subli

Active Member
Jul 30, 2020
515
340
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.
 
Last edited:
Sep 21, 2019
228
184
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.
Completely forgot about this game. It is nice to see the community making some alternative game updates.
 
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subli

Active Member
Jul 30, 2020
515
340
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?
 

PhazeUFO

Well-Known Member
Sep 28, 2021
1,642
1,603
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?
Yes, have them insta-win the night for you. :LUL:
 

GammaXai

Active Member
Oct 5, 2018
791
425
Have you guys got any favorite dungeon setups?
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.
 

subli

Active Member
Jul 30, 2020
515
340
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.
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.
 

WolfWind

Newbie
Oct 1, 2020
54
22
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?
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.

For the spinner this might be a bit harder to code in, but have it so every foe defeated in a run applies a buff to the whole dungeon (or just the spinners room if that isn't feasible code wise). For each stack of entangled adventurer the spinner recovers 25% health before beginning combat, % chance to apply a debuff on adventurers that reduces damage output (I'd be damned scared myself if I wandered into a dungeon room filled with twitching bodies encassed in silk). Finally if the spinner manages to be the one to capture at least X adventurers in a run (I'd put the number at 3, but balance as needed) it can activate an 'evil eye' ability that applies armor shatter spell to the target before combat begins. Hopefully the suggestions help.
 
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Leksis

Newbie
Jul 14, 2018
22
6
is there any way to add more slave rooms
You will need to use the console from your browser :

  • Right-click in game => 'Inspect'
  • You'll see tabs 'Inspector', 'Console', 'Debug' etc => choose Console
  • Then type something like " SugarCube.State.variables.pc_gold = 50000 "
(with this your PC personal character will get 50000 gold)

You can type other variables like in your case " add more slave rooms "
You can upgrade the rank of your dungeon :

" SugarCube.State.variables.dungeon_rank = 3 "

and your dungeon will be rank 3 , with 2 new slaves rooms and one monster/trap room more.
 
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subli

Active Member
Jul 30, 2020
515
340
Of the summoning spells that must be purchased, so not imps, which summon spells do you buy and use?
 

subli

Active Member
Jul 30, 2020
515
340
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?
 
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Sep 21, 2019
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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?
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.
 

subli

Active Member
Jul 30, 2020
515
340
There already are synergies, like leeching slugs inflicting lactation and the modify mode on the livewire machine inflicting bonus damage on raiders with 3 or more lactation stacks. No real synergies with spells though. I think the idea is good, but I still want to hear what traps people think are weakest to focus on trying to synergize with them
 
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