CSdev

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Oct 14, 2020
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I was thinking about the gameplay around the custom sex scene system, maybe a bit more of tender loving care to the gameplay around it? Like for example, after we corrupt the Chosen and turn them into the Forsaken, it feels like there should be more than just pull them in bed and click the buttons (while maybe managing some of their values like Pain and their anger...or not) while also (sorry for the joke here but i think it must be made out of respect for the squared circle) wrestling with them for the position you want.

The sex system feels like something that could really be expanded into something like a "trainer", i think is the word i'm looking for. So at first your Forsaken would have issues like they get tired too quickly, they get angry way too fast with your advances or they get injured way too much, but with time and practice you could improve them to mitigate or control these so you can play more with them without having to stop early. Aside from the usual, like positions or vignettes, we could be looking at a sex system with depth that is rewarding and fun to play just like the campaign mode, you know? :)
I want to move in this direction. The game was originally inspired by eragame trainers, after all. The main game is close to being "complete" in that more additions could just get in the way of what's already there, but the custom sex scene system has a lot of room for development.
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I've been messing around a bit with modding this and thought having dates would be neat for some flavor text.

Unfortunately, the ModLoader is kind of whack and pretty limited in what it actually allows. It would be neat for mods to natively allow overriding source classes but that's a lot of work and restructuring for something that likely won't see that much use.

For those curious about code-stuff: I made a mod jar that handles dates and ages but that alone doesn't work with just the mod. Had to build an agent that runs alongside the base game to manipulate the game's bytecode as it loads to overwrite the original classes to inject the modded data. It would be nice to just have one mod file to maintain though.

I'm not talented/experienced enough for this and honestly have no clue what I was doing, but maybe someone who's actually talented in coding (or CSDev but I'd assume you're too busy for that) could look into making a BepInEx/SMAPI-Like Modding-Agent that makes it easier to properly change the game instead of just adding things without having to modify the base game.

EDIT: attached the mod, feel free to mess around. It only adds dates and randomly generated (or set, for custom chosen) birthdays - no extra content. You need java installed because the game is launched via a terminal script (don't launch the game via the .exe, use the .bat-file on windows). BACKUP YOUR SAVES BEFORE YOU USE THIS. The mod actively messes with the game's WorldState. In my limited testing I haven't found the saves breaking when switching on/off the mod, but do be careful.
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This is really cool! I'm also not very familiar with how to code this sort of thing, but if anybody has any suggestions or requests for how I could make it easier for people to make these, then let me know.
The subscribestar link stopped working (redirects to the subscribestar main page now). Did something happen?
I noticed this as well, but it works fine if you're logged in. It's not just for CSdev's page, so possibly a recent legal requirement?
Yes, it wasn't anything I did on my end.
Does anyone know if there is a hard limit to the number of cities you can go to? I wanted to see how far I could get before the next boss gets added but when clicking next city on loop 46 the game just freezes and doesn't show the options even after a couple hours of waiting.
There was recently a bug where campaign mode would crash if you tried to go to a city when there weren't any valid item options left, but that's been fixed as of R71b. Campaign mode will usually have a proper end after Loop 35, but I do want the player to be able to continue forever if they want to, just like how single play lets you keep fighting the team even faster the final battle.
Guys / CSdev, is there any way to organize my roster in the Forsaken menu as in R71? Based on importance, who i keep sending out all the time, for when i would replace them whatever. I could kill for an update like that. Either way, im dying to try out the Reason fight, gonna be a pretty awesome December :D Should we set this campaign run up to endgame/endless viability, for when it comes out? I wonder how the bosses will appear later, huge question mark about Reign, i couldnt dare to set her up for a forsaken yet (or reach Reason before R71 for that matter) - and no idea what she would do in L35, or around 49-50, for (im assuming) we gonna face her sister too. When SHOULD she be broken, before L35? after? Kinda being a sucker for the occassional boss lore too, early 2000's game PTSD keeps coming back and i keep freaking out abt missing something XD
Also, what do you make out of Judy, now that we have monsters like mech/elementals? I was going to do the angel/devil despair, but now not exactly feeling like they are a threat (esp. after a dissociative Reign, that shit is broken). Heavily thinking of a traumatizer, but the intimidate special sounds pretty appealing
Being able to organize your Forsaken roster has been on my to-do list for awhile. This month might be a good time to tackle that, since it's sort of a breather period in between implenting Reason and Wisdom.

Save files where Reign has joined your Forsaken roster won't be able to trigger the final boss in Loop 35, so they'll just continue straight to endless mode.
So this might be another bug related to Reason fight. If you retry after the simulation has started then it leads to the first chosen to keep her old state.(Found it with the previous bug I mentioned)
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Thanks for the bug report. I'll make sure this gets fixed in the next version.
Looks like the "clone" bug got fixed in 71b since it doesn't trigger now if I go back to the City choice and choose this city.( Unless the conditions for it are weird)

Found another bug though. Looks like Elemental chosen don't skip a day if you decide to retreat instead of ending a day naturally.
I thought I had this working properly, so it might be an error specific to something in your save file, but I'll go back and check.
There is a game breaking bug i encountered since R59 (and now in 71 too). Late in the campaign, usually after the 3-4th boss, there comes a chosen with a no portrait black image. I have encountered them 3 times so far, all of them devils i believe. An elemental behaved similarly just yesterday, but it had a portrait (time elemental). Basically the game doesnt really understand that there is a chosen <here>, the 1st one i forsaken'd was not a forsaken but a placeholder that couldnt be trained, deployed or retired. The second one broke my run 1 loop after L25 in the earlier version, after the final battle it started popping the -------------- message on "continue", forever. The ele yesterday did the same, only on day 1 vs Reign on L28, but extended fights with rampager animals solved the problem. The latest beauty is a portraitless devil on L29, it re-triggers the relationship event around 10 times with the EE gained (+-20 times), immune to the negotiation distortion (game treats it like its already a forsaken in the "meet" menu), and the T1 breaks (possibly T2 as well and so on), remain unbroken, i can keep hitting it with a green surround and it does nothing. Im afraid its either going to break the game on the final day again, or will be a useless forsaken. I suspect these problems are similar/the same, please look into it when time allows.
I haven't been able to reproduce this bug. If you send me your save file, I can take a look and see what's happening.
I did that and it works - partially. Everytime I load my main campaign save-file and quit it resumes back to all of the compositions of the original file. (After some testing. It seems that it changes them back to default configs, all of the time no matter what I do...)

I thought of editing the config files itself where the save-files would be located but no luck on finding that. Exporting just carries on the preset instead of the actual save.

Seems like my fate is to re-play through the campaign?. (Which is going to be incredibly exhausting if I don't cheat.)
Does anyone know a solution or a fix?. I don't care if it bugs out on some character descriptors.
The game should always load your settings for the save in the first slot when you start the program. Then, when you change settings in the options menu, those settings are carried over to whichever save you load. However, new settings aren't actually saved in your .sav file until you save your game again.

If you change your settings to what you want them to be, then load your save, then immediately overwrite that save, this should cause the settings to stick. If it doesn't, then there's some sort of bug.
 
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