TwistedScarlett60

Will lewd cute girls for cash
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The two main problems right now are:
1. Evasion can actually go over 100%. I've had it as high as 250% in some occasions. If you're only fighting one enemy, you can gain something like +55% every turn while only losing 18%. This is why I capped Footwork A to 5 times per battle.
BUT: Evasion is pierced by enemy skills, so it's not foolproof.
2. Barriers prevent damage from spilling over onto your HP. In other words, if you can gain barrier every single turn, you can't be killed by a single-target that isn't using any skills.
BUT: This isn't as useful the moment there are 2+ enemies, or the enemy you're fighting has multiple attacks.

I'm not super-keen on nerfing these things though. Power fantasy is a big aspect of this game, and I want the player to feel like they're genuinely becoming strong enough to eventually reach S-Class level.

I'm also fuzzy on what the distinction between "basic" and "advanced" potions/vials are, as nothing is tagged as being basic or advanced in the skill tree.
Basic are Explosive Vials, Smoke Bombs and Healing Pots. Advanced is everything else except for Toxic Crescendo which is considered an ultimate of sorts.
 
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nonanonanon

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Apr 23, 2022
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If there's ever just a percentage, it's safe to assume it's a multipler and not additive. If it's additive, I've tried to write something like 80%->90%.
Considering this confusion, is there a reason you refer to attack power in percentages instead of just a "base power" number? When starting, I felt sort of unclear on what the attacks were "80%" or "60%" of. I suppose it doesn't really matter in the end, but it seems like an odd choice.
 
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jokuur

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May 23, 2019
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Interesting conclusions!
In testing, I found Cunning to be extremely powerful, so I had to nerf a few things. Might was insane too, the fact it gives both Max HP and Defense means you if you can meet the damage curve of the game, you're practically unstoppable.
Wits was the weakest in testing, so I buffed the bonus mag from affection, so Wits players may be weaker, especially before they unlock Passion Unleashed and manage their lust, but will find themselves with a stronger Mag economy.

All three trees have borderline invincible cheese builds at the moment. It's a little tricky for me to nerf them, but I only need to do that if people actually find them :ROFLMAO:


If there's ever just a percentage, it's safe to assume it's a multipler and not additive. If it's additive, I've tried to write something like 80%->90%.


Yeah, almost every monster girl will show up at least twice. If you've acquired their support ability, their appearances in events are probably done. Gobbo is an exception atm.
first chapter is very hard when you try to spread out for balanced build, if we spread points evenly in first days of playing, and have bad luck in outskirts to meet mosquito early we have no chance of winning, also when we got 1-2 points in all 3 areas we have no way of getting those additional points from events

thats why i asked if those dragon level girls will be time events of place events, because if we dont get enough points we wont be able to fight them, cheesing the game with night spending on cauldron and then selling those and buying fighting in the morning is not something pleasurable to do as i tried it yesterday however if those enemies will come after us with time limit balanced build people could have no choice but to do it
 

TwistedScarlett60

Will lewd cute girls for cash
Game Developer
Sep 13, 2019
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678
Considering this confusion, is there a reason you refer to attack power in percentages instead of just a "base power" number? When starting, I felt sort of unclear on what the attacks were "80%" or "60%" of. I suppose it doesn't really matter in the end, but it seems like an odd choice.
I like this idea! Sometimes you just don't think about these things in the moment. The 80% and 60% are of your stats. Cleave factors in 80% of your Might into the damage calculation.

thats why i asked if those dragon level girls will be time events of place events, because if we dont get enough points we wont be able to fight them, cheesing the game with night spending on cauldron and then selling those and buying fighting in the morning is not something pleasurable to do as i tried it yesterday however if those enemies will come after us with time limit balanced build people could have no choice but to do it
Any events with combat will likely have to be manually visisted, not timed (and repeatable if you lose).
 

Ballistic 9029

Active Member
Mar 24, 2019
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Considering this confusion, is there a reason you refer to attack power in percentages instead of just a "base power" number? When starting, I felt sort of unclear on what the attacks were "80%" or "60%" of. I suppose it doesn't really matter in the end, but it seems like an odd choice.
I know TS already explained, but it's base percentages, this game has three "Base damages", based on the three cores, might, cunning and wit, corresponding to physical, alchemy and esper skills.

It's also a way they represented damage scaling in their older games like MG1K (Monster Girl 1,000), your "base" damage is constantly scaling and changing with the corresponding stat. In MG1K they primarily just used it as shorthand for how multi-hit attacks/skills did damage, so stuff like "40% x3" is 40% of base damage, dealt 3 times with that skill, which technically makes that skill deal 120% of base damage, scaling with the corresponding stat.

In this case, a cause for confusion might be the fact, unlike previous systems, where they typically just implemented magic and physical damage scaling, we have 3 independent scales for 3 different types of base damage, so for example, if there were two skills that each dealt 50% of base damage, if their corresponding skills are equal, they'd deal the exact same damage, however if we take one and made it hit 2 times instead of 1, even though it's still 50% base, it's twice as strong now because it hits twice, plus it'd be more flexible for working both groups and single targets.

However if you have a very low might stat, and a very high wit stat, it doesn't matter if Prime Cut has 100% base damage and Wind Blast across both it's shots ALSO has 100% base damage, because if your wit is more than your might, Wind Blast will do more outright since you've invested more into wit than Might, and those determine the actual numbers.

I will admit, even I kind of forgot about the scaling a few times, since I'm used to MG1K where things are fairly straight forward, either flat numbers and percentages, or only one scaling stat for damage that matters based on if you're speccing a magic or a physical build.

But it's not really complicated, it's just different from other ways of showing damage you might see more often in games, a lot DO just tell you "This attack will do 'X amount' of damage", and others are more vague "This attack does a massive amount of damage".
 

nonanonanon

Newbie
Apr 23, 2022
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I know TS already explained, but it's base percentages, this game has three "Base damages", based on the three cores, might, cunning and wit, corresponding to physical, alchemy and esper skills.

It's also a way they represented damage scaling in their older games like MG1K (Monster Girl 1,000), your "base" damage is constantly scaling and changing with the corresponding stat. In MG1K they primarily just used it as shorthand for how multi-hit attacks/skills did damage, so stuff like "40% x3" is 40% of base damage, dealt 3 times with that skill, which technically makes that skill deal 120% of base damage, scaling with the corresponding stat.

In this case, a cause for confusion might be the fact, unlike previous systems, where they typically just implemented magic and physical damage scaling, we have 3 independent scales for 3 different types of base damage, so for example, if there were two skills that each dealt 50% of base damage, if their corresponding skills are equal, they'd deal the exact same damage, however if we take one and made it hit 2 times instead of 1, even though it's still 50% base, it's twice as strong now because it hits twice, plus it'd be more flexible for working both groups and single targets.

However if you have a very low might stat, and a very high wit stat, it doesn't matter if Prime Cut has 100% base damage and Wind Blast across both it's shots ALSO has 100% base damage, because if your wit is more than your might, Wind Blast will do more outright since you've invested more into wit than Might, and those determine the actual numbers.

I will admit, even I kind of forgot about the scaling a few times, since I'm used to MG1K where things are fairly straight forward, either flat numbers and percentages, or only one scaling stat for damage that matters based on if you're speccing a magic or a physical build.

But it's not really complicated, it's just different from other ways of showing damage you might see more often in games, a lot DO just tell you "This attack will do 'X amount' of damage", and others are more vague "This attack does a massive amount of damage".
Right, I eventually did figure out what it meant, and I immediately gathered that "bigger number = more damage," but other games have used the system where it tells you a move's "base power" and the user's stats while handling the "proper" calculation in the background. I understand the intent, I just find it to be a sort of unusual way to present it, especially with attacks that have extra percentage-based damage modifiers. It's possible this is more explicitly explained in MG1K — I still haven't gotten around to playing it myself — but it isn't explained in this other standalone game, and may cause confusion. Again, it doesn't really matter so long as the player can figure out what attacks do more damage; I just think it could be made more immediately intuitive.
 
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theyakuzi

Member
Game Developer
Jun 4, 2021
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that was fun to play , i think my only complaint is that the guy cums too quick by the time i even get 3 strokes in the scene is over, so it'd be nice if there was more dialogue during a scene to keep it on the screen for longer
 
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OP has been updated with v0.3:
View attachment 5117041

Version v0.3 begins the second major story arc of the game, and features a massive update to the skills system. Additionally, six main h-scenes have been added, along with eight new gameplay events in the Dead Rail area.

I've tested with all three major skill builds (physical, alchemy and esper), and made some balance tweaks, but let me know if it's too hard/easy with certain builds. And let me know if you encounter any issues. I played the game from the very start on a fresh save, and also tested it on a v0.2 save, but it's possible I missed something.​

Changelog:
Major:
  • New Advanced Acts: Anal, Reverse Cowgirl
  • New Transformations: Dog Girl, Oni
  • New Outfits: Goth, Gyaru
  • New Area: Dead Rail, featuring: 8 Events, 4 Monster Girls, 3 Lewd CG
  • New Story Event: 5 Monster Girls
  • Cauldron Update: Massive Update. All abilities now have two upgrades. You can only select one at a time.
  • 2 New Skills and 2 New Passives: Toxic Crescendo, Last Stand, Mind over Matter, and Silent Eclipse.
  • You can now freely sell abilities to refund them.
  • Skills no longer provide stats, instead, each skill tree provides stats depending on invested currency
  • Added Critical Hits; scales with cunning.
  • Additional Wordcount: 21,000
Minor:
  • Added a Target Dummy with configurable stats to the Cauldron menu: Unlocked after a certain morning event.
  • Added a combat simulator, allowing you to replay battles.
  • Damage numbers appear differently depending on whether it's DoT, a Crit, or a regular attack.
  • Wits gives more mag on affection increases
  • Tons of small changes; I checked through the entire game from the beginning
Misc:
  • Fixed an issue that caused save files to bloat. Expect all of your save files to spontaneously decrease in size by x20.
  • Added a loss and flee condition to the Chimera vs. Imps battle
  • Fixed an issue where camera position wouldn't be reset if sex camera movement was turned on
  • 'Acid' status from Acid Flask now correctly resets between battles.
  • Fixed a crash related to unlocking the shop and revisiting it on the same day
Glad I got into your games. They're enjoyable.
-i-appreciate-you.gif
 

Ballistic 9029

Active Member
Mar 24, 2019
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1754730226308.png
Also found an odd but minor glitch where if you have EXACTLY the amount needed for an upgrade, you may still not be able to buy it, in this case, the game says I have exactly 100mag, and yet I can't buy the smoke bomb upgrades that cost 100mag, Don't know if maybe it's possible to get a fraction of a mag behind the scenes and the game just doesn't show it, but it's still odd either way.

Edit: It's not skill specific either, dropped a quick save and gave myself an extra 1 mag, it let me buy it then, but effectively, it's impossible to reach 0 Mag, don't know if it's just my save, but 1 is effectively the new 0, so you always need at minimum 1 extra to actually buy an upgrade.
 
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Ballistic 9029

Active Member
Mar 24, 2019
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In addition, switched to my other 100% first play save and gave myself an exact amount using cheats for an ability, same result, so it's not save file specific either.
1754730941629.png
This is probably why I thought Esper was story-gated, since when I first checked it, I likely had EXACTLY 50 MAG, which apparently isn't enough to actually unlock wind blast even though it should be.
 

Ballistic 9029

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Mar 24, 2019
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Turns out, me being ignorant about Esper wasn't just me being stupid, it was an actual glitch, albeit a tiny one. The difference that one variable makes. :KEK:

I'm guessing the way purchases work is something like-

If Mag is greater than (insert number here), upgrade is purchasable, when it was intended to work as-

If Mag is greater than or equal to (insert number here), purchase available.

Since 100 isn't GREATER than 100, you can't buy a 100 cost upgrade with exactly 100, same with all exact values.

I'm gonna check to make sure the same problem doesn't also apply to normal money-

Edit: Good news, it doesn't apply to money purchases, only upgrades purchased with Mag. Which is to say, the entire skill tree.
 
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Ballistic 9029

Active Member
Mar 24, 2019
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Ahh...I see the problem. (Potentially)

1754731906167.png

1754731954486.png

1754732011274.png
The game is reading 0 as a negative number, don't know if it's related, but that's definitely not supposed to happen I'd imagine-
 

Ballistic 9029

Active Member
Mar 24, 2019
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I have no idea what is actually going on behind the scenes, but I know TS is gonna have fun waiting for them when they see my posts, because I've experimented with game dev since the last time I played one of their games, and you gotta love the things that just break and it's not even clear why they're breaking. :KEK:
 

Ballistic 9029

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Mar 24, 2019
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1. Evasion can actually go over 100%. I've had it as high as 250% in some occasions. If you're only fighting one enemy, you can gain something like +55% every turn while only losing 18%. This is why I capped Footwork A to 5 times per battle.
BUT: Evasion is pierced by enemy skills, so it's not foolproof.
I also forgot to mention, it also isn't that big a deal you can go over 100% evasion, since even if you CAN reach 250% evasion, the drop off even at 18% is sharp enough, you'll eventually run out of resources in most cases to MAINTAIN 100% evasion, so it's more of an early fight boost in my experience than actual invincibility, but then again, I'm also saving a Cunning build for my last playthrough.
 

TwistedScarlett60

Will lewd cute girls for cash
Game Developer
Sep 13, 2019
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View attachment 5127456
Also found an odd but minor glitch where if you have EXACTLY the amount needed for an upgrade, you may still not be able to buy it, in this case, the game says I have exactly 100mag, and yet I can't buy the smoke bomb upgrades that cost 100mag, Don't know if maybe it's possible to get a fraction of a mag behind the scenes and the game just doesn't show it, but it's still odd either way.

Edit: It's not skill specific either, dropped a quick save and gave myself an extra 1 mag, it let me buy it then, but effectively, it's impossible to reach 0 Mag, don't know if it's just my save, but 1 is effectively the new 0, so you always need at minimum 1 extra to actually buy an upgrade.
Yeah, what's happening here is that you actually have 99.X Mag, and it's being displayed as a round number. I'll look in the backend and see if there's a way I can make it round down by default.

This happens because when gaining affection from Tatsuamki, you gain bonus mag that scales with your Wits which isn't necessarily going to be a whole number. But they're also such small numbers that I can't justify rounding them to integers.
 
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Ballistic 9029

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Mar 24, 2019
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Yeah, what's happening here is that you actually have 99.X Mag, and it's being displayed as a round number. I'll look in the backend and see if there's a way I can make it round down by default.

This happens because when gaining affection from Tatsuamki, you gain bonus mag that scales with your Wits which isn't necessarily going to be a whole number. But they're also such small numbers that I can't justify rounding them to integers.
I also figured that was possible as well, since I know renpy can be weird about numbers sometimes.

It's good that you seem to already have a fix in mind for it.
 

7kass7

Newbie
Jul 11, 2021
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Funny thing, you can beat kitsune (fox girl) with rework. Maximize cunning, 2 Poison Miasma B (it will give her like 165% poison, which is enough to kill while fluffed). Unfortunately, no funny dialogue. Did it with cheats, too time consuming in normal playthrough.
 
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jokuur

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May 23, 2019
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hey twisted what sex positions u wanna add for normal scenes (not transformations)?
can i suggest some?
full nelson, mating press, prone bone
are my favorites, any chance u gonna make some of those at least? also what about that GOAT girl getting knocked up means we gonna dwelve into pregnancy with Tatsumaki too?
 
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