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This is going to be a big one, so maybe you guys should go get a glass of water or a snack.


A new basic resource was introduced along with Stamina, Lust and HP: AP

AP increases by one point every time your hero receives any type of damage (Lust or HP damage) but has a cap of 15 points. This limit can be increased through Perks or by improving the INT attribute.

AP is used with the new Techniques mechanic, each technique has an AP cost that varies according to a base value of the technique and the proficiency that your hero has with that specific technique.

The first tech can be acquired right during character creation. There is a small pool of basic Tier 1 techniques and their initial proficiency varies between 10% and 25%.

The proficiency of a technique directly influences its effectiveness and its AP cost, hover the mouse over the description to see exactly how proficiency influences the formula.

After choosing the initial technique, it is possible to learn a new tech every 5 levels. To do this, you must have a Scroll of the desired technique. Just like techniques, Scrolls have 4 tiers, the higher the tier, the higher the maximum proficiency. Tier 1 techniques are limited to 40% proficiency, T2 60%, T3 80% and T4 100%. There are currently three ways to acquire new Scrolls:

1) The Training Camp has a new rotation of Scrolls every 5 days, there will always be one T3 Scroll, two T2 Scrolls and three T1 Scrolls, their prices varies according to the tier and the base cost of the technique.

2) You can now exchange Favors for a T4 Scroll at the Queens shop, there’s always a new Scroll for sale in each store rotation

3) Scrolls of any Tier can drop from all enemies with a 1% chance, lower tier Scrolls are more common than higher tier ones.

In addition to purchasing new Scrolls, the Training Camp is also where your hero will learn new techniques from already obtained scrolls and train them, increasing their proficiency.

Finally techniques are separated into two categories: Offensive and Support, using an Offensive tech ends your turn while Support allow you to continue your turn and even use other techniques.



In this version, the Arena was also implemented.

The Arena is an alternative end-game to the Tower and can be found in the City. Enemies in the Arena have huge health pools, but the damage dealt by your hero will be preserved over the course of several runs. Which means you don't need to deal all of the enemy's health as damage in a single run.

Once the enemy is defeated, an exclusive scene will be unlocked and you will and be able to challenge another girl for a gold cost.

The Arena currently only has one enemy, but there will be more girls in the future.


Ending Screen was added

At the end of your runs, you will have access to information such as Total Damage Amount, Number of Enemies Defeated, Total Gold Earned, Enemy that caused the most damage to the hero, etc.

Some of this info can be assigned with C, B, A or S ranks, so you know how well you did and which areas you still need to improve.

These ranks are not 100% accurate, but they should help you measure your performance.



Finally, I would like to talk about changes to the Resistance System.

Until now, Celeste was the only enemy that had the resistance mechanic, but I've made some changes that will allow it to be implemented on other enemies.

The system is simple, but its explanation may seem a little complicated, so let's go by topic:

  • Resistance is now a float value and its regeneration varies from enemy to enemy, which means that an enemy can regenerate, for example, 0.2 resistance in a turn when not being attacked.
  • Damage reduction is no longer tied to resistance itself but to an armor value, which can be a flat number or percentage.
  • Percentage armor values ​​decrease the hero's damage by x%, while fixed armor values ​​simply reduce total damage by a flat number.
  • Even though the damage reduction is not tied to the current resistance amount, when the enemy's resistance increases more than twice the initial value, their armor also increases.
  • Resistance Break remains the same: When the enemy's resistance reaches zero, their armor will be ignored, and a +50% modifier will be added to the hero's damage for three turns, after that, their resistance will be reset.


These are the most complex changes in patch v1.0, there is much more to it but these are the ones that require the most explanation. Wish me luck when writing the patch notes 😅


The release of version 1.0 is scheduled for June 5th. If you have any questions regarding the new version, feel free to write in the comments. See you all really soon !