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Well it's finally here. Right off the bat, I want to say that this update ended up taking much longer than I expected due to multiple things, though I won't go into all of them. One of the biggest reasons was me greatly underestimating the time it would take to implement the passive abilities for characters in a dynamic way, though despite that, I feel like the end result is something kind of cool. The other big culprit, was the need to reformat all the characters once again, in order to fit them with some of the new animations I've worked into the game. So you will need to re-download the newer characters in order for them to work properly, but as before they should all be in the usual, easy to reach places. This should be the last time the characters need this huge mass reformat, as I think that I've now given them everything they need to have. With that, let's get into the updates.

O** sounds and Animations

I know several people have asked for o* to be worked into the game at this point. So now, it's a specific mechanic in the game. After a certain threshold is reached, based on stats - a character will o*. There are specific animations for some grabs, while others will just play the necessary sounds. The way the stats work have been re-balanced, and the critical state plays a much bigger role. Now instead of a one off timer every time a critical state hits, critical state occurrences can stack, up to a minute. This gives more leeway to strategize.

I've also added specific animations that function as extra pinfalls. You activate these by doing the mating press pin, or attempting a pin from behind if the opponent is face down and presenting, once their stamina is below half.

New Charge Attack System, Gimmick Challenges and Critical Strikes

There are now charge attacks. There are three different types, with one used by every character. These are performed by holding the heavy attack button, and then releasing it. They stun a lot and are unblockable, though there are specific ways to get past each one.

In addition to these heavy charge attacks, there are are also critical finishing strikes. These are performed specifically when you are holding an opponent who is in the critical state. By pressing heavy attack you can hit them with a massive strike that will greatly decrease their stamina while restoring your own. Using different directions will vary the attack used. Again, there are three different types.

New gimmick challenges have been added for my other limited OCs, Dahlia, Resalia, and Cathe. They're a bit stronger than the previous three, so be sure to prepare for it.

Reward Roller

This was a big driving factor behind this update. I felt like just using tickets to fulfill character requests was probably not the best idea, especially during busier months when I can't fulfill them as quickly. Not to mention the turnaround time for a character has definitely increased since I first started COF.

The idea behind this is that you can now use your tickets to "roll" for exclusive and rare characters with unique abilities. I feel like this function gives some much needed utility for coins and tickets.

Passives

As I've mentioned previously, I've implemented abilities that can be unique to each character, such as getting a stat boost after using a certain move, or recovering more during the critical state. The passives for characters are listed on character select screens.

Lastly, there has been some re-balancing around how stats are handled. Before, a character with high strength could still do a ton of damage with a sexual attack. Now, not so much. The speed discrepancy between characters has also been significantly lowered, which I think most would agree was necessary. Anybody who has put a slow character against a faster character in the game previously, knows what I mean.

Also, I will be omitting the Demon Tale update this month. We shouldn't be getting another huge COF update for a while after this, so I won't be doing that consistently.

All the files are in the usual places. As always, there will probably be a few bugs and other things to work out. If things aren't clicking on your end, don't panic or throw a tantrum. Just come into chat let us know what's happening. We'll work through it.

For people having trouble finding the front page: https://www.patreon.com/posts/130750410

Edit: To explain the recent edit, apparently the language used was too "graphic" for patreon...