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ACT Mod [Mc Swagger] Mission Mermaiden – The Downfall of Hasumi


dood

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I'm not able to load the 100% save files. I'm not interested in playing the first few levels I wanted to do the final levels with the mod.
 

Nesirb

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I've played through the jungle stage and halfway through the factory stage, and felt like leaving some feedback (I'll edit this comment as I get further). From the start the game already feels like an actual game now instead of just a hold-forward-and-attack simulator. You actually have to consider potential stage hazards, and how you approach enemies, and the bad states actually have meaningful drawback to them in addition to pleasure system, so the experience is a lot more interactive now for sure. The game is more punishing as a result, but personally i like challenging (even lewd) games, so that's all fine with me. So my impression is overall very positive, however there are some minor things that could be improved on that i feel worth pointing out.

The willpower system tying into attacks is unfortunate. Like others have pointed out, what this mostly incentives the player to do is to retreat and stand still to regenerate after engagements. Attacks costing willpower has the effect of punishing mashing and making attacks a resource to be used carefully which is very good, but the issue is the getting it back part is.. not interesting. I got very good at using the willpower potion, but at the end of the day you only have room for 3 and they aren't scattered that frequently, so a lot of the time i would be standing still waiting for willpower to regen. I definitely think this part can be improved, either by adding inertia so that you'd still have to catch your breath, but the longer you stay out of combat the faster it regenerates over time. One thing that kinda suprised me (and should note that i haven't kept a close eye on the development process although i do know that there are limitations to what the mod-creator has access to) is that enemies still die in one hit. If that wasn't the case, i could imagine running out of willpower causing attacks to deal less damage, or lose their projectile reflection properties, or slowing down. But outright losing the ability to attack feels a bit abrupt. I really like how as pleasure adds up your willpower pool shrinks, because it just makes sense to me that the hornier she gets the harder it gets for her to fight. But this also adds to how punishing willpower managment is.

I really like the changes to mashing out of grabs (maybe my favorite improvement), the inertia mechanic along with the red-green was a nice change of pace compared to just standard mashing. At first i thought pleasure built up too fast, but then i noticed pleasure doesn't actually build up during the first grab-stage unless you mash when the bar is pink, making it entirely your fault. I don't really have any criticism to the new grab mechanics. What I'd personally like to see (because I'm a huge masochist i guess) is instead of the bar disappearing at the final stage of a grab, a new bar appears that slowly increases and represents how much your corruption will increase on orgasm. Mashing will slow down the increase of this bar, and you can mash independent of how much willpower you have left. Just something that came to mind, since a few people here brought up that it was annoying that the player has no influence on the final grab stage, and is forced to watch until the end (although I'd imagine majority of people to find that even more frustrating 😅).

There are a couple bugs, most of them mentioned by others in this thread, and for me personally (so far) none of them were significant. A strange one, and I don't really know if this was introduced by the mod or the base game, sometimes when saving in the middle of the stage and loading that save, you don't actually load the state saved, you simply get sent back to the start with the same stats and character state you had when you load the save. However, if you exit to menu and then load the save, everything works correctly. But yeah, so far my impression is overwhelmingly positive.

Edit 1: I have to say it's interesting how the bosses are balanced with regards to the slow willpower regeneration. I have yet to feel overwhelmed (except maybe on the big flower boss where you could get chain grabbed but that seems like buggy behaviour more than anything) against any of them.
 
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Azrail26232

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The reasoning behind this "tax" was to prevent grinding, but I see that this has back fired! Gonna change that, but I am not sure how. If the player can access the world map for free it would pretty much encourage replaying old stages and grind stain. I see no way to prevent this though...
Not sure if this is possible given what you've said about limits to your ability to change/add things, but if you wanted to prevent grinding then maybe you could add some kind of cap to stains, so after getting say 250 stain pickups on 1-1 no more will drop even if you rerun the level, and to get more you'll have to do other levels. Set the cap high enough to cover a full clear plus bonus areas, but not multiple runs. The data core things you get from the bonus areas already work on this premise so maybe it's possible? You could then have clearing the game or getting a max corruption game over reset the caps so you can gather again.
 

C0mpl1cat10n

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Haven't had all that much time to play the mod, but from first impressions, I dislike the random equipment. In my opinion, it just encourages you to hoard fragments, because presumably t4 equipment is the best, and save scum, because you have no idea what equipment you can get until you build it, and maybe the first lot you make you don't like/is shit/whatever.

There's also the issue of fragments being limited, so you can only get so many pieces of equipment, which I dislike from a completionist point of view.
 

ChupacabraGonzales

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I am encountering a lot of gamebreaking bugs in 3-1. I have been forced to reload my save so many times that I have given up.

While I appreciate the flavour of the Curiosity debuff, I feel like its lock-on range is waaaay to large.
For example, when I ignored the first chair, right after the first chair you there is a corridor to the right, followed by a vertical drop. But in the middle of the fall there are these ledges on the left and right side of the shaft that you can land on and kill some slime. I landed on the right one and as I got close to the wall, my curiosity debuff got to 100% and my screen locked onto the 2nd chair, effectively causing me to get stuck next to the wall. (attached screenshot)

Apart from that there are also some areas where enemies knock you through the floor out of bounds.
 

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ChupacabraGonzales

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Haven't had all that much time to play the mod, but from first impressions, I dislike the random equipment. In my opinion, it just encourages you to hoard fragments, because presumably t4 equipment is the best, and save scum, because you have no idea what equipment you can get until you build it, and maybe the first lot you make you don't like/is shit/whatever.

There's also the issue of fragments being limited, so you can only get so many pieces of equipment, which I dislike from a completionist point of view.
I think that when you lose the game and have to restart all the collected fragments reset, while you keep your equipment. So technically, there is unlimited equipment available, but I believe there are some issues with displaying them in inventory if you unlock to many.

My advice for anyone unlocking Tier 4 equipment early in the game: do not save scum until you get a good equipment, instead focus your save scumming efforts until you get two pieces of equipment for only 4 fragments.
There is this bug where sometimes when you reload the game, the equipment you just unlocked stays in your inventory instead of being reset. I think there is some issue with some variables being stored in memory and not reset on game load. I also noticed that debuff % progress and pleasure bar would also not reset while reloading a save from the load button. Instead I had to exit to title screen first in order to load the save correctly.

Anyways, with enough patience and save scumming, you can probably unlock all possible Tier 4 equipment with your first 4 fragments. Just keep reloading save and rolling equipment until you notice the one you just unlocked carried over through the re-load. Then save the game and start all over trying to replicate the bug on next piece of equipment, etc.
 

Someone92

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Attacks cost way too much willpower, which stagnates the gameplay immensely. You either have to jump past pretty much all enemies, or fight one for 5 seconds, then wait for 10 seconds to regenerate your willpower.

edit:
Also, normal attacks should be able to reduce you to 0 Willpower. It's majorly annoying that you have to let get hit yourself by an H attack just to be able to defend yourself again.
 
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Eyri Purpur

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Fuck up of the Month: I never intended to reset the whole game after corruption death. I just wanted to reset the world so you would only need to replay 3 stages max... Well fml! I was pretty sure that I communicated this plan to the alpha testers and implemented it, but the code says otherwise. I am sorry that this must have slipped through... Pretty awkward that I realises this 2 Days after the launch :cautious:
Nice! That change alone will make a big difference I think. Right now it's a bit like if I take any corruption in the first area then I gotta reload.
EDIT: I also think this would go a long way to lessening grinding.

The reasoning behind this "tax" was to prevent grinding, but I see that this has back fired! Gonna change that, but I am not sure how. If the player can access the world map for free it would pretty much encourage replaying old stages and grind stain. I see no way to prevent this though...
Ye, stuff like this is... Difficult to deal with. I think it's inevitable though with the way you gotta pay stain in order to clear effects though. If you prevent people from grinding and they take on more status effects than they can pay for it'd just lead to them having to make fresh saves. Unless you started clearing status effects on game overs I suppose. But that'd make collecting all the status effects really hard ;~;

Yes your Suspicion is right. The Interval decreases with less willpower. Your Idea is interesting. I ll try that out and see if it can be balanced, but you are right: simpler mechanics are often better
Yeye, best to make it more transparent. I'd rather pleasure have a single effect that is clear to me as a player. When it takes around x amount of stamina to escape from something and you get caught and you tell yourself "Okay I got x bars of stamina, as long as I don't mess up I should be able to escape!" and then you can't can feel pretty frustrating. I wouldn't worry about it tho since status effects already effect struggle mechanics for you, so just rely on those more~ :)

Ah, I was thinking about the stamina bar thing some more and realized you might have a regen time in order to prevent people from swinging when they only got 1 stamina cause it regenerating continuously would mean they can just keep swinging over and over. Dunno if that's the reason, but if it is and you have the ability I'd recommend just implementing a minimum threshold for swinging, or let the stamina value go a bit negative from a swing so that way they functionally can't swing again for a sec. (I hope that made sense w)
 
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OneRest

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I agree that willpower needs some changes. It's too slow for the kind of game Mission Mermaiden is.
 

Oreno

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I've completed the game pass World 1. And in my opinion, World 1 is hardest because of all the cluster shotgun soldiers and Jellyfish enemies. And to be honest, I actually like this mod. :D

- What I liked after World 1:
I suddenly realized double jump was never a thing in the original.

The "N" boss is my favorite and I think this mod conveyed the N and S pole magnetism better than the original. And I really like the new vacuum attack it has, though very easy to telegraph and dodge. :(

I really like the new "Curiosity" Condition with the chair, it's a nice touch that plays well with... the Corruption theme and the curiosity (who wouldn't?). It also does warn the player with the %-age so it's a fair feature.

The more I play, the more I like the new struggle system with Willpower vs Pleasure all-in-one gauge. Since it's technically the player's fault if they mash on Pleasure meter and get it too high to be unable to save themselves. The Pleasure meter stacking gets less hectic in later stages because the pesky soldiers and Jellyfish in World 1 are unfair. (Plus. players deprived of resources early game, making World 1 more difficult than later stages).

The final boss with Saki feels like her HP got nerfed (that's really good) since that boss fight was very glitchy in the original.


- Starting to grow on me:
Unpopular opinion here, but the Willpower regeneration is starting to get less annoying because certain Equipment line have Willpower reduction and Willpower Recovery, making the process more tolerable.


- Hmmm... (?):
I'm not sure if this mod tweaked the Whip Lady's blocking habits, but they are very block-happy and there are a TON of them. Which ties into the Slave Collar > Hack from them is a very powerful debuff on Hasumi. It's pretty much a gameover if left untreated. So if a player ever "Saves" the game with Slave Hack Condition, it could be a soft-lock gameover loop for the player to start over.

Transform Hasumi Cannon + the new Willpower item will easily blast through stationary bosses (World 2 last boss and World 3 Final boss). I remember in the original Final boss, if the player attempted to Cannon the Final boss, it will summon Jellyfish to stop her (there were ways to avoid this, but I'm sure the developer planned this Jellyfish on purpose to prevent the cheese). I also think in the original game, during Hasumi's Cannon animation, it drains her Transformation to use the Cannon as well, so it wasn't as powerful.


- Hopefully in the future updates:
The mod will put back in the "Put <this Condition> on Hasumi" (and Gallery).

There is a current bug with re-Loading the same save file (after an unwanted result in gameplay; pretend about to gameover), some of the Condition, Equipment and Values are temporarily carried over. As long as you don't save on top of the files, his can be fixed by re-Loading a different save file or by closing and opening back up the game.

Maybe an in-game explanation on how Corruption stacks (unless I missed the memo somewhere and it does tell you) because managing Pleasure and Corruption meter after World 1 is easier.
 

ChupacabraGonzales

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Would also be nice to have an explanation of what kind of benefits transformation provides. Apart from instant escape and I believe some projectile immunity, I do not know what is the benefit of transformation.
 
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Mc Swagger

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Quick heads up: I am gonna drop ver1.02 tomorrow so you can check out the changes on the weekend
[Sorry its late... Will give an explanation of these changes tomorrow]
Slug Boss: Fix a bug where hasumi got soft locked after escaping from h scene.
WP regeneration delay 1s->0.2s
WP regeneration delay after depletion 3s->0.8s
WP regeneration after Orgasm ("Climax" state) +50% -> +200%
WP regeneration during h scene -75%
WP cost for struggle during h scene 1->0
Can Struggle interval 0.85+2.55*(WP/(WPmax-PP)) -> 0.75+2.65*(WP/WPmax)
Energy drain 0.15->0.12
Max WP Item (Waist Bag Extention) 3(5)->5(10), Max PP Item (with Neck Pouch Extention) 3(5)->5(10)
Remove cost of parasite seed xor egg 375->750
Removing of fetal parasite also removes egg and seed (total cost 2750 ->2400)
Removed scaling of state removing cost with corruption, increased cost of all state remove ~10%-20%
Removed costs for returning to base
Bug fix: h scene of mobile enemies could rotate due to terain or initial rotation of enemy
Bug fix: forging equipment could result in rewarding 2 pieces of equipment
Bug fix: Sneak path for curiosity to trigger a chair through the wall
Fix: Handicap tag asigned falsely
Corruption end: After hitting full corruption, the player gets resetted to the beginning of the world (instead of 1-1). The fragments (rooms and bosses) of the current world are resetted. States are not removed. This does not apply to bad ends
Number of equipment is now limited to 11 due to technical reasons
Milk trap: Lactating status starts to be applied in third->first stage of h scene
Invincibility time after escape 0.75s -> 2s

Not sure if this is possible given what you've said about limits to your ability to change/add things, but if you wanted to prevent grinding then maybe you could add some kind of cap to stains, so after getting say 250 stain pickups on 1-1 no more will drop even if you rerun the level, and to get more you'll have to do other levels. Set the cap high enough to cover a full clear plus bonus areas, but not multiple runs. The data core things you get from the bonus areas already work on this premise so maybe it's possible? You could then have clearing the game or getting a max corruption game over reset the caps so you can gather again.
That mechanic would be hard to communicate to the player and is potentially even more frustrating eg if during a grind the stain drop suddenly stops. I think the bonus rooms work differently and if I could I would disable the possibility to enter a bonus room for a second time, since there is no indication that there is no fragment to gain. But this is just a small issue.
In my opinion, it just encourages you to hoard fragments, because presumably t4 equipment is the best, and save scum, because you have no idea what equipment you can get until you build it, and maybe the first lot you make you don't like/is shit/whatever.
Let me elaborate on equipment a bit (note to myself: publish a complete change log):
There are 21 different predefined pieces of equipment with a primary and secondary effect. There are 3 active , 11 normal passive and 11 unique passive effects.
The tier of the equipment influences only the secondary effect (that is always a normal passive). Tier 1 has a negative secondary passive, Tier 2 has no secondary passive and Tier 3 has a positive secondary passive. Some equipments have a third passive.
So the only random component is which equipment you get. The effects are predefined to build a coherent piece of equipment.
I am encountering a lot of gamebreaking bugs in 3-1. I have been forced to reload my save so many times that I have given up.
We found such a sneaky bug in alpha phase and I hoped to killed them all. Good find. It is fixed in 1.02!
My advice for anyone unlocking Tier 4 equipment early in the game: do not save scum until you get a good equipment, instead focus your save scumming efforts until you get two pieces of equipment for only 4 fragments.
There is this bug where sometimes when you reload the game, the equipment you just unlocked stays in your inventory instead of being reset. I think there is some issue with some variables being stored in memory and not reset on game load. I also noticed that debuff % progress and pleasure bar would also not reset while reloading a save from the load button. Instead I had to exit to title screen first in order to load the save correctly.
Nifty XD
Ye, stuff like this is... Difficult to deal with. I think it's inevitable though with the way you gotta pay stain in order to clear effects though. If you prevent people from grinding and they take on more status effects than they can pay for it'd just lead to them having to make fresh saves. Unless you started clearing status effects on game overs I suppose. But that'd make collecting all the status effects really hard ;~;
I came to the conclusion that I cant prevent the player from grinding anyway. And there is always the risk to gain a bad status during a grind so it might not be so bad for the overall concept... but it is a tough design problem!
Ah, I was thinking about the stamina bar thing some more and realized you might have a regen time in order to prevent people from swinging when they only got 1 stamina cause it regenerating continuously would mean they can just keep swinging over and over. Dunno if that's the reason, but if it is and you have the ability I'd recommend just implementing a minimum threshold for swinging, or let the stamina value go a bit negative from a swing so that way they functionally can't swing again for a sec. (I hope that made sense w)
Yes you are right. Since the enemies have only 1 hp I could not allow the player to steam roll through the level. Stamina seems like a natural choice to punish that behavior. If there is no delay time after the stamina is depleted the player could just spam attack indefinetly. A minimum threshold would be confusing to the player: "there is stamina left. why cant I attack?" It would force the player to estimate how much stamina is needed for which attack and if there is enough stamina left to execute the attack... not very fun ;)
 
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Azrail26232

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Completed world 3. Curiosity was a seriously great idea. Before I was happy to take my time picking off enemies one by one, especially important now that the female slaves are around with that annoying block. Now I need to be careful where I pause, lest I get brainwashed into a chair, with only 2-3 safe discharges of the condition before I get slavesuited. Really forced me to revise my playstyle, moving faster and not staying in one place unless I know there's no buildup there. I like that you added a visual indicator to show areas where it builds up with those little glowing drones.

Did you intend to have the progression of curiosity hidden during buildup by the way? Currently the % doesn't update while it's increasing, and you only see the new value once you move outside the drone's area of influence, and I can't tell if it's a bug or deliberate because not being able to tell how brainwashed you are while you're in the middle of being brainwashed is such a goddamn brilliant idea, but it doesn't happen with any of the other % status as far as I've seen sooo... If that was deliberate, great job! If not... maybe keep it anyway? It's such a great case of gameplay mechanics perfectly fitting the situation.

One thing I did note is that upon clearing 3-4 and making my postgame save, I'm forced back into the 3-4 bossfight. Reloading said save does the same thing. It might be better to have the post-game save kick you back to the world select or base, since it seems the only way to get out of 3-4 after that is going to be the max my corruption, which seems rather pointless.

Overall I'm seriously impressed. The game is certainly more difficult, without decending into I wanna be the guy levels of masochism. 1-2 was by far the most difficult part of my run, though I'll admit that part of that was the bugs, my relative inexperience with the mod at that point, and my lack of equipment compared to later bosses. Even so I still find it that hardest boss of the bunch, going back to it with my fully geared save.

To those struggling with the willpower regen, I suggest getting all the fragments you can and doing a bunch of tier 3 equipment forges. I got a couple that gave +20% willpower regen, often paired with another bonus, and one gear in particular gave me +50% while ducking, which I found super useful for recovering will between bouts of wacking a boss. There are also a few that give discounts on willpower cost of attacks, I have one that halved the cost of air attacks, bringing them down to the level of regular attacks, while another let me use the vanilla game's full attack chain, with all the attacks past the first having a fraction of the willpower cost. Overall that one gave me a 4-5 hit combo that only consumed twice the WP of a regular attack, and the second bonus for that one was +30% boss damage which made it even better.
 
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Sizer

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Does struggling just not work for anyone? No matter what colour the bar is hitting left+right makes my bar go down, not up, in all circumstances? Has struggling just been removed?
 

Nesirb

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WP regeneration delay 1s->0.2s
WP regeneration delay after depletion 3s->0.8s
WP regeneration after Orgasm ("Climax" state) +50% -> +200%
WP cost for struggle during h scene 1->0
Oof, i knew there would be tweaks to WP usage/regeneration but i didn't think It'd be this drastic :(

A bug i encountered, not sure if this was mentioned earlier but i got to this area
And now my character is stuck (with the camera in that position), only being able to run into the wall to the right, and only jump once. I guess it's related to triggering the Curiosity debuff, maybe i wasn't supposed to be able to trigger it from that position?

Another minor bug, when getting grabbed by the cables while fighting the uh... test tube boss? (i'm really bad with names) the camera gets stuck being zoomed in, which isn't really disastrous but can limit how far the player can see. Getting grabbed by the visor will cancel the zoom-in effect.

Edit: It seems like being near the recharging chair increments bad states other than curiosity? In my case i went from being Lactating 21% to Milk Filled 89%
 
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OneRest

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Does struggling just not work for anyone? No matter what colour the bar is hitting left+right makes my bar go down, not up, in all circumstances? Has struggling just been removed?
You have to mash as fast as you can when it's green to build up momentum.
 

Sizer

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You have to mash as fast as you can when it's green to build up momentum.
Doesn't seem to do anything? To be clear I can tell the game is recognising the inputs because the bar goes down when I mash while it's pink, but it simply doesn't go back up while it's green. Bug?
 

Avatier

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Would also be nice to have an explanation of what kind of benefits transformation provides. Apart from instant escape and I believe some projectile immunity, I do not know what is the benefit of transformation.
That's exactly what it does. Instant escape and projectile immunity. That being said, when under the effects of Slave Hack you also keep that projectile immunity since it counts as being transformed. The gun that was originally with the suit has been moved to equipment you need to equip. It's significantly stronger here than it was in the core game and can steam roll bosses that can't fly or have a gimmick needed to beat them (gravity boss). This is assuming you get lucky to roll for it early. I ended up rolling for the rail gun as the last item in two separate saves which means it was in the None/Unequip slot so I couldn't actually equip it. (This is as of version 1.01)

Doesn't seem to do anything?
From my current findings in version 1.01, if you have zero Willpower/Stamina (green bar) you will not gain anything during a struggle.
 

ChupacabraGonzales

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Number of equipment is now limited to 11 due to technical reasons
Please give us option to delete/sell equipment if you implement hard cap.

Does struggling just not work for anyone? No matter what colour the bar is hitting left+right makes my bar go down, not up, in all circumstances? Has struggling just been removed?
Struggling works on a momentum. You hit left right while bar is green to build up momentum towards escape. If done correctly you'll notice bar keep filling up even while purple and then slows down until it begins to decrease, but by that time it should be green again so you can build up more escape momentum.
 
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1.02 changes sound fantastic! Though I'll be a little sad to say goodbye to the slugs sending Hasumi spinning out....
 
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