Some people have the strangest showers, good heavens.Just had some shower thoughts about this game...
Some people have the strangest showers, good heavens.Just had some shower thoughts about this game...
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.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"?
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.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.
Now these are good patch notes, putting Call of duty to shame.You must be registered to see the links
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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 onYou must be registered to see the links!
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Links in the OP!
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.
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First off, thanks as always for the update drop Bob69.*Stuff about combat rebalancing*
*Stances this, AI that*
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?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.
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.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.
There's just no way to please everyone, that's the true sisyphean struggle.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.
Now that is a reference I haven't heard in a long time.But I'm sure Angry Video Game Nerd would be proud.
Is this when I complain about the extreme lack of my particular fetish, or the lack of updates geared towards my favorite girl?There's just no way to please everyone, that's the true sisyphean struggle.
You make Selkie cum, she's erect and ready to cum in you again. Sisyphean struggle.There's just no way to please everyone, that's the true sisyphean struggle.
Jess is the only Dark Magician who still knows that magical spell, one day she'll teach it to Trudy if she can stop fucking with him.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.
BRRRHHHIGGGGAAAAHHHNNNDDDDIs this when I complain about the extreme lack of my particular fetish, or the lack of updates geared towards my favorite girl?
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.
Again, this very update added more to the weapon grip system, which is meant to add a layer of strategy to trying to disarm your opponent or avoid being disarmed. The same way that your shield takes damage from blocking whenever using a skill that has block on it (not just skills which exclusively use block), your weapon grip takes damage from parrying part or all of an attack. This means that using skills which parry (including just about any attack, since almost all attacks have 1 Parry and 1 Evade by default) puts you at risk of being disarmed, which can be capitalized on by an opponent, and vice versa. Since enemies also behave differently when disarmed - some try to re-equip their weapon, giving you time during which they're defenseless, some will change their strategy, like Urka wrestling you, and some will enrage, like the Ogre - this also ties into having different strategies for different characters. Note, the behavior I'm listing already exists, but there's more to come.Like I said, sorry If I come of like a presumptuous dick, but I still stand by my points. And I thought I lined out pretty well what my criticisms are. The cum cannon was intended as a humorous umbrella hyperbole for my frustration with the pointless feature bloat in the combat system over the years. Not in this specific update, but accumulated over the years. These features add little to nothing, but take up dev time with updates that dont adress the core issues. I can give examples in detail.
-After parry was implemented which was a simple "dodge and remove weapon from enemy if they attack into you during the stance" skill, it was overhauled with a weapon grip strength number tracking system which no doubt took a lot of thinking, code and testing to add. What for?
-The magic system for some reason was overhauled from a simple and easy stance and spell system to multiple levels of incantation, as well as multiple spell elements that in effect just mean more/less damage here and there. Once again (I assume) lots of work, for what? You changing it once again in this changelog illustrates my point. No doubt to be changed again afterwards after some time.
-The berserk stance an was added for some reason (again work) and exists in limbo since then
I can continue listing more of these examples that accumulated over the years of development. Haymaker, Wrist shot, Head shot, Ashi, Stonewall, the 50+ Sex stances, whatever. I don't even remember all the exact iterations they went through. I just wanted to illustrate that you dont seem to have a strategic design goal for the combat system.
These features add little. Instead, they persist and take up time when they are changed again and again and again. This changelog updated the haymaker, stonewall and whatever stance. Why do they exist in the first place? What do they add to the core aspects of the game? I can't imagine returning to an older version of the game and thinking "damn, things are just not the same without Haymaker!". Guys, does anyone here give a single fuck about Haymaker? The update where the magic attack was split into three elements and three stances? Why?
My criticism was that right now you could remove like 80% of all abilities that were added in the last 5 years and nobody would care. And I dont think the solution should be working around these abilities and tweaking their numbers to make them fit like you do now. Even if after countless iterations you find the sweet spot where picking haymaker, or going deep incantation+lightning is actually the optimal strategy, what purpose did it serve? It't an erotic game. I picked the drunk spell as an example because it is one of the few abilities that have an interesting premise. Same goes for the grappling stances and seducing stances. But they just get overshadowed by all the efforts to make the bloat work. My "strawman" was pretty apt tbh. Adding an unnecessary, overly complicated feature that doesnt add anything to the core erotic aspects of the game and ties up devtime with countless iterations is what happened time and time again. You could have replaced the "cum cannon" with "parry" and the "cum meter" with the "grip strength meter". I hope my examples cleared up what I meant.
Yeah, an optional tutorial battle that'll walk you through a basic battle you can access from the Help menu is something we have planned, but it's lower priority.Counterpoint: I like how you've cleaned up the UI/made character reactions/actions more responsive, and would love to see a more in depth tutorial once the gameplay is in a state you think will be final.