Fight Club II
As a continuation on the last post, I have been getting a beta battle system down. This means creating formulas for certain attacks and battle mechanics for aroused/neutral enemies...
Along with the screenshots, there are some things you should know about the battle system...
1 - A new skill has been added to the game. The 'seduce' skill has been implemented, using it will run a 25-30% chance of further arousing the enemy. Yes, stronger versions of the skill will be obtainable as you get stronger/more experience/cash in some quests/etc...
2 - There is a new 'arousal capacity' for enemies. Basically, if you can manage to force the 'dying for it' status on them before they relieve their own arousal, then they surrender to you. This pulls up a short scene where they beg you to fuck them, and you can choose whether or not you want to regardless if you are aroused or not. You still get loot drops this way too!
3 - Enemy attack patterns change. You have two attack branches: Aroused and Neutral. Neutral, or unaffected by arousal states, means they will only focus on hurting you. Aroused means that they will be unable to actually attack, due to them being hindered by their own lust. Instead, they will either try to relive themselves or to arouse the player.
4 - Loss rape scenes will vary. Originally, I was going to only put one scene per encounter in, but there will be a randomized scene of maybe 3 possible outcomes if you lose to the enemy. A few of these are still under development, and the possible scene outcomes will vary with each monster type.
And just in case you weren't already looking forward to the shiny new additions to the game...I present to you the quick travel/map system! This will be accessible by the same house crystal in your inventory, by the way.
There are also some notes to keep in mind about the new map system~
1 - Outside maps WILL change with the seasons. The town and the beach, for example, will teleport you to the correct seasonal map each time. Which also means the previews will change based on this.
2 - Enemy zones will NOT be directly accessible. It would suck to teleport somewhere and be immediately bombarded by monsters, huh? For example, instead of dropping you off in the middle of the woods, you will be able to teleport to the abandoned tent inside the woods. This means that you will have to find a safe zone, like a tent or empty cave, before you can teleport to enemy areas.
3 - There could be some new bugs. Now, this is pretty obvious. There is always a risk for new errors and bugs when making new additions, but I completely expect there to be bugs with this one. Mainly, conflicts with the weather system. For now, it seems I have gotten it to work pretty well, but I am only one player where as you guys are several.
4 - Special/Hidden events might be easier. Are you a fan of the orgy club at the hospital? Don't like all that exhausting walking? Do you get confused on WHEN you can go there? Good news! If you have unlocked the club, the option to teleport there will be added every afternoon! However, this will ONLY happen when 3pm hits, and ONLY if you unlocked it...
5 - Pagers will probably be rendered useless. Well, we already have the teleportation system tied to the crystal now...So likely, it will also be used to teleport to work instead as well. We may either remove the pagers completely, or perhaps find an alternate use...Most likely we will just remove them.
I'm hoping to get most of the map locations ready for use, and a few of those loss H scenes finished before the next release.