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SuperSkippy

Member
Oct 25, 2017
294
136
Oh yeah base damage is based around reputation right? Still worth trying on a bit higher energies though.

Btw can't you use velvet key with Splendor to make her better? Of course the preparation for it might not be worth it though. Especially since the item is not guaranteed to appear.
I've never had the item show up. It definitely seems like it'd be a fun one to use.
 

petardo8

Newbie
Apr 10, 2019
73
64
I had seen the species reference guide, but I really wanted the thoughts of a good player regarding the topic, since the max i've reached was loop7 with a lot of retries of certain cities.

I think forsakens are super strong and that I was underutilizing them. Thanks a lot for the detailed comments.
 

Nobody032

Member
Sep 6, 2021
126
30
Finally did an all flip run on Splendor. Honestly the fourth flip of 2 influence gain per city is kinda underwhelming.

Btw there is typo in the Aversion description of personality for Judgement. In the innocence section.

I somehow never noticed this but the downtime thing I was talking about before is a devil thing and not exclusive to Judgement. That is if you trigger temptation while the devil/devils are doing a lower action you will not get any energy. Rampage works fine though and turns into a normal downtime instead. I feel like temptation should work the same way.

Other than that can an option be added to recreate the last used Commander?
 

SuperSkippy

Member
Oct 25, 2017
294
136
CSdev Repeatable hard lock bug in R57c, likely related to the item "Hot Tag"

Code:
Load slot 1 "in"



Commander->Use Demon->6 Duration 3 Captures->Punisher->Drain



Add Forsaken->Slayer (pg 3)



Next Battle->Fantasia



R1: Do Nothing



R2: Swap Commanders



R3: Capture



R4: Do Nothing



R5: Fantasia->Rampage (Slayer is stunned for 5? Rounds)



R6: Victory->Swap Commanders



R7: Victory->Capture



R8: Click Fantasia (Crash happens here)
It hangs right before displaying the Trauma damage on Fantasia. Edit: while I haven't looked in the code to confirm anything, I'm thinking it has to do with the extra opening levels from Rampage. I think that might be calculating or referencing the currently deployed Commander/Forsaken causing an error since what's currently deployed is a Commander that doesn't have a Rampage ability. My suspicion is that it may have something to do with a bugged state on Slayer (most likely) or Fantasia, caused by Slayer being stunned, then swapped out while she is supposed to be still under the Stunned effect. I had another situation which caused a very similar freeze earlier that had to do with a Forsaken being stunned from Self-Destruct, but as it was late in the combat tracking down a repeatable set of steps would have been tricky.

Edit: Confirmed fixed in R58.
 
Last edited:

CSdev

Member
Game Developer
Oct 14, 2020
169
558
----Taken from CSDev's subscribestar post----
As you might expect, Love's various Forsaken traits will also tend to grant bonuses that make your Forsaken roster stronger and more harmonious, almost like an inverse of Splendor. Some of these traits will be general bonuses for all Forsaken, but others will have special interactions with Victory, who's guaranteed to have been defeated by that point, potentially even changing Victory's own defeat trait. Once we reach the end of campaign mode and start implementing the different ending routes, there will be a special interaction when both Victory and Love are put on the Negotiation path. Upon witnessing the purity of their bond firsthand, even a Demon Lord might be moved to change its ways.
-------------------------------------------------------------------------------------------------------------------------------------------


God this gets me incredibly excited, i really hope in the future the game will actually expand on the Demon Lord having a moment of opportunity to change it's playstyle, even if it's just minor changes here and there. Personally, since changing everything already written to fit an alternative playstyle is out of the question, maybe on the screens and displays where it would tell you how your actions have affected the area, like city overviews and things like that. Now what i would really love to see is the demon lord being changed in a sense where they would be capable of an actual desire of having a more intimate and wholesome approach/relationship with forsakens. Now that would be a great addition.
When somebody makes a suggestion for something I hadn't originally been planning to add to the game, it's often easy to just add it as a side feature in a single update. But when something is planned to serve as a major feature in the endgame, then it needs to wait until that phase of development. So, I think that people who have requested that sort of "become a different kind of Demon Lord" feature will be happy, but it'll take a little while longer to get there.
May I suggest that we can check our current influence somewhere?
It is still not clear to me when you choose an item wich one is supposed to be "more powerful"/"cost more"
I know that you've already seen it, but I figure I should mention for the people in the thread that this has been implemented in R58.
I guess it working as intented. I just find it weird that you get no energy at all if you trigger a distortion action when Judgement herself is doing a lower action. It's fine though but maybe the energy generated from distortion actions could just give the same energy as Judgement is generating?

The extra punisher% is definitely a good effect though. Honestly if Angel didn't exist I would say it's a pretty good item. But since you want to fight Angels to get that extra spare bonus, Negotiation just becomes the least favourable distortion to trigger.

Speaking of items though I would like to share opinions on some of them-

- After playing through late loops, I(and probably most others) find inevitability to be not worth 30 influence or as a starter item. Even it's upgrade is kinda of a waste of influence. I don't think most people even use basic attacks after loop 1. It does have uses but definitely not to the extent that the other starter items do. Try to make use of it seems like a waste of Evacuation and extermination numbers.

-The omelette item seems overpriced. I feel like it should be 15~20 influence not 27(Unless the wiki is wrong). Maybe adding an effect where the energy given is +1 for every 5 levels of circumstance would be nice?

- I think the item upgrade which lowers requirements to 5M should either have a function to be turned off or have an alternative which increases the requirements instead. From my experience it's usually better to delay T3 actions and instead deal as much damage as possible rather than the opposite(Unless you face Angels) or maybe a seperate item which does this?


Honestly not triggering T3 at 100M meant I could do 1 small orgy and then do 2 bigger ones next day which meant my overall damage was actually higher than if the chosen used t3 moves. Don't know about others but I usually try to max out damage before t3 breaks because those can ruin orgies.

Of course this doesn't appy to Judgement or Victory who take way less damage. Judgement is impossible with it and Victory is a bit harder.
Other than that I had great items this loop- Newspaper,No penalty for Expo/Plea, +300 starting expo and Rampage control item.

It did made me wonder if a "Custom Campaign" mode could be added where you could add different effects and increase/decrease the influence gain throughout the campaign. Like "All T3 breaks require x100 trauma but gain an extra 5 influence per loop" or "Species chosen will appear from loop one but gain an extra item at the start".
Thanks for the feedback. I agree that some of those item influence costs should be tweaked (or in the case of Inevitability, it should be made stronger in order to justify its spot as a starter item). Inevitability is a difficult case because there are a few different ways to buff your basic attacks, and they can be really strong if you stack all of them up together. But of course it's important for them to be balanced to work right individually as well.
CSdev - might have found something for you to look at. I'm on R57c - taking a look at the decompiled code. And noticed that there might be a copying error in the chosen damage function -
Code:
else if (j == 25 && this.captured && w.usedForsaken != null && w.usedForsaken.personalParadiseBonus(w) > 10000) {
                     if (change < Long.MAX_VALUE / w.usedForsaken.correctionBonus) {
                        change *= w.usedForsaken.correctionBonus;
                        twos -= 4;
                        fives -= 4;
                     } else {
                        change /= 2L;
                        ++twos;
                        --j;
                     }
If I'm reading that right, it looks like the angel's personal paradise bonus damage may be applying the devil's connoisseur of correction bonus damage instead. I don't exactly have an easy way to verify if this is a bug in-game, but it's probably something that could quickly be verified in the actual code.
Thanks for catching this bug for me. It's been fixed in R58.
Hate to triple post, but might have found a bug/confusing mechanic?
But, figured I'd ask before uploading anything - If an orgy is triggered with networked consciousness, is the initial duration treated as (lowest surround duration +1) for the purposes of aversion? I.E. if I have two chosen that trigger aversion at 7, in a Defile+ action, and I surround and start an orgy with someone at 6 opening levels, should that trigger the other's aversion?
This is a case where it's hard to decide how to make the game communicate more clearly. When the in-battle message says "surround for 5 turns," it means that on the next turn, you'll see "surrounded for 5 turns" on the target. But if you're hitting the target with damage on the same turn she gets surrounded (as with Networked Consciousness or an upgraded Commander), then you're actually getting 6 turns worth of damage there. The Aversion Distortion looks at how many turns are remaining before the damage is dealt, which means that it uses the higher number. It might be a bit misleading, but I think it's better than making it so that triggering Aversion pre-Networked-Consciousness requires a higher surround duration than the listed requirement.
It would be nice to be able to use EE to transform a forsaken, the once-per-loop ritual is annoying and the body attribute bonuses would come in handy.
I'll make a note to add something like this, which will be enabled only while body attribute bonuses are enabled.
CSdev Repeatable crash here when sending my Ambassador to Negotiate. Save name is "approachable".

Also typo discovered:



Should be "diligent", I'm fairly certain. Although given the context I'd like to coin the neologism "dickligent".

dekeche I'm probably going include the descriptions without the rankings. It'd also be neat to include examples of the Forsaken types I build for all of them that I use, with brief descriptions of how they're used, not just those useful lategame.
Thanks for the typo catch and bug report.
I did have one my last run, but I needed to sacrifice it and didn't check whether this was an option. Thanks for letting me know that doesn't work.



I agree--in late loops where basically everything is 20 days, you don't have enough time to manually train Forsaken to keep them from fucking up your roster. Maybe instead of lowering the Motivation cost for deployment, deployment could instead raise Obedience. That would still keep you from having a bunch of these but I think it'd be a fairer trade overall.



I've sent Forsaken out with larger (Trauma) multipliers than 80 on an effective strength of 2%. Results are not very impressive.



I love my Punishers too much to try that.
I tend to be very cautious when it comes to balancing global buffs. When you get a Forsaken who's strong in combat, deploying her has the opportunity cost of not deploying your other Forsaken options. But when you get a Forsaken who provides a buff to other Forsaken, she just makes you unconditionally stronger. That said, I haven't played around much with Tempted Devils in actual playthroughs, so it could well need a buff.
Finally did an all flip run on Splendor. Honestly the fourth flip of 2 influence gain per city is kinda underwhelming.

Btw there is typo in the Aversion description of personality for Judgement. In the innocence section.

I somehow never noticed this but the downtime thing I was talking about before is a devil thing and not exclusive to Judgement. That is if you trigger temptation while the devil/devils are doing a lower action you will not get any energy. Rampage works fine though and turns into a normal downtime instead. I feel like temptation should work the same way.

Other than that can an option be added to recreate the last used Commander?
Thanks for the typo catch. Regarding Splendor's 4th flip, the numbers do add up the further you go into campaign mode, but I suppose it might make more sense to provide an up-front bonus instead just so that it has more of an immediate effect. It could be an impactful decision depending on whether you're close to hitting the threshold for a heavyweight item.

The logic for Rampancy and Temptation should be effectively the same there. Subjects who aren't allowed to perform Rampancy or Temptation downtime actions should still be willing to perform whichever normal downtime actions are allowed depending on which tier of action is used by the Devil(s).
CSdev Repeatable hard lock bug in R57c, likely related to the item "Hot Tag"

Code:
Load slot 1 "in"



Commander->Use Demon->6 Duration 3 Captures->Punisher->Drain



Add Forsaken->Slayer (pg 3)



Next Battle->Fantasia



R1: Do Nothing



R2: Swap Commanders



R3: Capture



R4: Do Nothing



R5: Fantasia->Rampage (Slayer is stunned for 5? Rounds)



R6: Victory->Swap Commanders



R7: Victory->Capture



R8: Click Fantasia (Crash happens here)
It hangs right before displaying the Trauma damage on Fantasia. Edit: while I haven't looked in the code to confirm anything, I'm thinking it has to do with the extra opening levels from Rampage. I think that might be calculating or referencing the currently deployed Commander/Forsaken causing an error since what's currently deployed is a Commander that doesn't have a Rampage ability. My suspicion is that it may have something to do with a bugged state on Slayer (most likely) or Fantasia, caused by Slayer being stunned, then swapped out while she is supposed to be still under the Stunned effect. I had another situation which caused a very similar freeze earlier that had to do with a Forsaken being stunned from Self-Destruct, but as it was late in the combat tracking down a repeatable set of steps would have been tricky.

Edit: Confirmed fixed in R58.
Thanks for the bug report. I'm not sure if the second crash was fixed in the process, so let me know if something like it crops up again.
 

dekeche

Member
Aug 5, 2018
162
71
This is a case where it's hard to decide how to make the game communicate more clearly. When the in-battle message says "surround for 5 turns," it means that on the next turn, you'll see "surrounded for 5 turns" on the target. But if you're hitting the target with damage on the same turn she gets surrounded (as with Networked Consciousness or an upgraded Commander), then you're actually getting 6 turns worth of damage there. The Aversion Distortion looks at how many turns are remaining before the damage is dealt, which means that it uses the higher number. It might be a bit misleading, but I think it's better than making it so that triggering Aversion pre-Networked-Consciousness requires a higher surround duration than the listed requirement.
Ah, thanks for clarifying. In that case, might I suggest adding something to the orgy button to clarify that it will trigger dissociation? I find that they are the only chosen that I don't actively want to continue increasing their distortion. It reduces EE generation, removes the opportunity to further progress towards T4 breaks on them, and it can potentially reduce the trauma or T4 progress on your other chosen if you trigger it before extermination completes. Plus, being able to dissociate 1 turn earlier just increases the drawbacks, and if you can trigger a 5 turn orgy during the final battle, you can probably manage a 10 turn orgy. So it's not like the increased effect is actually helpful (unlike every other distortion).

It's at the point where I don't think not wanting to trigger the dissociation is an edge case. Instead, it's triggering it that's the edge case.

Side note - that might actually be something to revisit once all the bosses are fleshed out. Here's an idea - what if aversion had a minimum orgy threshold (5 turns) but also increased the effect of a chosen's angst? Essentially curbing the issues listed above, while also giving a thematic bonus to actually triggering dissociation by increasing the damage the chosen takes (and increasing the turns they can be surrounded for). The more you force them to dissociate with their trauma, the less opportunity they have to deal with the stress, and the more susceptible to further trauma they become. But give them time to rest, and they'll start being able to process that angst.
 

SuperSkippy

Member
Oct 25, 2017
294
136
CSdev R58b repeatable crash bug, unknown cause.

It happens in the middle of Victory's Loop, during the first scene with Victory and Love, after the first Vulnerability Break on Victory. It may have something to do with loading a save that was originally created in R57 when Love wasn't implemented, or it may have something to do with a reference to her that was changed. I haven't dug through the source code to see.

As getting that first vuln break on Victory is kind of difficult, I've attached a turn-by-turn. Load save "in2 -- day 14", then:

Code:
Purchase: Passion Release, Reality Sealing (and all needed prerequisites)
Send Commander:  EXPO Punish, PLEA Defiler, HATE Suppressor, 5 Turns, 3 Captures
Add Forsaken: Slayer (page 2)
Ambush Pounce
R1-R5 Barrier x 5
R6: Capture Victory
R7: Surround Pounce->Humiliate
R8: Pounce, Grind (Victory uses To The Limit)
R9: Swap commanders
R10: Capture Victory
R11: Caress Pounce
R12: Pummel Pounce
R13: Swap Commanders
R14: Capture Victory
R15: Barrier
R16: Slime Fantasia
R17: Taunt Fantasia
R18: Surround Pounce, Sodomize
R19: Attack Fantasia
R20: Swap Commander
R21: Capture Victory
R22: Attack Fantasia
R23: Threaten Fantasia
R24: Threaten Fantasia
R25: Do Nothing
R26: Do Nothing
R27: Broadcast Victory
R28: Capture Fantasia
R29-R35: Taunt Victory
Crash immediately after second part of Victory/Love flashback after end of combat.
Edit: Fixed in R58c.
 
Last edited:

SuperSkippy

Member
Oct 25, 2017
294
136
Update notification: Release 58c:

  • Content: Added the Love boss fight to campaign mode after Victory has been defeated.
  • Content: Added the Versus Love scenario to single play mode.
  • Content: Added Love's portraits to the default portrait pack.
  • Content: Added one new vignette.
  • Interface: Added Repeat Last Commander button to quickly rebuild yesterday's Demon Commander.
  • Interface: In campaign mode, current Influence has been added to the Statistics display
  • Bugfix: Boss loops where the third Chosen hasn't yet arrived will no longer be able to try to show a vignette.
  • Bugfix: Eager Partner (Personal Paradise) will now properly grant its damage bonus.
  • Bugfix: Some missing text with Angel Second-in-Commands will now be properly shown.
  • Bugfix: Resolved some potential crashes.
Release 58b
  • Bugfix: Resolved a crash that could happen when starting a loop with unique Chosen.
Release 58c
  • Bugfix: Resolved a crash that could happen during boss story scenes.
Direct link:
Mirrors/Nopics links:

Compiled info about Love:

This update adds the fourth boss fight: the leader of the Angel Chosen, Unconditional Redeemer Love. In campaign mode, she'll begin to appear after Victory has been defeated, meaning that you can face her in Loop 15 at the earliest. As with the previous bosses, she also has her own single play scenario so that you can face her at an appropriate difficulty level without Forsaken on your side.

In keeping with the theme of the Angel Chosen, Love is quite a weak opponent on her own, especially considering how powerful you're meant to be by the time you face her. But Love takes the Angels' ally support abilities to an even greater level. She can not only protect her partners from harm, but also "redeem" their sins and reverse their corruption. This is even more dangerous than it sounds, because Love's partners will also be undefeatable in the final battle unless they remain at a certain corruption threshold.

Along with the usual small collection of bugfixes and interface improvements, this update also adds the start of a new Negotiation vignette chain commissioned by Kalloi, this one linked with the new "orgasm denial attitude" added in last month's update. It affects the Minor Confidence Chosen, and it requires her to be on the Negotiation Distortion path, but both of these are factors that make it much easier to meet the requirement of training her to enjoy orgasm denial before the vignette will occur. See the vignette checklist included with the game for more details.

The Animalistic, Undead, Devil, and Angel Chosen now all have their boss fights implemented in the game. But before moving on to the final two species, there is another nonstandard boss fight that needs to be added. And even before that, I think it's a good idea to spend another update on more sexual content and other general improvements. Until then, I hope that the new opponent proves entertaining!

....
The only really unusual part of Love's boss fight is that she has the ability to "cure" partners of their Tier 3 Breaks, making her the only source of same-loop corruption reversal in the game. This is straightforward codewise, but it'll be tricky to get the balance just right so that the redemption happens fast enough to be a concern, but not so fast that it becomes impossible to reach Total Breaks (which will prevent the target from benefitting from this ability). However, clever players might be able to find ways to make the process work to their advantage.
....

This week's focus has been Love's set of Forsaken abilities. Normally, that's the last thing on my list when adding a new boss or species, but in this case, I wanted to make absolutely sure that I'd have enough time to implement everything that was planned, because Love's Forsaken abilities are unusually complicated.

Unlike Victory and Judgment, Love has only a single Despair Distortion trait, regardless of her Vulnerability Breaks. But she does have a couple of traits that branch depending on Victory's condition. For example, if you beat Love with the Megalomania Distortion, then she'll try to appoint Victory as Second-in-Command in her place and give her some extra bonuses. But if Victory has already met a terrible fate (or if she simply refuses to fight for you), then Love will remain in the Second-in-Command spot herself and grant a different bonus. This way, players shouldn't have to worry about inadvertently breaking Love in a way that doesn't work well with whatever they did with Victory.

....
 
Last edited:

SuperSkippy

Member
Oct 25, 2017
294
136
When somebody makes a suggestion for something I hadn't originally been planning to add to the game, it's often easy to just add it as a side feature in a single update. But when something is planned to serve as a major feature in the endgame, then it needs to wait until that phase of development. So, I think that people who have requested that sort of "become a different kind of Demon Lord" feature will be happy, but it'll take a little while longer to get there.

I know that you've already seen it, but I figure I should mention for the people in the thread that this has been implemented in R58.
Request for a small bit more info to be added there--the bonuses from Releasing Forsaken can go in that interface without clouding it up too much, and it's another thing that I'd like to have handy sometimes.

Thanks for catching this bug for me. It's been fixed in R58.

Thanks for the typo catch and bug report.

I tend to be very cautious when it comes to balancing global buffs. When you get a Forsaken who's strong in combat, deploying her has the opportunity cost of not deploying your other Forsaken options. But when you get a Forsaken who provides a buff to other Forsaken, she just makes you unconditionally stronger. That said, I haven't played around much with Tempted Devils in actual playthroughs, so it could well need a buff.
I did, I had to Sacrifice her, so :shrug:

Happy to catch what I catch. I play a bit deeper than most others here so and keep late game saves around for testing.

Thanks for the bug report. I'm not sure if the second crash was fixed in the process, so let me know if something like it crops up again.
Edited earlier post to confirm that at least Victory's scenes with Love now play all right.

Have noticed a non-critical display bug, probably pretty obscure, with the item Hot Tag:

When used to deploy a Demon Knight (variable EE cost) alongside a Demon Commander, the displayed preview of Reputation Strength and EE cost effects are calculated based off of the remaining EE that the player has. My testing has me fairly convinced that in the actual fight everything is being calculated correctly (off of the cost of the Demon Commander) so it's just an issue with the preview, I think. I think the last save I posted should be fine for testing this as it has those key elements. I know it's definitely not subtracting all remaining EE. It would also be nice for their Punisher effects to be displayed correctly in this view.

In my current game, this means that Slayer will show up as:

Code:
Slayer
Stamina: 37.0%
Motivation: 142.0%
Cost: 20% Stamina, 698 EE
Gains 4.8% Motivation
Combat Style: Playful (100% HATE/EXPO)
Reputation Strength: 148%
Target Compatibilities:
Flare - Good (7 rounds)
Moo - Good (7 rounds)
Order - Average (6 rounds)
Notorious Publicist (+variable% own trauma damage per Parasitism)
But the Demon I'm sending her with costs 116EE, so her cost should be 116EE and her Reputation Strength should be notably lower (not looking up the formula right now).

Another bug found, I think: Severe Castigation (with two Devils) is not working as described. In this save one Devil is doing a +5EE action, the Angel is doing a +2EE action, but the second Devil is doing a patrol (0EE) showing greater sins imminent for a reason I can't place. She has T1 and T2 Breaks in INN and DIG,
21.8M FEAR, 33.7M DISG, 21.8MPAIN, 21.8MSHAM, Total ANGST: 99.1M

Luxuries are only at about +400%, so by my understanding she should be doing a +5EE action. Even if that's not quite enough I'd expect at least a +2EE action. I know she was blocked from doing the Temptation downtime but there shouldn't be anything in the way of her doing a +5EE DISG.

Here's what I see:

Code:
Kasumi visits her friends for what would at first appear to be a normal social call, but by the end of the night, she has gone home with one of them.  She remains completely in control of the situation, stopping before things can progress beyond grinding and heavy petting, but that's enough for her purposes.  It's part of her plan to become more effective in the lewd situations Demons put her in, and it helps her feel closer to her friends, too.  However, she is building a reputation as a slut.

"Okay, let's do this."

-19.7k ANGST, -2465 FEAR, -4930 DISG
Total unresolved trauma: 987MFEAR +1.69GDISG +1.29GPAIN +1.26GSHAM = 5.24G added ANGST
Total ANGST: 5.75G

Over 100M Unresolved DISG

It isn't enough.  Artisan has tried to remain detached and objective about the deviant things done to her in battle, but she's still human.  Psychologically, she has to come to terms with it somehow, and she's nearing her breaking point.  The next time she is Surrounded alongside a highly-damaged ally, she should completely lose control.

+2 Evil Energy

+72 Evil Energy (returned by Energy Raider)

---

Climax returns to the site of the previous battle and makes a public spectacle of transforming and trying to blast her way into the tunnels through which the Demons attacked, warning the public that they had better not let themselves be Enthralled if they don't want this power turned against them.  The flashy display is meant to hide her insecurity about how little she's actually capable of doing, but she's a bit disappointed at how difficult it is to dig more than a few hundred feet down without the hole collapsing in on itself.  And no matter how great the destruction she causes, it doesn't stop her from feeling like she's a fundamentally weak person.

"L-Look, I'm not actually weak at all!"

-8960 ANGST, -123k FEAR, -123k DISG, -616k PAIN, -369k SHAM (action resolves 1.00M ANGST, extra ANGST resolution converted to trauma resolution)
Total unresolved trauma: 5.58MFEAR +2.84MDISG +5.08MPAIN +5.41MSHAM = 18.9M added ANGST
Total ANGST: 18.9M

+5 Evil Energy

---

Guardian volunteers for extra patrol duty, lending her help to police officers searching for Demonic infestation.  She wants to devote herself completely to the war, and she doesn't realize how important it is to take a break every once in awhile.  She muses out loud that the Demons aren't bothering her much.  Overall, she seems to be looking forward to facing them again.

"How can I help?"

-493 ANGST

Guardian would rather slack off and stay home, but patrolling the city isn't entirely unpleasant.  (Greater sins imminent.)

Total unresolved trauma: 21.8MFEAR +33.7MDISG +21.8MPAIN +21.8MSHAM = 99.1M added ANGST
Total ANGST: 99.1M

As I'm catching stuff, I'll add it here until I see you've read it CSdev. Found a missing word in one of the combinations of strings from Ego Murder:

Code:
Paradise is pulled to the ground by a Thrall, ending up on her hands and knees with her attacker under her.  The Thrall takes the opportunity to fondle her chest and crotch, forcing her to moan and spasm.  The other Thralls join in and help restrain her, twisting her limbs and locking her joints so that she is helpless to escape the groping hands.

Paradise tries to crawl away, and when the Thralls stop her, she sees no choice but to fight her way through.  However, the Thralls soon catch up and pin her down as she freezes up begs for mercy.
Should be "freezes up and begs for mercy" Or you may want to rewrite that as if she's freezing up, she can't also be begging for mercy. Pick a reaction, Paradise! :)
 
Last edited:

viktor2104

Active Member
Jul 30, 2017
833
1,085
I may be stupid, but how do you turn on portraits? When I turn it on in the options, it reverts to OFF every time.
 

The Halo

Member
Jan 19, 2018
112
40
just downloaded the game and got some of the portrait packs that come with rosters files. i loaded these and then just deleted from the list in custom campaign until i had like 15 left. all toggled as included, however whenever i start i only get the default chosen and none of the custom ones i downloaded. during the inclusion toggle i get the portrait shown on the side so i know the files are where there are supposed to be but they just wont spawn for me.
 

The Halo

Member
Jan 19, 2018
112
40
Also did anyone ever make a newer list then this one from nulee? cause im currently going through some custom chosen and would be interested if there were any new options or just these ones
Anyways, here's a list of all the supported clothes and equipment. In theory if you put these in when it prompts you it should give you custom descriptions, but there's no guarantee.
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For build R20d btw
 

youraccount69

Engaged Member
Donor
Dec 30, 2020
3,352
1,351
CorruptedSaviors-R58
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MrDaShow03133132

New Member
Dec 4, 2022
3
0
Can someone explain the creating openings??? I found this "FEAR: Creates Opening Levels only when another Chosen is Surrounded or Captured" but after trying it like 30 times it doesn't work...... being a complicated game is fine but having mechanics that either don't work or are explained incorrectly just pisses people off.
 

dekeche

Member
Aug 5, 2018
162
71
Can someone explain the creating openings??? I found this "FEAR: Creates Opening Levels only when another Chosen is Surrounded or Captured" but after trying it like 30 times it doesn't work...... being a complicated game is fine but having mechanics that either don't work or are explained incorrectly just pisses people off.
Ok - each trauma/circumstance has a Level. 100 is Lv.1, 1000 is Lv.2, and so on. Each level being a 10x increase from the previous.
Circumstances are used to increase damage dealt to a chosen. Their damage increases exponentially with level. so a x3 bonus at Lv.1 will be x9 at Lv.2.
  • HATE x2 all damage, x4 for FEAR
  • PLEA x4 trauma damage, x8 for DISG
  • INJU x3 circumstance damage, x2 for PAIN
  • EXPO x2 ally circumnstance damage, x2 for SHAM
Trauma is used for increasing opening levels, as well as increasing unresolved trauma and ANGST outside of battle. ANGST increases damage dealt in battle, while high unresolved trauma/ANGST results in more extreme sins being performed (higher trauma resolution, but more EE generated). Opening levels generally = trauma level, as long as the conditions are fulfilled. DISG has no conditions to fulfill, but it will generally grant less levels than it's current level.
  • FEAR - opening levels granted if an ally is surrounded
  • DISG - opening levels granted up to half the chosen's current defense - rounding up at Lv.1, rounding down otherwise. So at 1-3, you'll only get 1 level from DISG.
  • PAIN - opening levels granted, if Lv. increased. So starting out, any Lv. will produce opening levels. If surrounded at Lv.1, then you'll need to increase it to Lv.2+ before it will provide opening levels again. But any opening levels it provides will be in full.
  • SHAM - opening levels granted if opening levels from other sources >= current chosen defense.
So, to surround a chosen, you'll need to focus on DISG or PAIN primarily. SHAM is worth increasing only if you've got at least one of the other two, and FEAR is only worth it if you can get Lv.1 DISG or PAIN on a diffrent chosen.
 

Rimuru154

New Member
Apr 17, 2019
12
18
Would someone be able to make/find me a group of 3 chosen that are the following:
1: Rightous, courageous leader
2: Complete violent rebel
3: Complete coward

I got the perfect combo the first time I played the game, but can't seem to build what I want anymore
 
3.80 star(s) 58 Votes