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

dndw

Well-Known Member
Aug 27, 2015
456
20
There's a bug with player slime saves (possible via making your own custom start)  - the game forcibly strips the slime trait. I don't know why. It works fine if I remove the remove call...?

I'm pretty sure this is to accommodate Airi's switching. Just in case Airi was in her slime form when the save was made, the loading reverts her back to normal. I changed it so it will only remove the trait for Airi.


Thanks for the rest - again.


Edit: I changed the level draining as follows, subject to testing:


80% chance of succes instead of 40%


Can only trigger if the target is at least level 2, and higher level than the drainer.


Can only drain 1 level per combat.


Will give the drainer either the amount of xp the target lost, or that which the drainer needs for the next level, whichever is least.
 
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Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Edit: I changed the level draining as follows, subject to testing:


80% chance of succes instead of 40%


Can only trigger if the target is at least level 2, and lower level than the drainer.


Can only drain 1 level per combat.


Will give the drainer either the amount of xp the target lost, or that which the drainer needs for the next level, whichever is least.

"Can only trigger if the target is at least level 2, and lower level than the drainer."


Ehh...


That just made the entire challenge pointless. Why does the drainer need to be higher level than the target?


---


Only allowing a single level per combat seems to be pretty fair on paper. There were certain cases in which I managed to pull off 2 hits in a single combat by getting lucky or by being tactical (using wait when I can't force intercourse to prevent opponent from losing willpower). There were also certain outliers (which were that which pretty much allowed me to level-explode), like Airi or Kat who allowed me to get 5 hits in. Especially vs high level cat, it eventually became 20+ hits in a single combat, although that was with 100% chance and at level 600 something where I'd get in 2 hits in a single turn multiple times.


---


One more bug: The nurses gloves are labeled "bottom"?
 
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dndw

Well-Known Member
Aug 27, 2015
456
20
"Can only trigger if the target is at least level 2, and lower level than the drainer."


Ehh...


That just made the entire challenge pointless. Why does the drainer need to be higher level than the target?


---


Only allowing a single level per combat seems to be pretty fair on paper. There were certain cases in which I managed to pull off 2 hits in a single combat by getting lucky or by being tactical (using wait when I can't force intercourse to prevent opponent from losing willpower). There were also certain outliers (which were that which pretty much allowed me to level-explode), like Airi or Kat who allowed me to get 5 hits in. Especially vs high level cat, it eventually became 20+ hits in a single combat, although that was with 100% chance and at level 600 something where I'd get in 2 hits in a single turn multiple times.


---


One more bug: The nurses gloves are labeled "bottom"?

I made a typo: The target needs to be at a higher level, just like with the skill.


I thought the nurse's gloves had been fixed, but no. They are now. You might turn them into weird socks, perhaps, but not bottoms.
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
That seems a lot fairer.


I really ought to set up git properly so I can turn most of such bug reports into bug fixes. I'll do that with next release, I guess. If I do it now then I'd just get conflicts.


---


@Override
public double applySubBonuses(Character self, Character opponent, BodyPart with, BodyPart target, double damage,
Combat c) {
if (with.isType(attachpoint) && Global.random(3) > -1) {
c.write(self, Global.format("Additionally, {self:name-possessive} " + fullDescribe(self)
+ " takes the opportunity to squirm against {other:name-possessive} "
+ target.fullDescribe(opponent), self, opponent));
opponent.body.pleasure(self, this, target, 5, c);
}
return 0;
}


Tentacles are missing a period on the end; also, they sometimes suffer from pluralization issues.


Example: "Additionally, Airi's pussy slime filaments takes the opportunity to squirm against your succubus vagina" - should be "take" and have a period at the end.


---


Some of the traits have a period on the end for tool tips. Some of them don't. Ought to be standardized.


---


if (self.has(Trait.catstongue)) {
c.write(opponent, Global.format("<br>{self:name-possessive} abbrasive tongue produces an unique sensation.",
self, opponent));

bonus += Global.random(3) + 4;
opponent.pain(c, 8 + Global.random(10), false, true);
}


MouthPart - applyBonuses for catstongue trait - "abbrasive tongue" should be "abrasive tongue"


---


"There pool is quite large and there is even a jacuzzi." from Pool room description - should be "The pool there is quite large (...) "


---


Mimicry skills need a better replacement for description; 


"Airi is mimicking a Mimicry: Dryad". I think...


@Override
public String initialMessage(Combat c, boolean replaced) {
return Global.format("{self:SUBJECT} started mimicking a %s", affected, c.getOther(affected), name);
}

@Override
public String describe(Combat c) {
return Global.format("{self:SUBJECT} is mimicking a %s", affected, c.getOther(affected), name);
}



You can use "getMimickedName" here. Also, missing a period on the end.


---


When body parts revert they don't always display correctly.


"Airi's pussy slime filaments turned back into ."


Seems to be around line 820 in Body. This one I don't quite know the code solution for. 


-----


I could handle these via forking & fixing, would that be okay?
 
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Vyxoli

Member
Jul 9, 2016
12
0
I've also been working with the gui file on a separate branch. It's not letting me upload it, probably because I need permission to do so, but it's in progress. Changes so far have been to limit the number of skills shown per page to 9 (to match the 1-9 configuration) and added arrow key functionality to browse the skill pages quicker that way. I've also moved setting traps into its own submenu at night to not clutter the interface so much. 


There's a temporary fix to button overflow with setting the button panel to a grid layout, but it does make the buttons oddly sized at times. I'll probably remove it once I've implemented other submenus, which would remove the need for the quick fix.


I'm also going to look into the resource inefficiency later, see if I can make it not as inefficient.
 
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dndw

Well-Known Member
Aug 27, 2015
456
20
I've also been working with the gui file on a separate branch. It's not letting me upload it, probably because I need permission to do so, but it's in progress. Changes so far have been to limit the number of skills shown per page to 9 (to match the 1-9 configuration) and added arrow key functionality to browse the skill pages quicker that way. I've also moved setting traps into its own submenu at night to not clutter the interface so much. 


There's a temporary fix to button overflow with setting the button panel to a grid layout, but it does make the buttons oddly sized at times. I'll probably remove it once I've implemented other submenus, which would remove the need for the quick fix.


I'm also going to look into the resource inefficiency later, see if I can make it not as inefficient.

You'll need to open a pull request, either to nergantre's master branch or my addictions branch. I must admit I'm a bit skeptical about having only 9 skills at once, but let's see.

Any other bugs which I've reported but you haven't fixed yet? I can't actually see your changes yet, and I'd rather not do duplicated work.

I've just pushed the latest stuff to my addictions branch. That covers everything except your previous post.
 

Vyxoli

Member
Jul 9, 2016
12
0
Odd, I thought the pull request specifically was a request for a branch to re-merge with the Master; I just wanted my branch to be visible for people to test if they wanted, since I didn't want to alter the Master branch.
 

dndw

Well-Known Member
Aug 27, 2015
456
20
Odd, I thought the pull request specifically was a request for a branch to re-merge with the Master; I just wanted my branch to be visible for people to test if they wanted, since I didn't want to alter the Master branch.

You weren't trying to push to nergantre's repository, right? I just checked and your own fork shows even with the base, no changes by you. You'll need to push to that to make it visible to others. If that's all you want to do then you don't have to create the request.
 

Vyxoli

Member
Jul 9, 2016
12
0
You weren't trying to push to nergantre's repository, right? I just checked and your own fork shows even with the base, no changes by you. You'll need to push to that to make it visible to others. If that's all you want to do then you don't have to create the request.

Yeah, that was the problem. I've never used the fork functionality before on github, but I am familiar with working with branches. I just completed the fork and imported changes made so far. Thanks! 
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Managed to bear wrestle Eclipse into accepting the existing project structure without changing any files. I previously had imported them as separate projects, but it actually was 1 general project containing two other projects.
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
There seems to be a bug with regards to dominant stances - Whenever I'm fighting anyone, I start off with both characters losing 3 willpower per turn. Seems to be part of Nergantre's smothering commit. 3 willpower/turn seems to be a tad much, games devolve into first-to-cum-loses as you're down ~25 willpower before first orgasm. I don't really understand the code of it, though; it seems it pulls a "domDelta" variable based off the stance, then subs 3, but if you're not dominating it inverts this value. Then it makes your opponent lose this willpower.
 
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nergantre

Well-Known Member
Aug 28, 2015
293
22
Yup there's some bugs still with the latest commit, I would probably work off of dndw/addictions instead of master right now.


(I know I know, I should use a dev branch. So sue me.)
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Yup there's some bugs still with the latest commit, I would probably work off of dndw/addictions instead of master right now.


(I know I know, I should use a dev branch. So sue me.)

I don't really mind, I like the idea. Just spotting a bug. Would like to see it fixed... what's the rationale behind the inversion of domDelta?
 

nergantre

Well-Known Member
Aug 28, 2015
293
22
It's just a bug. This is what it should have been:


int domDelta = getStance().dominance() - 3;
if (domDelta > 0) {
if (getStance().dom(self)) {
if (self.has(Trait.smqueen)) {
domDelta += 3;
}
} else {
domDelta = -domDelta;
}
}
if (self.has(Trait.submissive)) {
domDelta -= 2;
}
return domDelta;


The inversion happens if you're the sub in the stance.
 

Vyxoli

Member
Jul 9, 2016
12
0
Hmm, I think the willpower drain should actually not be increased if the character has the submissive trait. The reasoning for that is because it makes the submissive archetype even riskier to play, without giving it anything in return. The other way to consider it is that if they're already submissive, then they may be slightly desensitized to willpower damage in that way.
 

nergantre

Well-Known Member
Aug 28, 2015
293
22
If you look at the function, the submissive trait only affects you in the dominant position. It reduces the drain on your opponents if you have the submissive trait and are dominating them. It doesn't actually affect the domDelta of your opponent if they're dominant.


(yup I could have made the code a lot less confusing I know :\)
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
I tried it out like that locally and it played pretty well. Mostly it helps move along fights, especially against willpower recoverers like Kat who would otherwise just keep tanking that willpower loss like it's not even there.


Dndw, I've got like 15-20 individual fixes done and ready, so I should just make a pull request for those, right?
 

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
I rather like the mechanic of spending mojo on removing clothing in this version.  I'd like to put forward a suggestion for clothing if it isn't already the case, but have removal attempts damage the clothes instead of being a straight up yes/no for if they're removed and if you manage to remove a piece, have the damage carry over to the next one if the opponent isn't naked there yet.  This would add the possibility of removing multiple articles of clothing if the target has a lot of weak clothes on.  The dissolving solution could also be changed to damage clothing, and any clothes that are removed while the solution effect is active are destroyed.
 

dndw

Well-Known Member
Aug 27, 2015
456
20
I tried it out like that locally and it played pretty well. Mostly it helps move along fights, especially against willpower recoverers like Kat who would otherwise just keep tanking that willpower loss like it's not even there.


Dndw, I've got like 15-20 individual fixes done and ready, so I should just make a pull request for those, right?

I see you've already made the request, but yes, that tends to be proper protocol. (Or 'Github Flow' as Github likes to call it.) I'll merge it tomorrow, once I have a bit more time.

I rather like the mechanic of spending mojo on removing clothing in this version.  I'd like to put forward a suggestion for clothing if it isn't already the case, but have removal attempts damage the clothes instead of being a straight up yes/no for if they're removed and if you manage to remove a piece, have the damage carry over to the next one if the opponent isn't naked there yet.  This would add the possibility of removing multiple articles of clothing if the target has a lot of weak clothes on.  The dissolving solution could also be changed to damage clothing, and any clothes that are removed while the solution effect is active are destroyed.

An interesting idea. It would require quite some changes, since all clothes would need to be assigned a 'durability' factor and the strip skills would have to be changed completely.


Failing to strip clothes does weaken the opponent, and stamina is in turn used in calculating whether stripping succeeds or not, so successive attempts already become more likely to succeed.


An addition to this could be a critical hit which strips two layers at once, if present. That might be good. All clothing already has a number indicating how hard it is to remove, which is currently constant. Perhaps failed strips could lower that number, as a way to mimic an actual health stat. I like the idea of being able to spend a turn to 'fix' clothing which has been partially stripped.


So many things to do (this, addictions for Jewel and Eve (at least), merging in the updates to the base game, improving the AI, etc.), so little time.
 

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
An interesting idea. It would require quite some changes, since all clothes would need to be assigned a 'durability' factor and the strip skills would have to be changed completely.


Failing to strip clothes does weaken the opponent, and stamina is in turn used in calculating whether stripping succeeds or not, so successive attempts already become more likely to succeed.


An addition to this could be a critical hit which strips two layers at once, if present. That might be good. All clothing already has a number indicating how hard it is to remove, which is currently constant. Perhaps failed strips could lower that number, as a way to mimic an actual health stat. I like the idea of being able to spend a turn to 'fix' clothing which has been partially stripped.


So many things to do (this, addictions for Jewel and Eve (at least), merging in the updates to the base game, improving the AI, etc.), so little time.

Yeah, I was thinking that lowering the difficulty stat would be the easiest way to pull this off, assuming that it isn't being referenced to as a constant for that article of clothing.  I figured I'd bring this up since removing clothing gives such a huge advantage and failing at it when you've got the mojo requirement can be incredibly punishing.
 

dndw

Well-Known Member
Aug 27, 2015
456
20
Yeah, I was thinking that lowering the difficulty stat would be the easiest way to pull this off, assuming that it isn't being referenced to as a constant for that article of clothing.  I figured I'd bring this up since removing clothing gives such a huge advantage and failing at it when you've got the mojo requirement can be incredibly punishing.

Then again, at, say, level 15+ every character has some more efficient way of stripping clothes (Sleight of Hand, Tear, Enthrallment, Defabricator, Naked Bloom). At that stage clothing becomes a lot less relevant.
 

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
Then again, at, say, level 15+ every character has some more efficient way of stripping clothes (Sleight of Hand, Tear, Enthrallment, Defabricator, Naked Bloom). At that stage clothing becomes a lot less relevant.

I haven't played the mod to that point, so I hadn't noticed.


Though I do remember that the base game had added in those options.  I think most of them cost you the benefit of capturing clothes as the cost.
 
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Vyxoli

Member
Jul 9, 2016
12
0
I haven't played the mod to that point, so I hadn't noticed.


Though I do remember that the base game had added in those options.  I think most of them cost you the benefit of capturing clothes as the cost.

That is correct. You don't get the clothing bounty when using those abilities, which makes sense for most of them (Defabricator, Naked Bloom, Tear, all of those are obvious forms of damage)

An interesting idea. It would require quite some changes, since all clothes would need to be assigned a 'durability' factor and the strip skills would have to be changed completely.

Clothes already do have a durability value as recorded in the clothing.json, so if it's already read when the json is parsed, then it might already be in the code and available to use.
 

nergantre

Well-Known Member
Aug 28, 2015
293
22
It has a "durability" as in how hard it is to be removed. However, it's not like it's being tracked in game.


Clothing and items in this game are basically immutable singleton objects that get referenced. Right now there isn't a system tracking anything for a single piece of clothing.


It's possible to add in, but like dndw says, it might not be entirely trivial.


That said, I do feel like there's a problem mid game where clothing are barely relevant at all. The bonuses you get for being naked a lot of times outweighs having them on. Especially wearing bulky clothing often times is way worse than wearing skimpy outfits or just outright wearing nothing. On one hand this kind of makes sense in a sex fight, but on the other hand, it sort of makes an entire mechanic moot. I tried assigning some bonuses to some clothing, and adding a sexiness factor to a lot of outfits. But generally the AI just strips them anyways, and there's barely any point.
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
There's bonuses for shoes and such, so maybe later in the game there'll be more bonus equipment like that? Maybe something like necklaces (which you can tear off, obviously). Bonus play actions possible for putting collars on opponents? I especially like the bonuses of open clothing, where getting stripped makes you lose those bonuses.
 
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Vyxoli

Member
Jul 9, 2016
12
0
It has a "durability" as in how hard it is to be removed. However, it's not like it's being tracked in game.


Clothing and items in this game are basically immutable singleton objects that get referenced. Right now there isn't a system tracking anything for a single piece of clothing.


It's possible to add in, but like dndw says, it might not be entirely trivial.


That said, I do feel like there's a problem mid game where clothing are barely relevant at all. The bonuses you get for being naked a lot of times outweighs having them on. Especially wearing bulky clothing often times is way worse than wearing skimpy outfits or just outright wearing nothing. On one hand this kind of makes sense in a sex fight, but on the other hand, it sort of makes an entire mechanic moot. I tried assigning some bonuses to some clothing, and adding a sexiness factor to a lot of outfits. But generally the AI just strips them anyways, and there's barely any point.

Ah, I misunderstood what that value was in reference to then.


I agree; as is, the mechanics basically punish players that rely on clothing, due to how easily the AI destroys it, and due to there being no real reason to keep clothing on.


• In terms of gain, at most it's a 1 or 2 point skill difference, which might be necessary to access a skill early, but is moot once you gain more points.
• The other issue is that AI often will have very high levels of mojo even at the beginning of a battle, or gain it really quickly. That means to respond as quickly, a player has to rely on either Arcane's Mana Absorb for the starting boost, or Strip Tease which means all clothing is removed on the first turn.
• And then of course with the clothing destruction skills, your clothing's not going to last long to begin with anyway.


Making some clothing resilient to certain types of destructive skills would probably help with that last point. Something resilient to tearing, maybe Science doesn't work so well against [certain material], that sort of thing.
 
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nergantre

Well-Known Member
Aug 28, 2015
293
22
I think some of the clothing has the indestructible flag which makes them unable to be destroyed... But they can still be stripped or "nudified" which I think naked bloom counts as. Maybe defabricator as well?


Either ways, if clothing is to become more important, those skills would need to be nerfed. Also, making clothing much harder to strip would nerf the sex based fighters like Angel and Reyka. ...maybe that's not a bad thing though.
 

The Silver Bard

Well-Known Member
Sep 2, 2015
207
23
I think some of the clothing has the indestructible flag which makes them unable to be destroyed... But they can still be stripped or "nudified" which I think naked bloom counts as. Maybe defabricator as well?

The only item of clothing with the indestructible trait is the Chastity Belt, which does not actually appear in the game. It was added for the unimplemented Fuck The Carrier match type. Indestructible makes it completely immune to clothing-destroying effects like Naked Bloom.