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Unholy Arts Version 0.3.25 The Monster Adept Changelog

Greetings, Candidates! We're on the final stretch up to version 0.4, with today's version finally introducing a mechanic to learn actions from merchants, this time through Artume. After a short, new story event, any monster action she managed to learn during the Gleaming Caverns will now be available for anyone to buy it from her, at a price. There has also been reviews in some of the NPCs behavior in various areas, such as shopping, rivalry declarations, and more. When declaring rivalries, NPCs will now use generic dialogues tied to the reasons that made them choose violence upon waking up.

On top of it all, luck has been deservedly nerfed.

Enjoy the weekend!

Changelog

Story Events
- "Sharing the Night" weight increased from 100 to 1000.
- New story event: Monster Adept
* May only take place after the 9th day of the second month, with extremely high weight. This must be changed to be scripted to happen on the 10th day of the second month on the 0.4 version.
* If Artume is a simulated character, she will automatically learn how to cast Aetherial Chains.
* Small dialogue variations if Artume is a guest.
* The option "Her life was her own, not something that defines me" gives the player character 150 friendship with Nashillbyir.
* This event will activate Artume as a merchant.
- A certain variable kept track on whether the player character had ever used a monster action taught by Varyonte. From this version onwards, this variable may only be activated before the first adventure.

Passion Temple Guests
- Artume is now set to come to the Passion Temple for the first time on the 10th day of the second month, if she was invited.

Combat Scene Mechanics
- After discovering that the way in which a function was coded makes it so that having higher luck than your opponent can make them roll negative dice rolls when attacking you, luck has been nerfed. Having more than 40 more luck than your opponent will no longer have an increasing effect in the lower limit of the dice, so -20 is the lowest value you can get when rolling a 100-sided dice.

Merchants and Merchant Mechanics
- Some merchants may now use special mechanics to determine if they're present at the Temple.
* If Artume is a simulated character (this is, she was invited as a guest), she will be available as a merchant whenever she's at the Temple. Otherwise, she will have a 15% chance to be present every night.
- Some merchants may have special mechanics to provide services, rather than items.
* Artume sells sets of actions, provided that: A) She has learned a particular action belonging to the set, and B) The buying character hasn't learned the actions from the set. If Artume isn't a simulated character, she will be considered to have learned all monster actions that she could have possibly learned.
** The current sets of actions are those associated with the monsters from the Gleaming Caverns, including a set for hypnosis (hypnosis glance for combat, sex and socialization), draining (draining kiss and energy draining kiss for combat and sex) and bondage (aethereal chains for sex and combat). Each of the sets costs 5000.
- Merchants who are simulated characters will make money out of every sale, equal of the total price multiplied by a cut variable. For Artume, the cut is '0.2'.

NPC shopping AI
- NPCs now try to save a variable amount of money before they buy anything. This amount is 2500 before the first adventure, and 5000 afterwards. This is checked before entering any new shopping category (weapons, bondage, etc.).
- NPCs no longer keep buying bondage if the best buying score (value they assign to owning a certain kind of item) is below 0.
- Added process for NPCs to check all their owned weapons and make sure they're wielding the one they give the highest score to before shopping for weapons. This will prevent NPCs from wasting money if abnormal circumstances made them unequip their weapons during the day, such using the hotfix button.
- Reduced the extra weight NPCs give to their currently equipped weapon from 30% to 15% (this value prevents NPCs from wasting money on marginally better equipment).
- Added new shopping category after weapons: action sets. NPCs check all valid action sets for sale, assign a value to each of them, and buy the best one if it's worth more than 0 and they have enough money.
* Each action set has its own function for NPCs to calculate their value, but they tend to follow this structure: Base value is -5; useful stats contribute positively and useless stats contribute negatively. This means that, for an action set that gains utility from will and intelligence, only characters for whom their intelligence and will are moderately above their average stat will reach a positive value.
** Basic hypnosis set values charisma very highly and will moderately; basic draining set values will and empathy highly; basic bondage set values intelligence very highly and will moderately.
* Action sets have tags, used by NPCs to assign value due to mechanical or narrative reasons. The tags of the basic hypnosis, draining and bondage sets are [hypnosis, social], [draining, physical] and [bondage, magical], respectively.
** Action sets with the tags bondage, draining or bondage will check the character's sexual preferences of the same name, and add extra value (10, 40) depending on the preference's rank (1, 2), meaning that you can make a character want to buy a set of actions they wouldn't usually consider useful if you make them develop a preference for it.
** Nash and Claw give extra value to physical sets (10); Ate gives extra value to magical sets (5); Claw gives reduced value to social sets (-25); Val gives extra value to social sets (5); Val gives reduced value to bondage sets (-25); Padmiri gives extra value to bondage sets if the story event "Bondage Awakening" took place (5).
- When buying bondage, if the item targets a pussy or dick, all the simulated characters with the appropriate body part are counted. When there are no targets or the only target is the character themself, the item's weight is reduced down to zero. When there's only one valid target, the item's weight is multiplied by 0.2. When only half or less of the simulated characters have the appropriate bodypart, the item's weight is multiplied by 0.6.

Misc NPC AI
- Modified a function to make NPCs check their base stats, rather than their actual stats, when considering what to prioritize during training. This should make NPCs get generally better builds.
- Modified the check that determines if a tutor decides to use soft bondage on their pupil, from ((%domination*2 + %ambition + %pleasure) > 50%) to ((%domination*1.5 + %ambition*0.5 + %pleasure) >= 55%).
- When considering "rival targets" (internal AI value to choose who to seek conflict with, not who to declare rivalry against):
* The weight of merit difference is capped at (actor's merit * 0.9 + 5), meaning that NPCs with little merit will no longer assign immense value to seeking conflict with a character with high merit.
** A similar cap has been implemented in the rivalry selection function, with the check being "(actor's merit * 0.9 + 9)" instead.
* The weight of merit will be multiplied by (actor's ambition drive percent * 6).
* The weight of ambition drive in submission score has been changed from 5 to 6.
* The modifier to infamy score has been altered from (actor's cooperation drive percent * 5) to (actor's cooperation drive percent * actor's love drive percent * 12).
* intimateScore will no longer be counted when negative, as it should only act as a deterrent.
* NPCs will no longer assign negative value to their doms, but will assign negative value to their subs (doms should not seek conflict with their subs, but to leverage their position).
- When selecting a rival (special relationship):
* Slightly reduced the value of self-improvement, cooperation and love drives when choosing whether or not to select a rival (1->0.5 , -2->-1.5 , -1->-0.5 , respectively).
* The randomizing factor has been changed from [limitedRandomInt(score*2)] to [score*0.35+limitedRandomInt(score*1.65)], moderately reducing the effect of randomness.
* A minimum score has been set to 5+limitedRandomInt(5), which should diminish overly petty rivalry declarations.
* The 100 extra points from being a rival target will be discounted if the total score doesn't reach 105.

Generic dialogues
- Rivalry declarations are now accompanied by generic dialogues, explaining the reason of the declaration. There are 3 dialogues for merit, infamy, bad relationship and for "covet targets", and 4 for "conquest targets". There are no generic dialogues for "rival targets", as these are better explained through any of the previous reasons.
- Changed a check on the relational names function to make sure that NPCs only call "slave" or "servant" to characters who are actually under a servitude relationship with them, not a tutorship one.

Misc
- The piece of code initiating the declaration of rivalries has been split and moved. If there's a story event, if will not run until the button to exit the event gets pressed. This should avoid issues with relationship checks going one way or the other during story events due to randomness.

Fixes
- Fixed error that was hiding the autosaving options.
- Fixed error that had broken struggling for the player character. NPCs who lose control of a position in battle will remain at 0 control at the end of the turn.
- Fixed issue that would provoke offer of initiating intimacy relationships to the player to result in companionship relationships instead.
- Fixed one incorrect valid position for Penetrate Pussy, Penetrate Ass and Double Penetration ("Mounting and Mounted" + "Mounted from Behind").
- Fixed error that provoked certain composite positions not to recognize all connected characters for the purpose of initiating continued actions.
- Fixed exception provoked for cancelling the transformation menu before starting a generic transformation scene.
- Fixed issue that might break offers to NPCs to become another character's tutor under certain circumstances.
- Guest NPCs will no longer be able to access merchants while they aren't at the Temple.
- French Kiss now gets automatically cancelled on Mounting Face to Groin positions.
- Fixed typos on Holding Arms continued action.


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