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A few more changes, some for balance, some to make my life a bit easier.

CHANGED:
Going forward, any Counter Attack by a Player will ALWAYS trigger special effects such as a STUN, IGNITE, FROZEN etc. This will happen even without Adrenaline and should balance things out a bit. If the character was under the effects of Adrenaline, their damage will also be doubled.

As far as pregnancies go, with the addition of the new mechanic for extra spawns in effect, as well as the 'relief' mechanic, I'm going to REMOVE the pregnancy protection buff as in most cases it seems it will no longer be needed, and is a bit of a pain to work with. I'll monitor this through my own test character still to make sure it doesn't have an unintended side effect, but for now this is the plan.

A big change is coming for ALL Booster items as well. Going forward, when you use a Booster such as an Attack Booster or a Stamina Stopper, the count down on how many turns it has left will only lower if you are in active combat. So for example if you use a Stamina Stopper and wipe your foes out in 7 rounds, instead of your booster running out automatically before the next fight, you'll have 3 rounds left on it at the start of your next fight. This will balance things out as well as prevent losses of items from being used late in a fight and making them worthless.

If any NPC or Player Character is raped to the point of reaching '0 HP', they will become completely helpless, no longer even having the willpower to mentally think about resisting their pleasure. Any rapes that happen while in the 0 HP state will incur DOUBLE pleasure damage, which can stack with other sources.

Additionally, in some cases where a character has reached 0 HP may lead to a foe actually releasing that victim in order to attack another one, or attacking someone else if forced off their original victim. Typically this will happen when the enemy can outright restrain a new victim and set things up for free rapings.
 
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One other change to be made that I thought I had done but didn't:

Accuracy Boosters will now give +5 to landing attacks AND for helping to free someone from a rape attack. This should have been from the outset of the game but I forgot to make the adjustment until now.
 
Some more changes coming to make my life easier, and balance things a bit, plus be more 'realistic':

Enemy adds spawned from either you giving birth to a new foe or one of the existing enemies giving birth will no longer drop items. Only the original group of enemies will drop items now.

When fighting in a Boss Fight, or any battle where combat comes in pre-set waves instead of random singular encounters, you will no longer loot between the waves of enemies, you will now wait until the end of all combat.

Additionally, while in a Boss Fight or any battle where it comes in pre-set waves, if you or one of your NPC's is pregnant and defeat the current wave of foes, and there are more left to fight, the pregnancy will now carry over into the next wave! This will be the only instance where this can happen.

Starting with Andariel, the World 1 ending boss, each World Ending Boss when you defeat them will ALWAYS drop at least 1 KL Lowering Potion, plus whatever normal loot they drop.

Some NPC's will have corruption resistance, meaning they might not be fully corrupted the moment their bar reaches the max to go to KL 6. Some NPC's have limited resistance, while some may have outright immunity. They, and the Player Character will not not know they have it until it reveals naturally, and even then they won't know if it's permanent or not/.

The Player Character themselves is IMMUNE to being corrupted, changing from the previous mechanic as this makes a bit more sense and is easier to keep tabs on. Again, no one will know this until it naturally reveals itself, and even still, there are benefits to not having a higher corruption level. With this setup, the only real way for a 'Party Wipe' to happen is to have no available allies to come to your aid any longer, and then have your current grouping left ALL be hit with attacks that fully restrain them, with foes that will never release even for birth, such as Massive Mutant Jellyfish creatures.

Lore Wise and Mechanic Wise for the previous change, I will likely be making a tweak to the mechanics for Solvak assisting you and either changing how that works to explain why he wouldn't show up in the previously mentioned instance, or possibly outright removing that element altogether and replacing it with something else. I'll update once I have decided on which.


Please Note: I am working on further 'expansions' for this, so you won't have any shortage of things to have fun with by the time I finish them. More to come on that later as well.
 
Made some more mechanics changes and combat changes, some of which I think will balance things out a little more, and perhaps not have fights that technically are already over drag on forever. See the below change log:

Starting with each of your next battles when they start, enemy pregnancies will be working a bit differently. When your character, or an NPC of yours is impregnated by a normal encounter, if there are no remaining foes left to fight when the pregnancy timer runs out, the birthed foes will no longer be fought, and will instead scatter away as they have nothing to back them up to mature (I'm going with they need to have 'adults' present to feed them essence rapidly to mature and since none exist in this case, they don't mature and instead bugger off.) This will allow battles that have ended to mostly end without more foes to be fought. Note that the exceptions to this are pregnancies from one character to another via the Futa Parasites, and with boss battles if there are waves of foes remaining to be fought. In those cases the adds will have to be fought, and, in the case of a boss fight, will birth during combat of the next wave if applicable. If the boss fight fully ends before the timer for a pregnancy ends however, then the previous new rule will still apply. Female foe birthings remain unchanged as they themselves gave birth, and had to be alive to do so.

Furthering enemy pregnancies that have ended with a birthing, if adds are born and 5 turns pass with those adds having no available target to attack, they will also move off in search of prey and exit the fight in all but boss fights.

Stamina will no longer automatically regenerate between fights. Instead you will be able to either press on, or have your characters 'help each other' to restore it. However, if you had a Holy Warrior with you, their skill will now auto restore the HP AND Stamina of the entire party before moving on.

As far as Solvak goes, he will no longer be appearing to assist (he hadn't yet for anyone including my own character so no great loss). Instead if you get that far you will keep getting allies and super allies in groups of 8 if/as needed. Lore wise this is because he is holding off other problems to prevent you from being truly overwhelmed by mass numbers, and later, for other reasons.


Future planned content:

I only have a little bit to share with this as some is still very much a WIP, but there ARE going to be 4 planned 'sequels'. You'll be able to keep the same characters for them, or I may allow new ones if you prefer while your old character becomes an available NPC.

As it stands, the breakdown is as follows for a brief synopsis of what each game's theme will be.

Game 2: Reclaiming lost lands in the aftermath of the great war.
Game 3: A new threat emerges, as do new allies.
Game 4: The continuation of Game 3 which will see the last of the new threat finally revealed.
Game 5: The final chapter as you learn what truly sparked the Eternal Conflict, and seek to finally end it for real!


I can definitely say this much. There will be a number of new foes, and some returning as well. There will also be changes and mutations to existing foes that may randomly show up. As I finalize things with that, I will update the enemy listing to include them so you can get a sneak preview of them, but it will be some time before I get that far (thinking it'll be sometime in July that some of those will get revealed).

There will also be new items as we expand into the other planned additions, and again, I'll update the items list once those are all finalized.

Keep an eye on my own character as anything I intend to add later on or change will always be present on my own as I test things constantly. Until next time, enjoy the show and game!
 
Ok, so after some further thinking and tinkering of ideas, there will be another change with pregnancies.

There will no longer be pregnancy rolls, an ejaculation (you OR the enemy) will always result in a pregnancy going forward (or with your next fight if you were already in one)
Female Monster Pregnancies remain unchanged in how they operate.

Pregnancies where your character or one of your NPC's will now work as follows:

Normal Male Foe's impregnating you will now have only a 20% chance that what you gave birth to will need to be fought (ONLY if foes still remain in a normal fight). If it's a boss fight, they will always need to be fought.

Impregnated due to enemy mechanic, IE: Self impregnation of Demonic Spider or MMJ's will now carry a 50% chance you'll have to fight the things you gave birth to (ONLY if foes still remain in a normal fight). If it's a boss fight, you will always have to fight them.

Impregnated by yourself or an ally due to a Futa Parasite (or other planned hijacking mechanics in other planned games) will ALWAYS result in having to fight whatever you gave birth to. Note: You will not have to fight your child if this style of impregnation happens out of combat (Example topping off each other's stamina bars).


Other changes:

Since the Shared Orgasm component no longer ties into pregnancies, I'm going to make it cause the character/NPC to take +2,500 KP from a female foe, and +5,000 from a male. If both ways happened, IE from a foe like the Demonic Spider, or the Lust Demoness etc, you will gain +7,500 KP from having both sets of orgasms.

Going forward, if you happen to need a second set of +8 allies in a fight (I think this is unlikely to happen, or at the very least highly infrequently, but decided on a mechanic for it just in case), you will continue to get +8 allies, but with boosts. The first time they will come with a +5 to all rolls boost briefly granted to them for the remainder of that fight. If another is required, that becomes +10, and if you need a third one it will be +10 all rolls AND Triple Damage Output.

Also, going forward, if one of your characters is forced to have sex with another character/npc in your party, whoever had the dick in that encounter will suffer 2x the pleasure if their 'victim'/partner climaxes around their cock now, triggering the same effects as if they got their dick milked by a female foe. Note that this ONLY applies in combat, and doesn't affect the phase where you are topping each other's stamina off.


Planned Changes:

With the pregnancy change, obviously some of the weaknesses characters have will now have been rendered obsolete. As such, as they are encountered going forward in either your playthroughs or my own testing, I will be re-working their weaknesses to fit in with the new system, so keep an eye open as some characters could see a weakness overhaul.
 
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I've made some changes to ALL of the Booster Items to make them more effective, and more worth using even outside of Boss Fights. See the below for details:

Accuracy Booster - All Attacks, including freeing your allies from being raped (when possible) will no longer miss (instead of only being +5 to the roll). The duration is for the remainder of that fight (if in a fight with waves, it will last the ENTIRE fight and not just for the wave).

Defensive Booster - Remains at a +5 to avoid being raped or escaping a rape situation (if possible), while now lasting for the entire duration of that fight.

Damage Booster - Remains as a 2x Damage Multiplier and now lasts for the duration of the entire fight at hand.

KP Stopper - You take no KP from being raped for the next 10 times you are raped (can carry between battles).

Stamina Stopper - You lose no stamina from being raped for the next 10 times you are raped (can carry between battles).

Ultimate Booster - Combines all of the above Boosters into ONE, lasting for the durations listed above with the same parameters except for the KP Stopper and Stamina Stopper. In this case, with the Ultimate Booster, those buffs will last for 20 turns instead of the normal 10, and can carry over between battles.


Planned Extra Game:

I've decided to make the 'sequel' one larger compressed add on game rather than the original multi-stage I had planned, both to make things easier for myself as well as make it more likely it will be reached sometime in the nearer future. Stay tuned for more updates on that, and eventually expect changes to the other threads to not only reflect the current changes that have been made, but to start showing what the new planned content, once completed, will be as we get closer to that being 'live'.
 
A few more changes for balancing purposes, as well as preparing for content in the planned sequel. See the below.

Enemy Changes:

Venus Pitcher Trap - Only one of these will spawn at the beginning of a fight (unless it's a Boss activating them, then there will be enough for the party size at the time). They will remain active, attempting to endlessly capture a woman until they succeed. Once they succeed, they will pull them into the ground and mate with them as normal. Should they get pregnant by you (impregnating you as well), the timer will begin to avoid having 2 more spawn, and it won't release you for birthing! You will not be able to free anyone caught by these things until ALL foes are slain, making them extremely dangerous in Boss Fights where things come in waves and don't end until all waves are dead. The newly added ones will act the same as the ones before it, so you may want to make use of Boosters to speed things up when there are more than 1 of them.

Life Rift Trap - Only one will spawn at the beginning of the fight, but it will be able to keep trying to capture a woman until it succeeds. If it does, it will try to get you pregnant while making you impregnate it as well, and it doesn't release for birthing. While you CAN break your friends free of them at any time, be aware this won't stop them from hunting a victim until after all other foes have been slain and the fight is truly over.


Item Change:

I have decided to make a change to the KL Lowering Potions after seeing some 'issues' with my character. Going forward, starting with the CURRENT BATTLE you are in, when you get one of these to drop there is an 80% chance it is a normal one as usual. However there is now a 10% chance each that the potion will instead either be a 50% KP removal (50% of whatever your amount is now, so for example you had 600,000 KP built up, you would drop to 300,000 and at least one Corruption Level) OR a 100% KP removal, which would set you all the way back to ZERO KP and KL 0! This should make things a bit more worth using them in certain situations to avoid losing an NPC, instead of either using a small one to delay things, or not using them at all to save for when you're in really bad shape and risking losing allies due to bad luck.


Corruption Immunity Changes:

We briefly touched on this before that some allies (and your character) have a form of 'immunity' to corruption. I have decided that it won't be a true immunity, but rather a resistance to it. Going forward, when women join your party and are 'active' you will now know if they are normal, resistant to corruption or heavily resistant to corruption. What does this mean exactly? Let's break it down.

Normal - Once the KP Bar fills to max, it's all over for this woman, she's now corrupted and will turn into a Lesser Succubus (even if a Massive Mutant Jellyfish finished her, that has changed as well to be more in line with the rest of the game).

Resistant - These women, if their bar fills up, can PURGE themselves of the Corruption once in their life, all the way to ZERO, essentially meaning they have to be corrupted TWICE to be truly defeated. However, there is a penalty for this, so see below. Additionally, in the 2nd game, some of these women may be able to slowly purge corruption over time if not being raped. In those cases, there is no penalty.

Heavily Resistant - These women can PURGE themselves of all Corruption a total of TEN times in their life, but there is a penalty each time for it. Essentially giving them 11 bars to fill before they are truly defeated, these women will be a huge backbone to your attack, though they are somewhat rare. The Player Character (your own you play as) falls under this category. Some NPC's may also have the ability in the 2nd game to slowly purge corruption over time if not being raped. In those cases, there is no penalty.


Corruption Purging Penalty:

When a woman has to do a full corruption purge on the spot, it taxes their body considerably. For those who can only do it the once, this essentially removes their one and only defense against being completely corrupted. When this happens, they not only will be defeated if they max the bar again, but they will also gain a penalty that makes them gain +1,000 pleasure to ANY attack, as well as always produce 2x the normal offspring!

For those who can do it 10 times, the penalty scales slower, but it's there. For each time they do it, they will gain +100 pleasure to ANY attack, capping at +1,000 if they purge 10 times. Additionally, once they have had to do it 5 times, they will gain the 2x birthing penalty as well.


This still gives the Player Character multiple chances to succeed in the games before they are defeated forever, while still leaving the chance for defeat if you don't play things right. In addition, should you be down to only resistant characters left with no available allies left to assist you and your entire group gets restrained by foes that never release, a special sexual defeat scene will play where they just get endlessly dominated in the hottest ways possible!


That's all for now, but keep an eye open for any changes, and I will eventually be editing enemy and characters in the beastiary to finally match all these changes when I have time to.
 
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