Progress Report: Gear IV: Balance + 50 new items


Balancing

Gear was fundamentally unbalanced, either due to higher rarities just being better, cursed gear being plainly detrimental, or just general mismeasurement of effects. All gear has now been rebalanced. 

As an example, the accessories are now balanced around having 30 durability and +10 physical/magical damage (Red Ribbon/Blazing Lipstick). That's the baseline, so the Ring of Protection has 80 durability but no effect, and the Yellow Ribbon then has -15 physical damage received. If an items wants more than this baseline effect, it needs to compensate with a negative. The Ring of Fire gives 15 magical damage but has a chance to set the user on fire, the Injection Collar gives 20 magical damage but sets minimum lust to 75, and the Enema Plug gives 50 magical damage but is a pain in the ass to deal with.

Rarity (generally) depends on the count of effects that the item has, so rarer items have higher bonuses, but also larger drawbacks. This also helps tutorializing the equipment, earlygame players only have to familiarize themselves with one or two effects, but later they can deal with the clusterfuck that's the Mind Scrambler or Mana Choker.

In the changelog I'll list all new items in the game, this is a SPOILER, so beware. I won't mention the items that got rebalanced, since that would be most of them. Some of those also got completely overhauled.


Changelog

New Items

  • Very Common
    • Alabaster Ring: Counterpart to solar ring
    • Corset of Endurance: Converts hobble into strength
    • Magic Comb: Chance to add save tokens, changes hairstyle every turn
    • Mana Amulet: Boosts magical damage depending on mana in inventory
    • Stylish Heels: Greatly reduces physical damage taken when hobbled
    • Tongue Piercing: Increases magical damage but reduces willpower
    • Training Belt: Forces exposure but may increase WIS at start of combat
    • Training Blindfold: Forces blind but may increase DEX at start of combat
    • Training Collar: Forces vulnerability but may increase CON at start of combat
    • Training Gag: Forces silence but may increase INT at start of combat
    • Training Heels: Forces hobble but may increase STR at start of combat
  • Common:
    • Cuffs of Temperance: More physical damage, but take more damage the more value of loot you have
    • Nosehook: Adds saveplus tokens at combat start, but a chance to add exposure every turn after that
    • Coat of Invisibility: Chance to add dodgeplus tokens, makes the wearer invisible
    • Coat of Visibility: Forces exposure, bonus damage for exhibitionism, makes the wearer's equipment invisible
    • Decaying Pocketwatch: Start with +100DMG, loses 1DMG per day passed
    • Thief's Regret: Vastly increases loot found, vastly reduces inventory space
  • Uncommon:
    • Odd Pocketwatch: Bonus magical damage on odd days, negative on even days
    • Mind Scrambler: Adds a mostly random damage bonus
    • Stylish Collar: Reduces magical damage received when silenced
    • Stylish Corset: Reduces physical damage received when weakened
    • Ring of Idealism:  Boosts purity crest, bonus magical damage from purity crest, "updates" goals
  • Rare:
    • Corset of Education: Slowly adds tokens that give bonuses when wearing corsets but maluses otherwise
    • Collar of Education: Slowly adds tokens that give bonuses when wearing posture collars but maluses otherwise
    • Heels of Education: Slowly adds tokens that give bonuses when wearing heels but maluses otherwise
    • Mark of Change: Adds damage but randomizes basestats at combat start
    • Pink Straitjacket: Can no longer gain negative quirks, slowly removes negative quirks
    • Loser Suit: See All or Nothing
  • Very Rare:
    • All or Nothing: Wear this suit for 5 dungeons and it will either turn legendary or permanently cripple your adventurer
    • Arcane Amulet: Large magical damage boost on even turns, large malus on odd turns
    • Black Straitjacket: Can no longer gain positive quirks, slowly removes positive quirks, damage bonus per positive quirk
    • Drone Hood: Drone mask but scales with suggestibility
    • Dullahan's Collar: Adds fire to moves, adds a miss chance to all moves, removes headbutt, removes head
    • Golden Bracers: If more than 1000 gold of loot in the inventory, that loot will be consumed to create a crit token
    • Lovely Choker: Vastly boosts damage and damage reduction per lust, die when afflicted
    • Mage Choker: Disables magical moves for all adventurers, adds love received per mana loot value, creates restless mana at the start of combat
  • Legendary:
    • Goddess' own Boots: Boost to allies speed if they are at low lust
    • Goddess' own Gloves: Boost to allies crit chance if they are at low lust
    • Goddess' own Pack: Add phyblock to allies at low lust
    • Goddess' own Panties: Add save to allies at low lust
    • Goddess' own Suit: Boost to every partymember's damage at low lust
    • Golden Doll: Boosts all stats, rare reward from using the dollmaker, higher level adventurers have more chance of creating one
    • Winner's Suit: see All or Nothing
  • Latex Set: Seven new items, all scale with amount of latex items and have a theme of reducing damage received.

Other:

  • Full rebalance of pretty much every item.
  • Early fireslimes are now replaced with new plastic slimes, based on Meoaim's plastocytes.
  • Fireslimes no longer receive block each turn.
  • The encyclopedia has been updated for the guild buildings and modding, thanks Pearldiver!
  • Clicking empty jobs now allows you to auto-assign adventurers, thanks Inept Artificer!
  • More scripts for modders, in particular a bunch of new move scaling, thanks AFKgjiAE!
  • Performance improvements to the Guild Overview, thanks Haraberu!
  • Reinforcements, rescue target, and captured enemies are now shown in dungeon, thanks Haraberu!
  • Permanently cursed gear can now become infinite, thanks LWDWTBK!
  • You no longer only get gold when no more items of a requested rarity exist,  thanks Haraberu!
  • Class repeatable now have bonuses apart from HP (preserving tokens), thanks Haraberu!
  • There's now the start of a Japanese translation (edited MTL), thanks sghub!

Bugfixes:

  • Cows no longer become worse healers through their update tree.
  • FOR scripts inside WHEN scripts didn't work correctly.
  • Forced moves could get duplicated if multiple scriptables forced them.
  • Some layering and clipping fixes to outfits.
  • Mecha milker missed its animation.
  • Added unit testing so you bugs related to getting stuck between custom dungeon rooms shouldn't occur anymore.
  • Presets weren't moddable.
  • Class repeatables didn't get saved correctly.
  • Your girls should no longer be able to duplicate in the guild.
  • Clarified names for different translation languages.
  • List in adventurer overview wouldn't refresh when ordering changed.
  • Clipping and rogue pixel issues.
  • Missing textures and implementation of hypno, latex, none expressions in Desire overview.
  • Mission notifications didn't get uncolored when missions were confirmed/handed in.
  • Added extra checks to prevent girls not having a faltering token when starting combat at 0HP.
  • Adding basestats through curios would always add exactly 1.
  • Improved checks on dead allies for second boss.
  • Reinforcement label didn't get updated correctly if multiple enemies died in a single turn.
  • Adventurers would sometimes shift downwards after resisting a grapple.
  • Alts of grappled girls would persist, so your girl could be perma-pregnant, can't be fixed retroactively though.

If you want early access to these changes (and a debug console), support me here:

PATREON | SUBSCRIBESTAR

Comments

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(+1)(-1)

Huh nice, though have to say I am not a fan of the curse system, not because of the concept but because it's just an annoying in combat to get a character casually forced into a different class because you happened to be up against an enemy that forced equips cursed gear. Which is made worse by the decurse requirements being a hassle to deal with.

Granted while I get that it's purposeful for these kinds of effects to be crippling I would prefer if there was a universal way to remove common cursed equipment sets at a cost. Such as having the option to remove them at a build but the cursed gear is destroyed if removed this way or having a steep cost to nullify the requirements for certain gears

(+1)

you can remove cursed gear without doing the quest once you unlock the church, although you need favor in order to remove them and a certain upgrade to keep the item

Ah i see