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Art by : fepsartistIn the next update, the restraint escape system will receive several improvements.

First, failed escape attempts will no longer send players back to the skills menu. Instead, the confirmation window asking whether you want to try again will be displayed once more. The only exception is during combat, where each attempt will still consume a turn.

Another important change is that using an escape skill will no longer consume NRG.

A new option will also be introduced. Players will be able to choose between "Pick the Lock" and "Struggle". The "Pick the Lock" option consumes 1 Energy point but grants a lockpicking bonus, increasing the chance of success.

In addition, the escape system will now take Luna's fatigue level into account when calculating escape attempts. In other words, the more fatigued Luna becomes, the harder it will be for her to free herself.

Finally, escape attempts will now generate fatigue, adding a new strategic layer to resource management.

What do you think of these changes? Let me know in the comments!

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Yakusuzu ITA

Like this changes, I suggest to look into the enemies'es ai to maybe tweak their responses based on Luna's state, the Less she's horny and naked the less they try ero and so on (this is an opinion)

Project Luna Bunny

One of the limitations of RPG Maker is that I cannot scale the chance of using a skill based on stats (this will be possible in the Godot game). For example: if Horny = 50%, the bondage attack has a 50% chance; if Horny = 25%, it has a 25% chance, and so on. However, I can set it up so that an enemy uses a skill only when the Horny level reaches 50%.

Soanevalche

This is a good change. I've been able to effectively ignore the fatigue system, as by the time it would get high enough to affect anything, I'm likely long finished with the mission.