rcbcgreenpanzer
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- Aug 8, 2017
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I really like the direction you're taking the UI. Very crisp and clean!<snip>
Here's some pictures from what I've been doing.
I really like the direction you're taking the UI. Very crisp and clean!<snip>
Here's some pictures from what I've been doing.
1. From the sounds of it, it seems like it will use a singular combat instance. It sounds interesting but not impossible.1. Sort of. There's a lot to it that I want to work.
2. I need to enable movesets for male, female and futanari versions of most enemies. Some enemies, like bee girls, only have female versions.
3. I need to add percentages to enemies to determine gender. Male bandits are more common than futanari and female. Futanari bandits are rare until the PC has Percy make the futanari cloud a problem for the world.
4. I need to add sexual preferences. Most male bandits are not gay and strictly male players may still get attacked as male slaves are less valuable than female ones. Orc and goblin males, however, would happily enslave a male as a show of their masculinity.
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5.
Currently:
Each enemy type has an equal chance at their gender. - Still working on fixing that
Each enemy has health and stamina values along with an assigned weapon the player gets if they win the combat.
The enemy that captures the player is randomly selected from available enemies if the player fights multiple types of enemies (bandits and goblins together for example).
6. It is going, but slowly.
Unfortunatly there is a lot of bugs in the QSP version. I've been rather slack in patch 1.99.40, sorry about that. But at least that is a new bug that I wasn't aware of. I'll add it to the list of todo when I stop being a slouch.frog coffee shop has a bug where if u purchase the coffee shop before finishing red quest, you going to lose it ownership and income after you finish the quest, and u can't repurchase it either.
Why not have the lust spell cause such havok regardless of the composition of a team? You already have female on male rape content and if only males can cause trouble it makes it so fights where there are none be ones where the spell is completely useless. Unless there are other impacts from the spell being cast at least like reducing stats.Casting a lust spell will also have some male allies attempt to rape their female allies.
That is an interesting thought. I was just gonna have them start jerking off it there was nothing they wanted to put their dick in.Why not have the lust spell cause such havok regardless of the composition of a team? You already have female on male rape content and if only males can cause trouble it makes it so fights where there are none be ones where the spell is completely useless. Unless there are other impacts from the spell being cast at least like reducing stats.
Sticking to sexualities of the npcs would probably be a good balancing tool if you do go for such a feature, and would mean you have a way to upgrade lust spells by making them override sexualities.
Also an option. Could have it be different odds of different results. Like even if a bandit has a target they'd rape under the spell's effects, they might not do so if you don't roll high enough and instead just jerk off. Which takes out that bandit but not the one who'd be targeted. Like if I were to chart out all the results of casting a lust spell in combat, this is what I think would be the degrees of successThat is an interesting thought. I was just gonna have them start jerking off it there was nothing they wanted to put their dick in.
At what point does the gay bandit orgy stop being a threat and turn into something comical?
thats's actually a pretty good idea for the gay bandit orgy just turn comical where there would be another class for the player like a clown class that can make other class options that you choose from and have toon force power at your disposal like nika nika no mi type of power where you learn it from a sexy gorgeous clown that's sienna khan from rwby or something next to circi witch hut in the forestThat is an interesting thought. I was just gonna have them start jerking off it there was nothing they wanted to put their dick in.
At what point does the gay bandit orgy stop being a threat and turn into something comical?
1. Okay, I think I have a general idea of how the code works. Sex combat takes stamina which in this case basically acts as a second health bar. This is also a second combat inside combat? I doubt I'll be able to get anything close to degrees of lewdity either. When I'm back at my pc I'll look into how they handle it and see what can be done by me. I doubt anything will come of it as they use one combat instance and you're attempting to use two at once. Also it's probably beyond my abilites too.1. The picture is where I'm at. The undefined is the currently unworking magic system.
3. I removed it from the backend and set the enemy types manually. This lets me tailor groups of enemies. An example would be one encounter is a male and female bandit with a warhound of their own. Another is a lone futanari because she interacted with the futa cloud that Percy maid. This saves from having to define everything and I could theoretically invent any enemy without having to have their stats in the backend, something I did before the current system.
That sounds a lot more interesting then when I first read it in your last post, where it sounded like a beserk/rage/confusion skill but sexual. Personally I'd remove either the nothing or the debuff, having both seems redundent to me. I'd also have it be a hefty cost to cast, as using it like that seems like it could be insanely powerful. Maybe if it also made it so that the enemy could target the player and not just each other then it'd be more balanced. At least that's my thought on it, Snekk can choose how they'd like it, I'm just a random modder/patcher after all.Also an option. Could have it be different odds of different results. Like even if a bandit has a target they'd rape under the spell's effects, they might not do so if you don't roll high enough and instead just jerk off. Which takes out that bandit but not the one who'd be targeted. Like if I were to chart out all the results of casting a lust spell in combat, this is what I think would be the degrees of success
Nothing happens > Target is aroused and suffers a minor debuff > Target is aroused and begins masturbating > Target is aroused and begins to assault an ally (there is some logic to consider regarding priority between already occupied allies be they the rapists or victims and unoccupied allies) based on their sexuality > Target is aroused and begins to assault an ally (2nd verse same as the first) regardless of their sexuality.
Also, any collection of enemies is non-threatening and potentially comically if crowd controlled into defenselessness imo.
1. It's two separate locations, but the health of the player and enemies simply transfer between them. For example:1. Okay, I think I have a general idea of how the code works. Sex combat takes stamina which in this case basically acts as a second health bar. This is also a second combat inside combat? I doubt I'll be able to get anything close to degrees of lewdity either. When I'm back at my pc I'll look into how they handle it and see what can be done by me. I doubt anything will come of it as they use one combat instance and you're attempting to use two at once. Also it's probably beyond my abilites too.
3. Why'd you decide to move it from the back end? Just curious.
I know the scene you are talking about, but I think it was removed quite a few updates ago.I remember in an earlier version you could find a hole in the wall allowing you to skip having to pay to enter and exit Avedon with a change to find someone stuck in the wall is that still in 1.99.40? because I'm failing to find it if it is still in
something else you could do, in regards to the parlay system, is make a version specifically for animals if you have an animal-based class like hunter or - if it's ever a thing - druid. you could only parlay with animals if you have that class and it can only happen once a day to stop it from being abused, but it basically works like the original parlay system for humans.1. It's two separate locations, but the health of the player and enemies simply transfer between them. For example:
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Still working on how allies interact with Parlay. I may make some, like Bill, remove your ability to do so.
I'm currently working on magic as well, as some effects would linger into sexual combat.
3. Less hassle. There's a little block of text that has to go with enemy encounters, mostly to reset all of the combat variables, but to fight a Giant Snake I simply add in {type: "Giant Snake #", gender: "Futanari", health: 100, attack: 10} after the block, and it gives me a snake with 100 health, 10 attack and is a Futanari for the purposes of trying to lewd the PC.
I could specify every single enemy and their subtype or I could do this with relative ease.
1. Depending on the enemy they would respond differently.1. something else you could do, in regards to the parlay system, is make a version specifically for animals if you have an animal-based class like hunter or - if it's ever a thing - druid. you could only parlay with animals if you have that class and it can only happen once a day to stop it from being abused, but it basically works like the original parlay system for humans.
2. EDIT: with a necromancer/lich class you could also make a version of parlay for undead, but again it would only work if you have that class equipped.
3. another thing; if you travel with a companion that's a bit too nice and honourable, if you parlay and then stab the enemy for the crit, the companion could get upset with you or just straight up refuse to fight with you for that fight. they could even leave your service and you['d have to find them again, so it becomes a risk versus reward; do you get a free crit at the chance of pissing off a companion, or do you forgo the opportunity to keep your companion on your side? something like that.
alternatively, if you have a companion that's very pragmatic and believes in trying to gain any advantage they can, they might be upset with you if you have a certain amounts of parlay in a row where you haven't stabbed the enemy. they could see you as too naïve to try and get victory any way you can, or something.
you might want to add more stuff to the combat its really odd how the most effective way to fight in this game is to just have your pack of dogs do all the fighting for you while you just keep moving away from the enemy engagement range, the dog can hit to hundreds of damages if you just keep training in the Nobel square whenever you can with high leadership you basically just watch your dog packs rip through the enemies like paper for each fight , please add some kind of block function and speed stat should also add in dodge chance otherwise there are no incentive to fight at close range.Unfortunatly there is a lot of bugs in the QSP version. I've been rather slack in patch 1.99.40, sorry about that. But at least that is a new bug that I wasn't aware of. I'll add it to the list of todo when I stop being a slouch.
I hope not because AI art always looks awful and uncanny to me (not to mention the ethics behind it, as an artist), the few times it's used in the game so far it's been incredibly distracting. I'd much rather have a mishmash of different artstyles than a consistent lack of soul and weird melty details.wonder will u change to use ai art for more consistence art style for characters
can you add in an initial roll of the distance of the player/group to the enemies when they first encounter, every battle had always been player starting right next to the enemies, group of 9 goblin or even zombies that have a bit of high speed than the player always pummels the players to the ground especially for range user that can't shoot at point blank with the light bow.1. Depending on the enemy they would respond differently.
Aside from Charmane/Conquest, no boss enemies would really care as they want you dead for various reasons so they are instant fails.
There is a feat called "Pack Bitch" where the player submits to animals so Parlay with that feat might make it a 100% chance instead of the 20% it currently is.
Parlay is also only meant to work once per combat. If it succeeds then you either bribe your way out of combat with money, if the enemy cares for that, or through sex. If you attack then it goes back to regular combat and you lose the chance.
There are some enemies, like swarms of rats, that are not interested in either so the PC will still get attacked.
2. Parlay, realistically, takes a few moments to get your point across. Having Parlay with zombies would give a Necromancer enough time to cast Control Undead. Also the Necromancer is a leveling class so you eventually unlock "Corpse Walk" which lets you walk among undead unhindered.
3. Ally code is being difficult in general so the game may go a few updates without it. Magic is already kicking my ass and the spells are super basic.