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(6 edits)

Well I'm glad you get that I'm not really complaining

usually it tells you if its armor or outfit that needs to exposure friendly, by the way yours only seems to require underwear if that was unintended

https://postimg.cc/LnM89P3j

Hormone control strip won't work since the strip portion is tied to on move as well. I believe you're looking for on turn start rather than on move.


I'm guessing its because your class isn't categorized as an cursed/basic class, so its not reading the class change and giving it appropriate treatment, but i've never tried creating new classes.

also leech is regenerating the target, not the caster. I'm assuming that was not intended?

{

WHEN:move:HIT_TARGETS

MOVE_USER:dot,regen,2,5

IF:save,FOR

dot,love,2,5

}

for when move hits you get regen, If you want the regen based on the opponent's fortitude save put the MOVE_USER:dot,regen,2,5 after the if.

I would say don't worry too much about a compatibility patch for a mod you don't use. While it is a very popular mod and would be awesome if it was compatible, asking someone to design around another mod that they don't use is kind of a weird ask if that makes sense? (by the way i highly highly recommend the seedbed pack, it adds a lot of content to the game)

The main thing is you're changing what the base game parasites are which is likely going to cause some issues down the line, beyond the naming of the set. Honestly otherwise you'd only have to add this token and your mods won't interact too much. I believe there's at least one more mod that uses this token but slightly altered.

"impregnation_block": {

"ID": "impregnation_block",

"icon": "impregnation_block",

"name": "Impregnation Block",

"script": "prevent_tokens,preg_parasite,preg_zombie_worm,preg_vine

prevent_tokens,incubate,alraune_incubate",

"types": "special",

"usage": "limit,1"

},

anyway onto balance:

I totally get what you were trying to do with the muscle parasite, but the brain parasite in a way only affects one aspect on a per move basis if that makes sense. So you only either use the healing portion or the magic damage portion. Whereas every class would like to have higher speed. I think the reason heel training is somewhat fine, is because the heels themselves aren't amazing. The best one being the parasite one as it has to potential to add up to 33% damage at the cost of lust/turn.

Additionally the parasite choker is a great 25% boost to all damage without any drawbacks, and the parasite corset is the only corset that doesn't go into the underwear slot(activating heel, corset and posture collar training). Around 50% of my adventurers were already using these 3 things, add in the fact that one of the parasites you added is in essence -10% damage taken with +2 block (which is fairly strong but also fair imo) at combat start and around 30% of my roster immediately changed class to brood mother after the compatible patch came out. 

And to the fact that physical damage % are naturally less prevalent, the best ones being gothic choker at 6+12 for 18 total. Basically in short, as soon as i reach even 5 stacks (with crit buff) i'm already hitting for over 100 on lunge. I'm just hoping to avoid the alchemist problem but instead of tacked on to a singular class, its half the physical based classes.

As for service, you've already power crept the mage skill that has a 50% chance to add just crit by adding 0-3 additional tokens and a cleanse on top of that. I think its fair to give it a chance to just do nothing but add estrus.

Also great work, as a wip it has good potential! I'm going to try and just stick to bug reports, no matter what i type it feels like I'm complaining about balance and such. If you want some insight on balance/compatibility just let me know. I've been locally editing in a set of tokens that merges your mod into the pregnancy system already in place from the seedbed pack for compatibility and consistency.

Deleted 244 days ago