plantinapot
New Member
- Mar 23, 2024
- 2
- 2
anyone know why i cant rank up to rank 3 when im max level and have enough rep? do i need money or something?
I don't think any content was coded for beyond rank 2 yetanyone know why i cant rank up to rank 3 when im max level and have enough rep? do i need money or something?
It's not abandoned, it's just being developed very slowly and so automatically receives that tag.so this is abandoned????? any other games like this?
Completely forgot about this game. It is nice to see the community making some alternative game updates.I've been on and off working on a balance mod that changes a lot of minor aspects of how the game works. I've been posting versions on the discord as I've been making them, but I thought I'd share it here too.
Edit:
I'm editing this to give an overview of what has changed. I'm not able to provide a complete list of changes, since I've been working on this on and off for half a year, often without taking proper notes.
The biggest change is to raider armor, meaning endurance, perseverance and tolerance, the stats that reduce the damage that raiders take. In the unmodded game these stats scale with level and difficulty, which mean that blessings, debuffs and effects that allowed you to reduce or ignore armor would do next to nothing at the start of the game on lower difficulties, while being far better than any other options later in the game on high difficulty. I changed the game so that armor does not scale with levels or difficulties. While I was working on this some people on the discord complained that high armor values made the descriptions of your damage misleading, so I decreased armor stats and increased health and max lewdness to compensate. This meant I also had to rebalance all armor reduction effects.
Further more I tried to make traps more powerful compared to creatures, as traps being weak has been a big complaint on the discord. I buffed the stats of a bunch of traps and also nerfed the giant growth spell significantly, as it is still probably the best spell after having been heavily nerfed.
Beyond that I've been occationally tinkering with some creature upgrades that I felt were underwhelming compared to the alternative upgrades and I've been fixing some bugs I've come across as I've worked as well
Edit 2: Oh and I changed it so that the cost of decreasing threat decreases at higher threat instead of increasing. Having the cost be lowest at low threat encouraged you to always stick to the lowest threat, meaning the least challenge. This encourages you to allow the highest threat you think you can manage.
Yes, have them insta-win the night for you.The coccoon spinner upgrade to the spider and the alpha wolf upgrade to the wolf are much weaker than the other upgrades for those creatures, and also don't really have interesting abilities. I've had a goal of changing them for a long time, but I haven't thought of any way to make them interesting. Anyone have any ideas?
Awesome. That's both interesting and balanced!Yes, have them insta-win the night for you.![]()
I have my moments.Awesome. That's both interesting and balanced!
I found I had to lean heavily on things that target the full party for all choices as each adventure is too few turns for single target things to work if a party is even three members large.Have you guys got any favorite dungeon setups?
I definitely don't think I've ever run a dungeon with nothing that hits all raiders. I have done just one though. Like my last dungeon was leeching slug, livewire machine in modify mode, summoning circle in demon lord mode and horny slime. The thinking was that the slug and the machine together would put so much percentage lust damage on a raider that the summoning circle would always capture at least one raider. Since the circle capturing a raider and hitting two other would give all the five energy needed for the demon lord to get summoned the summoning circle would typically capture two raiders. Then it would be the job of the horny slime to capture the last raider. Typically this would be possible as this raider would already have been hit by the summoning circle and would typically have less max lust since the first two rooms target the raider with the highest max lust.I found I had to lean heavily on things that target the full party for all choices as each adventure is too few turns for single target things to work if a party is even three members large.
So the alpha wolf one is pretty easy to adjust for, give it a % chance to activate a mechanic called pack howl (it is an alpha afterall, kinda weird it is just roaming solo), that when triggered does damage to a second adventurer, or if there is only one in the run at the time overwhelms them making it so they are unable to counter attack while increasing the damage to them or applying a debuff.The coccoon spinner upgrade to the spider and the alpha wolf upgrade to the wolf are much weaker than the other upgrades for those creatures, and also don't really have interesting abilities. I've had a goal of changing them for a long time, but I haven't thought of any way to make them interesting. Anyone have any ideas?
You will need to use the console from your browser :is there any way to add more slave rooms
I appreciate the efforts. How about trap+spells combinations over multiple rooms? Maybe instead of boosting individual stats, you could try having a shot at synergies where combined effects can unlock. Depending on how this is implemented, this could shot up the whole gameplay by a large factor.I'm still working on updating my balance mod. Adjusting traps was the reason I started modding in the first place and while I have done a lot with them I'm still not satisfied. Anyone want to share which trap(s) they feel are the most underpowered?