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Next build of CATC should be available this week, here is what to expect:

I added 7 new grab animations to them. 4 of which are wrestling-themed, based on Rumble Roses moves by request. Probably wouldn't do too much more Rumble Roses moves as some of the moves there looks rather ridiculous. 

The other 3 are team grabs, but utilizes different sized attackers. So one normal sized and one larger sized attacker. You can check out the new animations on my twitter: https://twitter.com/enlit3d.

The second feature is a new Charmed/Mind-Controlled status effect. This is a allegiance swapping effect and the targeted unit will see allies as enemies and enemies as allies. This wasn't an effect that I originally plan to add to the game, but it is a popular request and sounds like a fun effect to play with. However, this does mean that this could be buggy so I will list the intended effect of Charmed here and please report any issue with it:

when CHARMED, you treat allies as enemies and enemies as allies

everyone treats CHARMED units as hostile

CHARMED have a duration that ticks down once per turn + tick down by one everytime they get attacked

when grabbing an allied CHARMED unit and the CHARMED ends, at the start of the grab attacker's turn the grab ends

CHARMED also place player units under AI control

Finally, I added the first batch of personality traits. It looks like this:

At the first glance, it might appear similar to the Perks, however, there are several key differences.

First of all, all Personality traits are on a scale with two opposite traits at each end. One example is the Submissive-Dominant traits with Very Submissive on one end and Very Dominant on the other. This means that certain traits are mutually exclusive, so you can't be both submissive and dominant at the same time.

The second key feature is that Personality traits can shift over time. (NOT for next version though). For example, based on your actions, a Dominant personality can eventually shift into a Submissive personality. This is why traits are on a scale, to allow for this kind of change over time.

Another change that comes with the Personalities is the new Desire Level. In short, your characters now have a desired level of lust they want to be at, and greater the difference between their Desire Level and their lust, they are going to get more and more of those negative cards. The Desire Level is strongly influenced by the Personality traits.

Here is a list of the current personality trait pairs if you are curious (subject to change):

Very Submissive

+ 25 desire level

- 50% grab damage taken

Submissive

+ 10 desire level

- 33% grab damage taken

Dominating

+ 10 desire level

+ 33% grab damage dealt

Very Dominating

+ 25 desire level

+ 50% grab damage dealt

--------

Very Sadistic

+ 25 desire level

+ 1 non-CC status effect duration

* gain lust based on a % of damage dealt

Sadistic

+ 10 desire level

+ 50% damage dealt to disabled foes

Masochistic

+ 10 desire level

- 25% damage taken

* gain lust based on a % of damage taken

Very Masochistic

+ 25 desire level

- 50% damage taken

* gain lust based on a % of damage taken

--------

Very Brave

+1 STR

+25% melee damage

-75% range damage

Brave

+1 STR

+15% melee damage

-50% range damage

Cautious

+1 INT

+15% range damage

-50% melee damage

Very Cautious

+1 INT

+25% range damage

-75% melee damage

--------

Very Calm

+1 CHA

-25 desire level

-25 initiative

Calm

+1 CHA

-10 desire level

Hothead

+1 STR

+15 initiative

Very Hotheaded

+1 STR

+25 initiative

--------

Very Chaste

-25 desire level

+1 disable resist

-cannot start grabs

-50% grab defense

Chaste

-15 desire level

lustful

+25 desire level

+ eliminate resolve penalty from grabs

Very lustful

+50 desire level

+ eliminate resolve penalty from grabs

+gain Lust every turn

* grabs bypass disable resist

---------

Very Diligent

+2 all stats

+200% resolve loss

Diligent

+1 all stats

+100% resolve loss

Carefree

-33% resolve loss

Very Carefree

-1 all stats

-50% resolve loss

--------

Very Confident

+1 Attack Bonus

+1 Move Bonus

+50% damage taken

Confident

+1 Move Bonus

+33% damage taken

Shy

-1 Move Bonus

-25% damage taken

Very Shy

-1 Attack Bonus

-1 Move Bonus

-33% damage taken

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Comments

Visitor

You want my Money? Because this is how you get my money!

Verdonator

Damn, so many great things to look forwards to in this update. The Personality traits look like a really great base and, although I think some of them could use some tweaks on paper, it might feel different in game so I'll see. I like the idea of them eventually changing over time, especially depending on your playstyle and, if you get captured, the enemy might train you in a certain way so, the longer a unit stays in captivity, the more they might change too. I think the Desire level is kind of neat to add some spice to the gameplay and I like that you can avoid resolve loss from grabs, I think it makes grab builds more viable. Anyway, I could ramble for days about how great I think this system is and how much potential it has. Can't wait to try it out!

Eternal_Decay

I would suggest to avoid card related stats (+STR/DEX/INT/CHA) and make the flat bonuses get some sort of additional scaling incremental so that they can always scale. As an example of the first, Cautious gets the ranged bonus and maybe can use the +1 INT as it has the most ranged skills but Brave +1 STR may be useless because front liners can be STR, DEX or CHA based. While (Very) Carefree / Shy completely outdo their counterparts Diligent / Confident at any level that isn't "0" (mostly due to first level up bonus). "Irresistible" talent/perk could be changed into "Pierce DisableResist +1" along with Very Lustful so that they can stack and be useful with other cards that cause CC like stun or sleep while not being handicapped against an enemy immune to grabs like in a current -1 vs +1 size category (The target of the character gets a -1 to its disable resist before the CC card effect is resolved).

Tanner

The only thing that I really ask for is story content related to the mind control/brainwashing of your characters. If the enemy is able to successfully capture them, they should be able to take them off the board for a more permanent form of brainwashing. Then you have to launch a rescue mission to get them back. It would be really great if, after we get the characters back they can comment about how they feel about having been brainwashed, some maybe even hinting a desire to go back to the enemy. Perhaps even have it that if a character gets captured and brainwashed too many times they sneak away from your side and go join the enemy, begging to be put back under mind controlled bliss. All that would be great, but just any sort of expansion of the mind control content would be appreciated, especially if it is integrated into the overarching plot of the game.

Cyber_geek17

It doesn’t appear to be on Patreon.