November 16th, 2020: Progress Report
Hey everyone, Rem here with this week's Progress Report!
I've still been continuing to work on, and will continue to work on for the foreseeable future on the Desire/Passive revamp. So if you've visited my SubscribeStar or Twitter or Discord on Friday night, you would've heard the news by now. It still hurts a bit, it was a lot of money just gone, but more so than the money is that the joy of introducing Meltys Quest to a new audience was robbed. But we move on. It was a real shocker but Saturday morning I woke up and focused my efforts on Karryn's Prison. Sachinama also said that he is feeling extra motivated to work even harder on Karryn's Prison now.
As I was curious to just how many new Passives I've added, I checked this money and found out that I've coded 449 Passives into the game currently. I actually never checked in v6, but I would like to say that there was already probably around 400 or really, really close to 400 Passives coded in v6. Since I never bothered to tally it all up, I actually thought there was only like 330 or so Passives coded into v6 so imagine my surprise when I found out there is now 449 in the game, hah.
But enough of that, because more importantly than the 30 or so newly added Passives into the game, is the fact that probably around atleast 300 of the current 449 Passives will be redone and re-coded. I've come up with some crazy effects, and I'm almost scared, in a good expectant way, of how they will all interact together once I'm done with the first round of revamp. My current plan is to first revamp all the Passives that I intend to do, second give it a bit of a spin ingame and test how they all work together, and then there will 99.99% probably a second round of going over all the Passives to maybe tone some stuff down, bring some numbers up or down, move some effects around and stuff.
My design philosophy for the whole sexual corruption aspect is that I want it nice and slow, but not too slow, and gradual in its effect. And as a consequence of making it slow to ramp up, once it ramps up, it really, really ramps up. If you indulge in every single one of Karryn's desires then, well, she's basically a walking sex symbol. Let's just say, don't expect her to function very well in normal combat going forward.![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I was about to end this week's Progress Report right there because it feels like a good note to end it, but I also forgot to mention this a week back that I've changed Strength to be the stat that raises Critical Rate while Dexterity is now the stat that raises Critical Damage. The original intention is that by having Str increase Crit Dmg, it would still have a use during sex combat with high Dex. But the actual result is that high Str and low Dex means that Str is just worthless during sex combat, and not as good during normal combat.
What the new change means is that Str should feel more useful during sex combat. It also means that high Str enemies like Thug type enemies are even deadlier in normal combat, but more importantly can actually still do some pleasure damage in the mid and late game. And high Dex enemies like Rogue types and Homeless (which will be temporary renamed to Hobo in v7) types will do less pleasure damage because they won't automatically crit all the time. I really didn't like how only high Dex enemies starting in the midgame were the only ones capable of doing pleasure damage. I'm well aware that high Endurance build has been the golden build for sex oriented Karryns. I'm definitely fine with high End being ONE of the possible builds, it might even still be the best build at the end of the day, who knows. But it being the only good build is not good design. Most likely, if my intuition is not wrong, that high End is still going to remain the best build for sex combat in v7, but this is hugely due to the lategame Passives not being obtainable. Because oh boy, Karryn is going to have a 'hard' time with some of these lategame Passives that I'm coming up with.![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Hey everyone, Rem here with this week's Progress Report!
![](https://i.imgur.com/0R7UeIC.jpg)
I've still been continuing to work on, and will continue to work on for the foreseeable future on the Desire/Passive revamp. So if you've visited my SubscribeStar or Twitter or Discord on Friday night, you would've heard the news by now. It still hurts a bit, it was a lot of money just gone, but more so than the money is that the joy of introducing Meltys Quest to a new audience was robbed. But we move on. It was a real shocker but Saturday morning I woke up and focused my efforts on Karryn's Prison. Sachinama also said that he is feeling extra motivated to work even harder on Karryn's Prison now.
As I was curious to just how many new Passives I've added, I checked this money and found out that I've coded 449 Passives into the game currently. I actually never checked in v6, but I would like to say that there was already probably around 400 or really, really close to 400 Passives coded in v6. Since I never bothered to tally it all up, I actually thought there was only like 330 or so Passives coded into v6 so imagine my surprise when I found out there is now 449 in the game, hah.
But enough of that, because more importantly than the 30 or so newly added Passives into the game, is the fact that probably around atleast 300 of the current 449 Passives will be redone and re-coded. I've come up with some crazy effects, and I'm almost scared, in a good expectant way, of how they will all interact together once I'm done with the first round of revamp. My current plan is to first revamp all the Passives that I intend to do, second give it a bit of a spin ingame and test how they all work together, and then there will 99.99% probably a second round of going over all the Passives to maybe tone some stuff down, bring some numbers up or down, move some effects around and stuff.
My design philosophy for the whole sexual corruption aspect is that I want it nice and slow, but not too slow, and gradual in its effect. And as a consequence of making it slow to ramp up, once it ramps up, it really, really ramps up. If you indulge in every single one of Karryn's desires then, well, she's basically a walking sex symbol. Let's just say, don't expect her to function very well in normal combat going forward.
I was about to end this week's Progress Report right there because it feels like a good note to end it, but I also forgot to mention this a week back that I've changed Strength to be the stat that raises Critical Rate while Dexterity is now the stat that raises Critical Damage. The original intention is that by having Str increase Crit Dmg, it would still have a use during sex combat with high Dex. But the actual result is that high Str and low Dex means that Str is just worthless during sex combat, and not as good during normal combat.
What the new change means is that Str should feel more useful during sex combat. It also means that high Str enemies like Thug type enemies are even deadlier in normal combat, but more importantly can actually still do some pleasure damage in the mid and late game. And high Dex enemies like Rogue types and Homeless (which will be temporary renamed to Hobo in v7) types will do less pleasure damage because they won't automatically crit all the time. I really didn't like how only high Dex enemies starting in the midgame were the only ones capable of doing pleasure damage. I'm well aware that high Endurance build has been the golden build for sex oriented Karryns. I'm definitely fine with high End being ONE of the possible builds, it might even still be the best build at the end of the day, who knows. But it being the only good build is not good design. Most likely, if my intuition is not wrong, that high End is still going to remain the best build for sex combat in v7, but this is hugely due to the lategame Passives not being obtainable. Because oh boy, Karryn is going to have a 'hard' time with some of these lategame Passives that I'm coming up with.