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EmDotRand

Well-Known Member
Sep 7, 2020
1,221
2,105
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Hey I've been working on a little combat fix for Lilith's Throne and before I continue, I'd like to gather some feedback on what I already have

Most important gameplay changes:
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Please keep in mind:
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My goal is not to make the game hardcore, but to make combat feel interactive, so you cannot bulldozer your way through every encounter and instead will have to experiment with different builds and strategies.


Please don't hold back with feedback - every slightest bit of information is useful, even if it seems irrelevant (did anything feel confusing? silly? off-putting? Maybe something seemed strong, but actually wasn't at all? Did some combos feel OP? Etc)
also suggestions of any kind are much appreciated (especially for new moves)

Planned Changes:
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P.S. I would appreciate some code revision and tips on how to optimize and make my code cleaner

Links:
Prebuilt: Pixeldrain
Source: Pixeldrain

Installation:
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I can respect this. The game's combat is one of it's weak points, which is troubling when your expected to do it often.

Linux Build for people that can't wait another 5 minutes after downloading to play:

So after building it myself I grabbed my teacher character, debuged in a karambit to pair with a misty Demon stone, jumped into the nearest alley and looked for trouble.
  • First encounter is a lvl 2 demonic cat with 346 hp. LMAO.
  • Weapons from my old sve have the vanilla stats while weapons retrieved during testing have modded stats.
  • Half demons still can't take advantage of their perk since they spawn with no spells.
  • Lust damage ignores damage reduction, which makes arcane arousal still strong.
  • 0 AP moves are a nice touch.
  • Different moves depending on which hand you equip some weapons is cool
  • Haymaker description makes no sense. Outside of jabs every good punch should utilize the whole body. I'd use something more like "Wind up your fist for a devastating blow." The actual damage and downside is ok as this move irl is used by newbs who can't throw a decent punch yet.
  • I wonder if some perks/traits can also be made to unlock moves, like soldiers getting a takedown, martial artists getting a propper hook, or aristrocrats getting a remise.
  • Weapons like the arming sword and dory have their offensive moves when in the off hand and deffensive in the main hand. A bit counter intuitive...
  • Demon dagger's Phantom blade is too delayed. While going all "Omae wa mou shindiru" on a goon is funny the first time, after that I just missed Karambit's constant tics.
  • *Grabs katana* Water breathing! First form! On serious note, this is an opportunity to put in iaido (focus on quickly ending a fight) or kenjustu (katana fencing) moves.
  • Was hollering when Meraxis hit me with Za Worldo!
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,516
1,532
326
Thanks for your feedback!
I have a few questions, though
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I am intend to rework in-combat Lust altogether to be less of an "alternative health bar" and more of something you can use to weaken your opponent (even if that may go against lore, technically)

I hope more people play my combat mod and share their thoughts, so I can polish it further before expanding
One point to remember in all of this is that I am not struggling with your modded version of the game.
I have only made 2 builds so far: My 'basic bitch' Soldier melee build and a new build with a different background (Butler) and using spells as well as melee attacks.
I am actually playing the game, so I am not just testing Skill 1 and then resetting my character and testing Skill 2. So, there are probably plenty of things I have missed or just over looked. Instead of trying to analyze and test all the new stuff, I am just diving in and 'figuring shit out' as I play through my normal things I do in the game.

All of my rambling could absolutely be a 'me problem', which is why I am kind of hoping someone else will try out your mod, as well.

------------------------------------------------------------------------------------------
1. The Dusters, a Demon Stone, and a bat. I looked at the stats for the zwiehander and it didn't do much more damage than dusters or the demon stones and I can buff unarmed weapon damage by learning martial arts and buffing physique.
3. I am guessing that I am playing on Normal. I usually don't mess around with the difficulty, so whatever you set the default difficulty to, that was what I was playing on.
5. On my first character I focused more on melee, so most of my enchantments were for physique and unarmed damage. My second character (current character) I focused my enchantments on Arcane and spell efficiency. I have been playing around with set bonuses as well and I haven't re-enchanted any of the pieces, so whatever bonus the equipment has is part of my enchantment limits.

2.
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4. Let's go straight to the 800lb gorilla in the room: Alicorns.
Since I am 'diversifying' my character to incorporate spells, as well as melee attacks, I am a bit more 'sensitive' to aura usage and recovery. It really could all just be a 'me problem', since I never really dabbled into spells in the OG, melee abilities do not need a 'special' resource pool to use them every round of combat.
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6. I don't really struggle with Aura recovery.
Bonus: I am confusing Channel with Drain.

Yeah, I do have my stupid moments with this game, so forget the crap I was saying about the skill Drain. /facepalm

Here are the save files for the 2 characters I have made and the game properties file, if you want to load them up and see what the F I am clowning around with.
 

tehlemon

Well-Known Member
Jan 26, 2021
1,229
1,583
197
Still waiting for a community to take this game at a stable point from base game and go full trading/prostitution/landlord/slice of life route instead of seeing just some new fur patterns or 1 qurst every 12 months.
There were four or five people who were trying to make that work two or three years ago, and then everyone started working on their own games instead lol

This game used to have some serious issues that might make that type of game play impossible without serious overhauls that are not going to happen at this rate. Given that there's only been like five updates since then, and with the only person I knew of helping Inno complaining about unaccepted PRs for five moths... I'm guessing those issues haven't been fixed yet. There were some real limits to the number of NPCs the game can handle, and how the game handled unloaded areas. Plus just, so many memory issues over the years, there's bound to be more. I just don't see it happening at this point.

Honestly, if we go back like like 6 years or so, that's the direction a lot of people were hoping this would go. A lot of us were asking Inno to just get all of the zones into the game in an empty state so she could shift the focus back to optimization and adding to the sandbox. Each zone didn't need to be populated, hell it didn't even need the full maps, she just needed to get the game to the point where she could easily added content over time. Then she could go back to mindlessly working on whatever random project caught her attention that month, becuase it'd just be bonus content for the sandbox. And it even works as a monitization model! You won't have to be just another game milking its audience without ever going anywhere...

Then she started working on trying to get to that point, and completely crashed out.

But hey, at least one of those people are getting close to releasing their own project. Just not mine lol
 

YaBoiDeath

Member
Sep 20, 2021
213
230
134
Are there any interesting mods worth installing just to make you want to play again?
Lots of mods on the Discord for the game. There's stuff for WH40k (adds Khornate demons and orks as races, along with weapons and gear), DOOM (adds a lot of the demons are races you can meet or play as), Dragonball (Saiyans, Androids, Aliens, etc.), Orcs, Xenomorphs, and a bunch of other shit. Don't know if any are posted here, but there's also character exports shared on there for people to play as or import (slave, houseguest, or club-goer). Actually done a whole lot of exports myself, along with a small number of mods
 

Arkus86

Member
Jun 3, 2018
373
613
277
Are there any interesting mods worth installing just to make you want to play again?
Depends. Do you consider a bunch of additional races and (clothing/weapon) items interesting enough? Because that is 99% of the mods for this game, and the remaining 1% is mostly outdated and unplayable on the curent build.
 
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BruhingBruh

New Member
Jun 24, 2023
14
10
13
Are there any interesting mods worth installing just to make you want to play again?
You could try my (not yet finished) combat mod. The original post with links and overall description is on previous page (post #19795) and the link to the exe is on post #19801
And if you're feeling experimental, you could try making/modifying new moves/effects using the improvements to XML modding I've made. (I don't remember if I included any documentation, but you can probably figure it out from looking through .xml files in res/mods/cmod)
 

BruhingBruh

New Member
Jun 24, 2023
14
10
13
One point to remember in all of this is that I am not struggling with your modded version of the game.
I have only made 2 builds so far: My 'basic bitch' Soldier melee build and a new build with a different background (Butler) and using spells as well as melee attacks.
I am actually playing the game, so I am not just testing Skill 1 and then resetting my character and testing Skill 2. So, there are probably plenty of things I have missed or just over looked. Instead of trying to analyze and test all the new stuff, I am just diving in and 'figuring shit out' as I play through my normal things I do in the game.

All of my rambling could absolutely be a 'me problem', which is why I am kind of hoping someone else will try out your mod, as well.

------------------------------------------------------------------------------------------
1. The Dusters, a Demon Stone, and a bat. I looked at the stats for the zwiehander and it didn't do much more damage than dusters or the demon stones and I can buff unarmed weapon damage by learning martial arts and buffing physique.
3. I am guessing that I am playing on Normal. I usually don't mess around with the difficulty, so whatever you set the default difficulty to, that was what I was playing on.
5. On my first character I focused more on melee, so most of my enchantments were for physique and unarmed damage. My second character (current character) I focused my enchantments on Arcane and spell efficiency. I have been playing around with set bonuses as well and I haven't re-enchanted any of the pieces, so whatever bonus the equipment has is part of my enchantment limits.

2.
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4. Let's go straight to the 800lb gorilla in the room: Alicorns.
Since I am 'diversifying' my character to incorporate spells, as well as melee attacks, I am a bit more 'sensitive' to aura usage and recovery. It really could all just be a 'me problem', since I never really dabbled into spells in the OG, melee abilities do not need a 'special' resource pool to use them every round of combat.
You don't have permission to view the spoiler content. Log in or register now.
6. I don't really struggle with Aura recovery.
Bonus: I am confusing Channel with Drain.

Yeah, I do have my stupid moments with this game, so forget the crap I was saying about the skill Drain. /facepalm

Here are the save files for the 2 characters I have made and the game properties file, if you want to load them up and see what the F I am clowning around with.
Only now do I realize that I completely fucked up with unarmed weapons, since they're the only form of weapons that can scale to oblivion (with martial artist and high physique). I think I'll likely tone it down, implement same scaling for their relevant moves and ((hard maybe)) give other weapons some form of scaling too. I imagine this could be part of the reason why you feel that basic attacks are more effective than moves (p.s. knuckle dusters are one of the very few weapons with a 3 AP move)

Thanks for helping me notice that!

Also, regarding races, the reason I removed racial attributes is because I didn't want races to be something build defining (e.g. why would you build a unicorn to be a melee fighter?), nor did I want some races to be strictly better than others (excluding those that, like demons, require considerable player progress to obtain)
If you have ideas regarding how they could be made unique without being a considerable factor in build making, I'd love to hear them!
 

I am #54

Newbie
May 21, 2017
58
80
203
Are there any interesting mods worth installing just to make you want to play again?
Absolute shitload on the discord, yeah. Including a pretty damn extensive Pokémon one with Pocket Throne, if that's your thing. Sadly discontinued before it got to the legendries, it seems. Last time it was updated was in 2023, but it should still work just fine for modern versions.
 

BruhingBruh

New Member
Jun 24, 2023
14
10
13
I can respect this. The game's combat is one of it's weak points, which is troubling when your expected to do it often.

Linux Build for people that can't wait another 5 minutes after downloading to play:

So after building it myself I grabbed my teacher character, debuged in a karambit to pair with a misty Demon stone, jumped into the nearest alley and looked for trouble.
  • First encounter is a lvl 2 demonic cat with 346 hp. LMAO.
  • Weapons from my old sve have the vanilla stats while weapons retrieved during testing have modded stats.
  • Half demons still can't take advantage of their perk since they spawn with no spells.
  • Lust damage ignores damage reduction, which makes arcane arousal still strong.
  • 0 AP moves are a nice touch.
  • Different moves depending on which hand you equip some weapons is cool
  • Haymaker description makes no sense. Outside of jabs every good punch should utilize the whole body. I'd use something more like "Wind up your fist for a devastating blow." The actual damage and downside is ok as this move irl is used by newbs who can't throw a decent punch yet.
  • I wonder if some perks/traits can also be made to unlock moves, like soldiers getting a takedown, martial artists getting a propper hook, or aristrocrats getting a remise.
  • Weapons like the arming sword and dory have their offensive moves when in the off hand and deffensive in the main hand. A bit counter intuitive...
  • Demon dagger's Phantom blade is too delayed. While going all "Omae wa mou shindiru" on a goon is funny the first time, after that I just missed Karambit's constant tics.
  • *Grabs katana* Water breathing! First form! On serious note, this is an opportunity to put in iaido (focus on quickly ending a fight) or kenjustu (katana fencing) moves.
  • Was hollering when Meraxis hit me with Za Worldo!
Lust damage ignoring Guard is intentional, but in-combat Lust as a whole is going to receive a rework
Great idea with unlockable moves being tied to perks! I could add more variety to the perk tree and give more flavor to certain player professions!
Iaido is an interesting suggestion, but I struggle to imagine how to implement it without creating old soldier 2.0....

Thanks for the feedback! I'll look over the rest and release a new version once I finish it
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,516
1,532
326
Only now do I realize that I completely fucked up with unarmed weapons, since they're the only form of weapons that can scale to oblivion (with martial artist and high physique). I think I'll likely tone it down, implement same scaling for their relevant moves and ((hard maybe)) give other weapons some form of scaling too. I imagine this could be part of the reason why you feel that basic attacks are more effective than moves (p.s. knuckle dusters are one of the very few weapons with a 3 AP move)

Thanks for helping me notice that!
If your goal is to bring unarmed combat down even more and boost melee weapons at the same time, personally, I would likely just pick up a Zweihander/Katana and move on since melee weapons are brainless to setup. Buy the weapon, then pile on melee or element damage, without worrying about stacking up physique, as well as picking up a special skill or two along the way.
------------------------------------------------------------------------
You still seem to have missed my primary issue with the special move for knuckle dusters, mostly because Haymaker is NOT a 3AP move.
It is a 5AP move or if you are lucky it is a 4AP move.
_____________________________________
3AP specials: (I highlighted the important bit)
Zweihander Wide Slash 3AP --- 2 turn cooldown
Katana First Form 3AP --- 1 turn cooldown
sledgehammer Demolish 3AP --- 5 turn cooldown
knuckle duster Haymaker 3AP --- -2AP for next turn (-1AP if your damage type doesn't match enemy resist types)

Attack Chain:
Zweihander: Turn1: Wide Slash
Knuckle Duster: Turn1: Haymaker

Zweihander: Turn2: Attack, Attack, Attack
Knuckle Duster: Turn2: Attack, Attack (Alternative if you meet the requirements for the -1AP option)
Knuckle Duster: Turn2: Attack.

Do you, now, see my problem with the '3AP move' for Knuckle Dusters?
2 turns of combat, Zweihander has 4 actions whereas Knuckle Dusters get 2 actions (3 if you are lucky)

Also, regarding races, the reason I removed racial attributes is because I didn't want races to be something build defining (e.g. why would you build a unicorn to be a melee fighter?), nor did I want some races to be strictly better than others (excluding those that, like demons, require considerable player progress to obtain)
If you have ideas regarding how they could be made unique without being a considerable factor in build making, I'd love to hear them!
I was fairly certain of the reasons why you removed all the stats from the various races. It is what prompted my statement about the various races, which was that there was zero reason to be anything other than a human.
You seem rather sensitive about adding any type of stat, lest it become 'build defining', so it is hard to come up with things (that are likely already in the game) that could be added.
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Why would you build a unicorn to be a melee? Under your 'vision', you don't.
You laugh and jeer at them for being the same 'basic bitch' as the 'filthy' human that is mocking them.

Why would you build a Unicorn to be a melee? Under the OG version...
They gain +15 physique, +5 Arcane, and +50% spell efficiency.
They make very decent 'melee builds'. A 'melee' Unicorn gains a boosted Health pool. A boosted Aura pool. Plus, A LOT of spell efficiency for casting your elemental spell. (You do use an elemental as a melee, right?)
Unless you are going for a fire pet, you need to increase your melee character's aura pool enough to be able to spend 180 aura to summon your elemental and a Unicorn gets you closer to being able to freely summon your elemental as well as gaining some boosts to Physique.
Think of a melee Unicorn as an all-rounder, instead of a combat specialist. They aren't great at any one thing, but they don't do anything badly.
 

YouShallNotLol

Engaged Member
May 6, 2022
3,412
9,865
628
  • Lust damage now properly applies "excess damage" if you get a target past 100 lust in one turn (previously, any excess would just be lost)
  • did anything feel silly?
I can now just nuke everything on turn one with excess lust damage. Lol.
Also, it sounds like you're nerfing physical builds into the ground, making them unplayable.

Edit: On a more serious note. You Do Not want fights with random mooks to take longer than one turn. It's a disrespect to both player's time and player themself. It may be interesting to slog through Noname Demon Dog #69 and their 1000 hp for the first dozen times, but it's gonna get really tedious for the entire rest of the game.
Look at how JRPGs usually deal with this issue. Sure the combat may be challenging (SMT games say hello), but nobody is stopping you from making absolutely broken builds that dish out turn 1 party wipe to anything less than a boss.
 
Last edited:

Loliphile

Newbie
Apr 26, 2017
75
252
121
I can now just nuke everything on turn one with excess lust damage. Lol.
Also, it sounds like you're nerfing physical builds into the ground, making them unplayable.

Edit: On a more serious note. You Do Not want fights with random mooks to take longer than one turn. It's a disrespect to both player's time and player themself. It may be interesting to slog through Noname Demon Dog #69 and their 1000 hp for the first dozen times, but it's gonna get really tedious for the entire rest of the game.
Look at how JRPGs usually deal with this issue. Sure the combat may be challenging (SMT games say hello), but nobody is stopping you from making absolutely broken builds that dish out turn 1 party wipe to anything less than a boss.
I agree with this sentiment but only on turn-based combat.
 

ukthrowaway69

Newbie
Jun 17, 2020
64
142
124
Game is surprisingly addicting, I wish it had more partner content though.

Unironically inspired me to brush up on my C# knowledge and see if I can make something similar
 
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4.00 star(s) 131 Votes