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Thursday, April 29, 2021

Release 17: Escalation

With this release, the ability to manage your team of Forsaken has been fleshed out a bit more.  The Forsaken now have nuanced opinions of each other depending on their personalities, their history as a team, and their experiences together since becoming Forsaken.  Currently, the only ways to influence their relationships are to selectively increase their corruption levels and to provoke them into throwing tantrums at each other, but the options will expand significantly once you can have the Forsaken help train each other. These relationships aren't necessarily the same in both directions, so you can have unrequited love or unwelcome stalkers.  Unfortunately, previous versions didn't end up saving all the information I needed in order to reconstruct the relationships of former partners, so Forsaken from previous versions won't remember who their old teammates are.

Training the Forsaken now drains their stamina, which they restore by relaxing in various ways during their downtime.  You can also deplete their motivation by sending them on (currently fake) missions, and then restore that motivation during training.  Another important new aspect of training is that it influences which combat styles the Forsaken use.  Now all that remains is to actually implement the mechanics of having them fight the Chosen.

On an unrelated note, this release also adds a new difficulty setting.  The requirements to unlock hard mode are the same as the requirements to unlock cheat mode.  There's no content locked behind hard mode, so only players who want to experience an extra challenge should feel any need to turn it on.  When hard mode is activated, the deadlines for events and the final battle are moved up (to Day 10, Day 20, Day 30, and Day 35 respectively).  Damage taken also decreases by 20% per damage level, which means that all damage above Lv 1 is reduced to 80%, all damage above Lv 2 is reduced to 64%, all damage above Lv 3 is reduced to 51.2%, and so on.  Players now only receive scores for hard mode playthroughs, so anyone playing on normal mode shouldn't feel pressured to play optimally.

Click here to download.  Mirror.

  • Content: The Forsaken now have opinions of each other which they'll explain with a new dialogue option.
  • Content: Added the basics of Forsaken base management.  Forsaken Stamina and Motivation values are now meaningful.
  • Content: The Forsaken now have distinct combat styles which may be influenced via training.
  • Content: Added a hard mode to the game.
  • Interface: The text colors used by Forsaken when they talk can now be changed by the player.  When the Chosen are defeated, their text color will automatically change during the moment of their resolve being broken.  Forsaken from previous versions will retroactively have their text colors changed.
  • Bugfix: It should no longer be possible to lock oneself out of being able to cheat by going back in time.

40 comments:

  1. Woot new update! Is the base management the second tier of training or is that next/future updates?

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    1. It's just fleshing out the first tier of training. Previously, all of the Stamina/Motivation/Expertise effects didn't actually do anything. I want to make it so that you can actually use the Forsaken in combat before I start implementing the later tiers of training, because otherwise there won't be much point.

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  2. Actually this is a very interesting game. The scenes appeared vividly on my head. (❤´艸`❤) I'm watching an Anime show Mahou shoujo

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    1. Glad to hear that it's having the desired effect!

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  3. I was testing the "free training" system on randomly generated characters - is it the same as before or can you go further along in it? As of right now I'm simply stuck on 15-20% parameters and don't know what to do.

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    1. As far as how much you can increase their corruption, it's still the same as before. You aren't doing anything wrong, the later levels just aren't implemented yet.

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  4. All these new combat styles seems real interesting. How many in total are there so far?

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    1. There are a total of 15: one for each possible combination of using or not using HATE, PLEA, INJU/ANTI, and EXPO (after excluding the possibility of not dealing any damage at all. There are 4 styles which only deal one damage type, 6 styles which deal two damage types, 4 styles which deal three damage types, and one style for dealing all damage types at once.

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    2. Interesting. Noticed that some styles talk about having an advantage over the target or the target being weakened? What does that mean?

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    3. Also, what does PLEA/INJU -> 29 Exp -> HATE/EXPO mean?

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    4. The styles which recommend having an advantage over the target or weakening the target aren't fundamentally different from the others. I just included that line in the description of styles which lack the ability to deal HATE or INJU, or those with a very small base damage amount, since they generally won't accomplish much unless the target's multipliers are already high.

      Regarding the training message, it means that instead of adding the entire expertise value to your total, it moved some points from PLEA/INJU to HATE/EXPO. Basically, if the expertise added by the training type is really small compared to the Forsaken's existing expertise, then rather than making the Forsaken overall stronger, it just shifts their current points around.

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    5. I see I see. Good to know thanks

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  5. I just won a hard mode game (4.45E pts. w/ lots of saveloading at first, before I saw that I was winning and started playing more loosely), feels good.

    The rapid exponentiation mechanics are very interesting, I have never seen a game based on that kind of mechanic. Is it inspired by some other game?
    The realization is really good - each day's combat feels different despite no environmental changes (in most games, different levels would have different maps or something, it is nifty how CS manages this more organically). No falling into routine.
    The writing is top notch also.


    Suggestions:
    ¤ make hard mode available from start (but off by default)? nice for those of us who have played a previous version
    ¤ for readability, use more text colors all around! for example, make titles/keywords white and body text 90% light gray
    ¤ display all savegames at once instead of only the current "page", show more buttons per page too, show this list when creating new savegame too, allow deletion of savegames, allow overwriting any savegame not just most recent
    ¤ blue-green-red is an unintuitive color scheme for the progression of vulnerabilities (core, significant, minor); yellow-orange-red or green-yellow-red would be more intuitive
    ¤ in the [X][X][ ][ ] Profiles menu hilight the rows in the colors of the vulnerability, and use some symbols other than X to mark "tier 3 trauma reached but waiting for the trigger" and "tier 4 1000% reached but waiting for the Capture with the right mod"
    ¤ in the research menu put the fluff part and mechanical part of technology descriptions on seperate lines

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    1. 4.45E is a very high score, congrats.

      I'd say that the closest thing to an inspiration that I had for the mechanics is eragames, if you're familiar with those (eraTohoK is the most popular of them, but the ones which influenced me the most are eraMaou and eraGvT). They include a similar mechanic where, for example, raising the target's Lust parameter will cause other parameters to increase more quickly or more slowly. In Corrupted Saviors, I wanted to try making a system where those multipliers are the focus of the game, and to try to make them more predictable so that they can be strategized around.

      You can access hard mode on a new save file by pressing the "c" key on your keyboard while in the options menu. I don't document this in the game itself because I find that I get more useful feedback when players try the game the first time on the default difficulty setting.

      Thanks for the suggestions to improve the interface. Some of them are going to have to wait for reworks to whole system, but some might be feasible in the short term.

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  6. Oooh question. Is there a way to check if a forsaken is futa or not and/or a way to change it?

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    1. I want to allow the player to sculpt the Forsakens' bodies pretty much however they wish, so it makes sense to be able to do stuff like futafy or defutafy them. It's not implemented yet, though.

      As for checking on their status, there's no dedicated button to show it right now, but if I recall correctly, some of the training scenes mention if the subject has a cock. Soon enough, Forsaken with penises will obviously use them on the Chosen when given the opportunity, of course.

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    2. Body sculpting will be fun for sure. Hmm... Will Chosen get a preference system in the future (Ie. They might enjoy certain body types/parts more ect?)

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    3. I'm worried that if I do that, it might be a turnoff for people who aren't interested in the kinds of body modifications their subjects want. If it were to work, I'd need to have the game guess at what kinds of body sculpting the player wants to see. That might be difficult, because some players might want e.g. only submissive girls to have cocks.

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    4. ....Maybe a counter of sorts? Ie, Over a couple battles the game records what parts the player enjoys and focuses on them?

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    5. Could also have the parts change to focus on parts that the player enjoys over time to reflect stuff like fetishes we enjoy changing?

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    6. I've considered trying to do something like that, but I think that it'd be really, really hard to make it smart enough to avoid turning people off. For example, suppose a player really likes femdom, so they turn all their submissive Forsaken into boys. The game would have a hard time recognizing that pattern, and the player might not be happy to see their dominant Forsaken wanting to be turned into boys too.

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    7. I see. Makes sense. These relationship mechanics sounds they'll be fun to play with. Ooof can't wait for all this new stuff in the coming releases!

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  7. Hey! I just wanted to say this game is super cool + thank you for making it! ^_^

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  8. I have to ask: How does one go about cultivating a stalker relationship between Chosen?

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    1. I noticed that the "Back" option occasionally vanishes now. Specifically when the following is true:
      2 of your chosen are sodimized/broadcasted/orgasming/impregnated.
      1 of your chosen is surrounded with options available.

      Basically, it plays out like this: You're able to click on the broadcasted/etc chosen and are able to click examine/back as normal.

      When you click on the third chosen however, your options are Grind/Sodimize/etc, examine, do nothing and retreat.

      Now, technically this shouldn't be a big deal. Since you can't -do- anything to those first 2 chosen, you're not losing any opportunities by being unable to back out of the 3rd chosen's option screen. However, as a player it feels constricting as fuck.

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    2. In order to have a stalker relationship, one Forsaken must like another Forsaken but be disliked by that Forsaken in turn, and the Forsaken who's likes the other must have a shy personality (otherwise it's less "stalker" and more "predator"). However, because there aren't many ways to make Forsaken dislike each other yet, it might not always be possible to do this. This is reminding me that I forgot to include relationship mechanics in the training guide, so I'll fix that soon.

      Thanks for the feedback regarding the Back button. I was trying to be helpful by stopping the player from selecting Chosen they can't do anything to, but you're not the first to find it annoying, so I'll dial it back a bit.

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    3. Would be interesting to get a list of personalities and possible relationship...

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    4. Regarding the back button, I think there are also times where you want to be able to examine the surrounded Chosen to set up future synergies.

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  9. Hello, just had to comment and say that this game is amazing, thank you and please keep up the fantastic work

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  10. Great game indeed, looking forward to the next version.
    you could maybe auto select a battle if there's only one chosen, something like:

    public static void pickStartingTarget(final JTextPane t, final JPanel p, final JFrame f, final WorldState w)
    {
    if (w.getCast() == 1) {
    return Project.ConfirmBattle(t, p, f, w, w.getCast()[0]);
    }

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    1. This comment has been removed by the author.

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    2. I think you'll be happy with the newest release.

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  11. Replies
    1. Don't jinx the poor dev.

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    2. I suppose it's good that I'm getting predictable.

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  12. That should have bene the length of the array, of course.

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