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This is the Corruption of Champions mod being developed by the anons of /hgg/.
Corruption of Champions is a text-based flash game overhauled with new dungeons, new mechanics, new characters, and a lot of lolis.
The mod is open to content submissions, anons can and are writing new content to be implemented all the time.

Downloads
Latest Version (1.6.14) +Changelog in link
https://mega.nz/#F!St0HiaTC!oNQs48SWTDvmDBLHWZuHHA

Use a standalone flash player (projector), this shit is no longer supported by any web browser.
Remember to save to file to prevent possible save loss.
https://www.adobe.com/support/flashplayer/debug_downloads.html

Information
>Game Related
Source Code: https://gitgud.io/BelshazzarII/CoCAnon_mod

>Thread Related
Previous thread: >>47184
Thread Archives: https://gitgud.io/Blank/CoCAnon_mod/raw/OPT/Archives
OP Template: https://pastebin.com/raw/q38Ccy3n

>Writing Related
Content Submissions (Chronicles): >>44060 >>44061 >>44062
Submission & Misc. Archive: https://drive.google.com/open?id=1LGK4sPuWH69iEZ9ZmX2fnfDRrhj7h4hQ
Writing Guide: https://docs.google.com/document/d/1PGysInt0S0VHYvPv0b__4xpHqrfbE-zikQiRonsnUsU
If you can't write, read. Get what you want in game by engaging in the creative process as a critic or proofreader.
Joy when?
>>49618
When someone writes a very brief scene where you simply attack and force him to drink the bimbo liqueur instead of the ridiculous plot the character had before
oh also removing all references to a bimbo having a penis as well as cheese smegma
never
Replies: >>49626 >>50030
>>49618
There's currently 0 demand for it. Literally nobody on any image board, let alone this one, wants Joy
Replies: >>49623 >>49666
>>49622
About four people have asked for it in the last few months. That may well be a majority of /hgg/
Replies: >>49624 >>49631
>>49623
Literally nobodies
Replies: >>49625 >>49635
>>49624
>only my fellow dickscord pedos are the REAL hgg
vomit
Replies: >>49633
>>49620
Pretty much this. Clean Joy up a bit and you could probably plop her back in.
>>49623
Not a single one of them even took the initiative to do anything themselves.
Replies: >>49634
>>49625
>dickscord
>pedos
uhhh pederasts are not pedos stop soiling the name
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>>49631
ha ha wouldn't it be funny if we spited that autistic guy pretending to be 4 people by one of us fellow lolicons took the intiative but with liddellium instead of bimbo liquer ha ha
Replies: >>49635
>>49634
Lidellium literally takes 15 minutes to implement at most
Maybe twice that if you want to handle collisions with bimbo/bro transformations gracefully
+another 15 minutes if you want to add flavor text for everything
t. added liddellium perk effects manually to my local copy
the smallness transformations don't and aren't meant to remove dicks anyway so you'd still be making joy without the lidellium anyway and then adding the lidellium route over the top of that
>>49624
When are you going to kill yourself and stop shitting up this board so that there can actually be a CoC thread again, tranny?
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>>49635
>projecting
>>49635
buddy be real. only a small minority cares about Joy in the slightest capacity. Ever since that terrible writing came into being most sane people immediately noticed it wasn't right for the game back even on fenoxo's forums and poked it full of holes. holes like "why is there a dick still?" and "why would jojo in marae's name drink that?" and "this isn't even jojo anymore why not make a new character?"

so far over all those many years not a single person has come forth to fix the writing, rewrite or do anything with it. I think chronicler tried to rescue it at some point in the threads by getting the issues fixed (the way it was coded by revamp was also of severe mentally deficient quality) by making long lists of all that needed fixing but it was too broken in both writing and coding.
also
>liddellium not removing dicks
Replies: >>49638
>>49637
When did I say anything about Joy except
>lolipop not removing dicks
which is true?
Replies: >>49639
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>>49638
>which is true?
It's time to stop posting, anon.
>>49591
>If only there was some disused cave in the deepwoods ripe for such content
I don't think I'd want to plant any seed I'd find there in my camp.
Replies: >>49641 >>49642
>>49640
looks like someone doesn't want to live dangerously.
Replies: >>49652
>>49640
How about a nice goth alarune then?
Replies: >>49643 >>49652
>>49642
>Cries in vines
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>>49613 (OP) 
Im sorry im being retarded with this. but I got the three extensions in VScode, set the flash player as the default for swf files, and im trying to "run" the json, file, and im getting errors. do I have to like alter a different Json file?
Replies: >>49647 >>49660
>>49645
I don't know what you mean by trying to "run" the json, but that error message seems to indicate that you're trying to run the game in the debugger without actually compiling the game, so there's nothing to run.
Try ctrl+shift+enter to compile and debug. If (when) that doesn't work, it should tell you why.
Replies: >>49648 >>50113
>>49647
hmm ctl Shift enter doesnt seem to do anything...
Replies: >>49650 >>49651
>>49648
It's possible I changed it from the default, or it didn't have a shortcut by default. I don't remember.
ctrl+shift+B shows the available build tasks (you want "compile debug" or "compile release"), or ctrl+shift+p shows all commands along with their shortcuts (you want "Actionscript: quick compile & debug" or "quick compile & run"). Those were definitely the defaults.
Pretty sure you can also set compiling to always happen before running, so just hitting F5 or clicking "Start Debugging" in the menu will compile first. I've never bothered with that though, so I don't remember how.
>>49648
>>49650
The Terminal menu also has all these things if the shortcuts don't work.
>>49641
I like to think caution is a virtue.
>>49642
Ask satan to write it.
Replies: >>49653
>>49652
satan is sleeping
Replies: >>49654 >>49664
>>49653
Not yet.
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>>49613 (OP) 
>>49608
hey lads, I finished editing a few text files on vscode. Whats the method to compile this all into a swf?
Replies: >>49656
>>49655
>>49655
>>49650
>>49645
>No SDK
You forgot the compiler. It's in the build-dep folder on the git.
The extensions should pick it up after you set the environment var FLEX_HOME as the path to the compiler (the folder above /bin).
Alternatively, you can just add it to PATH and run amxmlc to compile.
Replies: >>49670 >>50113
what if instead of bimbo joy, loli joy with lidellium?
Replies: >>49680
>>49653
I miss satan.
>>49664
I miss people writing first suggestions they get
>>49622
I mean i like joy...
I kinda like bimbo stuff.

But I'm not going to cry about it not being in the game.
It was kind strange.

I would like more bimbo.... Like even tamani as a live in camp bimbo breeder.
but really that is just my love of dumb preggo shortstacks.

but if you notice I don't love it so much that I am willing to write it or work on it myself.....
Replies: >>49667 >>49670
>>49666
>choosing the NPC that most resembles a bimbo anyway to become a bimbo
Why is that? If you bimbofied Tamani it would take a month before anyone in Mareth noticed
>>49660
>You forgot the compiler. It's in the build-dep folder on the git.
Isn't that one broken? It didn't work for me.
I used a newer flex sdk and that worked http://fpdownload.adobe.com/pub/flex/sdk/builds/flex4.5/flex_sdk_4.5.1.21328A.zip
>>49666
Quite frankly, I don't think bimbo is or ever was popular on /hgg/
Replies: >>49685
>>49663
loli bimbo joy
Replies: >>49681
>>49680
hyperintellectual older sister joy
what if instead of joy, despair?
Replies: >>49684 >>49766
>>49682
in short, dog?
therefore try behind
Replies: >>49686
>>49670
Broken? How so? I downloaded Flex from the Apache website and it seems to be the same as the one on the git, but the one distributed by Apache is missing some libraries that you have to download separately. The compiler will throw an error about embedding fonts if you forget about these libraries.
There's no point in hosting it if you have to download stuff from another website to make it work, so I assumed the furries had the decency to bundle together these files along with the SDK, I am wrong?
>>49684
Seek necessary item
And then offer seed
I love Black Souls
Replies: >>49688
>>49687
satan's writing a james brown npc, you'll love it
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>>49664
Alright. Have some self-proofreading. 
Akky update: https://pst.moe/paste/pfmxdh
Slutspawn's Virginity: https://pst.moe/paste/uytjfj
Nieve Anal: https://pst.moe/paste/tbgbpq
Forest Fae One-off: https://pastebin.com/raw/x5LApyRi
Codex Lore Rewrites
Imps: https://pastebin.com/raw/scd1pu4d
Lizan: https://pst.moe/paste/oisbcr
Lust Demons: https://pastebin.com/raw/34RNuGiU
Demon Faction: https://pastebin.com/raw/JYxLTbBb

Plus rewriting parts of the black velvet cervical penetration as per the feedback I got at the time: https://pst.moe/paste/pfxwnt
>>49664
>Plus rewriting parts of the black velvet cervical penetration as per the feedback I got at the time
It's gud
It's a shame masochism is tied to some shitty NPC rather than being an option for the PC's actual personality and not worth checking for.
Replies: >>49693
>>49691
>masochism is tied to some shitty NPC
It is? I just select the perk and get it with no fuss. 
In terms of content? It's tied to many shitty NPCs. Maybe a not-so-shit one somewhere, but I can't think of any.
>>49689
alive yay
Hey >>49175
Don't forget about 
>>49172
>>49173
>>49174
Hoping to see your updated version
Mothman, your izma beach date says
> //Will finish in a bit, just posting to force myself to do that before another two months pass
That was August, I think you may have forgotten about that.
>>49689
holy shit
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More self-proofreading. Checking your own work catches some stuff, but it's faulty, but proofreading happens rarely enough that I feel I have to try, like the old days when it was expected only you proofread your own work.
Night on the Farm: https://pastebin.com/raw/nUGNkFYL
Rogar Rape: https://pst.moe/paste/buedpz
Doppelganger Edits: https://pastebin.com/raw/TVCRkZmi
Faerie Expansion
Outfits and fixes: https://pastebin.com/raw/1RYNkGxN
Extra Encounters: https://pst.moe/paste/brvulp
Killing Variety: https://pastebin.com/raw/zQ1B6D8D (was also proof'd by some anon)
perhaps the [Kill] option for fae should be entirely locked behind gore toggle, as it doesn't really fit otherwise, but I leave that up in the air.
Replies: >>49741 >>49751
>>49689
Thank you Satan. I still remember the day when you got that '666 post back in 8/hgg/ and i'm glad you're still around.
>>49719
Hi Satan, when are Alices going to have more "rape" content?
Replies: >>49752
The Unhindered perk descriptino needs updating. It says it works for up to 15 defence, but it's actually only linear 0-10.

>>49719
>Why does being corrupt give them black leather straps and stockings? Where did she get these?
This is what happens when you edit someone else's work. Leave the Bondage Fairies reference alone.
Replies: >>49752
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Been three months I guess
First request I get, I write
As usual,
 - One off scenes only (like a victory sex option for a fight, a camp sex option, a fluff scene, so on)
 - Actually could get accepted as a submission (in-character, consistent with lore, etc)
>>49751
That was brought up when that was written, but despite being a reference, it wasn't changed to silly mode. Still in there like normal
>>49741
I suppose it depends how fast the other things I've written get implemented into the game.
>>49752
it might not be the conventional thing but could you perhaps work to make shouldra her scenes from the ruins where she possesses stuff fit for her as a companion?
it would require writing and adjustments for it and all that but i dont think adjusting one would be enough to count for an entirely new scene
her current sex menu is pathetic as a companion
Replies: >>49757 >>49761
>>49754
>shouldra her scenes
I've seen some non-English speakers do this, but I don't know which languages lead to that
>her sex menu is pathetic
Yeah. Tons of scenes, but most of her companion stuff is wrapped up in location or enemy stuff, not much in camp. Bridging the camp to the ruins' scenes doesn't seem like a great solution. They're bad scenes, and I personally think it's better to keep all the random monster possession out-of-camp, where most of it already is, rather than cramming a shark and slime one into the home menu.
Camp scenes should, I think, keep to being just you and her, or involving what's at camp already. 
All that said, it does seem like a simple task. You barely need any editing, just adding a line to her sex menu like "Shouldra reminds you, deep in your subconscious, that you could hunt for a playmate together." and then add in the button
>function sharkbustersVictory
Jump right to it, and the scene basically works. At least, I see nothing in it that is dissonant with the fact you're coming from the companion menu instead of the original battle in the ruins. I hate this hyper growth shit though, so I've no intent to check thoroughly
>function ghostGooGurlzDuckfaces
Works just as well from a similar cursory skim.

In my opinion, it's a bad move to add the ruins scenes to the companion menu, but it is trivial to do, from what it appears. Anyone want to throw in their opinion?
Replies: >>49759 >>49865
>>49757
>In my opinion, it's a bad move to add the ruins scenes to the companion menu, but it is trivial to do, from what it appears. Anyone want to throw in their opinion?
Ideally, character scenes shouldn't become inaccessible if the character is still around.
I'd add an option to the companion menu to take shouldra to the ruins from the companion menu which gives you her ruins scene list.
Replies: >>49865
>>49752
Since you're offering, i propose more Alice consensual "rape" if you reveal her illusions.
Something more gentle but focus on the loli.
Replies: >>49776
>>49752
since >>49754 did not work out would you be willing to write a scene where rathazul gets to converse with shouldra over ectoplasm and its alchemical properties?
not sure if that is a good idea because it might require explaining and coming up with all sorts of new information about it though

if that is not good enough or too hard then having amily and shouldra recognize one another would be nice
maybe when you recruit either of them when the other is already in your camp it would be nice to have a scene where shouldra is gone all of a sudden and pops up next to her to scare her and them acknowledging they know each other and how shouldra used to scare her or something

it would be nice if shouldra got a satisfying progression of her character with all those bonding dreams you have from her that actually changes and advances things for you where she would be nicer and more accommodating to you
kind of like all the affection stats you can have with characters and this would also open her up more for camp interactions
Replies: >>49776
>>49752
cute fairy
>>49752
Cucking Helspawn's spiderfag boyfriend when she brings him to camp, and then fucking him as punishment for daring to touch her.
Replies: >>49776
>>49682
>Instead of forcing Jojo to drink bimbo liqueur you force him to vomit out every positive thought he'd ever had.
>>49752
vala serving you a cup of fairy bathwater
15% chance what's-her-face from the sex addict meeting is still in it at the time
>>49760
A bit too vague for me. I'll keep it in mind next time I get a more specific alice request, if your criteria fits it.
>>49761
>ratzu and shouldra talking about ectoplasm
You could argue it is laziness on part of her writer, but she's not particularly social. From her scenes and remarks, she seems to always either be an unknown force or pose as someone else. 
I would think the closest to this you can get is bringing the extoplasm to Rathazul of your personal whimsy and he mulls over what applications it may have, and as he deduces some use for it, Shouldra remarks privately to you about it in your head or she remarks aloud in your own voice is she is rather surprised or very interested in asking a followup question. 
Such a scene should probably be paired with actually adding a new item to his alchemy menu, where you can have him craft something with ectoplasm. 
If someone can think of an item and give some reasoning for it, I'll go ahead and write something like that. I can't think of any item, myself.
>Amily and Shouldra
Shouldra already remarks about Amily
<Your fingers move around a little, signaling Shouldra's stirring. [say: It would seem that that mouse follows me everywhere I go,] she complains. You figure she's talking about Amily. You ask what her beef is. [say: Too much baggage. Don't want to deal with it. I scared her a few times back at the town, but it wasn't all that satisfying.] Looks as though Shouldra wasn't always the warmest of neighbors.
She also mentions she has a general distaste for people that remind her of rodents (when she remarks about Jojo)
>character progression after the dreams
An interesting proposal. I would think it'd take a little player-coaxing for her to truly reveal herself to another person and interact with them directly, rather than making pranks. Doesn't feel right.
>>49763
Netori, eh? Don't have a lot of that in the game. Could be fun on that basis alone. Seems like a slutspawn thing to do. I assume what you have in mind is during the growing events, when the spiderboy is first introduced, as opposed to letting her have the boyfriend and cucking him later. Maybe a sluttiness check to see if it's one event away from her unavoidably being slutspawn, or already at a point of no return, and it gives the normal sluttiness increase.
NTR is NTR though, so you might be stoking some ire somewhere with that request. Still, unless someone brings up compelling reasoning why it doesn't fit before I finish, I'll do it.
I might as well come back.

Sharks.
>>49752
A shark daughter scene. I was thinking a scene where a cute, wholesome moment of the daughter sitting in daddy's lap turns lewd when shark daughter's bikini being loose leads to daddy getting horny, which makes shark daughter horny.
>>49776
The Alice scene I was thinking was letting her giving you a pantyjob and then strip and fuck the loli slut with the focus on loli.
Replies: >>49793
>>49786
You have quite enough in this game already, weebtrash. The time of the sharks is now
Replies: >>49795 >>49796
>>49793
Shut up, sharkfag, you've had your time already.
>>49793
>>49795
Write your own stuff, begfags.
Replies: >>49800 >>49810
>>49776
>NTR is NTR though, so you might be stoking some ire somewhere with that request. 
I'd imagine that anyone who loathes ntr already views the spider existing as ntr.
>>49796
Go back to reddit, nigger.
Replies: >>49802
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>>49800
>telling off beggars makes you a redditfag
It's such obvious bait yet I can't hold back
>>49776
>Still, unless someone brings up compelling reasoning why it doesn't fit before I finish, I'll do it.
It's overall not a good idea to mess with the dynamics she has when still deciding her personality unless it introduces more events that do just that. It ends up ruining her progression and the whole point of the mechanic as a whole.
Replies: >>49830 >>50010
>>49795
>>49796
Time to be moseyin' on home now, lil' Reddit cattle. Go on, git
Replies: >>49837 >>49839
I am not sure if it was mentioned already, but the latest version broke image packs. When I try with 1.6.10 for example everything works perfectly fine, but the newest 1.6.14 barely loads any, if any at all.
Replies: >>49822
>>49795
leave sharkfag alone
>>49813
It looks like oca might have forgotten to accept the PR that fixed that before releasing.
>>49809
I don't understand what you're saying
Replies: >>49836 >>50017
>>49830
That's not very cromulent of you
>>49810
You need to go back.
Replies: >>49838 >>49839
>>49837
Please purchase glasses. You are on /hgg/, not effninefive. Time to spare us the loli pantsu redditry and be on your way.
Replies: >>49839 >>49844
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>>49838
>baited
>>49837
>baited
>>49810
>baited
>>49839
>baited
>>49838
>Implying that loli fetish belongs to fag95
>Implying shark daughters are not lolis
>Implying shark furfaggotry belongs here
Begone
Replies: >>49845
>>49844
Delete your post before you lose karma.
Oh gods this thing is still alive.
Was anything relevant added the last 6 months?
Replies: >>49855
>>49854
>>49854
check the changelog on the OP
Replies: >>49856
>>49855
Satan the fag seems to still be alive, any other writer still here?
Replies: >>49865 >>49868
2hu
Replies: >>49858
>>49857
You mean 2hu95. Deeply cretinous.
futa loli!!!
>the coc thread devolving into a bunch of neckbeards autisticly screeching at each other to go back to reddit
Yep, must be a day ending in y
>>49776
i hate ntr and i am all for it
i mean ntr is very different from netori its a reason why ntrfags dont care for netori
its not what they looking for
instead of feeling like shit you feel good cuz you just fucked some retard gf
better yet if you can fuck his ass latter after making him feel like shit
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>>49776
All this Shouldra talk is getting me interested in how she could properly progress as a character instead of always remaining exactly the same despite the current character "progression" dreams you share. She's lonely, she's starved for physical feelings. There is at least one individual you can have in your camp that could reasonably keep up with her curious intellect and another with magic. There is ample opportunity for her to come out of her shell, if you'll excuse the pun. Outlining her currently existing scenes and marking plot points for parts where you have the opportunity to coax her to grow is an interesting prospect and could bring forth a lot of new dynamics with both her and your camp.

One thing that could be done to differentiate this progression from her normal conversation topics is to decouple talking about her dreams with her from her regular Talk button and put them under a situational Dream button. This would help immensely towards getting people to understand that there is in fact a character capable of growth here.
>An interesting proposal. I would think it'd take a little player-coaxing for her to truly reveal herself to another person and interact with them directly, rather than making pranks. Doesn't feel right.
I agree that it doesn't feel right with how lazily she has been distanced from everything but you, but with the aforementioned changes and of course supplementary material it could very well work without it becoming out of character fanwank. It'll require effort and would be a challenge, though. The depression, existentialism, isolationism, all have been or are still issues with her that make her distant.

>>49757
>In my opinion, it's a bad move to add the ruins scenes to the companion menu, but it is trivial to do, from what it appears. Anyone want to throw in their opinion?
I believe an effort was made with at least some characters to keep their pre-recruitment scenes available afterwards. Sparring comes to mind with at least one camp companion that as a change made by the mod makes those kind of scenes an option once more. I agree with >>49759 and his first sentence. Making content that should realistically be available still unobtainable unless you hurt your relationship with Shouldra isn't all that great.

>>49856
I am if you're fine with scraping the absolute bottom of the barrel.
Replies: >>49880 >>50012
>>49856
Pretty sure Satan is the only "active" writer.
>>49865
What strikes me is that you haven't really outlined what you'd like her to progress to. Being more open is incredibly vague when you think about it. How would this affect her normal interactions? Would this lead to some kind of sidequest where you help her get revenge on the demons that killed her? Maybe new sex scenes and/or a different role as a follower? How would this affect her current scenes? That's all well and good, but you'd need to outline exactly what you're thinking, and then actually write it.
>dream conversations
That's mostly something for the coders to do, I think; just add a button and modify the current conversation tracker to toggle that button on and off. You could pick out all the dream convos to make that task a bit easier, but that's about it
>ruins scenes
Again, something for the coders. Most you could do would be to make a little blurb for suggesting it to her.
Replies: >>49886
>>49880
>help her get revenge on the demons that killed her
wasn't it orcs
Replies: >>49888
>>49886
Not just any orcs bro. They were the dark orcs.
"Well, there's nothing for it, you figure. You stand off to the side as the defenders, as armed and armored as they could manage, walk past you, forming a rough approximation of a phalanx as they prepare for the shockingly close... dark orcs, you recognize them as. You've never liked orcs. Hopefully you'll be able to take a few out before they overwhelm you all." 
Shouldra was always a wacky train wreck. I don't think you can salvage her into a good character without almost rewriting her into someone else entirely. Her whole thing is just seeking thrills to get her rocks off. Even when she admits she thinks you're alright, I'm almost positive she'd just/most of the time does just ditch you when you get bad ended.
Replies: >>49891
>>49888
I figure when you get bad-ended, she stays with you for a while to enjoy the ride, only leaving when she's bored and you're too broken by whatever happened to join her on her next adventure.
Shouldra bugs me cause doing her scenes with specific monsters doesn't count as sex for relieving her. She nags at you about when are your gonna go fuck some monsters, then continues to do so afterwards. I kinda like having a partner in crime to tag along, but it would be nice if I could tell her to go play with Vala next time she feels like nagging at me.
>>49893
>Shouldra bugs me cause doing her scenes with specific monsters doesn't count as sex for relieving her
We should fix that then. Is there any reason not to?
I honestly just assumed the monster scenes where you use her worked that way, I had no idea they didn't.
Replies: >>49909
>>49894
Just tested with the sand witch possession and Shouldra had no complaints in a about a week of witch possessing. Maybe it was some specific scene that didn't count. I'd still like the option to let her go play with Vala if she gets pent up. Vala seems to really like playing with Shouldra's hyper magic anyway.
Replies: >>49911 >>49914
>>49909
That wouldn't make any sense. Shouldra wants attention from the champion specifically.
Replies: >>49921
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>>49909
>Sexually satisfying my companion once a week is too much, I wish I could send her off to someone else to do it for me
>>49893
just have segs bro. you are havign segs right?
>>49893
With all the talks of progressing her as a character, one of the perks of doing so could be that you automatically once every couple of days fuck around with her when you're about to go to sleep. I'm fairly sure some other companion(s?) might have something similar already if you choose to have them sleep with you.
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Meanwhile over in chink territory
Replies: >>49927 >>49946
>>49914
yeah
>>49914
You got a good point but her camp scenes that are convenient to access kinda suck. 
>>49911
Did I miss something? I didn't think she had more of a reason than the champion is adventurous, gets around, and is strong to cling along.
Replies: >>49922 >>50185
>>49921
>I didn't think she had more of a reason than the champion is adventurous, gets around, and is strong to cling along.
You came to the same conclusion as my post all on your own, good job.
Replies: >>49928
>>49914
Yeah, if your harem is fucking each other it's just hot, after all if your belongings own something you own it as well
Replies: >>49928
>>49918
>TFW no big fucking whips to whip alices on your plantation with
>>49922
So you were being sarcastic?
>>49924
Harem hierarchy is hot. Also presents opportunities for interrupting, and commandeering threesomes. You can already have Izma feeding your goo's, and Vapula feeding off volunteer of the week.
Replies: >>49929
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>>49928
>Shouldra is with and specifically stays with you
>she doesn't really give a shit about anything or anyone else
>even if she can get off by possessing other people it's just not the same if you're not there
<So you were being sarcastic?
Replies: >>49932 >>49951
>>49929
>You came to the same conclusion as my post all on your own, good job.

My conclusion was the champ was a convenience for getting off. We clearly, despite your assertion, arrived at separate conclusions.
>>49918
Now post the wrench's stats from the revamped factory
>>49929
You'll never get disappointed if you do Alices.
Those lolis deserve dick and headsets.
Dick mostly.
Replies: >>49952 >>49953
>>49951
They're not lolis.
Replies: >>49957 >>49961
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>>49951
>headsets
Gamer alices
Replies: >>49962
>>49952
That's like saying lolibabas aren't lolis.
>>49952
>Nobody wants to fuck them 
Born to be gamers desu. Well not actually born but you get my meaning.
https://www.youtube.com/watch?v=s-09gNDsPzQ
Replies: >>49962 >>49966
>>49961
>>49953
i keep fucking up the links and it's pissing me off
gamers.mp4
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>>49961
Embedding youtube is faggy
Take this (I assume that's what you're linking to)
Replies: >>49970
>>49966
thanks
Replies: >>49971
>>49970
you're welcome
>>49809
I don't agree.
Replies: >>50017
>>49865
I like the ghost girl so any more content for her would be nice.
So many characters in this game never got completed.
>>49830
>>50010
It's bad because before the three events that dictate her personality (drinking, fighting, and fucking) she shouldn't lean to either of the two personalities, and neither should any of the events that could influence the outcome like discussed in the thread. That's also why the one scene from long ago hasn't been implemented yet.
Replies: >>50062
>>49618
>>49620
If someone gave me a pastebin or a doc with every single Joy scene in it I might be able to brute force out the dick and the cheese smegma and make it work. Might make one version with no cheese smegma but it keeps the dick and another where they have a pussy. Could add another scene where you give them something to make them grow a dick back but they keep the bimbo body and personality.
Replies: >>50035 >>50048
How do you guys feel about Xianxia? I tried it and it just felt like a bloated mess that barely even added anything substantial once you move past the combat changes that feel like they're straight out of The Gamer webcomic.
Replies: >>50034
>>50031
>How do you guys feel about Xianxia?
Shit but it's the only other active CoC mod.  Some features I like (goblin girl that restores guns, even if the guns are nonsensical) and a lot more I don't.(chink cultivation bullshit)  What few good features have been imported or already were a feature of this mod, outside of a few ones that never got implemented for one reason or another.
Replies: >>50036 >>50042
>>50030
>Anon will try to clean up Joy
Ayyyyy. Good luck anon! I don't have what you need at hand but rooting for you.
>>50034
What is there in Xianxia worth porting? The combat system is a bloated mess that is somehow less intuitive than the one in the base game, the characters are all poorly written, and the zones are unfinished.
Replies: >>50056
I'm surprised nobody ever made it so you could have Tamani in your camp. I guess it'd just be too similar to the bimbo harpy and the ant whore.
Replies: >>50054
>>50034
>What few good features have been imported or already were a feature of this mod, outside of a few ones that never got implemented for one reason or another.
Nigger this mod has not once taken a single line of anything from that shitheap
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bug?
Replies: >>50049
>>50030
It's all still on the git
>https://gitgud.io/BelshazzarII/CoCAnon_mod/-/raw/8faf6815cb20fc3f06126bbd74f1b92789453afb/classes/classes/Scenes/NPCs/JoyScene.as
is joy's old file and basically all of her content. The rest is the pc having joy's kids and scenes were jojo shows up for a paragraph. imo if anyone actually does all the work for this it'd be easier to reimplement the latter by giving jojo parsers so there doesn't need to be the same scene twice with little more than name/pronoun changes.
Replies: >>50050
>>50046
No, it's supposed to be like that.
It's an odd bug though, I don't see any obvious reason the tag wouldn't be working, which points to a problem with the parser itself and that's really annoying to deal with.
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>>50048
I'm sorry, I spoke far too soon. This shit isn't worth the effort.
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>>50037
It was one of the most requested follower paths in CoC's heyday and there was a giant Tamani waifu document being worked on by a variety of community authors. One of the main writers (Quiet Browser, Amily's author) abandoned it to work on Ember's expansions, Loppe, and Arian; the other, Radar, left the community before it was completed.

If I remember my notes right Fenoxo said he'd look at it around October 2012 or so, then admitted around December that he still hadn't read beyond the first few pages. He wasn't very keen on the idea because he disagreed with the out of character romantic "nervous blushing waifu" way Tamani had been written in the document. He insisted that she should have remained a sassy, sex-hungry character to the end, just obsessed with the player and the player only because they fucked so well instead of being a slut.
Replies: >>50055 >>50125
>>50054
Probably one of the only times fenkike has been right about anything in his whole life.
>>50036
I like some weapons having different reaction to charge weapon spell and wider variety of clothes
More options when it comes to upgrading the camp are nice
Also it has meido in it, even if she's really meh it still puts the mod above this one
>>50017
That doesn't particularly make much sense
bug report: It is said Religious background would replace masturbation with meditation when lust is below 66, but actually it would always be meditation.
Replies: >>50089 >>50092
I have a suggestion that a dickless person with balls should be able to cum out sperm through urethra, either just only the peehole or the peehole in the vulva. Besides, a man with penis but no testicles can be called an "eunuch".
Replies: >>50066
>>50050
You see why it was cut from this mod
>>50065
It already works that way and you can't find a single example proving otherwise.
Replies: >>50070
>>50050
rip my dreams of a better joy, especially since I'm not gonna be the one to bother
>>50066
I edited a save file which the PC has balls and no dick, he masturbated like the regular genderless version, with no hint about cumming through peehole.
Replies: >>50071
>>50070
Damn, you got me. I was thinking of vagina with balls and no dick, not genderless with balls.
Alright, go find every scene where that should exist and give us the small orgasm edit.
[if (hasBalls) {your testicles tensing up as the stimulation brings you to your peak, and sperm squirts out of sexless flesh above}] 
or some such weird shit.
I have no idea how many scenes need to be edited for that, it would take the dedication of someone that cares
Replies: >>50073
>>50071
Well, it also has the same problem with balls&vagina combine. There is no mention of sperm and prostate which there should be.
Replies: >>50074
>>50073
Vagina scenes probably have enough vague implication about fluids that it's close enough.
But if you really care, get on it. I doubt anyone else understands what you actually want enough to do it for you. I clearly don't.
Replies: >>50076
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TuT
Replies: >>50080
>>50074
Kind of like Aperio of xpsm140, cuntboy with a scrotum attached under the vagina and is totally virile. 
(There are also andromorphs with inner-testicles, but this would be out of COC's supporting range. So I think it's better put aside.)
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The player, no matter how much they transform, is still genetically human, unless they bad-end I guess.
This is practical for breeding purposes.
However, several races in game exist because humans got transformed. They are no longer human, they breed non-humans.

It's kind of a minor gripe, but I dislike the inconsistency.
Replies: >>50083 >>50094
>>50075
>Whitney is nine
alright i changed my mind, the author really is browsing /hgg/ and adding shit like this in to annoy the lore enthusiasts
Replies: >>50081
>>50080
9 in dog years is like 63, so she should be more like 5
>>50077
It's a classic case of too many cooks and not enough proofreading/too tempted by money as an incentive to crank out as much user-made content as possible by vanilla. I've tried to minimize this exact same problem as much as possible with minor edits here and there throughout the game, but it is just too ingrained in a lot of content and would need some large rewrites to amend.
Replies: >>50084
>>50083
Off the top of my head, I can just think of sharks and spider-kin. Spider-kin, driders, and non-existent arachne (anthro spiders) are all the same tribe of humans that got transformed by corrupted spider venom.
The concept of a "pure born" mentioned but not elaborated on in the codex seems like it has diminished meaning when they're all just mutant offspring of humans anyway. Can you really call it pure born just because two similar mutants made a baby? (assuming that is indeed the implication intended)
The codex is messy and should get a rewrite. I could axe the arachne and part about being humans if desired. 
Or just not bother because few people care
>>50064
Alright, does anyone know what's wrong about this bug?
(It is said Religious background would replace masturbation with meditation when lust is below 66, but actually it would always be meditation.)
I don't exactly know full effects of having Religious background, but this is certainly part of the bug.
Replies: >>50092
>>50064
>>50089
You read it wrong, it's when corruption is at or below 66, not lust.
>>50077
It seems plausible enough to me. It's possible for your DNA to be rewritten, but it won't happen easily. It takes something more than ordinary transformatives, like intentional genetic meddling by demons or pre-sharks, or a radioactivecorrupted spider bite.
Replies: >>50100
>>50094
when's someone gonna write the red widow encounter where you get permanently transformed to shot web
Replies: >>50109
>>50100
Delete this post, you are going to lose /hgg/ social credit!
Replies: >>50110
>>50109
no u
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>>49647
>>49660
>>49650
sorry for late response, but thanks for the help guys. Most of this stuff is over my head and different warning and errors and stuff are poping up, so I think im just not going to bother. 

I know its annoying to troubleshoot for others, but as some time a test guide might be helpful for this. anyways, thanks for the effort posts/
Replies: >>50117
>>50113
>alicefag on the left, the other four anons on /hgg/ on the right
Replies: >>50138 >>50145
>>50050
f
>>50054
I mean, I don't really see why she isn't just a follower in the camp that you can impregnate whenever with another option for the daughter fucking.
Replies: >>50349
>>50117
There are at least two of us!
Replies: >>50155
>>50117
Nice try.
Alices are loved all over.
Replies: >>50151
>>50145
Kind of weaksauce how the mod's biggest content was entirely based on that Twitter normalfag "Uohhhh!!" meme
Replies: >>50159
>>50138
Make it three.
Replies: >>50350
>>50151
yeah and the moths are lamp twitter meme and your mom is gay or whatever the fuck
Replies: >>50160 >>50165
>>50159
The moths are irredeemably awful though
Replies: >>50162
>>50160
Your face is irremediably awful
>>50159
wasn't the bog shield or whatever also based on Doctor Who? there's a lot of stuff from the mod's quantity-over-quality early days that could do with a serious reappraisal.
>>50165
Pretty sure it's based on Final Fantasy 4. I don't think Doctor Who has any shields, or steampunk aesthatics. It's also be a little too obscure to assume anyone would reference it
>>50165
>wasn't the bog shield or whatever also based on Doctor Who
Yes, that's definitely what it's from.
>there's a lot of stuff from the mod's quantity-over-quality early days that could do with a serious reappraisal.
The shield wasn't from the early days, it was 2019. Not far from the peak of the mod's activity, and after development started to be more of a team effort and more QC was done.
Replies: >>50169
>>50168
The shield was added before alices were written, in 2018, and it was while clearly and openly meming about it being a Madoka Magicka reference
Replies: >>50170
>>50169
Committed April 9 2019, released April 25 2019.
Replies: >>50171 >>50172
>>50170
That's the commit, which is always quite a ways later than the actual release
Are you thick?
Replies: >>50174
>>50170
Written on?
Replies: >>50174 >>50176
>>50171
The commit is always before, except for simple things that oca does himself while releasing (like updating the version number), which he might not commit first. He might not update the repo until a few days later, but that doesn't affect the timestamps on the commit, those are set when it's created and not when it's pushed.
The changelog is dated quite clearly, and if you don't believe the changelog, old versions of the mod are available in the mega, if you want to check yourself.
>>50172
July 2018 initially, though it might have been changed significantly since that first version, I don't really remember.
okay but what is wrong with the shield being a meguka reference?
Replies: >>50176
>>50172
A batch of new equipment, the shield among it, was dreamed up towards the end of July 2018. The bog temple containing that shield I wrote on the 3rd of October.
>>50175
Lazy ripoff, potentially overpowered, little justification for it existing, too easy and boring to get for the power it provides.
Replies: >>50182
Meanwhile Alices were written in March 2018 and released in April 2018, well before the shield was first written and a year before it was released.
Replies: >>50179
>>50177
Alices were written in 2020 in the big surge of shut-in writing while things were on lockdown
You really don't know your mod lore.
>we are as far from the release of the Helia NTR scenes as the Helia NTR scenes are from the collapse of the Soviet Union
>>50176
how you would fix it then?
>>50182
Honestly remove the ability to block or shield bash, being a off-hand item with dodge boost + once-per-fight time stop is immensely powerful alone.
Remove the dodge bonus instead of the block and it's still great then too. 
To be entirely honest, I'd still use it even if it had no block, no dodge, and only served to give time stop, though at that point there's some actual consideration to use different shield slot item then.
t. not that retard you're replying to, just giving two cents
Replies: >>50437
>>50182
Time stopping in itself is a rather insane concept power level wise. It could just be made a shield that provides the champion with extra inventory space, and it'd remain just as unique of an item.
Replies: >>50438
>>49921
She does get a little personal with you after you see some of her memories, its just that nothing comes much from that, its like the relationship just stops.
>>50165
Yes, a time-stop shield set in a special temple with statues and mural of beautiful young girls is a Doctor Who reference
Replies: >>50190 >>50191
>>50165
I thought it was a Madoka reference.
Replies: >>50188
>>50187
>He didn't read the novels
>>50182
Maybe make it a reward for beating the nameless horror. Right now all you get frim that is a shitty perk.
>>50186
Oh, it's a Legend of Zelda 64 reference
>>50186
>time-stop
So it's a Jojo reference.
I wanted to post on both threads but the flood detector gave me a really hard time.
1.6.15
this isn't flooding this is just me posting in the new thread too

>Changelog
https://mega.nz/file/vl90DAKS#J8W58cZT2IYn0j5_MuOKJV6AhWQaBLl8lU4Mi4CX48A

>Download
https://mega.nz/#F!St0HiaTC!oNQs48SWTDvmDBLHWZuHHA

>Source
https://gitgud.io/BelshazzarII/CoCAnon_mod
Replies: >>50196
>>50194
Typo on the changelog.txt
it says 1.6.16 when it should be 15
>>50182
Lock it behind a difficult dungeon or something, maybe just at the end of a quest line, like the akbal stuff. Speaking of, yo can someone make a use for the pelt? I dunno, make an armor that buffs the primal magic or whatever the fuck it's called.
Replies: >>50219
>>50182
Like the other anons said, severely nerfing its abilities would still leave it powerful and unique, but at least there'd be reason to use other shields, besides for fashion. Currently, it grants its time stop, a decent block, a dodge chance on top, and two extra inventory spaces. That's all cool and flavourful, but also ridiculously stacked for the cost of nothing more than a shield slot.
The time stop was already nerfed twice. Once to make it once-per-combat, another to require a few turns of charging at the start. While that's still really strong, going any further would make it no different from a regular stun, which would be pretty boring, might as well axe it at that point. I'd like to keep it, still like the concept of it, though I don't know if CoC is even the setting for time fuckery.
Bringing down the dodge and block or removing either of them is another thought. Again, flavourful, but from a gameplay perspective? A bit excessive.
The inventory expansion I'd keep in any case. That's the one thing I like unconditionally, and it dodges any balance considerations.
As for its acquisition, I'd keep it to the temple, it makes sense there, but some sort of tough riddle would be nice, especially if it keeps the time stop. Without the stop, I'd be fine with just leaving it discarded where it is.
>>50212
>can someone make a use for the pelt?
Once upon a time, that used to be on the radar.
Replies: >>50220
>>50219
Remove the block ability on it if possible and keep the evasion. Evade tanking is already shitty enough without further reducing the amount of evade you can stack.
Replies: >>50224 >>50225
>>50220
>Remove the block ability on it
>on a shield
Words cannot describe how retarded that sounds.
Replies: >>50226 >>50281
>>50220
Yeah remove the block.
>>50224
Then i guess nerf the block instead of removing it?
I honestly don't understand why people want to balance their porn delivery system.
The point of it isn't to have a tough game
it's to get porn
yes you also get porn for losing, so making the fights more than "press X to win" is fine, but going into the weeds autistically tweaking shit makes it seem to me you're putting more focus on the "Game" part than the "porn" part.
That all said, putting hilariously broken weapons/gear behind dungeons is a perfectly acceptable thing.
>>50227
One requires writers, the other doesn't. They're two entirely diferent ways of working on the game with little overlap. Is this really that hard to understand?
Replies: >>50235
>>50227
If it would be a shitty game without the porn, then it's a shitty porn game.
Replies: >>50235
>>50227
>it seem to me you're putting more focus on the "Game" part than the "porn" part
Only literal drooling retards put the porn part ahead of the game. This isn't a novel, you fucking autist
Replies: >>50235
>>50232
It is a shitty game
making combat more tedious doesn't make it better either
>>50229
Shitting up the mechanics doesn't add to the game though, it makes it worse.
>>50233
>this isn't a novel
Yeah, it's nonlinear.
People aren't playing coc for it's combat mechanics, retard.
There's been literally nothing but complaints about people trying to balance or add complexity to combat.
>>50235
>There's been literally nothing but complaints about people trying to balance or add complexity to combat.
That's not true at all. There have been a lot of complaints in recent months (still not "literally nothing but complaints"), but in the past the combat changes were pretty well-received in general. There's more negativity about everything now though, not just the combat.
>>50235
>There's been literally nothing but complaints about people trying to balance or add complexity to combat.
He says full of confidence to several people not complaining about trying to balance something until he opened his yap.
>>50235
>nothing but complaints about people trying to balance or add complexity to combat
I like it for bosses and special encounters and it makes the game much more fun and satisfying
Regular encounters are and have always been mostly filler and a change like this nor anything done lately or discussed here would make them more tedious

Stop being a nigger trying to shut down an actual discussion about the game
>>50235
>he's literally too retarded to understand gameplay
>>50227
Desu what amuses me the most is that there are people that use equipment for anything that isn't fashion
Like, what's the point? You can easily beat the whole game naked
>>50252
She didn't have a shield at all. She wasn't even from Madoka. Her name isn't even Homura. If you're going to make such an obscure reference, at least spell it right.
>>50235
>People aren't playing coc for it's combat mechanics, retard.
The most popular CoC mod is the one that has an overwhelmingly autistic series of combat mechanics and garbage text
Replies: >>50290 >>50301
>>50227
because fun things are fun
I just downloaded this game and I have no idea how to read the books I bought from giacomo
Replies: >>50263 >>50264
>>50261
You can't, until you build a cabin and a bookshelf.
>>50261
You already read them when you bought them. Did you not read the text?
Replies: >>50265
>>50264
I thought there would be like pages and pages of text to read when i bought them
Replies: >>50266 >>50267
>>50265
The most you're going to get is a paragraph more when you get a bookshelf in your cabin
>>50265
sadly no
The problem with the shield is that it isn't overpowered enough. I want erotohotw nonsense
does anything actually happen with Amily, Ive been playing for several hours and helped her through 3 pregnancies yet theres nothing new?
Replies: >>50272 >>50279
>>50271
Yes. Keep going.
>>50271
She's always pregnant with me.
>>50224
It's made of clockwork, partially hollow (inventory slots), and clearly ancient. It makes no sense to actually block or bash with it, that's like using a dinner plate as a shield.
Although making it unable to bash immediately makes it the worst shield in the game since shield bashing is much better than timestop.
Replies: >>50293
>>50256
It's more popular because it's not hidden on the webring, not because people like it more. Most people probably think there is no other mod.
What determines whether a character has regular heat/rut? Eating TF items can trigger it, and there's a function for it, but I can't figure out what trips it. My current char is a horrible dog/fox/wolf mongrel thing and I would expect it would occur 'naturally'.
Replies: >>50298
>>50281
not sure if it is actually hollow or if it is space fuckery or whatever what was the description of it again?
Replies: >>50439
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>People are going to remove something I liked about the game for the sake of "balance" and "quality control" again.
>>50292
Nothing makes heat or rut trigger passively, it's only ever caused immediately by consumables or certain scenes.
>>50295
Discord cucks like you have no power here. True anon supremacy will make this game balanced and fun no matter your efforts to be some ultra chink shit ascended super god empreror of space
>>50295
Explain what is being removed.
Balance changes of gear specific to this mod isn't removal of content.
Replies: >>50321
>>50256
I'm kinda miffed that you don't consider this mod to have a series of autistic combat changes.
Replies: >>50302
>>50301
Have you seen xianxia? It goes about a thousand times further than this mod does with the combat changes, it makes us look practically identical to vanilla in comparison.
They don't care about balance at all though.
Replies: >>50304
>>50295
things got balanced all the time even when I was actively developing the game and was autistic about having different characters to test fights and new items/skills, it's expected that it would happen now.

I still need to buff Reap because it fucking sucks though
Replies: >>50422
>>50302
I heard the numbers get fucking huge in that mod, but I never managed to play it for long.

My combat autism was mostly focused on increasing design space so you can have more interesting fights. There's very little you can do if you're stuck with one enemy.

In an ideal world I could force cooldowns to be on all the time and add more multi enemy fights so I can play around with mechanics more, but well.
Replies: >>50305 >>50440
>>50304
>In an ideal world I could force cooldowns to be on all the time and add more multi enemy fights so I can play around with mechanics more, but well.
But well, some people want to play the game and not fuck around with babies first rpgmaker combat system?
Replies: >>50313
While we're talking about balance, why is Leech still utterly worthless?
Replies: >>50307 >>50313
>>50306
Discuss buffs or changes to it. And for the other useless abilities (there are a lot).
To be honest, I don't really play the game these days except to test changes, so I don't have a very good idea of how things should be balanced any more.
Replies: >>50319
Bathing the stone girl in the cathedral without finishing her sequence of text dump exposition to gain her "trust" will drop an IF statement (< 70) on the caress/good option.
>>50295
I support Joy and the godawful tense-mixing Helia NTR shit being removed, but it is obvious that there is ridiculous nepotism at work when that Mansion dungeon is still in the game
>>50306
I was just too cautious with it, I guess. Don't want people to not even have to heal when fighting things.

>>50305
some people like fucking around with it, there's been a fair amount of "build" discussion here, especially regarding some of the new combat encounters we've added in the mod.

>>50311
I'll be the first one to shit on my own writing any time, but is the mansion bad enough to be worth removing entirely?
Replies: >>50314 >>50319
>>50313
The writing aside (The bottle is empty. As are you.) it's a tonally inconsistent dungeon that is also literal fanfiction of another game. What makes it stranger is knowing that you wrote it when you're the one who first took steps to fork this game from Kitteh in the first place. Did you want to do something with CoC's setting or was it just the opportunity to add whatever you wanted to an already-existing text game engine?
>>50314
I was big into DD at the time and wanted to add a new dungeon that linked to the Dullahan. That's about it.

If it's that bad then I'm definitely not going to stand in the way of removing it.
>>50311
The mansion dungeon is literally the best dungeon, not that that's a high bar.
>it is obvious that there is ridiculous nepotism at work when that Mansion dungeon is still in the game
<Not the moths
This is some surreal bullshit
Go ahead. The mod will literally have nothing going for it compared to 2018. This from the same people that can't copypaste bimbo code and swap some floors to ceilings.
>>50295
>Remove
i thought we were arguing about how to balance the clockwork shield without gutting it. I personally think a dodge tank shield sounds cool.
>>50307
>Discuss buffs or changes to it
For starters it has to heal as much as Heal does to even be remotely useful.
>>50313
>Not even have to heal
It consumes a turn, and unlike Charge Weapon it's impermanent.  It competes with Heal as a result and is worse in every way
>same opportunity cost (1 turn)
>fraction of the healing
>heals over time, heal is reliant on you doing basic attacks every turn instead of specials/magic, heal is reliant on you not missing
The only advantage it has is a slightly lower fatigue cost and being usable below 50 lust, but these advantages are minor (and the latter is nonexistent most of the time) compared to getting less than 20% of the raw healing power. There isn't any situation where you would want to use it over Heal.
Replies: >>50320
>>50319
>Heal as much as [Heal]
Maybe with both spell blade and ivory corset combined, but a multi-turn damage + heal combo definitely shouldn't be stronger than a devoted heal, as far as its healing capacity goes. Increased number of turns perhaps, I seem to recall it was somewhat short and didn't have length increased by spell power.
On the other hand, it's just not a very good spell conceptually. Charge is a permanent buff, no turn limit, and it largely goes unused when it isn't an auto-cast. A spell that sacrificed that entire turn without immediate payoff is a hard sell. Maybe if it lasted much longer it would need no other buff to it. Perhaps even for the remainder of the fight. 
Then again, it's not white magic, it's some compromised fusion between white and black, so permanent likely is too far. Perhaps a more radical change, like the leech effect applying to all damage instead of your weapon. That could be interesting.
>>50300
It's not exactly new but being unable to use the clockwork shield on trash mobs suck, I liked using it in that context
>>50320
I could give it the weaker initial attack that riposte has, so you at least deal damage when activating it. I could also make it apply on all physical damage dealt, not just from regular weapon attacks.
>>50320
>multi-turn damage + heal combo
It's not though. It just adds healing
>>50320
>multi-turn damage + heal combo
If it was that it might be useful. All it does is add healing to your regular attack command for 3 turns. So instead of healing 600 HP immediately at the cost of a turn and fatigue, you're healing 100-200 HP over 3 turns starting with the next turn.
Replies: >>50325
>>50324
yeah, I think adding the weaker initial attack when activating and making it apply to all physical damage would at least let it synergize a bit with chunkier physical skills. It stayed underpowered for this long because I honestly never got feedback on it.

I've also been thinking of how Reap could be reworked.
One idea is to make it deal a decent amount of self damage for a strong attack that scales proportional to your lust, and on crit hits or kills refunds the health and fatigue cost. Another one that Koraeli pitched is to make it deal multiplicative damage(2,3,4x?) depending on whether or not that multiplicative damage would kill a target.

Feedback on that would be nice, I'd like Reap to be more useful than it is right now.
>>50325
>I've also been thinking of how Reap could be reworked.
>One idea is to make it deal a decent amount of self damage for a strong attack that scales proportional to your lust, and on crit hits or kills refunds the health and fatigue cost. Another one that Koraeli pitched is to make it deal multiplicative damage(2,3,4x?) depending on whether or not that multiplicative damage would kill a target.
What about making it actually reap souls so when it defeats an opponent it gives you an item that boosts all your stats by one point?
Replies: >>50329
>>50325
>One idea is to make it deal a decent amount of self damage for a strong attack that scales proportional to your lust, and on crit hits or kills refunds the health and fatigue cost. Another one that Koraeli pitched is to make it deal multiplicative damage(2,3,4x?) depending on whether or not that multiplicative damage would kill a target.
Reap being a proper execute type skill sure would be nice. Specially if it rewards you for successfully pulling it off.
>>50327
I thought about something similar, but I don't want people to feel like they need to farm trash mobs to get full use out of the weapon.
Replies: >>50330
>>50329
Was about to suggest Reap giving charges for another sort of ability maybe a heal or something on successful kills with it but again it would encourage you to farm trash mobs with it to get full use. That being said trash mobs are likely to just pop up anyways so maybe it isn't so bad?
>>50325
I think the main issue with it is that the heal is based on your max HP instead of the damage you deal. Making it an attack that also applies a buff is nice, though a more unique solution would be to have it increase the damage you deal for the duration as well as add the healing effect. Of course that might be harder to implement.
I think an ideal way for it to function would be to increase physical attack damage by 20% or so for 3 turns, and have the heal be equal to the bonus damage. That would probably be the hardest way to code it though. The weak initial hit and buff to healing amount would be a good easy fix to it to make it a nice alternative to Heal for non spellcasters.
Replies: >>50332
>>50331
>I think the main issue with it is that the heal is based on your max HP instead of the damage you deal.
No it's not. It's based on the damage you deal.
I looked into the calculations to see how leech and heal actually compare.
First of all, the gray magic mod is complicated. Specifically, it's (1 + int((( lust^2 - (maxLust * lust))*(1 / (-100 * (maxLust XOR 2 )))) * 100) / 100), which in short means the higher your max lust is, and the closer you are to half of your max, the stronger it is. At 0 lust, it's always 100%, so no bonus. At 50/100 lust it's 124%, at 70/140 lust it's 134%. The maximum bonus (including ascension but not including nephila) is 155%, with 225 max lust.
They're both affected equally by spellmod, so we can ignore that when comparing them.
Heal is affected by level and int, leech isn't. Realistically though, this doesn't matter much unless you're intentionally keeping your int low for whatever reason (int matters a lot more than level).
Leech gets bonuses from spellblade (150%) and ivory corset (120%), stacking multiplicatively.
Heal requires a certain amount of lust, and has a 15% or 25% chance to backfire, dealing lust damage to you instead of healing.

With all that in mind leech is, realistically, not going to be worth ever using, except when you want to avoid the backfire chance and don't need as much healing (and even then, really only if you're built for it).
Even under ideal circumstances (225 max lust, close to half lust, spellblade and corset), you need to do more than 800 damage per turn to match a level 20, 100 int heal. With only 120 max lust and corset, it takes close to 1500 damage per turn.

Then, my suggestions for fixing it:
First, make it apply to all weapon abilities. It could be all physical damage (you could probably enchant your natural weapons just as well as held weapons), but then being boosted by spellblade wouldn't make sense, and I'm not sure how easy it would be to only apply the spellblade bonus when using a weapon ability.
Then make it deal a small amount of extra damage, proportional to the amount healed.
If we want to make it good for shorter fights (which is most of them), multiply the amount healed by 2.5 or 3, and deal damage equal to a third of the healing.
If we want to make it last longer and be more useful in longer fights, but not very good for short fights, make the base duration 1.5 or 2 turns instead of 3 but multiply it by spellmod (maybe spellblade too), double the amount healed only for normal attacks, and deal damage equal to half the (undoubled?) healing.
Alternatively, you could just make it do a normal attack at the same time it applies the buff, or add a way to autocast it, but I think it's much more interesting to make it worth using despite giving up a turn for it. That makes it a strategic decision, rather than something you just always do because why not. 

Note that I'm only considering whether or not it's worth using over heal, not overall balance. I'm not sure how good or bad heal itself is, currently.
>>50333
damn, thanks for the detailed feedback. Been so long since I set up that gray magic multiplier I had forgotten the details.

I don't want to add an autocast because then it just becomes too braindead, it would be my last resort in terms of rebalancing the ability. Wish we had an action point system for situations like those, so I could better tune action efficiency instead of it being binary.
I don't think it necessarily needs to match Heal's numbers, as long as it can be a more efficient source of healing for certain situations, mainly longer fights. In my mind, leech should be useful to prevent you from getting into situations where you desperately need to burn a turn to heal. You cast it at the beginning of the fight, and the heal over time makes it so that you don't have to spend two turns later on recovering. It's definitely not a common situation considering how short fights are in general, but you also don't have to be 100% efficient with every action in every fight, as long as it's efficient enough that you feel your "build" is doing well. If, in the future, we add an equipment or boss that intentionally screws around with backfire chance, then it also becomes more valuable.
Writing that down, actually.

it's been long enough since I've looked at the combat ability code that I'm unsure how easy it is to make it only apply on weapon abilities and regular weapon attacks. Still worth a try, though. I think making the duration scale off of spellmod and boosting the actual healing a bit will make it fit a good niche without being a replacement for the Heal spell.
>>50334
>it's been long enough since I've looked at the combat ability code that I'm unsure how easy it is to make it only apply on weapon abilities and regular weapon attacks.
That would be easy. Applying it to all physical damage but limiting spellblade to weapon attacks would probably require me to rework a few things. I could be convinced to do that though, and I've wanted those same reworks for other combat changes in the past.
Replies: >>50337
>>50334
just tossing another idea at the wall before going to bed. Leech could also just last for a limited number of hits, but have massively increased power comparatively. It'd scale less off of intelligence and spellmod but more of the actual damage you deal, so it'd be a good option for characters that don't have good enough spell power to make heal work, but a lot of physical damage.

Off the top of my head, it'd work really well with Retribution, for example.
Replies: >>50338
>>50335
I'm no stranger or averse to reworking combat code, it's just that I can't say how much effort it'd be since it's been so long.
>>50336
>a good option for characters that don't have good enough spell power to make heal work, but a lot of physical damage.
I like that idea too.
>>50333
Thanks for plugging the numbers, I knew even used optimally it was bad but it's nice to have it proven.
> I'm not sure how good or bad heal itself is, currently.
Currently? I'm not sure how the fuck you're meant to beat the golem or horror without it, or any boss that's immune to lust. Or, for that matter, any major boss if you don't have access to foxfire. Unless you farm God's Mead or some other healing item and spam the hell out of them, and even then the golem will probably still destroy you. Heal with just the wizard perks and no staff is a good 500 HP instant heal with a low failure rate. Even under optimal conditions with all the spellblade buffs I don't think Leech will heal anywhere near that much - and if you're really married to the idea of both spells using a turn with no damage component, then Leech should heal more since it's a heal over time which is inherently less useful than a burst heal.
>>50334
>I don't think it necessarily needs to match Heal's numbers, as long as it can be a more efficient source of healing for certain situations, 
That's the problem, if it heals less than Heal does across its entire duration, there's very few situations where it's efficient. If you're taking a small amount of damage repeatedly, then it's better to just hurry and end the fight by pressing the offensive, and then cast heal when you get to critical HP.  Even if Leech healed only slightly less than Heal, it would still only be efficient in a scenario where you're both taking constant small amounts of damage, AND can randomly take a huge chunk of damage that would be lethal if you're not topped off.  But the only fight currently like that is the Golem, and Leech is useless there.
Replies: >>50340
>>50339
>Currently? I'm not sure how the fuck you're meant to beat the golem or horror without it, or any boss that's immune to lust. Or, for that matter, any major boss if you don't have access to foxfire. Unless you farm God's Mead or some other healing item and spam the hell out of them, and even then the golem will probably still destroy you.
I haven't played in quite a while, but I do remember that when I did, I beat the golem and most other bosses just fine without using lust damage, heal, mead, foxfire, or divine wind. As a child, on hard.
The golem is one of the easier bosses, because you only have to survive long enough to outpace its healing. The horror is even easier, since it only does damage on certain turns, so you can just never take damage once you know the pattern.
All of my experience there is pretty outdated, but I don't think things have changed that much.
>>50315
I don't want it removed, it's actually a great addition to the game and a decent challenge for any build by the mid-tier levels that isn't just rolfstomping zetaz
>>50340
>All of my experience there is pretty outdated, but I don't think things have changed that much.
Stun doesn't work anymore (it's inconsistent), so you're statistically unlikely to beat the horror since the fight lasts so long and divine wind was removed
>The golem is one of the easier bosses, because you only have to survive long enough to outpace its healing.
NTA but the golem that kills you is the one in D3, not the volcano pussy. It is or was the highest damage enemy in the game (and can stunlock) and you have to be level 46 or something to consistently outpace it's damage with regen as a child with 180 toughness.

Losing 100% lustres (for no reason) makes playing child less interesting mechanically, also, it's such a retarded pettyness that literally removes one of the few interesting things arising from the layers of mechanics
Replies: >>50358 >>50375
>>50125
Agreed. I think Tamani would have been a cool addition. I may have a copy of the doc laying atound, but I dunno
Replies: >>50350 >>50352
>>50155
>>50349
>Welcome
Found it, but a buncha people fucked with it unfortunately. 
https://docs.google.com/document/d/1tGqFZSDv0IDdUtkh0ahdVwTdXF_pjxtTb21iNHuM5gc/edit?usp=drivesdk
Replies: >>50352
>>50311
>>50314
>The writing aside (The bottle is empty. As are you.)
That part is from satan his writing and was not part of the original mansion and came much later
But i am you will just excuse it because it is from satan
Replies: >>50364
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>>50349
>>50350
The document hasn't be edited. Those are suggestions and can all be turned off at the click of a button if copied. I have a clean copy of it laying around and have tried to touch it up to not be as awful as it is, but I couldn't get around the fact that it's just not written like Tamani should be. The premise is fine (breed-hungry goblin slut moves into your camp whether you want it or not to fuck you whenever she wants to), but not when it's written by "muh waifu" faggots like this. I hope that one day we can have her as a camp companion as her actual character.
Replies: >>50354
>>50352
I didn't find anything at all salvageable in it, myself.
>>50344
>and divine wind was removed
wait what when
>>50358
He thinks it's a gray magic book spell
>>50358
It was nerfed a few times, 3-4 years ago. First it was reduced from a 100% chance to a 50% chance and then to 33% chance of firing per turn, then the healing was changed from a percentage of max hp to being the same formula as heal but multiplied by 0.6 (the change usually results in less healing, but not always).
Replies: >>50362 >>50363
>>50361
>(the change usually results in less healing, but not always)
Although it also meant that bosses, who tend to have a lot more health than you, don't get such a massive heal, so it's not entirely a nerf.
>>50361
>Waste your time setting up a spell that will unreliably fire off and when it does it will also heal your enemy too
Okay how about now that it is no longer a percentual heal returning it back to 100%? You can't meme everything turning the healing into damage anymore
Replies: >>50365
>>50351
Why would I excuse the person who helped turn the mod into a meme rip n' tear fuckable loli intestines simulator? Satan's negative influence came in the wake of the mod being given a precedent for adding whatever you wanted without sparing a thought for CoC's original setting and tone
>>50363
>when it does it will also heal your enemy too
Wrong, it might heal just you or just the enemy.
You could restore the opponent to max while you gain nothing.
However, it's still a very good spell for lust builds, since they don't deal HP damage regardless and may want their own lust kept low, disabling [Heal].
Replies: >>50367 >>50375
>>50365
>33% to trigger on either you or the enemy
wow
Replies: >>50369 >>50372
>>50367
Yes. I never use it in any fight I have any intent to deal damage in unless it's a really tight spot where it's my only option on hand besides risking stun-locking and other things to push for a kill without taking more damage.
It's not good. Still, I use it infinitely more than Leech
Replies: >>50372 >>50375
>>50364
>disabled by default
Replies: >>50371
>>50370
That anon is in fact disabled, yes
>>50369
>>50367
looks like it was over nerfed, I can bump it back to 100%.
Replies: >>50373
>>50372
That would be nice.
>>50369
>>50365
Your initial complaint was about >>50344 The Horror and Golem
Those can't be killed with lust builds, they're immune to that. Why would you even bring up divine wind? Its literally a meme spell.
Replies: >>50378 >>50388
>>50364
That's a better direction than CoC's original setting and tone of furfag sand city with everything else being a barren wasteland of two paragraphs of text.
Why do you complain about anything and everything under the sun but never lift a finger to fix any of it even with the tools being completely within your reach with extensive documentation and manuals for it?
Replies: >>50377 >>50382
>>50376
wyell...
>>50375
I didn't complain about the horror and golem. Also, like the other anon, I thought they meant the crag golem when they complained, not the D3 one. 
I just chip in on conversations because I like active discussion. 
I also have no clue what the remark about children was. I considered asking, but I guess I figured I'd be wasting my breath. I'm not interested enough.
Replies: >>50388
>>50364
I guess you can argue it has gone too far, but to be fair, the game has had violence and murder referenced in it for a long time. Jojo talks about demon and mice corpses in the streets for example. 
<[say: I was too late. The demons had struck there first, then moved on to my monastery once they were finished. I spent hours searching the streets; every basement, every alley, every attic, every place I could think of where somebody might have hidden. Nothing but ruined buildings, smears of assorted tainted bodily fluids, and the occasional corpse - some demons, many more mice.]
Another example is that Amily talks about killing imps and mentions a time that she cut a minotaur's throat to the player. It sounds like she didn't even need to do that either, considering she'd already blinded it, she just killed it because she could.
<[say: The big brute was stupid enough to follow me; once I got to the trees, where he couldn't get around so easily, I put a poisoned dart in each of his eyes. When he stopped thrashing around, I walked up and slit his throat.]
Just proof she's the best girl. Doesn't Izma mention eating minotaurs too? TF yourself to look like a mino and you might end up getting chomped.
Replies: >>50385
>>50376
Then find another game not made by a furfag
>>50314
>or was it just the opportunity to add whatever you wanted to an already-existing text game engine?
Replies: >>50393
>>50315
Fucking no?
>>50380
maybe that's why he hated the mouse. it made his boner sad
Replies: >>50400
Daily reminder that the entire world is inconsistent on the state of it. If the world has been sucked dry of water to fuck up marae where did the water go? Why do you have a river? How can there be a bog?
Replies: >>50389
>>50358
Withering Touch doesn't apply to anything (that you can't oneshot), and even if it does divine wind does less damage than a single pair of autoattacks, so for all intents and purposes divine wind doesn't exist.
>>50375
>cast divine wind
>cast withing touch
This is how you kill the horror. There was literally no mention of a lust build at any point either, you fucking subhuman. There's also no such thing as a lust build, since every relevant enemy is immune to lust and every character has equal access to lust (bar having the lust aura active or not, I guess).
>>50378
>I also have no clue what the remark about children was
Which one?
Children have reduced maxhp which impacts their regeneration/turn. This effectively makes them significantly lower level since outpacing the player's regeneration is the main combat stat check in the game.
You used to be able to get 100% lust res by stacking enough bonuses, though only children could get there without using bimbo brew. It was interesting cos you could do things like hit the lethicite crystal to death, and have a bit of gimmicky joy in abusing a shitty flash game but it was stomped to death for literally no reason.
Replies: >>50390
>>50387
The rain was stopped by trapping all clouds around the mountain. Those clouds still rain pure water, but only on the mountain. That's what Minerva's spring water is. Water runs down from the mountain though, hence the stream/river. Tel'Adre survives without water because weird furry magic or something, who knows. The swamp and bog are a mystery, or maybe the moisture is cum instead of water.
Replies: >>50393 >>50426
>>50388
>outpacing the player's regeneration is the main combat stat check in the game.
Look at this absolute retard. Good thing you only play on Easy. Why do you even remark about combat balance?
Replies: >>50392
>>50390
>No argument
wow
color me surprised
>>50382
I will mod your trash furfag game into a proper monstergirls+demons game and you can't stop me you faggot.
>>50389
Tel'Adre has couriers and merchants going around. There's nothing that could stop the mages inside from routing a magic well into the center of the city from the lake that's protected by Marae.
This only brings more questions about why breaking the factory doesn't cause more problems than just corrupting her though. It should depopulate/turn half of Tel'Adre into demons that get expelled as well. Ontop of that, why is the PC never arrested for being high corruption (75+) within the city? There's an scene with a furfag gone rabbid and the crystal reacting badly to them.
Replies: >>50394 >>50395
>>50393
>Water
Or just a normal well i guess? It is never mentioned despite being something that should be very well protected for obvious reasons.
>Why is PC never arrested?
If tel'adre corruption checks were diligent enough you might not get to enjoy furry town silly!
>>50393
>the lake that's protected by Marae
>why breaking the factory doesn't cause more problems than just corrupting her though. It should depopulate/turn half of Tel'Adre into demons that get expelled as well
The lake is protected from the direct presence of demons, but it's still heavily corrupted even before you do anything. The entire point of the factory is to constantly dump chemicals, bodily fluids, and corruption into the lake to corrupt Marae, and it's been doing so for years; that water is probably some of the worst water you'll find in the world. There's zero chance that it's Tel'Adre's water source.
Replies: >>50399 >>50403
>>50395
Underground water veins maintained by the Ants in the desert and making a pact with them to supply the liquid in exchange for armor and equipments then?
No seriously how the fuck is that desert city standing at all.
Replies: >>50400
>>50385
She is too pure for his world.
>>50399
You dummy. Everyone knows the people there drink Urta and Minotaur nut to not only keep hydrated, but also to keep their strength up with the bonus protein it provides.
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>>50395
Demons never wanted to fully corrupt Marae. It would be really bad news for them if they did. Think about it: Marae is cut off from the world and isolated to the lake because of corruption either cutting off her connection with the world or withering her "roots" throughout it. If she goes fully corrupt, there will be no more power spent on holding back said corruption, and neither will the corruption hold her back any more. The demons would once more have Marae to deal with once she starts to recover from her many years of getting fucked by corruption, and now there won't be any other method of containing her anymore. The demons would have created something unstoppable that would push their shit in without a doubt with nothing they can do about it.

This is something I've not once seen anyone else bring up or even consider, yet it's so obvious to see from context clues. The demons want to keep her imprisoned at the lake indefinitely. No matter if she's pure or corrupt, she would be able to challenge the demons singlehanded.

And no, I do not count the fight against corrupted Marae where you kill her to be canon in the slightest. That's fanfinction added by the worst writer of all time Kitteh from Revamp. If it was up to me I would've seen that axed years ago as it tonally, writing, or lore-wise is completely retarded.
>>50403
Another point that I failed to mention: the factory clearly had more than enough corruptive fluids to definitively finish of Marae. If they wanted her to succumb they could've done it who knows how long ago.
Replies: >>50407 >>50429
>>50403
Well that's certainly a more interesting scenario.
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>>50403
>>50404
First, I doubt they knew the amount of fluids it'd take to make her fall. While many demons are powerful mages, they aren't all knowing. We have, as a player, the power of knowing every possible outcome. My two cents is the demons were doing it slowly just to scare her though. She even talks about how she felt when she realized she was going to turn: "I was so afraid, feeling that corruption flow through the ground into me. Then the anger. I promised myself I would kill you when you dared to show your face." We just sped the process along for them.
Another thing, there's no guarantee corrupting restores her connection with the world, unless the game or an ending says otherwise, I suppose. As for them creating an unstoppable force that'll work against them, I doubt a corrupt Marae will be getting in their way. Why? Because she'd likely go spreading corruption on her own. Not something the demons care about because 1, they're doing that already, and 2, they plan to leave the realm behind.
To back my point up, it says in game: "I see why the demons do what they do. It isn't evil, they just want to share this... this pleasure, with everyone and everything."
The game also says: "you could probably get away if you were to run, she doesn't seem to be nearly as powerful." I believe that line is from vanilla. Going off this info, it doesn't sound like she's a threat to their plans.
>And no, I do not count the fight against corrupted Marae where you kill her to be canon in the slightest. That's fanfinction added by the worst writer of all time Kitteh from Revamp. If it was up to me I would've seen that axed years ago as it tonally, writing, or lore-wise is completely retarded.
I agree it's not canon, nor is any other piece of mod content from a technical stand point. I do disagree that a player couldn't ever kill a corrupted marae, in fact, I believe you'd have to at some point if you wanted to beat the demons. The fight certainly needs a revamp to make it harder, perhaps a bit less than nameless horror levels of hard? She needs to pose a worthy challenge for the champion.
Replies: >>50408
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>>50407
>First, I doubt they knew the amount of fluids it'd take to make her fall. While many demons are powerful mages, they aren't all knowing.
They're not. But they can monitor her from afar and through the ground quite easily since she is very much confined to the lake. She still has her aura that effectively blocks everything demonic from getting close to her still, something that surely would be waning and be a measure of some sorts.
>Another thing, there's no guarantee corrupting restores her connection with the world, unless the game or an ending says otherwise, I suppose.
It's less about restoring and more about regrowing. Yes, she would very much be weakened at first, but afterwards?
>As for them creating an unstoppable force that'll work against them, I doubt a corrupt Marae will be getting in their way. Why? Because she'd likely go spreading corruption on her own. Not something the demons care about because 1, they're doing that already, and 2, they plan to leave the realm behind.
I see it more as Marae at that point being strong enough to subjugate the demons. Marae was a mother figure to all before everything, and people do retain their most important aspects and personality traits through the demonification. She would absolutely not let anyone leave and she feels like the kind of threat that would eternally entrap everything and everyone in vines and matter of herself to forever care for if opposed. It's not about spreading corruption, it's about Marae being capable of doing everything else.
>The game also says: "you could probably get away if you were to run, she doesn't seem to be nearly as powerful." I believe that line is from vanilla. Going off this info, it doesn't sound like she's a threat to their plans.
Even if vanilla, it's more evidence that it is possible she's going through growing pains.
Replies: >>50409
>>50408
>She would absolutely not let anyone leave and she feels like the kind of threat that would eternally entrap everything and everyone in vines and matter of herself to forever care for if opposed.
Hot.
A corrupt champion is probably still gonna go fuck up lethice's shit before doing whatever after, why would a corrupt marae be any different?
How the hell do you get the Valeria option? i have goo armor. i'm not pregnant. And i have 88 lust when i last fought a goo girl. and the option still isn't available
Replies: >>50414
>>50412
Divination I suppose—pray about it. 
Come back to CoC after God tells you
>>50340
That's statistically impossible since the Golem does fucktons of unevadeable damage.
Replies: >>50421
>>50418
The golem or the statue? The golem is actually quite easy.
Replies: >>50465
>>50303
The scythe itself isn't that great considering all it is is a slightly bigger base damage number. Reap doesn't need to be balanced against other specials so much as it needs to be the reason to use the thing in the first place
>>50315
It's one of my favorite parts of the game. Don't listen to that faggot.
>>50333
How about if it applied another effect in addition to the healing, like an accuracy malus while it runs or a modest stat drain per hit. as it stands, you're basically asking to lose (enemy hp damage from his attack) in exchange for maybe gaining some hp as long as you only perform attacks for the next 3 turns. It's not a great bet, and Heal already exists. The easiest way to balance them is to stop them being direct competitors. If leech healed, dealt DoT but did so over 5 turns, it'd be easier to think, it's good, but can I get away with that or should I just use Heal. Turns in this game are very granular and valuable. Also they're both competing with healing items, as a reminder.
Replies: >>50425 >>50433
>>50424
I like a modest stat drain effect. In many cases, that's both making the enemy less effective and buffing tons of other skills that are direct stat checks
>>50389
Why does smashing the controls massively pollute the lake when the entire purpose of the factory running was to massively pollute the lake? Like, if they had all that corrupt fluid, why aren't they just pouring it into the lake? Or if they were, where did the deluge come from?

Shit makes no sense.
Replies: >>50428 >>50429
I was introduced to Corruption of Champions last year by my friend who has completed it. As I played it, she began to sort of roleplay as the CoC characters when we chatted using this speech box generator thing. Around January, I ended up falling in love with one of the characters in CoC. Marble. Now, if you don't know, Marble is this cow girl who appears early in the game, on the farm near the lake area.

Now, I've crushed on a couple of fictional characters before, but never was the crush this strong before. I just found Marble so...perfect. I told this to the friend, and she actually began to do more roleplaying as Marble, and I (in roleplay) sort of confessed my love to Marble. We're now boyfriend and girlfriend. (My friend roleplays as Marble, but the character is in a relationship with me, because I roleplay as myself.)

The love became stronger just recently, after I watched my videos of me playing CoC that I've yet to post onto YouTube. At this point, I have a flash drive full of fanart of Marble that I got off of Google Images. It was today that it escalated. Now, Mom and Dad know about how Marble and I are "dating." I woke up this morning and slid on a ring that I got from my grandma, which got me thinking about proposing to Marble.

I told Mom, asking, "Is six months too early to propose to Marble?" She said yes, it's too early, thinking I was joking, but I was serious.
She saw this, and gave me a two minute thing about "maybe I shouldn't do it, because my friend might take it the wrong way and think I'm proposing to her and not Marble"
Replies: >>50432
>>50426
A steady stream suppresses the goddess, a feat in itself sufficient. There's an argument that completely overwhelming the goddess into a corrupted monster isn't desired, detailed by the anon >>50403
Alternatively, if you presume they would like that outcome, you can also surmise they don't know when the tipping point comes. Dumping absolutely everything they have all at once could fail to push her over the edge, and then they have time and effort to build back up a steady production. If there's any hindrance at all in that time, it could prove to be an opening for Marae to extend her influence again. Who's to know what might happen. What's happening is stable and successful, why risk anything?
And, of course, overloading it is extra catastrophic as a failure to completely disable Marae for the long term means a potentially long absence of corruption while the machines are replaced and everything is returned to working order. Rather than a risky position, that'd be much more outright dangerous.

So. They have nothing to gain at all, and at best some moderate risk, at worst an immense risk. Shit makes no sense if they actually did want to dump all the fluid at once.
Replies: >>50597
>>50426
See >>50403 and >>50404
>>50427
Go blog somewhere that cares, faggot
>>50424
I feel like there's a room for a weapon enchant that drains stats, but adding it to leech would make it a bit busy, wouldn't it?

I'm noting that down, but I think I'll go with the limited number of hits, infinite duration otherwise and vastly increased power.
Replies: >>50598
>>50183
Only reason I use it is for the extra 2 slots so I don't waste 2 perk points for those non-attack oriented perks
You don't get anything more than 10 slots anyway
>>50184
Isn't that just nothing more than a fancy stun?
>>50293
There's a couple compartments on the shield you can use to store stuff
Nothing fancy like hammerspace
Replies: >>50443
>>50304
Guns should've been dual wieldable then
>>50439
I see. Well arian gets to make a bigger tent on the inside and the kitsunes have vags of holding. I would say that it wouldn't be too out of the ordinary that the clockwork shield would have a small hammerspace within its compartments as it is already a complex device that fucks with time for... a brief time. Mechanically it would do nothing other than explain why you can shove things larger than the shield itself inside of it. Also something something time and space are related to eachother or something.
>>50445
Kill yourself, retard
Replies: >>50447
>>50446
sooo much this right here! we're only here to argue over whether swords should have +20 STR or +30 STR while demanding more alices, everything else and ESPECIALLY trying to improve the code is reddit nigger cuck shit diiiEEE
Replies: >>50448 >>50456
>>50447
Are you new? Die!
>>50445
Just hurt me daddy.
Replies: >>50450
>>50449
Yarr!
>>50445
>namefagging
>I want to implement a new universal feature, but not for the scenes I don't like
Not a good start.
>Add selectors
In some cases this would work fine, but there are quite a few scenes it wouldn't work for, many aren't interchangeable like that. "Scene for pussy" might reference (or entirely depend on, for physical or story reasons) the lack of dick for example. I don't think it will be nearly as universal as you're suggesting.
>+ People will be happier.
Bold assertion for someone who has demonstrated very clearly that they aren't familiar with the community or culture.
>+ (usually) Easy to integrate, won't affect the code too much.
I'm pretty skeptical.
>Question for coders - you okay with this?
Not enough information to go on, I'd need to see specifics.
In my personal, non-authoritative opinion, the basic idea doesn't sound particularly bad (though I could see some good arguments against it), if you want to put in the effort without half-assing it by leaving out the content you don't like. But it sounds like it would likely increase the effort required to add and maintain scenes, potentially ending up as a huge hassle. Without details on the actual implementation, I have no idea.
Replies: >>50454
>>50452
I'm not going to read the scenes right now, but
>no making them pedos
That's locking out like half the players of the mod, and it would probably take some additional writing to account for them refusing child PCs.
Replies: >>50458
>>50451
1. Name - because I'll show it on PR anyway. But thanks, will remember that.
2. I will probably end up implementing it for scenes I don't like too.
3. Selectors - the unique cases (they are rare, at least in the base game) will be handled separately.
4. Judging by the other mod's community where I found some people who liked it. But the note about community is fair.
5. Easy to integrate
a. I'm doing this myself. Well, already did once for a pretty big part of the game.
b. If the lack of the dick is mentioned, I'll make a separate condition. Already encountered, especially for genderless. (And, well, that's the reason why it's optional)
For most scenes, I'll just split the scene and call a function. The example will be provided once I get a bit more familiar with the new settings menu and push the PR.
6. Nobody makes anyone add this to new scenes. I'll add it to most myself and will probably track the new ones for some time. And it's pretty easy to use since there will be a lot of examples and proper comments.
Replies: >>50460
>>50452
>basically just no making them pedos
and how about making them lolis?
Replies: >>50457
>>50447
>I already tested it in another mod
Ah yes, the mod with a codebase so bad, so tainted, that the game regularly freezes for periods of time. We're really setting the standard for things here right off the bat.
>>50455
Yes, can't be a pedo if you're 8 years old.
>>50453
Yeah, yeah, I know. Not sure if refusing is needed - maybe he meant "not making them children" or something. Should ask better.
>>50454
Look bud, I'm not who you're responding to, and I don't know what kind of working conditions you're used to over in the Xianxia discord, but we do things differently for this mod.
>I will probably end up implementing
> Nobody makes anyone add this to new scenes
If something is implemented, it's supposed to be supported going forward. No one wants to haphazardly pull any kind of overhaul into the mod if it doesn't become a new standard. Xianxia is godawful so everyone gets away with both the terrible coding, writing, standards, and no consistency whatsoever, but that doesn't work here.
Replies: >>50461
>>50460
Low standards don't work for Uma, for example. Does it count?

But I get your point. Consistency should be maintained, I agree.
I can't promise that I'll add it to ALL scenes in one day (to avoid merging issue), but I'll try to integrate it properly over the course of couple months or something.
Replies: >>50462
>>50461
I don't see it worth it.
soooo what is this all about?
Replies: >>50466
>>50421
The volcanic golem, most of its attacks completely ignore evasion and do a few hundred damage to light armor users.
Replies: >>50467 >>50469
>>50464
>this
I imagine you're referring to climate politics in modern Germany. Fear of nuclear power is tremendously overblown, with ignorant populous prone to approve and expedite the shutting down of domestic energy, forcing the government to import power from other nations with much, much dirtier forms of energy production than nuclear. It's rather ridiculous how counter-productive it is.
Replies: >>50472
>>50465
Really? I had no idea, I just stun and kill it without much trouble. A lot of HP, but at worst I have to do it in phases instead of all at once. I never thought of it has a huge damage dealer, though, and I would assume that's because I dodge too much, which your claim contradicts.
Not sure. I never go above Hard, are you playing on Extreme? Unsure how much of a difference you'd feel doing that.
Replies: >>50468
>>50467
I play on hard, and even with all the evasion items and perks including the cursed dagger, the only evadeable attack he has is the ground slam one, which still deals small damage when you evade it. Not to mention autonatically taking damage anytime you distance to make him open to taking damage.
Stunlocking doesn't work rither since he resists stuns a good portion of the time.
Replies: >>50470
>>50465
>light armor users
There's no such thing though
Plate/hammer is all pervasive and mandatory at any point where you care about combat stats and aren't just stacking one-rounding potential for a reason
Replies: >>50471
>>50468
You attempt distance, he does that one attack and gets stuck, you stun and his defense drops to zilch.
Hit him hard then repeat the cycle. I've done it so much that I'm detached from viewing the fight the way someone new to it would. I don't think I was told how to do it, I think I just noticed the first time I fought the golem that the damage against me was a lot and I had no tools that permitted me to be very effective against, so I tried distancing, and then it just revealed the strat. 
To you or anyone else, is there any other method of fighting the golem that works? I never thought about it.
Replies: >>50475 >>50478
>>50469
In the past, everyone said light ddoge tanking was THE way to go
is true, too, it's probably the most potent build. Many complaints that heavy armor is just bad and impractical. Have tried myself, despite it, and it works, but almost always i go light armor since better, but it's not a big deal.
Replies: >>50475
>>50466
I still remember when the shutted down nuclear plants and were forced to use coal instead when green didn't fucking cut it.
>>50470
>To you or anyone else, is there any other method of fighting the golem that works? I never thought about it.
You just spam autoattack with a ranged weapon or use spells when it's in the damage check phase. The golem takes distance on it's own. You can really just hit it with whatever though, it's barely dangerous unless you go there at level six.
The gun nerf (N.B. nerfed for no reason) made ergonomic fighting require you to get to the end of the mage tree. Distance is probably still the worst single change/addition not just to the mod, but in coc history.
>>50471
This has never been true?
You don't have gear/stats, then you max your stats with vit tinctures and get the gear from tel'adre, then you're outscaled for all the content and can I guess wear what you'd like. By the time you have the mandatory regen perks etc. you're no longer able to be damaged by anything other than minotaur lord/statue/horror and you just start increasing your DPR to deal with lust damage enemies (which ignore evasion and armor). There simply isn't a time where you'd have spare perks to get dodge shit where your stats really matter at all.
>>50475
Regen is a waste unless you're a two-handed build. Two-handed is pretty bad, though, lacking block and getting less value out of double attack, but not really dealing enough with unrestricted strength (since it isn't capped to 60 with double attack not taken) to really justify anything. Severed tendons combined with any other on-hit effect greatly tilts the scales toward double attacking, so just go with a one-handed weapon and a shield.
I'm getting side-tracked though. Regen isn't bad, really, it's not, but if you aren't aiming to outlevel a lot of stuff, it isn't work the limited perk points you have to throw around. 
Really just depends on build, but stun is king, and stun means using fatigue, and fatigue means you should get fatigue recovery + reduced fatigue costs for physical skills. 
If you want to be efficient, regen is a hard sell. I'd likely use it if I specifically wanted a character with extra restrictions that preclude some other good perks.
It depends. It always depends. 
>gun nerf
As I recall, it was never nerfed. Flintlock is good right now, and I can't recall a time it was different.
>never true
Always true. Dodge is king.
>max stats and buy gear
I guess if you're doing a level 1 challenge run, that does sound like the better option, though likely a bit of a grind. Not much of one, but I doubt the average player is doing that
Replies: >>50494
>>50470
You clearly haven't played in a while, distancing no longer functions that way in the golem fight and hasn't for a long while. Distancing now gives him an unavoidable attack of opportunity. Stunning him is also RNG even if you get the prompt to hit him hard after distancing.
Right now the only viable strat us to spam TK blast for mages or shield bash for non mages, both are RNG and result in you taking heavy unavoidable damage.
>>50478
only a year
>>50475
>Distance is probably still the worst single change/addition not just to the mod, but in coc history.
aw.
Replies: >>50496
>>50478
>Distancing now gives him an unavoidable attack of opportunity.
this definitely shouldn't be the case. Going to verify that, but only monsters with the Opportunist perk should get that.
Replies: >>50483 >>50486
>>50478
And you clearly don't know much about the fight.
>Distancing now gives him an unavoidable attack of opportunity
Distancing has a chance (50% if speed is above 70) to get his fist stuck and make him vulnerable to stun, and if that doesn't happen, then he gets an attack of opportunity that can be dodged.
>Stunning him is also RNG even if you get the prompt to hit him hard after distancing.
It's not RNG. He's 100% immune to your usual stuns (the fight has some scripted stuns that still work, like when you break his shield/charging), unless his fist is stuck, in which case stuns work normally.
>unavoidable damage
The golem has no unavoidable damage. The basic attacks can be dodged and blocked, the stomp/shockwave can be blocked, the distance reaction can be dodged. The lava splash can be avoided by not using normal attacks with melee weapons.
Replies: >>50486
>>50481
right, I think I understand what's going on.
Back when I reworked the Golem to react to player distancing, I forgot to remove the code that replaced Wait with "Distance". The opportunity attack is just a regular attack that happens on his turn.
Well, fixed.
Replies: >>50490
>>50475
>Distance is probably still the worst single change/addition not just to the mod, but in coc history.
This. I know it's cool to hate and this thread has exploded in a healthy round of nitpicking over the game's combat system but please for the love of God there is still time to remove Distance as a mechanic
The distance system is kind of rough and imperfect, but I like it.
>>50482
>>50481
Then his accuracy is absurdly high because even with >60% evade and a speed debuff he still hits me often enough to seem unavoidable.
Replies: >>50526
Distance is very flawed and not enough abilities react to it in context. The best skills are ones that completely disregard distance, be that a melee charge that closes it automatically, or range that need not pay it mind.
I don't believe I have ever, even once, used distance to my advantage. It is purely and exclusively an obstacle. Manageable, and I feel very satisfied when I have ways around it, but still serving no purpose but to obstruct me, never the enemy. It's never practical to use it against the enemy.
Replies: >>50488 >>50494
>>50487
>It's never practical to use it against the enemy.
Only because it's so costly. Plenty of enemies are heavily hindered by it, but moving costs so much fatigue and has a chance to fail that it's usually not worth it. Changing that or adding more abilities that move you without such a high cost would resolve that. Add a mage perk or spell that gives a short-distance teleport or whatever. Add a bow/firearm ability that attacks the enemy to distract them while you take distance. Give movement bonuses to various TFs. Add movement bonuses to some existing perks, like Runner. Add new perks that improve or add additional functionality to movement. Simply make movement take less fatigue and have a higher success chance in general.
Replies: >>50492
>>50483
That still doesn't explain why his attacks are undodgeable.
I'll see if I can cook up a save file to test it out and post some screenshots.
if we're brainstorming buffs and tweaks to combat things, does anyone have ideas for it? My plans for it were to just create a mechanic that could broaden design space a bit, same logic I used for the multi enemy fights.

There's obviously perks to be created that would make it more useful(after a distance, get x combat bonus for y turns) and abilities that make better use out of it(like Grand Thrust, though it might not be strong enough to bother), but getting more opinions on the general mechanic would be nice.

>>50488
I could definitely tone the cost down or make an existing perk make it cheaper and stronger, like Runner. It was a mechanic I added pretty much right before getting exhausted of the mod, so there's plenty of work to be done there. God knows I reworked the multi enemy fights a ton before it was in a decent spot.
>>50492
I think an easy fix would be to add onto the existing perk to attack enemies who try to distance and make it also let you do a weak attack when you distance yourself.
The problem with something like Grand Thrust is that it has to do more than double attack damage to be worth eating two turns to distance + thrust on top of the fatigue cost and failure chance. But if you buff it that much then it becomes overpowered against enemies that like distancing themselves.
Replies: >>50599
>>50476
>Regen is a waste unless you're a two-handed build. Two-handed is pretty bad, though, lacking block and getting less value out of double attack, but not really dealing enough with unrestricted strength (since it isn't capped to 60 with double attack not taken) to really justify anything. Severed tendons combined with any other on-hit effect greatly tilts the scales toward double attacking, so just go with a one-handed weapon and a shield.
The build everyone always uses is hammer+shield with double attack. Player damage output barely matters with rare few exceptions (that are mostly solved with magic, especially historically), double attack with hammer gives the most stuns and isn't that far off the highest damage. This has always been the go-to, especially since it's the gear you get as soon as you get to tel'adre.
>Really just depends on build, but stun is king, and stun means using fatigue
Double attack with hammer has the highest rate of stuns which aren't tied to resources, which is why you want your default attack option you take on the turns you're not using shield bash.
>As I recall, it was never nerfed.
I don't understand how this level of revisionism can exist. The gun used to fire every time including when reloading (due to the magazine's implementation having totally failed), such that double attacking made it attack twice. It'd been that way since the moment it existed and for years afterward. The gun is strictly worse than staff now since it does less than the same damage 1/4 as many times, and taking it away for no reason was an incrediable kick in the teeth since it forces people to deal with the terrible fucking distance system before they're at postgame levels with spare perks to throw on shit like the staff attack.
>Always true. Dodge is king.
Dodge has nothing to do with what you're wearing though. You wear the heaviest armor and still have basically the same dodge effectiveness, and also take next to no damage (i.e. less than you regen) from most enemies.
You've always taken dodge perks, because you always stack defensive modifiers. You wear heavy armor though.
>I guess if you're doing a level 1 challenge run, that does sound like the better option
Every character starts at level 1. By the time you've found quest locations you've statistically afforded everything.
I do play with the mindset which I had when I played originally, when I didn't know how to mod the game and there was no debug menu or I didn't know about it and every second combat loss either gave you an incrediably gay transformation or a bad-end, and I played with the intention of having to reload the game as little as possible. Heavy armor-shield-hammer-regen largely insulates you from rng in almost all of the game (maybe literally all of the game except for the statue before the extremely recent stun changes making shield bash arbitrarily fail), therefore it's mandatory.
>likely a bit of a grind
Less of a grind doing anything else, like finding specific npcs or collecting drider/demon transformatives. Getting an ovipositor gives you enough gems to pay for everything in tel'adre twice over most of the time.
>I doubt the average player is doing that
The average player is grinding about 100x that much because you have to go through that much for each step in each NPC's progression. How many gems do you earn in the course of finishing helia's plot?
>>50487
It's not a question of balance. Distance is just a waste of the player's time. It comes up by far the most on enemies you're just mashing attack/flirt on, and randomly costs you fatigue and wastes turns there.
>I don't believe I have ever, even once, used distance to my advantage
In the late post game, where you'll inevitably be using the phoenix staff and have opportunist, it's more or less strictly an advantage for the player.
Having locally modded the game to make vine armor not block it's own transformations and turn you into some random shitty green tree and instead actually leaving me looking like the BVA, the vine trip lets me get around distance witho
Replies: >>50499
Having locally modded the game to make vine armor not block it's own transformations and turn you into some random shitty green tree and instead actually leaving me looking like the BVA, the vine trip lets me get around distance without killing people I'm trying to lose fights to or having to jump through hoops and spam wait to have enough fatigue to deal with the chase system. This still needs me to carefully mind it, but so does losing fights (especially "losing fights with enemies above one lust threshold and below another"). It's also locked to an item that is fundamentally fucked for basically no reason.
>>50480
You should fucking feel bad for injecting this shit into the base mechanics. Of everything with a toggle, the thing that forcibly breaks up pressing the attack/flirt button over and over and wastes the player's time in the activity that makes up at least 80% of your playtime was shoved in without a second thought.
Replies: >>50498 >>50501
>>50496
jesus christ dude
>>50494
>hammer+shield
Hammer is two-handed. Unless you're using the disabled revamp perk that lets you wield two-handed weapons in one hand, or that's something else you modded.
The only one-handed weapons that stun are geode knuckle, spiked gauntlets, and (unintentionally, they used to just bleed) hooked gauntlets.
>It'd been that way since the moment it existed and for years afterward
The way I remember it is, for a while (long after it was added) a change to this mod bugged it to attack at the same time it reloaded (maybe only when attacking or double-attacking?) so you never had to reload. It was bugged for a while, but not "years". I'm not 100% certain of that and I can't be bothered to look through the history right now though, so it's possible (though very unlikely) you're right.
>it does less than the same damage 1/4 as many times
2/3 as many times. It has to reload after 4 shots, so that's two double-attacks followed by reloading.
>taking it away for no reason
"It was a blatantly obvious bug" is a pretty good reason. If it's too weak, the solution is to buff it, not leave bugs in because they happen to make it better.
>Dodge has nothing to do with what you're wearing though.
It does if you wear armor that increases your dodge chance.
>make vine armor not block it's own transformations
Explain.

You're sounding more and more retarded (when it comes to balance) the more you post. It seems to me that you found one playstyle you prefer, and insist it's the only one that works and that everyone uses it, when really you just haven't bothered to find anything else.
Replies: >>50511
>>50492
>Runner
Oh yes, that'd be nice. As it stands, the only reason I take it is because I need it for double attack. I find it a bad perk otherwise, though good for new players most likely, as they have way less awareness about what lies ahead. When you know what you're walking into, you rarely need to run, and when you do, you're more prepared and able to accomplish that. A simple increase in escape chance serves nothing to an experienced player, or one that has outleveled the need to escape. Giving it some additional purpose like distancing buffs would be huge.
It also, as a result, increases the value of double attack. One reason not to get doubling is because you need runner. If runner has more value in itself, double attack is way harder to excuse not getting.
Replies: >>50502 >>50559
>>50496
Since you know how to mod the game yourself, go to CombatRangeData and just make the canReach function return true always. This should completely disable all range checks.
Replies: >>50511
>>50500
>A simple increase in escape chance serves nothing to an experienced player
It's extremely helpful (practically required, even) if you play as a child on high difficulties and aren't willing to let yourself be raped.
Replies: >>50503
>>50502
I realize less experienced players get a lot out of it, but I often played a child character and it was a mild bonus at best. Were it not the significant value of double attack, it wouldn't be worth the perk point to me.
I'm too prepared and familiar witht he game for my own good
Replies: >>50505
>>50503
>I'm too prepared and familiar witht he game for my own good
I'm guessing you mean that you spend hours grinding the lake for speed and then imps/goblins until you're overleveled before moving onto the rest of the game.
For me, grinding for ages until the danger is gone defeats the point, I'd rather have some risk, otherwise I'd play on easy instead. A 50% chance to escape regardless of stats lets you keep the risk manageable without simply grinding it away.
Replies: >>50507
I like the idea of the distance mechanic.
>>50505
No, it's a very short game. There's no time to grind, really
>>50501
The problem with range is not your attacks not reaching, it's enemies taking distance and going through a snowflake screen. For all intents and purposes the distance system has added an unavoidable grab (that costs fatigue to escape if you don't have ranged attacks)  to every enemy, including level 1 goblins/imps that you oneshot and you don't get any option to damage enemies who use this grab until you get opportunist.
Correct me if I'm wrong, but you'd have to disable the distancing option on every enemy that has one to fix this right?  Not that that's not something maybe worth doing, if someone was also trying undo the braindamage that's accumulated over the last 4 years which is a much larger job.
>>50499
>Hammer is two-handed
You're right, but I'm sure that this either was not the case or the perk you're describing used to exist. Was it a requirement for another perk?
I guess you'd use spiked gauntlet on short runs now?
>The only one-handed weapons that stun are ... hooked gauntlets.
Isn't this what you use as soon as you have them, anyway?
>maybe only when attacking or double-attacking?
I think it might have been only when double attacking.
>2/3 as many times. It has to reload after 4 shots, so that's two double-attacks followed by reloading.
It fires once then has to reload, and with double attack doesn't fire twice nor reload then fire.
>"It was a blatantly obvious bug" is a pretty good reason
It's not. Things work the way that they work, and that's what they are to end users. The logistics behind them working that way doesn't matter at all. A change is a change. The guns were the way that they were, then they were nerfed even though they were fine and indeed what the combat system should have been based on.
>It does if you wear armor that increases your dodge chance.
Sure, but the marginal bonus from that is much less than the relatively large amount of armor you can get from heavier armor. Dodge is still a primary defensive mechanic but you wear heavy armor.
>Explain.
The low tier hair changes (some green bullshit) block the high tier hair changes (the actual BVA hair i.e. the dark gothicblossoms). The skin changes have no reason to exist and make you look nothing like the BVA. You'd want to remove the transformations 2,4,5,8,10 and optionally 9 (wings, which disables flight, fucks with scene access, and fucks with demon/dragon score) and possibly mod one of the other ones, I can't recall.
Basically, while half of the transformation to look like the BVA is on the vine armor, you never see it because the vine armor makes you look like something that doesn't exist in the game and has no relation whatsoever to the BVA and that cuts off the remaining transformations. Mothfag explicitly refuses to fix this so there's no point floating a solution either.
>You're sounding more and more retarded (when it comes to balance)
Nobody gives a shit about balance, nor did I ever mention it.
>It seems to me that you found one playstyle you prefer, and insist it's the only one that works
It's the most straightforward and the one you'd fall into naturally and that everyone I've spoken to has fallen into naturally (one (other) person).
I never said it was the only one that works, indeed I think my exact words were
>you're outscaled for all the content and can I guess wear what you'd like
This happens as soon as you do anything after tel'adre i.e. before you finish any npc's questline.
>when really you just haven't bothered to find anything else.
<you can wear what you'd like
>be me
>get attacked by demons
>use distance
>i successfully make some distance
>demon punchs me from 15 feet away
>i die

how does distance even work?

also does the library ever get fixed? do i gotta do something?
Replies: >>50513
I play on Extreme hardcore with hunger as a loli on almost all my playthroughs and I never went for  heavy armor or ranged attacks. With magic I usually go for grey magic dual scimitars while wearing nothing but panties. Clearing the game only takes around 60 ingame days, including those that depend on you grinding the farm for a few stats.
Are you guys this bad at the game that you need double attack or tank 2 + regen 2 to survive garbage like lethice? On normal mode?

>>50512
Imps don't do any damage at all on successful distance, learn to read.
The demon mob on the desert can't be distanced from, because they're effectively surrounding you.
Replies: >>50514
>>50513
ay bruh aint on me
if im surrounded it shouldnt say "you successfully distance yourself" or whatever :^)
Replies: >>50516
>>50514
It's poorly implemented and shouldn't even be an option in that fight, read the flavour text at the top. Although escaping from them is possible.
Replies: >>50517
>>50516
flavour text doesnt really say anything about being surrounded just says 20 demons 

"The group is composed of roughly twenty tan-skinned demons, mostly humanoid in shape with many and varied corruptions across the mob. You see demonic high heels, twisting horns and swinging cocks of all shapes and sizes. There even seems to be a bull head in there somewhere. You also make out plenty of breasts ranging from tiny ones to a pair that requires a second person to carry them, and with those breasts a wide range of pussies, dripping and dry, sometimes nestled below some form of demonic dick. The small tribe carries no weapons and what little clothing they wear is well-shredded, except for one hefty male wearing a cloak of what appears to be snakeskin across his broad shoulders."

but yea agreed poorly implemented and shouldnt be an option in this fight

kind of weird you can easily run away i successfully ran away 4/6 encounters at 23 speed
Replies: >>50518
>>50517
I forget if it was a tiny bit of text right after the first paragraph or just right before the fight with them from a random encounter (IE not an event like ant princess encounter).
>>50511
>Mothfag explicitly refuses to fix this so there's no point floating a solution either.
??? If the vines aren't working as intended someone else can just fix them.
Replies: >>50522
>>50511
thankfully with the AI refactor you can actually hard disable distancing on every enemy just by changing one file. The reason imps love to do it is because the player can very easily become stronger than them, so they have a chance to seek any kind of tactical advantage.

and it's definitely broken in some fights. I did my best to cover for edge cases when implementing it but there's no chance I got everything.
Replies: >>50521 >>50522
>>50520
to add to this, part of my AI refactor was to eventually have different kinds of AI defaults that changed enemy behavior. 
For example, it makes sense that a boss like Lethice would be smart to the point she can actually detect the kinds of attacks you can do and work around that, while an imp would be a moron and do stupid moves(like sticking to melee range) even after they see you're a 10 foot tall minotaur wielding a giant axe.

but uh

effort
>>50519
>If the vines aren't working as intended someone else can just fix them
I have literally fixed the vines in my copy of the code, as I already mentioned (though as you'd expect, as an end user fix I've just commented out certain lines e.g. everything that pushes the transformations listed by number in >>50511).
>If the vines aren't working as intended someone else can just fix them
I can't change what's on the git. If the stated intent of the only person with commit access that's commented is that they want the vines to be broken then the vines will stay broken, which is the present situation.
>>50520
>the AI refactor
Please, for the love of god, explain why having AI not just be on the creature file and not just be (pick a random move) outside of those creatures with scripted sequences, could ever possibly be desirable.
The present state of folders full of lists of shit that don't even describe how things actually work in every case since of course plenty of the game is still hardcoded snowflake code as it always was but that folder also links to every second monster file makes it a thousand times more difficult to work on everything that this blight has touched. I'm talking here mostly about player pregnancy, which is unambiguously a thousand times more painful to make changes to than it was four years ago, but I guess the same goes for creature AI too.
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>>50486
To add to this post I trued fighting the golem again, the "intended" way, as an evasive character with no healing. Anytime you don't get the stun window after distancing, pic related happens and you get chunked for half your HP (this character was using the cursed dagger). This was after an Illusion proc too.
Replies: >>50602
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Bug in pic related. Also, does brutal blows just not work anymore? Only mentions in changelog are for scaling, enemy access, and for ranged weapons not to have it, but I can't seem to get to proc with fists or spears.  Was it changed to have a very low proc chance like tendons?
>>50528
There is no changelog, nobody puts any description on their commits whatsoever
Replies: >>50547
>>50492
>My plans for it were to just create a mechanic that could broaden design space a bit
proper ranged weapons and equipment please
>>50522
For someone who claims they're competent enough to mod the mod, you're still too stupid to know what a PR to the repo is?
Jesus fucking christ dude, get a grip with all these massive walls of text and actually fix the shit you're complaining about and claiming you already did anyway.
Replies: >>50538
>>50536
PR doesn't do anything if a nigger doesn't accept it, fagtron
Why would I push something that I've already been told won't be merged?
Replies: >>50541
>>50538
So you don't have shit got it
>>50511
>Correct me if I'm wrong, but you'd have to disable the distancing option on every enemy that has one to fix this right?
You can prevent monsters from ever moving by making canMove in Monster.as always return false.
>You're right, but I'm sure that this either was not the case or the perk you're describing used to exist. Was it a requirement for another perk?
The warhammer was always two-handed. The perk might have existed in this mod for a very short time before getting disabled. It was around for quite a while (and still is as far as I know) in revamp/UEE, if you played that.
>I guess you'd use spiked gauntlet on short runs now?
They'd be a good general choice, if you're focusing on melee instead of magic. Bleed is better than stun in a lot of fights though, and magic is still fine without normal attacks.
On normal difficulty it doesn't matter much what weapon you use though, so you just go with your favorite or whatever fits your character concept best.
>>hooked gauntlets
>Isn't this what you use as soon as you have them, anyway?
In the past, when you had to fuck Izma to get them, I would never use them. Not worth it. Right now though, you can get them without sex and they're the most overpowered non-summoned weapon in the game. In my opinion, the accidental stun should be removed. They're still good weapons even if they only cause bleed as intended, there's no reason to let them stun and bleed with no downside.
>It fires once then has to reload, and with double attack doesn't fire twice nor reload then fire.
No. Flintlock can hold 4 ammo, double attack uses two. It works just fine, I tried it to be sure. You double attack twice (or single attack 4 times), then spend a turn reloading.
>It's not. Things work the way that they work, and that's what they are to end users. The logistics behind them working that way doesn't matter at all. A change is a change. The guns were the way that they were, then they were nerfed even though they were fine and indeed what the combat system should have been based on.
The way they worked was silly and contradicted how the game says they worked.
If the game says an enemy does 200 damage to you but it actually heals you for 200 instead, should you keep that bug around because someone thinks the fight would be too hard if you fix it? After all, things work the way that they work, and the logistics behind them working that way doesn't matter at all, right? If your answer is yes, you're retarded.
>Mothfag explicitly refuses to fix this
What does that have to do with anything? There are other coders, and anyone can submit a PR. Assuming anyone else actually agrees with you, which isn't a given.
I'll take a look and either let you know why your opinions are bad or fix some things. Possibly both.
>Nobody gives a shit about balance, nor did I ever mention it.
Many people do. You in fact do give a shit and are mentioning it a lot, even if you don't use the word. Many of your arguments are based around how things should be balanced. Most explicitly, in this post, regarding the flintlock.
>It's the most straightforward and the one you'd fall into naturally and that everyone I've spoken to has fallen into naturally
I played through the game several times before I ever tried going for heavy armor. It's not the most straightforward, and there are plenty of other builds to fall into naturally.
>>you're outscaled for all the content and can I guess wear what you'd like
You can wear what you'd like without being outscaled, on normal difficulty. On higher difficulties you have to put more thought into it, but here are several choices equal to or better than heavy armor.
Replies: >>50559
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>>50522
>I'm talking here mostly about player pregnancy, which is unambiguously a thousand times more painful to make changes to than it was four years ago, but I guess the same goes for creature AI too.
Pregnancy is almost entirely thanks to revamp, I don't think we've made any major changes to it here. I agree, it is a huge pain.
As someone who's dealt with the combat code extensively, the monster AI makes things a hell of a lot simpler and more straightforward while greatly expanding the options available. Things don't have to be entirely reimplemented from scratch for every attack on every monster any more, a lot of it is handled automatically in a sensible way. Maybe not quite as simple as "all enemies use the same bland normal attack, with 1-3 specials that they use at random" that vanilla had (and even then, a lot of enemies did more than that which meant specially hard-coding and reimplementing all sorts of things, so it wasn't that simple in the end), but it allows for a lot more flexibility with less effort.
>>50528
>Also, does brutal blows just not work anymore?
It should happen on every melee normal attack, if your strength is above 75 and the enemy's armor is above 0. It seems to be working for me.
If you have the Precision perk, that lowers enemy armor automatically, so a lot of enemies will start the fight with 0 even if they'd normally have some. And then some just have no armor to begin with.
>>50531
>There is no changelog, nobody puts any description on their commits whatsoever
There is a detailed changelog that has nothing to do with commits, and everyone puts descriptions of their commits (most of the time).
Replies: >>50559
It's nice to see this not be a rotting corpse of a game
Replies: >>50549
>>50548
Thread re-alived yay~
>>50522
>Please, for the love of god, explain why having AI not just be on the creature file
it is, though? You define monster AI, including monster attacks, stats,  body parts, chances and conditions for use of certain abilities,  in their own file, and it uses a framework to actually execute those things in combat. You don't sperg out because overall combat logic is separate from monster logic, and that monster scenes are separate from monster combat data.

seems like the problem you have is actually lack of documentation, which I agree is lacking.
Replies: >>50554
>>50528
It's good to see you're still around, red theme anon.
>>49613 (OP) 
Hey you anon who makes the OP image edits. You are cool.
>>50511
>Mothfag explicitly refuses to fix this so there's no point floating a solution either.
No, the author specifically wanted it that way, as far as I can remember. I could be wrong, but I'm fairly sure I recall Satan wanting some of them to be things you'd need to get early on or miss out on. In fact, I went to go check the original document, and I find "Pale white skin(removes fur), unless skin is wood," so it seems indeed that it's working as intended. Also, I believe that the example you give, the hair color, is the only one of the three "goth" changes that you can still receive regardless of your general dryad TFs. Satan can clarify how it's supposed to work, and if it's not working like that, I'd be happy to fix it, but it's a bit silly to think I would have an opinion on dryad TFs. Most coding things I've ever done in this mod have been at someone else's direction. I know you have a personal disdain for factual reality, though, so you can feel free to continue blaming me for random things if you like. It can be weirdly nice to come back to this thread after weeks of inactivity just to find you've still been thinking about me. It's nice to know I'll always have a place in your heart, anon.
>>50550
Perhaps more documentation is needed then.
>>50452
Looked through it briefly.
Obviously, basically none of the code can be used, the mods are to different. Even the text itself will have to be entirely reimplemented.
They seem a little light on content. Lily in particular has much less content than a lot of nameless random encounters, let alone camp followers. The other two look a bit better. All together, they add up to a decent amount of content.
Some parts seem sketchy, it seems it will need a lot of little touch-ups to bring it up to this mod's standards. I see randomly capitalized words, the champion magically knowing things they have no reason to know, some awkward bits, etc. It's mostly fine though.
It looks like there's a fair amount of references to xianxia lore and characters that would need to be changed/removed.
It's in English at least, so it has that going for it. The quality is amazing by xianxia standards.
I don't see any annoying bullshit like a lot of xianxia followers, from a quick skim.
They are giants, like everyone else in xianxia, but Belisa and Lily are at least within the usual drider range. Tyrantia, on the other hand, towers over all other driders. I haven't read thoroughly enough to see if there's an actual explanation for why she's so monstrously huge.
The incest seems nice.
From the little bit I read, they do seem like good candidates for lolification. Not all three, but at least one or two of them.

It looks like they're not entirely finished. Are they fully written and just not fully implemented yet, are they a work in progress that's just being implemented as it's written, or are they basically complete but with some possible future expansions?
Replies: >>50561
>>50546
>If the game says an enemy does 200 damage to you but it actually heals you for 200 instead, should you keep that bug around because someone thinks the fight would be too hard if you fix it? After all, things work the way that they work, and the logistics behind them working that way doesn't matter at all, right?
No, you wouldn't change it or not because someone thinks the fight is too hard, that's a non-factor.
The answer to "should you leave it?" is precisely "You might as well". It doesn't change a thing one way or the other, so I guess you could change it in the same vein as changing a spelling mistake. This is a total non-sequitur to the flintlock situation. Here's a more analogous example:
Imagine if you were made to solve a captcha after every regular attack before you could continue playing (this isn't that far off the distance system in actual practice). However, due to a bug in the implementation you never actually see the captcha screen and for all intents and purposes the feature doesn't exist to the end user. Is it good to fix the bug? Would it be better to remove the captcha entirely? The answers are "No" and "Yes", respectively, if you couldn't figure it out.
>Many people do. You in fact do give a shit and are mentioning it a lot, even if you don't use the word. Many of your arguments are based around how things should be balanced.
I haven't mentioned balance once. I especially haven't spoken about the balance of the flintlock, unless you consider the ergonomics of the game part of the balance and that making a system awkward to use and deliberately wasting the player's time is a countermeasure to it being strong.
>You can wear what you'd like without being outscaled, on normal difficulty.
On the standard settings you literally can not unless you refuse to press 'level up' because you become outscaled for the content in the course of the main quest and more or less can't avoid doing so without incrediable luck or scumming run away to avoid xp.
>>50547
>Pregnancy is almost entirely thanks to revamp
Pregancy was fucked with in early 2018
>Maybe not quite as simple as "all enemies use the same bland normal attack, with 1-3 specials that they use at random"
This is, for all intents and purposes, still what the combat system is. That the attacks are weighted and the weightings shift around makes no qualitative difference. Every enemy with a fight that isn't this straightforward (e.g. horror) uses a combination of the vanilla system and hardcoded snowflake systems.
>Even then, a lot of enemies did more than that which meant specially hard-coding and reimplementing all sorts of things, so it wasn't that simple in the end
You are describing the present state of the mod.
>everyone puts descriptions of their commits
There are several years of commits with names like "Removed unspeakable horrors" "I will give you this one pittance you sad old man" and no descriptions. If you're lucky you'll get a title like "Marae killing edits" and no elaboration on what those edits are without checking the code. There is literally no description on at least 9/10 commits.
>>50500
>seems like the problem you have is actually lack of documentation
That's A problem, but it's not the problem I've described. The AI change adds nothing (and isn't even used in setpiece fights) and it does make monsters more difficult to edit and more difficult to parse.
>>50558
Looks like the guy was banned or deleted his posts. Shame if the drider stuff could actually be passable, seeing as spiders are sorely lacking content in this game.
Replies: >>50570 >>50572
>>50559
>I will give you this one pittance you sad old man
Link that commit. I'd like to relive it vicariously through you, anon. It'll be a bonding experience.
>>50559
>The AI change adds nothing
it allowed for a lot more consistency in how enemies act, and makes it so that any future changes to combat don't have to force a coder to rework literally every single fight.

Before, there were plenty of enemies that were broken and didn't properly use fatigue in their attacks. You couldn't even entertain the notion of adding a "silence" ability to them or anything like that, because you'd have to manually change each monster's AI to take that into account. 
If you, as a coder, were to create a new monster, you'd have to manually write logic that makes attacks cost fatigue, and manually write logic that makes them stop using attacks when their fatigue reached max, along with writing code that tweaked those fatigue costs if they happened to have a perk that reduced fatigue costs. If we ever added an ability or condition that doubled/halved/whatever fatigue cost, we'd have to rework all monsters to account for that. 

In the actual attack part, the combat attack data rework made it so that you didn't have to rework every single ability from every single monster every time you added a new perk that increased dodge chance. You can also much more easily add a new effect to combat, like the ripostes. 

Before, there were a ton of monsters that had such old copy-pasted code in their attacks that a good 60% of combat logic didn't apply to them. You couldn't dodge, you couldn't block, you couldn't even get damage reduction through armor, it only used your toughness. I wasn't about to fix those issues just by changing the copy pasted code.

Of course this results in more complex backend code, but it spares most coders from having to handle it, and makes their work more future proof.
Replies: >>50569 >>50574
>>50568
and about snowflake enemies that work differently, those existed before too, the difference is that every monster was a clusterfuck of code instead of just the ones with weird gimmicks. You'll always have to dip your head into more complex code if you want an enemy with unique logic, but if you don't, you can just use the monster AI system and trust it to handle most of the logic for you.
>>50561
If only that gaslight tard would delete his posts as well
In a very meta way, he'd still be doing his thing.
Replies: >>50574
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I was building up a couple new characters to refresh my knowledge of combat stuff, and to save time I added XP options to the debug menu. Before it gets released, any suggestions for changes or improvements? I didn't bother with altering level directly, that would be more complicated because of stat/perk points.

I might (or might not) do some more work on the debug menu soon, adding some manipulation of status effects, masteries, perks, better body part editing, etc.
>>50561
Guess he couldn't handle this enviroment
>>50568
>and makes it so that any future changes to combat don't have to force a coder to rework literally every single fight.
There's no reason to make sweeping changes to combat (or "there was not", I guess you could say there's a valid reason to rework combat to remove distance etc.)
>Before, there were plenty of enemies that were broken and didn't properly use fatigue in their attacks.
That's not a problem. How, exactly, does this conflict with "all enemies use the same bland normal attack, with 1-3 specials that they use at random, except for scripted fights"?
>You couldn't even entertain the notion of adding a "silence" ability to them or anything like that, because you'd have to manually change each monster's AI to take that into account. 
No, they could just have the same chance of casting silence if you were already silenced.
>If you, as a coder, were to create a new monster, you'd have to manually write logic that makes attacks cost fatigue, and manually write logic that makes them stop using attacks when their fatigue reached max, along with writing code that tweaked those fatigue costs if they happened to have a perk that reduced fatigue costs. If we ever added an ability or condition that doubled/halved/whatever fatigue cost, we'd have to rework all monsters to account for that. 
Or, you could just not give the monster a fatigue system.
Actually, I'll go further. You're obligated to not give the monster a fatigue system. It's out of scope.
Let's be clear: the goal is CoC (but better). CoC combat is a glorified stat check that can't be dismissed out of hand because the PC is in theory extremely customizable and there isn't a trivial benchmark for this stat check more direct than the trivially simple combat. Making the combat more complex is directly counter to the actual purpose served by the combat. You talk about "broadening design space" but what you're doing phrased more accurately is "going outside of project scope". Revamp combat was a mistake, making the mistake a hundred times worse and giving it deep rooted foundations isn't an improvement.
>In the actual attack part, the combat attack data rework made it so that you didn't have to rework every single ability from every single monster every time you added a new perk that increased dodge chance.
There's no need to keep adding perks that increase dodge chance. You already had the armor dodge perks that could be used by new dodge chance armors. The game doesn't turn on mechanics to such a degree that you'd need finer gradation than that.
>You can also much more easily add a new effect to combat, like the ripostes. 
There's no reason to do so, though.
>Before, there were a ton of monsters that had such old copy-pasted code in their attacks that a good 60% of combat logic didn't apply to them. You couldn't dodge, you couldn't block, you couldn't even get damage reduction through armor, it only used your toughness.
There's are few enough monster attacks that actually have meaningful flavor such that they serve as content that you can count them on one hand. Scripted fights make up most of this list outside of grabs, which need to be handled uniquely in each case (for sex content handling) and don't need to respect many if any of the existing combat logic. Really, grabs are scripted sequences onto themselves and have to be unique (or else they're pointless).
>I wasn't about to fix those issues just by changing the copy pasted code.
Most of those issues you could fix by removing that attack.
>>50570
>If only that gaslight tard would delete his posts as well
I don't think chronicler has any joy in his life outside of lying to people about what they said on /hgg/ four years ago, so it's unlikely to happen.
Maybe he'll give up and finally kill himself one day though.
Replies: >>50577 >>50583
>>50559
>Pregancy was fucked with in early 2018
By a Revamp coder for the Revamp mod. That was before this mod stopped porting over most of their changes.
Replies: >>50578
>>50574
so it seems to me you just want CoC to not have any combat at all, since giving a shit about the combat part just leads to it being out of scope(CoC's scope apparently being just a scene viewer).
Just get the cheat sword, turn on easy mode and ignore that part of the game. Better yet, just go to the scene viewer.
Replies: >>50578
>>50577
The combat is a probability based multi-turn stat check that you can choose to try to bail out of. If you set your stats to 999999 then the combat doesn't provide it's function - it as directly conflicts with the function of combat as is possible to do so. This was made as clear as possible. Go fuck yourself.
>>50575
And your point is? It's a good enough reason to stop porting changes. If you're actively developing something and you add a change (that someone else made or otherwise) then you're adding that change.
>>50578
My point is that you are incorrect that it's a change this mod made, a point you've made multiple times despite people telling you otherwise. That's all.
Replies: >>50582
>>50578
>It's a good enough reason to stop porting changes.
And so we did.
>>50578
the weird thing is that the "function" of combat here is just whatever you specifically assume it to be. You need it to be a speedbump that checks your stats and builds, but only in certain specific ways, and if it has a tiny bit more complexity(that's still just stat checks and probability, since it's turn based) then it's bad and "outside of scope" even though there was never any defined scope, for the original game or the mod. Even objective bug fixes seem to be outside of scope because it's different from the original code.

is adding a minor amount of consistency to combat(like perks doing what they say they do to every enemy instead of just what enemies coders remembered to make them work for) also outside of scope because the original game was like that? If not, then the rework is already justified. Anything added on top of that was just me having fun modding the game.
Replies: >>50583
>>50579
It is literally a change that this mod made. The mod had already diverged from revamp. The mod existed, I had played the mod, you had played the mod, it was it's own thing. It doesn't matter where the change was dreamed up, the change was added to this, existing, mod. It is a change made during the lifespan of this mod. It is, a change that this mod made.
Replies: >>50584
>>50581
>is adding a minor amount of consistency to combat(like perks doing what they say they do to every enemy instead of just what enemies coders remembered to make them work for) also outside of scope
Yes
>because the original game was like that?
As was already answered in >>50574, in some cases it's necessary (grabs etc.) and in other cases the inconsistent attack that's just a broken reimplementation of a generic attack is itself outside of scope.
To rephrase:
<Is adding inconsistency to combat handling (like enemies having attacks that are for all intents generic attacks but have snowflake handling, broken or otherwise) also outside of scope?
Yes.
Replies: >>50612
>>50582
Well no, it wasn't just "dreamed up" elsewhere, it was specifically designed and implemented by someone over there, and then just carelessly brought over to this mod along with everything else Revamp was doing at the time. It wasn't until around the time that they tried to rebrand as UEE that changes stopped being ported over in general. I think the thought at the time was that since this mod was a Revamp fork, its audience would expect it to have all the stuff Revamp does, so updates were still regularly ported over when possible. It's fine to make the argument this mod should not have ported the change, but that's an entirely separate point, whereas you have on multiple occasions tried to use it as evidence that the people coding this mod fundamentally misunderstand how to structure things (and before you respond in bad faith, I'm not arguing that point, just that this wouldn't be evidence of specifically that). You absolutely thought that that change was an /hgg/ original, and I was simply letting you know that that is not the case, since you still seemed confused about it.
Brainlet question, how am I supposed to access the Nephila content?
Replies: >>50586
>>50585
You aren't supposed to. But if you absolutely have to, you can with the debug menu.
Replies: >>50588
>>50586
Eh? I never have it on, but do they not pop up when you have parasite content enabled?
Replies: >>50593
>>50588
You do need to have parasite content enabled, but you also need to have nephila content enabled.
>>50428
This doesn't explain why they were storing it in massive quantity instead of just pumping it into the lake
Replies: >>50600 >>50607
>>50433
Please bear in mind it's easier to cast Leech than Heal in terms of lust.
Replies: >>50601
>>50493
I just use GT reactively. they move away, you wait, take your opportunity attack, and then charge them. They lose an action and you deal extra damage.
>>50597
They wanted to defeat her, not turn her into hyper powerful demon that still has her lethicite
>>50598
true, but leech will still require a turn to cast and for a decent hit to land before it heals. I think that  will balance it out.
>>50526
gonna verify if the distancing doesn't properly check for dodge, either that or make the magma toss have less accuracy.
Replies: >>50603
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>>50602
You can dodge it just fine.
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>>50603
yeah, but it may be too accurate still, or it may be running old code that doesn't properly check for all dodge possibilites.
Replies: >>50605
>>50604
Nope, the anon is just full of shit or insanely unlucky.
Replies: >>50621
>>50597
It does. Over-production that is kept stored means steady outflow consistently. If machines get damaged or anything else interrupts the process, they don't suddenly ease up on Marae. They get to keep dumping the same steady amount into the lake and never give her even a second of breathing room.
>>50583
So you're just here to troll. Thanks for letting everyone know.
Replies: >>50613 >>50620
>>50612
He has let everyone know this many times in the past, and yet.
I wish the /hgg/ thread was active again!
>>50612
>no argument
>y-you're just here to troll
>>50605
>the anon (who posted screenshot proof of his claim) is full of shit 
Eat a bag of dicks you stupid nigger. Just because you can dodge it doesn't mean it isn't broken in some way. Go ahead and fight the golem without healing as a dodge build then come back and post it.
>>50621
>screenshot proof
He showed proof that it's possible to not dodge. That's obvious, it was never in question.
Replies: >>50626
>>50622
I specifically said you can't consistently dodge the golem and your only avenue is to spam heal. Even at 110 speed with illusion up the golem still has a high chance to hit and deals damage well over half your HP.
Replies: >>50627 >>50629
>>50626
I dodged
>>50626
But you don't care about balance, so that sounds like it should be okay with you.
/hgg/ mod for 2 when?
Replies: >>50646
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>>50644
Never.
Replies: >>50648
>>50646
Never ever?
Replies: >>50649
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>>50648
Never ever.
>>50621
relax. I'm taking time tomorrow to review stuff like that.

Actually, if you can upload your save, that would help me check the balance there.
Replies: >>50658
what do i do with the light rail avenger
Replies: >>50655
>>50654
Equip it, sell it, Stash it, or don't do anything with it.
Replies: >>50657
>>50621
>Go ahead and fight the golem without healing as a dodge build then come back and post it.
I'll do one better. Not even a full dodge build (why are you focused on that now?), not a defense-focused build at all, just decent dodge and light armor. Not everyone goes for pure defense like you, in fact I'd bet most don't.
First, here's the character setup.
https://mega.nz/folder/2hdBSYQD#0tpLBCPJLHjB74H9nsOEgQ
I'm using a flintlock, just to prove the point. It would be a lot easier with a less shitty weapon. No regen perks. Dragon loli, hard difficulty. I have some spring water (pretty weak healing, but easy to stock up on) on hand just in case, but I don't end up using them here.
And here's the fight, screenshots of every turn.
https://mega.nz/folder/qkMknITA#DDBYtpHby_z1hX0FkP_mpg
To summarize if you don't want to look through all the screenshots: Started by distancing to open it up for a stun, then shot it with the flintlock until it was unstunned. Reloaded, stunned again with tailslam (can't stun with shield bash or dragonfire while it's pissed off), shot it a few more times. At this point I've done enough to outpace healing, everything from here is just extra, I can leave at any time. Reload, tail slam, shoot, shoot. Reload, tail slam, but it didn't get stunned this time. Tail slam again, still no stun, and I actually got hurt for the very first time here, only for 58 damage. Tail slam stunned, shoot, shoot. Golem is down nearly 3k health, I'm still nearly full (just missing that 58 health), but I had other things to do so I left it at that. That's enough to prove the point anyways.

To be continued with another build.
Replies: >>50658 >>50670
>>50655
no i mean what is its function, is it intentionally useless
Replies: >>50659
>>50621
>>50656
Second build.
I did heal this time, but with a weak heal (spring water), and only 3 times. A single heal spell would have been a better choice, but I'm proving a point here. I don't think anyone ever said that healing is entirely unnecessary either, to be clear (though a better build than this could have avoided the need for it). Your "without healing as a dodge build" seems to have come out of nowhere.
https://mega.nz/folder/XosVzCJB#lDYtSRBL83WlKI4LhkXvxg
A human loli mage this time. My only reliable stun with this build is shield bash, so I have no way to stun the golem while it's angry.
And the fight screenshots. I was slightly lazier this time and only took screenshots of the actions, not the menu every turn.
https://mega.nz/folder/f4dWiBBa#CngBTPIYLNGW_-uFKsVtXg
Started by taking distance, stunned with shield bash, TK blasted a couple times. Now since I'll just be waiting until it calms down so I can stun again (and thus will have a lot more chances to take damage), I decided to go ahead and use a spring water, not because I've taken damage, but because autocasting might only raised my max and not my current HP. The golem got a very solid hit in that turn, too. I decided to heal again, golem starts charging its nuke. It takes a while to charge, and I have time, so I heal a third time, then just pass the next turn, and now it's calmed down. The game tells me I should probably flee, but I stun it instead, then TK blast (canceling its charging) and TK blast again. Now I have to wait for it to calm down again, so I waitx4, then stun again, TK blast x2. At this point the golem hits me a second time. I've knocked off more than 40% of its health, so I figure this is a good time to leave.
Since that fight didn't go so well (I was fine in the end, but even though it was pretty unlikely, I could have been killed if the golem got lucky and landed a heavy hit twice in a row), I decided to show part 2 as well.
https://mega.nz/folder/Ho9VnAiT#FapP7bspMq6z1LimbR6ApQ
Started with distancing, but this time it didn't work, and the golem attacked. I dodged, though. Distanced again and it was good this time. Stun, blastx2. Waitx4, stun, blastx2. Waitx4, stun, blastx2. Waitx4, stun, blastx2. Wait, but I take a huge hit this time (first damage this fight). I've done over 3k, so that's plenty and I decide to leave. Part 2 went much smoother than part 1.

So two different builds without heavy armor, regeneration, or strong healing (the first with no healing at all). Not particularly good builds either. Both did fine on hard difficulty.
You keep going on about the golem's counterattack when you distance, but the thing is, even if it has a chance to do 70% of your health, it doesn't matter. You don't need to reliably dodge it, you don't even need a halfway decent chance of dodging it, you just need to get past it once per fight. You could even decide to flee every time you get hit by the counter, and even with no dodge chance at all, that still means you have a 50% chance, which is fine if you can do >2k damage when it does get stuck (and as shown here, you can probably do a lot more than 2k).

>>50653
The golem is fine. It's a bit tough and requires a bit of strategy, which is good. It's not extremely hard, doesn't take any sort of specialized build or pure defense. The anon just likes his playstyle, that's all.
Replies: >>50670
>>50657
It's a sword. You're supposed to swing it at things.
>>50658
>>50656
Ok so you used the literal same strategy as me and got lucky, neat.
Replies: >>50684
What is the Desert Rose used for?
Replies: >>50674
>>50672
It's very helpful for people who don't skip through dialogue and scenes, even if they are very long. I trust that everything worked out with the Light Rail Avenger?
Replies: >>50687
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Pic related in ivory succubus scene. Failed to get basilisk womb perk after sex scene, but flag benoit testing the non-existent womb was properly set.
Replies: >>50680
>>50679
Can the flash file read loose files in its directory? As in the files used to compile the game? Updating those seems to have fixed my perk issues, both in the copy I compiled and somehow in the one that I had downloaded from the mega link.
Replies: >>50685
>>50670
It wasn't just getting lucky (in the mage fight I did take a lot of risks and had a chance of being unlucky, but the result I showed was the most likely result). I did the fights over and over, with those builds and others, to make sure it wasn't just a fluke. I looked through the code to see the actual chances for everything, too.
The golem's normal attacks are unlikely to hit. It's not even the slightest bit unusual to to avoid them 10 turns in a row.
The stomp has a high chance to be blocked, then if you don't block it has a 50% chance to stun instead of doing damage (which you can just power through if you're fine on fatigue), and then even if it does damage the damage is small. The stomp attack is the second best (for you) thing the golem can do, with the best being the nuke.
The distance counter has a 50% chance of getting stuck. If it doesn't get stuck, then it hits more often than not, I only dodged like 1/3 of the time. But as I said, even dodging 0% of the time would be plenty; you can immediately flee every time you get hit by it, and still do plenty of damage the other 50% of the time to make up for it.

For the actual math:
>The golem's base hit chance is 95% (75% when it's in frenzy). Speed has nothing to do with hit chance, speed only boosts dodge chance (so those illusions you kept talking about were meaningless).
>Player dodge chance was 42% in the first build, 32% in the second (then waiting adds 10% so it was 42% a lot of the time).
Dodging is the only way to avoid the distance counter, it won't be frenzied then and you're obviously not waiting, so that's a 47% or 37% chance to dodge the counter with the two builds I showed (hit chance and dodge chance aren't separate rolls, the game just subtracts your evasion chance from the monster's hit chance).
>The block chance with those builds was 41% and 45%, at the start. Reducing the golem's strength (with Sever Tendons for example) raises block chance a bit.
The stomp attack can only be prevented by blocking, so this is the chance to prevent that (though the attack isn't really dangerous to begin with).
>Neither build had Parry, but if they did the chance would be 13%.
Normal attacks can be dodged, blocked, and parried. In these builds, the total chance to get hit by those attacks was around 20% most of the time (that actually sounds high, in my experience it seemed more like half that), worst-case scenario the chance of being hit was about 1/3. This assumes Flash's RNG is decent though, which I'm unsure of; the real chances might be pretty different if it has some significant bias.

Some other random observations (not for the heavy armor autist, just in general).
I tried various other builds as I said. You can't get away with much less HP than these two builds had, or there's a risk of being killed in one hit from full HP. And the builds I showed probably couldn't have managed nightmare difficulty (but better non-heavy builds could).
Ripping the golem's arm off seems pretty useless, when I tried out builds that could do that. It only reduces the golem's damage by a small amount, only lasts a couple turns, doesn't hurt the golem, and doesn't make the golem vulnerable to damage. It felt like a waste of a turn. It seems silly that tearing off the enemy's arm doesn't really do anything to help with the fight.
You can reduce the golem's armor without stunning it, so with the mage build where all I had was shield bash, I didn't have to wait out the frenzy. But just waiting worked out a lot better; bashing constantly would eat up my fatigue too fast, increase my chance of getting hit, and wouldn't be much faster.
Wearing down its armor with brutal blows probably would require a heavy armor build and some regen. And heavy armor would probably also be nearly required if you want to beat the golem at level 20 on nightmare or extreme. Or you can do what I usually do, and ignore the golem or wait until you're a higher level.
Replies: >>50688
>>50680
It can't. I'm guessing the difference was your lust, since having 33+ lust stops you from getting the perk.
Replies: >>50692
>>50674
I didn't skip anything. All it said was that this thing regrows when you put it in water. The rest was just a bunch of interactions with the scorpion.
Replies: >>50689 >>50691
>>50684
And yet none of what you say matters when I do exactly what you do and die instantly without healing.
Replies: >>50690 >>50699
>>50687
I'm sorry, I know senility can be tough.
>>50688
If you did exactly what I did, you would have enough health to never die instantly. If you don't want to take chances, then run away or heal.
Again, nobody ever said not to heal.
Replies: >>50702
>>50687
>I didn't skip anything.
The scorpion + rose isn't a random encounter. I know a nice old folks home if you're looking for any recommendations.
Replies: >>50696
>>50685
Ah, then it is an issue then, since it's supposed to be awarding the perk either way. Thank you.
>all this mathing out golem killing builds
>tfw you stunlock the golem to death with the hooked gauntlet
Replies: >>50700
>>50691
Ok then it's not written like it's part of another quest.
Replies: >>50697
>>50696
That's because you skipped the part where you initially learned about it.
Replies: >>50698
>>50697
Nope, I didnt. Unless it's from some vanilla content and not part of the mod but I doubt that.
Replies: >>50701
>>50688
It's okay to be bad at the game. Nobody cares if you can't deal with an optional enemy in a barebones rpg for a furry porn game. But don't say things are impossible just because you can't deal with them.
>>50695
It's worse than that. Its one autist complaining the golem is broken and unfair, likely on Normal mode, and getting trashed by actual proofs of suboptimal non-builds dunking on the golem like its wet paper.
Replies: >>50703
>>50698
Don't skip dialog. It will invariably end with you sucking minotaur cock if you're not paying attention.
Replies: >>50706
>>50690
>Again, nobody ever said not to heal.
>>50340
Replies: >>50705
>>50700
>Its one autist complaining the golem is broken and unfair
To be fair, he didn't say that. He said that the heal spell is required, and that the golem does fucktons of unavoidable damage. Separately, he also implied that heavy armor was the only way to go.
Replies: >>50704 >>50708
>>50703
What a cuck
>>50702
That was me. I never said I didn't heal (though I usually didn't) or that you shouldn't need to heal, and I never said my way was the only way. I said exactly what I meant, word for word.
And then I proved that my (then-outdated) knowledge is still correct, by doing it again multiple times following the exact situation I described and intentionally making it harder.
Replies: >>50707
>>50701
That's right!
Savin at some point even almost convinced Fen at to add a mechanic where a timed button appears in a random spot on the screen at random time intervals, and if the player doesn't click it in under one second, he would slip and fall with his mouth onto a random passing-by minotaur's dick.
It ended up getting scrapped because Fen couldn't figure out how to create asynchronous events in ActionScript.
I tell ya, that's true!
Replies: >>50725
>>50705
> I never said I didn't heal 
You did say that.
Replies: >>50712
>>50703
I never said heavy armor is the way to go, I said you need heal or healing items, which was then proven when everyone's examples to the contrary were just "well get lucky and never have him land a hit lol"
Replies: >>50709 >>50712
>>50708
The fight's code checks the Urta NTR flag and only actually hits you if you made Urta a lover and let it fuck your other partners while you watched
>>50707
No. I said I didn't use the heal spell, and a specific list of other healing methods. I didn't say I didn't heal at all, and I didn't include healing items in general in that list, only mead (notable for being a full heal). Spring Water is my usual preference for healing if I'm not playing a mage (or not using black magic), since it's easy to get (you just go and grab some) and doesn't require doing anything unpleasant.
>>50708
>which was then proven when everyone's examples to the contrary were just "well get lucky and never have him land a hit lol"
This is again wrong. I showed the math to prove that being hit is much less likely than not being hit. Just not getting hit isn't "getting lucky", it's likely to happen. Especially when the golem spends half the fight stunned.
I also showed that it doesn't matter if you get hit. You wear down the golem over multiple fights (or that's the usual strategy at least, with the right build you don't need to do that). As long as on average you can do enough damage before running away, then you'll win. So instead of healing, you can just leave.
And, again, I showed it working without good builds. You could be doing a lot more damage and stunning a lot more frequently and reliably, you could be using attacks that ignore armor, you could be using overpowered things like Terrestrial Fire or the ring of tearing. That would make your so-called "getting lucky" (which is already more likely than not "getting lucky") even more likely to happen, because it wouldn't be alive or unstunned as long.
Replies: >>50716 >>50723
>>50712
Saying you can do it without healing and then saying "well actually you can but you need another source of healing" is disingenuous. The point of contention is that someone was claiming healing isn't necessary at all. If you spend days farming spring water and extra turns chugging it then yes, heal isn't necessary, but it's disingenuous to say something isn't useful because there are alternatives to it, particularly when said alternatives are less efficient.
>being hit is much less likely than not being hit. 
 But there's a nonzero chance, and in fact, a rather large one. 1 in 10 is still significant when more than half your HP is on the line and you're ostensibly not allowed to heal at all. But you weren't saying you never need to heal, you were saying you can get away with not healing when you don't get unlucky, you just phrased it very poorly.
>Especially when the golem spends half the fight stunned.
Sure if you're using stuns that ignore its enraged state.
>>50716
You sound like someone angry they got found out as reading cuck content in the game
>>50716
>>50716
>Saying you can do it without healing and then saying "well actually you can but you need another source of healing" is disingenuous.
You're right, I'm glad nobody did that.
>The point of contention is that someone was claiming healing isn't necessary at all.
Who?
>If you spend days farming spring water
You can get 1 spring water every hour, no RNG. You have a pretty good chance of killing the golem with less than 1 day's worth.
>it's disingenuous to say something isn't useful because there are alternatives to it, particularly when said alternatives are less efficient.
I didn't say anything wasn't useful. I didn't even say the heal spell wasn't the very best option there is. I was responding very specifically to "I'm not sure how the fuck you're meant to beat the golem or horror without [the heal spell]", by showing that you can beat the golem without it, and how the fuck you're supposed to do it.
All I did was answer your question.
>Sure if you're using stuns that ignore its enraged state.
Most stuns ignore it.
Replies: >>50721
>>50716
Forgot to respond to
>But you weren't saying you never need to heal, you were saying you can get away with not healing when you don't get unlucky, you just phrased it very poorly.
The explicit meaning of the words I used was exactly what I intended to mean, you just read a lot of other stuff into it, things I didn't say. Which you're still doing in this quote, because the topic of discussion was very specifically the heal spell and not healing in general.
>you can get away with not healing when you don't get unlucky
You can get away with not healing even when you do get unlucky, though it's probably not the best choice.
Replies: >>50722
>>50719
Saying "you dont need heal to beat the golem" implies that healing isn't necessary,  not that you're simply stating that there are worse alternatives to heal.
>>50720
I assumed you were making the statement you implied you were making and not the irrelevant non-sequitur your words meant at face value.
>>50712
God's Mead isn't a full heal
Replies: >>50724
>>50723
You're right, I was thinking of premium god's mead.
Replies: >>50729
>>50706
Shame, woulda been lore accurate.
>>50724
Yeah regular God's Mead only heals a little more HP than spring water and without the fatgue/lust heal too. It's honestly not that good.
Seems like the basilisk womb perk trigger scene is bugged and only works if your lust is below 33.
Replies: >>50735
>>50734
Reported and fixed earlier today.
Replies: >>50737
>>50735
Prove it, give me the fixed version to check myself
Replies: >>50739 >>50752
>>50737
https://gitgud.io/Koraeli/CoCAnon_mod/
Replies: >>50752
>>50737
>>50739
does it work or not anon?
Replies: >>50759
>>50752
there's no play button, never encountered a version this broken
Replies: >>50770
>>50759
Fuck off retard.
Replies: >>50772
>>50770
I'm tryin, man
New Scene - follow-up to the goblin facefuck/piss

Contains more piss, vomit, and implied snuff. Might right a silly-mode version where you give her CPR afterward, idk.

https://pastebin.pl/view/4d495dc9
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>>50774
vids related, call them 'design documents'
>>50774
I didn't say you could post this. Delete it.
>>50774
:(
>>50774
Finally some puke content. We have a game full of people being force fed all kinds of disgusting fluids and enough semen to burst a dam but rarely ever do we see the consequences of it. It's like oral ahegao or. Vomit patricians rise up.
Replies: >>50796
>>50774
Interesting.
Replies: >>50796
should movement be affected by fatigue skills?

This would mean Iron Man would cut the cost in half, but children would get a higher cost for it. I'm already planning on reducing the cost from 15 to 10.
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>>50785
>>50788
thanks frens

>>50774
write**

btw if someone wants to put in the effort for implementation (? not sure how that works) can credit me as 'conifer' (used that name for the previous piss scenes I wrote)
Replies: >>50809
>>50795
Movement costs should depend on champion's weight and speed stat too.
>>50795
Movement is technically a fatigue skill in itself, in that it uses fatigue to let you perform an action. I don't see why it couldn't be affected.
Please stop nerfing children, I already have enough bullshit to deal with on hardest.
>>50774
I like it, but could do with a height check for when she pisses, and a check for the existence of balls.
>>50795
Never understood why being a hyperactive child made fatigue costs higher
Replies: >>50808
>>50807
Children have less stamina (compared to a trained adult, not compared to the average out-of-shape American), but they also recover quickly.
Replies: >>50815
>>50796
It sickens me too much to check if the work is any good, or if it may even be a shitpost, but if it's all genuine, then I'm at least pleased to see you're being active, Conifer.
Old names are a comforting presence
so, I've added a simple skill for ranged weapons(assuming you have proper skill) that allows you to perform a weak attack while distancing.

my idea is that certain TFs would upgrade that skill automatically into being more accurate, doing more damage, or both. Right now it makes sense that a taur lower body would be ideal, but what other body parts make sense for that too?
The lusty maiden armor paizuri scene for satyrs has its button as Ride Face instead of B.Titfuck for whatever reason.
Replies: >>50813
>>50810
Being able to fly for range or having a harpy face for visual acuity.
Being sufficiently reptilian because low metabolism, less idle movement so less sway.
Replies: >>50814
>>50811
from a quick search, seems like theres also a corrupted drider scene that's mislabelled as Ride Cock as well.
>>50812
I was thinking of adding a different perk for reptillians, one that decreased damage taken and dealt at low lust and increased both at high lust.
>>50808
I wonder if doubling down on the stamina regen and being a child slacker is worth it
>>50810
Increased phys res and easier grab recovery for goos (maybe stun res too?) but uhhh i dunno decreased fire res (if i remember well goos were weak to fire?) and big enough hits splatter you all over the place so you have to recover?
Replies: >>50817
>>50816
IIRC player goos already take extra fire damage(when it's properly coded) and have bleed immunity.
Replies: >>50818
>>50817
Oh i see
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>>49613 (OP) 
so im trying to download the apache flex sdk, and I keep getting this error message. anyone else having this problem?
>>50810
Cat eyes should give an extra % of accuracy across the board. Kitsune are also quite renown for mobility with ranged weaponry.
Stronger races like Dragons and others with strong back-sided wings should also have no issues with handling a bow on the move if they can actually fly with them. If harpies have wings on their arms instead of the back, then no, but give them a bonus for meleeing when approaching instead.
Full driders (not normal spiders) should recieve a similar bonus to centaurs, for obvious reasons.
I don't see why reptilians should get a bonus for it, snake bodies are particularly slow and lack proper balance which they compensate with swaying, this makes them adept at moving away while slashing, but not while holding precise weaponry like a bow. Basilisks and other reptiles are just humanoids with clawed feet.
Replies: >>50824
>>50823
Then what do you give to non naga reptilians
Replies: >>50826 >>50835
>>50824
I feel like they are pretty strong already since you can get around +25 to max int and +15 to max toughness with no downsides via 4 lizard score + 4 dragon score + basilisk eyes. 
I might be overvaluing intelligence as a stat though
Replies: >>50833
How out of scope would a class system be? Just something very simple and basic, like a 3-tier branching class system with maybe 80ish total classes including racial classes based on your TFs, each class generally having 1-2 active abilities and 1-2 passive bonuses or a special class feature that makes a big difference on its own. Then only a few specialty classes would have much larger effects that drastically change how you fight. That would probably be too much, I guess.
Replies: >>50828 >>50833
>>50827
I don't much care about what's in or out of scope, but the issue for me regarding classes is that the game has an Elder Scrolls/Divinity Original Sin system where your initial character creation sets up a general archetype, but from that point onwards you get to build your character in pretty much any way you see fit.

I find it more fun than setting up classes, and just like in those games it lets you make incredibly broken builds or thematic ones, which I like.
>>50826
Absolutely fucking nothing unless it can fly. Heavy reptilian tails tend to not give much of an stabilization advantage while on the move for precision shooting and whatever stabilization they do provide while not moving by virtue of 3 points of support is minimal and not as efficient compared to just inherently having a more stable body posture (experience based for anything uni/bipedal, centaur/drider 4/6 points of support), being able to compute spacial trajectory space in a more clear way (Cat eyes, cat senses) or mythological/magical enhancements (Kitsune, high levels of magical proficiency or perhaps Might and Charge Weapon giving similar effects which could stack ontop of eachother?)
Flight wings giving an advantage is that you can get a high to low angle on the target, making it easier to just loose an arrow and having gravity help with the trajectory and velocity, rather than fighting against it for aim. However I am iffy about it and I don't think Demon/Imp wings, being lighter than average and more bat-like, should give the same bonus for it, hence why i said Dragon, who have stronger muscles, faster reflexes and sturdier wings and perhaps also Harpy, if the wings are on the back and not on the arms.

>>50827
Technically already a thing?
The four ages tend to be thematic classes on their own. The existing starting perks and boni also serve as a psudo do-your-own-build prior to ingame grinding. Certain TFs, if you're not going full meta dragon ninetails, are capable of specializing in one thing that they're really, really good at, creating free-form builds that aren't set in stone but rather, evolve as the players themselves deem fit to play around with. It's not a set in stone thing like in D&D or w/jrpgs.
If you want to make a system that does lock you into a very specific set of tools, I don't see why it wouldn't work and it may spice things up. Just make sure its optional or separate from the main mod if it's not possible for it to be a toggle.

If anything. I'd rather see some of the primary early game TFs to be possible starting backgrounds, instead of just being a Ingram human, however it'd require some major rewriting of some scenes always alluding to your past as a human and particularly the current status tab text for it to work. Kinda like the cringey "you start at someone else's predefined OC" but instead its a generic invidivual of one of the races existing in mareth that isn't human without an existing background also trown into a portal as a sacrifice/champion to ward off the demons.
Replies: >>50835 >>50851
>>50833
For fucks sakes.
First thing meant to reply to >>50824
I need a drink.
Replies: >>50859
What triggers the Lara and Lynn scene?
Replies: >>50852
>>50810
Driders and centaurs for obvious reasons should have full accuracy and power on movement attacks.
Anything thay can fly should get an accuracy penalty but power bonus.
Sharp eyes (bird or cat) should get an accuracy bonus.
Maybe make kitsunes do magic damage if possible, or have a teleport with lower failure rate or something.
Replies: >>50859
>>50833
>Nothing
Boring
>>50839
Tel'Adre
>>50835
>need a drink
Vodka & peppermint schnapps, in equal measure. You want something lighter, Viking's Blood.
>>50840
>teleport
Don't really see the gameplay utility for that, plus being able to concioussy teleport opens a lot of questions that even the spacial fuckery with travel doesn't manage.
>>50859
teleport would just be a 1% dodge chance bonus with a 0.1% chance for telefragging

I'd use it
Replies: >>50871
>>50859
I need something to drink with my Linkin Park and Three Days Grace soundtracks, explain Viking's Blood.
I'll probably just put red food coloring in vodka and pretend instead of buy any ingredients, but I like this subject being explored anyway
Replies: >>50873
>>50860
Telefrag chance should only be on approach.
And it better work on bosses too.
>>50859
Distancing option for mages. Imagine it as a minor blink translocation without precise focus and short range. Just because you can use enough magic to teleport a short distance it doesn't mean you can suddently escape the realm to anywhere useful without knowing exactly where you are relative to the destination or even if the destination is reachable at all with your current proficiency and magic power. You could just end up inside a random wall if you're not careful.
Replies: >>50873 >>50876
>>50864
It's just Mead. Not my first choice when it comes to that, but my preference is for a locally-made drink. Not as strong as the name would suggest; even a lightweight should be able to handle a tall glass without getting hammered. There was another kind I had once, Camelot something what was good.
>>50871
I could see that working as a more reliable way to distance at the cost of some fatigue. I don't play mage, so I can't speak to how useful that'd be. Describe it more as slipping through space instead of a classical teleport and it'd fit a kitsune flavour.
>>50871
Telefrag sex
Replies: >>50878
>>50876
tellyfrag sex
Replies: >>50880
>>50878
Do not fragment the telly
Replies: >>50882
>>50880
I'd happily pay more for a fragment of Telly than a fragment of lethicite
Replies: >>50883
>>50882
Tellicite when?
Replies: >>50885
>>50883
Liddelium when?
Replies: >>50886 >>50887
>>50885
when you collect enough tellicite
>>50885
Literally, when you implement it locally
So I am a casual user and never looked at the code. I always wondered what the difference between heavy and light armor is, since many people mention here they prefer Light. What does it do?
>>50859
>Don't really see the gameplay utility
Let you distance or close distance without using a turn or, at least, with a lower fatigue cost and small attack.
>being able to concioussy teleport opens a lot of questions that even the spacial fuckery with travel doesn't manage.
It being limited to ninetails Kitsune AND having some lore explanation as being a skill that gets exponentially more difficult with distance justifies it. Something like "it takes the immense willpower and unique connection to an outside force of an enlightened ninetails just to blink a few meters, but it would require a dozen ninetails to exhaust their entire life's energy together just to teleport twice that distance."
>>50889
Nothing hidden in code, it's just the perks you select.
>>50889
The main difference is perks. Some perks only apply to certain types of armor, like Agility and Juggernaut. Then there's Unhindered, which applies when your total armor points (including underwear, TFs, etc.) is under a certain amount.
Then there are various special bonuses from the armors themselves; armor with a low armor stat often has other benefits instead.
Replies: >>50926
>>50889
Heavy Armor has more armor which makes it able to reach the damage reduction cap more easily and it has grab damage immunity. Unfortunately, the best heavy armors usually also are gated behind difficult endgame boss fights like Pure Marae and Golem as compared to light armors like Lusty Maiden and Inquisitor's Robes which are able to be obtained reasonably early in comparison.
Light Armor generally is pretty good as a result of its bonuses and you can offset your low armor via some TFs, other defensive sources like dodging/timestop/blocking/parrying/healing, and Agility but heavy armor is the best if you just want pure damage mitigation.
>100% starting multiplier
>assuming that you have 100+ toughness, the damage will be reduced by a random amount up to 25%
>multiplier is reduced by your armor by 1% per defense value. Pure Marae's armor at 0 corruption would give 50% reduction with juggernaut for example (40+10), excluding any other armor sources
>Masochist multiplies by 0.8 
>Immovable Object multiplies by 0.9
>Black Cat Beer multiplies by 0.75
>Relaxation massage multiplies by 0.9
>Test Resolve: Vigorous multiplies by 0.9
>Caps out at 20% of the attacks damage
Arian's shielding talisman spell can reduce the mitigated damage by a flat 30 and temple blessing can reduce the final damage amount by 5%
Replies: >>50934
Can we get some new heavy armor perks? I'd suggest something but unfortunately I lack creativity
>>50920
Suggest something that's not very creative then.
>>50920
it would probably make sense to get a perk that makes charging attacks deal more damage while in heavy armor.
>>50920
Alright Anon let's brute force some creativity then. When you imagine a full suit of heavy armor, what do you think its good at resisting? Perhaps some arrows? Ranged? Elemental? Makes it hard to get a hold on you?
And how about some drawbacks? It's too heavy, so you can't dodge as well but use it the right way and you get a lot of momentum from your weight. A charge ability perhaps?
Continue onwards, I believe in you Anon.
Replies: >>50925
>>50924
oh, actually, going on from that I think a perk that applies a strength multiplier to your first attack after movement makes sense. Call it Momentum.

It would synergize with charging attacks, but not necessarily only work with them.
>>50896
Unhindered was fixed a whole ago and now applies to any light armor.
Replies: >>50927
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>>50926
Nope.
Replies: >>50932 >>51106
Unhindered should only apply when not wearing armor, just regular clothes or nothing, in my opinion. Just need to remove the "Light" modifier from clothing, it shouldn't have it anyways, we have descriptors for "adornment" and "clothing" that are currently unused.
>>50928
why
Replies: >>50930
>>50929
That was the original intent and functionality of the perk, it applied only when naked before it was redesigned to be based on the armor stat.
People used to ask for more perks for an unarmored/nudist playstyle, but instead the only advantage they had was changed to a pseudo light armor perk and unarmored was left with nothing.
>>50928
That's a great way to make ut an utterly worthless perk
>>50927
My bad, thought that was fuxed. I guess it still is a useless perk that literally does nothing.
Replies: >>50933
>>50931
Unhindered ignores the added armor from agility. You can see in the code there that it checks your armor after subtracting the agility bonus.
>>50932
>I guess it still is a useless perk that literally does nothing.
That's the opposite of true. Making it simply check for light armor would mean it works less often than it does now. It currently works with all light armor (unless you have every armor-giving TF), some medium armors, and some heavy armors if you don't have Juggernaut.
>>50919
wtf? How was I supposed to know all this shit, when it's not explained anywhere?
Can I look that stuff up in the code or is it unreadable?

>>50920
introduce a perk that gives a block chance like a shield

>>50928
How about we update the descriptions to be clear on what stats and perks do?
Replies: >>50936 >>50952
>>50934
>How was I supposed to know all this shit, when it's not explained anywhere?
You aren't expected to, and most people won't need to or care to.
Very few games give you the detailed mechanics and formulas for everything. 99.9% of the time, what you get is just very basic "this stat makes you do more damage", "this stat makes you take less damage" sort of stuff (or sometimes not even that much), and the specifics are up to players to figure out.
And CoC is easy enough that "higher armor means you take less damage" is generally all you really need.
>Can I look that stuff up in the code or is it unreadable?
In my opinion, it's easy enough to understand if you know where to look. More often than not, knowing where to look is the hard part, because a lot of things tend to be scattered throughout multiple files.
What that anon is summarizing is mainly found here, the damagePercent function (and a bit of the reduceDamage function just above it): https://gitgud.io/BelshazzarII/CoCAnon_mod/-/blob/master/classes/classes/Creature.as#L4083
But while that's almost the only place armor defense in particular is applied, that's really only part of the story, because what matters is where/how reduceDamage is used. This mod has done a lot to make things more standardized and consistent, but it still isn't entirely, so you'd have to check the individual attack to see whether it actually goes through that function and find out what other special modifiers it has.
Basically, though there are now a lot of standard functions that most of it ends up going through at some point, every player and enemy attack is still to a large extent a special snowflake that decides for itself how it wants to work.
Replies: >>50937
>>50936
>And CoC is easy enough that "higher armor means you take less damage" is generally all you really need.
Yeah, unless you hit the damage reduction cap like I just found out, so it's useless.

>This mod has done a lot to make things more standardized and consistent, but it still isn't entirely, so you'd have to check the individual attack to see whether it actually goes through that function and find out what other special modifiers it has.
Damn, that's a nightmare.
Replies: >>50938
>>50937
>Yeah, unless you hit the damage reduction cap like I just found out, so it's useless.
Your damage resistance is shown on the stats page, so it's possible to see when you've hit the cap by comparing that. Although it doesn't take Masochist into account.
>>50934
>How about we update the descriptions to be clear on what [...] perks do?
Funny you should mention that.
Also,
>we
Replies: >>50958
>>50952
>oui
Replies: >>50961
I've been taking notes while my mind is idling.

so far I've had a few ideas for armor and movement related perks.

>momentum
while wearing heavy armor, your first physical attack after movement does x%(25?) extra damage.

>dancer's finesse
while wearing light armor, gain x%(15?) dodge and x%(15?) accuracy for y(2?) turns after movement.

>Indestructible
while wearing heavy armor, grants a x%(10?) chance any damage gets reduced to 1.

>Flowing Form
while wearing light armor, dodging attacks recovers x(5?) fatigue.


And a buff for Grand Thrust(if it needs one):
>If the targeted enemy distances themselves again on the turn the ability was used, immediately follow up with another weaker attack

The numbers are just something random, I decided it's better to discuss it here first. 
Keep in mind that if a perk has effects that are too OP, we can always make the level requirement really high, or give it stat requirements that would pretty much require NG+ or very specific TFs to reach.
>>50958
>let me stick my baguette between your frog legs mon amie hon hon
Do the French really?
>>50959
Wouldn't dancer's finesse, flowing form, and all the evasion gear stack to make catgirls invincible?
>>50962
we can cap evasion I guess
>>50962
Lower cat TF max toughness.
Make them actual glass cannons if they do such a thing.
Lock certain max evation perks to disable Tank 1 and 2 perks on a toggle.
>>50963
Evasion isn't already capped? You think it would be just like max damage reduction is.
>>50959
You realize of course that the more dancer-themed perks you make, the more I'll be forced to create a class system.
>>50962
>invincible
Not literally. A lot of attacks can't be dodged, or they have a large accuracy bonus.
Getting +15 from dancer's finesse would make you pretty hard to kill for most enemies though, you could reach 90% dodge chance with 150 speed (which most often means your actual chance of being hit is 5%, since hit chance generally starts from a base of 95 and then dodge is subtracted from that). Then again, getting your dodge bonus that high requires the ring of the specter which reduces your max health by 40%, and having very little damage reduction from armor, so you can get fucked pretty hard if you do get hit.
>>50963
Capping evasion would be one option for limiting the strength of an additional dodge bonus. It should probably be capped regardless.
Or you could have dancer's finesse give a second dodge roll (at reduced chance probably) instead of directly increasing dodge chance. In terms of the flat increase, that means it would be more effective the closer you are to 50% dodge chance.
For example, if it lets you make a second dodge roll with half the (final) dodge chance, then a 10% chance to dodge becomes 14.5%, 50% chance to dodge becomes 62.5%, 90% chance to dodge becomes 94.5%.
That would mean it wouldn't help much if your dodge bonus isn't high to begin with, though. Simply boosting your dodge bonus would be a lot better for players with low dodge. Simpler too. It's probably the better way to go, in the end.
Replies: >>50974 >>50982
>>50963
Kinda defeats the purpose then. Like the other anon said there's enough high accuracy or unavoidable damage to make up for it, otherwise you'd have to buff the specter ring.
>>50967
hey, if we get a ton of dancer themed perks and equipment then a player can make a dancer without needing a class system.
Replies: >>50975
>>50974
Having a variety of choices would justify a lot more customization and additional features though.
Replies: >>50976
>>50975
which is a good thing, yes
Replies: >>50978
>>50976
I'm not firmly against it, but it just feels out of place in CoC, to me. It would probably be fun to make and might be fun to play, but ultimately I don't think it would fit and it would end up being a lot of work that never actually makes it into the game.
Replies: >>50987 >>51005
>>50967
You don't need a starting class system in CoC to apply thematic perks. It should be left to the player to decide which things they want to bring and which things they want to forgo ingame. A class system would only serve to delimit things further than needed.
If everything is available, then the biggest hurdle is managing your few and limited skill points and to be efficient for what you want to build towards, rather than being locked to a certain thing and only that thing. As I said before, classes aren't needed unless they're behind a toggle or (You) want to make your own alternative mod for them.
Replies: >>50986
>>50982
>starting class
>locked to a certain thing and only that thing
I never suggested either of those. I agree with pretty much everything you said, except the implication that any of it is inherent to a class system.
There are a bunch of JRPGs that follow the basic style of "start out classless, pick a class later, can change class at any time to classes you've unlocked, can use aspects of one class while in another class". Other games basically make your class an equippable item (you get your skill trees, stats, stat growth, whatever from a piece of gear that you can swap out like any other gear).

In my opinion, any class system in CoC should be absolutely no more limiting than perks, and preferably less limiting.
And more impactful, too (though not necessarily more important strength-wise). Xianxia's "classes are literally just perks with 'class' in the name" system is a bit dull.
>>50978
if anything it feels perfectly in place for CoC. I already have specific tfs I tend to employ. As well as height range, hair, and dick size I prefer. Why not go further?
Replies: >>51006
>>50978
>it would end up being a lot of work that never actually makes it into the game.
That's half the fun.
>>50987
would be nice if more tfs had good effects so you just don't go kitsune dragon all the time
Replies: >>51007 >>51008
>>51006
Any suggestions?
Replies: >>51010 >>51022
>>51006
No one that matters ever goes kitsune dragon anyway.
It's always pure or nearly pure human for the players that follow this mod. Maybe sometimes negro instead, for the people opposed to being human in a fantasy game
>>51008
I've never gone kitsune dragon, but I've been a kitsune or a dragon often enough. Both are decent choices aesthetically, if a bit cliche. Goo, dryad/plant, and naga aren't bad either.
>>51007
Top of my head maybe all races that give you claws give you claw attacks. Maybe give salamanders fire attacks? Can't remember if they actually ever use fire though. Kiha kinda does.
Replies: >>51011
>>51010
>Maybe give salamanders fire attacks? Can't remember if they actually ever use fire though. Kiha kinda does.
Salamander tails do give you a fiery tail slap. It's a pathetically useless attack though.
Replies: >>51012
>>51011
A non-magic way to round of a fire combo. Limited use, but with cooldowns, you might do it just because it's the only way to use your raging inferno. It benefits form the combo but can't continue it, so it helps little
I believe it's also an armor sunder? That's theoretically useful, though not practically so
Replies: >>51013
>>51012
It only does damage, no other effects. Extremely low damage at that. With a high fatigue cost.
The base damage is just your strength stat (worse than a normal attack), minus a roll between 0 and the enemy's toughness (which is insane), minus the enemy's armor.
The usual damage reduction only takes a portion of your toughness, to a max of 25, and the total damage reduction is capped.
>>51008
human with the spider arms and legs for me
I've tried buffing Tail Slap.
I made the damage calculated basically the same way as weapon attacks (with the equivalent of 20 attack), but doubled and then boosted by raging inferno.
It has some armor penetration depending on the enemy's fire resistance, ranging from 0 penetration at 50% fire resistance to 30% penetration at 50% fire weakness (15% penetration normally).
If raging inferno is active, it can set the enemy on fire for some damage over time, which gives salamanders a bit more synergy with fire magic.

I'm also thinking of adding a new perk, Natural Weapons (name subject to change). It would buff the various natural attacks you get from TFs, things that use your body like Tail Slap, Ram, Gore, etc., not magical things like Foxfire or Illusion.
Replies: >>51019 >>51033
>>51017
Doing some quick playtesting, these preliminary numbers seem too strong, especially with inferno. I'll tone down the damage a bit.
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So usually I quit the game, before I get around to exploring the Bog.
In this playthrough I finally interacted with Sylvia & that Zombie Girl.

What happens, if I am mean to the Zombie girl and kick her head away or something? I also figured how to fugg her by fighting that Scorpion, despite her being a Lesbian. I probably wouldn't be doing this, if I actually read the description very closely.
What happens, if I am not open towards Sylvia? What happens when her dominance reaches 100%? What happens, if I don't encourage Dolores to studying that Ancient Tome?
Replies: >>51206
>>51008
I exclusively play as Kitsune, only done one run as a dragon paladin. Never a Kitsune dragon though.
>>51007
Having played with horse, centaur, spider, goo and snake TFs. The biggest issue is thematic attacks. Like if you transform into demon, you actually get stronger spells because more Int alongside flight and resistance to lust damage, making those TFs specially strong at corrupt lust builds with decent survivability options with not much of a downside.

The same can't be said if, for example, you go Horse then you get slapped a -10 penalty to Int which is a lot worse than the +20 Speed and +10 Toughness for general grinding (cough sub lvl 4 encounters with tentacle beasts). It makes sense thematically but you also don't gain a significant Str bonus, the speed dodge chance is awful unless you push it with a full dodge build and the special attack is just plain awful and doesn't provide any tactical advantage.
It would be a lot better if it also had a bonus to archery in some form /asides/ from centaur's proposed mobility bonus, like a budget stronger draw that makes it deal extra 5/10% damage, nothing major. Like, make the Kick auto-distance the enemy with the chance being equal to your Str and capped to 60 if you go double attack so you can take advantage of your speed and bow to synergize with.

Or if you go naga or goo and you can't constrict enemies based on your Tou+Str. Or your spider silk being horrendously expensive in terms of Fatigue even with the reduction perk and still having a large chance to be dodged. It doesn't have to do a stun either, it could just make the enemy unable to distance themselves for the duration meaning you can back off and get free shots if they don't have a ranged attack.
Replies: >>51036
Tried running a goblin character. There's no reason to.
How about listing what all the TFs give you first (invididual parts included for the sake of chimera fuckery) so they can start being compared with eachother properly?
Replies: >>51030 >>51033
>>51008
I've been using TFs more nowadays for specific builds and they are pretty fun. 
Hooked Gauntlets + Wolf (Bloodhound perk) is pretty strong since you can proc bleed to use the perk, although I'm not sure if theres any other sources to inflict bleed besides the gauntlets.
>>51024
I probably missed some shit but tried to list most of the combat effects of TFs. Probably missed a lot though since transformations have a fuckton of hidden effects coded in that are really fucking annoying to track down.
https://pst.klgrth.io/paste/zqvx7
Replies: >>51031 >>51033
>>51030
Nice. Appreciate the effort anon.
>>51024
I'm not going to include the full technical details of everything, that would be too much work, but I can list the basics of every ability (which I've still spent several hours on, but that's manageable at least).
I was going to list the perks and other mechanical bonuses too but >>51030 handled that well enough, so that saves me some time.

<Salamander
>Lustserk
For the rest of the fight, +30 weapon attack and reduces lust resist.
Perk obtained from Salamander Firewater when sufficiently transformed (salamander tail, legs, arms). If you lose the TFs, you lose the perk (unless it's permed on ascension).
>Tail Slap
See >>51017. After tweaking the numbers, I think it's a moderately good attack on its own, but not really worth the fatigue cost (especially for a child with low strength; it's barely better than a double attack in that case), though the armor penetration gives it some use. With Raging Inferno (or maybe the Natural Weapons perk I mentioned) it's pretty good.
Requires having a salamander tail.
<Dragon
>Dragon Breath
Does decent damage, stuns for 1 turn. Usable once per day, but eating a dragon egg will recharge it and give a damage boost on your next use.
Perk obtained from dragon TFs with sufficient dragon score. Once you have the perk, you keep it even without any dragon TFs.
>Tail Slam
It's basically shield bash without a shield (and with added bleeding). It even shares the same diminishing stun chance as shield bash, so using one reduces the stun chance of the other too.
Requires having a dragon tail.
<Hellhound
>Hellfire
Does decent health damage, plus lust damage if enemy has 10+ int. Complete lust immunity will prevent the health damage as well as the lust. The effect is kind of a mess and might be changed in the future (the original intent was to do health damage to completely pure foes, lust damage to completely corrupt foes, and a mix of health and lust for partial corruption).
Perk obtained by giving a piece of Marae's lethicite to the hellhound master, which requires high corruption, multiple hellhound TFs, and either two dog dicks or pregnant with a hellhound. Once you obtain the perk, you keep it regardless of TFs.
<Ghost
>Possess
Does good lust damage for no fatigue cost, but has a low chance of working unless your int is a lot higher than the enemy's (and if they have over 100 then they're immune no matter how much you have).
Perk obtained from ectoplasm with white/sable skin and ghostly hair. Once you have the perk, you keep it regardless of TFs.

To be continued (and also the message length counter is a liar, don't trust it)
>>51033
<Kitsune
The following kitsune abilities all require one of the ninetails perks. They're obtained by acquiring nine fox tails (enlightened/corrupted depends on how you get the final tail), along with fox ears and 90+ int. It doesn't matter if you lose the ears, but if you lose the tails then you lose the perk, unless it's permed on ascension.
<Enlightened Ninetails
>Foxfire
It's basically whitefire modified by the target's corruption (>50 it does better damage, <50 it does worse), with the added bonus of healing you based on your damage and the enemy's lust percent.
>Illusion
Significantly reduces enemy's speed and lust resistance (unless they're immune to lust), but has a low chance of working unless you have significantly more intelligence than the enemy (45% chance if int is equal). Can stack multiple times, but with each successful use the chance and effectiveness get lower (-10% chance).
<Corrupted Ninetails
>Corrupted Foxfire
Basically whitefire modified by enemy corruption again (better than whitefire at <25 enemy corruption, worse at >25), but then with an added damage bonus based on the enemy's lust.
>Terror
Overpowered ability (possibly the strongest in the game) that basically stuns for 6 turns. Success chance depends on int difference (same as illusion, 45% at equal int), but with how strong it is the chance doesn't need to be very high. It can stack (adding another 5 turns), but if you just wait for it to wear off before recasting then you don't even need to worry about the reduced chance for stacking.
<Basilisk/Cockatrice
>Paralyzing Stare
If it works, it significantly reduces enemy speed, and then continues to reduce it every turn, which can be a very strong effect. But the chance of it working (again based on int difference) is generally pretty pathetic, so it's actually kind of useless. Getting full effectiveness (speed reduction and success chance) requires some training, by repeatedly using the ability or having it used on you.
Requires having basilisk or cockatrice eyes.
<Anemone
>Anemone Sting
Does lust damage based on hair length (very heavy lust damage, if you have really long hair), uses standard dodge calculations with an accuracy modifier based on hair length (a large accuracy bonus with very long hair). It also reduces the enemy's speed by half the lust damage. If you have long hair (20+ inches, ideally 30+) it's an extremely strong ability, overpowered even, but then winning by lust is generally pretty easy anyways.
Requires anemone hair.
<Shark
>Shark Bite
In short, it's about the same as a normal attack except it causes bleeding.
Requires shark teeth.
<Naga
>Naga Bite
Reduces enemy strength and speed by 5-9, and then reduces them further by 2 every turn. Standard dodge formula but with a significant accuracy penalty. You're probably better off just double attacking with sever tendons, then you get damage on top of the stat reduction, without the fatigue cost. Interestingly, naga bite has 100% accuracy while the enemy is constricted, but that's irrelevant because you can't use it while you have an enemy constricted.
Requires snake fangs.
>Constrict
Low success chance if the enemy has decent speed. If it does work, the enemy can't do anything for 1-4 turns, and instead of your usual combat options you can only use a squeeze attack, naga tease, or let them go. Squeeze does 10-24% of their max HP, which is good (if you're able to constrict them in the first place). Naga tease is a mess, and regular tease is even more of a mess, so I'm not actually going to sort through the code to compare them and see which is better.
Charging attack.
Requires naga lower body.

Not done yet.
>>51035
<Spider
>Spider Bite
Does mediocre lust damage if it hits, and the chance to hit is garbage, both in the sense that the accuracy is low and that the code itself is garbage. Worthless attack, teasing is better.
Requires spider fangs.
>Web
If it hits, reduces speed by 45. It has the same hit chance as a normal attack, and also costs no fatigue. I don't know what "spider silk" >>51022 is talking about but it seems to be unrelated to the web attack. The downside is that webbing takes time to recharge. You can store 100 webbing and it costs 33 to use. You recover 5 per hour to start with, but you can boost that up to 25 per hour, then it's not so bad. Overall, this is a pretty good utility special as long as you don't need to spam it.
Requires a spider abdomen.
<Minotaur
>Gore
Damage is based on your character's height, thickness, and horn length. For a large character with big horns, the damage is very good. Accuracy is kind of weird though. You get a bonus based on horn size, then a speed comparison between you and the enemy has a huge effect, then it uses your usual chance to hit and enemy dodge chance but not in the usual way. Overall, the result is that gore will probably be pretty inaccurate if the enemy has decent speed, and extremely inaccurate if you have small horns or the enemy's speed is higher than yours.
Charging attack.
Requires minotaur horns that are at least 6 inches long.
<Ram
>Horn Stun
Similar to gore, but far less damage and it stuns for 2 turns (stun chance is the same as hit chance). Uses the exact same function to determine accuracy.
Charging attack.
Requires ram horns that are at least 2 inches long.
<Bee
>Sting
Does okay lust damage (level-based), and gives a "lust venom" status effect that does literally nothing.
Requires a bee abdomen.
<Various races
>Kick
It's basically just a normal attack with charging and a fatigue cost. Same accuracy, roughly the same damage (there are modifiers based on leg type but they don't make much difference), no additional effect.
Charging attack.
Requires bunny legs, kangaroo legs, regular hoofs (NOT cloven or pony), or a taur lower body. 
>Tail Whip
Reduces the enemy's armor by 75%, standard accuracy. Lasts for 2 turns, or 4 with a raccoon tail. A nice ability against specific enemies.
Requires shark, lizard, kangaroo, raccoon, or ferret tail.

Several of these attacks have special checks against certain enemies that change things in various ways (usually making them weaker or entirely ineffective). I'm ignoring that and just listing the normal functionality.
Also worth noting:If you have level scaling on, enemy stats get multiplied quite a lot when they're scaled up. For the abilities that calculate accuracy based on stat comparisons between you and the monster or are just heavily influenced by enemy stats (instead of using the standard formulas like normal attacks do), that means level scaling will make all those abilities completely useless.

The end.
>>51035
wait a fucking second.
>corrupted ninetails
>terror
Is that what's needed for that one single option to scare akbal while doing feras shit? No fucking wonder I could never figure it out
Replies: >>51040
>>51039
Terror, illusion, or whisper will work for that.
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>year of our Lord anno domini 2022
>still no femPC x herm tigershark daughter content
I'm running out of copium lads
Replies: >>51044 >>51076
>>51043
Now is your chance then! Write some scenes for that and satisfy your cravings.
Replies: >>51053
>>49635
I've seen a few people do this. Why aren't you pushing it to the git?
Replies: >>51054
>>49635
Share the liddelium with the rest of the class anon
>>51033
>>51035
>>51036
Wow what's a fucking lot of shit abilities
Replies: >>51061
>>51044
>Being turned on by your own work
I fucking wish anon
i fucking wish i could write it myself
I'd trade the writing with another anon, writing their kink if they elaborated on mine.
Replies: >>51100
>>51046
Probably because he didn't do what he said, and even if he did, he demonstrated doing it incorrectly by saying it doesn't remove dicks
Most likely it's the same as the original attempt at coding it, by that anon that tries to implement the unfinished drafts and mostly just copied how bimbo transformation works, and even then botched it.
Not to mention the method of obtaining the potion was scrapped as it was a rough draft that the writer didn't like. The easiest method if someone did want to code it now would probably be to have it added to the desk in the factory, alongside the gro+ and whatever else was in there. It reasonably fits, being there, and the rest of the writing for the item is solid.
But the closest existing effect in code, I think, is Transformation Resistance, which still doesn't do what the item intends, which is fully preventing a transformation atop it. And having the severity of the transformation fade over time might trip some people up, so I assume most that do it as a localized copy and not push to git just aren't going to bother with a lot of the details.
bringing home every single alice we meet and creating an alice village when?
Replies: >>51060
>>51059
Alicegrad would not like that and would declare war on you
Replies: >>51078
>>51050
The most common problem is that the accuracy is shit.
What do anons think of just overhauling all the weird accuracy calculations to use the standard dodge function? They could still have special modifiers taken into account, just within a more reasonable range, and not becoming useless when the enemy has similar stats to you.
The problem is that I don't have enough general experience to finely balance everything. It wouldn't necessarily make the abilities worth using, or it might make them too powerful, but I could at least accomplish the goal of making them usable.
>>51035
>Interestingly, naga bite has 100% accuracy while the enemy is constricted, but that's irrelevant because you can't use it while you have an enemy constricted.
One fucking job.
Replies: >>51070
>>51069
I've made it usable (with double the effectiveness too) while constricted.
Replies: >>51139
>>51043
Good daughters don't have dicks.
I am the one that fucks my daughters, not the other way around.
>>51060
Then so be it
>>51076
> Not wanting cute shark daughters fucking daddy in the ass
>>51053
>lacking this much imagination and depending on others
This sounds like gay ERP talk. Are you coming onto someone here? Do you want anon to feed you your fetish while you suck off theirs or something?
Replies: >>51182 >>51183
>>51076
Cringe, cope and I dare even say, yikes.
>>50927
I only looked at it a couple of weeks ago and it said it was a linear slide from 0 to 9 armour.
Replies: >>51109
>>50959
If you're going to do this kind of thing, you should think about what medium armour is for. Best defense with no perks applied? Best special abilities?
>>51106
I don't know what you mean, but the last time that file was touched was 3 years ago.
Replies: >>51111
>>51109
/*override public function getEvasionChance():Number {
			var chance:Number = super.getEvasionChance();
			if (hasPerk(PerkLib.Unhindered) && (armor  ArmorLib.NOTHING || armor.perk  "Adornment")) chance += Math.max(10 - upperGarment.armorDef - lowerGarment.armorDef, 0);
			return chance;
Replies: >>51113
>>51111
That's commented out, meaning it's not part of the code anymore, just the equivalent of a note. It hasn't been used since dodging was overhauled in 2017.
A reading of the source code indicates that Jojo's low corruption intro is nonfunctional, due to a corruption threshold used to encounter him in the first place.
Also, Mobile version UI does not display Day, Time, Or Gems.
Replies: >>51117 >>51118
>>51116
It looks to me like it's perfectly functional, it just requires that you be level 4+ or on day 28+. Before that, you'll only encounter him if you have high corruption. Am I missing another check somewhere?
>>51116
>Also, Mobile version UI does not display Day, Time, Or Gems.
What device? Do you have a screenshot?
Day and time show all the time at the top for me, right next to HP and lust, and I can see gems in the stat panel that you pull in from the right.
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I think Excellia is really beautiful and I really want to marry her.
Replies: >>51137 >>51147
>>51136
Mood kindred. It's so depressing that it's funny what Fen and Savin released of the most hyped character of the game. Though considering she's not even named in the game, you could write off her scenes as being an entirely different character. Turning Excellia into a Lover is and has been my greatest desire of this mod since its inception.
>>51070
Nice.
Are there effects in game that change the PC's age? Or are you stuck with whatever age range you select in the character creator?
Replies: >>51146 >>51153
>>51137
>Turning Excellia into a Lover is and has been my greatest desire of this mod since its inception.
You have been waiting for over half a decade by now. You could've used that time to become an actual, genuine writer and fulfill the fantasy you hold for other people.
>but I can't get off to my own writing!
Contributing something others will enjoy and picking up a new skill are valuable on their own.
>>51141
There are ways to lower it but not raise it.
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>>51136
Replies: >>51157
>>51137
>Though considering she's not even named in the game, you could write off her scenes as being an entirely different character.
She's named a lot in the game.
Replies: >>51157
>>51033
>>51035
>>51036
I appreciate the review. 
I think we need a non insane general "spell" accuracy formula so we can at least have some consistency when reworking spells to not have abysmal hit chances. Honestly when playing games, any special ability below 70% accuracy definitely needs to do something insane for me to bother using it.

I really like the transformation aspect in this game for how it affects combat, it's a rather unique way to build your character that you don't really see in any other game. It's a bit annoying that the TFs themselves are a bit of a tangled mess of weird abilities and stat changes, it's a bit daunting to tackle.
>>51076
>Not wanting your futa shark daughter to message your prostate with her cock while you breed her sister
>>51141
if i remember right there is lolipops for child vintage wine for olderand uhhh a music box that plays not!linkin park to teenager (can't remember if it is implemented)
Replies: >>51156
>>51137
>greatest desire
>never mentioned it till now
Intensely cuck levels of initiative
Replies: >>51157
>>51153
Not only are your ideas not implemented, they aren't even written! In fact, no one has even come up with those ideas before now.
Lolipop exists, but that's not "for child" that just to make any age younger, down to child at minimum.
Lolipop has a "real" reason to make a character get physically younger, regarding enchanted alchemy. No one has come up with anything else for the others. 
I'm terribly amused by some cursed music box that plays linkin park and turns you into a teenager. I'm certain some kind of a "the music seems to crawl beneath your skin, touching your body deeply" and "the changes are overwhelming, bringing your body to a state much as it would be in late adolescence. You try to resist, instinctively, but in the end, it doesn't even matter. You stare at the mirror in the music box and realize you've somehow become a teenager!"
Where would sucha  device be? Why would it do this? Surely this should be written and make silly-mode available.
Replies: >>51166
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>>51137
I'm glad someone else can see Excellia's beauty. I appreciate that you want to make her al over but I want to go a step further and make her my wife. She's really a beautiful cow woman.
>>51147
Prime beef!
>>51148
Yeah, correct me if I'm wrong but you encounter her after you defeat the minotaur king? Freeing her from bondage from a cruel master and then becoming her romantic partner and eventual lover seems really romantic. It really hits you in soft spot.
>>51155
I don't he's a cuck for having romantic feelings for Excellia.
Replies: >>51158
>>51157
>Freeing her from bondage from a cruel master and then becoming her romantic partner and eventual lover seems really romantic
Seems overplayed and outdated. A tale as old as cheaply printing books written by non-aristocrats. Despite being so old, it's not like a return to quaint plots, because it never really left. It's just something I find personally tiring. 
On top of that, there's one autist that will never let go of the "used goods" element of it, and others that simply find it distasteful enough that they don't really want the gash that the mino king has pounded to oblivion and back.
Maybe if she had a much longer arc to come into her own as a character, but I don't think that's what you're proposing at all. Just take her from the king and make her yours, then elaborate on her from there, which I don't like, myself. Before you get to know her, she's just a fat abused cocksleeve that clings to you because you saved her. Shallow and dull. I feel no affinity to take her but taking her is needed before getting any kind of connection going. 
And of course on top of all that, she's in the stronghold in the final push to end the game, so there is no alternative to give her room to develop. 
Moving the mino king to a different part of the game could be a way to rewrite around that. The stronghold needs an overhaul anyway, so it's feasible there's room to move him elsewhere and thus give room to have Excellia get more characterization and actually show some kind of appeal to bring her beyond "fat used cocksleeve" so the player might actually be interested in her
Replies: >>51160 >>51165
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>>51158
>Seems overplayed and outdated. A tale as old as cheaply printing books written by non-aristocrats. Despite being so old, it's not like a return to quaint plots, because it never really left. It's just something I find personally tiring. 
Sure, I agree it's a bit cliche but I'm just kind of a sucker that thing.  I fall for the "rescue a cute princess from a monster" trope a lot and I guess that's why I like her.
>On top of that, there's one autist that will never let go of the "used goods" element of it, and others that simply find it distasteful enough that they don't really want the gash that the mino king has pounded to oblivion and back.
Oh come on her pussy won't be that used. Also, I'm certain it will shrink back up again. I love Excellia for her personality and it doesn't bother me she's"used goods". She is my wife in my heart.
>Maybe if she had a much longer arc to come into her own as a character, but I don't think that's what you're proposing at all. Just take her from the king and make her yours, then elaborate on her from there, which I don't like, myself. Before you get to know her, she's just a fat abused cocksleeve that clings to you because you saved her. Shallow and dull. I feel no affinity to take her but taking her is needed before getting any kind of connection going. 
I actually see your point and understand where you're coming from but all those reasons you mentioned are the reason why I love her. I want to heal her abused wounds with love and affection.
>Moving the mino king to a different part of the game could be a way to rewrite around that. The stronghold needs an overhaul anyway, so it's feasible there's room to move him elsewhere and thus give room to have Excellia get more characterization and actually show some kind of appeal to bring her beyond "fat used cocksleeve" so the player might actually be interested in her
Please don't call her a "fat used cocksleeve". That's my wife your talking about. She was once abused and now just craves love and affection. She's not a bad person.
Replies: >>51161 >>51165
>>51160
>I fall for the "rescue a cute princess from a monster" trope a lot and I guess that's why I like her.
That's not Excellia at all.
Replies: >>51162
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>>51161
She's a princess to me, anon. My princess.
Replies: >>51163
>>51162
She only thing she seems to be to you is headcannon.
Replies: >>51164
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>>51163
Perhaps but I still think she would make a good wife.
Replies: >>51165
>>51158
>don't really want the gash that the mino king has pounded to oblivion and back.
A simple fix(And a superior one in my opinion) is making it so that the roles were reversed.  You spend the entire game thinking that Minos are "alpha males" but it turns out that the King is just a plaything.  
>>51160
>Sure, I agree it's a bit cliche but I'm just kind of a sucker that thing.  I fall for the "rescue a cute princess from a monster" trope a lot and I guess that's why I like her.
Pretty basic bitch of you, but then again vanilla loving sex gets me harder then any other fetish.  But I was never under that impression but then again I've never done her content.
>>51164
At that point you're just enjoying the design of the character, and not the character.  You might as well just make a perfect girl in your head then repurpose her.
Replies: >>51167 >>51174
>>51156
I swear i saw those existing in some sort of way in the past... even as a lost stray piece of writing or something.
>>51165
>A simple fix(And a superior one in my opinion) is making it so that the roles were reversed
We must rescue the king from this bloated harlot! He deserves freedom! 
Izma can bond with him over their shared natures as horny beasts that still have better mental faculties than their peers.
He can show us his prowess in battle and find the release of his aggression while getting back into the swing of being free
He can beat the shit out of Isabella for being another fat brown cowgirl
All will be right with the world. Our dearest new ally!
What if we make Excellia into a loli?
Replies: >>51169
>>51168
I still say we rescue the king from her ruthless lolidom slavery. No more little girls need objectify and abuse him so.
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>>51165
>Pretty basic bitch of you, but then again vanilla loving sex gets me harder then any other fetish.  But I was never under that impression but then again I've never done her content.
>At that point you're just enjoying the design of the character, and not the character.  You might as well just make a perfect girl in your head then repurpose her.
One of the reasons I actually like Excellia is because of her background as a sex slave. Her being used goods actually increases my liking of her. Let me explain my ideal fantasy with her. 
>i defeat the minotaur king and slay him in battle. 
>Excellia accepts me as her new master and expects me to be as rough.
>i don't treat her roughly instead the first time we have sex i start off slowly with loving foreplay. 
>i kiss her on the lips, neck, cheek, and back slowly making my way down to her feet and legs.
>i get to her feet and legs. I start my kissing her inner thighs and calves. 
>i grab both of her feet and press my face into them, so that i can kiss her soft soles
>i move my mouth to her toes and suck on them as if they were candy.
>i finish with her lower half and then look her in the eyes and tell her I love her
>i spread her legs and kiss the outside of her worn out pussy, slowly making her wet and around. 
>i move my tongue directly onto her gaping vagina and lick around the wide entrance, enjoying her delicious pussy's flavors.
>i look up at her again and lock eyes with her.
>"you're really beautiful excellia. I love you so much, I don't care if other people think you're used good. I want you to be my wife!"
>i press my face into her pussy and passionately eat her out until she has an orgasm.
>after she has an orgasm i cuddle up with her on the bed and lightly run my hands down her thick beautiful body.
So... yeah, that's why I love Excellia.
I've never even heard of this bitch
Replies: >>51193
hate niggers, you know
nate higgers, knows you
>>51100
What do you think writing for this mod is?
>>51100
Writing trades are a lot of fun, I'd unironically enjoy more of that. It's been a long time since anyone's done so
Replies: >>51249
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>>51177
Excellia was the prized OC of a prominent and very wealthy member of the CoC community between 2011 and 2016: Blackheart, a self-described "black weeaboo" who claimed in 2013 to have spent over $3000 on artwork of her as well as commissioning a custom love pillow. He donated for and provided much of the groundwork for the minotaur sons encounter in the mountains, and presumably the encounter was custom-written for Excellia (his player character)'s point of view. He regularly discussed his "amazing imaginative thought process" and tried to have an all-black, Egyptian-and-Caribbean-inspired all-black planet added to TiTS which featured "voodoo alligators and rastafarian lions."

He claimed that he flew into a "black rage" following Fen's confirmation that Excellia would not be the final boss of a Blackhearted-requested Minotaur Wing for the final dungeon and that his many donations to CoC did not entitle him to a freebie. Excellia's addition was considered the final insult to CoC by many older authors who believed that she was emblematic of CoC's worst submissions: an inserted Mary Sue (she was inexplicably immune to minotaur semen and only 'lost' fights she desired to lose for the sake of the sex) OC.

A Fenchat excerpt describing something of Blackheart's character following his discovery that somebody had written a fan story of Excellia which described her as "chubby" and not "curvy":
>[11:10.30] <blackheart0> oh fuck....
>[11:10.43] <blackheart0> he coulda just left curvy in the description
>[11:10.49] <blackheart0> but he added in CHUBBY
>[11:11.19] <blackheart0> someone is going to get a soul crushing negative review
>[11:11.24] <blackheart0> from me PERSONALY
>[11:11.58] <blackheart0> You dont add in chubby and curvy in a physical description in the same sentence
>[11:12.19] <blackheart0> it defeats the purpose of the curvy physical description
>[11:13.04] <Fenoxo> It's fanwork
>[11:13.30] <blackheart0> well im going to make my fan cry like a little premie bitch on prom night
>[11:14.04] <blackheart0> The black rage is ON
>[11:14.33] <blackheart0> back to reading this BS that looks like Paul Ryan trying to write a tax reform sheet. trust me, if you read as much as I do and love reading in all it's forms and is a grammar natzi(even tho im black)

And another:
><blackheart0> in other news, I caught a mouse last night when i was sleeping
><blackheart0> grabed one of my several katanas off the rack on my wall, threw the mouse up in the air, and sliced it in half

The sign in these images is a reference to "Fact #3" from Blackheart's character sheet that he gave to all people he commissioned: "Excellia can produce over 20 gallons of pure breast milk in 30 minutes,and which the milk has a 25% fat content."; for reference, whole milk contains 3.25% fat on average.
>>51193
did you color it in yourself? :>
Replies: >>51197
>>51194
An anon from /vg/ colored that in 2013. The artist is Cropsy, who went on to make some sort of sexual mod of Doom. He also drew an image of Helia getting her stomach blown out by a shotgun as an apology to /vg/ for being a supporter of Savin before he fell out of favor with them, but I'm pretty certain that image is long lost.
>>51193
Jesus
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>>51020
Why no reply?
Replies: >>51207
>>51206
Because I'm almost as lazy as you are for not playing the game and finding out on your own.
There's a few ways to get rid of Marielle or make her unavailable, most of which are frontloaded onto her first encounter. And you didn't have to do the scorpion to bone her, though congratulations on figuring that thing out without asking like a retard, your reading comprehension and memory surpass 90% of the thread's.
Replies: >>51210 >>51264
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>>51207
>There's a few ways to get rid of Marielle or make her unavailable, most of which are frontloaded onto her first encounter. 
Ah, I assumed so.

>And you didn't have to do the scorpion to bone her, though congratulations on figuring that thing out without asking like a retard, your reading comprehension and memory surpass 90% of the thread's.
Well, she's apparently as Lesbian and I exhausted all dialogue options. I didn't wanted to transform into a woman to get the ball rolling and then transform back. Maybe buying stuff from her was another idea of mine. And I deducted that since the Desert Rose from the Scorpion is new content, that it would be related to other new content. Is that true btw? Is Marielle an invention of /hgg/?
Replies: >>51212 >>51214
>>51210
Just so you understand. I didn't read any of her dialogue options for the most part. I skipped through most of it. It was purely accidental.
>>51210
>transform into a woman to get the ball rolling
If you want to know, all you had to do is unlock the sex talk option and go through it, and you're be able to shag her no matter what's between your legs. The whole thing's a bit awkward if you've got a cock and I struggled to make it believable, but I also didn't want to cut her off entirely from anyone who doesn't play girls. Still not sure if that was the right decision or not.
>Is Marielle an invention of /hgg/?
As she's listed in the /hgg/ credits, I would assume so.
>I didn't read any of her dialogue options
Nobody ever does. I take back my compliment.
Replies: >>51215
>>51214
>If you want to know, all you had to do is unlock the sex talk option and go through it, and you're be able to shag her no matter what's between your legs. The whole thing's a bit awkward if you've got a cock and I struggled to make it believable, but I also didn't want to cut her off entirely from anyone who doesn't play girls. Still not sure if that was the right decision or not.
Nope. That's not how it went for me. I told you I tried out every single dialogue option multiple times. Only got to fuck her in the bath once I had given her the rose.
Replies: >>51217 >>51218
>>51215
But there's no such restriction. Worked fine for me just now, and the requirements haven't been tempered with in ages.
You're sure you're not a retard and didn't have enough lust or clicked Nevermind while skipping through the sex talk, thinking that would advance it? You gave her the rose and the option to fuck her became available just like that, no messing around talking with her afterwards? Was the Lewd button in her main menu greyed out right until you gifted the rose?
Replies: >>51222
>>51215
You just missed it then. The rose doesn't unlock anything except a bit more dialogue (which itself also doesn't unlock anything but more dialogue).
Talking about sex is all you need to do.
Replies: >>51222
>>51217
>>51218
When I had the sex talk with her, she would always say she isn't comfortable with the idea. 
I was only able to penetrate her in the bathtub AFTER giving her the rose.
I exhausted all dialogue options multiple times on different days before that. Only the rose made her available.
Replies: >>51227
>>51222
>Only the rose made her available.
It's incapable of that though, no way it can ever possibly happen. The code is pretty straightforward.
The only requirement for the "Fuck Her" option in the bath menu is a penis and 33+ lust (the button still shows up without those, just greyed out with a tooltip saying why). Aside from those requirements, if you can invite her to the bath then it's always available.
In the "Fuck Her" scene, she's obviously uncomfortable with it, and you have the options "Let Up" and "Convince", no requirements for either.
If you pick "Convince", it will work unless you've insulted her father, told her she looks like shit in the ballet dress, or dicked her too many times before. None of those things are reversible, so if you can pass that check now then you always could.
And that's it.

Aside from the bath, you can also fuck her when she's modeling the turtleneck, same requirements.
Replies: >>51265
>>51036
That's some fine work, anon. You have a lot of patience.
Also where the FUCK are the harpy abilities, they deserve more love damn it
>>51008
Kitsune fire + dragon breath is just too good
especially when you have both enlightened and corrupted perks active at the same time
Not to mention how OP terror and illusion are

I just wish we could rip and tear demons to shreds with our dragon claw hands when going unarmed
Replies: >>51230
>>51229
>I just wish we could rip and tear demons to shreds with our dragon claw hands when going unarmed
Already ahead of you.
>>51183
Writing trades are shit. It's two people writing about stuff they don't care about instead of them just writing what they like.
Replies: >>51257
>>51193
CoC hisorian, I want you to know that you hold a unique place in my heart, simply for documenting all this hilarious shit. You know what, throw us another CoCfact, would you?
Replies: >>51263
>>51249
And yet many people do it across the internet, and tout it as fun. Curious.
Replies: >>51258
>>51257
People do the same with with cutting their dicks off. By your own logic, you should get chopping.
Replies: >>51259
>>51258
People who like writing, trade writing
People who like trannying, transition
By that logic, it's actually you that should get chopping, not me.
I did expect this level of critical thinking from you
Replies: >>51269
>>51193
>>51250
CoC-Historian, your posts are appreciated. I have a question, if you don't mind. I read here some time ago that Dominika is actually the OC of some guy intended for the Warcraft Universe, which he ported over. Do you know more about that? I always liked dangerous characters and the implications of what Dominika does to you are quite dangerous. So what's up with that?
>>51207
Are you still seething about the fact that people can't remember a seemingly throwaway line about a flower and instantly connect it to a tumbleweed in a random ass Scorpion encounter in the desert hours of gameplay later?
Replies: >>51274
>>51227
I don't know. I guess I didn't have enough lust then?
But that doesn't explain why I am able to just spam fuck her in the bath everytime I meet her, while I wasn't able to do that a single time before.
Replies: >>51268
>>51265
If you're able, please duplicate the problem
>>51259
>I'd expect that level of critical thinking from you
Says the nigger deliberately misinterpreting what was written.
Replies: >>51270
>>51269
Says the nigger deliberately misinterpreting what was written.
Reworking unarmed weapons is mostly done, but it would be nice to have attack messages with some added flavor instead of the generic ones. I'm short on ideas here.
Does anyone have suggestions? We could have a different set of attack messages for every claw type, but I'm thinking just short claws (like cats) and long claws (like dragons) would be enough. Maybe something different for bird talons, but that's currently just cockatrice, which is so obscure and niche that I'm not sure anyone has ever used them in this mod.

For reference, you can see the current messages here: https://pastebin.com/K2GEL5XM
Replies: >>51278
>>51264
Don't think I could ever be mad about that. The failure of so many to connect a conspicuously presented item to a whole four paragraphs of previously read text is more of a source of amusement to me. And one that's entirely inconsequential.
Replies: >>51276
>>51274
Talking a whole bunch about something and then finding a really suspicious item reminiscent of the story is a total leap.
If anything, talking a whole bunch about it was the downfall. No one's reading that. In a text game? No way.
Should have just had a single line paragraph in bold saying "I sure wish I had a desert rose" and then added a button directly in that conversation that has you go directly to the desert to find the rose
Anything else is obscure
Replies: >>51312
>>51271
Harpies don't have talons?
Replies: >>51279
>>51278
They have feet talons, not hand talons, so they'd have to be physical specials. Because of how weapons are used in scenes, it's not practical to make this work with anything but hand-based (either hand-held, hand-worn, or the hands themselves) weapons.
Replies: >>51280
>>51279
Harpies don't even have the Kick special, which is rather surprising. The larger flightless birds have deadly kicks and ostriches are capable of killing lions with them, so it'd be fitting. Honestly it's kind of underwhelming how little they get compared to some other transformations considering how unique they are.
Replies: >>51283
God damn the thread is productive now. Is one little bugfix update all we needed?
Replies: >>51293
>>51280
Harpy Transformative that locks you out of weapons (Arm wings) but you use your talons instead and you get a buff to dodge/speed when?
>>51283
sounds good to me
>>51283
Not having functional hands would require rewriting like 6 million scenes though.
Replies: >>51303
>>51283
As much as I love arm wings and dislike back ones on harpies, CoC just wasn't written with that kind of variation in mind. Rarely scenes consider your transformation, but that one would be outright incompatible.
I support the idea of unarmed though. Maybe if you went for that, your "unarmed" would be your talons with certain bonuses? It'd be tough to balance since it'd have to be a competent option and a lot of weapons have good abilities.
>>51281
I came back, a bit. 
I'm definitely biting more than I can chew since I have other autistic coding projects on the side, but I felt like doing some more work on CoC, at least on the combat side.
Replies: >>51294 >>51295
>>51293
also there's definitely been some other active devs here too, so it's a nice coincidence.
Replies: >>51295
>>51293
>I'm definitely biting more than I can chew ... but I felt like doing some more work on CoC, at least on the combat side.
Same for me. Hopefully I won't burn out (again) too quickly.
>>51294
The power of autistic combat discussions.
>>51286
It really wouldn't if arm wings were a thing that also kept your hands. Like bats at the midpoint or simply have the wings span across the arm. It's a very doable change to make in the grand scheme of things.
Replies: >>51304
>>51303
It really would if your hands couldn't hold things, which was the suggestion I was responding to.
>>51276
Or get this.
Maybe getting the desert rose could, in some way, be related to the questline - or perhaps even mention the plant's properties without having to look at the fucking tooltip - and not be tied to a lengthy and interesting but ultimately irrelevant boss encounter.
Replies: >>51322
>>51312
>or perhaps even mention the plant's properties without having to look at the fucking tooltip
That is where you draw the line?
Replies: >>51326
>>51322
I'm just saying that in a questline where people are likely to end up doing the encounter hours later if they're not actuvely pursuing the quest, maybe you shouldn't expect them to remember the specific name of a plant and put literally anything in the actual text of the encounter to emphasize the rose itself. Instead of "you find a weed" then a novella about a scorpion.
Replies: >>51327 >>51328
>>51326
This really seems like a 'you' problem.
Replies: >>51378
>>51326
skill issue
I haven't even seen any of the scorpion and desert rose stuff yet so I can't tell if it's legitimately autistic or not from the thread.
Then again, people complained about the Golem being too hard when it really isn't, so who knows. Unless being a literal child is OP
Replies: >>51330 >>51332
>>51329
>Unless being a literal child is OP
It is in some ways, but against the golem in particular it doesn't help at all and is a huge disadvantage.
>>51329
I feel like the broken part about children is really the lust resistance if anything. You can easily get around 90-100% resistance with lust reduction perks which lets you take sadism and masochist with no downsides. I've actually killed the lethicite crystal on a melee build by having 100% lust resistance + Carnal Burn to remove the slight lust buildup that penetrates resistance.
Golem doesn't feel particularly difficult as a melee and you can straight up just spam attack until it dies but on a magic build I have no fucking clue what to do besides nuke it with Terra Star though since Telekinetic Blast and Whitefire do almost nothing to it.
>>51332
I think mage builds (without Terrestrial Fire) generally need a way of doing non-fire damage and a way of stunning or removing armor. All the spells and magic specials that ignore armor are fire damage, which won't do much. TK Blast and Circe's scimitars don't have any armor penetration at all.
Replies: >>51336
>>51332
Magic builds really don't do very well vs the golem unless your spellpower modifier is way off the charts. In contrast, ranged physical like Archery, Flintlock or Trowing Knives are actually extremely viable.
Lust resistance isn't that broken as a child. You can get close to equal results as an adult for that as well. Anything above like 70-80% resistance is already overkill for lust in most encounters. If anything the only one that feels gimped is Teenager but that's easily fixed with like 2 corrupt perks and some libido inhibitor so you get to keep the rest of your bonuses as well.
>>51334
But stunning drops all the armor. I found magic a very easy route
Replies: >>51337
>>51336
Yeah, if you can stun you're fine. There are other ways of removing armor too, like tail whip.
>>51332
lust resistance was completely gutted and does nothing now, since you'll hit the cap regardless of age
child just substantially reduces your maxhp, which is the main stat that's different between level 1 and level 20
Replies: >>51339
>>51338
>lust resistance was completely gutted and does nothing now, since you'll hit the cap regardless of age
The only cap on lust resistance is applied near the beginning of the calculations. All age modifiers and all multiplicative modifiers are applied after the "cap". It also hasn't changed in a long time.
>>50774
Did some revisions: https://pastebin.pl/view/f1098aae
Alright boys, lolis. D.f.c. or oppai?
>>51368
both is good
>>51368
Oppai is just a really poorly proportioned short stack
>>51368
used to prefer flat, but I've come around to oppai
>>51368
Flat.
>>51332
Do you play on easy or something? You have to stun the golem to damage it with melee at lesst. It's not hard but you shouldn't be able to spam attack it.
Replies: >>51380
>>51327
Nah it's a writing problem. Something to be expected from a yurifag.
>>51377
Brutal Blows.
Replies: >>51381
>>51380
Doesn't it just regenerate its armor, or was that removed?
Replies: >>51382 >>51383
>>51381
it does but you can just attack it again with brutal blows + double attack to get rid of its armor anyway.
>>51381
It has a chance to regenerate its armor when it gets below a certain amount. You can get several turns of damage in before that happens.
>>51368
flat or it is not a loli.
>>51368
oppai is retarded and not loli. Like asking for a cheeseburger and then removing the cheese when you get it. Flat.
Replies: >>51406
>>51389
Damn right.
Disgusting freaks with monster tits are not loli.
That's another reason I love the loli vampires. 
They will never become whores with tits.
They will always stay beatiful and pristine.
I just need my kitsune trap submissive lover and I will be happy.
Replies: >>51415 >>51429
>>51406
>traps
das gay mayne
Replies: >>51422
>>51415
That kitsune always loved to dress like a girl and will love my PC's cock.
Replies: >>51429
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>>51406
>>51422
Degenerate
Replies: >>51455 >>51553
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Error in Mitzi titfuck scene.
Has there ever been a book in the cathedral? If ever there was, there certainly isn't now and hasn't been for a while, yet this line remains.
Replies: >>51438
>>51436
>Has there ever been a book in the cathedral?
Never.
The Shoulda dick option on faeries seems to be only of her scenes not to adjust the sleep timer.
How much script shit do I need to learn to write scenes?
Replies: >>51445
>>51444
None. You just follow the basic instructions in the writing guide linked in the OP so you know how to make things clear for the people who would implement it for you. The parser, while seemingly intimidating, doesn't need to be learned either. You can simply leave notes on how it should function.

As long as the writing isn't abysmal (and provided someone looks it over since we are a bit lacking on proofreaders at the moment) coders will implement it.
>>51429
Yeah it turns me on immensely to pound a feminine bitch's ass to love my cock.
That trap in the pic looks good too, I'd bet that "she" loves to squeal in pleasure when being wrecked in the ass.
2hu, can you write a kitsune trap lover?
Replies: >>51458 >>51514
>>51455
Please no more kitsunes. The trainwreck that is CoC2 left a rotten taste in my mouth
>>51458
He's just trolling. As usual.
Replies: >>51463
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kitsunebros... we are being bullied!
Replies: >>51464 >>51473
>>51458
I wanted my kitsune daughter for myself but there was no option to marry her.
>>51460
I'm really interested in a trap kitsune lover.
A feminine bitch in denial that wants to be raped and wants the PC's cock.
He gets bullied for dressing up as a girl but gets along with female kitsunes. 
He would try at first to play tricks on the player, then the player can tell him to fuck off, "rape" him or turn the tables on him and fuck "her".
Maybe a "friendly" path where there's some dating where he doesn't immediately reveal that he's a femboy can lead to reject him or give him a hard dicking.
Gradually build up the relationship where he reveals his feelings and that he wants to be your "wife".
Then a path where you can use a special potion with a sex scene to turn him in a proper girl, similar to Arian, where later you can use succubi milk to making her grow tits, purple eggs to increase her hips/ass size.
A fuck draft to make her ovulate and in heat in a sex scene to make her pregnant.
This way she can get pregnant and give you three unique daughters then she will birth generic ones.
Or maybe leave him as a trap.
The requirement to sex him would be a masculine PC with a dick, that he loves, a feminine PC would only be able to chat or rape him.
Replies: >>51464 >>51469
>>51463
I would also add the trap's family where the mother is a hara hara milf that is kind but doesn't trust the player at first, and the trap's sister that makes fun of him but if he turns into a girl she will be doing a threesome once she gets to know the PC better.
>>51462
I need my kitsune lover in camp.
>>51463
>but there was no option to marry her.
Was there an option for her to fuck other people? I expect that's how it goes in CoC2, but I haven't tried it out myself
Replies: >>51474 >>51475
>>51462
I prefer foxes that have functional wombs over homosexual cocksleeves
Replies: >>51486 >>51511
>>51469
She gets married off to one of 2 guys depending on how you've raised her
>>51469
Pretty sure the only thing you can do with her is have her marry some other guy's OC, but I've never played the game.
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>>51473
why not both?
>>51486
What an upsetting image
>>51486
You know if you have the powers of a god, and decide that you're rather make yourself pregnant through anal sex, maybe you got your priories wrong.
>>51486
me on the right
>>51486
That's just weeks of shit and parasitic worms
>>51473
Well that depends later where you can turn him in a girl like Kelly/Arian.
>derailed by faggot and tranny foxes.
>>51455
I did want to write a kitsune at one point. Just not a trap one. Maybe a trapsune kid could've been on the table. And now that I think about it, I don't think we ever get a named son.
>>51458
Are they that bad? Once I heard that the kitsune "wife" in the amulet starts to treat you like you're a loser after you free her, and the daughter apparently goes through time travel shenanigans where she blames you for whatever bs happens to her, I just stored the amulet in the stash and moved on.
>>51514
kitsunes in CoC2 are pure wank
amulet-bound foxwife is an outlier as she is strictly monogamous (but is weeb nobility so she talks down to everybody because you're all occidental savages) and she is addicted to having your children.
Your daughter straight up calls you an outsider and uninvolved when you want to go beat the shit out of a furry that's targeting her life (and this is even if you sell your soul to their dumb fox god to be a kitsune, too). Timeskip daughter is worst part of that, and you can't interact with any of your other named children either.
Replies: >>51534
>>51514
The short of it is the entirety of the kitsune section in 2 is just the writer's overwhelming obsession with his own out-of-game OCs and they have nothing to do with the story and barely fit into the world despite being shoved in your face. The long of it is:
>treat you like you're a loser
>time travel shenanigans
Yes, it's absolute nonsense. There's nothing you can do to change it either, she just treats you like trash out of nowhere. The author is so buttmad about sterile PCs that, even if you're sterile, you'll impregnate amulet fox somehow. The first child is one you can raise in certain ways, but I'll explain why it does nothing in a second. You can have unlimited daughters with the amulet fox, but there's barely any interaction with them at all, nor can you name them. No you can't fuck them because incest is no-no gotta get those patreon bucks. Although two of them are named (you can't name any), only one is an actual full NPC and the other is just a cameo in the first's scene. There are events where you can raise her in certain ways, but it doesn't do anything outside of minor flavor (literally things like whether she plays the koto or the bamboo flute, sorry, I mean shakuhachi). It can change her combat abilities, which sounds neat until you realize it's tied to literally an anti-kitsune quest and she appears only once. No party member and no, you can't spar with her like Helspawn. No matter how you raise her, she'll bring home a husband that's one of the male kitsune NPCs in the tribe, a choice of two depending. No, you can't disapprove of them.

The fox tribe is a joke because it's just plain bad writing. Pages of text are spent going into every minute detail of the tribe and how sacred, honorable, religious, ancient, etc. they are, amulet fox included. Then when you actually get into scenes with them, it's the usual "YES, FUCK MY SLUTTY CUNT" dialogue, even with ones who are virgins or very inexperienced. The writing also reeks of late 2000s-early 2010s fan translation kind of text where they'll use random Japanese words when there was a perfectly capable English equivalent available, or worse, they'll say the word in Japanese and then immediately put the English translation after it, causing them to say it twice. Literally "Keikaku means plan" kind of nonsense in-story. For whatever reason, the writer felt the need to ensure all the Japanese words are in Bold text too, which is just distracting and unnecessary.
Replies: >>51522
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>>51514
Everything Kitsune-related was written by one guy. Transformation, encounters, the race itself, characters, everything. Even the wiki articles are written by him, and you can tell because their Romaji names and ranks have the Kanji written after them and they're the most detailed articles on there, even containing exclusive character trivia. CoC kitsunes were simple and fit in the setting, but it's oversaturated in 2. There are 25 unique Kitsune NPCs with varied writing depth, but usually multiple full pages per encounter. There are encounters in the hills and the forest, NPCs talk about them, a special amulet is tied to them, some of the best equipment in the game is tied to them, etc. It's just too much and it doesn't help that the writer is fellating himself the entire time with it, even force-feeding you random Japanese trivia. Despite how hard he tries to make them seem "deep" and complex, some aspects are even more simple than the first game. 9 tails and two paths, one through sheer corrupted power and the other is enlightenment? Nope, the more you fuck and give birth, the stronger you get and more tails. Not that it's consistent because multiple NPCs stay static even after shagging them and that doesn't explain guys getting tails. Even though they're the spawn of one of the 7 gods, they do absolutely nothing and the god does so little except turn into a woman and let you impregnate him, oddly enough (she's ugly, don't bother, pic related). Making a deal and permanently selling your actual soul to him is also the only way to become a kitsune, and the transformation is permanent as well. This also locks you out of other content in the game other people wrote because of course it does.

Maybe the content sounds fun if you really like this guy's type of kitsune, though they have little in common with actual kitsunes to the point where they aren't even tricksters or seen as divine. They're just humans, really. For a comparison, imagine if I really loved trolls. Imagine I wrote 25 NPCs and half of the areas in 1's /hgg/ mod contained these trolls because one or more of the coders went insane and actually did it for me. Imagine if the best weapons, unique outfits, rare spells, all were tied to trolls and you had to do long, multi-step troll quests to get them. Imagine I made you constantly read (or skip) through endless pages of troll lore. Imagine I made little to no mention of corruption, demons, anyone else in the writing and it was all about trolls. Any troll you might like the personality and backstory of gets ruined with the sex scene as they say cheap porn dialogue. You a troll fanatic? Too bad, because my trolls act nothing like any of the trolls you like. You cannot play without troll and it is now the majority of content in the game, and although most of it is optional, I will ensure some of it is shoved in your face no matter what. That's what kitsunes are in 2. It feels bad because I normally like kitsunes.
>>51520
>You a troll fanatic? Too bad, because my trolls act nothing like any of the trolls you like
Reminds me of the xianxia writer that wrote a warcraft style troll and when someone innocently mentioned that, pointing to the accent written in the dialog, the guy got all anxious and said "no, he's— it's spanish. He speaks spanish" and started adding random spanish words in so you don't think it's WoW related.
Replies: >>51523
>>51519
> The writing also reeks of late 2000s-early 2010s fan translation kind of text where they'll use random Japanese words when there was a perfectly capable English equivalent
Reminds me of how in AC occasionally characters would take in their native language, with the in game reason being because the translation program breaks sometimes.  And it does make sense, talking to non native English speakers may sometimes have they dip back to their native tongue trying to find an English equivalent.  But that almost never happens in porn games.
Replies: >>51825 >>51884
>>51520
So, TROLL (Trollish Relationships of Lusty Love) when?
>>51521
Pretty funny
Anything I should know before playing the evil, high corruption champion? I think I will go with the whips as the main weapon.
Replies: >>51525
>>51524
>Anything I should know before playing the evil, high corruption champion?
Most corruption writing is hilariously bad.
Replies: >>51526 >>51629
>>51525
Then, in the worst case scenario, I'll get a few laughs. I just don't want to lock myself out of content by being too evil. Or maybe I should embrace it, go full edgelord murderhobo and wombfuck goblins, eat fairies, and turn Rebecc into roasted lamb. This could be fun too.
Replies: >>51527
>>51526
Corruption content is suched a botch batch of shit that you really should go all in or nothing.
>>51514
No named sons. In fact, to my knowledge, the only sons that can be interacted with are one of corrupt Amily's kids and the ants. There's also a few tots with Isabella, but those're effectively identical to their female counterparts. Snuggles has an unnamed son, but that's not implemented. I've thought about making a proper son NPC, but I don't know who it'd be with. Maybe Sophie?
>>51520
wew lad
A masochistic part of me wants to meet this neckbeard irl just to see what kind of depraved human comes up with this shit.
Replies: >>51533 >>51536
>>51532
>thought about making a proper son, but don't know who with. Maybe the all-female species?
Replies: >>51539
>>51518
> strictly monogamous 
She's also used goods since she lost her virginity long before she even got stuck in that amulet
>>51520
>They're just humans, really
More like demons since they feed off of sex
That's actually how the males get more tails since they obviously don't get knocked up and give birth
it's at a whole lot slower rate than the women just becoming birthing machines
>>51532
>proper son NPC
It'd be extremely ironic if it was with Marble.
>>51520
Same. I loke Kitsunes and I even lied the Kitsune lover herself in CoC2, but getting infodumped about Kitsune lore made me hate that shit. Kiyoko herself is alright but she gets sidelijed in favor of kitsune politics and kone of it is even interesting because they're literally just Japanese people with fox tails. You didn't even mention how pregnancy and sex are the lore explanation for kitsune having more tails yet the PC's tails are just based on your level and independent of sexual stats entirely.
>>51514
Kiyoko doesn't treat you like a loser but everyone else does and all the Kitsune content focuses on them once you free her from the amulet. Coincidentally freeing her frim the amulet is also when it all goes to complete shit.
>>51533
In his defense, I remember the harpy kids being deformed abominations.
>>51520
jesus fucking christ
Wow, that game is never gonna get fixed, is it?
Replies: >>51554
>>51514
Have you any idea on your next project?
I'd suggest that trapsune lover, making it a masochistic submissive bitch that likes wearing girl clothes and later a full female that can impregnated with a lot of babies.
This time the kitsune daughter can actually be married to us instead of that shifty OC.
Replies: >>51658
>>51429
Cute trap.
I found the game and I'm really loving it.
>>51544
CoC2 is probably way too fundamentally fucked to ever really fix.
For starters, you'd have to disable portraits entirely, since the art for them is total dogshit. The problem with that is that appearance descriptions are rare since they assume you have pictures. The alternative would be to find a good drawfag, which increases the scope of a fix mod drastically.
Then you'd have to fix the massive amount of furfag shit in the game, which means several major characters and tons of scenes, plus the autistically long walls of text in the codex.
Then you'd have to fix all the shit with the kitsunes, because everything outside the content in the amulet and some of the character's designs and concepts is total trash. That means rewriting a dozen characters and redoing every scene for an entire major city. Luckily Kiyoko and Kinu wouldn't need too much work since they're alright as is, it's just anything involving the rest of the kitsunes. You would just have to delete everything about adult Kinu's relationship with the edgelord/farmer OC and rewrite some portions of her questline a bit as well.
Then you would have to address other issues with various other questlines or shitty contrivances in the writing, like when the PC gets a massive, earth shattering lore bomb about the nature of the gods dropped in an optional and complex negotiation sidequest only for the quest to end with "but then you wake up the next day and conveniently forget every single thing that happened the end."
Then you have to address the serious lack of impregnation options for both male and female PCs in spite of the game having a convenient orphanage explicitly for you to have as many babies as you want in your hub. 
The biggest issue by far is the gameplay though. The massively downscaled scope of the stats and levels makes the progression compeltely insane. If you're one level below recommended for an area then the harder encounters there are statistically impossible without good RNG. If you're one level above, you breeze through it all effortlessly. In spite of this the game manages to be even more imbalanced than CoC1. The skill system is also much worse and is basically WoW MMO combat where you just spam your skills on cooldown, then either attack or spam your free skill in between.
Equipment is all boring and homogenous, with legendary weapons doing slightly more damage than a sword you bought at the start.
Tease damage is shit and unusable. Playing solo without a party is impossible because unlike enemies who get extra turns when outnumbered, you only get one. Transformations have arbitrary limitations on them for no reason. Corruption does nothing 90% of the time.
The issues go on and on. At least the villain is good, all you'd need for her is a dedick option for people who don't like futa.
Replies: >>51561 >>51572
is coc2 is this shit, I gotta wonder about tits
Replies: >>51560
>>51557
I've not played it in years, but when I did, it was mostly furfag futas who all had tits bigger than their torsos and horsedicks longer than their legs. The combat areas were horribly imbalanced to the point where defeating even a basic enemy took nearly all your health, and levelling was strictly capped, making actually exploring completely impossible. From what I've heard, it's not gotten much better.
>>51554
And all that without addressing how fundamentally fucked the lore is from even the intro. Savin did not give a single shit on keeping anything consistent with CoC mechanics like portals and just did whatever he wanted to do. CoC2 is flawed and broken in lore on a fundamental level and can't be fixed.
Staff channeling currently uses physical modifiers. Thoughts on changing that?
For one thing, it doesn't make a whole lot of sense, since it isn't, in fact, physical.
Unlike spellmod, where every magic build is expected to have a bunch and everyone else might still have a little, there aren't that many things that give physmod. Children and elders get a penalty to it. Bonuses come from cock socks, power rings, fighter history, Frustration perk (conditionally), and an ascension perk. That's pretty much it.
So most commonly, ignoring physmod would either do nothing or be a slight buff for channeling (because children and elders wouldn't get a penalty any more, and magic builds are unlikely to have any bonuses to it). I don't think the slight buff would be too much either, considering channeling doesn't get on-hit effects or various other bonuses that melee weapons have.
Replies: >>51568 >>51569
>>51566
The same could maybe be done for firearms. They're physical but it's not like you can shoot harder to deal more damage, and it would let any age use them without penalty.
Replies: >>51577 >>51585
>>51566
To me it sounds logical for it to be changed.
>>51554
>PC gets a massive, earth shattering lore bomb about the nature of the gods dropped in an optional and complex negotiation sidequest only for the quest to end with "but then you wake up the next day and conveniently forget every single thing that happened the end."
doesn't that get brought up whenever the other imposter gods gets met? they know you know.
Replies: >>51575 >>51586
>>51572
ugh, meta shit
Replies: >>51576
>>51575
i've never taken a meta shit
>>51568
this makes sense to me as a change too
can we just please already have dedicated guns/bows/ranged weapons as a third combat style instead of just taping the existing weapons to key items or other shit to prevent it from having its own identity?
Does the crossbow have any kind of benefit over other ranged weapons? It seems kind of underwhelming for something that could be its own weapon type, though it's not like there are plenty of crossbows to choose from so I can understand the simplicity. I don't think it even gets bow skills, or if it has any unique skills of its own.
Replies: >>51579
>>51578
It's not even possible to get it except through the debug menu. It exists in the code as a very basic item but that's it, just an abandoned WIP thing, nothing has been done with it.
Replies: >>51580
>>51579
Darn, well that explains why I couldn't find any word of it. A shame, crossbows are pretty neat
>>51568
Don't guns deal damage based on speed instead of strength?
Replies: >>51590
>>51572
I know for a fact it's not mentioned at all when you talk to Keros.
Replies: >>51599
>>51585
Yeah
>>51586
I could have sworn it came up during the wedding
Replies: >>51602
>>51599
I'd bet up to ten bucks it isn't. I would have remembered it.
>"h-haha yeah coc 2 sucks"
>a lengthy discussion about the intricacies of its lore by people who know the game well begins
Weeb sellouts eating shit from Savin's hand because his game contains le epik kawaii kitsunes
Replies: >>51605 >>51608
>>51604
>shitting one one retarded scene = discussing the "intricacies" of its lore
Replies: >>51606
>>51605
one one! ha ha
anyone got a working cheat sheet pastebin? the latest archive ive got is from 2019
Replies: >>51609
>>51604
Get out of here, Savin. You're not fooling anyone
>>51607
Sounds like the most recent one to me.
Replies: >>51610
>>51609
Really? Damn. well in that case here is the archive link for the cheat sheet pastebin.

https://archive.ph/rrMct
Ive noticed that there are some ways to raise Attributes above the base cap of 100. does anyone have a list of how to go about this? Dragon and lizan together seem to raise INT to at least 120 or so, or 110 separately.
Replies: >>51612 >>51621
>>51611
>Ive noticed that there are some ways to raise Attributes above the base cap of 100.
Correct.
>does anyone have a list of how to go about this?
Yes.
>Dragon and lizan together seem to raise INT to at least 120 or so, or 110 separately.
They do.
Replies: >>51615
>>51612
Could you please share this list of what raises these stats above 100?
Replies: >>51616
>>51615
It's in the OP.
Replies: >>51619
Alright, enough talk about putrid, disgusting shit like CoC2, can someone in the thread help implement all the piss and puke content in the catalogs and this thread?
Replies: >>51618
>>51617
I hope not.
>>51616
where in the OP? ctrl F is not helping me in searching through the various files nor is this information in the wiki for the Original game.
Replies: >>51620
>>51619
Player.as
>>51611
need to get 4 of a TF's score in your menu. You can get around 150 max int without ascension if you have 4 lizard (+ basilisk eyes) 4 dragon 4 spider as an elder.
Replies: >>51622 >>51623
>>51621
ah, thank you. i wasnt having much luck trying to search info in the player.as 

How do you get those eyes?
Replies: >>51751
>>51621
>need to get 4 of a TF's score in your menu
It's usually 4 but not always, it depends on the race.
so how exactly does this ascension thing work? 

Also what about the Paladin background? the initial bonuses make sense, but how does one loose the perk by angering your god? Its not forthcoming on that part.
Replies: >>51630
>>51525
Don't have sex, don't get your corruption above low threshold ( I don't remember what it was, 25 maybe?)
Replies: >>51630 >>51634
>>51624
4u>>51629
>>51629
Is the sex thing new? Last time I played I kept it through rape or even willful sex.
Replies: >>51639
>>51634
Sex has nothing to do with it.
>>51552
>Have you any idea on your next project?
I have a few ideas but the one I've noted down the most for so far is the Vampire town/community. 
For the location, I was thinking they'd live underground in the glacial rift. Demons don't go out there and it lacks content, so it sounded like a good option. Rough plot is: If the champion explores the rift at night, a vampire scout smells you and mistakes you for a fellow vampire (it'd only trigger if the champion was sleeping together with Fran, Emily, or both sisters at night for a few days in a row). The scout will consider you friendly depending on what you say and invites you back to the vampires' town. If the Champion goes, they meet four vampire clans living in seclusion in order to avoid the demons (I don't have names for those yet, but kinda know what they'd be about).  
One group would be like bat people (Maybe like nosferatu from vampire masquerade?) They'd be considered disgusting by the other vampires. Due to this, they don't like the other vampires either.
Another would be magically gifted, but have low stamina, which holds them back. They'd be rather researched focused. Specifically, they'd be interested in looking into the demons. The main thing they want to learn is how to stop or subjugate them.
The third would be more warrior oriented, due to their ancestors being knights/soldiers (the scout the champ first meets is one of them too). They love fighting and prefer to master various weapons/handtohand skills to enhance their vampire abilities. 
The fourth would be the more like nobility of sorts and would typically look down on the other vampires. They do have the raw power to back up their dickishness, both physically and magically.  
The champion can learn there was a fifth family that the fourth one wiped out long before the demons appeared.
Each vampire group has it's own head, but the fourth vampire family's leader is the one that calls all the shots (That one would be considered the strongest as well for reasons the player could find out). The one who gives orders to all the vampires would allow you to stay, but would ask you to consider helping them out with a few things. Assuming the champion does these favors for them, the vamps will come to see the pc as an ally against the demons. I suppose there'd be an option to just try wiping them all out too Just killing their leader would be enough to terrify them into scattering.

tl;dr A place with quests and shit.
>>51661
>>51661
>>51661
>>51622
>How do you get those eyes?
Benoit. You're going to have to learn to search the git for answers, anon. It does have a search bar.
>>51193
>the black rage is on
>(even tho i'm black)
Gee i never would've fucking guessed the dude is black without him saying he is and then saying that he is and then again saying that he is. Are niggers really this fucking insecure?
>>51522
It kinda happens with Isabella in CoC1, where she has a german accent and sometimes uses german words when she has a brain fart.
>>51522
>And it does make sense, talking to non native English speakers may sometimes have they dip back to their native tongue trying to find an English equivalen
tfw that happens to me in reverse
How to take part in this project?
I want Aiko to be my offical gf and have my babies

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