Saturday, 8 June 2019

Version 0.3.3.6 Progress Update

Hello!

Sorry once again about the delay; as part of the combat update, there turned out to be a lot more things that needed altering than I first thought. Anyway, this v0.3.3.6 is the preview version for the merging of Irbynx's combat update PR into the main game, which I've just now pushed to the public github.

If you decide to download and build it, please keep in mind that it isn't completely finished yet, and for the public release next Friday (14th), I'm planning on making some further tweaks and adjustments to several areas, as well as doing a balance of the damage numbers.


Although I build these preview versions for supporters over on my SubscribeStar page, you can still build and play these previews yourself from the public github (which is always kept up to date with the very latest version):
https://github.com/Innoxia/liliths-throne-public/tree/dev (There's a build tutorial here.)

IMPORTANT: If you're building through github, you'll now need to place the 'liliths-throne-public/res' folder in the same directory as the exported .jar!

ALSO IMPORTANT: Only the 'dev' branch of the github is updated to 0.3.3.6. Make sure you build from dev!



v0.3.3.5


  • Combat update (PR#916 by Irbynx):
    • Completely overhauled combat loop.
      The old turn based system has been modified into an action-point based turn system.
      Added blocking/shielding system, along with a few basic attack moves.
      You are now able to see intents of enemies and allies in combat.
      Abilities available to any character in combat are limited to maximum of 8 - respective menu added to phone to assign abilities, and to companion/slave management to manage theirs.
      Combat AI is a little smarter now, although improvements can be made.
      HP formula changed to avoid physique playing a major role in it.
      Mana formula changed to overally bring the amount of mana to 100-120 average values.
      An overhaul to unarmed damage calculation.
      'Defence modifier' has been added as an attribute, and applies a boost or drain to damage shielding for the character at the start of each combat turn.
      'Dodge chance' and 'Miss chance' have been removed from the game. Spells and other effects that modified 'Dodge chance' or 'Miss chance' have been converted into a positive or negative 'Defence modifier' value, respectively.
      The extra effect of the spell 'Rain Cloud', 'Cloud burst', is now triggered by being hit by a critical attack, instead of being triggered by missing an attack.
      Special tease attacks now do limited damage vs enemies who dislike the associated fetish. (i.e. Doing a 'virility tease' on someone who dislikes the 'pregnancy' fetish will only do 1 damage.)
      You can now set an allied and enemy target, so you don't have to keep on switching target to cast friendly spells/abilities.
      Beneficial spells & abilities will now automatically be applied to your allied target, whereas detrimental spells, abilities, and attacks will be applied to your enemy target.
      The main three stat bars (physique/arcane/corruption) are now hidden during combat, so that it's easier to see multiple combatant's stats.
  • Bugs:
    • Typo/parsing fixes.
      Fixed issue with incorrect names being parsed in speech.
      Fixed an issue with names sometimes being parsed as though they were within speech when they weren't.


    v0.3.3.6


  • Engine:
    • Moved Perk Enums into classes.
  • Gameplay:
    • All permanent attribute boosts for all characters will be reset upon loading into the game.
      All characters' perk trees will be reset upon loading into the game.
      You can no longer gain permanent increases to your attributes through potions. The only way to increase attributes now is through clothing, status effects, perks, or unique events.
      Removed base attribute increases for races, and instead put attribute bonuses in subspecies' unique status effects.
      The perk trees for all non-elementals (including that of the player) have been modified. Added several new traits and perks, and the 'root' lust perk is now unlocked by default.
      You can no longer go 'back up' the perk tree to unlock perks. All unlock progress must now always be down or on the same level.
      All NPCs no longer have attributes assigned to them upon creation, and instead select perks based on their subspecies's preferences.
      Characters who are enslaved no longer have their job-related trait converted into the slave trait. Characters who spawn into the game as slaves will have the slave trait, however.
      Altered aura calculation to rely more on the value of your arcane attribute.
      Resistance attributes no longer provide a percentage damage reduction, and instead provide shielding equal to their value in each turn in combat.
      Clothing now provides 10% of the physical resistance it used to. (For any modders, please continue to use integer values of 1 and over - the reduction to 10% is done in the code.)
  • Other:
    • You can now see NPCs' perk trees at the bottom of their character description pages.
      Amber now has two demonstones equipped as weapons.
      Added several unique occupational perks for both unique and non-unique NPCs.
      Brax/Bree/Brandi no longer wears shoes.
      Adjusted the levels of several unique NPCs.
      Reduced clothing attribute modifiers from -5/-3/-1/1/3/5 to -3/-2/-1/1/2/3.
  • More combat changes:
    • Added status effect application indication in combat moves tooltips.
      Changed spell's critical hit requirement to being the only action used that turn.
      Changed the colour of the 'lust' attribute from scarlet to light pink, and 'physical damage' from red to grey-brown.
      Removed 'critical chance' and 'bonus lust shielding' attributes. Altered status effects, subspecies bonues, and clothing enchantments which used these attributes. Enchanted clothing/weapons which had critical chance modifiers have been converted to critical damage.
      Renamed 'critical hit damage' to 'critical power'.
      Added shielding for energy damage as a separate shielding type from physical.
      Block now blocks all energy damage, not just physical.
      Racial resistances have been removed. Instead of increasing your stats, race books now give you a unique perk which boosts damage vs that race. (You can get the lilin and elder lilin unique perks by returning to Lyssieth and asking about 'Recap' and 'Family', respectively.)
      (If you have defeated the imps in the Imp Citadel, you should have your imp racial damage replaced by a special perk, 'imp slayer', when you load in.)
  • Bugs:
    • Tease damage done to a target who is immune to the 'instant-loss at 100 lust' effect will now correctly start to damage their health.
      Restored Rose's virginity for if it was accidentally taken in a version where her sex actions weren't working properly.
      Fixed issue with player's prediction moves in combat not being cleared each turn.
      Fixed move cooldowns not being reset when you used the 'Reset' action in combat.
      Fixed combat prediction text not correctly identifying when the move would be a critical.
      Fixed issue with characters getting a huge amount of perk points.
      Fixed issue in characters' information screens, where relationships sometimes included an 'Unknown'.
      Fixed some parsing errors.

    99 comments:

    1. Neat, I was wondering if that was ever going to be incorporated somehow. I'd already done some similar alterations in my own personal build (although nothing as extensive). Can't wait to see how the new perk tree looks, I was thinking of modding that too myself. The changes to crits sound interesting too. No more pumping crit chance to turn into a walking death machine. Just waiting on being able to explore outside now, that'll be fun to play with.

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    2. I hope that's a toggle option. I like my 100% crit chance.

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      1. It was broken and you know it.

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      2. Why would you want a toggle option for something that was obviously broken and needed to be rebalanced? If you want to steam-roll that bad you can just use "buggy" and cheat in OP stats.

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      3. On the one hand, I like how potion alchemy is no longer so OP it completely negate any benefits level up system has before. On the other hand... haven't played the new build yet but I feel like this might have nerf'ed enchantment system too much.

        Farming essence to grind stats up is one reason on why I think LT's post combat sex worked better than something like TiTS since it actually help develop character since it loops back to character development. Now this feels like it might turn into another 'click X to continue' affair.

        Have to actually play the new build to decide for myself. But I kind of wish Innoxia just rebalanced potion enchant with higher essence consumption, and develop the perk system to have more interesting perks that either give new mechanic or add role play options rather than boring flat stats increase.

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      4. It wasn't broken at all. If you didn't want to boost your crit chance then don't use it. No reason to prevent other people from playing that way just because you want to make the game harder. I like games where I start out weak and make myself OP at the end like skyrim or oblivion. If you want to play dark souls thats fine, but I don't.

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      6. @Jangashi
        What if your preferences don't align with what Inno wants the game to be? What are you going to do then? The vast majority of games I know of (and I've played a lot) prefer a more "balanced" experience over one that gives you the freedom to go crazy. She took the permanent potions out for a reason, either because of balance or because she has another mechanic in mind further down the road.

        Either way, you should know that "freedom to be OP" isn't for everyone and if Inno prefers a more balanced experience then you're damn out of luck. Luckily this game will have mods so even if the "vanilla" content isn't up to your standards, you could always mod it yourself (or wait for someone else to do it).

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      7. Ivoy that why he said it was a choose to use them or not to be op what you just said made it sound like there was no choice and that whole freedom to be OP" isn't for everyone thing is dumb no one is forcing you to use them

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      8. @Dragon
        Most games are built around a concept called "balance" where developers purposely remove and tweak "OP" stuff because they want their players to have a specific experience. You may disagree but that's where mods come in. The "vanilla" game is based on what Inno wants her game to be whereas mods allow you to go beyond that.

        I know we're not forced to use OP potions but the issue we're dealing with here is that they should have never gotten to this point. They were the byproduct of months, years of building stuff and adding content without releasing balance patches to even out what was already there. The OP potions were never intended. Again, the vanilla game caters to a more balanced experience, you want more than that then make a mod for it.

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      9. "A great deal of tyranny goes by the name of protection".

        That said, by purposefully nerfing one overpowered aspect of the game, things become a bit balanced; nerfing several translate out to how Alchemy, Enchanting, and Spellcasting got heavily needed from Oblivion to Skyrim. Instead of making things much harder to find and obtain the overpoweredness, the developers locked it all behind the horrid 'grind the basic methods, stockpile, then finally have a bit of boost on yourself'. The only 'good' thing that did happen was removal of weapon/armour repair, which makes the stuff unimmersive, though replaced it with reforging, which is cool.

        Anyways, there is usually nothing so tasteless as mindless progress-grinding. Sure balancing gameplay can be helpful to correct overpower issues, though I've seen more games that get abandoned by more players due to widespread nerfing then it does attract more players. Like mentioned before, you can always make it harder to obtain items, or scale difficulty to offset the strength; though when you start weakening the potency of what is available for the players to use, it is usually a downward trend with other topics in-game from there...

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    3. Removing a character from a tile feels a little too easy.

      It would be nice if there was a chance for them to be rebellious to you telling them to leave and would then need you to either get an enforcer's attention and tell them of a troublesome character, threaten them with death(prompting another fight if they further resist with boosted stats and ending with them being unconcious and not being there once you leave the tile, could also allow for enabling the fetish of doing an unconcious person), rape them hard enough into leaving(several orgasms with them in the resisting pace, obviously wouldn't work if they like being raped), or enslave and sell them to get rid of them. A fun little thing would be to have one npc run another one out of their tile as some sort of turf war thing.

      Which reminds me, gang encounters would also spice up combat and encounters some more. It would enabled larger group battles and bigger orgies afterwards along with more experience per defeated enemy in said group. Outside of cities they'd be bandit groups, but inside they'd be gangs. They could also have some sort of territory simulation scheme, where every couple of days the gang either loses or gains control over a tile, where you have a chance of encountering them within their territories. Beating a gang in a tile removes their control over it, and maybe once you beaten them to a pulp in their last tile you can do stuff to them like demand tribute and their leader to submit to you completely.

      Just random thoughts.

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      Replies
      1. I think you're getting a bit too far ahead of yourself there bud.

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      2. Sounds Neat for a future concept, but before any gang nonsense, I would like Housing to be added, maybe with some Flavor text different Purchase-able decoration/schemes per room, Or An update to the filler for, THE ENTIRE SLAVERY SYSTEM. ahem, Sorry, for as long as I've played the game slavery/interaction has been very flat. Its a smaller Issue

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      3. Sounds awesome with the whole 'I kicked your ads a few times so I asserted myself over you, now scram!' and also the gang fights are also welcomed.

        Non-con with unconscious people rubs me the wrong way though. Ignoring that though, it could the into over intoxication, where depending on physic the characters have a chance to pass out depending on how much 'liquid courage' they got flowing around in them.

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    4. It looks like you've done a lot of great work improving the combat system. Thanks for your hard work.

      I was really hoping this update would have a fix for the always-female demon offspring bug that was supposed to have already been fixed... I have female NPCs turned off completely and still all my demon offspring from both half-demon and full demon sires are always female. I know other people have reported the same thing in these comments. Please look into this when you can.

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      2. Technically, the combat re-work was done by someone else (Irbynx, I think?) as a mod. It had been sitting in the pull request list for several months now, waiting to be merged into the game. Glad to see it finally made it.

        Also I keep reminding people that bug reports should be posted on GitHub. It is more likely for Inno to look in there than this messy comment section that sometimes looks like walls of text (guilty) and a toxic spillage. Do some basic research to see if anyone else posted the same issue (to avoid repetition) and don't forget to mention your game version.

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    5. I've personally never been one to bother with maxing my stats anyway, as I find it to be too much trouble for too little reward, but given this update emphasizes wearing lots of clothing for people that do want to pump their stats up to ridiculous levels I think it'd be nice to implement some sort of feature to automatically strip / displace certain clothes at sex start, as more clothing can really bog down sex if you don't want to just strip naked.

      Definitely a lower priority than additional content, but it'd be a nice quality of life thing to have further down the line.

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      Replies
      1. Kind of like Wicked Whims for the sims, option to just "strip at start of sex" or "undress parts in use"

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      2. just enter the inventory overview and Select "Displace all (self)" it only takes 1 turn

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      3. Before starting sex you can also go into your inventory and displace what you want, though after you'll have to remember to undo it

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      4. Little late here, as I only tend to check this place when an update is scheduled, but if I wanted to just use the displace all option that's what I'd be doing, and manually removing / displacing what you want before sex has basically the same problem of being tedious to do every time.

        My point was that yes, the displace all or remove all options may be good enough for a large portion of players, but some of us are more particular about what clothes we strip and what clothes we don't, so having the option to automate that at some point down the line would be good to have.

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    6. There are a few things I often modify within the build, which you might consider creating settings for:

      1. Change maximum probability of an NPC being a prostitute.

      2. Change the list of races that NPCs prefer, for the purpose of forced transformation. Alternatively, change the list of races the PC can turn into.

      3. Remove the phone highlighting on new items, clothing, and races.

      4. Increase NPC level range. I like the idea of some fights being extra-difficult or wise to flee from.

      5. Reduce PC experience gain and increase NPC experience gain from defeating the PC. I like the idea of an NPC becoming a nemesis of sorts.

      6. Put more weight on femininity boost/drain as a possible transformation effect.

      7. Increase the number of effects on a transforming potion.

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    7. Eh... I really don't like how it forces clothes on player.

      New combat moves limit feels extremely restrictive as well. It is clunky and forces another absolutely unnecessary micromanagement step.

      Overall it feels like a major downgrade.

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      Replies
      1. Now I do not like how things are getting needed for potion making, I have to admit that enchanting clothes has been neglected.

        Also, a prior post mentioned that potion enchanting needed more slots (at 100 slots, it is unneccessary to require more) it is clothes (with only 5) is what needs more.

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    8. Innoxia, you've done it again! I went 'waitwhatthefuck?' when I saw the 'not final version!' disclaimer in the perk menu. Awesome job!

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    9. I love how its just big "Fuck You" release:
      - you spent lots of hours on grinding essences to max your stats, well FUCK YOU, I will just reset it all, so it doesn't matter at all
      - you want to play savage beast, running all naked, well FUCK YOU, you need clothes to actually have some stats and you also need pierceing all over your body because its 8 slots to give stats bonuses
      - you also need tattoos all over your body for stats because reasons

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      Replies
      1. You know you can just use the debug code to get max stats right?

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      2. And what about those that want to play legitimately?

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      3. feel the same way, it is like Skyrim all over again they forget us who like to be OP gods that are masters of all without having to cheat and playing the way we want(they need to buff the exhibitionism perk by a lot)

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      4. You know you could, I don't know.., NOT update your game? That way you can coddle your artifical Chad you made so you can feel more complete to help you sleep at night.

        ...or man up and just make a new character on a new build like the rest.

        Or one better, why not have new build in a new folder separate from the build that has your prebuilt character? That is the one I do so I can have the best of both worlds. Then I create a template character, export them then copy them over into new builds so I don't have to go through character creation for the Nth time (since taking 5 minutes out of my own time each time is solo inconvenient).

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      5. Yeah guys, if you don't like the new update and think that it's shit, DON'T criticize it, DON'T try to convince inno to give people who dislike tons of clothing, tattoos or piercings alternative ways to be op, and just eat the shit. And if you don't like eating shit, you're not man enough, and should man up

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    10. Basically, this update forces you to play using clothes. Fuck you, Innoxia.

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      Replies
      1. if only there was a like feature I would give you one

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      2. Fuck you too, lazy Anon.

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    11. I don't know what to feel about the removal of the permanent stat potions. on one hand, it removed an OP mechanic that through player choice could be ignored. while on the other hand farming essence was a time consuming practice and add something to do on a game that lacks thing to do. a person could beat the campaign and side missions in under an hour.

      while farming essence to max out and reach parody energy and aura with Lyssieth took hours. I don't know man maybe it would have been better to put as an option at the start of the game. once the game starts it can't be changed. or simply remove it when there's more content but maybe 3.4 will be the boost in content the game needs

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      1. feel they should have took it out at all like you said it was their choice to use it or not and some of us(me for one) like to be OP as all hell and master of all thing(I'm have flashbacks of when Skyrim came out and I found they took the ability to be OP master of all)

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    12. Can furries with bad brains literally not understand how turn based combat works? I've only got the zweihander and I never took a single point of damage in this new update. Combat is kind of TOO easy.

      If turn based is going to be a thing, I think range (for ranged weapons obviously) and initiative should be a thing. It's kind of silly how you can 1shot entire groups of enemies without taking damage. With initative stat, atleast you'd have to react to NPCs instead of just dumping damage on them.

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    13. "Moved Perk Enums into classes"

      Meaning? Are there skills somewhere other than perk tree?

      In the 0.3.3.5 there were some perks that were supposed to unlock during story according to description; what happened to those?

      Bug: in the console the "+1 Perk" does not work

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      Replies
      1. The perks to enums is an engine change, it won't really affect how Perks work. She just changed how they were written in the back-end of the code.

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    14. The only thing I like about this update is the ability to somewhat dictate what moves your partners can use in combat.

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    16. Gonna miss The permanent potions

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      1. feel the same way I don't get why they removed them especially for those of us that like to be OP but I had a feeling this would happen when they limited how high you stats could get(some of us like to become OP gods but I guess no one give a shit about us)

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      2. And this could have been corrected easily by raising the essence cost on potion enchantment.

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    17. why remove permanent attribute boosts from potions?

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      Replies
      1. Because its op

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      2. so no one is forcing you to use them they were optional and some of us like to be OP

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      3. You can still be OP by talking to Lyssieth (probably due to some bug), she will give you "utouchable" special perk which gives you +100 to all damages and resists

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      4. even so and that doesn't get fix they are taking choices/method for becoming OP even though they don't hurt the game and saying it make the game better. I things I love about games like this is the freedom, possibilities, and potential but that always let me down even if the start good and right after they start getting more restricted.

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    19. I feel like this release just punished you for playing the game legitimately and reward for cheating

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    20. 1) I never saw "Permanent potion Effects" in the game, But it sounds Too OP and I'm Glad to see It gone, 2) Combat feels Cool, But Easy, really Easy. 3) the First-name last-name duplication for slaves Bug Is still in the game and Its hurting the Experience for me. But all in All I have no other complaints!~ dont listen to the Asshats Talking shit Inno! keep up the great work! (Btw, love the new perk tree!)

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      Replies
      1. Agreed with the perk tree and combat. It feels like this is the combat that *should* be in the game, but it's not fully fleshed out or balanced yet. It's just too easy as of now.

        Kind of wish permament stat potions were a toggle though.

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      2. 1) if you never saw "Permanent potion Effects", then why is it bothers you if it was OP or not?
        2) Combat feels much the same to me (its still turn based, but now you can make more moves per turn) only easier (you can now one shot 3 oponents per turn, not only 1)

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      3. Multiple actions per turn?
        Bullshit, and you know it.

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    22. The amount of people bitching about the new changes are too high...

      Seriously though... You guys do know that this isn't the FINAL VERSION of the game and Inno might be trying things out for now that won't be in that FINAL VERSION right...?

      Still... Keep posting those thoughts of yours out... Should give Inno an idea which things to keep and throw away later...

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      1. This is called "feedback." If we don't provide it, how dev would know if things they are trying is good or no?

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      2. ^ ...you didn't read the last part of ^^'s post.

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    23. Might as well ask this here: Why am I allowed to make my character's clit like 30 feet but my character's dick is stuck to 3 feet?

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      Replies
      1. Well, if you can't please a woman with 3 feet of dick, letting you have an even bigger dick isn't going to help.

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      2. A woman's vagina is only 3 inches deep, and poking the cervix hurts like hell. Why the fuck do you need any bigger?

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      3. @GamerGirl1337
        Because the game ditched real-life logic a long time ago and every hole is basically a "magical black hole" that allows unnatural insertions without killing your partner. Nipple penetrations, urethra penetrations, shoving a cock that is almost the size of an adult imp, into said imp, etc. All of these things would hurt IRL (and could even kill) but LT is all about suspension of disbelief. It values fantasy and fetishism more than logic and common sense.

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      4. Everyone has magically rubbery and elastic orifices... That's why...

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      5. only 3 inches deep? are we playing the same game were there are taurs people(those with animal lower bodies that would be more then 3" deep)

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    24. So um you guys do realize this is an in between update that this will mostly be worked out by .3.4

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      1. It looks like a design choice, so it probably here to stay.

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      2. The combat is here to stay but that doesn't mean it can't be rebalanced.

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      3. It is flaved by design. It is a "paper-rock-scissors" where you know what your opponent would choose. If it stays, then can as well add auto-combat, since choise is always obvious. If enemy defends, attack in a way that avoids that defence, if enemy attacks then use corresponding defensive move.

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      4. I agree with Etis on this one. Unfortunately for me, the combat update has been the weakest aspect of this update. It basically trivialized an entire aspect of the game, and I am unsure how well balancing will make it any better.

        I am pretty sure whatever formula is being used to calculate health needs to be looked at again, because everyone basically has less than 30 hp, while my character had almost 60 from the start.

        As it stands now there is no reason my level 1 character can take on a gang of 5 imps, win, and take no damage in the process.

        Also showing what your opponent is going to do is a weird choice since it basically trivializes the decision making, but that doesn't even matter because the damage you can dish out is more than anyone can take, which leads me to the next point.

        The ability to take multiple actions per round while interesting is definitely broken. Especially since the player will always act first so it doesn't seemingly matter what the opponent does, since I can deal almost 200 damage each round (I bought a sword as my first weapon from the wolf lady, and even though I was level 1, each attack did an average of 45 damage).

        The potion change is iffy, personally if that was the goal, then making it toggle-able would have been a better decision. Especially since this change punishes an entire group of players and renders the exhibition perk useless. Personally I never used potions so it didn't affect me, but then on that token, anyone who had a problem with it's OP-ness, didn't have to use them at all. So it seems like a strange stance to take in an otherwise very customizable game.

        I am happy to see actual changes being made (nevermind the fact that the combat update was a mod) though, so hopefully progress will pick up again. I might put a hold on the mods I am currently working on to see how combat can be balanced.

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      5. Diceroll for initiative or initiative stat.

        Or both. Bam, fixed it. Thank me later.

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    25. The game considers the mount position as anal only, so turning anal content off disables the position. Given that it isn't anal only, that's probably a bug.

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    26. There seems to be issues with sex, but I have no idea how to get into details with them. X.X Somebody else will have to report it on github.,,

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    27. Overall the combat changes seem to be net positive, mainly because it nerfs the player's ability to easily steamroll everyone, though in some ways it limits player choice unnecessarily in my opinion. I'm not certain how to feel about completely changing the way combat works, as if it were a different game, but I want to suggest a couple of things. This game is great and believe me I wouldn't offer this if I didn't care about it or was trying to demean or some crap like that.
      Originally wrote a wall of text but I don't think anyone wants to read that. Boiled down TL;DR:

      1. Don't wanna have to wear stuff. It should be possible to increase base stats to where gear bonuses/playing as a 9 tailed Youko for the absurd buffs are not absolutely necessary. Doesn't make sense to be 5x more powerful with street clothes than without at demigod-levels, would rather show off the fuzzy curves.
      2. The PC should retain the entire spell menu alongside 8 'favorites' slots for quicker casting, don't use the spell menu if you don't want to. The change is fine as-is to NPCs
      3. Stat-boosting potions were OP, a solution is difficult, depends on the direction the game is headed toward. They were the only way to increase base stats, now there isn't one. I liked the idea personally but they were too stronk, could return capped (possibly technical challenge for the permanent boosts).
      3.5. Small stat increases could come from gameplay and exploration, perhaps capped to limit grinding. Arcanic increases from using spells and demonstones in combat, intimate romps with lovers, reading race and spell books, etc. Physique increases from using weapons and fists in combat, walking, having a high muscle stat and height, and long; rough romps, etc.

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      1. 1. Just so you know, tattoos are the equivalent of "clothing" for nudists in this game. So if you don't want to wear any grab, you can enchant your body ink for the same effect.

        2. I agree.

        3. You can increase your base stats by enchanting your clothes / tattoos and wearing them.

        3.5. So, basically, the more do you something the better you get at it? A neat idea but one best implemented once the game has more content and stuff is more balanced. Right now it's hard to estimate what values to input that don't make either too "grindy" or too "OP". The game only goes up to the Forest so either you'd add this and scale it up to the content available (which means it will give too much, too soon) or wait.

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      2. Prior to this version the only way to increase your base stats was through permanent potions (currently there isn't one), anything else that gives you stat bonuses are just that, bonuses. Level up perks, racial bonuses, enchanted clothing and tats, they don't affect your base stats, they give you a bonus. If you have some clothes, tats, piercings enchanted that add up to +100 physical resistance, you will see this on your stats screen: "Base: 5 Bonus: 100". When I see this on the stats screen I know my character is just a monkey in a powerful suit, or a painted monkey. When I see this: "Base: 100 Bonus: X" I know my character is actually powerful. I can put on whatever I want and be just as stronk.


        I suppose for now you could 'pretend' that your character is powerful with the enchanted clothes since there aren't *currently* any enemies that can strip your gear (Meraxis has Vacuum but not the upgraded version that strips clothes off you, also there is jinxing but then you have to spend resources just to take it off) but again it seems like your character isn't actually powerful when relying on stuff like that. It is an early version of the game... but since that's the case then permanent potion boosts should probably remain for the time being.

        (There's also companions. I can't build muh elite taskforce anymore since I can't increase their stats, only their gear and levels. Monkeys in suits.)

        Also for the last thing I hope it's something that LT sees eventually. The very few, other games like this (COC, TiTS, flexible survival) never attempted to tie together the gameplay, especially sex, with the RPG character-stat progression elements, which seemed like a huge missed opportunity to me. I think LT could definitely do it, however, but perhaps it is too early at this very moment. The more you do something the better you get at it, that's a good way to put it. Putting mind to work increases mind, putting body to work increases body. Gimme a +.X to physique for a 30 minute rough romp!

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      3. Tattoos are not everyone's thing, and you can't enchant them yourself - you have to pay for it, and it is not cheap. It basically enforces you to create slave farm. Potions were just one of the ways to raise stats, so it is not really a balance change, it only nerfs nudists, who already had it rougher since clothes not only have have much wider range of possible enchants, but they are also cheaper.

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      4. not to mention it wasn't really Op if you count the grind needed to make the potions and even if it was you aren't forced to use them but now we are forced to wear cloth or have tattoos

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      5. to 3.5 I think that would be nice but i think their should still be potions for virilty and fertility so we can decrease them permanently same with increasing them as you would want them to keep increasing every time you had sex or cum inside or be cumed inside of but things like fighting unarmed increases unarmed damage of ever critical hit increase the chances for another one and damage of said hit would be nice

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    28. I like the new combat system's feel, but it's just too OP. I do "Strike" 3 times and usually, the enemy is down. If not, I just do it again and they usually can't take enough enough HP for me to lose, so I almost always get to do it. It's cool you can block and all, but the system is pretty unbalanced right now and blocking is useless if you can just pumell your enemy before they even touch you. Hope it's a bit more fleshed out in 3.4

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    29. this new update is really good keep up the good work ^-^

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    30. oh man i love youko's i'm glad that their has been someone who actually put them in a game

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    31. So with permanent stat boosts going out the window, guess I'll just pull a Witcher and carry lots of temporary boost potions. Honestly a Witcher kind of Character could fit the setting given their high libidos, makes them perfect for a different kind of monster slaying if ya know what I mean lads. ;3

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      1. Yeah, that is still an option. Though a steeper cost for permanent stats could have fixed things, it does make since that a more permanent fixture to your body would imbue a more permanent effect.

        It sucks that we are getting this limits, though I will admit I never used tattoos for enchanting and limited enchantment on clothing, though looks like that's about to change.

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    32. So, will there be enforcers in the game after all the combat rebalancing? At least that's what roadmap lead me to believe. Or am I misunderstanding it?

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    33. Oh, that's a pretty big rebalance to the game's combat system. Well, i look forward to seeing what comes of it. I look forward to the full 3.4 release

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    34. Some BUGS in this version:

      NPCs perk points get randomly distributed, leading to them sometimes having negative perk points.
      It is possible to encounter a horse-morph subspecies named "Nightmare", which doesn't have an encyclopedia entry.
      The text mentions leaving a friendly occupants room when pressing the leave button, but the map shows the PC still inside the room.
      Changing from the arcade map to Dominion lets 5 minutes pass by, even though it's implied the PC is already at the exit.
      Having sex with the harpy matriarchs while on the quest to pacify the nest sometimes spawns a random line about Enforcers pushing their way to the front, even though they aren't patroling the nest.
      Scarlett's contact data doesn't change if she is freed. She is still described as being a slave.
      Selling clothes to Nyan always sells them to the opened shop window, even though some of the items don't belong in that specific window. E.g. Having the "Female Clothing" window open and selling her shoes has them displayed in that window. The sold items are correctly ordered after closing the current shopping screen.
      "Buyback" is lways stuck in the first container open. E.G. Having sold more than one container full of items and being currently on the second page and switching to the first page will still only have the second page items displayed.
      The last page from the slave license quest has a wrong amount of flames listed. It is mentioned the PC did spend 500 flames, even though it was 5000.
      Rose doesn't acknowledge companions when reentering Lilaya's mansion.
      The description for the Dominion parks describes the PC as standing there alone, even when accompanied by an companion.
      When entering Angel's Kiss for the first time and after Angel left the last sentence mentions the PC being left alone, even if there is a companion.
      Loppy and Bunny just offer threesomes with the other sister, not with the PC and a companion.
      When fighting Wolfgang and Karl, Karl was resisting his own seductive moves.
      All date options in the Watering Hole ignore companions as well.
      The subheader for slimes has a typo: "sold core" instead of "solid core".

      SUGGESTIONS:

      Give the PC the possibility to distribute a friendly occupants spell points.
      Have some sort of cool down for befriending random NPCs. Right now it's possible to form a strong enough friendship for them to move in within the span of an hour.
      Have some sort of cooldown for flirting with Kalahari.

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      1. Nightmares are a type of half demon (half demon half horse) and not a horse subspecies.

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      2. Ew, no, not more cooldowns. Why would you want to artificially slow down the game? That's a horrible idea.

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    35. Well, looks like another missed deadline (although there are a couple hours left in the developers timezone I guess). TBH I was looking for drama in the comments, but there isn't any. I guess people have gotten used to the delays by now. Also, funny that the version number is now at 3.3 when content that was planned for 3.0 hasn't even been finished yet ��

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    36. Honestly, all I'm waiting for is the non-con content finally being finished for the slave auction enterance (complaining about it)

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    37. While balance is fine, losing the fantasy of becoming overpowered is bad.

      A solution to that would be having a New Game+ that allows going past the original limits. Going over level 50, getting all perks, maxing all stats, etc.

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    38. so now there is now way to increase stat's and as for the unique event's thing it's just going to end up as another grindfest (unless they are one time only at witch point why bother) leading right back to where we were and i really don't want to deal with that dog at the gym to increase strength instead of scraping the potion's completely why not make the events a more stable way to raise stat's likened to tried and true training and the potions a case of faster but VERY unreliable with a plethora of side effect's some of witch can be semi-permanent like stat loss along with a scaling failure rate (bad result instead of good) that go's up with more use and go's down over a long time possibly require additional regent's per x effect's and make essence have a spoil rate when bottled also just me kvetching here why not give enemy's a way to reduce the player's stat's in combat if they are above a certain point seem's like something a demon would do

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      1. or you could just enchant your clothing.

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