It depends, if you get it from the tiles on the ground it should start with feet. Jf you get it from a slime or cube jumping on you it should be random. I should check.
Ada18980
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Complete block is tough because some enemies have only one restraint type. For example latex elementals only spawn one type.
The intent of perks like More Tape or Less Tape is to make certain enemies spawn more or less to try to counteract this. But its hard to make a modular system that covers all bases.
As for the multiple types of restraints, yes this is a problem. One thing you can do to make things at least look better is to set a default palette in the character tab. This will at least align the colors.
Some planned features are being able to hide restraints you dont want to see, and enemies entering an “adjust restraints” mode where they strip away excess types similar to how the stripping in doll processing works. Right now the main way the game tries to handle it is by adjusting the effective level of restraints when deciding if one can override another, based on the number of tags shared. But this unfortunately doesn’t always work with every possible combination.
My plans for the generic faction prisons is to have a limit on how many can spawn each time you are thrown in jail, resetting if you are captured again.
As you keep defeating more and more of them the waves will get stronger, so farming them will have a practical limit. This will also allow lower level prisons to potentially be a destination if captured in a higher floor, thus reducing the number of redundant prisons each floor.
They shouldnt be respawning in front of you. But the main reason they respawn is because otherwise escaping after clearing the room is very easy.
However if they have names and they pop up in front of you, thats due to the wandering NPCs system. Those do not infinitely respawn, theres a finite number wandering around the map.
This is actually something Im planning to do! But yes it will be a large undertaking. The plan right now is to have the game automatically group layers and render them to separate textures which can then be distorted individually.
Sort of like live2d.
But it will be a lot of work so Im hesitant to start it now as Im currently in the process of moving!
So I did think about it and the main issue is that if you take psychic you’d be able to take Cant Touch That for free without any side effect. Thats why I would want a restriction on when exactly psychic can help
Also thanks for pointing out the thing about shiny objects–theyre coded differently, but I almost wonder if maybe I should change that. Shiny objects are important for escape though, since thats one of the main ways to get things like knife or keys without buying them or unlocking a chest
technically it is possible to use CMD lock but you can’t do so if gagged, so there are limits (you cant lock your gag on with the spell since it is verbal spell :3 )
As for the suggestion (allowing player to use more than just simple locks)–part of the last month’s of updates included more modular ways of handling actions with the right-click menu. the user friendliness is important because there are many things hidden behind debug functions that people dont notice right away. There is a lot of demand for being able to use more than just simple locks on yourself so locks and predicaments (curse, magic, etc) will be good for me to focus on for the 5.5 update as discord users seemed to vote for more imprisonment/prison scenario content.
To remove divine restraints you need to talk to an angel by praying at a shrine.
I suppose that is something I should add a tutorial msg for.
Frustration and passion dont do very much other than affecting chance to involuntarily play with yourself out of combat. Your character doesnt do that in combat so its not really relevant to that, but I should probably move the bars to someplace with a different level of importance than the others, which are important.
Submissiveness mainly affects how likely your character is to refuse bondage offers from neutral NPCs. Higher submissiveness = lower % chance to skip
Security Level determines how much bondage you get in prison and whether or not you get let go. It might have some other legacy effects scattered in code but thats the main one. Higher security = harder to escape prison.