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RPG Patreon Active [Paladox] The Fairy, the Succubus, and the Abyss (Version 0.745)


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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

No. Not him, and not an abortion. I won't be forcing the player to make any decisions like that just to make progress in the game. You will have to birth every fairy type but that's mainly because I'm too lazy to make endings to the game where X character doesn't exist. xP

Well I could.. I dunno. We'll see.

Well there probably are times when you'll have to make decision A or B, and one might be clearly better than the other (or not) to proceed to the next part of the game. You won't have to make 'bad' choices though, just to get an item. Well.. unless it's a bad item. I dunno. xD

K back to work on the vermin... would it be a bad idea to have some vermin do more damage than the primary enemy, but have lower health?
BTW I upgraded all of the vinery enemies. They all give double or more exp now, in exchange for giving them more abilities. Along with having vermin in the fights it should make for much more interesting battles.
 

censuur

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I'd decrease the health significantly and also give them lower damage, but let them inflict status conditions, gives the idea that your daughters are off fighting the smaller vermin while you take care of the big guy, the fact that the smaller vermin have less health make it less appealing for you to attack them, but the status ailments make them threatening enough to merit a response from your daughters and having them deal with the vermin either through killing them or disabling them.

So the big enemies mainly attack you and do most of the damage and have a higher health pool, while the small vermin have a small health pool that makes attacking them yourself be overkill, and will attack a random fairy (Sienna included) mainly inflicting status ailments and minor damage (so things like poison, sleep, draining mana, stunning characters for a turn or possibly multi-round actions that result in clothing getting torn)

This creates room for different strategies in fights, deciding whether to bring down the big guy first to negate the damage component all the while enduring the impairing status ailments inflicted by the vermin, or to fight defensively while stopping the vermin first, slow and steady vs fast but risky, that sort of thing.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

Something like that, though I don't think I can control who the primary enemy is going to be hitting. The first challenge room should help a lot, since each run through will increase the level of all characters who aren't level 10 yet, including those not in the party (as well as future party members).

If they're already 10 it won't help them any, aside from being in the party and getting direct exp.

During initial testing the vermin with offensive spells were dealing too much damage (40+) so I had to switch them out with the debilitating stuff. There's a tough spider that can still leech life, but I'll let him keep that.
 

censuur

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

Maybe you can just make the main enemy do some sort of aoe attack of a damage type that all the fairies except Sienna are immune to and have the fight be a loss once Sienna gets knocked out, possibly giving it some secondary attacks that can hit the other fairies for less damage with a low attack priority. This way you have the main fight between Sienna and the main enemy, while the daughters fight the vermin that can reliably damage them and interfere with the fight between Sienna and the main monster (which is basically the same thing your daughters can do for your side)
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I found out that I can't have more than 5 enemies in a fight. More and the game is very likely to crash after a certain period of time. I believe the engine can't handle so many animated sprites moving while in combat. So basically I'll try to limit the fights to 4 or less monsters for the most part.

I filled the party up (level 10 sienna, and 3x level 3 children) and took them through the challenge room. They level up quickly (level 6 in one run) and I noticed Vallerie can quickly surpass Sienna's HP when she reaches about 75% of Sienna's level.

I've decided not to remove the fairy children when they're defeated in battles. I'll remove the event page where Nadie retreats. If they're removed during combat then revive spells are almost pointless, it doesn't leave much room for using tonics and life potions on them after battles, and it could be very frustrating to have to go home and get them every time.

I want the children, with a little effort towards leveling them, to be just as useful as Sienna. Also.. it might not be obvious, but Sienna actually takes more damage from most enemies since she is weak against physical attacks. Her defense probably stays higher than her children though, which is why they tend to take more damage.

I think I want to work on adding some upgrades for the children soon. Something simple like a basic outfit upgrade that will add 50 life and 1 defense. They do seem to need this more than anything else when first starting out.
 

TheThingNotThinkingAtAll

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I found out that I can't have more than 5 enemies in a fight.
Is this outside of the training room? I've fought the 8=10 spiders in there with a full party and I haven't crashed.

Good to know you won't be using that creepy guy and/or abortions. Still curious as to what your secret details about a dead (sort of) child that you turn into an item will be. It'll be awesome if you give the weak, magic oriented fairy (forget the name right now....blue haired I think) buff spells or transformation spells (turn into a giant floating hammer/more serious though like a melee ver. and a magic ver.) or domination spells.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I think it had something to do with all the enemies being different, the fight going on for a longer period of time, and multiple types of attack animations. It probably overwhelmed my computer (my wallpaper was temporarily gone when it crashed).

As for the item, it's basically a passive item that allows you to see hidden things you couldn't see before, like pathways, hidden doors, etc.. Basically a way to reveal the more difficult areas after the mid-game.

Nope, Adivia won't be getting any domination spells. Her stats are actually exactly like Nadie's, but with the opposite school of magic. She does get offensive life spells though, which are very effective against the undead.
 

censuur

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I was wondering about the offensive life spells, as Adivia was born level 16 and most of the undead are already re-deaded with her still not having a single offensive spell. Also a key difference seems to be Nadie having a wand when she runs out of mana where Adivia is utterly useless beyond responding to inflicted damage, which the troll ring already negates effectively, making her presence in a party to be "wait and hope for something to happen that would make you useful, which will very rarely happen"

Maybe just giving her some buff spells would solve a lot, healing magic just isn't as strong with the presence of Sienna's own heals, the troll ring and the healing potions.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I've changed her spells a little. At level 1 she gets cure now (which will be very useful). I changed Speak to Hearten, which now buffs allies' wand power, intelligence, and defense, and also moved it to level 27 due to its high magic cost. I'm thinking I should probably reduce it and threaten's magic cost to maybe half (to 15) of what it currently is (30).

As for her being useful earlier than level 18, there's always the option of teaching her a fire spell or two. Or just get her to 18 and she will get Rebuke, which is the strongest single-target spell in the low-magic cost range (it costs 5 instead of 4, but it's 33% stronger than the ones that cost 4).

Edit: Been working on a new enemy for the next area a bit. The fights there should give roughly anywhere from 900 to 2700 exp, depending on how many vermin appear.
The enemies might be too annoying with status ailments now, but anyway...
Maybe tomorrow I can make some more progress on updating the rest of the crypts monsters' new sex animations.

I'm thinking of setting the challenge room up such that each new area only opens up after you've met some requirements. Such as finishing the previous challenge at least 10 times (is that too much?), or you could alternatively kill X amount of a certain type of monster. Hmm.. actually I'm thinking I should have the rooms upgrade the more you finish them, and each challenge room has a different primary purpose (leveling for one, treasure for another, coins in another, etc..). This way you couldn't keep redoing the easy rooms just for the special coins.

Edit 2: Finished zombie sex do-overs.. just need to do the lizardmen's new anims now.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

People are stupid, Paladox.
 

censuur

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

People are stupid, Paladox.
That was quite random, so I'll just consider it ironic ;P

To reiterate the issue I had with using the daughters, I only had Nadie when I was doing the crypts, partly due to barely sleeping until I'd cleared it (Nadie only just matured as I was on floor 3) which effectively means I wasn't making spellbooks yet either. Only after entering the Vinery and running into some of the tougher enemies I felt the need to improve my party and spent some time on the daughters, but the main issue I ran into is that the one daughter you have around the time you do the crypts is actually useless in the crypts, as even her basic attack just heals the enemies (which discouraged me from doing anything with the daughters really)

Maybe doing something to slow down progress a bit making using the daughters earlier a more appealing option, maybe requiring you to sleep at least once after each floor (though I'm not sure if that'd be too invasive in the gameplay ;/ )

As for the challenge rooms, maybe let the guy there give you a quest once for each room that gives some special coins, that you may be able to repeat by paying him gems or something (leaving them farmable, but discouraging abusing the mechanic)

To get back on an earlier suggestion I made for having your sanctum invaded, would it be possible to have a random encounter chance based on how much time you spend in your sanctum for example you spend 10 minutes doing alchemy giving a 1% chance for a monster to attack you, which ramps up the longer you spend time on activities in the sanctum. You can also let monsters attack you in the garden with a chance of it happening for each plant picked or time spent in the life/magic plants.

You could complement the system by letting you befriend some npc's in the bar that decrease the chances of encounters in your sanctum, or buying defensive upgrades so that constantly getting attacked doesn't get too repetitive.

I'm really liking the idea of the status effects, as annoying as it could be it encourages people to plan ahead and prepare before going into the deeps, much as you would expect to do before you go exploring places. If it does end up becoming to irritating to constantly deal with you could work in a sort of resistance system, decreasing the damage or application chance of certain status effects if hit by them repeatedly (so after getting put to sleep 20 or so times you get 10% resistance to the status effect, which can ramp up to 50% or w/e as you get afflicted more)

Another thing that might need some attention is that it's extremely easy to get magic potions for it's respective plant (I got about 60 in one go...) and it's easily repeated as well. Maybe have the plants just always draw the attention of enemies when you're inside of them and require you to spend some wood on a barricade to slow them down or you immediately lose the resulting encounter (as you're caught while stuck in the plant)

Also, do let me know if my spouting ideas starts to become too invasive, I tend to get carried away :|
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

I'm only here for sexy times. How to get ahego face, lube and not blacked out penis animation? what affects Siene's enjoyment and can the other controllable characters get fucked?
The daughter's death after intro is a bit much imho.
 

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

People are stupid, Paladox.
A little random but ok.

At least there will be a reason to get advia now instead of waiting until I get fire books.

I'm liking Censuurs invasion idea a bit and it would add some cool elements to the game. Like if her health is low and she enters the bar, there may be a chance she may get followed and attacked at home.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

@censuur

I will eventually get around to adding time management stuff (that will waste more hours in a given day). That should help with the daughters not being available early on. Adding vermin to the crypts will also help, considering they are rarely ever strong against any type of attack. And those that are are just 50% resistant to only one element (while very week to multiple others). That said, I do see what I did was a bit harsh so I've changed the skeletons and zombies to only 50% resistant to death magic. The ghosts and Hisp Baeltet are still healed by it.

Concerning time sinks I believe the challenge rooms will help a lot. I've also increased the time for naps to one hour. I've also got a huge time sink for the challenge rooms (37x faster) but that might be too extreme. It will effectively drain time as fast as your lantern runs out.

Hmm.. well I rather like my idea for the challenge rooms. After all your characters are level 10 you won't want to fight such low level enemies anymore. The only purpose would be for the coins. I'll probably upgrade that room a couple times (1-10, 11-15, 16-20) and then leave it be. Each upgrade will take longer to complete, be more difficult, and increase character levels further.

As for attacks in your sanctuary, I am thinking of having scripted attacks. Maybe even have jailers and dogs track you down after the halfway point of the game. I want the player to feel pretty safe unless they're either in a boss room or if they've been warned, which will have to happen a time or two.

I'm not sure if it's possible to add resistance to effects on characters like that. It might require a script. I could do that by changing the character's class but hopefully nothing like that would be necessary because it's a bit overcomplicated. xP

I had wanted there to be a good use for breast milk for when players run out of children & pixies to feed, and I didn't really want to limit it but I think I will impose the same limitations for it as there are for how much sperm Sienna can hold. You'll still be able to get up to 10 magic potions a day though.

As always I appreciate all the suggestions. If I ever happen to not reply then it just means I'm a bit busy (but I do read them all).

@moreporn
After changing the sex animations and adding the bribery system I probably removed most of the ahego faces. I will likely add some sex happy faces later on for a more naughty, sex-crazed Sienna but it might be a while.

I guess I could give some hints about the lube.
Sienna won't even consider using it unless she's alone.
Sienna must have had consensual sex at least once. Bribery counts. Rape does not.
It's actually a natural lubricant that less discerning couples might use IRL, but it is considered gross and unhygienic by most.
It's a food.
What do you eat for breakfast?
Eggs! If you use a Fresh Egg and both conditions are met (alone and at least 1 consensual sex), then you will be given the option of using it for lubricant instead of eating it.

Blacked out penises... Well, not all monsters are the same. Which would you guys prefer? The human penis for all monsters (skeletons and zombies included) or the black one? I thought the black one made more sense, considering it has more of a mystery about it. But then again I forgot to use the black penis for her forced fellatio portraits. Opinions?

Sienna will enjoy sex more and more if she uses it as bribery or it is consensual. Getting raped (losing a fight) will make her hate whatever sex type is used on her, regardless of how much she normally enjoys it. I haven't applied the newer sex system to NPCs or even to all monsters, so there could be issues in the meantime. Currently the only change is a longer climax after she has that sex type about 10 times. I'll try and improve on this later, but like I said it might be a while before I get around to it. Pre-climax fellatio might not change much though. I can't imagine Sienna having much opportunity for a happy face while choking on monster penis.

The other characters won't ever be 'playable' in that sense, but they might have scripted sex scenes at certain points in the game. I haven't gotten around to adding anything like that yet.

I know. I felt bad over that scene (and it still chills me), but I wanted to give the player strong reasons to hate Jennifer. There will actually be at least two more scenes like that, though they won't involve Sienna's children again.

Edit: Been fixing up the spellbooks and I've been thinking about how Charlene is air and you get an air spellbook. That kinda puts her at a loss for spells when the other characters all have unique spells. I'm thinking of 1: Changing her to a venom fairy.
2: Adding a venom spellbook and change her offensive spells.
3: Adding a venom spellbook and change the spells the air book teaches.
 
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censuur

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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

You could opt to have the air fairy learn a different type of air magic, which focuses on buffs (something a party currently lacks) maybe movement speed out of combat or doing things like speeding up (haste) the party at the start of combat (which would be great since the combat speed of the daughters tends to be a bit sluggish)

I was just thinking there are a lot of out-of-combat actions in this game, but your daughters lack out-of-combat utility, so speeding up movement, soothing ailments, maybe a mana-intensive teleport (which lets you teleport to previously unlocked light-locks of the same dungeon) or just spreading a soothing aroma that allows you to skip out of an encounter (once per day?) In combat she can focus on abilities that speed up your party, decrease enemy defense or slow them down (oppressing gales) or even blowing vermin away entirely (chance to kill/remove vermin)

Then the wind book will just be for damage spells, which she can learn in addition to her normal repertoire.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

It's somewhat tempting to change escape ability back into agility, remove the ability to escape, and then use clothing layers as protection when you lose a fight (rather than escaping before it ends. This way I could actually give all the characters agility without having to worry about the clothing escape conflict.

Or I could simple increase the speed of all their spells.. then again some enemies have the same spells so I guess that wouldn't always work out so well. xP

Changing out-of-combat speed could potentially be problematic when some precisely timed events are involved. The other suggestions are all potentially possible though. I'll think about it. :)

And now for something random. xP



Edit: Just a quick update on what I've been working on. Been working on the new boss fight. I have the intro done. I need to make a couple new animations and then it should be easy to finish it up.
Like most of the later boss fights it's not going to be very complicated. I'll just have a couple ways you can get yourself instantly killed (apparently demon trolls have short tempers).
Otherwise you basically just do 4 fights. I'm going to set them up so that no matter which enemy you go for first for they get progressively more difficult.

I might also want to add horns to his portrait, and an alternate one with a bloody mouth.

Edit 2: Got the item/orb drops in now. Just need to add the 4 fights. xP

Edit 3: Need to redo the battle backgrounds sometime. The fourth fairy goes down too far. >.<
Edit 4: I don't really like to have heavy dialogue but I guess it's necessary sometimes.
Actually I should probably put more instances of that in sometime. It would certainly give the children some more character development. :)

Thought I'd post a teaser.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

Her room keeps getting bigger and bigger. It's just doors but it's still part of her rooms.

(patiently waiting for the next update)
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P10 (Updated April 6th, 2014)

Yup. I had to add some more rooms. I had originally planned on adding an upstairs or downstairs but there's not really anywhere that would look good IMO. There's too many shelves anyway so I figure it doesn't hurt to remove one.

The extra door might be annoying. It's possible that I'll just turn it into a hallway but a few seconds is nothing (IMO) compared to some modern RPGs that make you wait up to a minute on loading screens, loading battles, and often even having to wait on actions during combat. All the loading and the linearity is probably what's made me lose interest in most modern RPGs.

... but I still might turn it into a hallway. xD

And to be honest, I haven't actually worked on this in about a week. I had an ear infection for a while and I just couldn't get back into it.

Well at any rate I'll start going through my notes again and fixing up things and try to finish up the sex animations and bribery for all the old monsters, as well as adding the new ones.

BTW has anyone tried either of The Mines' bosses out yet? There's one that might be too difficult (it's just a fight with a high level monster) and the other one should function properly but I don't know if there's any glitchy issues or not.

I'm thinking of changing some of the Crypts fights to just be with 3 enemies, or something... I dunno. Anyway I want to just have those encounters be threesomes if you lose or bribe.
A foursome would be entirely too complicated. xP

Edit: Got a little done today. Fixed the eventing on the skeleton and ghost bribery/sex. Also fixed up a character's dialogue (needs more work, but it can wait).

Edit 2: Quickly updated The Mines ochre slimes and golems. I think I'll update the zombie sex, then add the upgrade for the first challenge room and try to update right after that.
 
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Re: The Fairy, the Succubus, and the Abyss. V1B10P11 (Updated April 19th, 2014)

The OP has been updated with the latest version. Please see the notes on the 1B10P11 update for the latest changes.
Pay close attention to the warning about green slimes in The Vinery.

This update has primarily added vermin and updated the challenge room. Your input on these two changes is much appreciated. :)

@razortazer
Thanks. It's always nice to know when I'm doing something right (or wrong, or glitchy/buggy, which is also often the case). I'm glad you like the game so far.

I probably won't finish making the game anytime soon as It still needs a lot of work. I do hope (after fine-tuning the yet-to-be updated monster sex events and NPC sex events) that the rest of the game will flow along at a more steady pace.
 

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Re: The Fairy, the Succubus, and the Abyss. V1B10P11 (Updated April 19th, 2014)

Hello i started to play this game im now in the abbys and have the baby, but i dont know where to go, i alredy go to the bar and i need to know where to go the dungeon or the green place??
PD sorry for the bad english isnt my first language
 
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