- Oct 14, 2020
 
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Thank you for answering CSdev! And for the game, I've been playing more of it and I'm slowly understanding more of the systems. Still only Loop 1 stuff, but there's already plenty to figure out there.
I've been thinking a lot about the combat loop, and which parts I like and which parts I don't. Just to make it perfectly clear, I'm not asking or expecting any of my thoughts to lead to implemented features, I understand that this is your toybox and I am enjoying it on its own merits! I'm just hoping that perhaps my feedback can be helpful or interesting in some way. I also understand that I'm just a Loop 1 player (newbie), so perhaps all of this is very presumptuous of me, I don't even know the later mechanics yet.
1) I would love it if Chosen interacted with each other on the battlefield more, not just as throwaway lines of flavor text. The T2+ combo actions are fun as hell, but what if they could do stuff together of their own volition? Two Chosen who are both capable of Slaughter doing some kind of Slaughter+ move together, or two Chosen masturbating together, or even a Chosen who hates another one restraining her for the Thralls to abuse in some kind of Assisted Rape move that has different effects on both of them; this could be both hot and mechanically interesting.
2) The strongest part of the combat loop is, IMO, the action economy. You only have one action per turn and three potential targets, so triaging which Chosen to deal with and how each turn is both fun and skill-testing. However, this is somewhat compromised by the fact that, after the early game, one or more Chosen are often stuck in long captures where there's nothing to be done with them. I think this is a weakness of the game, and pressing "Do Nothing, Do Nothing, Do Nothing" over and over is a thing that happens quite often, and is not fun. This leads me into my next point:
3) The battles feel less dynamic than they should, and I think I've figured out why: Chosen are always in a very binary state of "helplessly suffering" or "fucking shit up at MAXIMUM POWER". This feels a little lacking, and is also unsatisfying from a genre POV. The demons in anime/hentai don't pulverize the hell out of the magical girls just so they'll feel despair; they do it to weaken them, right now, so they won't be able to stop them. Yet here, completely mangling a Chosen is almost irrelevant with regard to her fighting prowess when she's free: I guess she'll use Regenerate-type powers more, but mostly she'll just contribute to the battle progress as normal. Similarly, it doesn't matter if a surrounded Chosen is being chained to lampposts and giga-raped with baseball bats or just ignored and left to scramble around; she will not do anything useful while captured, and will take the same amount of time to get free.
What I think would be great (and very hot!) is a bit more of a sliding scale, Chosen who are more responsive to their circumstances. When free, high INJU might make it harder for them to fight, high EXPO might cause them to freeze up in shame (or pretend shame, as they flaunt their bodies to onlookers), high HATE might cause them to, I dunno, obstruct/reverse evacuation efforts? And high PLEA, well, you get it. And on the flip side, Chosen who are surrounded could perhaps still do things where you'd want to pay attention to them! I'm imagining taking e.g. a Break Will action on a Chosen who's currently being Inseminated: the demon lord's body could move over to her, stroke her cheek and mock her about her situation. Hot! And not doing that could potentially let her contribute to the battle even while being raped, or just let her reduce her turn counter (yes yes, I know Detonate already exists). This not only gives you more potential places to put your actions (see point 2), but also you the player get to have a more active, sadistic type of fun with the Chosen, which is of course great.
Again, I hope this is taken in the spirit of enthusiasm with which I wrote it. I know ideas are cheap and game balance is fragile; I don't pretend like I've thought all of these ideas fully through with how they'd impact the game. It's just stuff I think would be super cool!
I am curious as to developer's view on this, but while waiting let me toss my metaphorical hat in the ring and give some thoughts as a person who played multi-loop runs.
1) Sounds amazing, I love the idea of chosen interacting with each other mid-battle, and maybe the nature of this interaction could stem from their relationships. As of now relationships play a smaller part in the battle(apart from the finale) and maybe when the marbles come rolling slaughtering(or its equivalent) chosen might come knocking other chosen out, or friends helping each other out while hot and heavy. My favourite interactions are when multiple chosen snap at or support each other middle orgy, or when you can meet all chosen you negotiated with at once. Its a nice nod to the fact that when one falls, others feel it. As to mechanical side, usually T2 is the tipping point when you are kind of unstoppable(not considering species),and with new reasonsto interact with chosen's relationships, that seems cool. Hey, maybe finally seeing her literall soulmate being ganged would cause something to chosen. Like chosen that are friends are harder to break but when one fall, all do.
2) Interaction with chosen that are "preocupied" seems like a cool upgrade you can buy for like 10EE, tbh. Buuut, it will knock on balance in a big way. If it was an upgrade moved to the later point in the loop, that can be quite nice. Especially if it interacted with your commander body...hey, getting to see more scenes with one of the most variable parts of the game sounds cool.
3) Technically, chosen's power is constatly rising throught the fight, they also do take more regen actions, if they are hurt, and corrupting actions if are corrupted enough. The idea is, the angrier they are, the bigger their booms are. But its a steady progression, very expected you might say, with every new surround causing a larger piece of your extermination. I can't say for sure how relevent it is in today's mechanics, being either overkill, or irrelevant. MMM, but if you impelemented it inside an "chosen action" ecosystem, unlocking certain actions as they fall lower and lower, not affecting them constatly but rather getting them distracted sometimes from their other actions(be it extermination, evacuation, support or regeneration) with these action having negative effect on other chosen, or on the situation in general. If implemented correctly, that might give a nice flavour, and a reason to not leave other chosen untouched.
Overall cool ideas touching on the base of the game(or rather later stages of the loop), which I'll say are not impacted later in the campaign. So,yeah, even though kinda sceptical as for implementation, its worth thinking about. Also good luck on later loops, the best is yet to come!
Thank you for the feedback! A lot of this is stuff that I'd definitely like to do better, but it's easier said than done. Writing anything involving an interaction between two characters is tricky because it should ideally have variants that account for both of their personalities, both of their corruption states, and any other special history they have (family relationships, etc.). If there are too few variants, then you end up seeing the same exact text for different pairs of characters too often, but of course having a large number of variants is a lot of work.Thanks for the thoughtful words! I'm on loop 3 now, although I'm probably going to restart (I don't need to, but I'm the type who enjoys totally mastering one part of a game before moving on, and there's a LOT to master about Forsaken, they have so many mechanics holy shit).
And yeah I think my later ideas would require too much of a redesign and might not be worth it, the Chosen interacting with each other more is really the one I'd really love to see happen most, and the one I think has the best chance of happening in some way, maybe, hopefully. And yeah you're right this could also make the relationships between them matter more, which I think is one of the coolest parts of the game, I love trying to manipulate the Chosen to like/hate each other, and anytime the game acknowledges that is great!
If it's something that has gameplay consequences, then there's the added issue that the gameplay rules need to be simple enough for the player to expect it and prepare for it. This is what I was going for with the T3 Break post-battle scenes (where a Core T3 Break leads to a scene which breaks the corresponding Minor T1 and T2), and even that mechanic ended up needing to have an exception (for when the corresponding Minor T1 and T2 are part of an active Distortion). I've gotten feedback on a few occasions from confused or frustrated players who had their plans messed up because of this mechanic, so that's an example of how adding mechanics that tie Chosen's corruption to each other is something that needs to be handled very carefully.
I think that Corrupted Saviors is already getting dangerously close to the event horizon of complicated gameplay mechanics where adding too many of them makes the gameplay suffer. But I have been spending more and more time lately thinking about the spiritual successor I have planned, so it's still worthwhile to consider how to make things more interesting in this kind of game.
Thank you for the suggestions! I've gone ahead and added an overview of what bonuses you're getting from Reign to her profile in the Bosses screen. As for how defeating Reign works, that's going to get reworked once it's time to do her proper defeat route.Nice to know it helps!
Feature request: Under Bosses>Reign, a way to recall the distortion and vulnerabilities achieved
Feature request: If Reign gets automatically accused without way to improve on vulnerabilities in future loops, a warning would be appreciated
You must have lots of requests! Using Jira to organize? Keep it up!
Bug (I assume):
View attachment 5162068
(Unless this is supposed to be trans Thrall representation, lol. In which case the "cock" two sentences before is the bug.)
Thanks for catching these, they should all be fixed.More bugged descriptions:
View attachment 5176278
and
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(Truth does not have any kind of penis in my game, she's fully female. Chosen are not set to turn futa when fantasizing.)
I'm glad to hear that it's appreciated! Another big one's coming out tomorrow.Bro im used to playing rimworld and starsector, we get updates like once a year, monthly updates are fantastic.
Yes, Reign as one of the Forsaken isn't implemented at this point. Defeating her will work differently once she's finished.Is Reign as a Forsaken not fully implemented with flavor text, is there just no "Other Forsaken" flavor text between Splendor and Reign, or is my save just somewhat bugged and doesn't show any dialogue between them whatsoever?
Same is true for Splendor's flavor text on Reign. It just shows an empty " line where the other one is supposed to be.
Also, how exactly does Social Strategist on Splendor work? Do the -10% motivation of Social Saboteur stay and one of the Forsaken just gets 20% Motivation?
EDIT: last question resulted from a different forsaken reducing motivation I just forgot about.
View attachment 5170233
Characters gain some dislike for orgasm denial whenever they hit an orgasm PLEA threshold without being able to cum. But if they do get to orgasm afterward, then they gain a much larger chunk of positive attitude toward orgasm denial. Furthermore, when you end a scene while your partner is above 1000 PLEA and she hasn't gotten to cum yet, her attitude toward orgasm denial will improve if she likes you or go down if she dislikes you. Finally, the associated vignettes give some positive attitude toward orgasm denial. Core Confidence Chosen gain dislike toward orgasm denial more quickly, and are slower to become addicted, but they can still be gradually trained to like it.Several questions;
1. What determines the chosens inititial position for orgasm denial some seem to never move to a positive attitude?
2. What exactly does it take to become fully addicted? I've managed to do it for one and not the other and I have no idea what does it?
3. For the maid to serve Vignette is it limited to just one chosen or can multiple get it and does the distortion path matter for it?
4. What determines a chosen attitude to being approached, what do I need to do without negotiating to make them OK doing stuff with me?
5. There is a descent from guilt/infamy for the core and sig vulnerabilities are there any plans for min as well or no?
Becoming addicted just requires maxing out the positive attitude toward orgasm denial.
The maid vignettes are limited to Minor Confidence Chosen on the Negotiation path. Because you'll only normally get one Minor Confidence Chosen per city (and because forcing the game to use two Chosen with the same personality trait will disable vignettes), this means that you can only get them on one Chosen per city.
Chosen will be more tolerant of meeting together when they have higher Morality, lower Confidence, and higher Innocence Break and Confidence Break. Virgin Chosen are also much more reluctant to do anything that leads to penetration.
The Descent vignettes were commissioned by Kalloi, and it's my understanding that Kalloi does want to commission some more at some point.
I believe I fixed the bug where Reign was falling to Despair while already having another Distortion, but if it's still happening in R68b somehow, then let me know.A query I would add to this is: Is it intentional that Reign falls to Despair despite already confirming another distortion? In my latest run, I was trying to leave AversionReign free to see what it would be like fighting her in Loop 28 and 35 but triggering T3 CON meant that she auto-despaired in the Loop 21 fight (since I wanted the Mechanical despair'd).
I'm guessing it's not as she kept the Aversion distortion buff. Not sure if she gets the despair one too since I honestly haven't really looked out for conditions where it would fire or perhaps I just don't remember what it is.
I can upload a save of it happening, for ease of tracking it down if need be at some point soon, but I'm also trying to find a suitable recreation for a weird rare bug I hit every so often wherein the currently captured chosen maxed out one of their traumas randomly.
Thank you for the feedback! It's definitely intended that beginning to grab Mechanical Forsaken by Loop 16 will cause their power to reach really crazy levels by the time you get deeper into campaign mode. Basically, doing Splendor and then immediately Judgment means that you're willingly "frontloading" your difficulty in order to make things easier later on. Eventually, once the "Ascension"-style difficulty modifiers are in, it'll be a lot harder to do that.Oh and some long rambling musings on my current run:
I got fairly lucky with early items, getting Empty Vessel among a couple of other generically helpful pantsus, and I wanted to try out the Mechanical ASAP so I went MegaloSplendor -> DespairJudgement (w/ T4 break) for bosses.
AversionReign + Empty Vessel somewhat made a mockery of up to Loop 19 but I ran into a bit of a problem with Loop 20 Victory. Her city mods were 67% damage reduction and a Day 20 end. My forsaken roster was quite lacking since I was focused on mechanicals and buildings for parts income, not power, and I was keeping light to mitigate the Splendor motivation problem as I had to flip the nasty Mechanical damage debuff.
So I took the easy non-boss fight for Loop 20 and am somewhat looking forward to Victory at 25 as the exponential growth of mechanical forsaken power is pretty insane.
My current parts income (before building at the end of Loop 23) is 12 Noxious/10 Anguish/15 Malice/10 Reprobate/10 Dark and 2 Twisted per 'spare day in loop'. And that's before the current building where I have another 30 Corrupt to further increase the loop income if I so desire. I may keep those to fuel the other mechanical passive damage buff building though.
At some point I have a crapload of parts to build stuff with but I've mostly just being spending them to increase the loop income aside from the occasional 10 or so of a specific building when I need/want a power spike.
Overall, I'll say the Mechanical species adds another layer of tactical campaign planning which I enjoy and find quite interesting but I am slightly concerned about the potential power growth of them trivialising the other forsaken when you unlock them at loop 16.
I'm a little sad I can't see how absurd Loop 35 Reign is this run though (since she auto-despair'd on Loop 21 as I mentioned a post ago and I was too lazy to replay that loop and avoid triggering Despair). Maybe I'll delay Victory to 30 and Love until 35 to test.
Thank you for the bug reports! These should be fixed now.Okay, I've got 2 bug saves for you to peruse:
The first is the 'Max Trauma' bug I was mentioning where capturing the chosen with the current forsaken maxes all their traumas immediately. Interestingly, with the forsaken chosen here, Victory behaves normal for 1 turn and then maxes them all on Turn 2 of the capture. It doesn't seem to change if you use a different forsaken (other than Splendor obviously 'cause she deals no damage at all) but there has been other times where it's only 1 or 2 traumas that max suddenly.
Edit: Also, in this save if you build a bunch of Abrogation Resonators (I originally bought 15 but it likely doesn't matter how many) and deploy the Mechanical (Nobu), the repeats happen for every turn of the first capture rather than just the first turn itself.
The second is a bug that Mechanical chosen killed by Splendor (via Recruit) don't tick up the mechanical achievement nor building quota - they provide the parts and Megalomaniac achievement tally fine. Also in this save is a cosmetic/visual bug regarding the mechanical's operation: It displays the text in battle for a different Tier 4 operation, but doesn't provide the other operation's bonuses - just the text is wrong.
Edit: Oh, on a related note that I forgot about since I wasn't sure if intentional or fixed in R68: Non-distorted Mechanicals spared by Splendor's bargain don't provide the 25 Corrupt Capacitors. I presume you could use this save to simulate that with a little extra effort.
Both these saves were saved/ported to R68 but they were started in R67b.
The Boss customization button vanishing was another bug. This should be fixed in R68b.Something else I just realised as I was pondering whether I wanted to start a new run and customise some chosen: There used to be a way to set the gender of bosses in the campaign set up but it doesn't seem to be there anymore.
In that save's run I believe Victory and Love are male and everyone else is female and I haven't tested another run to see if that was a fixed setup or just RNG on the gendering of bosses.
Aversion Reign causing Chosen to start with 1G ANGST is indeed intended.So just went back to continuing my playthrough which was at loop 7 and was again wondering whether Reign's Aversion trait is actually supposed to make all chosen start with 1G angst? The wording of it makes it sound like it is not supposed to do that and having permanent 1G angst which equals +29 base damage and +5 ee generation(If chosen is pre broken) at day 1 seems a bit too broken.
Also Don't know if the bug which made devils get their Damage reduction from this 1G angst was fixed or not. Will have to check later.
Btw has anyone been able to get t4 breaks on her?(Other than the Innocence one).
Also Has anyone tested Propaganda item on her?(It gives 50% punisher progress to everyone per Truce day)
If you turn on cheats (by having a completed city in your save file, or by pressing the 'c' key on your keyboard while on the options menu), you can edit the day count as much as you like so that you never hit the deadline.I've been playing this off and on for years, and I really do like it, but I always get stressed out over the time limits as I'm not very good at the efficiency/order of operations gameplay part (and yet I prefer to kind of muddle my way through instead of following guides). Is there any chance for an "easy" mode that removes the time limit (basically, so it's always on the player to trigger the final battle when ready) but maybe disables achievements or something?
not sure if this is a known thing or part of the new release but on the off chance it is I will detail my experience here:
the sequence of actions I followed is to load a game, immediately head to either purity or mirages profilen and then meet up with them. from there I strip them and then tie them up, then I molest them. and consistently whenever their pleasure reaches level 2 (be it through kissing, clit rubbing, ect... from "not really turned on" to "blushing and distracted") the option to execute the next turn appears greyed out... this happens *regardless* of if one of their barriers is about to be undone or if they are about to terminate the session from an anger overload and seems to be entirely unrelated.. but it is tied to pleasure (I realize the ropes might have been irrelevant info but I hear that when making a report like this it is good to be as detailed as possible).
if this ends up being a waste of time my sincerest apologies but hopefully this proves to be of some use View attachment 5208446 View attachment 5208447
I've been getting crashes in every custom sex scene. Not sure how to fix
Thank you for the bug reports! This is now fixed.Seems like custom sex scenes just dont work in 68? For me they always lock up around 3 actions in.
My guess for the Chosen not performing the Rampage downtime action is that she's being stopped by a Devil Chosen in the same city. If there's no Devil Chosen, then that looks like a bug.So I am not exactly sure if this is the intended modifier or not but seems a bit weird to go from 50 day deadline at loop 10 to having 20 day deadline at loop 11 when I have also flipped the city modifier trait of Splendor.
View attachment 5213252
Also I remember I asked about if Rampage logic was changed or not a while back. This is a screenshot from that time, don't know if it was/is intended but Stigma here didn't do Rampage downtime. Haven't really seen it again.
View attachment 5213254
You need level 3 despair achievement to start getting despair in 20 days loop. You will need to do it in 5 days with it.
The only way to make it happen is to put your Forsaken in the Ambassador position and send them to meet the Chosen. However, most Chosen might be pretty reluctant to cum inside one of the Forsaken until they're thoroughly corrupted (there's not currently any way to invite the Chosen to perform specific actions like that).Most of my male forsaken have Anal Wombs, how do I make the Chosen impregnate them?
I do have forsaken of different fighting styles, and each in a position (Stud, Hypnotist, Harvester and Publicist). I already went through multiple loops (I already defeated Splendor, and I am going to fight Victory), but I dont believe I ever saw any option related to that.
The asset sizes of characters are determined by a sort of "genetic" system, and the size limits work by forcing some of the genes to be flipped one way or the other. The remaining genes are still random, and you'll only get the extreme sizes if pretty much all of the "free" genes are flipped the same way. It should still happen, but it's rare.This is a weird question/bug, but I've been experimenting with size limits for the Chosen, and it seems to me that specifically for breast sizes it's impossible for it to ever generate the "outer limit" sizes (the numbers on the edges of whatever you set). So, for example, if you leave it on no limits (0-5), then the game will never generate 0 (flat chest) or 5 (enormous breasts), you'll only get sizes 1, 2, 3, or 4. If you change the limits to 1-3, then it'll be unable to generate sizes 1 or 3, so all of the Chosen will have breast size 2 ("pert breasts"). The only way to ever get sizes 0 or 5 is to disallow all other sizes (setting the limits to 0-0, or 5-5), which means all Chosen will have the same size (flat chest or enormous breasts).
It's kind of a petty complaint, but I do like variety. Please give us the full range of tiddies!
This is definitely a bug. My guess would be that you fought Judgment after bypassing one or more boss fight loops (by picking the second city when Love had already been defeated), so when the game checked to see which warp route should appear at the current loop, it got confused. Eventually, it won't be possible to bypass boss fights like that.View attachment 5242126
Could someone please explain this to me, this was the loop skip from defeating the mechanical chosen after Judgement.
I was under the impression that the warp routes gave more influence than the normal ones so I don't know why it got set to 0
Also what's up with "the capital city" it doesn't give an item and sets the influence to 2???
Also usually there was no warp route for the cities after this so the skip was only for one loop is that a bug or by design?
Finally, having reached the loops where the game can be said to "end" after the current final boss fight I feel like the game really needs some optimisation for the later stages. I don't know if it's just me but it some actions (like buying upgrades or looking at the chosen profiles or clicking the button to move to the next day) can take up to a minute on later loops. I've been cleaning my saves and deleting the archive stuff but unless I'm missing something it slowly becomes unplayable with more time spent waiting than actually playing.
This is fortunately just a cosmetic bug, but it'll be fixed in R69.So I don't know if it's just a visual bug or an absolutely broken one but I keep getting this on captures by forsakens(I haven't even unlocked mechanical chosen yet, at loop 14 currently)
View attachment 5253537
This is actually intended. The bonus isn't for beating Reign - it's for putting her on a Distortion path.Also if you tempt her at day 7 even if you dont defeat her, captures and surrounds get the extra 2 as if you defeated her
Thanks for the bug report. You're right, this is a bug that's causing them to skip Operation levels. It'll be fixed in R69 tomorrow.Okay so I finally reached mechanical chosen and unless I am misunderstanding something they are majorly bugged. Atleast the ones which come with pre broken vulnerabilities and force a level 2 operation at the start.
View attachment 5266453
This is on the first appearance(Day 3). I broke Morality and Dignity here and the mechanical chosen (who came with pre broken innocence and confidence) decides to do the final operation for some reason. This also happens if I go for T1 Morality + T3 Innocence break(She does the +50ee operation instead).
She was doing the level 2 operation "Excise sinful impulses" just fine though.
Also seems like distortion don't count as getting a break. Don't know if that is intended or not.
Sharing the save file in case it's needed.
Thank you for the bug report! This will also be fixed in R69.My current save freezes if you try to bargain with splendor
Sounds interesting!I finally watched the anime To Be Hero X and couldn't shake the similarities. I think the people who created that anime are fans of this game lmao