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Bob69

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Hayoooo! New weekly!!! Lots of combat stuff this time around!

So, while I wanted to wait for the AI system to be fully in place before we did, we've done a bit of a combat pass - adjusting a lot of things and adding new techniques and some new features, as well. Both physical and magical options are seeing major changes, with Magic getting a bunch of interesting toys and new concepts, and Physical getting some really powerful options, along with some of the existing systems playing a larger role, like weapon grip and stamina/stability management. Stealing also now works based on item value and weight, as well.

On the Magic side of things, we have the Awakened perk, which gives access to Magic spells, and also determines how much mana you start combat with, which will overall be lower. The "channeling" techniques that restore mana are now more potent - and there's a new one that is usable in Defensive stance - partially to compensate for this, along with the Archmage perk, which gives mana while using the Incantation skills. On the flipside, there's the Quickcast spell, which costs mana to get directly from Balanced to Deep Casting. And on the defensive side, we have the Spellblade and Incanter perks, which give parry and evasion, respectively - for the former, while using spells/incanting/deep incanting (ranks 1, 2, 3, respectively) and for the latter, while Incanting/Deep Incanting (ranks 1, 2, respectively). There's also Deflect (a perfect parry spell) and Fizzle... which lets you cancel your Casting and also remains an option when you don't have any mana, which helps make it clearer when that's the case, instead of letting you use the spell, but having it fizzle anyway. A lot of spells got improved in terms of their stats, putting more focus on the spells themselves and a little less on your Magic score.

All six of the "advanced" combat stances (Blitz, Berserk, Haymaker, Counter, Focus, Stonewall) got changes, some pretty major, like multi-attack for Blitz and Berserk, and Counter getting pretty big buffs and a Trip skill, as well as Focus and Haymaker getting some boosts. On the flip side, enemies now have unique and better armor, and there's been some other adjustments to the power numbers behind physical attacks, as well as increased stability and stamina costs, and a reduction to armor sunder and knockdown, as well as Disarm (weapon grip damage) being more common.

There's also some neat little improvements to the combat system, like merged feet/legs for the naga-types and mermaid, tall enemies having their head off-limits unless you get them kneeling, etc. There's also some more clarity about the Defense/Negation system, with parries and evasion, like block, displaying how much damage they're taking off (each point of evasion/parry/block takes away 1/4th of the damage of a physical attack, redirecting it to Nothing - Your Weapon Grip - Your Shield durability, respectively).

I did a bunch of testing as I was implementing this stuff and after, but at the very least hopefully there aren't any crashes lying around, but there still may be, or odd behaviors. It should all be good but, y'know - I'm doing the testing and I'm also the one implementing it, and I am but a simple snail.

We're also going to be posting up a preview of the Canonical Cock Chart we've been working on after this, along with a short devlog related to it.

Sorry if you're still waiting on that AI devlog; I think we've finally settled on an approach for AI that's going to work, but it's a doozy of a project - up until now I've mostly been cleaning up the existing AI code and moving it all into a proper system that distinguishes between what's AI decision-making and what's allowable by the game, and that's been paying dividends in terms of fixing bugs, clarity of the existing implementation, and allowing for me to add specific AI behaviors in a similarly bug-free way, but what it hasn't done, and what the AI solution will do, is allow for more long-term thinking and more player visibility into why enemies are doing what they're doing, which will be great both from a gameplay perspective and an erotic perspective. But, there's still more to do there, so I'll talk about that more with that devlog - for now, enjoy!

Next up we've got the Slime Bootyshot, maybe a nice cock close-up, more Brothel Madam, and maybe more Urka, too, while we're at it.

As always, changelog is below, and download links in the OP. Support Majalis on !

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Links in the OP!
 

Rubytigerx3

New Member
Sep 28, 2018
4
1
cant get the game to work. tried to delete everything and download it again. first the Win (v0.3.37.0) version on the main page, that worked. but when i replaced the jar file with the new v0.3.37.4 ver. it stopped working. looks like it can't find animations for the different lips in the character creator.
maybe it is related to the new portrait animation and Hiro's current expression/gesture from the new changelog.
sorry for my bad English. View attachment error-20231022-083457.txt
 
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vndnv

Member
Aug 19, 2019
119
124
I really hope they update the bunny and dark knight further they are amazing i also would love more of the werewolf which is probably my top favourite
 
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sadooper

Newbie
Mar 17, 2021
89
196
Just had some shower thoughts about this game... There are a lot of "endings" in this game, however most of those are "bad ends" (non-con), like when Hiro gets either killed or made into a permanent fucktoy. While there are a couple "good ends" (consensual), the only ones i can think of are defeating the demon king and marrying the harpy, which led me to thinking... What if we had "companion endings"? These could be unique endings that the player has to consent to in order to start (similar to marrying the harpy), but could have unexpected outcomes.

Concepts for companion endings:
- Kylira and Hiro open a bed n breakfast. This could be a relatively simple ending, where we get several small, unrelated scenes of them running the bnb, and of course, attending to their guests' needs. Another option would be following Kylira back to elven lands, but i think the simple and wholesome setting of running a bnb together works well for these two characters.
- Urka becomes chief. This could be a more drawn-out ending, where Urka takes Hiro (after he's agreed to be her slave) back to her people. There is a competition being held to decide the next chief--in order for Urka to win, she must have Hiro complete various trials to prove to her people that she is a capable leader. There could be two different endings dependent on whether or not Hiro has been trained sufficiently (success=urka becomes chief and Hiro becomes some kind of slave-queen figure, failure=urka becomes outcast and hiro becomes fucktoy for the orcs).
- Alma becomes almighty. Alma discovers another realm with more potent magic--filled with simple-minded magical beasts that she learns to control through their desires, and by that, I of course mean, by letting them violate Hiro. This could also have two endings based on whether or not Hiro is skilled enough to calm their urges. (success=Alma becomes the new master of the beasts and uses them to invade Ironia, failure=both Alma and Hiro are over-powered by the beasts, and get reduced to fucktoys).
- Trudy and Hiro become testers for the gadget girl's newest toys. Probably the worst of these ideas, but it was either this, or having them go work at the brothel, which felt a little too easy. This could just be a sequence of simple, repeatable scenes.
 

Twiton

Well-Known Member
Jan 25, 2019
1,834
2,442
Just had some shower thoughts about this game... There are a lot of "endings" in this game, however most of those are "bad ends" (non-con), like when Hiro gets either killed or made into a permanent fucktoy. While there are a couple "good ends" (consensual), the only ones i can think of are defeating the demon king and marrying the harpy, which led me to thinking... What if we had "companion endings"?
Hiro not accepting Brigand's clear desire to settle down as an invitation will always be the biggest L, mfer needs 15 Perception apparently to pick up on hints like 'some pretty thing'. That's the companionship I crave.
 
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Budouka

Member
Aug 15, 2022
462
411
Just had some shower thoughts about this game... There are a lot of "endings" in this game, however most of those are "bad ends" (non-con), like when Hiro gets either killed or made into a permanent fucktoy.
You only get killed, I think, three times out of a hundred endings. And being a fucktoy is not really bad as mc can get away most of the time, but he doesn't want to. It's a bed end from the perspective of him ending his quest before meeting the final goal and defeating the Demon King. But opening a bakery or staying a whore is as much of a bad end as marrying centaur or becoming a merchant's toy for pegging. It's all by consent, even though it involves losing dignity and all. Just a bitter pleasure.

I think the only time you're actually resisting your treatment and not having any fun with it is when Urka is accusing you in being cowardly and defeats you. You bite her hand at that. Anything else is fine.
 

Bob69

Uploading the World
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Mar 2, 2019
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Uploaded a new version I think (jar/apk). No changelog or version nr change tho.

Rubytigerx3 maybe it works now.
 
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Teal Zetsu

Newbie
Feb 18, 2019
28
18


View attachment 3024375

Hayoooo! New weekly!!! Lots of combat stuff this time around!

So, while I wanted to wait for the AI system to be fully in place before we did, we've done a bit of a combat pass - adjusting a lot of things and adding new techniques and some new features, as well. Both physical and magical options are seeing major changes, with Magic getting a bunch of interesting toys and new concepts, and Physical getting some really powerful options, along with some of the existing systems playing a larger role, like weapon grip and stamina/stability management. Stealing also now works based on item value and weight, as well.

On the Magic side of things, we have the Awakened perk, which gives access to Magic spells, and also determines how much mana you start combat with, which will overall be lower. The "channeling" techniques that restore mana are now more potent - and there's a new one that is usable in Defensive stance - partially to compensate for this, along with the Archmage perk, which gives mana while using the Incantation skills. On the flipside, there's the Quickcast spell, which costs mana to get directly from Balanced to Deep Casting. And on the defensive side, we have the Spellblade and Incanter perks, which give parry and evasion, respectively - for the former, while using spells/incanting/deep incanting (ranks 1, 2, 3, respectively) and for the latter, while Incanting/Deep Incanting (ranks 1, 2, respectively). There's also Deflect (a perfect parry spell) and Fizzle... which lets you cancel your Casting and also remains an option when you don't have any mana, which helps make it clearer when that's the case, instead of letting you use the spell, but having it fizzle anyway. A lot of spells got improved in terms of their stats, putting more focus on the spells themselves and a little less on your Magic score.

All six of the "advanced" combat stances (Blitz, Berserk, Haymaker, Counter, Focus, Stonewall) got changes, some pretty major, like multi-attack for Blitz and Berserk, and Counter getting pretty big buffs and a Trip skill, as well as Focus and Haymaker getting some boosts. On the flip side, enemies now have unique and better armor, and there's been some other adjustments to the power numbers behind physical attacks, as well as increased stability and stamina costs, and a reduction to armor sunder and knockdown, as well as Disarm (weapon grip damage) being more common.

There's also some neat little improvements to the combat system, like merged feet/legs for the naga-types and mermaid, tall enemies having their head off-limits unless you get them kneeling, etc. There's also some more clarity about the Defense/Negation system, with parries and evasion, like block, displaying how much damage they're taking off (each point of evasion/parry/block takes away 1/4th of the damage of a physical attack, redirecting it to Nothing - Your Weapon Grip - Your Shield durability, respectively).

I did a bunch of testing as I was implementing this stuff and after, but at the very least hopefully there aren't any crashes lying around, but there still may be, or odd behaviors. It should all be good but, y'know - I'm doing the testing and I'm also the one implementing it, and I am but a simple snail.

We're also going to be posting up a preview of the Canonical Cock Chart we've been working on after this, along with a short devlog related to it.

Sorry if you're still waiting on that AI devlog; I think we've finally settled on an approach for AI that's going to work, but it's a doozy of a project - up until now I've mostly been cleaning up the existing AI code and moving it all into a proper system that distinguishes between what's AI decision-making and what's allowable by the game, and that's been paying dividends in terms of fixing bugs, clarity of the existing implementation, and allowing for me to add specific AI behaviors in a similarly bug-free way, but what it hasn't done, and what the AI solution will do, is allow for more long-term thinking and more player visibility into why enemies are doing what they're doing, which will be great both from a gameplay perspective and an erotic perspective. But, there's still more to do there, so I'll talk about that more with that devlog - for now, enjoy!

Next up we've got the Slime Bootyshot, maybe a nice cock close-up, more Brothel Madam, and maybe more Urka, too, while we're at it.

As always, changelog is below, and download links in the OP. Support Majalis on !

You don't have permission to view the spoiler content. Log in or register now.

Links in the OP!
Now these are good patch notes, putting Call of duty to shame.
 

negroidprime

Engaged Member
Sep 25, 2018
2,083
4,578
Trying to change certain things in character creation crashes the game (booty, lips or peepee), apparently the animations cause something to happen and my understanding of code is the level of potato.
 

Tenty

Newbie
Dec 29, 2018
15
70
*Stuff about combat rebalancing*
*Stances this, AI that*
First off, thanks as always for the update drop Bob69.

Am I the only one baffled by how much work seems to be dedicated to the combat system? Every changelog at this point is like 80% about changing up numbers in the endless combat feature bloat. Its getting ridiculous at this point.

And if nothing changed since last time I checked, Majalis is still a two people team of artist and writer/coder, meaning all these changes come at the cost of slower writing progress.

Ironically, combat is by far the worst part of the game. Despite being so complex at first glance, it all boils down to: Armor Crusher -> Fast Attack -> Win. For every enemy, except the ghost. Worst of all, they seem to double down. I understand that it is a huge sunk cost fallacy at this point, but most of it needs to go. If they dont want to dedicate most of the devlog to shifting numbers around. The combat system should be FUN and tie into the gameplay/erotic scenes.

All the Magic rebalancing the game needs is:
-Simplify Magic, spells can be casted from any/neutral stance
-Instead double down on unique magic abilities instead of damage and their interaction with the different girls , like e.g. drunk spell makes Urka drunk super fast, after which she only uses erotic attacks which makes her easier to defeat, or alternatively leads to drunk sex defeat scene if she wins the grapple

Combat and enemy """AI""":
-Instead of working on some sisyphean "AI" rebalancing, just give each girl a simple combat algorithm fitting to her personality, which the player will learn with each playthrough
-Then start designing combat abilities around their combat strategies, the player must then find the best abilities to counter each respective girl
Like for example:
-Goblin: Attacks until lust max, then tries to seduce/rape the player ->Can be disarmed with parry, or easily overpowered
-Brigand: Uses sword abilities that make the player bleed and blocks attacks with buckler -> Player needs to parry, or have a fast attack that can bypass her shield
-Urka: Sizes the player up and then depending on his emdurance either tries to grapple and dominate him, or goes for aggresive attacks until either is defeated, with strong bare-fisted attacks even without flail -> Weak players should have magic/abilities/perks to deal with her grapple, strong players should disarm her and then grapple/fight her
Dark Knight: Heavily armored and aggresive attacks with dps, disarm resist -> Players should prepare with armor crushing abilities, or have magic to counter her (like e.g. Heat Armor which makes her take off her armor and try to fight you naked)

Like this, every ability would serve a purpose and give every girl a unique feel. This then could serve as a baseline, with future updates adding more girls with unique combat strategies and respective counterabilities and adding new and existing interactions between the abilities and the previous girls

I know It is easy to backseat, and I am sorry if I come off like a presumptuous dick, but right now the foundation of the combat system is just a mess which is a huge shame for all the work that is being put into it (I assume). Its as wide as an ocean and as deep as a puddle. You have all these stances, abilities, and in the end it all boils down to DPS. There are more than 40 (!!!) different skills in 11 (!!!) categories. Time was spent coding these in, testing if they work, fixing bugs. Then rebalancing them. Then again. Then again. Then again.

Looking at the sex stances, it is even sadder. There are over 50 (!!!) Sex abilities, with all of them serving no purpose at all. Its clear that the entire combat system is a giant sunk cost fallacy and with each number change iteration majalis hopes that *this* will be the change that will make it fun and engaging. I fear not. Its fucked.

Can't wait for the BIG MAGIC REBALANCE update that adds the long awaited, game-changing Cum Cannon spell that can only be cast from deep incantation while lying prone and does more damage to enemies the higher the cum meter is. The cum meter is tracked by a complex number algorithm that uses real-time deep neural network data analysis of Hiros diet and sex life and then predicts the density, potency and calorie count of his cum. And the meta would still be Armor Crusher->Fast attack.

Apologize for the longpost, It was on my mind for a long time.
 

sadooper

Newbie
Mar 17, 2021
89
196
You only get killed, I think, three times out of a hundred endings. And being a fucktoy is not really bad as mc can get away most of the time, but he doesn't want to. It's a bed end from the perspective of him ending his quest before meeting the final goal and defeating the Demon King. But opening a bakery or staying a whore is as much of a bad end as marrying centaur or becoming a merchant's toy for pegging. It's all by consent, even though it involves losing dignity and all. Just a bitter pleasure.

I think the only time you're actually resisting your treatment and not having any fun with it is when Urka is accusing you in being cowardly and defeats you. You bite her hand at that. Anything else is fine.
So what you're saying is that despite that Hiro did NOT consent to a situation, because he seems like he enjoyed it, it's not rape?

I think the last guy that made that argument is still serving his sentence...

(Jokes aside, my post was more about adding endings that feel more like a reward, rather than a punishment. Like max out Kylira affection, save up enough money for an Inn, then get ending, vs lose against a centaur 3 times and get made into a permanent fucktoy).
 

Majalis (ToA)

Member
Jul 31, 2019
231
876
First off, thanks as always for the update drop Bob69.

Am I the only one baffled by how much work seems to be dedicated to the combat system? Every changelog at this point is like 80% about changing up numbers in the endless combat feature bloat. Its getting ridiculous at this point.
What are you talking about. Most of the changelogs don't include many combat changes, and small numeric changes don't require much time at all anyway. You are just... entirely, factually wrong about this - I'm not sure what universe you're posting this from. In this one, a frequent complaint - in fact, a complaint that was brought up multiple times on this forum in the week before this update dropped, ironically, is that not enough has been updated about the combat system lately. The rest of your post is this hyperbolic strawman about the Cum Cannon spell with overly complicated calculations that... doesn't resemble anything in ToA, at all. But I'm sure Angry Video Game Nerd would be proud.

I have one update with a bunch of combat changes exactly to address the issues in your post (simplistic strategies being too effective, variation of what's effective against each enemy type), and I'm talking about AI to address the issues in your post (not having unique AI per character), and... you yadda yadda over that to complain about it. Brilliant.
 

Nagirte

Newbie
Feb 28, 2018
42
51
For what it's worth, I like the combat system; it puts the game up there with Portals of Phereon ala being a "Real Game". There's a lot of room for strategery, even if most fights can still be conquered via blitz stance.

Some of my friends have also noted this, they've joked that I suckered them into "playing an actual game" lol
 
Last edited:

negroidprime

Engaged Member
Sep 25, 2018
2,083
4,578
What are you talking about. Most of the changelogs don't include many combat changes, and small numeric changes don't require much time at all anyway. You are just... entirely, factually wrong about this - I'm not sure what universe you're posting this from. In this one, a frequent complaint - in fact, a complaint that was brought up multiple times on this forum in the week before this update dropped, ironically, is that not enough has been updated about the combat system lately. The rest of your post is this hyperbolic strawman about the Cum Cannon spell with overly complicated calculations that... doesn't resemble anything in ToA, at all. But I'm sure Angry Video Game Nerd would be proud.

I have one update with a bunch of combat changes exactly to address the issues in your post (simplistic strategies being too effective, variation of what's effective against each enemy type), and I'm talking about AI to address the issues in your post (not having unique AI per character), and... you yadda yadda over that to complain about it. Brilliant.
There's just no way to please everyone, that's the true sisyphean struggle.
 
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