yp34

Newbie
May 4, 2022
53
38
More than anything, I'm curious about what they'll do. In MBM bestiality was in the brothel and resulted in babies, which was their functionality, but I don't know what the functionality of the horses could be in this game though.
Probably some type of buff ala sister
Maybe a centaur monster or monster girl
I just hope they are separate and not force bestiality for the knight character
 
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Mineral4k

Newbie
Feb 11, 2020
53
16
Version 0.7 is coming soon, but I don't think there's much content, and they're adding one character per update. I still hope to see characters from MBM as kingdom leaders and new unique characters, and I'd also like to see more monster girls. So that the same sisters could give birth to monster-healers and add competition from totems, magical monsters, elven combinations with monsters. Well, or even combinations with monsters and monsters, oni and goblins for example. And the mechanics of corruption with bonuses, in general, breeders are a very interesting area for fantasies, not just an endless increase in numbers through culling, but also the addition of bonuses from different races.
 
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FluffyRaKu

Member
Jan 2, 2023
104
168
Honestly, while the knight character is a neat idea and potentially might indicate the addition of horse sex like in MBM, I feel like it's a bad idea to do it for 0.7 instead 0.8 or something. 0.7 really should be focused on fixing elves and finishing up with fixing and reintroducing the combat systems. Cause right now the state of elves is a major disappointment and the combat system in its current state is worse than the old system even if it has the foundations to be a better system, and I cant imagine opinion on the JP side and on their Ci-en is so different from our opinion that the devs aren't aware of that.
It depends a bit on what their general workflow is like and how they divide up the tasks between the team members. It's quite possible that their coder is working on improving and adapting core game features for the new systems while the artist keeps developing new assets for monsters and slaves. Putting the development of capturables on hold wouldn't necessarily increase the rate of bug fixes and implementing new systems it it's probably different people doing them.
 

McHuman

Active Member
Nov 8, 2019
510
415
It depends a bit on what their general workflow is like and how they divide up the tasks between the team members. It's quite possible that their coder is working on improving and adapting core game features for the new systems while the artist keeps developing new assets for monsters and slaves. Putting the development of capturables on hold wouldn't necessarily increase the rate of bug fixes and implementing new systems it it's probably different people doing them.
Creating assets wouldn't but implementing the character into the game means the coder has the code the character, meaning they'd have to stop working on the game's systems. Unless they have multiple coders, I don't know how big their team is.
 

FluffyRaKu

Member
Jan 2, 2023
104
168
Creating assets wouldn't but implementing the character into the game means the coder has the code the character, meaning they'd have to stop working on the game's systems. Unless they have multiple coders, I don't know how big their team is.
Off the top of my head, it is a team of 3 people. I seem to remember them having a coder, an artist and someone else who does all the other stuff.

The thing is that most of the framework for the character is likely already there, so actually implementing a finished set of art assets of a new character is probably a fairly trivial task. Several of us here have been through the files, both the directly accessible ones and the .dlls with DnSpy, and making a new character who doesn't require significantly new mechanics is quite simple to the point that there's several of us here who could probably bodge together a functional character out of some premade art assets (including things like spine animations, not just the drawings themselves) in a single evening by using some existing character as a template.

This is quite different to implementing actually new mechanics, which are an order of magnitude more work. Not only can they not simply be mostly copied+pasted from existing systems, but they also require a lot more testing and planning. Even the more invasive mods posted on this thread that add "new" features are simply stitching together existing functions rather than creating something actually new.

The level of complexity of adding simple content (as opposed to new mechanics) also means it is quite probable that the non-coders on the team can implement an initial test version of new characters, leaving the main coder on the team to do the difficult stuff.
 
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