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October Progress Report
Happy late Halloween everyone! This update report is coming in later then I would have liked so I'm sorry about that. For this one I'll be talking about the Berserker's encounter and his subjugation as one of the focus points of the upcoming build.
I'll start with his combat encounter.
Berserker Boss Fight
I'm sure I must have mentioned it before but the Berserker is probably the most upgraded enemy in the game since his original inclusion. He initially started as just a super mob for the demon faction.
Ari then suggested he should have an h-battle of his own which I definitely agreed with. That prompted me to make him a more individualistic mob that would take you for himself if given the chance.
That brings us to his final upgrade, as a roaming boss like the Dithonion. I talked about and demonstrated his severe grab now using the difficulty varied QTE.
Most of the Berserker's attacks will be heavy hitting, powerful, but mostly single target with one or two AOE attacks.
However, if he is successful in severe grabbing one of your characters he'll begin to cast powerful spells that are mostly AOE in nature.
Using his fragmented power of Precendance, The Berserker will empower himself with the captured character. Knocking the Berserker off balance won't be sufficient to free the character, he will have to be defeated outright.
If the battle is escaped with a character mounted, he'll subjugate them back to his lair as well. Additionally if he defeats the rest of your party, everyone will be taken by him.
With that I'd like to talk about how his subjugation will actually work from here.
Escaping The Berserker's Subjugation
The method of escaping The Berserker's subjugation will be more involved when compared to escaping The Goblin den for reference.
Firstly, combat will not be possible due to a restriction The Berserker imposes on you. The player will have to navigate an ancient fort abandoned since the time of the 14th Claymore wielder. The Berserker has made the fort his lair and will constantly patrol, occasionally appearing in the same room as you.
While oppressed by The Berserker's Precedance power, you'll be able to use hiding spots and holes to evade capture.
You will have to explore The Fort in search of Lucifer Flames. With three at least being needed to unseal the gate and escape. At the same time, any actions such as opening shortcuts or struggling against the fort's guards will cause the Berserker's detection to increase, which increase his chances of searching the room you're in and when filled will cause him to constantly pursue you through the fort.
This cat and mouse loop also prompted me to add a plugin that fixed an odd default engine behavior were enemies can see you through walls. This has been corrected thanks to the plugin so avoiding the Berserker or anything else in the fort should feel more intuitive.
Rescuing other characters won't be as direct here either. The same Lucifer flames needed to escape are also expended to free other characters, with one being used per character freed. These flames will also be usable to break the seal on your character and return their strength so you can fight enemies directly.
More then 3 flames will spawn during any instance around the castle but it may not be enough for all of your needs. The only way to break all of the Fort's seals immediately is to defeat The Berserker.
If all of the Lucifer Flames are used without unsealing the gate, you'll have to use a much noisier method to gather certain materials needed to escape by water.
Now while a character is subjugated and you may be off adventuring in the dungeons, The Berserker will use the time to further ravish and study the captured character(s). This will give him more powerful attacks to use in battle if he's encountered later.
For November's test build I should have just enough time to finish my remaining tasks and pending to-draw-list if all goes well. This initial build will have Grace, Treu and Dr.Midday included for testing.
That about covers this progress report, apologies I feel like this one was on the shorter side. At the bottom of this post there'll be a small video to show a bit of the Berserker's subjugation area in progress. By the end of this month I'm hoping I'll be getting ready to put the next build out to test! In the meantime take care, and thank you sincerely for your support and motivation everyone!
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June Progress Report
It's time for the next progress report and thankfully it's been a productive month despite the heat, since the Samara build was released.
For this update I'll be going into detail of what the next larger build will include as a milestone and my progress as of this month so let's get right to it.
Update to The Baths and Berserker
One of the more immediate updates was to how baths work in the game. Originally the baths were only accessible by a single character at a time, the other party members were even coded to leave temporarily if you entered the Western area of the castle.
Now when entering baths, your other party members will appear in the background and gain the *Refreshed* buff alongside you.
The other characters aren't directly controlled by you but they can be interacted with to learn a bit more about them, more in-depth details about their characters they might only be comfortable talking about in the privacy of a bath. Hot Springs can also now be found randomly within the dungeons, which may prove more useful the longer or more difficult a run becomes.
Now while in the castle, you have a chance to be invaded by Incubi, however if you use the springs in the dungeons, you may encounter either a Water Duress or a group of Kappa. As your character is gradually dominated in these encounters, your companion(s) will also be ravaged alongside you.
The Water Duress and Kappas function similarly to the Incubi with 2 notable exceptions. The Water Duress can take multiple actions at once which can quickly overwhelm a more sensitive character.
The Kappa also possess a unique grab attack wherein they will forcibly extract an orb from the girls' anus, a Shirikodama. If a Kappa successfully initiates an extraction, it will instantly drain both Energy and Resolve, causing an orgasm shortly after.
Moving onto the Berserker, I've decided to upgrade him a bit. While before I considered him an "Elite Enemy", if I had to tier the enemies. The Berserker will now be a roaming Boss, the same type of enemy class as the Dithonion.
He will also appear in the Liminal Dungeons as well and will begin hunting the player should you get close enough to be spotted.
He wanders around the dungeon layout trying to find the player and if you do get spotted he'll appear in the chambers you enter.
I'm considering giving Berserker the ability to randomly take ownership of the floor key.
Now in terms of his new attacks, he'll have a similar moveset to his previous version with a greater ability to take on a full party of girls.
His sexual attacks will include Vaginal and Oral grabs with high Resolve damage that can bring defeat quickly.
He will also have a 3rd High Severity sex grab that, if successful, will instantly defeat a solo or last standing character if he lands it. However if he uses it on a character in a party, he will mount them like a trophy and use them to cast powerful AOE spells that'll make his fight tougher.
One last thing to note about the Berserker is that he'll now be able to Subjugate your characters and take them to his lair as trophies.
The next build
For the next build I'm targeting a restoration of as much of the still missing content as possible.
Both Dr.Midday and Treu will be restored in the next build, along with the game intro and other content.
By the next Progress Report I expect to have both of them fully or near fully complete in the new combat system. Overall this update in progress is fairly large and will take a bit more time but I'm setting it as a milestone for all missing content with new additions added.
That about covers everything I have for this report! Over the month I'll have smaller updates to share. I'm personally really excited to have finally gotten the game into this state and I'm really looking forward to sharing some more details and enemies coming.
Until then, thank you again everyone for your support and motivation, it means everything to me, so take care until the next update post!
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January Progress Report
The first progress report of the year, I'm cautiously excited for what I plan to get done these next few months. So since the last build release I've begun work on Re-adding Samara, Treu and Dr.Midday into the new combat system with some minor changes.
I want to cover that and the additional content restorations for the next build, so I'll start with the girls.
Re-Adding Characters
My main focus has of course been adding the other playable characters back into the game. For the most part the girls function the same in teams, with adjustments to their abilities.
Starting with Samara, she can still summon The Articulate Fighter into battle, provided the party isn't full.
The Articulate Fighter summon won't have her alternate twilight form anymore that was used primarily for support, but she will still be subject to most sex attacks.
Samara's Twilight state has been replaced with her Serferus Transformation that'll greatly enhance her supportive abilities and improve her capacity to take sex attacks without fainting. This Form will gradually drain Samara's resolve however, and will have a chance to make enemies horny and trigger more h-attacks as a result.
Additionally Samara now has a passive ability that causes any single hit attack that would defeat her to instead leave her at 1 Energy. Treu is very similar to her initial gameplay incarnation. Besides a minor change in her maid outfit, Treu will now be able to switch from her Bow, to her Umbrella Rapier stance.
The Umbrella stance will enable Support, more AOE and State affliction, while her Bow stance will enable strong, single target attacks.
Dr.Midday has had the least changes, working almost exactly as she did before, focusing on defense debuffs and ally attack buffs. Her primary weapon of choice instead is now an arm cannon she'll equip only in battle.
Castle Expansion
As a small note, I've mentioned before that Lilith's castle is being expanded and I've begun work on that for this build as well. The extra spaces and areas will be used for more NPCs and events to interact with.
The Baths
I've also been working on re-adding the baths with updated art. Now when you enter the baths, anyone else in your party will join you and appear in the background, allowing you to interact with them while you buff yourself.
They'll also be subject to ambushes alongside you. Bathing spots will appear in the dungeons now, during Liminal exploration.
Roadmap
Lastly, I realized the actual development of the game isn't very clear, at least in terms of what order I'm working on things. So I put together a simple roadmap for at least the next few build milestones I'm working toward right now. Hopefully this'll give at least a general idea of what I'm doing and in what order.
That's about it for this update post, there's plenty of art I need to work through so the next update post should be toward the end of February. Until then, take care everyone, and thank you as always for playing the game, your support and patience!
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November Progress Report, Upcoming Builds
It was a pretty big relief to finally get that build out for you guys and figure out all those bugs and errors.
Now we're coming up on the next build for Vocator's boss fight and a bunch of fixes and changes. I also want to get into the builds that'll follow this one as well so let's get started with Vocator's Boss Reintroduction.
Vocator Boss Encounter
Vocator is finally finished and re-added, awaiting you at the end of the 1st Floor Chambers. She's stronger then her initial variation although I'm still making some last adjustments to her stats.
When Samara and Treu are re-added, you'll no longer have to defeat Vocator to unlock them, your initial encounter with her after Saki interrupts will trigger the next story segment. Vocator's battle behavior is similar to before. In her normal Hydro state, she has a range of water based attacks, a Sex Grab and a special attack that will trigger a finisher animation if Journey is hit while she's under the Pressured state, formerly the Torn Clothing status.
In her Electro state, Vocator won't use sex grabs but her raw damage will increase. Unlike before she no longer summons her slimes or Electro Spikes, instead they now begin the battle at her side, with randomized composition.
The Electro Spikes deal single instances of damage and the slimes are still the same along with a Sex attack of their own.
Defeating Vocator Reward
In addition to her treasure and Celestial Fruits, one of the new rewards for defeating Vocator includes a new lewd journal entry with a bit of lore detail about her encounter.
More Technical changes
I finished off one of the biggest more 'behind the scenes' changes which was how the game loaded the CG h-battle asset parts for characters and enemies. Before, each h-battle was separated into individual event/script pages and particularly for enemies, it was pretty bloated.
So since the last build, I want in and renamed every h-battle asset to be loadable via scripts and simple variables, removing alot of now redundant event calls, pages and increasing the load speed for the images themselves. Journey's common h-battle art was also finalized, I mentioned it awhile ago in the discord. The new asset loading method makes it far easier for me to catch any bugs and nearly removed the need for references to the specific character you're playing in the scripts.
Goblin Faction Event
I'm going to use the Liminal Dungeons to expand the events you can encounter, starting with a Goblin faction stronghold encounter in this build. The Goblin Praetorian is an Elite class enemy within their faction and personal soldiers of the Goblin King, Porci.
They'll appear in a goblin faction stronghold event you can find in the Liminal Dungeons where they'll be in charge of lower ranking goblin forces. Defeating them will reward celestial fruits you can use to level up and additionally weaken the Goblin Faction as a whole.
Elite enemies are more akin to mini-bosses so he won't go down easy but he'll welcome the challenge.
For the Builds after Vocator
After Vocator's boss build, the next will focus on Re-adding Samara, Treu and completing the unfinished Faction Subjugations for the Goblins, Demons and Bandits.
The goblin's area was unfinished before I overhauled the combat system so the plan is to finish the remaining two rooms. I also want the Demon and Bandit faction areas to be done as well since I already now how they'll look for the most part.
Samara and Treu will have some of their skills updated like Journey did, with Samara gaining a new form in addition to other buffs. I've updated Treu's outfit as well and she came out much cuter. I wanted to place a greater visual emphasis on her role as a maid to The Duchess. The following build after this should have Brigit and Dr.Midday re-added with their recruitment quests and the 2nd Floor with Abaddon. By then I expect to have the next story portion added along with it, but I'll talk more about that once I get a bit more done.
Now that about covers this progress update, I should have the next build ready to post soon. Thank you again for your patience and support while I chipped through all of that, I know it was a bit of a wait.
As usual I'll have smaller incremental updates on the discord. Until next month, take care everyone!
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September Progress Report, Test build changes
After months of retooling and adjusting the main combat system and the other parts of the game affected, It's finally time for me to start rolling out builds again and get back on track.
There's a few things I want to cover about the gameplay loop and my to-do-list, so let's start off with the next build in a few days.
Test Build
This build has 4 enemies, The Demon, Goblin, Raider Bandit and Brimdine Hound. These 4 enemies cover the more 'basic' range of interactions and skill types the common enemies can have.
Vocator as a full boss will admittedly take me a bit longer. her movelist and abilities are more advanced then common mobs, along with her sex grabs and finishers.
I'm going to take a few days to bug run through the game with some friends to catch anything critical I may have missed, after which I'll be posting the new system test build for everyone. I really appreciate everyone being so patient while I worked on this, I reviewed and it's been quite a while since the last build, I really underestimated how much I had to do.
I want cover the new gameplay loop of the dungeons next.
The Luminal Dungeons
The Luminal Dungeons are fairly straight forward in concept. With each Floor containing 4 Chambers, each chamber gate you pass through, with the exception of the last door that leads to the boss, now leads to the overworld instance of the Luminal Dungeons in the Serferus Realm. The Luminal dungeons are essentially the journey within the realm from one chamber to another. They have 8 "Dungeon Rooms" that are randomly pulled from a pool based on the Floor you're on.
You must clear a path across the Luminal Dungeons to reach the next chamber. The fastest route is of course straight, which requires only 2 rooms be cleared. Rooms are cleared by finding the key and unlocking the room door, which is either found in a purple chest or in the possession of an enemy.
Besides the dungeon rooms, there are also event encounters. These will be H-encounters, random encounters, respites or character/NPC encounters. Like the example above, if a character isn't in the party or Subjugated, they may have a random chance to appear, like Saki.
Events can block your path, so some, like special fights or other encounters, may convince you to take alternate paths. In this build only Saki and another character will potentially spawn as events.
This system took a few days to get right, surprisingly I haven't found any major issues with it yet so hopefully testing will reveal anything that slipped through the cracks.
Next on the to-do-list
So while this build is being stress tested, going into October I'll be working on Vocator's boss and beginning the implementation of Samara and Treu.
Treu will have an alternate stance she can assume in battle and Samara will be given her 'Serferus' Transformation state, which will allow her to use sex attacks against enemies in battle. After I implement Vocator and the rest of the girls, Abaddon and the rest of the few enemies and bosses will be my priority.
That about covers this update post, I'll be crushing out a few more minor bugs to get things ready, in the meantime thank you very much for your support, this update took longer then anticipated so I apologize for that, and thank you again for your patience with me.
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July Progress Report, Preparing the next build
Hey everyone, it's been a really productive month for the update overhaul. To start off, Journey's base skills and animations are completed and the common Demon has been finished, as the first enemy I can now use the updates and changes I made for him as a template for every enemy after.
Being able to animate their moves and grabs has been incredibly fun and added a layer to the development of each enemy I've been enjoying alot.
Now in this update I'm going to cover some more of my progress and my plans for this coming month.
Private test for the next Build
With the demon finished, I'm planning 3 more enemies for a private build I'm hoping to stress test this month with a few friends, it will include the common Goblin, Bandit and updated Vocator boss.
I'm hoping to comb through a find any possible critical errors I may have somehow missed, while I've been testing the new rpg system, h-battles and other interactions myself, something usually slips through the cracks.
Most of the enemies that transition to the new animated rpg battle system will work mostly identical to their original versions with changes to attributes. The biggest changes of course will be to their sex grabs.
Enemies will have a varying number of animations with the demon possessing 3 on the higher end. Goblins will have 2, one of which will be focused on the character's breasts. I'm taking this opportunity to add more variety to the orifices or areas of the body enemies prefer, like the breasts or legs. With some enemies being noticeably tougher, this should help improve the value of defensive equipment to protect characters with vulnerabilities that a particular foe likes.
I've replaced the attributes for enemies with a list of their primary skills in the bestiary, if the attack uses an element or inflicts a particular state, it's icon will be listed along with it.
Visuals and Updates
Besides Vocator, enemies won't have much visual change to the new system. I decided to update Vocator's final design mainly as personal taste, and to express more emotes when she's speaking.
Vocator will also have a sex attack of her own, excluding her AOE hydro tentacles or slimes.
As for the heroines, I updated Journey's final dialogue CGs as well as Saki's with a slight update to her final design, I wanted to add a touch of cute to her standoffish nature I felt she was missing visually.
Lastly I touched up their exploration sprites to their final version to better match their CG changes.
This coming month I'll be focusing on getting the private build ready and tested. This version only has Journey as a playable character and the first floor. If all goes well with the test I'm hoping to touch it up abit and release it for everyone else to try shortly after.
While the private build is being tested I'm going begin work on the rest of the girls, starting with Samara. She's going to receive an alternate form with sex attacks she can use in battle, which is as complicated as a character can get in Lilith Descent, I don't think there'll be any issues, but since she'll also be the first transformation character in the new combat system I want to be extra attentive with her first.
I want to take a moment to mention the Visa, Mastercard situation. While it hasn't affected me too much, it's affected a few people I know and respect. I first noticed this issue during the Patreon purge situation, it's a big reason why I abandoned any intentions to associate with it for Lilith Descent.
None of the creators I know produce illegal content, nor invite or tolerate minors in their spaces. People have been calling the payment processors in the thousands about this and I'm personally hopeful things will reach an equilibrium at some point, because censorship like this is indefensible for so many people and so many reasons.
I lastly want to say that in the worst case scenario if Subscribstar is affected, I won't stop working on Lilith Descent. I'll keep creating for passion and out of spite for the censors, I can't overstate how much censorship or people who call for it piss me off. This game isn't my livelihood, it was always a hobby and labor of love for the genre.
That wraps up this progress report, I'll be talking more about Samara and the others in the next update with a report of how the private test goes. Until then, thank you everyone as always for your feedback, support and patience most of all. I should be posting incremental updates in the discord as usual, keep cool and take care.
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