pretty sure is intended, especially when it gets reduced each time you temp themSo uh... is the decimal in the wrong place or does using Tempt in the final battle really require 10x the circumstance that it would take to use it normally? That feels pretty insane with how harsh the time limit is on the final battle, I have no idea how you would actually be able to do that.
There was a pretty good sample play by play a while ago but I dunno how useful it would be with the new balance changes. Post 457More than anything, this game needs a video tutorial / playthrough to help newbies like me understand what to do IMO.
Could it have to do with their corruption disposition? I didn't notice it until just now. It seems like Heroine 1 has 2/4 [X]s in CON while Heroine 2 has 0/5.
If it is, I think I fucked up this run. How do you even raise these stats?You don't have permission to view the spoiler content. Log in or register now.
I wish the guide was more thorough and/or updated.
There are two requirements for sinful downtime actions. The first is a high amount of trauma and angst. The second is broken vulnerabilities (the ones described in steps 6, 8, 9, and 10 of the guide.txt). The X marks in your screenshot represent broken vulnerabilities. Some Chosen start with broken vulnerabilities, so you can just start hitting them with lots of trauma to increase how much EE you're getting every day. But for one of the Chosen without any broken vulnerabilities, no amount of trauma will make them generate more than 1 EE per day.Weird. I loaded up a 3rd run and 2/3 have level 2 breaks already. I didn't realize that the guide was talking about break levels. I had assumed that first, second, third, and final vulnerabilities referred to their 4 categories.
I couldn't figure out what parts of the thread was outdated info or not. For example, this post implies that 10k should generate 2 EE, which is evidently not the case in the most recent version. (Unless my game is somehow bugged)
Like I'm trying to use this strategy, but as I discussed earlier, the heroine in the screenshot has a shit ton of trauma and angst, but is still only giving one EE. It's day 18 and I'm still making 3 EE a day...
Edit: I'll try the strategy you mentioned.
It's directly correlated with the corruption parameters raised by that training action. Hostility raises HATE, Deviancy raises PLEA, Obedience raises INJU, and Disgrace raises EXPO. So, each training action raises two expertise types.Is there a way to tell what training action increases which expertise?
Thanks for the feedback. Tempt is indeed balanced around being first used in the mid-to-lategame. A big part of what makes it difficult to achieve is that while you're usually getting T1 and T2 breaks on the Chosen, you're having to step carefully around the one you want to Tempt later.Early impressions of the new balance is that the game is indeed a lot harder; having a "designated victim" that you fully corrupt and humiliate so that the other chosen get big EXPO multipliers seems even more essential than it was before. Not a complaint, just an observation.
I don't like how you can't Tempt while Force Orgasm is up, I've been really struggling to get it going at all because of that restriction. Maybe I need to be investing in proper commanders to get the damage I need, idk.
EDIT: Managed to get Tempt and I retract my previous complaint since it seems that Tempt is supposed to be equivalent to a T4 break, so clearly I was just going for it too soon. The 100 EE bonus for doing it is huge too and more than makes up for the difficulty getting there.
The downtime action after using Tempt doesn't actually set the Chosen's trauma to 0. It removes more trauma than the T3 downtime actions, but it doesn't remove nearly as much as the T4 downtime actions. So, it's entirely possible to progress the Innocence and Dignity breaks while also using Tempt (and in most cases, I'd recommend trying to do so). You just need to be able to reliably deal billions of damage each battle.ok, I've tested 4 runs (1 cheat mode, 3 normal)
the cheat mode was to see exactly the new option, and the normal one to see the new difficulty and how viable was the new corruption path.
Here are some things I think this changed:
1.- Yes, trauma is more difficult to stack, but this is good in late-game because now is easier to avoid the last threshold of the vulnerabilities so the Chosen don't get the extra abilities.
2.- If there are more corruption paths in the future then it makes sense for the new balance to be harder in the trauma department because the new 'paths' basically ignore this and just focus on circumstance.
3.- This 'path', in particular, is really good as it uses EXPO, but is really hard to do when someone has an innocent Core vulnerability (meaning is resistant to PLEA) and that PLEA is really hard to break without breaking anything else, mind you this is acceptable as there is supposed to be more 'paths' with different characteristics.
4.- A problem: if you have more than 1 Chosen with an ongoing path their relationship doesn't advance. I think they should do something like becoming friends or something.
5.- There could be extra ways to enter into extra paths in the next campaign mode, unlocked by doing something there.
Now my questions:
When you get a Chosen into a path what happens to her trauma? (it appears as 0 but does the extra damage stay?)
If you don't mind, what other paths do you have planned?
thanks for the game
I'm glad to hear it!I am always happy to see this game get updated. I won't lie this is one of my favorite uploads
I've considered doing an extended tutorial similar to the single-battle tutorial that's already in the game, but I think it wouldn't work as well. The big thing that a day-to-day guide would need to cover would be strategies for managing EE and deciding the order in which to break vulnerabilities. But I worry that those things might not come across any better in video or direct gameplay than they already do in the text walkthroughs that have already been made.More than anything, this game needs a video tutorial / playthrough to help newbies like me understand what to do IMO.
I think another thing that trips me up is the vocabulary. Each term is similar sounding and and has a somewhat similar gameplay effect. I would sorta like a mod that replaces the main currencies with Gold, Wood, Stone, and FoodThere are two requirements for sinful downtime actions. The first is a high amount of trauma and angst. The second is broken vulnerabilities (the ones described in steps 6, 8, 9, and 10 of the guide.txt). The X marks in your screenshot represent broken vulnerabilities. Some Chosen start with broken vulnerabilities, so you can just start hitting them with lots of trauma to increase how much EE you're getting every day. But for one of the Chosen without any broken vulnerabilities, no amount of trauma will make them generate more than 1 EE per day.
It's directly correlated with the corruption parameters raised by that training action. Hostility raises HATE, Deviancy raises PLEA, Obedience raises INJU, and Disgrace raises EXPO. So, each training action raises two expertise types.
Thanks for the feedback. Tempt is indeed balanced around being first used in the mid-to-lategame. A big part of what makes it difficult to achieve is that while you're usually getting T1 and T2 breaks on the Chosen, you're having to step carefully around the one you want to Tempt later.
Regarding the higher difficulty of using it in the final battle, it is indeed intended. Using Tempt once is more like a T3.5 break, since it doesn't necessarily help you much in the final battle until you've worn her resistance down some more. If the target also has some progress on her T3 Innocence break, then a commander with Hypnosis plus a defiler and a suppressor can also make it fairly easy to hit the threshold.
The downtime action after using Tempt doesn't actually set the Chosen's trauma to 0. It removes more trauma than the T3 downtime actions, but it doesn't remove nearly as much as the T4 downtime actions. So, it's entirely possible to progress the Innocence and Dignity breaks while also using Tempt (and in most cases, I'd recommend trying to do so). You just need to be able to reliably deal billions of damage each battle.
The other distortions won't be as circumstance-focused. Each one is based around doing something that the distortion's conditions make especially difficult. So, for example, the one that forbids you from breaking Morality or Innocence will require dealing a bunch of trauma instead.
I agree that the way relationships are affected by distortions is a bit weird right now. The relationships still progress in the same basic way, but the scene you get after distorting a core vulnerability is worth an absurd number of points - equal to the sum of all the vulnerabilities you're not allowed to break for that distortion (including T3 and T4 ones). My original plans included having it progress slowly through the tiers as the game continues (rather than coming all at once), and I might go back to that if it feels better.
I posted the outline for how each distortion will work on my SubscribeStar page. The posts are available to everyone, so can see them without subscribing. The short version is that there are a total of six planned (one for each combination of two vulnerabilities).
Thank you as well for the feedback.
I'm glad to hear it!
I've considered doing an extended tutorial similar to the single-battle tutorial that's already in the game, but I think it wouldn't work as well. The big thing that a day-to-day guide would need to cover would be strategies for managing EE and deciding the order in which to break vulnerabilities. But I worry that those things might not come across any better in video or direct gameplay than they already do in the text walkthroughs that have already been made.
I also get confused as to who's what color. As for colorblind people, maybe you can use brackets around names like (Void), [Axiom], and <Moppet> (or {this} if <> are too intrusive). Alternatively, maybe someone might prefer dashes and lines such as \name\, |name|, and /name/.Retreating on the first encounter in cheat mode makes the game hang. I was trying to skip through to having three chosen to test some things.
Also, as somebody who has trouble remembering which chosen is which, I think some minor UI tweaks would go a long way in helping me differentiate them over the course of the fight.
Note that the reference to Void by Axiom is not colored, but references to specific chosen by the narrator are.You don't have permission to view the spoiler content. Log in or register now.
If this is too colorful for people, I think it'd be easy enough to have an option to use the old mode or this one.
Similarly, I think a colorblind mode that replaces the colored highlighting with Bold, Italic, and Underlined might be appreciated by people who are colorblind. I'm not though, so if a colorblind person says that'd be awful listen to them instead.
The first Morality Break is tied to using either Grind or Pummel, so as long as you aren't using Grind or Pummel, it will never break. If you are using Grind or Pummel, then the target looks at both HATE and INJU when deciding whether to break or not, regardless of which move you're using. So, if HATE is close to reaching 10k, then using Pummel will still cause Morality Break, and if INJU is close to reaching 10k, then using Grind will still cause Morality Break.I keep getting a morality break before or at the same time as a confidence break, any help?
Well, the Thralls definitely do enjoy giving the Chosen plenty of wood.I think another thing that trips me up is the vocabulary. Each term is similar sounding and and has a somewhat similar gameplay effect. I would sorta like a mod that replaces the main currencies with Gold, Wood, Stone, and Food
Interesting mockup. On my own little laptop screen, one turn's flavor and damage report barely fit at once, and dividing the screen up further would just make things worse. Of course, that could be solved by using the space more efficiently (e.g. compact damage bars instead of lines of text), but it'd involve changing a lot of little things. There will also need to be space for portraits once those are in. I've been looking into using mouse hovering to change what's displayed in a window, so that might provide a solution.For real though- perhaps a sidebar with all the currencies and stats would be good. This is a RPG right? Then wouldn't it be nice to be able to see the most important stats and numbers laid out conveniently at most times?
View attachment 1389683
Thanks for the bug report. It should be fixed next version. However, note that the first appearance of the second and third Chosen are based partly on the number of combat rounds elapsed, so quickly retreating each day isn't necessarily the fastest way to make them show up.Retreating on the first encounter in cheat mode makes the game hang. I was trying to skip through to having three chosen to test some things.
Also, as somebody who has trouble remembering which chosen is which, I think some minor UI tweaks would go a long way in helping me differentiate them over the course of the fight.
Note that the reference to Void by Axiom is not colored, but references to specific chosen by the narrator are.You don't have permission to view the spoiler content. Log in or register now.
If this is too colorful for people, I think it'd be easy enough to have an option to use the old mode or this one.
Similarly, I think a colorblind mode that replaces the colored highlighting with Bold, Italic, and Underlined might be appreciated by people who are colorblind. I'm not though, so if a colorblind person says that'd be awful listen to them instead.
Congrats on the successful run! And I like that idea for the HATE/PLEA route. However, note that not all of the distortions are going to be based around surround types. There's going to be a lot of asymmetry in how they work, and I want them to feel very different from each other.Managed a successful run on my third serious attempt, one tempted femboy and one taunted futa. Basically just came down to EE management and not buying frivolous things so that I could afford the Hypno/Broadcast/Anger commander in the end. Which is good, it's good that you have to make decisions on what direction down the tech tree you want to go and can't just buy everything. The balance rework has ended up being a positive change in basically every way it can be.
Been thinking a bit about other alternate paths. I'm sure PLEA/INJU being a masochist path is one you've already thought of; I think for HATE/PLEA it'd be interesting if it was a full-on reverse rape scenario where you loosen up on the surround but the chosen forces the issue and starts fucking the thralls herself.
I'm less confident (and, admittedly, less interested) in ideas for combos that don't involve pleasure, but I could see HATE/INJU as going full on doomsaying though I don't know how that would translate into a surround type.
Those are some real classics. I feel flattered by the comparison.Oh Lord, Tempt is EXACTLY what hits my fantasy, and it has some good teasing lines and normal anal sex!
Typically Demons are generally regarded as powerful and evil, but this Distortion ability let's us play the rare trope where they manipulate/seduce heroines/victims against their nature and win them over instead.
Not sure how many people heard of Urotsukidouji and LaBlueGirl, but in those hentai, the demons were terrifying to enemies but seductive to Human women. Demons needed corruption and sexual energy to open gateways to other worlds and what better way than to have willing female mortals as a permanent partner/conduit? Heck, one of the protagonist is a half demon herself! Naturally, there are other clans of Demons who find non-rape, distasteful but that's anime/hentai for ya!
Pretty surprised to see lots of fans who enjoy corrupting chosen who are still technical virgins too!
You're a GOD, CsDev, watching the panel more!
P.S There must be a way to Tempt Core Innocent Chosens, they make the sweetest moans!
I'm working on fixing this, but in the meantime, another user was mentioning a similar problem and this post apparently helped them.Is there a way to increase the UI? it is tiny and I don't see an option in the settings