Your gripes with CoC II

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GraphiteCrow

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Apr 6, 2020
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Can't remember if I ever made this gripe. But the majority of staves not doing magical damage is a bit of a buzz kill. The Spiral Staff which has Leyline crystals pulsating with magical energy spiraling up the staff and I attack with it is by smacking my enemies with it. why not make it similar to the spore staff and give it a ranged magical attack?
 

TrustworthyTraitor

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Aug 16, 2020
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Can't remember if I ever made this gripe. But the majority of staves not doing magical damage is a bit of a buzz kill. The Spiral Staff which has Leyline crystals pulsating with magical energy spiraling up the staff and I attack with it is by smacking my enemies with it. why not make it similar to the spore staff and give it a ranged magical attack?
So basically The Spiral Staff is slightly more expensive way of saying: " I CAST FIST!!! "
 

hustoon

Active Member
Jun 3, 2020
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Sweatshop
Maybe this would fit better onto a wishlist thread or smth, I dunno, sue me (pls no).

The [dayNight] parser is way too inaccurate. I dunno how many gamers(tm) read through the text critically enough to look at a blurp "the sun is rising over the horizon blah blah" and then look at the time in-game and go hmm nah, it's actually 7 pm. That kind of scene can be written with certain actions, but only when a player executes them, since time can be coded into the scene (sleeping for example).

But if a player "happens upon" a scene (explore or autoplay) a writer only has the dayNight parser to use. And with that the only assumption one can make is "it's dark outside" or "it's light outside".

I know how much you guys love 'ideas guys' so let me throw one here: [timeRange] Basically, it'd work like any other range.
Code:
[timeRange 3 8 16 22|crazy stuff in early morning (3:00 to 7:59)|whoa it's day time my dudes (8:00 to 15:59)|garth get me a draink (16:00 to 21:59)|time for sleepies (22:00 to 02:59)]

A possibility to use decimal time could work, though would probably get really confusing (22.75 = 22:45). Thus, if it'd be warranted - though I doubt it since one hour precision should be enough - a split between hours and minutes might be in place.
Code:
[time.hourRange 0 8 16|crazy stuff in early morning (0:00 to 7:59)|whoa it's day time my dudes (8:00 to 15:59)|time to go to tavern (16:00 to 23:59)]
Code:
[time.minuteRange 0 480 960|crazy stuff in early morning (0:00 to 7:59)|whoa it's day time my dudes (8:00 to 15:59)|time to go to tavern (16:00 to 23:59)]
Though I think one minute precision is a bit too much, it could have its uses in certain scenes. If a writer wants a scene to have different blurps really accurately between, say 5:46 and 7:23:
Code:
[time.minuteRange 346 443|it's not 5:46 yet, bud|super specific blurp that you are very luck||you're too late, try again]

I think having an hourRange would be sweet. In my writing I have written and thought of a few scenes where I would like to use something like that.

The minute range is easy to use (for a writer) since all that it requires is to use a bit of math (oh no) to multiply the hour by 60 and then add minutes to get the correct times, but honestly I don't know how much value it would add when compared to complexity of the coding needed for it.
 

Alypia

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Apr 22, 2016
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A specific complex parser for time of day would be pretty neat, but note that you can currently account for the numerical time with curly braces and commented instructions to the coders.
 
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YEsManKablaam

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Sep 2, 2015
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my only gripe I think is that... man my hit rate is just literal trash without some investment. I suppose it's good to encourage some balance in making a character and not having a dud of a stat you can completely ignore but I hoped my natural level ups would let me get decent hit rates lol. Blessing is helping in that department and I think might be a permanent thing for my character.
 

Emerald

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Jun 8, 2016
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my only gripe I think is that... man my hit rate is just literal trash without some investment. I suppose it's good to encourage some balance in making a character and not having a dud of a stat you can completely ignore but I hoped my natural level ups would let me get decent hit rates lol. Blessing is helping in that department and I think might be a permanent thing for my character.
Boon up your agility.
 

Fleep

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Oct 24, 2018
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Not much of a gripe really but I lately feel like there are not enough "evil enemy" encounters. When you go to the Foothills, for example, almost every encounter feels friendly after a while.

You have harpies and yeah, Zhara fights you but she is not really your enemy. You have Vaush but he isn't really an enemy either and even stops attacking you after RoC. You have Byvernia but her encounters feels more like a friendly sparr after a while. You also have Grette but you don't even have to fight her so the only "true enemy" encounters are wyvern girl and manticore, being overwhelmed by the friendly vibes of the rest.

This gripe is even more notorious in the Frostwood, where after a while almost every encounter becomes a friendly one.

It really is not an issue, since I love all of the encounters and the character behind them, but I think more enemies could be added to balance it a bit.
 

Alypia

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Apr 22, 2016
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There's always the Painted Demon. And there's the Marked Merks, but they're not that evil and they're also a speed bump.
 

Fleep

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Oct 24, 2018
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There's always the Painted Demon. And there's the Marked Merks, but they're not that evil and they're also a speed bump.

Yeah, there are SOME evil encounters, but I still feel the encounters are friendly in general.

I also agree with what Burn said, I think the game could use more generic evil enemy encounters so it doesn't feel like you are running into the same people. When you encounter some gnolls they are just some gnolls and you don't know if they're the exact same gnolls who attacked you last time, but when you encounter Zhara or Byv you know they are the same Zhara and Byv you saw last time. Maybe that's another reason why it feels friendlier, because you are already familiar with the characters, they are NPCs you already know and like.
 
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Savin

Master Analmander
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Aug 26, 2015
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I feel like the game could use more "generic" enemies in general. Stuff like the imps and wyverns. It gives the illusion of a larger world imo.

I keep badgering people to write generic encounters.... and half the time they end up turning into set NPCs. :C

In the new year we may be doing something to add a lot of generic enemies to the world.
 

Herod_Hammerstar

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Dec 24, 2020
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Adding more enemies would mean earning XP faster, and thus hitting the level cap faster.

But I definitely think the game could use more nonsexual opponents. The seductive ones are a bit thick on the ground by comparison ATM.
 

Forget Me Knot

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Nov 14, 2018
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Through the Looking Glass
This is unrelated but is the bit about Nakano seeming to only smile when Kinu is around meant to appear in the description of his appearance regardless of whether Kinu actually exists or not? Because she doesn't in my one playthrough, so, seeing her be mentioned broke my immersion a bit, to be honest.
 

Tide Hunter

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May 4, 2019
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Adding more enemies would mean earning XP faster, and thus hitting the level cap faster.
How would it? If every individual encounter has a separate chance to happen per tile or exploration, then sure, but I doubt that happens (both because only one encounter happens at any time, and also because the explore option selects one encounter, guaranteed, even if it's a generic non-combat encounter). I think that it's probably more likely that it's a random chance for a random encounter to happen when you're moving, and then a chance after that for a specific encounter to happen. So if you're moving around it won't really mean that much, and if you're exploring (which admittedly must be done before moving), then that just means a slightly higher chance that your encounter will be a combat encounter. Assuming so, and assuming that the enemies would have the same XP as other enemies in the area, that would mean only marginally faster leveling earlier, and likely slower leveling later, when going back through areas, since it'll take away from the encounter rate of higher XP enemies.
 

sumgai

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Jul 17, 2017
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This is unrelated but is the bit about Nakano seeming to only smile when Kinu is around meant to appear in the description of his appearance regardless of whether Kinu actually exists or not? Because she doesn't in my one playthrough, so, seeing her be mentioned broke my immersion a bit, to be honest.

When did it happen? When you first met Takahiro? I imagine Nakano put that smile in there to at least excuse Takahiro's drunkness, ala a cringe smile.
 

Forget Me Knot

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Nov 14, 2018
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Through the Looking Glass
When did it happen? When you first met Takahiro? I imagine Nakano put that smile in there to at least excuse Takahiro's drunkness, ala a cringe smile.

I speed-ran through a new playthrough because I accidentally lost all of my save files, so, my memory's a little fuzzy.
 

TrustworthyTraitor

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Aug 16, 2020
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Not much of a gripe really but I lately feel like there are not enough "evil enemy" encounters. When you go to the Foothills, for example, almost every encounter feels friendly after a while.

You have harpies and yeah, Zhara fights you but she is not really your enemy. You have Vaush but he isn't really an enemy either and even stops attacking you after RoC. You have Byvernia but her encounters feels more like a friendly sparr after a while. You also have Grette but you don't even have to fight her so the only "true enemy" encounters are wyvern girl and manticore, being overwhelmed by the friendly vibes of the rest.

This gripe is even more notorious in the Frostwood, where after a while almost every encounter becomes a friendly one.

It really is not an issue, since I love all of the encounters and the character behind them, but I think more enemies could be added to balance it a bit.
That's where enemies like undead or constructs should come in
 

GraphiteCrow

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Apr 6, 2020
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That's where enemies like undead or constructs should come in

that is a good point, corporeal undead are a no-go in terms of sex so skeletons and zombies work for generic enemies. another idea is adding more animal enemies like the wolves in the forest. could add Giant spider (not Dryders), mountain lions, more wolves in other areas like the Harvest Valley (maybe make them stronger and call them Dire Wolves?). even just naturally occurring elementals like earth, ice, water, and air elementals. ideas are pretty cheap though, Maybe I should look at the guide for making enemy encounters and try my hand at it.
 

SomeNobody

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Dec 18, 2020
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I'd still like a Skeleton summon/semi-companion filling the amusing nonhuman party member kind of role.
Semi-Companion being that while they would be summoned into fights via an item (Their own talking skull?) they'd get stronger over time based on the level of the player character instead of being static and you'd be able to chat with them like all the other followers back at the inn.
 

GraphiteCrow

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Apr 6, 2020
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I'd still like a Skeleton summon/semi-companion filling the amusing nonhuman party member kind of role.
Semi-Companion being that while they would be summoned into fights via an item (Their own talking skull?) they'd get stronger over time based on the level of the player character instead of being static and you'd be able to chat with them like all the other followers back at the inn.

I think you wanna take that to the "What Content you would like added" thread rather than the gripes thread though I can understand why you would state this here with the talk about the undead. Considering I myself elaborated on someones else's idea I am pretty much throwing rocks in a glass house haha
 

Aliame1950

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Jan 4, 2021
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bushel tentacle cocks aren't treated as big cocks in dialogues for ex. you'd be having marefolk shaman laughing at your world-ending collection of green dicks and call it tiny when these dicks can skewer her two times over (and adjust accordingly if they cannot)

other than that the combat system is so addictive that the sex and the story are just tldrs to me. i am always itching to see how my max presence charmer would perform and thus i have absolutely no idea what is going on with characters like kiyoko (i suddenly got her pregnant?) and brienne (i suddenly got her pregnant?). obviously as the other games have relatively simpler combat systems, they do not face this problem
 

Milkman

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Aug 28, 2015
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bushel tentacle cocks aren't treated as big cocks in dialogues for ex. you'd be having marefolk shaman laughing at your world-ending collection of green dicks and call it tiny when these dicks can skewer her two times over (and adjust accordingly if they cannot)

other than that the combat system is so addictive that the sex and the story are just tldrs to me. i am always itching to see how my max presence charmer would perform and thus i have absolutely no idea what is going on with characters like kiyoko (i suddenly got her pregnant?) and brienne (i suddenly got her pregnant?). obviously as the other games have relatively simpler combat systems, they do not face this problem

Turns out the tentacocks have a hidden length value that's reset from what you had before you got the tentacocks. If you take enough penis growth potions after receiving the tentacocks then the Mare should recognize your cock as being big...

But yeah that discrepancy is annoying. The tentacocks should probably be set to default to triggering the maximum size version of any given scene..

Personally I wish we could mix and match different cock types. Rather than having two of the same. If I could, I'd have my first cock be a horse cock and my second cock would be tentacle cocks.
 

GraphiteCrow

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Apr 6, 2020
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Turns out the tentacocks have a hidden length value that's reset from what you had before you got the tentacocks. If you take enough penis growth potions after receiving the tentacocks then the Mare should recognize your cock as being big...

But yeah that discrepancy is annoying. The tentacocks should probably be set to default to triggering the maximum size version of any given scene..

Personally I wish we could mix and match different cock types. Rather than having two of the same. If I could, I'd have my first cock be a horse cock and my second cock would be tentacle cocks.

Does increasing the "size" of the Bushel Dick too much make it so you can't have sex with Ryn non-roughly like every other type of dick?
 

Aliame1950

Active Member
Jan 4, 2021
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Turns out the tentacocks have a hidden length value that's reset from what you had before you got the tentacocks. If you take enough penis growth potions after receiving the tentacocks then the Mare should recognize your cock as being big...

But yeah that discrepancy is annoying. The tentacocks should probably be set to default to triggering the maximum size version of any given scene..

Personally I wish we could mix and match different cock types. Rather than having two of the same. If I could, I'd have my first cock be a horse cock and my second cock would be tentacle cocks.

whoa, thank you for this!

Does increasing the "size" of the Bushel Dick too much make it so you can't have sex with Ryn non-roughly like every other type of dick?

tried it. yes. all in all the descriptor for bushel cocks are in error and they don't adjust sizes to make all the size sexing options available or recognized. i'm guessing this can be fixed with an option to choose tentacle size every scene or bring back the multi-dick myriad of various sizes that we can do in coc 1 and tits
 
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GraphiteCrow

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Apr 6, 2020
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Demon Cultists are still too OP even for a level 6 party. fighting 4+ enemies who are primarily doing resolve damage and have abilities that buff their sexiness, you have very little defense and unfortunately, it seems my party members are worse off than my character.
 

Alypia

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Apr 22, 2016
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Demon Cultists are still too OP even for a level 6 party. fighting 4+ enemies who are primarily doing resolve damage and have abilities that buff their sexiness, you have very little defense and unfortunately, it seems my party members are worse off than my character.
I recommend targeting the Temptress(es) first and wrecking their shit early. That's the character that does the most resolve damage, but they don't have much health and easily get wiped in a turn or two. After that, the demons don't have much that can actually hurt a level 6 party.
 
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