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A new version of the prey system is ready to be tested! I've revised things based on the feedback received on the last build. The biggest change here is that the way pred actions are handled has been completely redone! Your predator will now have a more dynamic, custom-tailored set of actions that changes as the struggle goes on, and sometimes they'll respond specifically to the action you just took! The intent is for each scene to have more of it's own identity, and to have different strategies needed for 'optimal' escapes.

Other changes include:

  • Damage has been tweaked so that it's more forgiving early on, but ramps up faster as the acid level rises (base % chance to take damage was 50/60/70/90, now 20/50/75/90)
  • Sam has been toned down a bit so that she's easier to escape- she has a little more health than before in her initial round, but there's no longer a phase 2
  • In fact, multi-phase scenes have been dropped in general. As a bit of a balance to this, the "all out struggle" option has been nerfed to be less effective if you're close to the stamina level where it stops being available
  • Messages telling you how much progress you've made towards escaping are more frequent- used to be every  ⅓ of the predators health, now it’s every ¼ and an extra message that will notify you when they’re low enough for a normal struggle to finish the job 
  • Colored messages for you taking damage have been standardized to be red, and messages for the acid level rising are all yellow, rather than both appearing yellow->orange->red depending on severity 
  • There is now a toggleable option to show exact numbers for various factors in the scene

In addition, Leila's scene has been added! Unlike the others, which keep you at baseline stats, in Leila's scene your stats will be buffed as if you've successfully escaped three stomachs before encountering her.

Download Link:  https://mega.nz/#!rCongABa!TEi5sI0nc4yYz6PeC5P0VPI0H-7K9TjX7C2FCR5KB8M  

Like last time, please let me know any and all feedback or criticism you have! There's also one slightly less relevant thing I'd specifically like input on: Do you think the escape section of Leila's scene should be rewritten now that stamina/exhaustion is something that's actually tracked?

Barring any significant issues that may come up from feedback, I'll be moving my focus to the player as predator system!

Comments

Anonymous

This feels a lot better than the previous iteration. A lot more consistent and I like being able to see the numbers. Only question is....why such a steep penalty for starting on Hard and Extreme? Are the skill ups you get from escaping going to help with that major penalty? Cuz if not, I don't see Extreme as worth doing at all.

osmiumorchid

Glad the changes are appreciated! The harder difficulty settings aren't something you'll directly see in game, they're meant to represent having already lost stamina escaping earlier in the day. Hard is what you can probably expect to have stamina wise on a second encounter in the same day. Extreme is more of a "you're in trouble" situation, as if you were eaten again not long after a difficult escape. I don't imagine you can succeed against anyone in the demo except maybe Sarah on extreme without a lot of luck haha

Anonymous

Oh, I see. It's more based on your play style in being aggressive with the other available NPCs. Like the old green, yellow and red text at the bottom of the screen previously. Got it.