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Saturday, February 27, 2021

Release 15: Conclusion

 The focus of this update is the fates of defeated Chosen.  This includes not only those who escape from the Demon Lord, but also those "Forsaken" who willingly enter the Demon Lord's service.  It also includes some miscellaneous bug fixes and balance tweaks.

During the final battle, when only two of the Chosen are neutralized, the third will try to flee the battle, and those Chosen fall into two broad categories.  The first category is those who have already experienced a Total Break.  These Chosen are too mentally damaged to fight anymore, so they currently just get a short epilogue.  The second category is those who haven't experienced a Total Break, and their epilogues are more complicated.  These aren't yet finished for all personalities, so they're dummied out for the time being.  Eventually, I want to include many more epilogues for all sorts of endgame situations (e.g. two close friends who are corrupted in the same way and end up having their ending together), but there are enough possible combinations that I'll probably have to just implement them bit-by-bit alongside other content.

As for the Chosen you capture, they'll now be stored permanently, and not attached to the individual playthrough they came from.  You can currently visit them from the main menu, view their profiles, and have them describe how they see their situation.  What they say will vary significantly not only with their personalities, but also with their corruption progress.  The menu is a bit sparse for now, but options for talking about their training and their daily life will also show up once those features are implemented.

The overall goal for the next few releases is to pave the way for a campaign mode where you defeat Chosen, turn them into Forsaken, and then use those Forsaken to defeat more Chosen.  This will involve a "free training" mode, then some interactions between Forsaken (including both having them train each other, and having to deal with rivalries between them), then being able to replace your Commanders with Forsaken, and then finally implementing the campaign mode itself.

I'm hoping to introduce enough gameplay mechanics with each release that none of them feel like "just groundwork."  For this release in particular, I've made a fairly major tweak to how Impregnation, Hypnosis, Drain, and Parasitism progress work.  Each use of a sinful move now increases the progress toward corruption by a small base amount multiplied by the associated circumstance level, similar to how Resolve damage during the final battle works.  I'm interested in hearing whether this makes the lategame feel a bit less grindy, since players should have more ways to make the corruption progress more quickly.

Click here to download.  Mirror.

  • Content: Defeated Chosen who escape the final battle after previously suffering a Total Break will now go through a short epilogue explaining why they won't be troubling you again.
  • Content: Chosen whose resolve was broken during the final battle will now be stored for later viewing and use.  At present, this only allows you to view their stats and hear them say a little bit about their new lives as your servants, but more is on the way.
  • Balance: Impregnation, Hypnosis, Drain, and Parasitism effectiveness will now progress more quickly when the respective circumstance is higher.  The base rate has been decreased, but this should result in overall faster and more controllable corruption.
  • Interface: When only one of the Chosen is a valid target for actions, the target choice option on that round will be skipped.
  • Bugfix: Ending a battle in the middle of a capture will no longer result in the capture option behaving strangely in the following battle.
  • Bugfix: Some more possible softlocks in the final battle have been fixed.
  • Bugfix: Use of Slaughter will no longer cause Surround durations to be treated as negative for the purpose of calculating the Evil Energy bonus from retreating with Causal Projection.
  • Bugfix: Fixed a case where Chosen who prepare to sacrifice an ally during the final battle would never actually get around to doing so.
  • Other: Saves on Day 1 may now have early cheats toggled on and off, regardless of their initial setting.

41 comments:

  1. Well thats an interesting update. Do wish we had an epilogue for all three captured but its a neat way to wrap up a run.
    Recommendation. If we have a forsaken and we load a game and grab them again, it should replace the forsaken we have with the new one rather then making a new forsaken. Ie, one forsaken called Axiom is replaced on the forsaken list by a new Axiom after loading a save

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    1. There'll be a lot more in the way of epilogues eventually. This is just a starting point, since the number of possible variants makes it impractical to write them all in the span of a single update.

      Regarding the way that you can duplicate Forsaken right now, it's intended, even though it doesn't make much sense. When the campaign mode is implemented, you'll be limited to the Forsaken you've recruited on previous loops within that same campaign, so duplicating them won't be possible. And for the current "quick play"-like mode, I want the player to be completely free to compare different endings for the same Chosen, decide whether they want to keep one or both for future reference, and so on.

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    2. Ah I see. That makes sense then. Next update I'm assuming is training implementation?

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    3. That's the plan. I want to put in the first couple of sets of training actions. If I still have time after that, I also want to put in some more endings, more discussion subjects with the Forsaken, and some other features I've had on my to-do list for awhile.

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    4. Sounds fun. Two questions. Is the trauma break stuff without penetration/ taking virginity still a thing and have you ever thought of adding a more... mature (Ara-Ara) type chosen in?

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    5. A path for morality break that doesn't involve taking virginity at all is planned, but I don't think it'll be added anytime soon. As for Chosen who come across as more mature, the personality-based dialogue system makes it a bit tricky to portray that sort of thing, since there isn't a dedicated personality facet for maturity. But I do plan to introduce Chosen who actually have kids of their own at some point (and some of those kids may themselves also be Chosen).

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    6. Well... things certainly are gonna get more spicy woot!

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  2. Does Hostility, Deviancy, Obedience, and Disgrace values come from
    Morality, Innocence, Confidence, and Dignity?

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    1. Exactly. The value starts at a level depending on the Chosen's personality (usually less than 20%) and then goes up depending on the highest vulnerability break within the associated category. Soon, you'll be able to continue to raise the values higher after their defeat by training them.

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  3. Oooh sounds fun~~ And it sounds like you've still got a lot more amazing plans for the future.

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    1. I try not to get too far ahead of myself, but now that the final battle is done, there are a lot of different directions development could go.

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  4. One of my Chosen started using the sinful moves and drastically reducing the circumstance related to another sinful move. i.e. she used Fantasize which drastically lowered Hate and on the next turn used Slaughter which drastically lowered Pleasure. It lowered them from level 17 to level 2...

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    1. Is that intended or did something start acting weird?

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    2. Also I have to say I really appreciate the stats screen for the forsaken and the "Seen naked by" followed by how many were actually consensual

      Are the stats set semi-randomly or are they actually based on in game things?

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    3. Circumstance damage going from level 17 all the way down to level 2 so quickly makes it sound like there's a bug related to the "damage goes up by one level" code that those moves use. I'll see if I can find what's breaking.

      Right now, the stats are generated randomly within a certain range depending on corruption level, because (1) the exact number of times each action has been taken isn't tracked, and (2) there's some ambiguity as to just how many viewers, how many penetrations, etc. are involved in each act. Those numbers will also go up during training in captivity, and I might go back and add more detailed tracking to those values during combat as well. I do think that being able to have such detailed information about your captives' lifestyles is nice.

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    4. Good to know. Saves me the time from attempting to see how long of a "Forced orgasm" setup I can make for the longest continuous orgasm stat

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    5. Right, the Forced Orgasm action is meant to represent multiple orgasms over the course of the action, so the number of turns spent before escaping wouldn't affect that stat. The longest continuous orgasm stat is meant to represent how accustomed their body has become to cumming constantly, even when they're off-duty (which means it'll have more to do with Fantasize usage, how deeply they've been hypnotized to seek pleasure, and certain future training actions after they're defeated).

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  5. Love this game, Tho i do wish there was a way to edit saves and such so we could break Vulnerabilities without the grind.

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    1. Even without full save editing, I'm not against adding more cheats for that sort of thing.

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  6. Found a bug, Using a Parasitism commander with the hate suppressor upgrade and no Defilier Upgrade stops them from capturing, including the initial ambush capture

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    1. This is puzzling. I wasn't able to reproduce this bug, because the game prevents the player from deploying a Commander with both a Punisher- and a Suppressor-class upgrade unless you give it a Defiler-class upgrade as well. Do you remember how you were able to exit the Commander creation screen with just a Punisher and a Suppressor?

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    2. Nvm, Turns out in i mistook the refund button for the done one in my zoned out grinding. woops

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  7. Question. Will we ever see Dungeon raid esque gameplay ie, Chosen invading your cental Hq esque area thing and us trapping and lewding them ect?

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    1. One of the ideas I want to explore eventually is having battles in different environments with different environmental effects. Having one of the environments be "inside your lewd-trap-filled base" could allow for some of that sort of thing without departing too far from the main gameplay loop.

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  8. For campaign mode, do you have plans to change how each "game" of the campaign is played? It seems like it would start off hard with no Forsaken, and then get easier as you get more Forsaken and train them more, if you didn't do anything else to change up the difficulty...

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    1. Yeah, the difficulty will definitely escalate with each subsequent team you fight. There will be shorter deadlines, damage resistances, special types of Chosen who have to be fought in particular ways, and unique "boss" Chosen who are more difficult to fully corrupt.

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    2. Ooooh Boss chosen sound interesting...

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    3. That sounds really neat! Although for the game as-is, it kinda feels like it's a bit long if you're supposed to play through more than once. Any idea if game length will be the same in campaign mode, or do you have plans to condense it a bit?

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    4. One of the added difficulty conditions will be "fewer than 50 days before the final battle," so that'll bring it down by a bit. And there will also be incentive to spend some days training your Forsaken instead of fighting, which should hopefully keep the gameplay loop from becoming too monotonous.

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  9. I was wondering if you could include a cheat in the next release which enables you to add a custom made Forsaken at the start of your game, as if you had already beaten a campaign before?

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    1. It won't be in the next release, but that is on my list of features to implement eventually.

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  10. Have you read 'Looking up to Magical Girls'? Just finished re-reading it and my first thought was damn, this is basically corrupted saviors.

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    1. You aren't the first to bring my attention to it. I wasn't aware of that manga when I started making this game, but now I'm a fan and following it monthly.

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    2. Having just read that manga... this is kinda what I believe the fights with Forsaken vs Chosen will devolve into (And I'm super excited for it)!

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    3. Sidenote: Am I the only one who thinks Commanders seem like low-tier bosses while Forsaken will be more Mid-tier... if thats soo... I do wonder if we'll get higher tier bosses for us to use...

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    4. Chosen vs. Forsaken fights will definitely have a lot of sexual harassment and kinky attacks. Some Forsaken might be fighting for reasons similar to Baiser's, while there are others she definitely wouldn't approve of.

      As for boss tiers, it's probably going to be a bit more flexible than that. Some Forsaken will be endboss tier, while others can end up even weaker than the basic Commander. More powerful Forsaken will be more expensive to deploy, so there'll be incentive to keep a variety of them around. In general, players late in the campaign mode will always be wanting to use one of the Forsaken, with regular Commanders being just a fallback option if you don't have any suitable ones at the moment.

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    5. Interesting... Will different forsaken get different abilities or will their abilities be based on the training? Also, looking forward to the Chosen's reactions to the first time they meet a forsaken...

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    6. Forsaken made from regular Chosen will all have the same sorts of abilities, but there'll be a lot of room to customize which things they're best at. There will also be "special" Chosen (e.g. robogirls) who also do special things as Forsaken, and the unique "boss" Chosen from the campaign will also have truly unique abilities if you manage to convert them.

      I'm also looking forward to writing some of the Chosen-Forsaken interactions, particularly for pairings who knew each other before one of them fell.

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  11. Hows the new release coming along? Still on track for a release this month?

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    1. It's going to be a bit tight this time, but I think it'll be done before the end of the month. Adding the training system involved implementing lots of different parts.

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    2. Woot! Take your time. We'd rather quality then speed!

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