Development scope question

Burnerbro

Well-Known Member
Oct 24, 2020
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My main question is: has the development of the game progressed past the point of the devs considering changes to UI and things like starter perk and core combat systems that are not related to bug-fixing? There are three issues that bugged hard enough to prompt me to ask this question. So in addition to getting an answer to my main question, I would very much appreciate the devs and/or knowledgeable forumites weighing in on each individual issue.

The first issue revolves around the pop up character sheets for your party members and the enemies you have succesfully used Sense against. Those sheets are currently missing some key information, like Accuracy, Initiative and Crit Chance/Potency. The latter I can kind of see a good reason for omitting, but the other two are among the most essential pieces of information for coming up with combat strategy.

The second one boils down to the very restrictive way the game treats the idea of two weapon fighting, piling a hefty Accuracy penalty on top of cutting bu about 24-30% the stat bonuses and damage of the off-hand weapon and requiring both weapons to be considred light. The last point arguably holds those builds back the most.

The third issue concers the lack of sexual perks, starter or otherwise, that would make it easier for the player to achieve and maintain either a petite overall build or small sizes of specific body parts like their penis, testicles, butt/hips or breasts. COC2 being way less focused on involuntary or unavoidable transformations and having a very welcome system of refined transformations makes it less of a pressing issue, to be sure. However having those perks will allow the player to experiment more freely with various items and events or to become a member of an extremely endowed species like minotaurs without deviating too far from their preferred aesthetic.

For anyone who will get to answering any of these questions: thanks in advance for your time.
 
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Animefan666

Well-Known Member
Sep 6, 2020
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The second one boils down to the very restrictive way the game treats the idea of two weapon fighting, piling a hefty Accuracy penalty on top of cutting bu about 24-30% the stat bonuses and damage of the off-hand weapon and requiring both weapons to be considred light. The last point arguably holds those builds back the most.l
This is pretty much the standard in most RPG's when it comes to dual wielding and it makes sense. 90% of people are right handed. The other ten percent are either left handed, ambidextral or ambisinistral. So, naturally the odds are that our character is right handed, thus making our less dominant arm weaker.

A class perk that decreases the penalty isn't a bad idea, though.
 
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Burnerbro

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Oct 24, 2020
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So, naturally the odds are that our character is right handed, thus making our less dominant arm weaker.
The reduction of base damage is IMO the most fair out of all the restrictions, not least because Brint is subject to it as well, unlike all other penalties. But you lose out on damage AND on accuracy for both your attacks AND on a third of the stat bonuses your weapon provides (including those that come from the magic properties of said weapon). When combined, it seems a bit much.

I would still be mostly okay with all those penalties as well as with missing out on OP crit immunity provided by shields if I was just able to have any one-handed weapon in my main hand while duel-wielding.
 

Animefan666

Well-Known Member
Sep 6, 2020
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The reduction of base damage is IMO the most fair out of all the restrictions, not least because Brint is subject to it as well, unlike all other penalties. But you lose out on damage AND on accuracy for both your attacks AND on a third of the stat bonuses your weapon provides (including those that come from the magic properties of said weapon). When combined, it seems a bit much.

I would still be mostly okay with all those penalties as well as with missing out on OP crit immunity provided by shields if I was just able to have any one-handed weapon in my main hand while duel-wielding.
A weaker arm means you have a less steady arm. It gets harder to hold a blade up. Naturally, holding a blade with two hands provides more suppport than using only one hand.
 

Wint3rRyd3r

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Feb 14, 2021
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I think it's fair to say there is no definitive answer. The UI is probably set in stone but anything else is up to Savin. As for dual weapon penalties, they make sense but I agree an unlockable perk or character creation perk to be ambidextrous would be nice. I don't know about eliminating the penalties, but lessening it or opening up the weapons that can be dual wielded would be nice. As it is, unless you're a certain swole ass minotaur, it seems dual wielding isn't worth it. As for mini sexual perks, it would be nice to have an opposite perk to hung and buxom.
 

Savin

Master Analmander
Staff member
Aug 26, 2015
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We're always dicking around with combat balance but the UI is set in stone.

TFs to reduce body part sizes are very easy to find; I don't see much point in adding perks to cap sizes out.
 

Burnerbro

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Oct 24, 2020
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Thanks for the clarification.

I didn't have much hope for the possibility of sweeping UI changes anyway, and it is good to hear that the gameplay balance is constantly being looked at.
TFs to reduce body part sizes are very easy to find; I don't see much point in adding perks to cap sizes out.
There is even more TFs that raise the size of body parts, so the perks that speed up the process aren't strictly necessary eaiser, but they are fun to have. So I thought the perks that will go in the opposite direction, reducing the effects of size increasing transformations and increasing the effects of size reducing ones will be a neat addition. Plus, if they will work as exact opposites of the existing perks, they will allow the player character to start the game with smaller sizes of the particular body parts that is currently possible.

But hey, if adding such perks is more hassle than you guys think they are worth, fair enough.