I should leave some feedback, too. I only had time to reach (but not yet actually attempt) the World 2 boss (Doomsday Machine), though.
The basic android enemy type is probably the biggest threat in the wholeass first two worlds, partly because of the changes to projectile deflection, but mostly because of the proximity-based tri-spread knockdown shot. Plays merry hell with the game's challenge progression. Maybe I just needed to use the bulletproof super suit more often in World 1, but I think the first one is encountered before the player could plausibly have filled the super meter.
I appreciate the changes to the mechanics (sad to see the melee combo go, but it was an actual detriment anyway), and also to the various enemy behaviors. The changes to Visor Hack-- both the status and the floating visors themselves-- are particularly fancy: two chances to break free with no penalty for failing the first, but failing both will lead to having a time limit until Game Over, plus it always did seem odd that they couldn't do the status-infection thing they did in the original Doomsday Machine fight. And now, with the mod, they can!
Equipment is way more important here, but the pleasure-recovery-on-enemy-kill is by far the most vital. It does leave me with a bit of anxiety that I've 1-fragmented some equipment items that I might've wanted to 4-fragment...
The "deflected projectiles gain homing" equipment effect doesn't seem to work on the new enemies in World 2 (the partly-malfunctioning androids).
Trance is inflicted on Hasumi if she is grabbed by a jellyfish, fails the second resistance phase (swaying hips) and proceeds to the third (being lifted into the air and gently stroked). It caused Hasumi to skip the first stage of resisting a jellyfish (i.e. she doesn't bother trying to wrestle it off her head and goes straight to swaying her hips back and forth in a daze), and gave the chance for the resistance gauge to turn pink and unresponsive while resisting any enemy or trap. It also caused jellyfish to slowly move towards her, rather than remaining stationary as usual.
Trance Seal was the fertility crest (the heart brand over the vagina you sometimes see in other H media); it was inflicted if a jellyfish brings Hasumi to climax. Its effect gives nearby jellyfish a new ability: trace out a heart in the air with their tentacles, causing Hasumi's heart brand to flare up with pleasure and cause her to flinch. It was designed to mess you up while you were trying to jump, plus inflict pleasure damage of course. Trance can be cured via Transforming, but Trance Seal cannot; Trance Seal also causes jellyfish to approach Hasumi like Trance does, but won't cause her to skip the wrestling phase of resistance, nor cause her resistance gauge to turn pink.
Hypno was similar to Trance but for most enemies rather than just for the jellyfish (Hasumi will fuck most enemies on contact and often skip one or more resistance phases, plus have the pink-unresponsive resist gauge chance).
Latent Hypno did not do these things, but caused contact with most enemies or projectiles to inflict Hypno on Hasumi; regular Hypno can be cured via Transform, but Latent Hypno can't. This means that you might Transform the Hypno off, only to bump into another enemy or projectile and have the Hypno immediately reapplied.
In the mod...
Trance is gradually applied while Hasumi is on the second or further phase of grappling with a jellyfish. When it reaches 100%, Hasumi will have a forced-pink gauge during the entirety of the first (wrestling) stage of any subsequent jellyfish grab, plus jellyfish will begin moving towards her rather than idling. At that point, Trance Seal will be gradually applied; when that reaches 100%, subsequent jellyfish grabs will force the gauge to be pink for the entirety of the first two phases, plus Hasumi will autopilot into a jellyfish if she hits it with her weapon. (The jellyfish can still do the trace-the-heart-in-the-air move in the mod, but it doesn't seem to do anything.)
Hypno is gradually applied while Hasumi is caught in a rope trap and being molested by a basic Android enemy. When it reaches 100%, she can still attempt to escape rope traps if the enemy hasn't reached her yet; once they do, she has a forced-pink resist gauge for the first phase of resistance. At 100% Hypno, additional exposure inflicts Latent Hypno, and when that reaches 100% she'll start fucking things on contact.
The basic android enemy type is probably the biggest threat in the wholeass first two worlds, partly because of the changes to projectile deflection, but mostly because of the proximity-based tri-spread knockdown shot. Plays merry hell with the game's challenge progression. Maybe I just needed to use the bulletproof super suit more often in World 1, but I think the first one is encountered before the player could plausibly have filled the super meter.
I appreciate the changes to the mechanics (sad to see the melee combo go, but it was an actual detriment anyway), and also to the various enemy behaviors. The changes to Visor Hack-- both the status and the floating visors themselves-- are particularly fancy: two chances to break free with no penalty for failing the first, but failing both will lead to having a time limit until Game Over, plus it always did seem odd that they couldn't do the status-infection thing they did in the original Doomsday Machine fight. And now, with the mod, they can!
Equipment is way more important here, but the pleasure-recovery-on-enemy-kill is by far the most vital. It does leave me with a bit of anxiety that I've 1-fragmented some equipment items that I might've wanted to 4-fragment...
The "deflected projectiles gain homing" equipment effect doesn't seem to work on the new enemies in World 2 (the partly-malfunctioning androids).
In the original game, this reset whether Hasumi had been using/abusing the chairs (the enemy's Android-charging stations) in World 3, so that she could use them "for the first time" if you revisited the stages with them-- and if Hasumi hadn't been using them, the boss won't try to tempt her into sitting in one instead of fighting. (Also in the original game, a small hovering pod providing power to the chair was accessible and destructible before you get locked into that scene, so you still had a way forward even if you didn't use the bed.)- By the bed of Hasumi's room, what's does "resetting the enemy charging station event" do?
In the original version...- Love the new trance seal and latent hypno effect! (at least I think they were new, it's been a while)
Trance is inflicted on Hasumi if she is grabbed by a jellyfish, fails the second resistance phase (swaying hips) and proceeds to the third (being lifted into the air and gently stroked). It caused Hasumi to skip the first stage of resisting a jellyfish (i.e. she doesn't bother trying to wrestle it off her head and goes straight to swaying her hips back and forth in a daze), and gave the chance for the resistance gauge to turn pink and unresponsive while resisting any enemy or trap. It also caused jellyfish to slowly move towards her, rather than remaining stationary as usual.
Trance Seal was the fertility crest (the heart brand over the vagina you sometimes see in other H media); it was inflicted if a jellyfish brings Hasumi to climax. Its effect gives nearby jellyfish a new ability: trace out a heart in the air with their tentacles, causing Hasumi's heart brand to flare up with pleasure and cause her to flinch. It was designed to mess you up while you were trying to jump, plus inflict pleasure damage of course. Trance can be cured via Transforming, but Trance Seal cannot; Trance Seal also causes jellyfish to approach Hasumi like Trance does, but won't cause her to skip the wrestling phase of resistance, nor cause her resistance gauge to turn pink.
Hypno was similar to Trance but for most enemies rather than just for the jellyfish (Hasumi will fuck most enemies on contact and often skip one or more resistance phases, plus have the pink-unresponsive resist gauge chance).
Latent Hypno did not do these things, but caused contact with most enemies or projectiles to inflict Hypno on Hasumi; regular Hypno can be cured via Transform, but Latent Hypno can't. This means that you might Transform the Hypno off, only to bump into another enemy or projectile and have the Hypno immediately reapplied.
In the mod...
Trance is gradually applied while Hasumi is on the second or further phase of grappling with a jellyfish. When it reaches 100%, Hasumi will have a forced-pink gauge during the entirety of the first (wrestling) stage of any subsequent jellyfish grab, plus jellyfish will begin moving towards her rather than idling. At that point, Trance Seal will be gradually applied; when that reaches 100%, subsequent jellyfish grabs will force the gauge to be pink for the entirety of the first two phases, plus Hasumi will autopilot into a jellyfish if she hits it with her weapon. (The jellyfish can still do the trace-the-heart-in-the-air move in the mod, but it doesn't seem to do anything.)
Hypno is gradually applied while Hasumi is caught in a rope trap and being molested by a basic Android enemy. When it reaches 100%, she can still attempt to escape rope traps if the enemy hasn't reached her yet; once they do, she has a forced-pink resist gauge for the first phase of resistance. At 100% Hypno, additional exposure inflicts Latent Hypno, and when that reaches 100% she'll start fucking things on contact.