Those are all some good points. Thanks for the feedback! In order:
Fully agree on this. Something that I've been working on recently is adding long-term consequences to some interactions in the story (Afflictions or other skills). I intend for these to be somewhat Easter eggs, as they might actually be very beneficial to know about, so I won't go into details. Just know that one is already present in the current version, and I recently added another. This alone wouldn't solve the issue at hand though.I've turned on almost all toggles offered in this mod. The Bad Dreams, the Real Curses, the Limit Fast Travel, the Difficult Cures, the Harsh Ambushes, and the Hard Enemies, all turned on. Turned off Instant Items as well. Played half the game in this state and haven't really gotten much trouble, mostly due to defeating mobs and bosses with ease, without getting hit by many significant and permanent Afflictions.
All of these mods have indeed made the game significantly harder, but I'd argue not as hard as hard mode since mob and boss stats are still rather low. But as I said, I advise against increasing their stats as to making things more grindy.
Though at the same time, how are we ever going to get afflicted by Masochism or Shameful if we never lose to these very specific and weak encounters? Our party would need to be already severely cursed from before, weakened to a state where even small fry like bandits and dragon worshippers can whop their asses.
And so I hope to see more ways to get frequently hit by permanent and demeaning statuses along the way!
Especially the Afflictions you get from witch curses and the clown, are very well balanced in how they start small but build up in power. They just need to come in place much earlier in the game, before we get all the additional 100 party members to throw around! ^^
About those tomes, could you specify? I'd rather remove them. Or are they because of Random Loot? Actually, I should remove them even then. I decided to leave that skill on Samona because it's convenient for gameplay. Like how Yterre can turn party members into maids, and cure them.The Difficult Cures is one of my most desired changes to Gianna since ever, and for the most part it does indeed make obtainable cures scarce enough to really fear getting transformed. < 3 Although I've still found a few cure tomes here and there, and Samona is still allowed to cure puppets infinetly (why would she ever want to cure puppets? =p).
Love it. Will implement the idea of cured chests, probably by giving a low chance to every chest to be cursed. It will still give you the contents, but also curse you. It has actually reminded me of a mod for Skyrim, and I think I might be able to do something similar: Equipment that looks like the real thing, but changes into cursed fetish wear when equipped. To remove the cursed items, you'd need either Holy Water or a Lockpick, depending on the item, and it'd only have a chance of succeeding.But yeah, all the curses and afflictions are awesome and would make the game hard and softlocked enough, if they just appeared a bit more frequently due to, idk, more traps and more witches?
Oh, oh, idea! How about scattering around fake chests, that curses several party members instead of giving an item?
They could either be placed in place of already existing chests, making every chest a 1/6 gamble or something, or they could be placed in addition to the old chests, testing your Gianna knowledge on which to open and which to not.
I'm leaning more towards the latter, if it's not too much work. Since I wouldn't want any significant, unique item like the rings or cockrings to disappear in place of curses. But then again, those of us most experienced could prob easily discern which chests look suspiciously out of place...
So maybe the first one is the best option, as long as none of those unique items are being poofed away entirely.