FruitSmoothie

Well-Known Member
Jan 22, 2019
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There is a blacklist too if you're searching through Latest Games and Updates, put tags in the "Exclude" list. I have AI CG and Real Porn excluded for example when I'm searching through there. There are some options to avoid Prefixes in your Preferences too, but the options are limited (No sex options) and it doesn't work everywhere.
 
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uglywolf

Member
Nov 3, 2018
221
144
Well tell it to the other guy lol
*sigh...
Tell everyone that the other guy has to be the OP. Since I had nothing to do with tagging threads content.
In case you missed who was posting the thread in the first place.
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ANYWAY...
At least allow me to let you know...
The disappointment on getting a game which doesn't feature the tagged contents is just the same, not just both of us, but several others too.
 
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Curon

Member
Sep 8, 2017
213
149
There is a blacklist too if you're searching through Latest Games and Updates, put tags in the "Exclude" list. I have AI CG and Real Porn excluded for example when I'm searching through there. There are some options to avoid Prefixes in your Preferences too, but the options are limited (No sex options) and it doesn't work everywhere.
I prefer a more permanent blacklist ngl rather than something I have to type in everytime I search there
 
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FluffyRaKu

Newbie
Jan 2, 2023
57
78
Getting back on topic, I do find it interesting that the orcs only have a single class that functions as a high-mobility melee unit. I always presumed that we would see 2 class options for each species. I guess it is possible that they are waiting until later to introduce spellcasters or healers to the game though, which might include the "missing" orc class.

Of course, it is possible that different units just have different numbers of class options too...
 

kidoman

Newbie
Aug 23, 2019
76
226
Getting back on topic, I do find it interesting that the orcs only have a single class that functions as a high-mobility melee unit. I always presumed that we would see 2 class options for each species. I guess it is possible that they are waiting until later to introduce spellcasters or healers to the game though, which might include the "missing" orc class.

Of course, it is possible that different units just have different numbers of class options too...
Yeah, I'm personally assuming that we won't see the full game released bit by bit into the demo, since I don't think theyr'e going the early access route. I expect that a lot of it will be saved for the final release, so I'm hoping to see at least two classes per monster too. If not that's not a huge problem, especially if the monster variety is higher than MBM.

Still can't believe how excited I am over an adult game, lol. Not sure whether that says more about the state of the gaming industry, the quality of Team Apple Pie's work, or me.
 
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hywellian

Newbie
Jul 3, 2024
22
45
Getting back on topic, I do find it interesting that the orcs only have a single class that functions as a high-mobility melee unit. I always presumed that we would see 2 class options for each species. I guess it is possible that they are waiting until later to introduce spellcasters or healers to the game though, which might include the "missing" orc class.

Of course, it is possible that different units just have different numbers of class options too...
They showcased 2 "classes" tho? One with double axes and one with javelins. In the post from the 9th of August on Ci-en.
 

uglywolf

Member
Nov 3, 2018
221
144
They showcased 2 "classes" tho? One with double axes and one with javelins. In the post from the 9th of August on Ci-en.
I did not seeing it. was the one they put Orc's attack animation for the the ones with Dual Axes, but I can't see the ones with Javelin.
While was the sex position for orcs.

EDIT: Oh, my apologies.
 
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hywellian

Newbie
Jul 3, 2024
22
45
I did not seeing it. was the one they put Orc's attack animation for the the ones with Dual Axes, but I can't see the ones with Javelin.
While was the sex position for orcs.
New Ci-En post! Google translated:

It's been a while.
In the next version 0.4, a new monster, the Orc, is planned to be added. There will be two types of Orcs: a long-distance attack type that uses throwing javelins, and a close-range attack type that uses two-handed axes.
 
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FluffyRaKu

Newbie
Jan 2, 2023
57
78
They showcased 2 "classes" tho? One with double axes and one with javelins. In the post from the 9th of August on Ci-en.
Yeah, they showed 2 options, a ranged one and a melee one, which was in line with the goblins and implied that "2 classes per monster" was going to be the norm. I guess the question now comes down to whether the javelin orc has been cancelled or whether they are reserving them for a future version. It would seem a little odd for them to make a point about the new orcs being a bit of a hybrid by having a jump attack and then still release a ranged one later though.

Of course, they could always make them into some kind of rare variant or one that's only breedable from certain enemies. Currently, the breeding mechanics are a bit barebones compared to what they could potentially be as they generally don't care about the mother's unit type. I'd expect that we will eventually be seeing enemy archers having greater chances to breed goblin archers and the enemy spellcasters being used to unlock our own mages. We could see an enemy spear-user that is needed to kick-start breeding of orc javelineers.

Ultimately, in terms of design space, the potential scope for this game is huge. Obviously, we have all the combat mechanics and the breeding for those, but feasibly there could be an entire set of economic mechanics so we might keep some rapid breeders around that are useless in combat simply so they could churn out chaff for sale or food (effectively integrating most MBM mechanics into this). They could even introduce Dungeon-Keeper style rooms that we can put monsters into that then do various things like research, build traps, specialist rooms or room upgrades, conduct magical rituals etc. I guess this is why a lot of folk are very excited for this game.
 
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uglywolf

Member
Nov 3, 2018
221
144
Yeah, they showed 2 options, a ranged one and a melee one, which was in line with the goblins and implied that "2 classes per monster" was going to be the norm. I guess the question now comes down to whether the javelin orc has been cancelled or whether they are reserving them for a future version. It would seem a little odd for them to make a point about the new orcs being a bit of a hybrid by having a jump attack and then still release a ranged one later though.
Still early to determine the answer. Since from what I was reading, the "class system" will be changed entirely once the orcs came out at v04, which means it might be a bit of an overhaul than not.

I am guessing, the same classes(both Melee for example) of F+M breeding might actually gave birth of a different classes now(Ranged), and rather than putting it as "classes" they will introduce a new traits(?) called "personalities" which will inform us, if they're melee or ranged.
 
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FluffyRaKu

Newbie
Jan 2, 2023
57
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Still early to determine the answer. Since from what I was reading, the "class system" will be changed entirely once the orcs came out at v04, which means it might be a bit of an overhaul than not.

I am guessing, the same classes(both Melee for example) of F+M breeding might actually gave birth of a different classes now(Ranged), and rather than putting it as "classes" they will introduce a new traits(?) called "personalities" which will inform us, if they're melee or ranged.
It might be a language or google translate thing, but that's not how I read it. In this sort of context, talking about personalities I'd interpret as being more along the lines of "niche" or "purpose" in the design sense. For example, goblins' "personality" is basic melee and ranged troops for when you don't need anything fancy, while orcs' "personality" might be anti-ranged or anti-mage shock troops. This way, each creature type can be distinct and have their own use against particular opponents without treading on each other's toes too much. After all, there would be no point bothering to breed superpowered melee orcs if you already have a good melee goblin farm set up, but if they offer a unique mechanical twist that the gobbos don't have then you will be incentivised to make use of them to deal with particular problems. In this context, "character" might be a better translation, giving orcs and goblins their own sense of character within our lineup.

Basically, if we had just gotten melee orcs and ranged orcs, they would basically go head-to-head against our melee goblins and ranged goblins in terms of effectiveness. The differences would be effectively simply numerical in nature, so with a bit of number crunching it would be trivial to find the "best" creature out of the two and one of them would become redundant in terms of force composition. However, the addition of the jump attack now means the orcs could end up being technically "weaker" than goblins in terms of brute melee efficiency, but they would remain potentially useful for their jump attack and the question comes down to the very situational "How much melee power would I sacrifice to immediately close the gap against ranged enemies?".

This overlap between different monsters would only become more apparent once they add more. If it's a challenge to differentiate boring melee non-jumping orcs and goblins, how would they go further and differentiate the werewolves and minotaurs if all they have to play with are basic stats? However, unique mechanics would make differentiating them without any of them overshadowing the others pretty easy.
 

uglywolf

Member
Nov 3, 2018
221
144
This overlap between different monsters
Is the reason why we have no confirmation on how it works once changed. Although, I do believe some of us understands your point. But we shouldn't delve too deep on something which hasn't clear yet.
Not to mention, the current system only consist the basics of wave battles. We haven't seen how "pillaging" works. And who knows, something else might be added on the basic wave battle system later on.

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Oct 2, 2022
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Realistically, the only thing I can Imagine is asking or removing particular classes of monsters and maybe introducing Stat caps to ensure no one monster goes out of control. For example, Melee gobs have low HP and damage, but Ranged goblins have higher Damage and lower Health to get you started. Then Orcs have more bulk and their leap, but are generally slow. Werewolves can be ambushers who hide then pounce, minotaur can be slow, costly, Melee units with high damage and bulk but horrible range. Salamanders can be living cannons firing AoE fireballs from afar, and tentacles can coat your barricade and catch one woman who slips past for free every now and then in exchange for eggs, but consume the caught girl, preventing you from abusing them without sacrifice, and consume more eggs as the caught woman gets stronger.
 
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