I think part of the issue with difficulty settings is that it's hard to make them just enemies do x% more damage and the player does x% less. The most difficult fights in TiTS and CoC2, in my experience, are the ones where there's a gimmick. Janeria's electric damage and murder grapple, Sophora's shield bypass and damage resistance, Alissa's Sunder spam, Komari dumping a million status effects on you, etc.I really doubt a staffer would spend the time on it, but if a community member wanted to rewrite them (or just submit a fresh Lappy encounter) I'm sure it'd be welcome. I genuinely really love their design and was sad to see them go.
We do have that. Story Mode makes it almost impossible to lose.
(You can also turn on Visually Impaired Mode to skip a lot of the puzzles, too.)
That's my experience too but also, y'know, one-handed porn game XD
The presence of Difficulty options at all was a post-launch inclusion and was just formulaic for most of the game's life cycle. We've started doing a lot more with Dark Difficulty since... I want to say about a year, year and a half ago? I'd like to go back at some point and mod older fights to bring them up to the same standard.
Hopefully our future games can have more interesting higher difficulty settings.
Yeah that's what we've been doing more and more of -- adding additional abilities to enemies in Dark Difficulty, or changing spawns.If you are, my advice is to have difficulty settings add or remove more moves from enemy/boss movesets and/or make them more or less likely to use certain gimmicky abilities and passives.
It's why establishing some kind of home base early on, which the PC can furnish with slaves and waifus, is essential. Then pretty quickly you have a scenario where if the player's just feeling horny they can jump in, quickly get some scenes they want, and jump off again. You have a fast food joint and then something actually nourishing going on outside.
I think a massive improvement to a homebase, such as the Fort or a Station, would be for your companions to have an active pattern for things like movement within the home and doing things relevant to their character instead of everyone just being on one shared square. Give them a schedule/wandering behavior where you can see on the minimap where they specifically are. Make them feel alive while also still keeping them close for that jump-in fun times while retaining some narrative autonomyOmg, dude, a TiTS sequel where you like, build your own space station or fleet and expand operations and stuff like a NSFW Star Sector would be literal crack for me and so many others.
While we're on the topic eyslaines ability in dark where he just takes 80% less damage is genuinely sadistic designYeah that's what we've been doing more and more of -- adding additional abilities to enemies in Dark Difficulty, or changing spawns.
It's actually 60% (nerd emoji)While we're on the topic eyslaines ability in dark where he just takes 80% less damage is genuinely sadistic design
More of that please
It's actually 60% (nerd emoji)
But yeah that shit is scary. First time I read it I lost my shit lmao. Dude's running a stall build from Pokémon.
So true man, Paige best girl.I wanna break up the Gripes for one second and say that one of my all-time no-contest favorite and most involved characters, that the comments here would suggest belong much more in CoC2 with their immersion, is Paige. It's insane the amount of investment is required to recruit her (half a million credits) but she has so much depth and a massive well of writing to her. 10/10 Next time we have such a passionately written character, they should probably be a little more "in the way" so that more people encounter them and know of their existence. Basically just like Etheryn in CoC2 <3
Yoga instructor dog on Tavros. Really good interactions, she's a sweetie.Who tf is paige?
Jesus christ that why does her wiki page have flowcharts in it
Best girl in the entire game fr. Wish more characters were handled like herYoga instructor dog on Tavros. Really good interactions, she's a sweetie.
Believe me, you'll need ALL of themJesus christ why does her wiki page have flowcharts in it
....me.Like who naturally goes to the Residential Deck on Tavros without being told to? And at specific normal day times on top of that.
Same but shhhhhhhh....me.
Mainly because I explore every room though lol.
Yeah I guess it's not difficult more... for lack of better words, tedious, if you'll forgive me for saying so. Like I said, I just wanna get to the jiggly bits.Also a bit tangential but coc2 is genuinely very easy. I've complained in the gripes thread before that I found the max difficulty too easy for 95% of the game (faceless blade is very strong)
Where else would we put em? I can't really think of a location that really fits.If parasitic Lapinaras do make a comeback I wouldn't put them back in tarkus, too many mobs there already.
Future games?!?!? Goddamn bro how far ahead have you plotted things out?Hopefully our future games can have more interesting higher difficulty settings.
Uveto, It has the least amount of hostile mobs out of all planets that have them.Where else would we put em? I can't really think of a location that really fits.
.... actually that fits perfectly. And it's an already well established colony, so it makes sense for them to be there, unlike a newly discovered Rush planet like Tarkus.Uveto, It has the least amount of hostile mobs out of all planets that have them.
The problem of course is that making transformational content meaningful is very challenging, and necessarily means you will lose out in other areas. Most TF erotic games are very focused (usually on feminisation) because of this. Something on the scale of TiTS is not really feasible.
When it comes time to create TiTS' heir, I truly hope the fact that transformation has to feel meaningful to be worthwhile is part of its core values.
Ffion
Sorry who and who?Karnissa Pauug
Well, hang on, maybe we can have a bit of a compromise here.So there's also two separate things in tension here, where on the one hand there's the idea that yes, a transformation-focused game should have transformation feel meaningful and important. On the other hand, though, I think a major part of CoC's success came from being a very flexible furry self-insert character creator. The ability to design your ideal body down to a fairly deep level of detail is a large part of the appeal, and while it would be ideal to both have that and make that ideal form be something with weight and meaning, I don't realistically think that any of these games can have both.
I can't speak for everyone obviously, but I personally appreciate that CoC and TiTS are games where transformation is a tool for creating a character you like rather than the whole fetishized focus of the game. Compare this to a game like Changed or Royale Harem where the TF is the destination rather than the vehicle. I'd wager a lot of the playerbase for CoC/TiTS feels similarly.So there's also two separate things in tension here, where on the one hand there's the idea that yes, a transformation-focused game should have transformation feel meaningful and important. On the other hand, though, I think a major part of CoC's success came from being a very flexible furry self-insert character creator. The ability to design your ideal body down to a fairly deep level of detail is a large part of the appeal, and while it would be ideal to both have that and make that ideal form be something with weight and meaning, I don't realistically think that any of these games can have both.
That's not to say that there can't be some amount of fixing this: I think it would not be especially hard for Anno and Syri's content to acknowledge an ausar or ausar-adjacent Steele to a much greater degree than it currently does, for instance, and similarly I think most zaika content should have been written to acknowledge a zaika Steele. But having every character acknowledge every possible shape of the PC would by necessity require greatly paring down the player's options, by which I mean such a game could support maybe at most five species, and a large percentage of the player base would not be okay with that. I know I would find it stifling.
And also knowing what all the options are ahead of time.But having every character acknowledge every possible shape of the PC would by necessity require greatly paring down the player's options
Ffion is one of the Rat's Raiders; specifically, one of the rodenian females, and she seems to be the one with the most affection for Steele specifically out of the six. Karnissa is a gabilani pilot, most likely a ship encounter, with an integrated cuntsnake tail; I'm not personally familiar with her content, so I can't say much more than that.Sorry who and who?
Bingo; shark fins are considered a wing type in the code, and the code doesn't allow having more than one type of wing. I suppose it'd be technically possible to either make shark fins their own thing (whether as a specific thing or another "body part", maybe a spinal one - the behemoth's Crystal Ridgeback perk could also be included in the latter) or make wings work like cocks and thus allow each wing to have its own properties, but IDK if the team thinks retrofitting that into the current system would be worth it. Also, such retrofits might break something somewhere.E.g. why can't I have dove wings AND a back shark fin at the exact same time? Though I'd imagine the simple answer is that that would be a coding nightmare.
fuck off lmaowhen it's possible to add a Large Language Model
Hopefully that day is never.Ultimately, the level of consistency and interaction that many of us want cannot be achieved with non-procedurally generated text written by humans. Maybe one day, when it's possible to add a Large Language Model that runs entirely locally (no using ChatGPT as Pronz-As-A-Service enshittification, please), games like this might be able to have that level of depth behind the game.
However, that day is not today.
Nor will it be anytime within about 5 years would be my guess.