce +2 T1 T2 T3 T4
MOR (min) [~][~][~][~]
INN (min) [X][X][ ][ ] <- current weakness
CON (sig) [X][~][~][~] 140%--------------> THE GAME ALSO CONSIDERS IM BREAKING HER CONFIDENCE
DIG (core) [X][ ][X][ ][ ]
I dunno, but they are supposed to lose their distortion path if they do something not allowed by it. Explosion sounds like that sort of thing - you have to avoid triggering her doing that.
Basically, no big boy commanders, only normal surrounds and the unaspected commanders that just surround a girl normally. Then she'll never lose hope enough to explode. Since you're Tempting her that's probably what you're trying to do anyway.
BTW the other triggers are, IIRC, also surrounds, but they trigger for normal surrounds. They'll do it if their total amount of some trauma is too high.
No,
fenyx is right, this is a bug. Once you fully trigger a Distortion, the incompatible T1 and T3 Breaks should no longer happen, no matter how much damage you deal. I believe that what happened is that some of the code for triggering Temptation using one of the Forsaken doesn't properly account for if the victim has already had the "Over 100M PAIN" message happen during downtime. Normally, when triggering a Distortion, the game should check to see whether an incompatible T3 move has been enabled but not used for the first time yet, and if it has, then the game should reverse that process. But that code doesn't seem to have been added in the proper place back when I reworked how the Forsaken Tempt action worked. If I'm right about what's causing this, then it should be fixed in R56.