NokiMo
ancestress
ancestress

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Wanna see what might be changing in 1.9?

Hey lovelies!

I don't usually share my design documents, I prefer to keep them to myself, but I thought it might be nice for y'all to see what changes I'm planning in 1.9 after listening to your feedback.

Yes, this is the level of planning I put into pretty much everything I do in LL:E 🙂 It's how I feel the best things are created.

Each section isn't filled out yet, it's in the 'broad strokes' stage at the moment, but I've set it to be seen by anyone. Feel free to comment below on anything you feel I've missed!

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Link below:

1.9 Masterlist: The Quality Update

Comments

Okay so this one is actually sort of doable! Quests can be set up to trigger specific town events, so it would be possible to set up a quest that rewards the player by giving back a random enslaved heroine! This already exists with the slaver queen quest, which rewards you for beating her by returning a heroine.

Ancestress

That's a really cool idea, that I'm sad to say I don't think is possible in engine. I love the idea of heroines learning new skills as they become more 'corrupt', but as the game stands there's simply no way to track a stat like that. Trust me, if I could I would've leapt on it already! As for the goblin spawning in the old road, I suppose it's a possibility, but when 1.9 comes I want to more tightly curate the early game experience of the tutorial missions by making more strict spawns. As for the number of grab enemies, I'm always adding more - eventually I'll flesh every area out :) Ruins are definitely on my radar. Cultist acolyte becoming a grab enemy is a fun possibility! Thanks for the rad ideas and feedback.

Ancestress

Just want to say I love this level of transparency with the community, you get high praises from me on this. After reading the doc I agree with the direction you want to take this mod with it being more grounded. I personally have always put a high priority in immersion when it comes to moding and would love to see more thing properly connected with each other. I have a small suggestion for you about the Heroine attack changes you are pondering on. What if instead of giving them separate normal and lewd attacks, you give them evolving attacks. They start with normal attacks but either unlock new lewd attacks the more corrupted/lewder they become or their normal attacks change to represent their new lewd/corrupted minds. I also want to say I don't know if this is just me but every time I've started a new game I've had one goblin spawn in the first pack of mobs on the old road. So for me the mods content has always started right off the back. I have noticed there is a definite discrepancy between the regens when it comes the enemies with grabs, as there are no enemies in the ruins with a grab other than enemies you find in every regen. This is were I think that feeling of the mod taking a while to start up is coming from as you have to start with the ruins and the only enemies with grabs are roaming enemies such as mimics and bandits that have a low spawn chance. I think giving one of the two main ruin factions a single member with a grab would go a long way to solving this problem. The Cultist Acolyte would be a good candidate with her use of tentacles and they are abundant in fights in the ruins. And once again, thank you for this level of transparency you're awesome for this.

WinglessEvilAngel

I love the move to a more serious tone. This might be a bit beyond the scope of the mod, but I'd love to see a mechanic to rescue captured Heroines, maybe with a special mission? This could be how heroines learn lewd skills, and it would add an attachment to heroines as they slowly fall to the corruption.

Operator


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