![]() ![]() ![]() A safeguard is also in place so if an action on one opponent (a Bite, for example) would defeat more than 2 opponents in one go, the excess damage stops at the second person. The player can check which NPC that can be by looking at the target menu. If more than 2 NPCs are present, then the excess damage will go to whichever name is at the top of the NPC list. Defeating an NPC also lower's the group's Arousal and their Maximum Arousal.Īny excess damage dealt to an already defeated NPC carries over to the next NPC in line - for example, if the player defeats an NPC with 20 HP and another NPC is present, any damage beyond the 20 needed to subdue the first NPC will be dealt to the second. Defeating an NPC slightly decreases the player's Pain, Stress and, Trauma. When an NPC's health is depleted, they'll stagger back, defeated, effectively removing them from the encounter. Players can target NPCs individually, taking them out one by one. If it drops to its minimum, the encounter will end with the player fending off the other party and escaping into safety.Įach NPC has their own set health, indicated by their description - see "NPC Descriptions" below for more details. Otherwise referred to as a "willingness to continue." Inflicting Pain on to the other party or telling them to stop will reduce this stat. See the Personality Acts below for more information. ![]() There are three ways to escape/end an encounter - fight the other party off (lower their willingness to continue to its minimum), satisfy them sexually (raise their arousal to its maximum), or scream for help (lower trust) and hope for rescue - however, the latter option may result in the NPC. Should the player be in an encounter with multiple people, they will all share the same stats, with the exception of Health, which is calculated on a per-NPC basis. Note that to see these silhouettes the player must enable images as well as the appropriate setting beforehand, otherwise the silhouettes and combat sprites will not show up.Įverything that happens during an encounter is governed by four stats, which describe the state of the other party. To keep things left up to imagination, they will remain a silhouette. Their positions change according to their actions during encounters. This gives the player a better representation of what is happening during encounters. NPCs during combat are represented by the silhouettes at the bottom. The difference between molestation and rape lies in whether penetration occurs. There are two types of encounters - non-consensual (molestation or rape), and consensual. * Angry NPCs might damage your mask if you prevent them from removing it.Ĭombat in Degrees of Lewdity happens in what is referred to as "Encounters". * Added surgical mask sprites for damage states, and combat sprites. * NPCs can thrust against your mask, damaging it. * Surgical masks and gags now have the "covered" trait, protecting them against penetration, kissing and breast sucking. * Added the "ask to keep your mask on" and "remove mask" actions. * Face masks can now protect the mouth, as appropriate to the item. If anyone knows how to find this information adding it to those sections would be greatly appreciated. All of these factors are important to people who want to use those moves instead of just punching and pepper spraying NPC's until they run away. We know to the hitpoint how much each Defiant act does to your opponent but not how much whacking away shackles reduces trust and increases anger or how much pleading increases trust and reduces anger or how much moaning pushes an NPC towards orgasm. A combat menu adjacent to the next button during combat, anal fingering of the PC by NPCs now has more involved mechanics and can be prevented, etc etc.ĭifferent Editors Note: I've also noticed that the sections for Bratty, Neutral, Meek, and Submissive acts lack the detail the section for Defiant acts goes into. Generic NPCs can now be virgins, for instance. Editor's Note: Needs updating to match Version 0.3.7. ![]()
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