0.11 Early Access & Playtest (Patreon)
Content
Hello, authorized sinners!
Disclaimer: Unfortunately, with changes this big in Ren’Py, you’ll need to start a new game. I changed way too much stuff.I’ll probably start thinking about save migration closer to version 0.3.Before getting into the detailed list of changes, I’ll tell you a bit about what was happening behind the scenes.
I’ve been reading your feedback, and I saw that quite a few people noticed the game was becoming pretty easy, especially later on. Obviously, talking about “balance” in a 0.1 version sounds a bit grand, especially when even giants like Blizzard or GGG can’t seem to find some mythical “perfect balance” in their games.
Still, weakening the enemies earlier was intentional. During the early demo runs, people told me the enemies were too strong and would just beat you down as a mob. So now I’ve basically brought back some of the ideas that were originally there: fatigue weakening you, for example, but with some adjustments.
For instance, enemies don’t hit harder now. They’re just more durable. The reason is pretty simple: I want them to actually have enough time to build up our desires. This is an adult game after all, not a game about deleting text dummies with two stats.
I’ve done more than 200 runs on two difficulty levels (I didn’t touch the hardest one - there you’ll probably get fucked so hard even the Emperor himself would be impressed), and I can say that right now the progression is built around an easy-in kind of principle: it’s harder at the start, but gets easier once you get going, because you’re leveling the character and her stats keep growing.
I don’t want to add “auto-scaling” like a lot of games do, because I’m of the opinion that coming back overleveled and absolutely destroying the same hobos who made you suffer at the beginning of the game is a very pleasant reward for all the effort you put into developing your character.In any case, the “balance” itself is nowhere near final: it’ll keep changing throughout development, adapting to your feedback, new enemies and locations, perks, and everything else.
I do read your feedback, so if something feels “off,” just tell me. I’ll definitely check it.P.S. If the exploration buttons are too small on Android, let me know. I’ll think about how to make them more convenient.P.P.S. The public release will be in a week. Maybe by then I’ll also manage to finish 0.12 with more visual variety and some additional fixes, so we’ll have a kind of alternating release cycle.P.P.P.S. And I lied about the icons for the skill branches. Didn’t make it in time. After all, 200 test runs take quite a lot of time.
But hey, a developer has to lie about something :D
Changes (briefly):First thing I wrote about earlier - the new perk trees. They’re different, they offer their own styles of progression and upgrades, and most importantly, you can learn all of them (except for the most obvious mutually exclusive choices).
They also slightly push Eliana’s personality in certain directions when you use their skills. I made this progression hidden, because I didn’t want to shove it directly in your face. For example, if you keep using the Punishment branch, Eliana will gradually become rougher.
Second - the location exploration system. The boss no longer just stands there waiting for us (and one-shots us), now we actually reveal his location while going through the run. For now, it’s still pretty simple and easy because the version is early. But exploration will become a much deeper mechanic, especially after Lena adds all the changes to the events you can encounter. Spoiler: they won’t stay as just text descriptions with 3 choices.
Third - enemy logic. They now have “acceptable” scenes in addition to their preferred one. Which is pretty logical: if there’s no Coke in the store, worst case you can grab Pepsi or Dr Pepper if you really want something.
They also no longer attack only one specific body part. Instead, they try to push forward with whichever one they happen to like.
And finally, they don’t instantly throw themselves at Eliana’s body like starving animals anymore. I added “Watch” and “Talk” stages, which build up enemy desire first.
Changelog (detailed):Gameplay:
Added hidden false bosses and a system for detecting the real boss.
Added different robber encounters depending on perks.
Combat system and enemies:
Added an enemy intent system: their planned next action is now shown on their card.
Added new enemy actions: “Watch” and “Talk.”
Implemented separate AI for each enemy, taking arousal, desires, and preferences into account.
Added unique behavior rules for the story bandit and bosses.
The card of the currently acting enemy is now highlighted.
Reworked counterattacks, defense, hit logic, and the combat lifecycle. Counterattacks are now limited to physical attacks and are blocked while stunned or orgasming.
Reworked exhaustion for important enemies and how battle outcomes are determined.
Reworked how actions are shown in the combat log.
Adult event system:
Enemies now have individual preferences and scene selection weights.
Desire now persists between transitions inside an event.
Fixed desire sources for titjob, blowjob, footjob, and other attacks.
Added desire recovery after sleep, taking corruption into account.
Reworked thresholds for moving from teasing/groping into full scenes.
Improved character positioning, image layering, and climax animations.
Fixed cleanup of visual states after defeat and after scenes end.
Fixed virginity, clothing, and post-scene trace states.
Perks and skills:
Completely reworked the perk tree screen.
Added perk learning by holding the button.
Added highlighting for available perks, ranks, connections, and control hints.
Renamed the Intuition tree to Exploration and reworked it.
Added a new Zeal tree with holy attacks, counterattacks, trials, and final skills.
Added a Punishment tree with submission, control, and sadism branches.
Added a Charm tree with arousal, manipulation, worship, and damage skills.
Reworked the Discipline tree and resource conversion skills.
Added perks for the enemy “Watch” and “Talk” actions.
Added Hallowed Instinct, which reveals rooms and encounter information.
Removed the outdated combat specialization trees and Physical Conditioning.
Fixed requirements, prices, skill replacements, and duplicated menu entries.
Rebalanced stat bonuses, resistances, recovery, and desire suppression.
Updated perk names, descriptions, and icons.
Exploration and progression:
Moved the exploration map to a separate interactive screen.
Rooms now have their own icons, visited states, and completion states.
The current room is highlighted with a pulsing animation.
Hidden boss rooms are not shown until discovered.
Tooltips now show information about possible enemies.
Room encounters are now prepared in advance.
Rebalanced expedition length, number of rooms, and enemy counts.
Enemy count now takes heresy level into account without creating infinite heresy growth.
Rebalanced daily heresy growth and the effect of cleansing locations.
Changed level completion rewards and gained experience.
Reworked fatigue, rest, sleep, and retreat after defeat.
Cleansing a location now advances the time of day.
Interface and usability:
Added heroine corruption to the stats screen.
Added configurable UI text sizes.
Improved tooltips for stats, requirements, and combat effects.
Added diamond-shaped action menus in church, investigation, and other scenes.
Reworked enemy cards and visual highlighting of the selected target.
Improved grouping of messages by action.
Fixed message block height and scrolling in long dialogues.
Improved touch controls and perk tree scrolling on mobile.
Added Android app icons.
Synchronized German, Spanish, and French translations.
Added new event, skill, perk, combat message, and interface texts.
Fixed missing localization keys and incorrect speaker names.
Fixes and balance:
Fixed critical crashes during combat and events.
Fixed transitions after victory, defeat, and killing the last enemy.
Fixed fatigue and resource recovery after sleep.
Rebalanced heroine and enemy stats.
Reworked the weights of physical, defensive, and sexual enemy actions.
Fixed negative action rolls and incorrect healing from defense.
Fixed stamina-saving and desire-suppression perks.
Fixed church event results and heresy changes.
Improved compatibility with old skill saves and previous settings.
Added expanded automatic testing for combat, perks, progression, and events.Links:google - pcgoogle - macgoogle - androidmega - pcmega - macmega - android