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Deep Interactivity Unholy Arts version 0.3.19
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Passion, love and power are the cornerstones of the protagonists of Unholy Arts, an erotic fantasy dating sim where six women cooperate and compete to become the next Valley's High Priestess, in an adventure full of yuri, romance and powerplay.
A Role-Playing Game, a Simulation and a "Choose Your Own Adventure" Game blended together to create an innovative system where each character makes their own choices according to their goals and desires, which in turn evolve along with their experiences. How will your actions change your companions and your relationships with them? Will they end up in your clutches? Or will you end up in theirs?
Version 0.3.19 Changelog
Relationship Intimacy
- Relationship intimacy is a value tied to the characters' special relationships, meant to make NPCs prioritize the intimacy with characters they already have close relationships with. In short words: characters will not only want to give priority to characters they have high intimacy with, but they will become more reluctant to turn romantic or flirty with characters they aren't intimate with if they already have high intimacy with someone else.
* New servitude and tutorship relationships will have an intimacy of 1, while new companionship relationships will have an intimacy of 2. This doesn't apply to already existing special relationships in current saved games.
* Absolute intimacy: The absolute number of relationship intimacy between two characters, determined by their current special relationship.
* Relative intimacy: The number that will actually be used in checks. The relative intimacy from char A to B is: (Absolute intimacy - (Char A's highest intimacy / 2)).
** This means that you will have negative actual intimacy with a character you have no special relationship with if they even have a tutor, pupil, servant or mistress. If you have any of these relationships with another character but they have a special relationship with an absolute intimacy of 4, you will also have negative intimacy.
* Intimacy checks are often affected by drives, meaning that the level of intimacy will be considered more or less important to a given NPC depending on their values. For instance, a character with the clear goal of winning the competition (high ambition drive) will not consider their intimacy with a given character so important when deciding long term alliances.
- Intimacy now affects:
* Generic sex scene effects: Romance gains are now multiplied by (0.8 + Math.max(higInt * 0.1,-0.2)), and sexual tension and submission gains are now multiplied by 0.9 + Math.max(higInt * 0.05,-0.03), meaning that they are lower by default, but scale with the highest relative intimacy value the character has in the sex scene.
* Companionship relationship offers: Factor of intimacy * 5, influenced by the target's love drive (positively) and ambition drive (negatively). At the current moment, this should only make companionship offers more difficult, if the target already has other special relationships.
* Sex requests: Factor of intimacy * 5 (halved if positive), influenced by the target's love drive (positively), and pleasure and domination drives (negatively).
* NPC AI:
** Intimacy negatively values characters as possible rivals (Factor of 2, increasing with love and cooperation drives, decreasing with ambition, domination and self-improvement drives).
** Intimacy positively values characters as possible love interests (Factor of 2, increasing with love drive, decreasing with ambition and domination drives).
Sharing the Night
- New game mechanic 'Sharing the Night': Once the story event "Sharing the Night" has been completed (whatever the outcome), it will be possible to invite another resident of the Temple to spend the night together, from the personal room menu.
* Both Candidates and other simulated characters who have been training during the day may be invited. You only have one chance per day to invite any given character.
* Check for NPCs to accept offers: Dice(100) + Friendship*0.5 + Romance*1 + SexualTension*1 + Submission*1 - Rivalry*1 - Enmity*3 - Power growth factor - Locked genitals + Relative intimacy*2 (Pos.Inf by love drive, Neg.Inf by pleasure and domination drives) (Doubled if negative intimacy) + Drives Factor + Days without sex VS Base difficulty of 100.
** Dice(100): A 100-sides semi-deterministic dice, which uses a seed established at the start of the game. You won't be able to savescum your way around it.
** Power growth factor: ((Sum of all base stats of the target character - 110) / 90). May not be lower than 0. This increases the difficulty of this check as the game advances.
** Locked genitals: -20 if the target has no free genitals.
** Drives factor (1): Love*1 + Pleasure*1 - Self-Improvement*1
** Drives factor (2): If either the domination or ambition drives of the target is at least average and the target is a Candidate, -((Ambition*1+Domination*1)*(Target's merit position - 1)*0.5), where target's merit position refers to their position in the merit ranking in comparison to other Candidates.
** Drives factor (3): Multiplied by (1 + (power growth factor * 0.2)), thus increasing in effect as the game advances.
* You won't be able to consistently share the night with the same character, although stacking as many relationship modifiers as possible will help.
- When a NPC agrees to spend the night with someone, they'll get one out of four intentions, with the following weights:
* Snuggle: Romance + Submission - Domination + (Love, cooperation drives) * 2 + Sex Scenes today * 3
* Tease: Sexual tension + (Pleasure drive * 2 - Domination, ambition drives) * 2 + Days without sex
* Egalitarian sex: Romance + Sexual tension + (Cooperation, love drives) * 2 + Days without sex
* Dominant sex: Sexual tension + Domination - Submission + (Ambition, domination, pleasure drives) * 2 + Days without sex
- When two NPCs spend the night together, both of them will pick their intention this way, while the player will be offered a few options that will not always be equivalent to NPC choices. For instance, if the NPC wants to dom you, you will not be able to choose "snuggle", but "submit" or "resist" instead.
- 16 generic dialogues for NPCs when they accept your invitation, depending on their intentions and other parameters, such as their relationship with you.
- The direct relationship stat changes (those which aren't applied as a result of generic sex scenes) increase with the partner's stats. Multiplier: 1 + ((Partner's Charisma + Empathy + Will) * 2 / 300)), thus scaling from 1 to 3 at 100 stats.
- Depending on both characters' intentions, there will be changes in relationship stats, and possibly a generic sex scene. Both characters will receive the "Missing sleep" modifiers for the next day. Specifics:
* Snuggle-Snuggle: Both characters gain 50 romance, no sex.
* Snuggle-Tease: Both characters gain 40 sexual tension, first character gains 40 submission towards the second, no sex.
* Snuggle-Assertive/Dominant (Asserive intention defaults to dominant): Both characters gain 30 sexual tension and lose 30 romance, first character gains 30 submission towards the second one, dominant sex.
* Snuggle-Assertive/Dominant (Resisted sex, will happen if the first character isn't submissive enough towards the second one): Both characters lose 30 romance and sexual tension towards each other, no sex.
* Tease-Tease: Both characters gain 30 sexual tension, no sex.
* Tease-Assertive / Assertive-Assertive: Both characters gain 20 romance and sexual tension, egalitarian sex.
* Tease-Dominant: Both characters gain 20 sexual tension, 20 D/S and 30 rivalry, dominant sex.
* Assertive-Dominant: Both characters gain 40 rivalry, 20 sexual tension, and 10 romance and DS. Dominant sex.
* Dominant-Dominant (Struggle): Both characters gain 50 rivalry and 20 sexual tension, egalitarian sex.
** Resisting sex: NPCs with the intention of snuggling will resist sex when their submission isn't considerably high (Formula: ((Domination + 1) / (Submission + 1)) > 0.5. For example, a character with 1 domination and 2 submission towards you will resist sex).
- The player will not always be offered the same exact options that NPCs have access to, and will often be named differently:
* NPC chooses "Snuggle", Player options: "Snuggle back", "Tease mercilessly" and "Push [her/him] down" (Sex).
* NPC chooses "Tease", Player options: "Try to snuggle", "Tease [her/him] back", "Get on top" (sex), Punish [her/him] (domination).
* NPC chooses "Sex", Player options: "Ask to snuggle instead" (snuggleAlt), "Await submissively" (submit), "Coy tease", "Embrace [her/him]" (sex), "Struggle to be on top" (domination).
* NPC chooses "Domination", Player options: "Resist" (snuggle->resist, skipped checks), "Await submissively" (submit), Struggle to be on top (domination).
- Unique NPC/Player intention results:
* Sex/AltSnuggle: Both characters gain 30 friendship and 20 romance, and lose 30 sexual tension, no sex.
* Sex/Submit: Both characters gain 20 sexual tension, D/S and 10 romance, sex with NPC on top.
* Domination/Submit: Same as above.
- Sex scenes will have the generic sex scenes effects. NPC-NPC sex scenes will also be simulated.
- Autonomous NPCs sharing the night: Once this mechanic has been enabled, once a night, each Candidate other than the player character who isn't already sharing the night with someone else, will roll a random number with a limit of (Love + Pleasure + Self-Improvement + Ambition drives). If lower or equal than (Love + Pleasure drives), the Candidate will attempt to invite another simulated character who isn't occupied, is currently at the Temple, and is either a love or covet target of the first character.
Special Relationships
- Added "Intimates" special relationship, a second tier egalitarian relationship.
* Intimacy level of 6.
* Daily mutual increase of romance (+50) and friendship(+25).
* Like companionship, this special relationship disables assaults, but also challenges.
* -1 Support infamy (amount of infamy you gain when you decide to join an already ongoing assault on the side of this character).
* +3 romance, +2 friendship, +1 sexual tension relation level modifiers.
- Intimates Special Relationship offer:
* Only possible after the "Sharing the Night" story event has been completed.
* Actor and character must either not have any special relationship or be companions.
* Desire: Base difficulty: 30, Mood: +0.03 friendly, flirty, submissive, +0.1 intimate, -0.04 dominant, -0.3 bored, -0.5 angry. Relationship factor and stats factor remain the same as in companionship offer.
* IsSuccessful: Base difficulty: 90; Mood: +0.15 friendly, flirty, submissive, +0.4 intimate, -0.2 bored, -0.4 angry, -0.6 dominant; Drives: +2*cooperation, +4*love, -2*pleasure, -6*domination, -1.5*ambition; Allies: -12*(Amount of allies^1.5); Are companions: -30 if the characters aren't companions. Relationship, competition, intimacy and willpower cost factors remain the same as in companionship offer.
* Upon success, if there's already a special relationship, it is ended first.
- Rebalanced relationship level modifiers from previous special relationships:
* Servitude: 4->2 submission/domination, 2->1 sexual tension
* Tutorship: 2->1 submission/domination, 1->0 sexual tension, 1->0 romance
* Companionship: 3->2 friendship, 2->1 sexual tension
UI
- The special relationships of each NPC are now also shown in their status screen.
- Absolute and relative intimacy towards the player now displayed at NPC's status screen and character screen in the personal room menu.
- Messages that mention daily increases in relationships due to special relationships will now specify how large those increases are.
Social AI
- Specific conversation topics:
* NPCs may now ask for sex even if they think they'll be rejected, if they expect their target to receive sufficient willpower damage for doing so (target must have at least 35 desire). They will only attempt to do this from time to time.
* The functions "isSuccessful" now severely amplifies the effects of "bored" and "angry" in the mood factor if the target is the player. This is meant to fix the fact that NPCs may repeatedly ask something of the player even if they're repeatedly rejected, just because they think that a NPC would be likely to accept.
- Companionship relationship offer:
* Added factor "Amount of allies" to accepting the offer: -8 * (Number of target's allies ^ 1.5). This should make NPCs increasingly less likely to stack up positive egalitarian relationships.
* Competition factor: The target's strength is now overvalued by 20%, making it increasingly harder to make a NPC to accept becoming your ally as the game progresses.
- Replaced "mission factor" with more generalist "Does this offer align with the targets intentions?" checks, changing the target's willingness to accept conversation offers:
* Generic sex offers (egalitarian sex, egalitarian excluding sex):
** Similar intention: +10, divergent intention (Raise friendship): -15, advanced intention (get alliance): -30, hostile intention (taunt): -50.
** Actor is a love or covet target of the target (if current modifier is positive): +5.
* Actor wants dominant sex:
** Similar intention: +5, divergent intention (Raise friendship): -20, advanced intention (get alliance): -40, hostile intention (taunt): -60.
* Actor wants submissive sex:
** Target wants dominant sex: +25, similar intention (have sex, seduce): +10, acceptable intention (taunt): +5, divergent intention (Raise friendship): -15, advanced intention (get alliance): -30.
** Actor is a conquest or covet target of the target (if current modifier is positive): +5.
* Actor wants to borrow a submissive:
** Advanced intentions: -30, hostile intentions: -50.
* Actor wants a companionship or intimacy relationship:
** If the actor is a love or ally target of the target - Similar intention (get alliance): +30, acceptable intention (raise friendship): +10, by default: +5
* Actor wants transformations: modifier shared with the generic sex offers modifiers.
- NCPs now require at least 35% of their max social drive in order to start social missions (friendship, flirt, seduce, have sex, get alliance), rather than 25%.
- Sanity check: NPCs will no longer consider valid "Get alliance" targets the characters they already have a special relationship with.
- When choosing among valid alliance targets, NPCs will now give extra priority to those they have better relationships with (more friendship and romance, less rivalry and enmity) and are stronger overall.
- Reworked final weight changes to "Get alliance" NPC mission:
* NPCs with less than 2 allies and domination drive less than very high: weight * 2.
* NPCs with less than 1 ally and domination drive less than high: weight * 3.
* NPCs with less than 1 ally and domination drive less than average: weight * 4.
* NPCs with less than 2 allies and cooperation drive higher than low: weight * 2.
* NPCs with less than 2 allies and cooperation drive high: weight * 2.
* NPCs with less than 2 allies and love drive high: weight * 2
* NPCs with at least 2 allies and cooperation drive is below average: weight * 0.1.
* NPCs with at least 2 allies and cooperation drive is less than very high: weight * 0.5.
- Base difficulties of offer to become servant and pupil increased from 125 and 75 to 150 and 85, respectively.
- Checks to "getInterRoundBehavior" function in generic conversations, not tied to any specific AI mission:
* Offer intimates relationship to any character in conversation that is a love target, as long as the offer is valid, and both the actor and the target would accept the offer if the other character presented it.
Scrolls
- Added tutorial scroll "Relationships Nuance", briefly explaining intimacy mechanics and hinting at more advanced relationships.
* Available at the start of the second month. Grants 100 empathy experience.
Scene Actions Balance
- Sparking Rubbing:
* Increased willpower cost from 2 to 3.
* Fixed typo on the damage formula.
* Slightly increased base damage, reduced extra damage from free erogenous zones on the target.
Core functions
- Added function to draw pseudo-random numbers that remain the same as long as the original seed doesn't change, allowing to throw dices in the personal room menu that cannot be savescummed.
Fixes
- The moods of each character are now set at their base values before initiating the first day of training. This is meant to solve an issue where Claw and Ate could initiate conversation at the very start of the game, before their respective story events that enable socialization.
- Reversed the order of options in the Nash path of the "Sharing the Night" story event, making it clearer that there are two different checks of domination/submission that unlock two different choices.
- Added a check to change the text of "undefinedReturn to Map" to "Interrupted. Return to Map" when the game cannot find descriptions of what has just happened in the game.
- The "Extra effects" descriptions in generic conversations will now get discarded at the start of every round regardless of whether there is a player or not there to see it.
- When formatting the passages for map rooms, the game will now check what rooms may be entered by the player's group, rather than a group that only contains the player. This now allows you to enter the other Candidates' rooms by clicking them on the map, provided the requirements are met, and may prevent players from skipping movement requirements in future adventures.
- Fixed issue where you could not save at a passage of the Twisted Festival where the player was told it was possible.
- Fixed issue where the score to choose body paintings as battle demands wasn't properly weighted, leading to faulty choices from winning NPCs after battles.
- Fixed the conditions of several generic sex scene dialogues related to targeting a character's ass, which previously couldn't trigger.
- Re-enabled hotfix button that destroys altered states and unlocks all equipment, in case that a bug that hasn't been reported by players slipped to a released version.
Patch B:
- Fixed issue that could provoke the player to receive the "Missing Sleep" modifier despite not inviting anyone to sleep together.
17.03.2023 add version 0.3.19
A Role-Playing Game, a Simulation and a "Choose Your Own Adventure" Game blended together to create an innovative system where each character makes their own choices according to their goals and desires, which in turn evolve along with their experiences. How will your actions change your companions and your relationships with them? Will they end up in your clutches? Or will you end up in theirs?
Version 0.3.19 Changelog
Relationship Intimacy
- Relationship intimacy is a value tied to the characters' special relationships, meant to make NPCs prioritize the intimacy with characters they already have close relationships with. In short words: characters will not only want to give priority to characters they have high intimacy with, but they will become more reluctant to turn romantic or flirty with characters they aren't intimate with if they already have high intimacy with someone else.
* New servitude and tutorship relationships will have an intimacy of 1, while new companionship relationships will have an intimacy of 2. This doesn't apply to already existing special relationships in current saved games.
* Absolute intimacy: The absolute number of relationship intimacy between two characters, determined by their current special relationship.
* Relative intimacy: The number that will actually be used in checks. The relative intimacy from char A to B is: (Absolute intimacy - (Char A's highest intimacy / 2)).
** This means that you will have negative actual intimacy with a character you have no special relationship with if they even have a tutor, pupil, servant or mistress. If you have any of these relationships with another character but they have a special relationship with an absolute intimacy of 4, you will also have negative intimacy.
* Intimacy checks are often affected by drives, meaning that the level of intimacy will be considered more or less important to a given NPC depending on their values. For instance, a character with the clear goal of winning the competition (high ambition drive) will not consider their intimacy with a given character so important when deciding long term alliances.
- Intimacy now affects:
* Generic sex scene effects: Romance gains are now multiplied by (0.8 + Math.max(higInt * 0.1,-0.2)), and sexual tension and submission gains are now multiplied by 0.9 + Math.max(higInt * 0.05,-0.03), meaning that they are lower by default, but scale with the highest relative intimacy value the character has in the sex scene.
* Companionship relationship offers: Factor of intimacy * 5, influenced by the target's love drive (positively) and ambition drive (negatively). At the current moment, this should only make companionship offers more difficult, if the target already has other special relationships.
* Sex requests: Factor of intimacy * 5 (halved if positive), influenced by the target's love drive (positively), and pleasure and domination drives (negatively).
* NPC AI:
** Intimacy negatively values characters as possible rivals (Factor of 2, increasing with love and cooperation drives, decreasing with ambition, domination and self-improvement drives).
** Intimacy positively values characters as possible love interests (Factor of 2, increasing with love drive, decreasing with ambition and domination drives).
Sharing the Night
- New game mechanic 'Sharing the Night': Once the story event "Sharing the Night" has been completed (whatever the outcome), it will be possible to invite another resident of the Temple to spend the night together, from the personal room menu.
* Both Candidates and other simulated characters who have been training during the day may be invited. You only have one chance per day to invite any given character.
* Check for NPCs to accept offers: Dice(100) + Friendship*0.5 + Romance*1 + SexualTension*1 + Submission*1 - Rivalry*1 - Enmity*3 - Power growth factor - Locked genitals + Relative intimacy*2 (Pos.Inf by love drive, Neg.Inf by pleasure and domination drives) (Doubled if negative intimacy) + Drives Factor + Days without sex VS Base difficulty of 100.
** Dice(100): A 100-sides semi-deterministic dice, which uses a seed established at the start of the game. You won't be able to savescum your way around it.
** Power growth factor: ((Sum of all base stats of the target character - 110) / 90). May not be lower than 0. This increases the difficulty of this check as the game advances.
** Locked genitals: -20 if the target has no free genitals.
** Drives factor (1): Love*1 + Pleasure*1 - Self-Improvement*1
** Drives factor (2): If either the domination or ambition drives of the target is at least average and the target is a Candidate, -((Ambition*1+Domination*1)*(Target's merit position - 1)*0.5), where target's merit position refers to their position in the merit ranking in comparison to other Candidates.
** Drives factor (3): Multiplied by (1 + (power growth factor * 0.2)), thus increasing in effect as the game advances.
* You won't be able to consistently share the night with the same character, although stacking as many relationship modifiers as possible will help.
- When a NPC agrees to spend the night with someone, they'll get one out of four intentions, with the following weights:
* Snuggle: Romance + Submission - Domination + (Love, cooperation drives) * 2 + Sex Scenes today * 3
* Tease: Sexual tension + (Pleasure drive * 2 - Domination, ambition drives) * 2 + Days without sex
* Egalitarian sex: Romance + Sexual tension + (Cooperation, love drives) * 2 + Days without sex
* Dominant sex: Sexual tension + Domination - Submission + (Ambition, domination, pleasure drives) * 2 + Days without sex
- When two NPCs spend the night together, both of them will pick their intention this way, while the player will be offered a few options that will not always be equivalent to NPC choices. For instance, if the NPC wants to dom you, you will not be able to choose "snuggle", but "submit" or "resist" instead.
- 16 generic dialogues for NPCs when they accept your invitation, depending on their intentions and other parameters, such as their relationship with you.
- The direct relationship stat changes (those which aren't applied as a result of generic sex scenes) increase with the partner's stats. Multiplier: 1 + ((Partner's Charisma + Empathy + Will) * 2 / 300)), thus scaling from 1 to 3 at 100 stats.
- Depending on both characters' intentions, there will be changes in relationship stats, and possibly a generic sex scene. Both characters will receive the "Missing sleep" modifiers for the next day. Specifics:
* Snuggle-Snuggle: Both characters gain 50 romance, no sex.
* Snuggle-Tease: Both characters gain 40 sexual tension, first character gains 40 submission towards the second, no sex.
* Snuggle-Assertive/Dominant (Asserive intention defaults to dominant): Both characters gain 30 sexual tension and lose 30 romance, first character gains 30 submission towards the second one, dominant sex.
* Snuggle-Assertive/Dominant (Resisted sex, will happen if the first character isn't submissive enough towards the second one): Both characters lose 30 romance and sexual tension towards each other, no sex.
* Tease-Tease: Both characters gain 30 sexual tension, no sex.
* Tease-Assertive / Assertive-Assertive: Both characters gain 20 romance and sexual tension, egalitarian sex.
* Tease-Dominant: Both characters gain 20 sexual tension, 20 D/S and 30 rivalry, dominant sex.
* Assertive-Dominant: Both characters gain 40 rivalry, 20 sexual tension, and 10 romance and DS. Dominant sex.
* Dominant-Dominant (Struggle): Both characters gain 50 rivalry and 20 sexual tension, egalitarian sex.
** Resisting sex: NPCs with the intention of snuggling will resist sex when their submission isn't considerably high (Formula: ((Domination + 1) / (Submission + 1)) > 0.5. For example, a character with 1 domination and 2 submission towards you will resist sex).
- The player will not always be offered the same exact options that NPCs have access to, and will often be named differently:
* NPC chooses "Snuggle", Player options: "Snuggle back", "Tease mercilessly" and "Push [her/him] down" (Sex).
* NPC chooses "Tease", Player options: "Try to snuggle", "Tease [her/him] back", "Get on top" (sex), Punish [her/him] (domination).
* NPC chooses "Sex", Player options: "Ask to snuggle instead" (snuggleAlt), "Await submissively" (submit), "Coy tease", "Embrace [her/him]" (sex), "Struggle to be on top" (domination).
* NPC chooses "Domination", Player options: "Resist" (snuggle->resist, skipped checks), "Await submissively" (submit), Struggle to be on top (domination).
- Unique NPC/Player intention results:
* Sex/AltSnuggle: Both characters gain 30 friendship and 20 romance, and lose 30 sexual tension, no sex.
* Sex/Submit: Both characters gain 20 sexual tension, D/S and 10 romance, sex with NPC on top.
* Domination/Submit: Same as above.
- Sex scenes will have the generic sex scenes effects. NPC-NPC sex scenes will also be simulated.
- Autonomous NPCs sharing the night: Once this mechanic has been enabled, once a night, each Candidate other than the player character who isn't already sharing the night with someone else, will roll a random number with a limit of (Love + Pleasure + Self-Improvement + Ambition drives). If lower or equal than (Love + Pleasure drives), the Candidate will attempt to invite another simulated character who isn't occupied, is currently at the Temple, and is either a love or covet target of the first character.
Special Relationships
- Added "Intimates" special relationship, a second tier egalitarian relationship.
* Intimacy level of 6.
* Daily mutual increase of romance (+50) and friendship(+25).
* Like companionship, this special relationship disables assaults, but also challenges.
* -1 Support infamy (amount of infamy you gain when you decide to join an already ongoing assault on the side of this character).
* +3 romance, +2 friendship, +1 sexual tension relation level modifiers.
- Intimates Special Relationship offer:
* Only possible after the "Sharing the Night" story event has been completed.
* Actor and character must either not have any special relationship or be companions.
* Desire: Base difficulty: 30, Mood: +0.03 friendly, flirty, submissive, +0.1 intimate, -0.04 dominant, -0.3 bored, -0.5 angry. Relationship factor and stats factor remain the same as in companionship offer.
* IsSuccessful: Base difficulty: 90; Mood: +0.15 friendly, flirty, submissive, +0.4 intimate, -0.2 bored, -0.4 angry, -0.6 dominant; Drives: +2*cooperation, +4*love, -2*pleasure, -6*domination, -1.5*ambition; Allies: -12*(Amount of allies^1.5); Are companions: -30 if the characters aren't companions. Relationship, competition, intimacy and willpower cost factors remain the same as in companionship offer.
* Upon success, if there's already a special relationship, it is ended first.
- Rebalanced relationship level modifiers from previous special relationships:
* Servitude: 4->2 submission/domination, 2->1 sexual tension
* Tutorship: 2->1 submission/domination, 1->0 sexual tension, 1->0 romance
* Companionship: 3->2 friendship, 2->1 sexual tension
UI
- The special relationships of each NPC are now also shown in their status screen.
- Absolute and relative intimacy towards the player now displayed at NPC's status screen and character screen in the personal room menu.
- Messages that mention daily increases in relationships due to special relationships will now specify how large those increases are.
Social AI
- Specific conversation topics:
* NPCs may now ask for sex even if they think they'll be rejected, if they expect their target to receive sufficient willpower damage for doing so (target must have at least 35 desire). They will only attempt to do this from time to time.
* The functions "isSuccessful" now severely amplifies the effects of "bored" and "angry" in the mood factor if the target is the player. This is meant to fix the fact that NPCs may repeatedly ask something of the player even if they're repeatedly rejected, just because they think that a NPC would be likely to accept.
- Companionship relationship offer:
* Added factor "Amount of allies" to accepting the offer: -8 * (Number of target's allies ^ 1.5). This should make NPCs increasingly less likely to stack up positive egalitarian relationships.
* Competition factor: The target's strength is now overvalued by 20%, making it increasingly harder to make a NPC to accept becoming your ally as the game progresses.
- Replaced "mission factor" with more generalist "Does this offer align with the targets intentions?" checks, changing the target's willingness to accept conversation offers:
* Generic sex offers (egalitarian sex, egalitarian excluding sex):
** Similar intention: +10, divergent intention (Raise friendship): -15, advanced intention (get alliance): -30, hostile intention (taunt): -50.
** Actor is a love or covet target of the target (if current modifier is positive): +5.
* Actor wants dominant sex:
** Similar intention: +5, divergent intention (Raise friendship): -20, advanced intention (get alliance): -40, hostile intention (taunt): -60.
* Actor wants submissive sex:
** Target wants dominant sex: +25, similar intention (have sex, seduce): +10, acceptable intention (taunt): +5, divergent intention (Raise friendship): -15, advanced intention (get alliance): -30.
** Actor is a conquest or covet target of the target (if current modifier is positive): +5.
* Actor wants to borrow a submissive:
** Advanced intentions: -30, hostile intentions: -50.
* Actor wants a companionship or intimacy relationship:
** If the actor is a love or ally target of the target - Similar intention (get alliance): +30, acceptable intention (raise friendship): +10, by default: +5
* Actor wants transformations: modifier shared with the generic sex offers modifiers.
- NCPs now require at least 35% of their max social drive in order to start social missions (friendship, flirt, seduce, have sex, get alliance), rather than 25%.
- Sanity check: NPCs will no longer consider valid "Get alliance" targets the characters they already have a special relationship with.
- When choosing among valid alliance targets, NPCs will now give extra priority to those they have better relationships with (more friendship and romance, less rivalry and enmity) and are stronger overall.
- Reworked final weight changes to "Get alliance" NPC mission:
* NPCs with less than 2 allies and domination drive less than very high: weight * 2.
* NPCs with less than 1 ally and domination drive less than high: weight * 3.
* NPCs with less than 1 ally and domination drive less than average: weight * 4.
* NPCs with less than 2 allies and cooperation drive higher than low: weight * 2.
* NPCs with less than 2 allies and cooperation drive high: weight * 2.
* NPCs with less than 2 allies and love drive high: weight * 2
* NPCs with at least 2 allies and cooperation drive is below average: weight * 0.1.
* NPCs with at least 2 allies and cooperation drive is less than very high: weight * 0.5.
- Base difficulties of offer to become servant and pupil increased from 125 and 75 to 150 and 85, respectively.
- Checks to "getInterRoundBehavior" function in generic conversations, not tied to any specific AI mission:
* Offer intimates relationship to any character in conversation that is a love target, as long as the offer is valid, and both the actor and the target would accept the offer if the other character presented it.
Scrolls
- Added tutorial scroll "Relationships Nuance", briefly explaining intimacy mechanics and hinting at more advanced relationships.
* Available at the start of the second month. Grants 100 empathy experience.
Scene Actions Balance
- Sparking Rubbing:
* Increased willpower cost from 2 to 3.
* Fixed typo on the damage formula.
* Slightly increased base damage, reduced extra damage from free erogenous zones on the target.
Core functions
- Added function to draw pseudo-random numbers that remain the same as long as the original seed doesn't change, allowing to throw dices in the personal room menu that cannot be savescummed.
Fixes
- The moods of each character are now set at their base values before initiating the first day of training. This is meant to solve an issue where Claw and Ate could initiate conversation at the very start of the game, before their respective story events that enable socialization.
- Reversed the order of options in the Nash path of the "Sharing the Night" story event, making it clearer that there are two different checks of domination/submission that unlock two different choices.
- Added a check to change the text of "undefinedReturn to Map" to "Interrupted. Return to Map" when the game cannot find descriptions of what has just happened in the game.
- The "Extra effects" descriptions in generic conversations will now get discarded at the start of every round regardless of whether there is a player or not there to see it.
- When formatting the passages for map rooms, the game will now check what rooms may be entered by the player's group, rather than a group that only contains the player. This now allows you to enter the other Candidates' rooms by clicking them on the map, provided the requirements are met, and may prevent players from skipping movement requirements in future adventures.
- Fixed issue where you could not save at a passage of the Twisted Festival where the player was told it was possible.
- Fixed issue where the score to choose body paintings as battle demands wasn't properly weighted, leading to faulty choices from winning NPCs after battles.
- Fixed the conditions of several generic sex scene dialogues related to targeting a character's ass, which previously couldn't trigger.
- Re-enabled hotfix button that destroys altered states and unlocks all equipment, in case that a bug that hasn't been reported by players slipped to a released version.
Patch B:
- Fixed issue that could provoke the player to receive the "Missing Sleep" modifier despite not inviting anyone to sleep together.

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