Not sure if this is possible given what you've said about limits to your ability to change/add things, but if you wanted to prevent grinding then maybe you could add some kind of cap to stains, so after getting say 250 stain pickups on 1-1 no more will drop even if you rerun the level, and to get more you'll have to do other levels. Set the cap high enough to cover a full clear plus bonus areas, but not multiple runs. The data core things you get from the bonus areas already work on this premise so maybe it's possible? You could then have clearing the game or getting a max corruption game over reset the caps so you can gather again.The reasoning behind this "tax" was to prevent grinding, but I see that this has back fired! Gonna change that, but I am not sure how. If the player can access the world map for free it would pretty much encourage replaying old stages and grind stain. I see no way to prevent this though...
I think that when you lose the game and have to restart all the collected fragments reset, while you keep your equipment. So technically, there is unlimited equipment available, but I believe there are some issues with displaying them in inventory if you unlock to many.Haven't had all that much time to play the mod, but from first impressions, I dislike the random equipment. In my opinion, it just encourages you to hoard fragments, because presumably t4 equipment is the best, and save scum, because you have no idea what equipment you can get until you build it, and maybe the first lot you make you don't like/is shit/whatever.
There's also the issue of fragments being limited, so you can only get so many pieces of equipment, which I dislike from a completionist point of view.
Nice! That change alone will make a big difference I think. Right now it's a bit like if I take any corruption in the first area then I gotta reload.Fuck up of the Month: I never intended to reset the whole game after corruption death. I just wanted to reset the world so you would only need to replay 3 stages max... Well fml! I was pretty sure that I communicated this plan to the alpha testers and implemented it, but the code says otherwise. I am sorry that this must have slipped through... Pretty awkward that I realises this 2 Days after the launch
Ye, stuff like this is... Difficult to deal with. I think it's inevitable though with the way you gotta pay stain in order to clear effects though. If you prevent people from grinding and they take on more status effects than they can pay for it'd just lead to them having to make fresh saves. Unless you started clearing status effects on game overs I suppose. But that'd make collecting all the status effects really hard ;~;The reasoning behind this "tax" was to prevent grinding, but I see that this has back fired! Gonna change that, but I am not sure how. If the player can access the world map for free it would pretty much encourage replaying old stages and grind stain. I see no way to prevent this though...
Yeye, best to make it more transparent. I'd rather pleasure have a single effect that is clear to me as a player. When it takes around x amount of stamina to escape from something and you get caught and you tell yourself "Okay I got x bars of stamina, as long as I don't mess up I should be able to escape!" and then you can't can feel pretty frustrating. I wouldn't worry about it tho since status effects already effect struggle mechanics for you, so just rely on those more~Yes your Suspicion is right. The Interval decreases with less willpower. Your Idea is interesting. I ll try that out and see if it can be balanced, but you are right: simpler mechanics are often better
That mechanic would be hard to communicate to the player and is potentially even more frustrating eg if during a grind the stain drop suddenly stops. I think the bonus rooms work differently and if I could I would disable the possibility to enter a bonus room for a second time, since there is no indication that there is no fragment to gain. But this is just a small issue.Not sure if this is possible given what you've said about limits to your ability to change/add things, but if you wanted to prevent grinding then maybe you could add some kind of cap to stains, so after getting say 250 stain pickups on 1-1 no more will drop even if you rerun the level, and to get more you'll have to do other levels. Set the cap high enough to cover a full clear plus bonus areas, but not multiple runs. The data core things you get from the bonus areas already work on this premise so maybe it's possible? You could then have clearing the game or getting a max corruption game over reset the caps so you can gather again.
Let me elaborate on equipment a bit (note to myself: publish a complete change log):In my opinion, it just encourages you to hoard fragments, because presumably t4 equipment is the best, and save scum, because you have no idea what equipment you can get until you build it, and maybe the first lot you make you don't like/is shit/whatever.
We found such a sneaky bug in alpha phase and I hoped to killed them all. Good find. It is fixed in 1.02!I am encountering a lot of gamebreaking bugs in 3-1. I have been forced to reload my save so many times that I have given up.
Nifty XDMy advice for anyone unlocking Tier 4 equipment early in the game: do not save scum until you get a good equipment, instead focus your save scumming efforts until you get two pieces of equipment for only 4 fragments.
There is this bug where sometimes when you reload the game, the equipment you just unlocked stays in your inventory instead of being reset. I think there is some issue with some variables being stored in memory and not reset on game load. I also noticed that debuff % progress and pleasure bar would also not reset while reloading a save from the load button. Instead I had to exit to title screen first in order to load the save correctly.
I came to the conclusion that I cant prevent the player from grinding anyway. And there is always the risk to gain a bad status during a grind so it might not be so bad for the overall concept... but it is a tough design problem!Ye, stuff like this is... Difficult to deal with. I think it's inevitable though with the way you gotta pay stain in order to clear effects though. If you prevent people from grinding and they take on more status effects than they can pay for it'd just lead to them having to make fresh saves. Unless you started clearing status effects on game overs I suppose. But that'd make collecting all the status effects really hard ;~;
Yes you are right. Since the enemies have only 1 hp I could not allow the player to steam roll through the level. Stamina seems like a natural choice to punish that behavior. If there is no delay time after the stamina is depleted the player could just spam attack indefinetly. A minimum threshold would be confusing to the player: "there is stamina left. why cant I attack?" It would force the player to estimate how much stamina is needed for which attack and if there is enough stamina left to execute the attack... not very funAh, I was thinking about the stamina bar thing some more and realized you might have a regen time in order to prevent people from swinging when they only got 1 stamina cause it regenerating continuously would mean they can just keep swinging over and over. Dunno if that's the reason, but if it is and you have the ability I'd recommend just implementing a minimum threshold for swinging, or let the stamina value go a bit negative from a swing so that way they functionally can't swing again for a sec. (I hope that made sense w)
Oof, i knew there would be tweaks to WP usage/regeneration but i didn't think It'd be this drasticWP regeneration delay 1s->0.2s
WP regeneration delay after depletion 3s->0.8s
WP regeneration after Orgasm ("Climax" state) +50% -> +200%
WP cost for struggle during h scene 1->0
You have to mash as fast as you can when it's green to build up momentum.Does struggling just not work for anyone? No matter what colour the bar is hitting left+right makes my bar go down, not up, in all circumstances? Has struggling just been removed?
Doesn't seem to do anything? To be clear I can tell the game is recognising the inputs because the bar goes down when I mash while it's pink, but it simply doesn't go back up while it's green. Bug?You have to mash as fast as you can when it's green to build up momentum.
That's exactly what it does. Instant escape and projectile immunity. That being said, when under the effects of Slave Hack you also keep that projectile immunity since it counts as being transformed. The gun that was originally with the suit has been moved to equipment you need to equip. It's significantly stronger here than it was in the core game and can steam roll bosses that can't fly or have a gimmick needed to beat them (gravity boss). This is assuming you get lucky to roll for it early. I ended up rolling for the rail gun as the last item in two separate saves which means it was in the None/Unequip slot so I couldn't actually equip it. (This is as of version 1.01)Would also be nice to have an explanation of what kind of benefits transformation provides. Apart from instant escape and I believe some projectile immunity, I do not know what is the benefit of transformation.
From my current findings in version 1.01, if you have zero Willpower/Stamina (green bar) you will not gain anything during a struggle.Doesn't seem to do anything?
Please give us option to delete/sell equipment if you implement hard cap.Number of equipment is now limited to 11 due to technical reasons
Struggling works on a momentum. You hit left right while bar is green to build up momentum towards escape. If done correctly you'll notice bar keep filling up even while purple and then slows down until it begins to decrease, but by that time it should be green again so you can build up more escape momentum.Does struggling just not work for anyone? No matter what colour the bar is hitting left+right makes my bar go down, not up, in all circumstances? Has struggling just been removed?