The previous update is now publicly available. You can download it from my development blog. If you like it, please consider supporting me on Patreon.
Not wanting to be a debbie downer but playing this after the mod for some time feels like a huge leap back.
That's fine. But out of curiosity, in what way do you consider it a step back?
So the issue at the moment is that there are a shortage of Mojo consuming moves in the early game, so both characters will quickly max out there meter in any fight. I'm looking for ways to fix the Mojo economy by finding ways to consume it in the early game. I do like the idea of some moves being passively more effective when Mojo is high, so I may do something with that in addition to the above change.
Skill proficiency is an interesting idea, but it would require saving the proficiency level of each skill in the save file, which would cause a lot of save compatibility issues going forward. I also worry that it would discourage players from using newly unlocked skills, since they'll inevitably have higher proficiency in their core skills.
Dividing the proficiencies in 4:
-Oral proficiency
-Feet proficiency
-Hand proficiency
-Sex proficiency
"You want to know how the competition is doing? I can give you a breakdown on each of your opponents:"
Jewel: Level 18; Ki 16, Seduction 20, Perception 7, Power 25, Cunning 18, Speed 11,
Max Stamina 243, Max Arousal 154, Max Mojo 35.
Cassie: Level 16; Seduction 22, Perception 6, Arcane 9, Power 16, Cunning 24, Speed 10,
Max Stamina 167, Max Arousal 163, Max Mojo 37.
Angel: Level 19; Dark 34, Seduction 27, Perception 6, Power 14, Cunning 20, Speed 11,
Max Stamina 105, Max Arousal 255, Max Mojo 56.
Mara: Level 18; Seduction 24, Perception 7, Power 14, Cunning 23, Speed 11, Science 13,
Max Stamina 160, Max Arousal 166, Max Mojo 43.
Weird in the stage of level 21 the battle doesn't start when you accept the vibrating ring the game froze