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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.
 
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