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alex2011

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Feb 28, 2017
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In order to save data, the game needs to create a file called "saves.sav" in the game folder. My best guess would be that your antivirus is preventing it from doing that. You might also be able to work around it by downloading someone else's saves.sav file and then just starting a new game in that file.

Campaign mode will eventually have difficulty options, but I want it to be more "complete" first. There are also plans for a set of items which will let you basically create your own custom Forsaken to immediately add to your roster, so the framework will be there for an advanced start option.

This particular pronoun bug will be fixed in the next version. In general, every instance of a pronoun needs to be manually connected to a particular Chosen or Forsaken, so I appreciate it when people bring these to my attention so that I can correct them.

Thanks for bringing this to my attention - it's actually a bug that's sometimes causing Chosen to improperly cease to be virgin when they become Forsaken. It'll be fixed in the next version.

Thank you!

I can answer this one. The bonuses from multiple loved ones do stack, so having a lot of them can give you a very large consent modifier. Regarding the penalty for high Obedience, it only checks how much higher the loved one's Obedience is than the subject's Obedience, so the Confidence Breaks don't directly matter. Also, if the loved one is a Negotiation Forsaken, then there won't be any penalty regardless of how high the loved one's Obedience is.

This is another typo in the code. It'll be fixed in the next version.

In addition to the consent penalty, there's also a large flat one-time corruption increase for performing the break. This could be relevant if you, for example, wanted to save that flat increase for when her Disgrace is already high and it's hard to perform trainings to get it even higher.

The expected trauma percentage can seem like it swings around a lot, because it also looks at the allies' downtime action preferences. For example, suppose that on one day, she performs a +2 EE SHAM-based action alone, and it says you're 80% of the way to the +5 EE SHAM-based action. But on the next day, you deal some SHAM to her and her ally who doesn't have the +5 EE SHAM-based action unlocked. Her and her ally will want to do the +2 EE SHAM-based action together, and so the percentage toward choosing the +5 EE SHAM-based action might drop to 70% even though her trauma increased.

I do think that this effect is currently too strong. The next release will make Chosen less willing to perform lower-tier group downtime actions than what they'd prefer to do on their own.

Thanks for catching this, it'll be fixed in the next version.

I'm not sure whether you're referring to the solo quiz or the group quiz (because the lines you mention don't line up with either quiz in the source code as I view it), but they share some traits in common. For each Vulnerability, they look at how many of the answered questions are related to that Vulnerability (basically, letting Vulnerabilities with fewer answered questions be more "flexible" than those with more answered questions), they assign a 0-100 score based on those answers, and then they nudge things as necessary to make the distribution valid (i.e. at least one of every Vulnerability strength). I'd be happy to explain more if you have a more specific question.

I believe I've caught what was causing this bug, but if it's still happening in R38 after it comes out, I'd appreciate it if you could send me a save so I could test it.

I've found what was causing this bug as well. It'll be fixed in the next version.

The game doesn't use as a single unified interface for those left-right menus (definitely something I'll be improving in the next game I code), so the hotkeys would have to be added to every menu separately. Still a good idea whenever I have the time.

All of them give you bonus EE for Core Vulnerabilities broken, but they each look at different tiers. The Day 15 event looks at T1, the Day 30 event looks at T2, and the Day 45 event looks at T4.

My intent is for the "type" of Demon Lord to be something that emerges through the player's own actions. There are even some planned characters in campaign mode who will comment on you based on how you seem to prefer to conduct your corruption. Achievement and item bonuses are meant to also sort of touch on this.

During campaign mode, the player will get a chance to see the result of a Demon Lord-Chosen coupling.

The lore explanation here is that as long as the Chosen are fighting the Demon Lord, they can avoid suspicion. If the Demons attack and one of the Chosen fails to show up, then the military brass will immediately start to wonder whether she's gone rogue. And if she manages to kill the Demon Lord, then she'll be hailed as a hero and given plenty of leeway before the pregnancy starts to show.

Basically, they're just buying as much time as they can until they're forced to publicly go rogue.

Bonuses of different types are pretty much all multiplicative. So, in your example, it's the first formula.

It's less straightforward than it sounds. Even for a given set of Chosen, many of the scenes also have branches depending on whether some specific Vulnerability Breaks have happened yet.

Chosen who get impregnated will never return - they'll always get an epilogue where they're removed from the story. This is the case for all Total Breaks.

Oh, this is actually a bug. Currently, Rampant Forsaken always behave as though you have the Psychometer. This will be fixed in the next version.

It's intended that the item and species options sometimes force a difficult decision on you.

Relationship adjustments only happen during post-battle scenes. This means that Vulnerability Breaks and Distortions in the final battle will never affect relationships. However, Temptation and Negotiation can't be triggered for the first time in the final battle at all.

To expand on this, Distorting a Core Vulnerability (i.e. performing a Distortion which puts a ~ in a Core Vulnerability box) causes a post-battle relationship scene just like Breaking a Core Vulnerability does. However, the resulting scene will always negative unless the Minor Vulnerability Chosen has the exact same Distortion. So, triggering Negotiation (the Morality/Dignity Distortion) will cause a negative scene with an intact Minor Morality Chosen, with a broken Minor Morality Chosen, and with a Tempted Minor Morality Chosen even though both of them are Morality-related Distortions.

Originally, this was meant to be a benefit of Distortion paths, since it's generally harder to create rivalry, and rivalry was generally the stronger option to pursue. This might end up being changed, particularly since the Empathy upgrade is getting buffed in the next version to make friendship-based strategies more viable.

Very nice! Maybe I should add another section to the sidebar on the blog for portrait packs which don't necessary aim to cover the default Chosen names.

Thank you for the feedback! Regarding starting item choice, it's not exactly that I want to discourage savescumming, but I do want to encourage players to try new things. I guess a nice middle ground might be to assign the player a random item, but let them manually swap it to a different one if they can be bothered to open up the menu to do so.

Forsaken combat styles share every part of their flavor text with 2 or 3 other styles, although they never share any of their flavor text with the style that is diametrically opposed to theirs. This means that most players will probably see all of it even if there are combat styles they never end up using.

The amount of effort which went into Demon Commander flavor text is just an example of poor planning on my part. During the first year of development, it wasn't even possible to obtain Forsaken.

I'll have to rework some of the code, but I agree that the stat sidebar and the portrait sidebar have no good reason to be connected.

I think I've finally found a good way to code a quicksave/quickload system. It won't be in the next update, but it should be coming soon.

I have been looking into adding more AI-generated art to the game. Some sort of "final defeat" image for each face in the portrait pack wouldn't be too tough at all. A different image for every possible end (one for each Distortion, and maybe one for each epilogue where they escape the final battle) would multiply the work, but it still seems basically feasible. I'm less enthusiastic about adding images for routine in-battle events just because it seems like they'd quickly become background "noise."

For differentiating characters more, I'd like to focus on letting them "become" unique over the course of play, like the specifics of their corruption or their relationships with other characters. One idea which has recently been pitched to me is to keep track of which vignettes they've been part of, and have each of those leave some sort of mark on them. So, for example, a Chosen who shows up in the petplay vignette might develop a fetish for it and have that fetish be referenced in custom sex scenes and Forsaken downtime actions. As the number of vignettes continues to increase, this should result in a lot of different traits which can distinguish the characters from each other.

I definitely agree about adding more alternatives to the current static events. My original plan was to have them only differ flavor-wise (and keep the same gameplay effects), but I suppose that attaching them to different gameplay incentives could be interesting too. I'd be interested in hearing ideas about what kind of incentives could replace the usual "break T1 cores by Day 15, break T2s by Day 30, break T4s by Day 45."

Each action has its own logic for Chosen deciding whether to use it. In general, the current circumstance level acts as a multiplier on the weight assigned to the action, but they have their own unique factors as well. For Fantasize, they want to use it to "plug up" whichever trauma type is currently lowest, and they also like it use it to block trauma of types which haven't hit the T3 Break threshold yet. For Surrender to Instincts, they like to use it when their trauma levels and defense level are low - basically, trying to stop you from creating openings against them.

Depending on how their Cores and Minors match up, it can be impossible to get two Chosen on two specific Distortion paths to become friends. If two Chosen have a Core/Minor matchup on a Vulnerability which either one isn't allowed to break, then it'll be guaranteed that the scenes there are negative - either because the Core gets Distorted and the Minor isn't on that Distortion path, or because the Core gets broken and the Minor is guaranteed not to be broken. This means that Temptation/Aversion and Negotiation/Rampancy pairings will always become enemies.
It gets worse, this is one of those 'doesn't happen every time' bugs. I would provide saves, but I only have one before the first loop final battle and that run, my negotiation run, went entirely as planned with the only virginities lost being ones I was required to take (Fury in both holes for total break on all vulnerabilities, Rebel sodomized as listed in the negotiation distortion plan for her).
 

Ragsmu

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May 22, 2018
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New updates are good and all - but i still kinda struggle with figuring out what the hell should i do with Forsaken. so most of my runs still confined to loop 1. Can someone give me simple framework of what to do with them?
 

Kaitol

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Jul 29, 2017
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New updates are good and all - but i still kinda struggle with figuring out what the hell should i do with Forsaken. so most of my runs still confined to loop 1. Can someone give me simple framework of what to do with them?
You don't have to do anything with them, you can completely ignore them. You can't really break them down to a simple set of instructions, you customize them to do what you need. Want a really cheap commander that can still capture people for five turns at the start of a loop, even if it doesn't do tons of damage? Disgrace one of your forsaken until she's dirt cheap. Want a powerhouse that can hit like a truck in the endgame? Avoid breaking a chosen as much as possible (particularly HATE and EXPO I think) so she's low disgrace and has a big damage multiplier.

You're probably better off keeping them to one or two damage types at first, any more than that really dilutes their power, unless you've built a super forsaken.

One thing I do wish is that you could see what forsaken punisher effects a chosen has in-game rather than having to play match the vulns with a text file every time you want to check.
 
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MoarDakka123

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When cycling though species with cheats, it just stops flat at undead. Or rather, it won't cycle to undead, so you get stuck on animalistic.
 
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SuperSkippy

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Oct 25, 2017
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New updates are good and all - but i still kinda struggle with figuring out what the hell should i do with Forsaken. so most of my runs still confined to loop 1. Can someone give me simple framework of what to do with them?
There are broadly three types that I've found useful:

1) Very low cost (single digit EE) targeting one particular circumstance--goal of getting 4 of these.

2) Super beefy (3-digit) that are assigned to positions that give bonuses for T4 (total) breaks--these depend a lot on what Chosen you get and what modifiers you're able to stack.

3) Low-cost (teens) targeting two circumstances--limited utility and not at the beginning.

If you'd like an example:


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Ragsmu

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There are broadly three types that I've found useful:

1) Very low cost (single digit EE) targeting one particular circumstance--goal of getting 4 of these.

2) Super beefy (3-digit) that are assigned to positions that give bonuses for T4 (total) breaks--these depend a lot on what Chosen you get and what modifiers you're able to stack.

3) Low-cost (teens) targeting two circumstances--limited utility and not at the beginning.

If you'd like an example:


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Thanx for info, though it's hard to apply it to just randomly max broken team that i have sice you build it on your own distortions and plans.
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and additionally stats
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would appreciate an explanation on what to do with this. And what exactly stats do. since for me all those disgrace manipulations means noting specific
 

twisted1

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Nov 16, 2017
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I ran into a problem when creating a custom chosen team in version 38. I was just messing around with it (still pretty new to this game) and made a team of sisters with Purity, Stigma, and Royal (Royal originally had a custom name, but it made her use the same portrait as her sister so I changed it back). Purity was the youngest sister, Stigma the middle sister, and Royal the eldest. I saved them to file as "3 sisters.ros" and then started a new campaign, but the Chosen I got wasn't one of the three I made. Figuring I messed up a setting somewhere (and realizing that I didn't make sure their stats were balanced so that they could fit into a single Chosen team), I finished the first fight, quit to the main menu, went back to the new campaign menu, and attempted to edit my created Chosen. However, when I attempted to edit one of them, upon selecting which Chosen I wanted to edit the game froze. I could still scroll the text box and close the window with the X in the top right corner like normal, but I couldn't interact with the game otherwise. You can see that the text stops outputting at the Relations section. Interestingly, I can open the exported .ros file with the previous version 37 and it functions normally, i.e. allowing me to edit and properly showing their relationship as sisters. Also, deleting two of the sisters in version 38 allows me to edit that remaining sister normally, so I'm guessing it's something about their relationship that's causing the issue. I've attached a screenshot of the frozen game and the roster file. Hope it helps!

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EDIT: Realized after a little more searching of this forum that making them sisters apparently makes them unable to be on the same team? Whoops!

EDIT2: Found a typo in two vignettes.
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SuperSkippy

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Oct 25, 2017
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Thanx for info, though it's hard to apply it to just randomly max broken team that i have sice you build it on your own distortions and plans.
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and additionally stats
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would appreciate an explanation on what to do with this. And what exactly stats do. since for me all those disgrace manipulations means noting specific
Corruption stat primer:
Every corruption stat has at least one good thing and at least one bad thing it affects (as it goes up).

GoodBad
HostilityLess Motivation to deployEasier to throw tantrums
DeviancyEasier to train w/o increasing corruptionExpertise gain slowed
ObedienceMore types of training actions availableLower stamina regeneration during rest
DisgraceUses less EEDeals less damage, lowered effect of Position T4 breaks


Disgrace is just a straight multiplier to their reputation strength--how hard they hit compared to basically a "normal attack". This can be affected by other modifiers as well--the biggest is the damage type of the Forsaken. If you have Forsaken using a single damage type, that's a 1000% (10x) modifier, so even with high Disgrace that kind of Forsaken can be useful. As an example, a Forsaken with 70 disgrace normally deals 60% of "normal damage", but if you multiply that by the 1000% modifier for a single type of damage, you end up at 600%.




Okay, a maximally broken team isn't the best starting place, but your only real goal should be "grabbing something you can't get on a basic commander". So, here are some options to get you started with your team.

Here are their EE costs:
Rebel: 7EE
Whisper: 47EE
Calamity: 21EE




Fortunately Rebel's Obedience and Hostility aren't too high. An Obedience of 47% mean's she'll recover somewhere around 32-33 Stamina each resting day. And Hostility of 47% means you can send her out more than once before you have to train her to refill her Motivation. So, Rebel makes a pretty good weak Forsaken for the early game. Have her focus on a single type of damage--the type isn't terribly important. If you don't feel confident in the training menus, let Calamity be your trainer and set up Rebel on a plan that increases one damage type only. You can consider her training basically finished when you see that she's shifted to "1000% EXPO (or whatever damage type you've chosen)" as her damage type. You probably also want her Disgrace to be a bit higher, but not too much: 76 Disgrace (4 more points) will make her cost 5 EE, and 78 Disgrace will make her cost 4EE--I'd aim for one of those two numbers and no higher. If you don't know what damage type, try EXPO as it'll make other Chosen easier to damage.

Calamity is just about useless in a fight--her Hostility is too high, meaning she'll throw tantrums after she's sent out too often, and her Deviancy means it's a very long-term process to get her to shift off whatever damage she's dealing and be useful in a fight. That doesn't mean she's useless entirely, though. Even Forsaken that deal no damage keep the battle from ending, and during those first few days when you're waiting on Chosen to appear, a commander that costs basically nothing and can capture multiple times can make all your Chosen appear much more quickly. If you need a trainer (because you're not confident in the training options) just give this job to Calamity and let her work out the other Chosen. If you feel like being a bit sneaky with her, you can get her Disgrace all the way to 94%, where she will cost 1EE to deploy. She'll do basically no damage, but she can extend early fights by a significant number of turns, so your third Chosen shows up on day 3 or 4, letting you get started on that +3EE per turn quite a bit before you normally would and earning back her cost. You should be able to send her out twice from full Motivation--if you do it a third time, she'll damage the other Forsaken's motivation a lot. Of course, you also have the option of sacrificing her for +1EE at the start of the loop.

Whisper is interesting, and much more of a long-term project. I don't think you can get her to where she'd be useful on your second loop, but if you keep working on her you can probably get something eventually quite useful. 3 of her position bonuses increase her own abilities, so she can get stronger between loops. Here's what I'd try with her: I wouldn't increase her corruption stats at all for the first loop, or most of Loop 2. I'd set her in all 4 positions and have her wait until it's time to do T4 breaks on the Loop 2 Chosen. A lot of this will depend on what Distortions you're going for in loop 2, but everything that you've decided to break T4 on, make sure you do it with Whisper. Especially consider letting her Parasitize all 3 Chosen to quadruple her Trauma damage multiplier, but the other abilities she has are also useful. Once she's done that, start increasing her Disgrace--get it to 61 and she'll cost 15EE. Train her damage type to HATE/INJU, give her the Defiler that comes from Instill Fixation, and you'll have quite a strong and unique commander that sets targets up for very long surrounds. If you have to increase her Obedience to get her to do the Instill Fixation, that's not really a big deal because I don't see you using her more than once a loop anyway.
 
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Ragsmu

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Ok, with this i think i got at least 50 to 70% of what's it is all about. i was rushing a fresh save on the last version to get to see new items (without noticing that they are loop 1 3 5 etc) so i went full break. Probably will redo loop 1 again with more planing and distortions. But still - detailed analysis with good explanation for each girl really helped me to grasp what is what and for what. Should be fine from now on to a certain degree i think.
 

alex2011

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Whatever you do, do not use apply aphrodisiac and then immediately use persecution, there is a soft lock in 38 when doing those training actions in that order.
 

MoarDakka123

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1675246549535.png

I think the relationship string in the Forsaken's taunt is backwards, I'm pretty sure she is the big sister, as seen in the flavor paragraph, as well as the 'PLEA up!' notification.

EDIT Same two characters, the banter's a bit wonky.

1675247534401.png

EDIT Oh, uhh, this is Force Orgasm, if that helps.
 
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alex2011

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View attachment 2356599

I think the relationship string in the Forsaken's taunt is backwards, I'm pretty sure she is the big sister, as seen in the flavor paragraph, as well as the 'PLEA up!' notification.

EDIT Same two characters, the banter's a bit wonky.

View attachment 2356623

EDIT Oh, uhh, this is Force Orgasm, if that helps.
That second one looks like part of the code that is supposed to be invisible to us is set as text to be displayed, particularly the \n at the end of Oracle's line.
 
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Kaitol

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Jul 29, 2017
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After looking over the update notes, looking forward to boss fights in a couple updates, hopefully they'll add some satisfying goals and rewards to look forward to, to keep interest up through repetitive loops. Probably my biggest issue so far is burnout after one or two (seriously considered cheating like a bastard just to make loops go by faster past couple of saves).

Wonder if the custom scenes update might come with physical descriptions of chosen and forsaken, or at least outfit descriptions, it would help flesh out the scenes if they were more descriptive. Still, doesn't change the biggest thing I'm anticipating being the confidence/dignity distortion down the line, HATE/PLEA should lend itself to an...interesting theme.
 

dekeche

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Aug 5, 2018
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Well.... I don't think that's quite right....
Doing a bit of testing with cheat mode enabled, wanted to try out the new temp undead forsaken. It seems that once they use their ability to capture a flying chosen, they take -100% stamina damage for every turn they are active afterwards. That's even if they switch targets, and go after a non-flying chosen. That negative stamina is kept after the battle as well. In the above example, puppeteer ended up with -1311.0% stamina the next day.

I don't think that's exactly intended. If it is, maybe they should be able to deploy in a non-combat role? Coming with you and passively restoring stamina as you inflict trauma on the chosen.
 

alex2011

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There's a new version out that does fix the apply aphrodisiac to persecution training bug, cannot confirm other issues being fixed. Link below is the official MEGA link from the blog.

 
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