I know how they work, thanks. I meant up until that point, the game is about controlling the girls story/gameplay wise, but the T4 break is often just letting them do what they want. It kind of breaks the immersion/focus of the game is what I'm saying. You usually spend your time trying to lock the girls down and torment them up till that point, that make sense. Sitting around and waiting for them to use their moves against you doesn't feel like the gameplay up to that point or like a logical way for the MC to act. It starts to feel like you're metagaming instead of actually playing the game naturally, if you understand what I mean. You need to intentionally let some girls free and allow them to spam their moves at you, instead of the usual "Torment the girls" goal of the earlier breaks. If you didn't know how it worked, that isn't something you'd ever consider doing because it doesn't make any sense outside of "that's just how the game is made".
I'm trying to think of an example of that in popular games but I can't think of any off the top of my head. Wolf's Dungeon had similar problems with that though if you're familiar with that game. Where sometimes you had to intentionally go and lose to some random mob to advance the story. It's kind of like that. It goes against common sense and what you've done up to that point. Without a guide or dumb luck, you'd never advance. It might not be as extreme here, but it's the same feeling.
The moves the girls unlock at T3 are fine, I just don't think the T4 break should revolve around them using those moves. The girls up till that point are already often violent, so it's not like that's really needed for the final step of the corruption. Rather it seems like they're lacking loyalty to the MC at that point. I think the T4 break should focus more on that angle.
I understand why you don't find it satisfying, and I'm trying to work on improving it. But at the same time, it's important to note that the T4 progress serves an important design goal, and if they're going to be replaced by something, then it needs to be something which serves that same goal. Right now, once you start making 30+ EE per day, it becomes almost trivial to keep the girls locked down for a very long time. The need to increase their T4 progress makes it so that you have to give them some turns and deal with what they're throwing at you. At that point, the puzzle becomes "How do I get their percentages high enough to T4 Break them in as few days as possible?" By spiking their circumstance damage up high and then putting them in the situation where they use the moves, you can get them to 1000% in 5 or 6 days. Late in campaign mode, the threshold goes down to 400% and you can manage it in 2 or 3 days. This is pretty much in line with how long it takes to set up the T1, T2, and T3 breaks.
Thematically speaking, the whole game is supposed to be about putting the Chosen in situations where they choose to sin on their own. Tormenting the girls is just a way to provide incentive. So, even if the current implementation isn't fun, I feel like it should be possible to salvage the basic concept.
Release 31 is out, and Kalloi's pack has apparently been updated
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Thanks for letting everyone know! And in case anyone is just looking at my posts, note that the 31b bugfix is also now available on the blog.
Yea. Most of the time I play lol. After a while you start to pick up how the games inner workings function. only bad part is as more updates are released, the harder it gets. Campaign mode is supposedly gets harder as you continue. I was always hoping for a mode that lets you slowly get stronger as you play without having cheats, that was no matter how terrible I am at this game, eventually I will be a stronk demon lord.
If this is the kind of experience you're looking for, I think you might actually find it satisfying to start a campaign on easy mode, but leave the cheats off. Even without cheats, easy mode makes it so that the loops don't get progressively more difficult, so you can just get stronger and stronger by earning achievements and training your Forsaken. Superior Chosen will eventually start showing up, but you can avoid them for awhile, and converting them to your side will make you even stronger in the long run.
Not at this moment but If I don't know if it's a bug or not but ALL my forsaken from like Build 25 no longer have their portraits even though they have their names still the same as the portrait folder. What's really weird is that the custom versions for campaigns with the same names still have the portraits so WTF up with that lol
Thanks for the bug report. I'm looking into it.
When it comes to tips for beginners I'm wondering if it would be better to split it into two: a guide to how the game actually works and a separate guide to what kind of strategy you might want to pursue and why.
(I'm just quoting this post, but consider it a reply to the other tutorial-related feedback as well.) My current thought is to have a set of short-term goals tracked by the game which are meant to give the player some general advice that's applicable to
any team. It wouldn't be able to guide the player to set up rivalries or pick Distortion paths, but I think that those goals are better for experienced players anyway. They'd work sort of like mini-achievements, and after fulfilling one, the next would immediately be displayed. So it could go something like this.
1. Bring [the first Chosen] to at least 200 [Core Vulnerability trauma] by the end of the battle.
2. Buy 10 EE worth of upgrades in the shop.
3. Deploy a Commander worth at least 5 EE.
4. Bring [Minor Dignity Chosen] to at least 1000 EXPO.
5. Bring [Chosen weakest to INJU aside from the Minor Dignity Chosen] to 10k INJU
6. Use the same Defiler on any two Chosen at the same time
It wouldn't give an in-loop reward, and there'd be a setting to turn it off so it doesn't pester experienced players. The important thing is that by following it, new players would see what a successful loop should look like. I guess some goals could also unlock lore files or something, just so that there's some sort of reward.
I'm pleasantly surprised by how consistent CSDev has been with updating this game over the past 2 years. Whatever his working schedule for this game looks like, it's clear that he's got the habits, knowledge, and drive for development that most indie developers just seem to be lacking.
I'll need to start playing this again. I put it down for a couple weeks because my personal life got busy, but there's a lot of content I still haven't seen just by virtue of how difficult the game can be. Honestly, I was pretty happy just save scumming through to my first Distortion...
Thank you for the encouragement! And certainly don't feel bad about savescumming. The game is balanced around the player knowing which action the Chosen will pick in any given situation, but I haven't been able to find a good way to present that information to the player, so the only way of reliably getting it is to run the battle a few times. Eventually I'd like to put a "retry battle" button in the combat menu just to make it clear that it's a dev-approved way to play.
When are we going to be able to run chosen teams of the same archetype personalities, have older or even have milf type chosen? I wanna run a bunch of chosen with self centered, pissed off chosen who think their top shit lol
As
BerglorMan94 says, duplicate personalities wouldn't work with the relationship system. However, I'm eventually planning on adding boss fight loops in campaign mode which won't use the usual relationship system (because they consist of the boss and her two already-devoted attendants). If that involves implementing a switch that easily unhooks the relationship system from the rest of the game, then it'll be pretty easy to add an option that allows the player to disregard the usual personality limitations when designing a custom team in exchange for disabling relationship events.
So, I kept trying to think: "why do I dislike this game when I love the concept and also like the gameplay of very similar games?". But after watching a video by Adam Millard (The Architect of Games), I think I know why. For me, it is because the problems that are presented are in a sense "solvable". There
is a perfect way to play and deviation from that is just painful. Luckily, it is a fixable problem. Here is the
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for those interested.
That was an interesting watch, thanks for linking it. If you're talking about single play mode, then I agree that it's basically solvable. Campaign mode is meant to be my answer to that problem. I think that the question of how to corrupt and train your Forsaken for maximum effectiveness against whatever future teams you might fight is still very open-ended, and that it leaves plenty of room for player creativity while still providing challenges which test the strength of the team you've made. It's not done yet, but I'd still recommend trying campaign mode if you haven't already done so.
now with this new interations theirl the demon lord of greed will have to tarnish his reputation and let some magical girls escape TT my suffering what do i do in name of science
Letting the heroines escape in order to become stronger when they finally fall is a tried-and-true evil overlord tactic. Plus, if you get them heavily onto a Distortion path first, they can basically sabotage their new allies for you when they show up again. Suddenly jumping to +15 EE per day for reaching a lowered PLEA threshold for Tempt could be quite powerful.