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Friday, December 30, 2022

Release 37: Collection

 This update completes the item-related work that was started last month, fully implementing items for both single play mode and campaign mode.  There are several more items I'd like to add in future releases, but the current total of 46 items is plenty for the current length of campaign mode.  In addition to the starting item on Loop 1, each possible city choice for odd-numbered loops will come with a different item which is given to the player upon starting the loop.  The player will also have a running "Influence" total which determines the strength of the items which can appear.  Stronger items will deplete more Influence when taken, which means that players can deliberately take weak items in order to hold out for a stronger one.

The introduction of items has also made way for single play mode to be expanded into several scenarios.  The Classic scenario is identical to the old default single play mode, while the Challenge scenario is identical to the old hard mode.  Cheat mode, which was previously its own difficulty setting, can now be toggled on and used for any scenario.  In addition, three new scenarios have been added, each of which causes the player to start with a random selection of items.  Casual mode is just Classic made easier with the addition of items, while Superior Clash and Animalistic Clash allow players to confront the advanced species without having to play through a few loops of campaign mode first.  However, be advised that these last two scenarios immediately throw the player into a fight which is as hard as an extremely late campaign loop, so there's no shame in using cheats to just enjoy the animal-ear girls in a low-pressure environment.

In addition to these scenarios which are built into the game, you can now also add custom scenario modifiers to your own custom single play teams.  These modifiers can include anything found in campaign mode (sooner deadlines, damage mitigation, and faster trauma resolution) as well as items (either specific guaranteed items, or a random selection of items with a given total strength, or even a combination of both).  The option to change your custom Chosen's species was also added in a previous release, but this is the first release that lets you level the playing field against them without just getting infinite resources from cheats.

This is a gameplay-heavy update, but it does introduce some new sexual content in the form of another vignette commissioned by Kalloi.  This is another two-different-Distortion vignette, and this one involves a Tempted Chosen and a Negotiated Chosen who have a friendly relationship.  Custom sex scenes also now have a few new actions available, themed around non-penetrative sex (frottage, tribadism, and thighfucking).

The next update will introduce the new Undead Chosen species, which itself encompasses several types of monstergirl (ghosts, possessed living humans, vampires, and so on).  Of course, they'll also come with some interesting gameplay mechanics of their own.  Now that the framework for other species has been established with Animalistic Chosen, I expect this addition to be relatively easy, so hopefully there'll be some time to reach a new milestone for custom sex scenes as well.

Click here to download.  Mirror.

  • Content: Added 38 new items to the game.
  • Content: Added scenarios to single play mode, allowing the player to go up against advanced teams with a random selection of items to help.
  • Content: Added the "Casual" scenario, which functions as an easy mode.
  • Content: Added the ability to create custom scenarios with their own difficulty modifiers.
  • Content: During campaign mode, the player will now be able to obtain an item from every odd-numbered city. (Loop 3, Loop 5, etc.)
  • Content: Added frottage, tribadism, and thighsex to custom sex scenes.
  • Content: Added "plead" dialogue for partners in custom sex scenes.
  • Content: Added one new vignette.
  • Balance: Animalistic Chosen will no longer be quite as eager to stack up ridiculous amounts of Wild Hunt.
  • Balance: Instead of only increasing Appeal damage by a base of +1%, each Negotiation will now increase Appeal damage by an amount equal to the number of total Negotiations.
  • Interface: The game will now be more clear about what's happening when a Chosen downtime action resolves more trauma than the subject has yet accumulated.
  • Bugfix: The Forsaken expertise cheat no longer caps expertise to a very low value.
  • Bugfix: Using one of the Forsaken to Tempt a Chosen will no longer sometimes result in a bugged "already Tempted" state.
  • Bugfix: Captured Animalistic Chosen who have used Frenzy will no longer sometimes cause an inaccurate extermination percentage prediction.
  • Bugfix: Resolved an issue with the logic which determined when the "Pass Time" button was supposed to appear.
  • Bugfix: Improved the logic for determining which sex acts can be simultaneously performed during custom sex scenes.
  • Bugfix: Forsaken will no longer sometimes be protected by Sexual Barriers during custom sex scenes.
  • Other: When portraits titled "smug" or "used" are in a Forsaken's folder, she will now use those portraits in place of "joy" and "lewd" respectively.
  • Other: With the introduction of scenarios, cheat mode can now be toggled independently of difficulty setting.

35 comments:

  1. Man I have been refreshing your page every hour the last day, I love this game.

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    1. I hope it was worth the wait!

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    2. could you add a 1$ tier to subscribestar

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  2. Thanks man! And a happy new year

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  3. Hey CSDev, happy new year and best wishes to you. Just wanted to say that i love the game and i'm glad i've been following this project for as long as i have, it always gets better with each update :) . Thanks for including content for both straight and not straight people with the toggles and awesome work with the newest framework for species, been loving it! Awesome work as always :)

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    1. I'm glad to hear that the work there is being appreciated. In early releases, I tried to future-proof the code so that it wouldn't be too complicated to add support for content toggles later on. My lack of programming knowledge meant that it was sometimes a bumpy road, but I'm pretty happy with the result. At this point, it feels like second nature to write up all the variants for any given sex scene.

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  4. There is an issue in both 36c and 37c, can't tell if it is an actual bug or just a player error with the game working as intended, but I have a save where I have two Chosen highlighted purple under info. I try to approach them, then negotiate, and I am left with no ability to pass time even training the Forsaken at all.

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    1. I wasn't able to reproduce this bug. I loaded your save and negotiated with the two Chosen, but when I refunded the commander and switched to the Forsaken screen, the buttons to pass time or train the Forsaken were there as normal. If you're still experiencing this bug, then something very strange is going on and I'd appreciate some screenshots so I can try to piece it together.

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    2. Went ahead and walked through the entire process, but left out duplicate steps that were just different text on the screen. Red circled buttons are what I hit, red question marks are to indicate something is missing, bold white text is a short explanation of what I did in each step that was important to the issue.

      https://ibb.co/DpGzDr5
      https://ibb.co/m5GMLB2
      https://ibb.co/xSnLj54
      https://ibb.co/phB7RLz
      https://ibb.co/frtr6tF
      https://ibb.co/SvpwNLS
      https://ibb.co/Hq9hVhx
      https://ibb.co/PTcCb96

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    3. Thanks for going to the trouble of making the screenshots. I see what the issue is. In order to access the Forsaken menu (which is also where the pass time option is), you need to first refund your commander (which is an option on the screen in your last screenshot). This is because passing the day without fighting would mean wasting the energy that was put into the commander, and I didn't want players to be able to do that accidentally. I suppose the menus there could be made more clear.

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    4. Ah, I didn't realize I couldn't pass time with a commander. I thought I could save the commander until the next battle I actually go into. Thanks for the clarification, guess I will go into the battle instead of negotiating. Wasn't getting much out of those encounters anyway, need to get them in a position to bring their barriers down.

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    5. Refunding the commander does give back 100% of the Evil Energy used to create it, so you don't actually lose anything by negotiating after making a commander. It just requires some awkward menuing right now because the commander system was originally programmed all the way back in Release 1, when it was never possible to skip battles.

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  5. Hey man, love your game. Found it yesterday and having a lot of fun with it. Hopefully you continue development for a long while, I see tons of potential both in game, and in you. Also wondering to see what other projects you might come up, even if that's in the far future. And probably been asked a million times, but any plans on android port? There's not many good android games to begin with, and this one would be a great addition. But yeah, looking forward to the future of this game. Happy new year, even though a bit late!

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    1. 100% of the above, fantastic game. Many android players lurking ^^

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    2. I do plan on continuing to develop this game for quite awhile longer, but I also have a sort of gaiden game already in the works. It's a one-target-at-a-time corruption game with a very different type of gameplay, but there'll be a lot of overlap in the fetishes and it should be possible to transfer heroines from one game to the other, so I think that fans of this game should like that one as well. I'll probably end up making releases for both of them concurrently.

      As for an android port, it's something I've looked at, but it seems like it'd be complicated enough that I'd have to put development on hold for awhile to make it, and maintaining compatibility between the two versions would also take development time away from writing content. It's a "maybe in the indeterminate future" type thing. In any case, happy new year to you as well and thank you for the encouragement!

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  6. Love the flavor text you added for the items when looking at them from the archive. While looking through them I noticed that for some of them the size of the text was inconsistent, I think some lines would be using whatever text size setting I had enabled while most use the default text size. Some examples where I saw it happening was Orgasm in a Can, Tomorrows Newspaper and Crystal Ball.

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    1. Looks like the post-loop event with basis might have the same problem. I was set to max text size and her dialogue was displaying much smaller, probably the 12 or 16 size.

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    2. Thanks for bringing these bugs to my attention. They do indeed stem from the same issue. It'll be fixed in the next version.

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  7. Heya CSDev, love your project! Wanted to ask a few questions (sorry if they're already answered, couldn't find a FAQ regarding this and couldn't find your discord either (if you have one) and leave a personal suggestion:

    Suggestion: I love how eventually, after you win the battles, you get to take the chosen in as the Forsaken, and assign them to positions. Some even have flavor texts! So i wanted to know, if in the the future there are plans for adding in the option for the demon lord to get closer to the forsaken. For instance, instead of just assigning them to the favorite position and concubine, you could get close enough to them via a relationship system of your choice, could either be related to another form of corruption (like them getting too incredibly attached to the demon lord in an emotional level, something of the sort) or just the demon lord choosing to get closer to them (for whatever reason, open ended for the player to decise their reasons) , and eventually pick one of them to rule alongside them (could even let the player pick their title, being anything like "Demon Queen" or "Forsaken Princess).

    1) Any future plans for letting the demon lord impregnate the forsaken during their "Meet" sex scenes?

    2) Any plans for letting the demon lord choose what sex action to do with the forsaken instead of letting them choose for you? Like, if you're laying down and want the forsaken do the cowgirl position, instead of waiting for their RNG to roll between blowjob and cowgirl, you just pick "Cowgirl" or "Blowjob" yourself?

    Sorry for the wall of text! Really love your game and i'm looking forward to walk along with it and see it grow, as well as you!

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    1. Thank you for the encouragement! Regarding getting closer to the Forsaken, there are vague plans. Currently, there's a half-written feature which involves your current favorite Forsaken making smalltalk with you which references her personality, her corruption, and various details of the current run. There are also a few possible ideas for further progression beyond just having them fight for you. It isn't a priority right now, but I do think it's important to do more there in order to make the corruption feel more "complete."

      Impregnation during custom sex scenes is definitely planned. I want to do more stuff with tracking impregnation in general.

      Being able to give the Forsaken direct instructions during custom sex scenes should be coming along with custom sex scenes involving multiple NPCs (or shortly thereafter). Basically, it'll be possible to put two Forsaken into a sex scene together, and you'll be able to either "possess" one Forsaken or just watch them do whatever they want to. At that point, the interface will be in place to let the Demon Lord make moves as the partner in general (whether as "possession" or just as giving suggestions which the partner takes of her own free will).

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  8. Loving the new items and custom scenarios. Just a quick question - what IDE do you use? I've been trying to figure out how to mod the game but for the life of me I simply cannot seem to open those .class files without being assaulted by errors.

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    1. I'm using Eclipse 4.19.0. Hopefully this helps.

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    2. That worked perfectly, thanks a ton.

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  9. Could you add a 1$ tier to your Subscribestar

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    1. The issue with adding tiers below $3 is that every transaction comes with a fee, and part of that fee is a flat amount regardless of the donation size. For reference, I keep $2.34 of every $3 subscription, $8.65 of every $10 subscription, and a greater portion of larger tips. I can't find an exact quote for the amount deducted from a $1 subscription, but I feel like even adding it as an option would lead to people not realizing how much of their money is just being paid to the payment processors.

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  10. I've been playing this for about a week now, loving it, and got some suggestions:
    Would love a difficulty/general modifier system for campaign mode. Stuff to make the game harder, easier, or just different. Stuff like damage modifiers for the entire run immediately come to mind, maybe split them between normal/superior characters. Making superiors appear later/sooner. Giving yourself X amount of EE at the start of every loop. Making girls' vulnerabilities work slightly different, like making core vulnerabilities harder to break. You could also make a point system where each modifier adds or subtracts points and that affects the final score you get, like with an overall +100 points in difficulty you'll get a 1.1 multiplier on your final score.

    Another suggestion is about balance, I feel like forsaken are just not very good for combat over regular demon commanders, now that might be because I'm not using them right, but still. Also haven't used superior forsaken yet(or really even gottem to them), but hopefully they're at least a little bit stronger than a maxed out demon, since they require a lot of work to get to. Oh, and didn't use distorted forsaken yet also, but seen people say they're better, so that might be my problem.

    Also, would like to see some meta progression between loops, other than what we have already, and I've come up with one idea for that: have an in between loop shop with it's own upgrades. Now I haven't come up with any upgrades, but I did come up with a currency system, basically track how much EE the player has collected, then grant 1 of this currency for every X EE the player earned, now I don't trust myself with the numbers here, but just an idea.

    Finally, a random event system would be great to mix things up between fights, basically just events where you make decisions that have an effect on you or the girls for the next fight or give you some bonus EE, or take it away if you screw up. They don't have to be an everyday thing, but having something to pop up in between fights now and then would be nice, especially with them being random would definitely add replayability.

    So yeah, that's all I've got, very cool game, looking forward to future updates.

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    1. Difficulty modifiers for campaign mode are planned, but I want campaign mode to be more complete before I implement them. Some of the ideas you mention will probably make an appearance.

      Regarding Forsaken strength, it's true that basic un-distorted Forsaken are pretty weak. But once you start using distorted Superior/Animalistic Forsaken, I think you'll find that they get strong fast.

      Adding some sort of shop is something I've considered. The items which give you a selection of other items to choose from are meant as sort of a basic version of the same idea. I'm wary of adding a full shop with currency acquired from doing things during the run, because it would have the potential to make a struggling player just fall further behind.

      Random events between fights are another thing I've considered, but I don't want to add too much randomness, because it effectively makes it harder for the player to plan. I definitely don't want to put players in the situation where they say "I would have won this run, but I got unlucky with my events." Of course, there's a balance to strike with including enough randomness to keep the game interesting (like with item selection), but I just don't want to go overboard with it.

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  11. Currently, it does mean that. I would like to add options to distort pre-broken Chosen in some future release.

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  12. Ran into a bug with the new sidebar ui. If a forsaken is using the same portrait as a chosen in the current team then while they are in a capture their sidebar info gets replaced with that chosen's info, name and stats and everything. Noticed it when I ran into a second spice and also when I got a twin sister for a forsaken. It also happened even if the chosen they share the portrait with hadn't entered the battle yet.

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    1. Thanks for bringing this to my attention. I think I've found what was causing it to happen, and it should be fixed in the next version.

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  13. Is there a chance that there might be power armor or mechs in the future? Nothing quite like taking on a giant robot with tentacles.

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    1. One of the future Chosen species is basically "technologically enhanced Chosen." This includes gynoids, cyborgs, and now that you mention it, Chosen wearing power armor would also fit. As for actual giant mecha... Well, one of the Chosen does canonically pilot them, as shown in the item archive description for Green Fairy Dust. I'm still figuring out how her boss fight will work, so I guess that's a "maybe."

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    2. Oh my, i believe my dreams of having Vanny and the animatronics from FNAF in this game is actually coming to life! :D

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    3. The intent is to make them feel very "mechanical" in both gameplay and flavor, so hopefully you'll be satisfied!

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