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NODOGAN

Well-Known Member
Dec 11, 2017
1,572
2,670
Almost got Tobbs flashback with that whole "Do NoT tOuCh My ChArAcTeR!" thing like...come on people, it's a porn game, people's fetishes are weird, just write the story/quests on the character and leave it open for stuff people is gonna do anyway since their kinks are already enabled to begin with in these type of games.
TLDR: Don't be too attached when you write a character for a PORN GAME because people are going to run them through the entire kink train!
 
Aug 30, 2018
24
80
Unrelated to CoC. Lumi was a character contribution written by Nnxx.

According to the author, Lumi was meant to be a "pure concentration of all things love dovey". A cute but shy lesser wolf girl with a criminal past, but with no warrant on her head so you couldn't enslave her. That peeved some people, saying she was protected by "plot armor". Nnxx got tired of dealing with a sea of people expressing they wanted to rape/enslave her character, despite multiple rejections (for several reasons). Eventually she just gave up and pulled the plug on the entire thing.
I completely forgot about Lumi but I am only on discord for the mods/exports. So how many unique characters has she dropped support or stopped working on the last few years now?
 

ebonheart2319

Member
Jul 21, 2017
135
427
I guess being Innoxia's friend puts you above the rules
The entire debacle would have had merit, but Inno has long since added mountains of exceptions and plot armors and forgotten plotthreads.

The Sterile Office Fox, The forgotten cloaked angel plot, The gym, Nyan's SAT exam for reasons, Rose, Lily, Meraxis/Meranda, Alexandra, Felicia, Cannot hire kids just slaves, Harpy Queens, Fort Bosses, Enforcers in general, Still missing spells/items.

Now that forward development is dead, its all races and clothes. There are literally ~100 race combos (Demo/Taur/Slime Variants included) that can spawn in tiles. But what can spawn where is severely lacking.
I think the code currently allows literally ANYTHING not unique or imp to spawn in canal tiles.

The gameplay loop WAS stable if stale, but now its saturated. The loot WAS fine, but again saturated and stale.
I will say again, extra noncombat encounters, interesting enchanted loot and potions, and spreading spawns thematically.
If only there were maps with varied biomes. If only.

Also clearing the Pastafarian mess. I literally watched the game break down and describe every npc as a "Rat-boi"
"No LT, thats Lily and Rose. They are not mid-twenties Rat-Bois with brown fur."
I realized I haven't actually shared anything I've been working since last year (Dec), so I'll just leave this here. Unpack it inside the "mods" folder.
Game needs more loot of this vein, rather than 3% poison resistance. Bonus points if NPCs seal it to the player and only Lily can remove it like Amber's Collar.
Though the spawn numbers may need tweaking. Every NPC that could was exclusively using this, unless they were taurs.
The game quickly became 100% male below the belt as there seems to be no female counterparts.
(If thats by design its still neat.)
 
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tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
The entire debacle would have had merit, but Inno has long since added mountains of exceptions and plot armors and forgotten plotthreads.

The Sterile Office Fox, The forgotten cloaked angel plot, The gym, Nyan's SAT exam for reasons, Rose, Lily, Meraxis/Meranda, Alexandra, Felicia, Cannot hire kids just slaves, Harpy Queens, Fort Bosses, Enforcers in general, Still missing spells/items.
It's kind of like the writing for this game is awful and complete afterthought, rather than something following any time of plan or outline, and every single quest or addition is written completely independently of the rest leaving everything feeling disjointed and lacking any kind of continual flow...

Or something like that.
 

Rahzzy

Newbie
Jul 23, 2017
19
3
Here's the thread for the game, if you wanna access the entire board click on catalog.

Unless you can merge the mod with the recent version, it's not really worth it since it's pretty old.
don't seem to work now. so anyone who do have the mod make sure you have it copy over and over and saved if you ever lose a copy.
 

IvoryOwl

Active Member
Mar 29, 2017
761
1,410
I completely forgot about Lumi but I am only on discord for the mods/exports. So how many unique characters has she dropped support or stopped working on the last few years now?
Not sure if that's a rhetorical question but it sounds like you know more than me at this point, because I've kind of stopped going to Discord altogether. My visits were always sporadic, on and off sort of thing, but lately I only go in there to fact-check something real quick and then leave. I don't really keep tabs on Nnxx's (or anyone else's) endeavors anymore.
 

PussyPassAnon

Member
Dec 18, 2018
186
271
Though the spawn numbers may need tweaking. Every NPC that could was exclusively using this, unless they were taurs.
The game quickly became 100% male below the belt as there seems to be no female counterparts.
(If thats by design its still neat.)
It was by design, but I can turn the spawn rates down to a more normal rate, since It won't be as high when I release the actual race.
There's a small chance that clothes affecting genitalia won't appear, so it's a matter of spawning a female that isn't wearing that particular clothing.
It's based upon the lore of the race of harpies I'm building up, which adheres to general harpy mythology in combination with this species' cult-like obsession with males and male features.

Here's a version of the outfit mod, modified not to dominate all other outfits in the pool. It'll later be contained to solely appearing on certain races, at which time I'll probably modify the weight again to reflect lore.
 
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NODOGAN

Well-Known Member
Dec 11, 2017
1,572
2,670
Silly little question but does the spell Arcane Arousal/Arcane spells in general use your Spell Damage or Seduction stat?
 

Carl0sDanger

Active Member
May 22, 2020
546
818
It's kind of like the writing for this game is awful and complete afterthought, rather than something following any time of plan or outline, and every single quest or addition is written completely independently of the rest leaving everything feeling disjointed and lacking any kind of continual flow...

Or something like that.
It's why it was such a mistake to spend time on side quests when the main quest is essentially only just out of the tutorial stage. Pushing forward on a central story would have given Inno more structure.
 

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
new update

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Mostly contributor work, as usual.

edit: The only interesting changes were done by contributors. I know she took three weeks off, because that's a good idea when you're stressed about being behind schedule, but what was she doing BEFORE the paid vacation?
 
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Sarkath

Active Member
Sep 8, 2019
532
908
So I messed around with the status system tonight. Here's a (where I basically take a lap around the second floor of Lilaya's abode as quickly as the game will let me…with 3521 NPCs in the world) and .

This is using my with a few thousand NPCs, using the traditional Nashorn JavaScript interpreter. I did this in about the simplest way I could think of: status update deferral. Instead of everything being treated equally, there is now an enum to set a status effect to either always be updated (this is used for world-affecting statuses, i.e. pregnancies) or to be updated on-demand (occurs when the player lands on the same tile as the NPC, loads a saved game, and in a few other highly specific situations). This can be set by mods using the optional updatePriority field in the XML (valid values: ALWAYS and ONDEMAND).

This is sorely lacking testing at the moment but the initial results are pretty promising. I tended to err on the side of caution, so I'm sure there are a few situations that are causing spurious on-demand status updates (methinks that's why sleeping is still kinda slow, though that still saw a pretty big speed bump). Naturally, the player's status effects are always calculated at the end of every turn, as are NPCs in a combat/sex scene (comes with the territory, as they will always share a tile with the player).

There are a couple of areas that still need some attention. Clothes and tattoo status effects are currently using the priority system and are only updated on-demand. I'm planning to apply the priority system to those as well. Additionally, there's this little bit of naughtiness that I need to take a deeper dive into:

Code:
// Add all status effects that are applicable:
for (AbstractStatusEffect se : StatusEffect.getAllStatusEffects()) {
   if((se.getCategory()==StatusEffectCategory.DEFAULT && (!se.isFromExternalFile() || se.isMod())) // Modded SEs probably won't have taken into account category, so let them always be checked.
         || (se.getCategory()==StatusEffectCategory.INVENTORY && requiresInventoryStatusEffectCheck)
         || (se.getCategory()==StatusEffectCategory.ATTRIBUTE && requiresAttributeStatusEffectCheck)) {
      if(se.isRequiresApplicationCheck() && se.isConditionsMet(this)) {
         if(!this.hasStatusEffect(se) || se.isConstantRefresh()) {
            addStatusEffect(se, se.getApplicationLength()); // Default application length is -1
         }
      }
   }
}
This is…pretty bad. This loops through all of the available status effects in the game and checks to see if inventory or attribute status effects should be applied. The main issue with this is the sledgehammer approach taken, as there are a good number of effects that will likely never get added in this way. Imagine looping through and checking every single status effect in the game at least once for every NPC in the game and it becomes fairly obvious why this isn't a great approach.

In my branch I just added an update priority check to this, but that's a band-aid fix at best (since it's only calling 1 getter for a failed check as opposed anywhere from 3-9). This snippet needs some more TLC.
 

anon707

Member
Jun 13, 2018
295
547
So I messed around with the status system tonight. Here's a (where I basically take a lap around the second floor of Lilaya's abode as quickly as the game will let me…with 3521 NPCs in the world) and .

This is using my with a few thousand NPCs, using the traditional Nashorn JavaScript interpreter. I did this in about the simplest way I could think of: status update deferral. Instead of everything being treated equally, there is now an enum to set a status effect to either always be updated (this is used for world-affecting statuses, i.e. pregnancies) or to be updated on-demand (occurs when the player lands on the same tile as the NPC, loads a saved game, and in a few other highly specific situations). This can be set by mods using the optional updatePriority field in the XML (valid values: ALWAYS and ONDEMAND).

This is sorely lacking testing at the moment but the initial results are pretty promising. I tended to err on the side of caution, so I'm sure there are a few situations that are causing spurious on-demand status updates (methinks that's why sleeping is still kinda slow, though that still saw a pretty big speed bump). Naturally, the player's status effects are always calculated at the end of every turn, as are NPCs in a combat/sex scene (comes with the territory, as they will always share a tile with the player).

There are a couple of areas that still need some attention. Clothes and tattoo status effects are currently using the priority system and are only updated on-demand. I'm planning to apply the priority system to those as well. Additionally, there's this little bit of naughtiness that I need to take a deeper dive into:

Code:
// Add all status effects that are applicable:
for (AbstractStatusEffect se : StatusEffect.getAllStatusEffects()) {
   if((se.getCategory()==StatusEffectCategory.DEFAULT && (!se.isFromExternalFile() || se.isMod())) // Modded SEs probably won't have taken into account category, so let them always be checked.
         || (se.getCategory()==StatusEffectCategory.INVENTORY && requiresInventoryStatusEffectCheck)
         || (se.getCategory()==StatusEffectCategory.ATTRIBUTE && requiresAttributeStatusEffectCheck)) {
      if(se.isRequiresApplicationCheck() && se.isConditionsMet(this)) {
         if(!this.hasStatusEffect(se) || se.isConstantRefresh()) {
            addStatusEffect(se, se.getApplicationLength()); // Default application length is -1
         }
      }
   }
}
This is…pretty bad. This loops through all of the available status effects in the game and checks to see if inventory or attribute status effects should be applied. The main issue with this is the sledgehammer approach taken, as there are a good number of effects that will likely never get added in this way. Imagine looping through and checking every single status effect in the game at least once for every NPC in the game and it becomes fairly obvious why this isn't a great approach.

In my branch I just added an update priority check to this, but that's a band-aid fix at best (since it's only calling 1 getter for a failed check as opposed anywhere from 3-9). This snippet needs some more TLC.
Checkmate, atheist! There is a God. Here's my proof.
 

NODOGAN

Well-Known Member
Dec 11, 2017
1,572
2,670
Is there any way to restart your elemental's perks? i just realized i summoned the wrong one, but now she is stuck with my old build and she doesn't hit as hard as she did before.
P.S: For a moment i thought i was being clever (or very dickish) trying to give my slaves a enslaving tattoo since THAT can't be removed, but saddly tattoos don't have enslaving enchantment.
 
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tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
Is there any way to restart your elemental's perks? i just realized i summoned the wrong one, but now she is stuck with my old build and she doesn't hit as hard as she did before.
P.S: For a moment i thought i was being clever (or very dickish) trying to give my slaves a enslaving tattoo since THAT can't be removed, but saddly tattoos don't have enslaving enchantment.
Save file editing would be my way.

Just search the file for the elemental's name and you'll be able to find its perk list.
 
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doomtrack

Member
Feb 3, 2018
106
211
So I messed around with the status system tonight. Here's a (where I basically take a lap around the second floor of Lilaya's abode as quickly as the game will let me…with 3521 NPCs in the world) and .
THE CHOSEN CODE MONKEY HAS BEEN BORN, HE IS STARTING TO BELIEVE HE CAN DEFEAT AGENT SPAGHETTI!
 

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
I'm honestly surprised that no one else has comment on the blog update. Have we finally normalized how little Inno contributes compared to the volunteers? At this point they're adding and fixing core mechanics, adding quest content, and more item bloat that absolutely no one cares about because combat in this game is a joke lol
 
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