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Wednesday, June 29, 2022

Release 31: Relation

This update allows Chosen encountered in campaign mode to have pre-existing personal relationships with each other.  Currently, they're limited to being childhood friends or siblings, but more kinds of relationship are planned.  Custom Chosen created for campaign mode can be given relationships with each other, and the new "Bait" position for your Forsaken will allow the game to dynamically generate new relatives for the subject.

Any two Chosen who share a personal relationship will never appear on the same team, because so much of the writing assumes that teammates don't know each other beforehand.  And this feature is currently limited to campaign mode, because linking custom teams in single play to your current roster of Forsaken isn't as simple as it sounds.  But relatives who are generated or pre-made should show up very reliably in campaign mode, so it won't be difficult to access the new content.

Another new addition is a large collection of possible epilogues for Chosen who escape the final battle without experiencing a Total Break.  These epilogues describe the not-completely-broken Chosen's experiences after fleeing, and they explain what drives the Chosen to return to fight you again.  For players who haven't yet tried the campaign mode strategy of deliberately allowing a weakened Chosen to escape in order to have an easier time defeating her in a future loop, this wouldn't be a bad time to start.

Fans of Kalloi's portrait pack should note that the versions in the sidebar have once again been updated!  It takes full advantage of last version's naming scheme ravamp in order to give each of the Chosen and Forsaken a set of facial expressions fitting for her personality, so I highly recommend using it, and the tips and challenges packed alongside it are worth checking out.  The new feature that allows you to change characters' portraits without changing their displayed name also makes it easier to switch between the alternative portrait sets in the pack.

Finally, this update also has a new vignette, commissioned by the very same Kalloi.  It was fun to write, and it isn't too hard to trigger as you pursue the Aversion path, so I recommend checking it out.  Next month's update will bring the fourth Distortion path: Rampancy.

Click here to download.  Mirror.

  • Content: Added the "Bait" Forsaken position which will lure friends and family members of the subject to challenge you in campaign mode.
  • Content: Chosen who escape the final battle without experiencing a Total Break will now get unique epilogues depending on their personalities.
  • Content: Chosen who have special reasons for fighting the Demon Lord will now introduce themselves differently and have additional information in their profiles.
  • Content: Custom campaign Chosen may now be edited after they're made.
  • Content: Added a new vignette.
  • Balance: Superior Forsaken can now be commanded to release captured targets early.
  • Balance: The last tier of Forsaken training actions will always be available after the end of the loop, regardless of whether the associated upgrades were purchased.
  • Balance: Superior Forsaken, instead of costing double Motivation to deploy, now have all Motivation gains halved.
  • Balance: The Aversion Forsaken Defiler will now cause the resulting Orgy's damage to scale with the Forsaken's Disgrace.
  • Balance: Chosen are now a bit more likely to use Fantasize, and the tips for triggering Fantasize have been clarified.
  • Other: Added a toggle to automatically generate Chosen without civilian names.
  • Other: Chosen and Forsaken can now be set to use portrait folders which don't match their names.
  • Bugfix: Importing and exporting save files should now work properly.
  • Bugfix: Stopped certain Forsaken training actions from taking virginity when they shouldn't.
  • Bugfix: Chosen breaking each other's Vulnerabilities during T3 Break scenes will no longer sometimes result in bugged relationship states.
  • Bugfix: The Painful Harvester position will now work properly.
Release 31b:
  • Bugfix: Resolved an issue that could interfere with starting new campaigns which had custom Chosen.

24 comments:

  1. The portrait change is greatly appreciated, can give my forsaken custom names now without any hassle.
    Did notice that if I changed a forsaken's name from their original the portrait they are set to use wont show up during the pre-battle dialogue when they are set as your favorite and it will just be blank instead.

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    1. Thanks for catching that, it should be fixed in the next version.

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    2. Nice, also got the same issue when meeting forsaken i'd renamed, blank portrait during the sex scenes.

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    3. Thanks for catching that one as well. It'll also be fixed.

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  2. So i've been enjoying the new Positions mechanic and the extra fluff text it adds in combat and in relationships and I had a few thoughts after playing around with the punisher positions more in this version and the last one.

    I feel like it might be more interesting for the effects to scale up instead of down the more corrupt they are. A lot of forsaken I got would start with some of their punisher abilities already a little below max effectiveness just because minor vulns can put them well above 50% if broken all the way, not to mention any accidental over-training which could make them even less effective. It never got to the point where their punishers felt useless but I started to just avoid touching forsaken at all unless I knew they were one I was going to need to get a distortion easier. I get the reasoning behind forsaken being worse in combat the more corrupted they are but I feel like it should be the reverse for the punishers flavor wise since they tie into the corruption aspect much more. Plus that would give an actual use to forsaken that players may have accidentally broken beyond combat use, or even give a reason to fully break a forsaken in the first place since they dont need to actually be effective in combat to activate the punisher. It could make high corruption more of a tradeoff rather than a detriment

    I do really love the mechanic either way, since it adds a lot of thought into how you can make the best use of breaks on the current chosen team to get the most use out of them. I just think it might be more interesting as something the player can work towards enhancing rather than trying to avoid making weaker

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    1. Thanks for the feedback. The main reason that I had their punisher abilities get stronger with lower Disgrace is just to balance out the Evil Energy cost of low-Disgrace Forsaken. Getting the T4 breaks is already something that only happens at the end of the loop, so the idea is that you can spend a bunch of your extra EE to get something powerful in return. If it were to be switched to highly-corrupted Forsaken having stronger Punisher effects, then it'd need to come alongside a reversal of how Disgrace corruption currently works.

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    2. so I realise now I was misunderstanding how the scaling on the punishers worked, I thought they scaled based off of the associated stat rather than all scaling off of disgrace/EE cost so my bad on that. After thinking about it more I also realised that the ideas I had about high corruption being linked to the punishers would probably also just end up not feeling enjoyable from the amount of training people would have to do to get a forsaken to max corruption levels

      Maybe something like a special action to dump a bunch of EE into a pr campaign to temporarily lower a forsaken's disgrace (or act as if it were lower) to empower their punishers for a day or two would be a better solution to the min/maxing hangups I was feeling

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    3. The coming Distortion path will give the Forsaken an ability that allows you to use them like that. Depending on how that works out, it isn't out of the question to add some way to make Forsaken in general be more useful at high Disgrace for a cost.

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  3. Hello.
    I tried to create custom chosen in the campaign menu but it refuses to begin the campaign, the only exception is if I go full random (choosing begin without clicking anything else).

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    1. Sorry for not catching this bug earlier. It should work properly in the current bugfix release.

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  4. As always, the updates are acomin and it's always improving! I've said it before and I'll say it again, this is such a unique and super fun game, awesome work! Question for you, in regards to visiting chosen: There are plenty of things you can do, but do you plan on adding one of the actions to be something like attacking/tickling? I think it would be a fun interaction to add, though unsure of the effects. Maybe one of the more battle-eager chosen enjoy the thrill of fighting before ending in lust sorta thing? Unsure, but just a thought!

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    1. Thank you for the encouragement! And tickling is definitely planned for custom sex scenes. I hadn't thought of adding attacking as well, but I do agree that it could be interesting. I'll add it to the list of actions to consider.

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  5. 31b - Excited to try out, but a couple bug reports. I've imported a roster of Custom Chosens I exported from 30b version, and a few of their portraits are failing to show. It doesn't seem like it's the folder name or the Chosen name. Also, I'm not seeing a button to enable/disable the civilian name option.

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    1. A little more info on the Custom Chosen portraits not showing: They do show on campaign preparation screen, but not when the campaign has started. Renaming them doesn't work, but deleting them and recreating with same stats / names does fix the issue so I think it's a roster file version mismatch. So not a bug, just undeclared incompatibility between versions. Also, only 5 out of 18 imported custom chosen had this problem.

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    2. Second info - For the Custom Chosens whose portraits didn't show, getting "Psychic Reading", then Info, select the chosen, and using the new "Change Portrait" option to properly set their portrait folder names fixed the issue. 5 of them initially had "null" as the value, and 1 of them had a different Chosen's name as the value.

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    3. Thank you for the detailed bug report! It was very helpful in tracking this one down.

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  7. Two problems :
    -The custom team is not showing (but the campaign is launching)
    -The cheat mode isn't triggering

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    1. For the custom team, note that custom Chosen don't necessarily all show up on the same team, even if they were generated as a team. It's only a bug if you get a loop where no custom Chosen show up. For the cheat mode bug, I wasn't able to replicate it. If you load a normal mode save, then it resets the easy mode setting for new games, so try setting the game to cheat mode and then immediately starting a new game.

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  8. This comment has been removed by the author.

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  9. Some minor things I ran across when playing around with training generated forsaken. When I ask a forsaken their opinions on the others from the out of game forsaken menu they give a blank "" response. Seems to fix itself once I entered single play though. Had this happen for both generated forsaken and ones I got properly.
    Also noticed that if I trained a forsaken to the "Desires destruction of humanity" level of hostility when asked about their philosophy they would give a similar "" response both during and outside a run.

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    1. Looks like these are both caused by different issues, but they should both be fixed in the next version. Thanks for bringing them to my attention.

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  10. Got a bug report that I'm not sure has been mentioned, but I think it involves the Dark Reflection event. I've met the requirements for it to activate, which is why I think it's involved, but no matter which action I take to end the day, all I get is the Continue button adding the line separations endlessly.
    Also kinda related, did the distortions get changed slightly so they don't break the T1 of the other relevant vulnerability when you start the distortion? Just wondering if that was intended or previously unintended, since it made trying to set up an orgy daaaamn frustrating when someone has an itchy finger on the service trigger.
    Otherwise loving the game, I'm a sucker for getting all my ducks lined up for a perfect day, so it's been real fun!

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    1. Sorry for not catching that bug sooner. I'm pretty sure that I see what's causing it, so I'll work on fixing it.

      The behavior of how Distortions relate to T1 breaks hasn't been changed, but it does depend on whether you've triggered the Distortion for the first time yet. Before triggering the Distortion for the first time, you have to be careful about not letting the Chosen use the T1 break that blocks it. But after it's been triggered, they'll never use the T1 break move regardless of how much damage they're taking (unless you get one of the T2 breaks that cancels the Distortion path). Thanks for the encouragement, and I'm glad you're enjoying the game!

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