Hello everyone!
I’ve spent the past month developing an expansion for the Painted Demon encounter. My goal is to transform this from a generic encounter into a multi-stage narrative arc, evolving her from a nameless NPC into a full-fledged character (similar to the progression of Ivaze).
The encounter serves as an example for a broader roadmap, focusing on deep companion reactions, a dedicated 'Breeder' path, and a scalable Late-Game Loop for players who want their choices to have a permanent mark on the game world.
Please enjoy, and don’t forget to share your thoughts!
P.S. This is my first ever submission and I have tried my hardest to abide to the parser documentation, still I not sure for many places. Any feedback on that end would be much appreciated.
[Submitted] The Painted Demon Expansion
[WIP] Systems & Mechanics
I’ve spent the past month developing an expansion for the Painted Demon encounter. My goal is to transform this from a generic encounter into a multi-stage narrative arc, evolving her from a nameless NPC into a full-fledged character (similar to the progression of Ivaze).
The encounter serves as an example for a broader roadmap, focusing on deep companion reactions, a dedicated 'Breeder' path, and a scalable Late-Game Loop for players who want their choices to have a permanent mark on the game world.
Please enjoy, and don’t forget to share your thoughts!
P.S. This is my first ever submission and I have tried my hardest to abide to the parser documentation, still I not sure for many places. Any feedback on that end would be much appreciated.
[Submitted] The Painted Demon Expansion
- The Core Scene: A single-entry point that branches into four distinct narrative resolutions based on player alignment (Corrupt/Neutral/Pure).
- Branch 1 [Rail]: The "Breeder" path.
- Branch 2 [Rail w/ Kill Intent]: Leads to the "Cleanse" Birth variation.
- Branch 3 [Watch]: The "Voyeur" path. (WIP, inspired by Azyrran-Alraune watch scene)
- Branch 4 [Leave]: Tactical exit.
- Second Core Scene: The birth scene, followed by a branch option.
[WIP] Systems & Mechanics
- The Imp Counter & The Mirror: A proposed UI/Variable tracker for the player’s total spawned imps. introduced by Kasyrra for certain players after “A Feast of Heroes” dungeon in the form of a Mirror, within Kasyrra’s Dream Palace. This improves the "breeding" from a flavor-text event by adding a resource-gathering mechanic.
- Dynamic Companion Corruption: Introducing a 3-stage visual/narrative corruption tracker for companions. This system would incorporate already existing events such as Vivian – Be Witched – Demon variation, The Frost Hound – Hide and Watch scene, Brienne Halloween event turned real etc. into a cohesive transformation arc with transformation scenes and unique dialogue and reactions depending on the Corruption/Pure spectrum.
- Alignment UI: A minor menu addition to track the companion-specific Pure/Corruption counters, providing players immediate feedback on their party’s current state.
- Uncapped Progression Logic [System Option]: A proposed menu-level toggle to transition from static 0–100 scales to open-ended counters for the main chacarter. This maintains core game mechanics, while providing a sense of progression for “Deep Corruption” or “Exalted Purity” roleplay. This system provides options for adding new achievements and room for future implementations.
- Settlement Subversion: A proposal to allow players to “use” their accumulated Imp Counter to attack and occupy established locations.
- Evolutionary States: Each settlement (from camps to major cities) features 3 stages of Corruption.
- Stage 1: Aesthetic changes and minor dialogue shifts.
- Stage 2: NPC subversions and unique erotic encounters.
- Stage 3: Total Imp Occupation (unlocked via a high Imp-Count threshold).
- Strategic Loop: This provides a concrete late-game goal for "Demon-King/Queen" playstyles, ensuring every encounter feels like a step toward world domination.
- Scalability: This framework is designed to be easily replicated for other race focused players.