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regarding how stats will work going forward...
Hello everyone! I just got home, sorry for the late post.
So, like i said last week, this week i worked on mostly on fixing things and adding things that were suggested.
-Added a tag on the last choice before entering a route. Like, if you want to go to the city without telling anyone on the 2nd day, now it will tell you -Go to the city (S-NTR) so that you know the route you want to be in and not enter another on accident. (For now not all routes were added this tag, some choices have been a bit annoying because of the way they were written when i first started the game, but hopefully i'll have all of them tagged for when the update is released.
-Fixed the arrow when entering the home. (On some days this arrow wasn't blinking)
-Fixed a lot of typos.
-Added a content for the days 16 & 17 of the Vanilla route. (Day 17 is still incomplete. I'll finish it after taking a nap. Also, i'll try to add at least 1 sex scene to this route)
-I'm currently reworking the [Love] and [Sexual Desire] mechanic. At first they were supposed to be requirements to enter routes and once you were inside the route you had to be careful so you are not dropped into another route. But from now on, After entering a route, this stat will only direct you to a different ending. The Sexual Desire stat will be important on the NTR and NTRS routes while only being the requirement for some sex events in the Vanilla route.
The Love stat will be really important if you want to get a Good or Bad ending.
I probably missed something, sorry.
Hope you have a nice a week and see you tomorrow with the poll for the focus of the week!
(End of Patreon post.)
Personally, I think this is welcome news. The stat mechanic really needed reworking since it felt like the most meaningful choices were all front-loaded at the start of the game (as echoed in some reviews), and were not dynamic
enough regarding how things progressed from there (e.g., routes, reactions) as one played the game. I've only ever been on the vanilla route, but even from that I can tell that the player needed to throw the MC under the bus or put Lily in front of the wolves (or, most disturbingly, give in to the "asshole guest") before being allowed to see the other routes.
It doesn't alleviate the core problem itself (after the build up of going through the explanation that the stats were important and can change the resulting outcomes dynamically from the choices and actions by the player), but having the choices now tagged with route outcomes and the stats now primarily affecting whether the player gets to see the good and bad ending of a particular route helps somewhat. The game is aligning itself to be more of a VN at this point than ever before, imho.
In any event, good luck to the dev. Hope this will result in a better end-user experience. Cheers y'all!