LATE JAN UPDATE:
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Pretty sure the doe is going to win the monster poll, so there’s her cute unevolved form; Druii! Norma’s ready to go as well, but you gotta WAIT, because I said so. I am healthy now, but I GOT MAD SICK on the 15th and was WIPED OUT for a whole week, so the update got delayed and the content and engagement dried up as I wallowed in misery. But I am back now, and have polished up a HOT DROP.
This USER FEEDBACK UPDATE is hopefully going to clear up confusion and provide the player with precise strategic information, which will help balance the game's combat going into the future.
Battle UI now displays the % flee chance you have so you can make an informed decision on trying to flee.
Battle UI now displays the relevant symbol when an enemy monster has good / exceptional / perfect genetics. In case you’re some kind of degenerate who would sack a perfectly good scout just to get a good breeding stud for the stables.
Battle UI now displays your BP (explained later).
Battle UI now displays scouts current bonus fertility and the enemy monster's fertility, allowing you to make a strategic choice on grappling.
Battle UI now also displays your own monster's fertility, though this isn’t relevant yet since you aren’t ordering your monsters to fuck enemy trainers (yet).
Battle UI now displays your current struggle chance.
Battle UI now displays the fertility of the monster that currently has you pinned so you know the risk. (You will have to look at that AND the scouts bonus fert and do math)
Struggle has a base 45 (+ unlock bonuses, + scout struggle bonus, - enemy monster grip, - area difficulty level penalty (TBA), - lust penalty) chance to succeed. If the countdown timer reaches 0 (and the scout isn;t knocked up) she will gain a lust penalty, lowering struggle chance for the rest of the fight by 7%. Scouts now have a struggle bonus that will be increased or decreased by events and items in the future. Struggle bonus can’t be reduced past 0 and won’t carry over between scouts. SOME monsters WILL have a GRIP stat that isn’t 0, representing their many arms, tremendous weight, wrapping coils, etc, these monsters are more difficult to struggle away from. Example: SeaQueen, a Naga that wraps around you, is more difficult to struggle away from so she has bonus grip.
Repel and Super Repel are now in the game. You know what this is. Repel lasts for 60 ticks, Super Repel for 120. So that many seconds OR half an in-game day, and one whole in-game day respectively. Why yes, in this game repel is literally just a GUN. Well, batteries to charge your stun-gun, I guess. Monsters don’t mess with you when you have a stun gun charged.
Contraceptives are now in the game. They essentially work as HP. Each time a scout takes a contraceptive, she gains 1 contraceptive Barrier Point (BP). You can have a max of 4 BP (Unlocks will raise this someday). BP is seen in the inventory screen, and while in battle. Each time the X counter counts down to 0 and a monster climaxes in a scout, there’s a chance the monster will impregnate the scout based on the monster’s and scouts fertility (roll is /100), BUT NOW if the scout has ANY BP remaining she will simply lose 1 BP instead of being impregnated. Once all BP is expended the scout is risking impregnation as normal. This makes “grappling” out difficult monsters a much more viable strategy. You have reason to engage in XXX. If the scout bonus fertility is < 30 she will lose 2 BP at a time. If it’s < 50 she will lose 3 BP. So you’re still likely trapped in a spiral.
The clock, which is viewed with “T”, now also displays the scout status effects. Her fertility bonus, her repel remaining, and how many contraceptive BP she has.
If a scout is lost (by just losing a battle even) then her remaining BP and bonus fertility (keep reading) is not carried over, your next scout starts with 0 BP (and 0 bonus fertility).
Contraceptive Pills add 1 BP, and are very rare medical loot. However, contraceptive HERBS are not that rare. You can get herbs from wild chests. Herbs MIGHT give your scout a BP... But they will DEFINITELY make her more fertile, permanently. You can also feed herbs to monsters in a pinch to heal them, and also make them more fertile and slightly disobedient. The Bitter Herb, which is green, is common, rarely gives BP, and sometimes gives you bonus fertility. The Sweet Herb is somewhat rare, and might give your scout a BP, it also always serves the scout lots of bonus fertility.
“0” stops targeting any monster in your inventory btw, so that’s how you “target” the scout with items, just don’t have a monster targeted with the number keys...
Obviously this loop is intended to gradually make a scout more fertile while you try to keep a few BP up.
Monster virility base from 2 -> 4. Meaning the average time to climax is now 6 rounds down from 8
Base flee chance from 35% - 40% -> 50%
Herbs are affected by the MEDIC and MEDICINE WOMAN achievement, granting you some herbs on your next playthrough, and making the herbs restore a bit more HP (and some EP) respectively when used as medicine.
Based on patron feedback the Battle Timer which separates out combat into stages is now 0.75 seconds down from 1.5 to speed up combat. So enjoy the NEW complaints of the text flashing too quickly. It feels too slow when you are used to the system, and too fast if you are new (shrug) this will always be the case.
To people commenting on combat being too hard or easy: People playing the mechanics find the game too easy because the current zones are the starting zones, people who are here to not think and fap find EGGOMON too hard. My patrons are usually experienced in the game and invested. Wot I think: Eggomon isn’t a VN, so I need to lean into it being a GAME. Combat will get harder in more challenging zones.
The BAG option during battle, which has been greyed out until now, has just been removed, since there are no battle items yet, and new people are confused as to what an alpha is.
Added several Unlocks:
LOSER AND BIG LOSER. Earned by losing battles. Each grants you a +5% chance to struggle out of a grab. Lose 5 battles and 30 battles respectively. Don’t intentionally grind this.
FIGHT OR FLIGHT: Flee a bunch of battles. Now you are 10% better at fleeing on future runs.
BACK OFF and STANDING YOUR GROUND. Earned by using repels. Don’t intentionally grind this? Repels make exploration safe but there’s just a couple areas to explore for now. Bonus is: start with a couple more repels, and your repels last longer.
MOTHERS DAY + BIRTHING MACHINE, earned by giving birth to monsters (eggs). Start with a random monster egg, or two! Who knows what could hatch? Pretty cool. The eggs take 3 days to gestate, but will STILL be the first monsters you can possibly hatch. They also start with good genetics, scout_bred and boss_bred meaning they are popping out the gate with some solid early genetic bonuses. Since there’s no other way to get boss_bred genetics right now, the genetic lines of these offspring are potentially the strongest you can currently achieve (since theoretically you can element breed these offspring, and get them good + exceptional + perfect, and they already have scout_bred, and THEN will be the only monsters with the Boss_bred ancestry bonus) No complaining for now please. The game is already stupidly easy (for now) with the fruits now in. On another note, I super love this random egg process I created...
FRUITY + FRUITY PATOOTIE, earned by eating lots of fruits. You start with +1 fruit for each unlock and they are earned by eating fruit.
MINIMALIST + EMANCIPATOR, earned by releasing many monsters. You start to gain free items when releasing monsters (representing the monster bringing you a gift as thanks / goodbye). Minimalist Items are alright sometimes you get a stone. Emancipator items are pretty good, you can even get stones and fruits.
Fixed the loss screen, it now correctly displays if a lost scout is currently pregnant or not. Before it was assumed the scouts were always preg or lost a battle from impreg, but scouts can not be preg while in the stables (really?) and players can lose fights the normal way by running out of hp (seriously?).
Fixed items being used while the inventory screen was open but other overlays were ALSO open (evolve screen / battle).
There is a persistent memory leak bug that causes the game to gradually lag more and more for people who run it over extended periods. In as little as 20 minutes some people are seeing their frames go from 60 to 16 as the game engine swallows more of their processing and junk is collected. But this isn’t happening for everyone, and might be an issue for people without Vulcan (super common graphics software) compatible cards. IF YOU ARE NOT EXPERIENCING THIS ISSUE PLEASE LET ME KNOW. I am trying to figure out how widespread the problem is, and people WITH the problem are reporting it.
For the freak who wanted LINUX EGGOMON:
Mega