Yay for parallel development: two updates in two days!
This one is mostly for Kat's addiction, details in the changelog. Also a few bugfixes, for instance:
I did not skip any nights, or ever surrender. I find it almost impossible to beat any of the other contenders because their s tats are significantly higher than mine.
Some more debug code which accidentally made it into 1.9.6 and then stayed there: a flat 50% boost to XP for everyone but the player. It's gone now.
I feel like the effects of this new addiction are a little underwhelming compared to the rest. Time will tell.
Link:
https://mega.nz/#!tFQmGIQD!K9SsbRyZBzeeH9Hrb05yG6QhCzCaTlYbKvVi5PgGC7Y
Changelog:
-Added Kat's Breeder addiction. You get it by her biting you during sex, and can worsen it by fucking her (or being bitten again). It increases pleasure from fucking Kat, allows her to use Invitation without mojo, keeps you from pulling out at high levels, and allows the use and increases the damage of Wild Thrust. At high levels, it makes the player Feral, which reduces willpower loss but maintains half of your arousal on orgasm. In withdrawal, it causes a permanent Horny causing arousal over time.
-Added Bite, which can only be used by Kat. It has no effects beside the addiction.
-Relocated the withdrawal check so that the relevant message(s) are printed without being immediately removed again...
-Witdrawal effects now refresh every turn, both in and out of combat. This shouldn't have any effect on existing content, just for the Horny mentioned above.
-All (hopefully) of the game now compares characters by type instead of name. This may prevent some bugs in future plans.
(This was changed in 2.0.0, but not mentioned: Frenzied characters can no longer use Engulf)
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And now for something completely different.
As has been mentioned, the AI is in serious need of some work. Currently, it just tries all available actions and sees what worked best, then goes with that. That works fine for single turns, but it means there's little to no planning going on. The AI modifier system was an attempt to alleviate this by biasing the system to more 'interesting' moves rather than just the good ones, but it hasn't done much. What's needed is an entirely new system. So what I want to do is to build a series of behavior trees to provide more structure to the AI. Trouble is, those things have to be designed, which means I have to know effective strategies. Currently, I know precisely one play style: my own. That's not enough. If, after doing the remaining addictions, I were to provide a more detailed 'play-by-play' logging mechanism, would people be prepared to share those logs? I get that it's somewhat private, which is why I ask, but it would really help.