Serum Side Effects
Added 2019-03-18 08:22:21 +0000 UTCI'm just about done implementing the new serum design mechanics. The latest thing I've added are serum side effects and the concept of a trait mastery level. Every serum trait now has a base side effect chance associated with it. Some traits are prone to producing side effects while others have a low base chance. Side effects are minor to moderate negative traits that are added to the serum design once the R&D division is finished researching it. Some quick examples from the short list I've added tonight include negative happiness, reduced serum duration, or increased production cost.
The mastery level of a serum trait represents how much experience your R&D team has with it. The effective chance for a trait to introduce a side effect is equal to the base chance divided by the mastery level, which starts at one. The mastery level of a trait can be increased by either having your R&D division research it further, which produces slow but steady and hands off progress, or by testing serums containing that trait on people.
Right now there are no special requirements beyond giving a dose of serum to someone to increase a traits mastery level, but I would like to have trait specific goals that must be met. Something like "Observe the girl orgasming while under the effect of the serum", or "Keep the girl under the effect of the serum for two days". This would help to further bring together the serum creation/research gameplay and the seduction/corruption gameplay.
Finally, I have increased the value increase from most serum traits to offset the potential value loss (and difficulty increase) from introducing side effects. In v0.15 it should be easier to keep the economy of your business running.
Comments
Interesting... Thank you for this info.
2019-03-24 03:48:12 +0000 UTCCan't wait for the next update. Just wanted to give a quick shoutout to people who have been using my mod. Due to my work schedule I haven't been able to work on it as much the last couple weeks, but I should have a new version of it available in the next week, hopefully before the 0.15 gets released. I've got a new sex position almost finished up (sixty nine) as well as I am going back and re-writing some of my previous events with some of the tricks I've picked up while working on the fetish mod. I've not been happy with the state of the mod because a lot of the events are just proof of concept and not as finished as i would like so I am trying to improve the quality of writing on a lot of them. Thanks!
2019-03-20 17:05:37 +0000 UTC> walking around insulting-then-complimenting people like a bipolar lunatic. What do you mean, like a "lunatic"? You're the crazy one here. No, I take that back, you are awesome.
Bingbong
2019-03-19 03:27:03 +0000 UTCIn 14, one of the more annoying problems I had was obedience. It's basically impossible to have sex with a girl without lowering her obedience score, and you end up spending a lot of time walking around insulting-then-complimenting people like a bipolar lunatic. It'd be awesome if obedience could grow in a permanent fashion as a result of serums, similar to how sluttiness works.
Dubsington
2019-03-19 01:02:57 +0000 UTCI can't wait to see this in the next build
HugeKingCobra
2019-03-18 15:03:44 +0000 UTCWhat John Said! (We've started something here haven't we?) :-)
Icarus Media
2019-03-18 09:49:42 +0000 UTCWhat John said!
waffel
2019-03-18 08:34:03 +0000 UTCSounds like some great changes
John
2019-03-18 08:26:55 +0000 UTC