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z130

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A member registered Apr 17, 2025 · View creator page →

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oh you're right i forgot yeah drag and drop i only have a few of the files that will overwrite

just make it load later than the original

its a NG+ feature

its contained in seedbed pack

added a pretty basic cum inflation mod on the same page current compatible with succubus mod + collection of curiosities mod

changes look good, I look forward to trying it when I get a chance

My first mod

https://z130.itch.io/seedbed-pack-ch7

AFK has resurfaced (yay!). So I actually got permission to continue the story.

This contains a new class and a small quest line to get it among a few small items. Given I used the somewhat convoluted quest AFK made, please let me know if there are any errors. I'm nearly 100% sure the class functions as intended, the quest line I have minimal confidence in. Bring a fertile girl with no parasite to Myrna to start, will only start if you've already completed quest line 2 and don't already have a protagonist int he guild.

Just ping @Y in the seedbed pack discord if somethings broken.

(1 edit)

getting a cursed class (like warspider) seems to reset the progress of brood mother class. I got uncursed at the church and my vet brood mother is now novice again.

changing the classbase.txt

"class_type": "cursed",

seems to solve all class swap related problems, including goals not swapping on class swap.

(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.

(3 edits)

ok i know it seems like all I'm doing is complaining but i swear i think its a pretty good mod but... a few more minor errors for the seedbed compatible

When you class change to or from brood mother it doesn't auto refresh the goals. So say an elite swaps to novice mage the goals remain elite and un-changed.

When filtering equipment your weapons don't show up under a brood mother class, they're completely hidden.  THOUGH this may not be your fault and may just be mod incompatibility. I had pictures but itch wouldn't let me post them

The hormone control explanation is missing the outfit/underwear indicator.


force birth move from keystone is adding 2 parasite enemies per use.


Passed this these are not coding errors just design suggestions i suppose? I don't know how  much thought you've put into balancing and such though. 

The other weapon changes how the class is played which is very unique. Given your options though i think tentacle caress is really lacking. If you wanted to give it say remove out of breath token it would be very use-able. As for the player move service did you mean to give it cleanse? I would think it would give the opposite and give estrus instead. Possibly add parasite growth scaling to the heal.


muscle parasite is imho way too strong. At 85% bonus physical damage is already fantastically broken. +11 speed alone is also fantastically broken. Adding them into one item slot is probably insane.


Finally, after playing with it for a while, the parasite set bonus is actually a pretty big downside. 99% of the time there is no space on the enemy side, so its a scaling chance to add incubate token which is generally a negative thing. Even if there was space adding 2 additional parasite enemies isn't positive either. 

The keystone basically does the same thing as well, except it allows the 3 moves. Meaning unless you actually have one of the two scaling parasites, all you get is a +15 to parasite growth and randomly a critical token at the cost of taking a scaling damage debuff throughout the dungeon. 


A suggestion could be you could put the remove afterglow_parasite portion of hormone control over to the keystone. That way at least after you swap off of broodmother class it doesn't feel like you're doomed to 10 afterglow and infinite incubate tokens. Afterglow can be be positive but there's a limit on how much extra damage you can take. 

Again just some thoughts, thanks for updating so quickly and for the mod!


(5 edits)

set_class,broodmother

parasite_growth,50

WHEN:combat_start

IF:parasite_min_phase,100

IF:free_enemy_space

crest,crest_of_curiosity,5

force_move_chance,20,birth_parasite,6

tokens,afterglow_parasite

ELSE:

tokens,incubate

ENDIF

ENDIF

ELIF:has_no_parasite

IF:chance,10

add_random_parasite

crest,crest_of_curiosity,5

ENDIF

for example i guess. 

Also for the passive that grows parasite on kill and moves that grow you can use 

"grow_parasite_with_modifier,5"

This keeps the growth buffs and debuffs. IE a parasite thats meant to grow very slowly will retain the slow growth and vice versa. Also keeps conditions for growth active.

Reason being is it opens up design space. Since parasites already grow at start of combat, no need for another If/when. This also opens up the possibility if you want to have say a parasite that grows off milk tokens or the like. Doing it this way wont arbitrarily grow it. Just my 2 cents! Also for compatibility for seedbed pack.


In addition, I'm still getting a free turn at the start of my turn with a critical token, but i haven't looked into why.


Otherwise great mod!

(3 edits)

seedbed compatible version

claw and rest currently have no sound effect.

the broodmother class is interfering with normal growth of parasites at the start of combat. Young vine is supposed to gain additional grown based on provision usage and fertility, but the set is locking it at +5.

I would suggest going with standard parasite growth% over flat +5. Its going to cause a lot of weird interactions

Your modinfo.txt has incorrect format. Its missing 2 commas and an end quote


{

"description": "First mod. Adds some wearable parasites, a few attachable parasites, alters a few existing parasites, adds broodmother class.",

"name": "More Parasites",

"minimum_version": 2.2,

}


was unable to turn it on until these additions

Just out of curiosity how difficult is it to add a pregnancy morph(?) to the succubus main outfit?