Nightgames Mod (v2.5.1.2) updated 2/11/17

12centDime

Active Member
Mar 16, 2017
41
5
Is there anything I can do to prevent that, to keep fights entertaining (the level gap really hurts the girls after a while) ?
Yeah, the girls don't like gaining exp correctly. :( For now, if you use Credits -> Debug, you can enter <tgt>.ding <amount> (so, for example, Cassie.ding 2 will cause Cassie to level twice) until the levels seem fair to you. Capitalization matters for this. I'm not sure how safe it actually is to use this, but I haven't ever noticed anything odd after using it during the day, so take I think its fine to use. Never actually tried to see what happens if you try to level them past 9 without picking a specialization, so maybe watch out for specialization levels.

Suggestions for new Challenge types:

- Victories using only powers.
- Victories using only normie skills.
- Victories won having used a trap.
What's the difference between a power and a normal skill? If you enter into a match with the powers only requirement, can you not even use Fondle Breasts? This feels like it needs to better describe where the line is. Also, I don't think Animism or Ki actually have in-built ways to deal pleasure damage at all. Unless Tail Job counts? Not sure if that counts as a skill or a power, since it can be unlocked with Seduction or Animism.

On the trap challenge, I think the traps need more balance before letting Lily make a challenge out of them. Atm, even just using the Bind trap will heavily favor you to win any match. You can just put one down on every applicable square you cross, then double back every few squares or so.
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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@12centDime

Pretty much. You need powers, not normal skills. In order to win, you must build the mojo and use them or try to gain some sort of map advantage on someone or choose your target carefully.

Only reason any of the traps and disables are good are because the game is 1v1, back and forth turns with actions expanding for pets and hard disables. This is why I favor improving the map
part of the game and possibly rework the way several effects and disables work.
 

The Silver Bard

Well-Known Member
Sep 2, 2015
207
23
@12centDime
Pretty much. You need powers, not normal skills. In order to win, you must build the mojo and use them or try to gain some sort of map advantage on someone or choose your target carefully.

Can you define powers and normal skills? Those aren't terms used in the game, unless they've been added to the mod without me noticing.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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Can you define powers and normal skills? Those aren't terms used in the game, unless they've been added to the mod without me noticing.

I would define a power as:

Any Skill that - usually over distance - does something supernaturally.

Examples: Eyes of Temptation, Magic Missile, Lust Aura, Dark Tendrils, Flash Step

Opposites: Slight of Hand, Kiss, Slap, Counter, Sweep
 

Sacredferro

Well-Known Member
Aug 26, 2015
510
45
So, practical abilities vs. fictional abilities? There might be a few moves that could be argued as either/or, though.

Speaking of challenges, I realize there isn't anything to indicate what challenge you've accepted or even that you're doing one at all during matches. Maybe a "Challenge Active: blah, blah, blah" line could be added under "Statuses" or something like that. I know the availability of saves kind of renders such a need mute, but just wanted to raise attention to it in case it happens to be doable. Sometimes, I'll play through half of a match and come back to it later, and challenges like the ones DarkSinfulMage suggested might make that more relevant depending on how it's done.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
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I've been exploring the possibility of making icons for various statuses, but I'd like us to work on a complete set before doing that as well as the implications for GUI design.

Right now - IMO - the major tasks on the table to be considered are:

- Fixing Addictions and effects processing across the map when out of combat.
- Bug fixes
- UN-spaghettiing various parts of data and code.
- Finishing tasks that might have gone unfinished - converting character to all customized classes
- XML data save and load.
- GUI improvements
- Content production.

From my own point of view - the first three are very important and need to be done before anything else new is put in. It's pretty clear that if any of us want things we want in the mod, we'll need to rewrite several parts of the program and clean up several things. I can help with this, but I really would not like to do it alone and without input from those who put work in.

After that's in a satisfactory place, we can move on to XML Data, which will make exporting data and altering it easier. The game will also be easier to balance via spreadsheets.
In the meantime, we can discuss improvements to the GUI. Status condition Icons, more/new character images, whatever.
As well, people can start producing content once it's easier to do without altering the character java file.

Actually, I would look to HentaiHighSchool for guidance on systems that use XML for data storage and scene scripting. They may be using .NET and WPF, but the general design offers some level of guidance towards building what the mod would require.
 

ThatOneJester

Well-Known Member
Nov 14, 2015
386
23
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Thanks! DNDW are you planning to continue putting out releases?

After the last couple releases (RC1/RC2) I believe they are trying to fix all the game breaking bugs, and horrible typo's they find first.
I myself would love a new updated game release, but I would rather it not crash after some action happens after every couple minutes of gameplay?
So is best to just leave them to it, and to either wish them luck or help them with the coding issues available.
If only I knew coding myself, I would help them in any way I could....
 

CappyAnon

New Member
Dec 27, 2016
4
0
34
I'm just chipping in that I'm glad bugs and issues are being fixed as a priority now. I really like the NG mod even as is, it's content is rather expansive and it has nice replay-ability and progression, but it would be nice if the features and customizable starts were working somewhat reliably, and also if putting the gender slider appeared to do things and actually affect your opponents according to it's position.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
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I think I may have forgotten to report this, but I think there's a bug where the win conditions of the match get mixed up and your character gets the wrong engagement status versus your opponent - making them off limits or fair game to you incorrectly.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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Updated Eclipse to Neon...trying to run the game in eclipse I get a strange JVM Error.


EDIT: Removed Trace - issue resolved.

If anyone is interested in a subtask before I do it myself: Several scenes in each character should probably be moved to a private method and called from the larger method in order to make life a lot easier while the scenes are still hardcoded. This only really requires moving the actual text to the private method and just leaving the decision structure in place. As well, a LOT of scenes require line breaks and whitespace.

@dndw @nergantre

Any progress on your ends? Looking at it myself, I'd say I'd rather leave some things to you guys before going any further with what I'd like to do.

Existing Bugs:

- Addiction Ticks outside of combat causing NPE and hard lock.
- Encounters and multiplying event triggers.
- Part addition/subtracting hardlock
- Pets and Airi as related to above.
- Various typos and line breaks in scenes that were wordblobs.
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
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After doublechecking, I've discovered the off limits status is a reporting bug, since you can see "you can't engage" message but still engage. I'll look into it.

I'm currently correcting some minor things - I'll edit this post with the commits I've made for them.

Code:
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
   at nightgames.characters.Character.resolvePostOrgasmForOpponent(Character.java:2418)
   at nightgames.characters.Character.resolveOrgasm(Character.java:2101)
   at nightgames.characters.NPC.resolveOrgasm(NPC.java:862)
   at nightgames.characters.Character.doOrgasm(Character.java:2034)
   at nightgames.characters.Character.resolvePleasure(Character.java:867)
   at nightgames.characters.body.Body.pleasure(Body.java:821)
   at nightgames.skills.Tighten.resolve(Tighten.java:80)
   at nightgames.skills.Skill.resolve(Skill.java:245)
   at nightgames.combat.Combat.resolveSkill(Combat.java:1255)
   at nightgames.combat.Combat.doAction(Combat.java:1052)
   at nightgames.combat.Combat.turn(Combat.java:878)
   at nightgames.combat.Combat.resumeNoClearFlag(Combat.java:302)
   at nightgames.combat.Combat.resume(Combat.java:312)
   at nightgames.gui.GUI.lambda$14(GUI.java:1519)
   at nightgames.gui.RunnableButton.lambda$0(RunnableButton.java:15)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

Code:
public void upkeep() {
        getTraits().forEach(trait -> {
            if (trait.status != null) {
                Status newStatus = trait.status.instance(this, null);
                if (!has(newStatus)) {
                    addNonCombat(newStatus);
                }
            }
        });
        regen();
        tick(null);                     //FIXME: This is the culprit of the Addiction NPE outside of combat. Nulls are not handled by methods used within tick and Addiction.tick()
        if (has(Trait.Confident)) {
            willpower.restore(10);
            mojo.reduce(5);
        } else {
            willpower.restore(5);
            mojo.reduce(10);
        }
        if (has(Trait.exhibitionist) && mostlyNude()) {
            mojo.restore(2);
        }
        dropStatus(null, null);
        if (has(Trait.QuickRecovery)) {
            heal(null, Global.random(4, 7), " (Quick Recovery)");
        }
        update();
        notifyObservers();
    }

I've found the thing assigning combat to null, but the subsequent methods do not handle combat being null when processing addictions outside of the active combat. I've marked it for study and fixing.

For a look at my recent commits, see:
https://github.com/DarkSinfulMage/nightgamesmod/commits/master
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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Getting lonely in here!

Latest on my fork has - among other things - a simple help command added to debug window, which displays available commands. Now we don't have to keep posting it. :D

If there's any requests, get em in!
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
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In the Imbue Fetish ability, can you somehow alter it to choose which one you want to imbue?

That'd be pretty nice, We'd have to copy whatever process Throw/Use Item has to bring up a second menu and be able to cancel it. I'd like to be able to manage and use fetishes more effectively, myself.

Expand the corruption tag/description to all body parts

Can you explain this one for me? I know we have various tags attached to skills and that is not hard to do but can you explain the problem and your solution?
 

ThatOneJester

Well-Known Member
Nov 14, 2015
386
23
33
Getting lonely in here!

Latest on my fork has - among other things - a simple help command added to debug window, which displays available commands. Now we don't have to keep posting it. :D

If there's any requests, get em in!

The only thing I would personally want would be for the moves list to keep being updated.
The one that tells what each skill/passive buff is called, as well as what it does.
Otherwise I would like to thank you all for the great work, and to remind you all to take breaks.
Last thing that is needed is for somebody to be overworked from something like a game mod.
Sleep, Food, and mental relaxation via gaming/TV/sports.
With that you won't burn out from all work and no play. <3
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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When characters get corrupted by reyka, all of their body parts do too. Just descriptions for tf's and parts after the TF's. Honestly, i just want to see more succubus footjobs and footfag related crap. But that is it. I also think the skill drain when you (the pc) get corrupted or addicted is WAY too high, it is nearly impossible to play with so much as one addiction.

IIRC, the corruption addiction applies demonic mods to things, so we'd have to make a second set of corrupted parts that are essentially the same, but provide a specific description.

Or, we could just give more detail to demonic parts to begin with. Right now they just get one word descriptions, just like all the other part mods. I wouldn't wanna change the current system further, but what we COULD do without changing or adding anything substantial is make the text showing someone's corruption easier to see or longer in description. I can do that myself if we are okay for that.

EDIT: I've already started. Just need to implement check if you are the player. Now more cool things can be said.

The only thing I would personally want would be for the moves list to keep being updated.
The one that tells what each skill/passive buff is called, as well as what it does.
Otherwise I would like to thank you all for the great work, and to remind you all to take breaks.
Last thing that is needed is for somebody to be overworked from something like a game mod.
Sleep, Food, and mental relaxation via gaming/TV/sports.
With that you won't burn out from all work and no play. <3

Well, at this point, in my personal opinion, the mod is great but it's a buggy mess and it needs a lot of refactoring and overhauling. To be honest, I think each person capable of putting in time and talent to do the level or work required would rather build their own game than overhaul this one, or they wish to donate what they wish to give to the mod as a matter of community and charity. (Which I have done and am doing in both respects.).

So, personally, my plan is to contribute some time to programming tasks and hopefully help get all contributors involved get all over the hump of substantially changing the game programmatically, and then hopefully everyone feels comfortable contributing things that we'd all like to contribute. I don't wanna undo changes anyone's been doing, but I wanna open up the dialogue to changing things so we can improve the game program and game mechanics. I'm vocal, I'm active, and I'm persistent, but I'm not a bully and I'm not insensitive to others who've been putting in work. I really wanna talk with dndw and nergantre to hear what they have to say about it and if we can agree on things we should work on and on cooperating. (As they are the two largest contributors, and were here first)

Of course, I'm active right now, but that's because I have time and some amount of talent and enthusiasm. That can also fade, just like everyone else.

Here's some very certain things if we all wish to substantially improve NGM:

- Someone's work is going to get undone.
- Someone will be working more than someone else.
- Someone has to give up the prospect of indispensability.
- The game and the program will substantially change.
- Some sort of agreement with The Silver Bard, who's now making money off Nightgames, will have to be understood and honored both ways even after we substantially change or transform things.

So - for your things:

The list of skills is extensive at this point, and I'm not entirely sure what you mean, but one of the things I'd like to do is introduce commentary and documentation to make parts of the game engine and skills, including how some mechanics and skills work in comments. This will take a while, as I don't understand a lot of things, which are mired in a tangle of relationships of data and components. Sorting these out really really should happen first, IMO - as in some cases like combat sessions, addictions, and data, do not work correctly.

If you were to ask for my own plan of action, it's this:

1. Fix current problems with matches and keeping time and data running. The game is basically unplayable if a single addiction is processed outside of combat, causing a game seizing NPE. I've looked at it, documented it, but I can't and won't fix it until I have a discussion about it because it's indicative of a system design problem. I can't just rewrite the game by myself. Until then, I'm making small improvements.

2. Once that's fixed, I'd like to consolidate and clean up the code. Aside from combat, matches, encounters, and statuses, I'd convert Traits to CharTraits and rename it, make addictions and statuses carry their own equipment around, and then start arranging things to begin a move from JSON to XML, as I think we agreed on some level that JSON is becoming troublesome for our needs before the much nicer and more commonplace XML.

3. Eve. Maya. Rosea. Samantha. I want these characters fleshed out but I don't know if they are fair game to write for or modify. I just don't know. If I'm okay, then I'd like to discuss what the general guidance on their content is and I can start contributing.
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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@Sanger77 How's this for a start?

FOR PLAYER:
The dark taint changes {self:name-do} even further, and {self:possessive} pussy begins to drip with a vile corruption that transforms it into that of a succubus!

FOR EVERYONE ELSE: (unchanged)
The dark taint changes {self:name-do} even further, and {self:possessive} pussy turns into that of a succubus!

I've started on these for all in that block - there's more room down the line for extra details. I can start with that. I won't commit these until I can test them, meaning Addiction needs fixing first.

My fork is updated with the latest in terms of markups and stuff, but I've added RC1 of the Ultimate Drain Challenge. Since I enjoy draining levels and the thrill of disempowering or empowering the girls so much. Let me know how it goes! I suspect I should start the starting level higher. Let me know.

Ultimate Drain Challenge:
  • Everyone starts at level 6.
  • Everyone Drains everything and is indiscriminate.
  • I might add Gluttony to everyone, too.
 
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dndw

Well-Known Member
Aug 27, 2015
456
20
It's been another quiet spell for me. Part of that is a lack of time (which is unlikely to change soon), and if I'm being honest, another part is that I just haven't felt like working on this game lately.
Since I very much doubt that nergantre is going to play an active role here any time soon, I think I can speak for the both of us to just give you a blanket permission to do whatever you'd like, @DarkSinfulMage. I completely agree with your list of priorities, except that I don't think a shift to XML would be worthwhile. It and JSON are mostly analogous, and I can't think of any benefit the change would have. You say it's more commonplace, but I doubt that. Besides, as long as there is good tool support (which there is), what does popularity matter?

So I'd be happy to answer any questions, but I don't think I'm going to be contributing anything new in the near future.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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It's been another quiet spell for me. Part of that is a lack of time (which is unlikely to change soon), and if I'm being honest, another part is that I just haven't felt like working on this game lately.
Since I very much doubt that nergantre is going to play an active role here any time soon, I think I can speak for the both of us to just give you a blanket permission to do whatever you'd like, @DarkSinfulMage. I completely agree with your list of priorities, except that I don't think a shift to XML would be worthwhile. It and JSON are mostly analogous, and I can't think of any benefit the change would have. You say it's more commonplace, but I doubt that. Besides, as long as there is good tool support (which there is), what does popularity matter?

So I'd be happy to answer any questions, but I don't think I'm going to be contributing anything new in the near future.

I'm sorry for misreading the last discussion, then - didn't mean to put words in your mouth. If it's no big deal then there's no need to make XML saving/loading of data a priority.

If that's the case then I'll assume I'm on my own on the immediate tasks until someone can step up and take care of it. I have no idea how to fix the null combat thing until I learn much more about the combat and time system and then rebuild it. Yikes. If anyone faster or more informed than me wants to tackle this so we can get it out of the damn way, that'd be excellent. I'll give it a shot, though. For now I'll work on #2 stuff until a solution with #1 comes into view or becomes easier to manage.

If any of the other contributors has anything they'd like to take on - Now's a good time to discuss that.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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I made a workaround for the Addiction NPE- feel free to merge it in from my fork.

A patient walks into a doctor's office and says, "Doctor, it hurts when you do that."
The Doctor says, "Well, don't do that!"

It's lame, but it will let the game work - just not process the other addictions while we work on getting things working properly.

Code:
@Override
    public void tick(Combat c) {                    //FIXME:outside of combat, c becomes null. Perhaps separate this method into an in and out of combat version?
        if (c == null) {                            //A patient comes into the doctor's office and says it hurts when I do this; the doctor says "Well, don't do that..." - DSM
            System.out.println("ERROR: Tried to process " + this.name + " from " + this.cause + ", but Combat c is null in Addiction.tick()");       
        } else  {
             if (c.getOpponent(affected).equals(cause)) {           
                 combatMagnitude += magnitude / 14.0;
             }
        }
    }
 

dndw

Well-Known Member
Aug 27, 2015
456
20
@DarkSinfulMage Actually, I think that solution should be fine as it is. That method updates the in-combat addiction severity, so if there is no combat going on it probably should do nothing.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
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Turns out I was wrong with what was causing some persistence of addictions.
{
"type": "DOMINANCE",
"cause": "Airi",
"magnitude": 0.0,
"combat": 0.0,
"overloading": false,
"reenforced": false
},

Airi, probably posing as Jewel, tagged me with dominance at some point. The addiction went to 0 magnitude and this code still triggers in various fights:

Code:
 int stanceDominance = getStance().getCurrentDominance(this, self).ordinal();
        if (stanceDominance <= Position.Dominance.NEUTRAL.ordinal()) {
            return;
        }

        Character other = getStance().getPartner(this, self);
        Addiction add = other.getAddiction(AddictionType.DOMINANCE).orElse(null);       //FIXME: Causes trigger even though addiction has 0 magnitude.
        if (add != null && add.atLeast(Severity.MED) && !add.wasCausedBy(self)) {
            write(self, Global.format("{self:name} does {self:possessive} best to be dominant, but with the "
                        + "way Jewel has been working {self:direct-object} over {self:pronoun-action:are} completely desensitized." , self, other));
            return;
        }

I've corrected the writing line to:

Code:
write(self, Global.format("{self:name} does {self:possessive} best to be dominant, but with the "
                        + "way "+ add.getCause().getName() + " has been working {self:direct-object} over {self:pronoun-action:are} completely desensitized." , self, other));

but I think Global.getPlayer().getStrongestAddiction() does not return addictions with a severity of 0 (Or at least from Airi...who poses as other characters), explaining this behavior.

EDIT: Many edits committed.

EDIT2: Is Mara supposed to get an infrasound necklace every time she uses mind control? She now has 5.

Question for @dndw:
In the file writing and reading for save files - are the new lines required? I'd like to change it so some data blocks are in single lines so save files are easier to read and edit.
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
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Just to clarify, i was wondering if the tf's could apply to feet and hands and such. Not sure if those are counted. That what i meant when i said bodyparts and descriptions.

Those body parts currently don't exist. I can't see a purpose in making them new parts (complete with descriptions and mods) unless they have a substantial impact on gameplay.(Do we really need to worry about what hands someone has?)

But hey - maybe someone else wants to tackle that problem. I'd like to get a handle on what we have so far, as I think once I get sick of bug hunting this week I'll be looking to redesign gameplay stuff after taking in input.

I might as well do that now:

Feel free to post bugs, Issues, Issues of balance we can talk about. I have my own suggestions:

Pets
Addictions
Temptation Skills and Effects
Fetish Skills and effects.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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Ah, got it.

What is the newest version of the game other than the official release? I would like to play it.

I suppose it's my fork that's most ahead. Whoever is working on the quest system fork is probably working on that, and I think that's the latest between both of us.

exporting/creating a java executable with my fork with eclipse can be dropped into the latest private branch posted pages back and it will work. I've never done a release process, myself, so I'm lost on that unless my commits get pulled higher up the chain.

EDIT: Try extracting this into your folder. (No promises it will work.)
https://mega.nz/#!pMglUR7A!FqJm53bb7pfx1-YucfxdVfo4TuG23Gf5e2GtZtOzu2k
 
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Bronzechair

Well-Known Member
Aug 30, 2015
150
6
@DarkSinfulMage
It's been a while since I've played any NG (mod or otherwise), and I don't have a ton of specifics on my mind at the moment, but I'm quietly waiting in the wings to provide my infamously obnoxious testing when new releases come out, so I can ramble at you for a bit here. The last version I played for any length of time was 2.5.1, which came out over four months ago, so please keep in mind my time away. It's entirely possible that all of my thoughts here are presently outdated.

The first thing I'd like to do is to request you continue providing detailed change logs with every new release. NGM has gotten quite large, so this is very important for knowing where to focus my efforts when testing.

Regarding balance: Invitation is easily my biggest problem with this game. Sex moves are quite strong by themselves, and they apply a variety of negative effects beginning as soon as the position is established, so suffering one even for a short duration will do a sizeable chunk of damage to your Stamina/Arousal/condition in general. It's fine to have powerful moves, but there's no counterplay to Invitation: your opponent uses it and you're just locked in: that's that. Because sex moves/positions tend to be further debilitating in themselves (massive Stamina damage, mind control, Charm, unbreakable hand/leg locks, awkward disengaging even if you struggle to a dominant position, etc), you can frequently be 100-0'd with little to no interactivity, which is not ideal from game design or fun standpoints. I'd like to see more ways to counter or disengage from these oppressive positions/skills.

Invitation immediately comes to mind as the most egregious offender here, but I imagine there are others. You could tweak that skill in a wide variety of ways to bandage it, but that's probably treating only the symptoms. I'd need to get back into the groove of the game and do more extensive research to say much of use, but that's a starting point, if you're interested. Also, I know 2.6.0 introduced stances that should have an effect on the potency of sex moves; I haven't tested that version enough to comment on it.

Fetishes, addictions, and Mara's collar: These are some interesting mechanics that promote longer-term consequences to the otherwise in-a-vacuum fights. I think they're a great idea, but also that all of them are strongly overtuned right now, to the point where you might as well reload the game if you get slapped with them early on, because the rest of the night will be spent licking feet or being shocked into submission. I'm all for some good, old-fashioned domination, but only having one button for the next five battles does become tiresome, so some counterplay to these things would be nice.

I don't have the presence of mind or data for a detailed breakdown right now, but perhaps fetish severity could be reduced upon orgasm, and the characters could masturbate outside of combat to get a grip on their fetish before the next encounter, at the risk of being ambushed while occupied. Also vaguely on my mind: Imbue Fetish should let you choose which fetish you apply, or at least not apply cock fetish if you don't have a cock, for the benefit of female PCs and any future NPCs that might have the Fetish attribute and lack a penis.

For the collar, I think the major problem with it is that it doesn't require batteries, so fixing that bug will probably alleviate its troubles.

Addictions are, frankly, not a mechanic I'm well-versed in. They've always been so overwhelming and frequently buggy that I never really got around to experimenting with them; I would always just do the quick and dirty removal and be on my way. There's also probably a few words to be had about how easy it is to dispense of unwanted addictions, which itself ties into the large amounts of money you can amass and what kind of philosophy you desire for opting out of content.

Attractiveness: A couple months ago I was actually writing something up about this, because it's weird and inconsistent, and I hate it, but I lost the text somewhere, so I'll just sum it up. Attractiveness varies wildly from character to character and so temptation-related skills are typically either completely worthless (dealing 7 damage to a level 80 opponent) or extremely strong (Reyka maxing out an empty Arousal bar with two uses of Tempt because she has 18 Attractiveness). The PC tends toward the former, making temptation builds unviable for PCs.

Clothing: We have a lot of neat clothing items, but the mechanic itself is rather pointless because of how easy it is to discard them. In some cases it's even a better idea to do away with your clothing as soon as possible, which seems strange and wrong to me. I feel like clothing should play a more significant part in the game; altering the game to fit this idea will probably mean adjusting most/all of the full-strip skills.

Pets: Um... I don't remember. I think the pets made positions confusing a lot, but it's been too long, since I don't think I've done a pet build for Angel this year. Needs more research.

A clear and concise damage formula for consistently predictable outcomes: We do not currently have this, but it would be great for QoL and testing. I touched on this and some other bullshit you may or may not be interested in here: https://forum.fenoxo.com/threads/nightgames-mod-v2-5-1-2-updated-2-11-17.65/page-56#post-120592
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
42
@Bronzechair

Awesome. I agree with you quite a bit.

1. It didn't occur to me how strong Invitation is, but I think I'd rank disables and temptation damage above invitation in terms of priority. The reason invitation hurts is because you can get disabled easily and overflow tempted easily.
  • Mind control should have chance to stick reduced by Cunning and turns active reduced by Cunning.
  • Exhausted or Knocked Out should have some turn reduction via Power.
  • Enthralled should have some resistance or turn reduction via Cunning, Mojo, or maximum Willpower.
  • Frenzy should have some defense - I'm not sure what. maximum Stamina?
  • Stunned should also have some turn reduction by Power or Stamina.
2. I think the collar does run on batteries now (2.6.0RC), but I'll double check. It should. The collar is definitely a pain in the ass.

3. I think disables should do two things according to type and defense - Your core stats should increase defense or resistance to disables. As well, if you are enthralled on the map, you should expend turns on that disable like you would in combat, and if you move 3-5 steps while enthralled and enter combat your enthrall has about 1 turn left, not the full duration.

4. I agree that attractiveness needs work. It affects temptation and there are not many ways to use tempt as the player, especially when your seduction lead on the other girls needs to be very VERY high to get fetishes to stick and temptation to apply. Meanwhile, Angel can easily hit you with hundreds if not thousands of damage in temptation overflow upon orgasm. Some can disable you and tempt you into overflow death.

5. I agree that clothing becomes very meaningless for the player post 20 or 30, and some late game elements of having clothes would be nice.

6. I think pets using skills (especially ones outside the character's specialization) should really cost the character something. A character's turn, defenses, something.