Have you noticed the blue orb on the left side of your hotbar? To upcast a spell, click that one or more times before casting the basic spell, and you'll get the upcast version instead.
Endovior
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Yep, works now.
As a sidenote, the 'extra meteor' bonus is very bad. Sure, you're shooting more shots, but now both of those shots don't go where you're aiming. It's fine to have extra shots that go in directions you aren't aiming, like the rear-facing one, but messing with the primary shot is kind of terrible? It'd be better if that extra shot spaced out with the rear shot, giving you something like the triangle's 120 degree firing pattern, adding extra map coverage without ruining your aim.
You can't recharge the rover at Astrape because of the incompatible power systems. It seems difficult to get to Astrape with the rover and enough spare fuel + power to totally recharge the block; it's such a power-hungry process that I'm not sure a full load of fuel cells is enough.
I hadn't considered trying to partially repair the aircraft to use its power systems, though; does that work?
In v0.4.0, when charging the power block in Santorini, the text suggests that this is "Super Fast Charging", but it's actually 5x slower instead of 5x faster. This means that the fastest charging method is actually to charge it in your rover while the rover is charging from Santorini, but that causes "finished recharging" message spam that blocks waiting.
More panty interactions would be neat, sure. I could see that working with the material restraints system to make panties just be a thing that can be worn in different ways, and the exact slot you put them in determines how that works out. Bonus points if you can use that system to remove the panties a girl is already wearing to use them on her elsewhere.
Nurse/Asylum stuff could be a level on its own with very little extra addition... the trick would be making it more interesting than just a reskinned jail. Would involve added medication and hypnosis, presumably? Depends on what exactly the Nurses consider a 'cure' to be...
Kidnappers seem like they'd be a more natural fit for the various improvised bondage materials. In addition to the tape and rope their vendor already sells... anything to do with panty or nylon bondage could easily be a side thing for them.
After using the last unit of a raw restraint material, zero of that material remains in your inventory... which is to say that the icon stays in place, but with a zero number. The zero raw material remaining in your inventory isn't directly usable, but it can be recycled. The recycling yield of doing so is equal to that of recycling one unit normally. This removes the icon... until you acquire another unit of that restraint.
Theoretically, you could exploit this for infinite recyclable materials by repeatedly binding and unbinding a given prisoner, recycling the restraint after each time it's removed. It'd be very silly, especially since the payoff is still limited by the capability of the girls you have working the recycler... but it's still technically an infinite exploit in the economy, especially since the recycled materials could then be laundered into saleable items.
Playing with Gargantuan Halls, new adventurer.
This is not even a full screen from the first floor entry staircase; there's a mystery staircase that probably leads to some faction's jail. I don't know which faction (I started in full bondage, so there are quite a few options to choose from), since it's blocked by what was an orb pedestal and two slagged torches, which effectively make up a permanent wall.
This seems unintended, and potentially likely to cause other bad knock-on effects, with the worst-case scenario potentially being imprisoned by being dragged to the entrance staircase, then locked away in whatever prison is walled off.
Screenshot:

As usual when fighting summoners, you want to target the summoner, not the summons! When you fight a necromancer, you don't want to waste your time and energy beating up every zombie before dealing with their mistress; by the time you manage to deal with one wave, she'll be about ready to call in the next! Same deal with shadowy ghasts, except more so.
As for actually defeating them, magic weapons are important when fighting ghosts! Make sure you have one equipped, or your hit chance will be very bad. Also, this is the sort of enemy that doesn't like to close into melee range, so consider using ranged attacks. Also also, consider taking one of the perks that lets you see the resistances and weaknesses of enemies; some attack types are totally useless against some enemies, and you really don't want to be fighting an enemy with a weapon they're immune to!
If you aren't equipped to deal with ghosts, and shadowy ghasts are starting to spawn and give you trouble, think twice before draining mana from shrines! And if you aren't able to deal with large numbers of shadow enemies backed by multiple types of summoner, consider passing on the quest to fight the Shadow Clan.
Firstly, are you stealing from guarded faction chests or releasing faction prisoners while observed? That'll make even a friendly faction's members attack you, and they really will mean it! If you value your relations with a given faction, don't steal from them or free their prisoners while they're watching! Doing so in secret may also give you a penalty, but it won't be as bad as if you were caught in the act and also had to disable a few guards!
Otherwise, members of neutral or even friendly factions might occasionally have a dominant mood and 'playfully' attack you, chasing you down to tie you up and tease you a little. You have the option to retaliate, but you will face a rep penalty if you capture them; they were just playing, after all. This is especially true if you fight back using lethal damage; no one likes it if you actually murder their girls instead of just tying them up! If you avoid a dominant attacker for a little while they'll give up, and disabling them with your own bindings without capturing them is totally fair and incurs no penalty. That said, the rep penalty isn't very high, so you might consider capturing them anyways for the ransom value.
Note that the flipside of dominant moods is submissive moods. Sometimes, a girl will get that heart over her head and say something like "oh no, I'm out of mana and totally helpless, I sure hope that nobody takes advantage and ties me up, tee hee~". At this point, if you have the bratty subs mode turned on, they'll 'playfully' run away from you, hoping that you'll chase them. Either way, these girls are literally asking for it, and you'll face no penalty for attacking them with tease/bind damage, and if you render them helpless in the process, they'll even drop their inventory as loot! The game knows that they're fair targets, and won't even prompt you before you attack them with suitable weapons, unlike with non-hostile NPCs in any other circumstance; even their fellow faction members won't object... so long as you don't take matters further than bondage and teasing!
If you're having trouble keeping your allies around, one thing any PC can do to revive an ally, even without any skills, is to lock them in a stationary restraint, then unlock them. Swap them repeatedly until they're on the tile of the sarcophagus or the mummy's post, then interact to lock them up, then bump them and choose to pick their restraints. They'll be back to 5 HP, and able to follow you back to the Summit.
Bear in mind that they won't otherwise heal after doing this, so it's not an amazing free heal, and is instead only a stupid trick to 'friendly capture' an ally so they can be transported to the Summit, but that'll still get you some extra Servants that you might've otherwise abandoned to their fate.
There's a new 'cycle' each time you advance to a new floor. Prisoner opinion is increased by having Servants assigned in the dominant roles for the Cuddle Lounge, and Managers make the process even more efficient. But of course, you don't have any Servants to begin with, so if you only do things with captured girls, it's a very slow process. The trick to getting the Summit to work quickly is that, when you finish the first floor, you bring in whichever random people were in your party and you make them into Servants, then kick them out of your party and assign them to the Cuddle Lounge to start training your first new girls.
Bear in mind that Sanctum content is all totally optional and provides minimal gameplay benefit at the moment. Sure, you might be able to get a high-level girl to join your party after enough cuddling, but it's finicky. If you ally with a faction, you can just get miniboss rank girls to join your party directly, skipping most of the need to capture anyone. Aside from that, the recycler can break down unwanted restraints into material for other restraints... but you really won't need the extras if you aren't trying to keep hundreds of prisoners.
It's possible to capture a boss (eg: Fuuka), bring them to the Summit, and 'cuddle' them into liking you. You can then assign them to a staff position, and from there add them to your party.
This is a terrible idea.
Once in your party, Fuuka will betray you the moment you descend the stairs, having her usual pre-battle chat before attacking you, your party members, and your summons. At that point, so far as I can tell, everyone aggroed by Fuuka becomes hostile to Fuuka's current faction (your party), as does anyone who fights back, instantly turning everyone on your team into an enemy of everyone on your team. Basically, this turns the already dangerous situation of entering a new area full of other enemies into a confusing survivor deathmatch in which people who apparently like you (up to and including your summons) are doing their best to bring you down.
It would have seemed more reasonable to me to have Fuuka unable to be captured, or unable to be convinced to like you, or unable to be promoted to a servant position, or unable to be added to your party, or perhaps even unwilling to betray you once successfully recruited (though any other option would've seemed more likely).
Despite all that, having the pre-battle chat again feels sort of buggy, and turning your party members against each other seems like blatant bug territory.
Item sorting QoL is a nice change! It's less of an issue with the Weapon inventory than with the Accessory inventory, but since all Weapons are simply of type "Weapon", sort by Type does nothing there. This could be fixed by adding Weapon subtypes in the same way that there are Accessory subtypes, tagging each item with something like Weapon (Sword), Weapon (Bow), Weapon (Restraint), etc...
Alternatively, since the only thing the player probably cares about in the Weapon inventory is which Weapons can be equipped by the active character, a Separate filter for "Equipable" would conveniently group all the items you're looking for at the start of the list.
I see that there's a new version out! Some notes:
The Rogue's 'Riposte' attack does mediocre damage to give the enemy defensive buffs and counterattacks, which is probably wrong, especially since the enemy counterattacks do nothing.
The Mage's 'Blink' move doesn't seem terribly useful, since the Move command that everyone gets affects all ranks. It probably needs to apply a defensive buff or something?
It's possible to strip the gear off incoming recruits that you don't accept, which is semi-useful when they have nice underwear, but feels exploit-y.
The devlog suggests that rescue missions have been added, but they didn't seem to come up after I lost a girl. I did randomly encounter a familiar-looking 'slave' with the enemies once, but beating up the rest of the rats didn't free her. She showed 'kidnapped' when I beat her up at the end of the fight, but did not reappear at home, despite empty slots being available.