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throbzombie

Well-Known Member
Oct 15, 2020
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Pshaw.
Fuck combat system.

My idea (for my -never realized- game) was to have skills. And when it's clobbering time, you get options based on those skills.
So, you have "ambidexterity" and "Boxing"... you get 2-3 options related (say, a jab-n-punch, rabbit punch, hook-n-uppercut) and they work as "paths", just using the player's smartness. You're not gonna use a rabbit-punch against a Lamia, so best chose another option or else...
If you only have "Boxing", you get a 1-2 options (say uppercut, hook).
Same way, you get defensive skills.

I think it's better to deal with options and branches (albeit time-consuming and tedious) rather than find a mathematical formula and try to keep the game balanced around it.
Great idea, bro. I still wanna know where you got that sweet drawing in your signature.
 

Fuzzcat

Active Member
Oct 27, 2017
624
671
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That's a cool idea. I could see that being a ton of fun. But holy fuck, that would be *so much work* to make it interesting. Like, even if you went with some basic, core playstyles (bruiser, mage, whatever) and then expanded based on skills from that, it's going to balloon out of control. If that was the entire focus of the game you could probably invest enough time to make it awesome though. Without that time investment, you'd just have a system that kind of bland and boring.
Well, I never said anything about classes lol
Basically, my idea was simple:
You start/build your character, with X skill points (the usual).
From there on, it's about exploring and finding stuff, and meeting characters. That way you can always add whatever you want (be a place, an item, or NPCs) without having to worry about levelling up, combat or any numeric factor.
Example:

You want to enter The Klub. But, the bouncer is a massive Minork (mix of Minotaur and Ork). He laughs at you (if you don't have physical skills, or not enough), and you can only pass if you (or someone with you) beats him in combat, or if you find someone that can whitstand his manhood.
So it all depends on who you met, who you recruited, and if you have skills.
You could try to fight yourself (or some other present NPC), or see who can take it. Trick is, none would, you simply set 2 or 3 specific NPCs. Either the huge Horseman at the farms (which doesn't has combat skills, but he's a massive brute), or that seemingly useless curvy prostitute could take it (if ye bothered talking, she's a half-goo... no limits!). Horseman vs Minork it's a fight scene, and Milf-goo marries Minork it's a sex scene.
This way you reduce the amount of probabilities in specific situations, but on some others you can use the combat "by choices" I've mentioned before.
No classes, each character has skills, and your MC can find/develop new ones.

Great idea, bro. I still wanna know where you got that sweet drawing in your signature.
It's mine.
Some anon comissioned some drawings, that derived in a sort of comic pages, but it was using others artwork (basically, he wanted specific pics, but redrawn to fit what he wanted). I convinced him to start fresh without copying, but after that he dissapeared *shrug*
I took the opportunity to try and test a different style, more in line with Eleuteri Serpieri, since the idea was a sort of post-apoc-like world.
 

Sarkath

Active Member
Sep 8, 2019
547
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Honestly, it breaks my brain to think about. Is java just super heavy on the line count or something, because that's crazy to me.
Compared to C++? Nah, I wouldn't say so. Compared to C#? Yeah, a little, and some of that has to do with the fact that LT is effectively locked into Java 8.

There's a lot of copied and pasted code, particularly when setting up the JS engine context and similar tasks. In some cases it just uses too many fields to determine simple traits (such as inheritsFromMother and inheritsFromFather being separate fields). I still need to look at this in greater depth, but it seems to me as though there are a lot of repeated conditionals. I imagine condensing constructs like this:

Java:
if(inheritsFromMother) {
    this.torso = this.mother.torso;
    this.eyes = this.mother.eyes;
    this.peepee = this.mother.peepee;
} else if(inheritsFromFather) {
    this.torso = this.father.torso;
    this.eyes = this.father.eyes;
    this.peepee = this.father.peepee;
}
…into this:

Java:
GameCharacter parent = inheritsFromMother ? this.mother : this.father;

this.torso = parent.torso;
this.eyes = parent.eyes;
this.peepee = parent.peepee;
…would help significantly. This is a contrived example, of course, but there seem to be a lot of constructs that are similar to that, that could probably be trimmed down. To be clear, if this is viable it would be more of a maintenance benefit than a performance benefit.

And, to shed a bit of light on a mammoth class: GameCharacter.java weighs in at 29398 lines (I don't have cloc on this box so I'm not sure what the distribution of code/comments/whitespace is, but based on a visual inspection I can safely say that it's very code-dense).
 

Carl0sDanger

Active Member
May 22, 2020
556
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191
I took the opportunity to try and test a different style, more in line with Eleuteri Serpieri, since the idea was a sort of post-apoc-like world.
Very nice. I'd actually assumed that it was a piece of Serpieri art that you'd added an "F95" sign to. Well done.
 
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Fuzzcat

Active Member
Oct 27, 2017
624
671
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Very nice. I'd actually assumed that it was a piece of Serpieri art that you'd added an "F95" sign to. Well done.
Well, I'm kinda flattered lol!
I'm not remotely close to be as good as him.

In any case, the idea was also to do a set of pics on that style for LT, of each background tile to show in-game. But I'm not sure how/if can be done. NPCs are easy, since it's exported stuff.
 

DirtyMare88

Member
Jun 26, 2020
143
304
208
Compared to C++? Nah, I wouldn't say so. Compared to C#? Yeah, a little, and some of that has to do with the fact that LT is effectively locked into Java 8.

There's a lot of copied and pasted code, particularly when setting up the JS engine context and similar tasks. In some cases it just uses too many fields to determine simple traits (such as inheritsFromMother and inheritsFromFather being separate fields). I still need to look at this in greater depth, but it seems to me as though there are a lot of repeated conditionals. I imagine condensing constructs like this:

Java:
if(inheritsFromMother) {
    this.torso = this.mother.torso;
    this.eyes = this.mother.eyes;
    this.peepee = this.mother.peepee;
} else if(inheritsFromFather) {
    this.torso = this.father.torso;
    this.eyes = this.father.eyes;
    this.peepee = this.father.peepee;
}
…into this:

Java:
GameCharacter parent = inheritsFromMother ? this.mother : this.father;

this.torso = parent.torso;
this.eyes = parent.eyes;
this.peepee = parent.peepee;
…would help significantly. This is a contrived example, of course, but there seem to be a lot of constructs that are similar to that, that could probably be trimmed down. To be clear, if this is viable it would be more of a maintenance benefit than a performance benefit.

And, to shed a bit of light on a mammoth class: GameCharacter.java weighs in at 29398 lines (I don't have cloc on this box so I'm not sure what the distribution of code/comments/whitespace is, but based on a visual inspection I can safely say that it's very code-dense).
Is Innoxio aware of, or would be open to incorporating code improvements if community members made those edits available? (like in a github?) Obviously that would be potentially awkward, and a touchy subject, and I know coders can get defensive when they perceive there code is being criticized, and this is Innoxio....
But if enough inefficiencies in the code could be corrected it could make a big difference. I don't code or anything, but somethings wrong when LT is eating up more processing power on my computer than a AAA game somehow
 

tehlemon

Well-Known Member
Jan 26, 2021
1,229
1,583
197
Is Innoxio aware of, or would be open to incorporating code improvements if community members made those edits available? (like in a github?) Obviously that would be potentially awkward, and a touchy subject, and I know coders can get defensive when they perceive there code is being criticized, and this is Innoxio....
But if enough inefficiencies in the code could be corrected it could make a big difference. I don't code or anything, but somethings wrong when LT is eating up more processing power on my computer than a AAA game somehow
She's gotten better about letting contributors do that kind of work. Most of the major improvements and overhauls have come from contributors in the last year. But there's so much to overhaul, and only a handful of people are willing to do it for her. Specially with how much she makes, how much time she takes off, and how little gets done without contributors.
 

Sarkath

Active Member
Sep 8, 2019
547
949
245
Is Innoxio aware of, or would be open to incorporating code improvements if community members made those edits available? (like in a github?) Obviously that would be potentially awkward, and a touchy subject, and I know coders can get defensive when they perceive there code is being criticized, and this is Innoxio....
Yep, she's responsive to pull requests. I submitted a patch that reduced save times pretty significantly, and she accepted and merged it.

I imagine larger patches will probably involve a lot more scrutiny to ensure that they don't break anything, but I don't see why it wouldn't eventually be merged if it's a notable improvement.
 

DirtyMare88

Member
Jun 26, 2020
143
304
208
Does anyone know how much of the file bloat of an advanced game is caused by the increasingly large numbers of PC spawned children? I was wondering about a population control method essentially, too reduce this issue. I know abortion mods are taboo and banned on the discord, and wasn't going there. My thought was to add a third option to the >vagina >birth type. option. Make it a "colonial adoption" or something, since we know Lilith has been steadily pumping demons, and anthro's out into the rest of the world as part of her silent takeover.
As far as programming is concerned this baby would be then deleted like a random encounter during a storm would be, but it would avoid the ethical drama on discord over the abortion rules.
probably obvious reasons why this wouldn't work, but i've got nearly 100 kids clogging up the streets of dominion at this point
 

anubis1970

Engaged Member
Mar 1, 2018
2,239
2,551
480
Does anyone know how much of the file bloat of an advanced game is caused by the increasingly large numbers of PC spawned children? I was wondering about a population control method essentially, too reduce this issue. I know abortion mods are taboo and banned on the discord, and wasn't going there. My thought was to add a third option to the >vagina >birth type. option. Make it a "colonial adoption" or something, since we know Lilith has been steadily pumping demons, and anthro's out into the rest of the world as part of her silent takeover.
As far as programming is concerned this baby would be then deleted like a random encounter during a storm would be, but it would avoid the ethical drama on discord over the abortion rules.
probably obvious reasons why this wouldn't work, but i've got nearly 100 kids clogging up the streets of dominion at this point
I don't know about a mod to remove them, but I've found that if you attack, defeat, enslave, and then sell them it keeps the bloat manageable.
 

Sarkath

Active Member
Sep 8, 2019
547
949
245
Does anyone know how much of the file bloat of an advanced game is caused by the increasingly large numbers of PC spawned children?
The file does get quite a bit chonkier. I have a save file with something like 4300 NPCs and it weighs in at 70MB. A fresh-ish save file seems to sit at around the 2-3MB range. It's all uncompressed XML, so it's kind of verbose by default.

The game also starts to lag quite a bit when you start getting over 1000-2000 NPCs (YMMV depending on your hardware) due to the way the game handles updating status effects every turn. Keeping the numbers down by threatening, or enslaving/selling, is definitely advisable at this point to keep the file size and resource usage under control. Editing your saved game to batch remove offspring is another option if you're willing to brave the tangled web of XML elements in order to do so.

As long as you stick to an upper limit of around 100-200 offspring you should be fine.
 

tehlemon

Well-Known Member
Jan 26, 2021
1,229
1,583
197
The file does get quite a bit chonkier. I have a save file with something like 4300 NPCs and it weighs in at 70MB. A fresh-ish save file seems to sit at around the 2-3MB range. It's all uncompressed XML, so it's kind of verbose by default.

The game also starts to lag quite a bit when you start getting over 1000-2000 NPCs (YMMV depending on your hardware) due to the way the game handles updating status effects every turn. Keeping the numbers down by threatening, or enslaving/selling, is definitely advisable at this point to keep the file size and resource usage under control. Editing your saved game to batch remove offspring is another option if you're willing to brave the tangled web of XML elements in order to do so.

As long as you stick to an upper limit of around 100-200 offspring you should be fine.

That depends a lot on what you have those NPCs doing.

My computer is excessive by modern gaming PC standards, and it'll start to lag with less than 100 NPC slaves working in the house. Specially with rooms like the milking room that have to track their stats on top of everything else. Or once you're letting them get pregnant and interact amongst themselves.

With just NPCs standing around I can push 1000+, but once they're doing stuff it goes to shit. I've had games were I've filled every fill-able tile in the game with NPCs just standing around and been fine, but I've also had games where 30 or less slaves start adding up to a second for every movement. Doesn't sound bad, but I think we both agree that gets annoying fast.

This also balloons the save file even more. I think its the logging of slave interaction between each other that do it. I had a save with ~30 NPCs hit 200MB. I'm not planning on actually digging any deeper on it to find out if that's the actual reason, but eyeballing it, it seems likely.

Maybe I'm playing the game wrong, but I almost always hit the point where the game is chugging if I'm playing casually.
 

davvero123

Newbie
Aug 4, 2017
43
6
162
if two of my slaves have a child together is it possible for me to meet their offspring somewhere within city?
 

IvoryOwl

Active Member
Mar 29, 2017
762
1,425
307
An update on her Sub.Star page, from yesterday.

Update very soon

Hello again,

I'm really sorry for not making a progress post this week; I once again fell into the habit of repeatedly thinking that I'd be releasing v0.4.1.1 that day, only for it to be pushed back to the next day. Anyway, I just wanted to make this small post to let you know that it really will be released very soon now (definitely by Sunday evening).

Just so that you know what to expect, this update will add a few more characters with content in the Farmer's Market, as well as random bandit encounters out in the Fields. Minotallys's content won't be in it, but I plan on making the next few updates very quick ones, so it shouldn't be long to wait until her content is added.

I only wanted this to be a small post to let you know that v0.4.1.1 is almost ready, and so I'll go into more detail about future release plans after its release (which, again, should be by Sunday evening). See you again soon, and thank you for your patience!
 

tehlemon

Well-Known Member
Jan 26, 2021
1,229
1,583
197
Huh, what's that, it looks like an egg flying towards my face... weird...

New blog post
Inno said:
Hello once again,


Sorry about how long it took me to get this update out; it should have been ready far sooner, but over the past couple of weeks I've been having some issues with lingering fatigue, which was impacting my work efficiency. Hopefully the worst of that is behind me now, and the next few updates will be released in a more timely fashion.


Anyway, for the content in this release, I've focused mainly on getting all of the unique NPCs in Elis's Farmer's Market added. Some of them will likely have their content expanded upon in the future, but hopefully they have enough to be interesting for the time being. I've also added generic bandit encounters in the Foloi Fields. These bandits have quite basic content, and unlike the random attackers in Dominion and Submission, they're not persistent, although they can be enslaved (in which case they do become persistent slaves owned by the player).


I'm going to focus on fixing bugs, merging PRs, and getting Minotallys's content added for the next version. The next release will be a preview version, provided that there's no need for a hotfix (in which case the hotfix will be a public one). I'm hoping to have that out quite soon, and then the next full public release will be out shortly after that.


I'll make another post in a couple of day's time to give you more details on what my plans will be.


P.S. This release contains artwork of Takahashi drawn by FriendlyAlienFriend, who you can find at their twitter here:



As always, you can also build these releases yourself from the public github's dev branch (which is always kept up to date with the very latest version):

(There's a build tutorial .)


IMPORTANT: If you're building through github, you'll now need to place the 'liliths-throne-public/res' folder in the same directory as the exported .jar!


v0.4.1.1 Download Links

This is still an alpha, and contains bugs and half-finished content!


.jar:



Pre-zipped:


Full folder:


.exe:


Pre-zipped:


Full folder:


32-bit .exe (For 32-bit Windows):


Pre-zipped:


Full folder:


v0.4.1.1
Contributors:

  • Fixed issue where altering vaginal urethra plasticity was affecting penis urethra plasticity instead. (by Maxis)
  • Fixed bug where clothing replacements after sex would sometimes break if the clothing being replaced was of a type that was previously equipped to multiple slots. (by Maxis and deboucher)
Engine/Modding:

  • Added 'deskName' as a definable attribute within external 'worldType', 'placeType', and 'sexManager' files, which functions in the same way as 'wallName', allowing you to define the name of the 'desk' used in sex scenes.
  • Fixed issue where modded world types had '_worldType' appended to the end of their ids.
  • Added 'canRemoveClothingSeals' as an attribute in externally-defined sex managers to prevent characters from being able to unseal clothing during that scene.
Artwork:

  • Added FriendlyAlienFriend's artwork ( ) of Takahashi to the game.
Gameplay:

  • Added generic bandit encounters in the Foloi Fields. (They are a little basic at the moment and will be expanded upon at some point in the future.)
  • Filled in placeholder content for Yui.
  • Added content for the raccoon-girl (Nizhoni) in the centre of Elis's Farmer's Market.
  • Added content for the horse-boy (Moreno) in the centre of Elis's Farmer's Market.
  • Added new character 'Heather' (human) who runs the fortune telling stall in Elis's Farmer's Market.
  • Added new character 'Ms. Levine' (goat-girl) who runs the kissing booth in Elis's Farmer's Market.
Sex:

  • During sex scenes in which the sub has less control than the dom, dominant AI sex partners will no longer end sex early (i.e. before the subs are satisfied).
  • Loosened requirements a little for the sex actions 'Object to rough' and 'Request rough sex'.
Other:

  • Entering the Farmer's Market now places you at one of the four entry points instead of in the centre.
  • Clothing types can now be enchanted to have the 'vibration' and 'orgasm prevention' effects if it can be equipped into the groin, vagina, penis, anus, nipple, chest, nipple-piercing, cock-piercing, or vagina-piercing slots.
  • Added a tufted tail type for panther-morphs, which is now assigned to newly-spawned lion-morphs.
  • Added ability to perform the 'Quick sex' action in all of Astrai's and Vronti's sex scenes.
  • Added ability to resist post-defeat sex with random centauress encounters in the fields (only if noncon is turned on).
  • The price of potions and elixirs is now influenced by how many effects they have.
Bugs:

  • Fixed visibility of armpit fetishes in the phone's fetish menu being locked behind foot content instead of armpit content.
  • Characters without legs can no longer use the 'spread legs' sex action.
  • Ralph no longer has randomised personality traits.
  • The 'desperate for sex' status effect now correctly only displays during combat.
  • Fixed issue where the SLime Queen wasn't correctly spawning wearing her tiara.
  • Fixed parsing issues in Lilaya's kimono gift scenes.
  • Fixed modding issue where setting an NPC to use a parser tag which had been previously assigned to an NPC wouldn't update the reference, causing the parser tag to always point to the first NPC who was given the parser tag.
  • Fixed post-submissive sex with centaur marauder/raider displaying a blank dialogue screen.
  • Reformatted potion item effects tooltip to fix an issue where having lots of effects on a potion would overflow the tooltip.
  • Pregnant/non-pregnant versions of character artwork are now automatically updated to be used when applicable, instead of requiring a save+load to be shown.
  • Fixed issue with several elements in externally-defined sex managers not using their correct default values.
Not a lot there, but what there is isn't laughably stupid. A couple changes in there are things I would have changed as well, so... Cool.
 
4.00 star(s) 131 Votes