[RELEASE][FEEDBACK] Hero Corruption 2 v2.10

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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.90

Post by diogaoo »

mckig wrote: Wed Jun 05, 2024 1:48 am hi diogaoo,

Long time since I picked this up!

I had an idea to make the Tavern more risk-reward. What if the amount of gold received every round was not just dependent on VIT, but also the appropriate addiction, corruption, or higher lust?

For example, a player doing a Vaginal job with 10 addiction, 2 corruption and 50 lust would gain more gold than a player doing the same job with 0 in all those stats. I don't know how hard this would be to balance, but it might at least make people think harder about their stats before blindly clicking through a sidejob.

I hope you're still having lots of fun putting this together! And excited for the next version! When can we expect it?
Hey mckig! Nice to see you again

Great suggestion, I'll try to implement it in a way that doesn't break the current Tavern balance.
v0.95 is now available to everyone and v1.0 is available to Patrons, if you are interested, I would love to send version 1.0 for you to test it out :love:
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by mckig »

No need! I didn't support your Patreon for a little so I am more than willing to wait until you're ready to release 1.0 here. Thank you very much for the offer!
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by putkarak »

Hello, i played with Taylor and Stacy for long time but i still cant trigger bad endings. How to trigger 2 new Bad Endings? Thanks.
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by diogaoo »

putkarak wrote: Sat Jun 08, 2024 8:44 pm Hello, i played with Taylor and Stacy for long time but i still cant trigger bad endings. How to trigger 2 new Bad Endings? Thanks.
Hey putkarak, the easiest way to trigger Taylor BE is by attacking her while she has her legs up, after a few climaxes the hero will eventually break.

Stacy is a bit harder, she has a variable tied to her fame, you can increase this variable by simply having sex with her.
Once her fame reaches the maximum (You can measure this by the number of simultaneous comments on the screen) she will immediately jump to her cowgirl stage at the beginning of the encounter, climax on this stage to jump to the final one, one last climax on the last stage while her fame is at maximum and the Bad Ending will be triggered
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by mckig »

I had a lot of fun with this version! Stacy is very hard if you don't have a lot of attack yet, so I even lost to her almost 15 days in. Taylor has not given me as much trouble, probably because I always prioritize doing so much damage over everything else so I can just keep attacking without too much trouble.

The new potion shop screen is amazing! I did notice a possible bug with it. When you get the "use 5 consumables" quest from the Queen, you have to buy potions individually. If you buy 5 VIT potions at the same time, it only counts as 1 potion for the quest.

The new Techniques are useful, but I forget I have them sometimes. I think these will allow for much harder encounters in the future though. Maybe even something that would be nearly impossible without using multiple Techniques or having unbelievably high stats. The minigame is cool, but the scoring doesn't make too much sense. All I know for sure is a higher tier scroll will result in a better proficiency outcome from the minigame. I have had times where I get 96/96/96 and it gets the same score as 92/79/79. How exactly is the score determined?

One suggestion I have is to refresh the Queen's shop a day after it has been completely bought out. I know this is rare, but it sucks to hold onto 10+ favor just to see a bunch of rewards I'm not going to buy anyway. And I don't want to wait 7 more days for a refresh. Instead, I would be okay with spending that 10+ favor to replenish the shop.

Again, lots of fun! I like the Techniques a lot and hope they become integral to beat the hardest enemies!
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by diogaoo »

mckig wrote: Sun Jun 16, 2024 2:55 pm The new potion shop screen is amazing! I did notice a possible bug with it. When you get the "use 5 consumables" quest from the Queen, you have to buy potions individually. If you buy 5 VIT potions at the same time, it only counts as 1 potion for the quest.
Should be an easy fix, I'll try to get that for the next live version
mckig wrote: Sun Jun 16, 2024 2:55 pm The new Techniques are useful, but I forget I have them sometimes. I think these will allow for much harder encounters in the future though. Maybe even something that would be nearly impossible without using multiple Techniques or having unbelievably high stats. The minigame is cool, but the scoring doesn't make too much sense. All I know for sure is a higher tier scroll will result in a better proficiency outcome from the minigame. I have had times where I get 96/96/96 and it gets the same score as 92/79/79. How exactly is the score determined?
The minigame result formula is a bit on the tricky side, I'll copy and paste the reply I wrote to a patron who made a similar comment, if you don't mind:
Spoiler: show

Keep in mind that there is a proficiency cap depending on the tier of the technique you are trying to improve.
In other words, if you are trying to improve a Tier 1 technique and achieve 80% in training, this value will be reduced to 80% of the T1 cap (40%), which means that the final proficiency will be 32%.

Furthermore, timing is not the only thing that influences the final result, the time elapsed in each minigame is also taken into account when calculating the result of each minigame, to achieve a good performance, you have to be quick and precise.

This minigame was designed to be impossible to achieve 100%, but you should be able to get at least 70~80% prof in a t4 technique consistently, I would consider ~88% a good stopping point.
mckig wrote: Sun Jun 16, 2024 2:55 pm One suggestion I have is to refresh the Queen's shop a day after it has been completely bought out. I know this is rare, but it sucks to hold onto 10+ favor just to see a bunch of rewards I'm not going to buy anyway. And I don't want to wait 7 more days for a refresh. Instead, I would be okay with spending that 10+ favor to replenish the shop.
Great suggestion as always.

I'm glad you're still interested in following the development of HC2, mckig. Please let me know whenever you have more suggestions and opinions
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by Errant__ »

Well I did a run-through of the newest version, as always looking for the most imbalanced builds :). With some of the things discussed below, I was able to go essentially infinite on the tower (let myself lose after reaching floor... 138)

Here are some assorted thoughts:

- Refining is extremely expensive, and really not worth it for some items (like exp ring). I understand that there are increasing gains the higher level the refining, but it's simply too expensive to be worth it for some items, and that's without even factoring in the chance to fail which makes it even more punishing. On the flipside, there are a few items that are actually overpowered when refining: looking at you, STR ring.

- Serenity shawl is incredibly overpowered. Combined with mighty (which is incredibly strong, as you already know) and enough dex to regen 20 on wait, you have probably the most overpowered attack-wait cycle possible. And on top of it, if you have the shawl you probably have the "heal 2% lust on wait" perk, just as a cherry on top.
Also, not sure if it's a bug or not, but FYI Serenity's shawl ignores the dominated attack debuff.

- Whispering stone seems... bad. 5% is just really really low, for a modest attack bonus (again, compare with STR ring, and imagine they're refined to say, +10 or +15 each).

- With enough con, Mila does 0 damage. Not sure if that should be allowed or not.

- Twin blades is ridiculously powerful. Not much more to add :lol:

- I discussed this in past posts, but working at the tavern is so incredibly efficient that it kind of defines the entire game, and not in a good way from a design standpoint IMO. As evidence for this, let me just say that by exploiting the tavern, I'm able to complete everything on a fresh run (with 0 spent in the fame tree) -- i.e. making it to the tower and going essentially infinite.
Between the tavern work providing such efficient, risk-free money with no downsides (assuming you spend part of the money to offset the addiction increase), and there being no day limit in the game, you have very little incentive to take any risks. You can simply play slow, spam forest/plains, and know that you'll accrue tons of money over time and eventually everything will become trivial. What I feel like the game desperately needs is something that incentivizes/forces you to push your luck and take on fights that you aren't 100% ready for -- for example, ramping up the difficulty scaling as the days go by.

- Perks: mighty is incredibly good as already mentioned; alchemist is very good too. Stalker is quite nice, especially now with the easy reference for girl times (thank you for adding that). The rest of the perks are not great/notable.
The one issue that I have with stalker is that there are "natural" times for when you want to fight (e.g. first thing in the morning, then 1-2 rests after that) so you often just fight the same 2ish girls over and over. A nice alternate version would be if you could pick which girl to fight in an area, or at least increase the rate of encountering her.

- The "spend money" queen quest is way too easy -- it basically is just making you what you were already planning to do. If you just go to the queen before shopping, it allows you to basically insta-complete it and get another quest.

---

All that said, great work as usual, and I always love coming back to this after buffering a few updates!
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by cristovaop »

I'm not Diogaoo, but I want to add to your post:
Errant__ wrote: Thu Jun 20, 2024 8:37 am - I discussed this in past posts, but working at the tavern is so incredibly efficient that it kind of defines the entire game, and not in a good way from a design standpoint IMO. As evidence for this, let me just say that by exploiting the tavern, I'm able to complete everything on a fresh run (with 0 spent in the fame tree) -- i.e. making it to the tower and going essentially infinite.
Between the tavern work providing such efficient, risk-free money with no downsides (assuming you spend part of the money to offset the addiction increase), and there being no day limit in the game, you have very little incentive to take any risks. You can simply play slow, spam forest/plains, and know that you'll accrue tons of money over time and eventually everything will become trivial. What I feel like the game desperately needs is something that incentivizes/forces you to push your luck and take on fights that you aren't 100% ready for -- for example, ramping up the difficulty scaling as the days go by.
Agree. Tavern feels like grinding. A good way to get money for a little addiction, but you can spend the money to reduce the addiction. The lack of an endgame timer is quite a conundrum. The game feels like it is supposed to be played as the player wishes, and a slow, turtle run is possible. One way to deal with this would be to create a (per-run) permanent addiction (permAdd) score, like every accumulated 10 increases the permAdd by 1. So a long battle that puts your addiction to 20 will create 2 permAdd and can only be reduced to 2 not 0. Off course since the baseline became 2, it is easier to reach 10 again, and that spirals out of control. One permAdd is 10, each battle is guaranteed to permAdd +1, leading to a death spiral. A late game NPC may be able to reduce permAdd, but if left unrestricted, it is just postponing the current status quo.

Maybe defeating each Boss increase the permAdd threshold from 10 to 10+X in an addiction fit for the boss?
Errant__ wrote: Thu Jun 20, 2024 8:37 am - Perks: The one issue that I have with stalker is that there are "natural" times for when you want to fight (e.g. first thing in the morning, then 1-2 rests after that) so you often just fight the same 2ish girls over and over. A nice alternate version would be if you could pick which girl to fight in an area, or at least increase the rate of encountering her.
I think a Perfume item can be added, like Perfume: Bubblegum increases* the chance of encountering Petite girls. The Perfume wears off if the player Rests. Perfume: Musk, increase MILF, and so on. Applying a Perfume removes a previous one. Sort of a reverse-Repellent from Pokémon.
* Or just pulls from the pool that type, so you fight for certain. But this could invalidate Stalker, that already have a con in that it have a restricted time frame.
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by diogaoo »

Hey guys, I will be commenting on just a few topics, I hope that's okay
  • I re-checked the formula and @Errant__ is right, rings, especially STR Ring are waaay to OP. I'll probably make the refinement easier and tone down their numbers a bit.
  • Serenity's Shawl and Twin blades are boss loot, so they are intentionally OPs, I believe the same can be said for Nameless Blade and Windy Knuckles (Windy Knuckles was literally breaking the game a while ago, hopefully it's fixed now :-P )
  • Stalker has been quite controversial, while it can be very good at making the game less unpredictable, sometimes you just want to explore without committing to finding exactly that girl, the idea suggested by @cristovaop would be much better, but as he already said, it would invalidate the trait.
  • Hero Corruption has a big problem since HC1: New players can't get past the first areas while more experienced players maul through everything on the first run. I believe the reason for this is the lack of easily accessible information within the game.
    The tavern is basically free money, created to help these inexperienced players. @mckig made an excellent suggestion a few posts ago, but I need to solve this issue before implementing his idea.
    As a developer, all the mechanics are clear to me, but I'm not sure if I can pass this information on to players, so any suggestions regarding this are very welcome.
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by FatherDarkness »

diogaoo wrote: Tue Jul 02, 2024 12:37 pm Hey guys, I will be commenting on just a few topics, I hope that's okay
  • I re-checked the formula and @Errant__ is right, rings, especially STR Ring are waaay to OP. I'll probably make the refinement easier and tone down their numbers a bit.
  • Serenity's Shawl and Twin blades are boss loot, so they are intentionally OPs, I believe the same can be said for Nameless Blade and Windy Knuckles (Windy Knuckles was literally breaking the game a while ago, hopefully it's fixed now :-P )
  • Stalker has been quite controversial, while it can be very good at making the game less unpredictable, sometimes you just want to explore without committing to finding exactly that girl, the idea suggested by @cristovaop would be much better, but as he already said, it would invalidate the trait.
  • Hero Corruption has a big problem since HC1: New players can't get past the first areas while more experienced players maul through everything on the first run. I believe the reason for this is the lack of easily accessible information within the game.
    The tavern is basically free money, created to help these inexperienced players. @mckig made an excellent suggestion a few posts ago, but I need to solve this issue before implementing his idea.
    As a developer, all the mechanics are clear to me, but I'm not sure if I can pass this information on to players, so any suggestions regarding this are very welcome.
My thoughts on your topics of choice:
- Don't build a game for min/maxers. I think a lot of people get stuck on feeling the need to "beat the game", when there isn't really a way to do that. HC and the achievements are all build around losing the game. Having said that I find it fun trying new builds and seeing what I can do to make various weapons/accessories super OP.

-Balancing some of the accessories would be good, but I don't think a blanket nerf on all of them would be a good idea. Accessories that get a buff from attributes tend to be weak early, then very strong late game.

-Boss loot is fine to have OP. You can now kind of cheat getting them using Queen's Fortune, but I think that is a good thing, allowing people to test out more variety in games without grinding to get to a boss praying this is the one time the item you want to try will drop, especially the swamp/jungle bosses. Serenity's Shawl is not OP until you have a lot of CON, and you have to build that way very intentionally.

-The cool thing about the stalker trait is that if you don't want to have it, you can simply not take it. If you are wanting to tweak it, it would be cool to have the option to pick your opponent for the first fight of the day. The rest of the times would still have some randomness, and it would let you avoid the boss on the days when the bosses spawn early. It would let you increase your odds of finding weapon recipes and components early game to help boost you along.

-Corruption, I feel like the cost to remove it is very high, and the consequence of carrying is also very high, especially for early game. Late game it is much more manageable. An option would be to have the effect of corruption on lust gain scale with player level, or INT. Basically make it have a less dramatic effect at the start of the game while being more impactful as you get stronger.

-I think the Tavern would benefit from a bit of a re-work. As it stands you get the most benefit from the least content. There are a ton of pictures in there that just never get seen. Most of the time for me it is done in 3-4 clicks and doesn't get past the first or second picture. I would love a system that lets you stay longer with higher rewards the longer you stay, maybe with an increasing chance of gaining corruption the longer you stay.

-I think finding early weapon recipes needs to be made a little easier. In HC1 there was an event that let you find knuckles or a rusty sword to help you make it through early game, which I thought was a very good thing. For me the success of a run is very much affected by finding a good recipe at the store on day 3.

Things I would like to see:
-more ability to explore the Tavern
-enemies that require skills from scrolls to defeat
-more info on where to find the scrolls, perhaps have a notice on the training grounds with the name of the girls holding them
-hints available for purchase/service at the Tavern, giving tips on weapon/accessory combos. Maybe have them be like a Tavern job, no addiction gain, no gold gain, but lust gain based on addiction. You could also tie it in with a random event quiz (like in HC1) where the hints can give you answers for said quiz.
-I really liked the mini game variety in HC 1, just adding more unpredictable stuff.
-More of the things like Cassandra/Gwen that make you not just default to clicking attack/resist

Having said all of that, I am still having fun exploring the game and am looking forward to each update.
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v0.95

Post by Roblsforbobls »

I have maxed out the CON stat and cannot receive lust damage outside of pheromone lol
Also, EXP ring with +20 enchantment paired with Nameless blade has got to be the most OP grinding combo in the game
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v1.0

Post by spaisin »

1.0 Wohoo!

Had a blast messing around with it :-)
Spoiler: show

Scroll system seems fun, and you have a surprising amount of variance there. And even the harmless-looking Flick proved real useful... :-) Some of them are a little hard to understand from the "math", but trying them out works. I'll drop an example at the bottom.

Arena... noice! I don't think I want to climb another tower, but prolly I could do an arena here and there :-)

Got a lucky Hard mode 1st run, made it to grinding stage relatively easily. So, of course I had to start messing with the arena boss. I did 'pre-check' the fight with a save-scum (at around day 70), got her to half health on 1st try.. the endless slow titjob was .. slow :-) Reloaded the save after.

Might wanna tune Coin Toss though :-P

Once I saw what just a Tier 1 Coin Toss can do with about 500g, it was kinda obvious. So, for now I've gotten the Arena once with that; it felt so hacky that I wanted to see if I can get her a little more "honestly".

Since the run continues after winning the arena I kept playing around and ran into this; I respawned the boss, killed her again with a coin toss, later went for a "fairer" fight and she was still there with negative health, ready to die again.. :-)

Eventually, Woo, got a more honest win in the same run.. Finished her with an Open Wounds at low health for 2240 damage (out of ~300 left, could've won just heavying :-) ) 10 charmed, 17 horny. 42 addiction. But I count that as an honest, 1st run, one-run win (the scouting doesn't count!) :-)
Screenshot from 2024-07-07 19-21-28.png
Screenshot from 2024-07-07 19-21-28.png (280.39 KiB) Viewed 7186 times

Random bugs/thoughts in order of .. clarity :-D
Spoiler: show
1) The data reset function causes a crash. Seems to clear the data fine, but...
HC2-1.0-crash-on-datareset-win.txt.zip
(1.32 KiB) Downloaded 107 times

2) Serenity's Shawl doesn't count for the damage quest (tier 2 at least).

3) Caroline got rough with the change - I was failing rolls and losing INT well above the cap.. Nothing wrong with that, I guess, but now the fight is rather a drain :-) For farming prevention, yeah, it works :-)


4) Coming out of Caroline (won at the "let's try something else") with Tension Relax up, next fight with Bianca, sta-regen seemed debuffed. Putting the TR back on restored normal Sta Regen for the duration.
In the fight after that, still went on, also got a random "Corruption +1" (at Taylor).. I have Experiment #613, but I have 100% health..?

Looking around, Attributes - sheet was showing 9 sta regen at 73 agi. Clicking the AGI-minus recalculated it to 50 and it worked fine from there on out. So, something at Caroline removed the TR twice..?

5) At some point, Execute did 42 damage on April (first turn), tooltip said 212. No idea... :-)


Sample of odd Scrolls:
Open Wounds, description vs implementation:
Tooltip says
Att x Prof x EnemyMissingHealthPercentage

but the effect calculates something more like
Att x Prof / EnemyHealthPercentage

(I had 166 as text in it, and dealt 364 to Isabel while she was at 240/1080 or so .. about 2x damage at 25% health)

Don't get me wrong, I like the outcome, but the description doesn't quite capture it.

EDIT: adding somethings below

One oddity from Jasmine
Spoiler: show
When I first went in to try Coin Toss, I did it first turn. It did 109 damage, while it should've done thousands. At that point I thought "neat, he's actually made coin toss into a shotgun move, with Armor reducing each coin separately".

From there I went to reduce the armor by a random combo of attacks and techniques. The damage on each seemed a little off, but I didn't pay much attention; I think my heavies were limited to 109 as well, while they should've done more.

I did pay better attention at the second try of a coin toss kill, where I went in with the idea to just flick x10 to reduce the armor > Coin Toss. My flicks were doing an exact 100 damage, while the tooltip showed 38.

I can't decipher the numbers, they don't feel right, but I might also just not know all the mechanics. :-)
diogaoo wrote: Tue Jul 02, 2024 12:37 pm New players can't get past the first areas while more experienced players maul through everything on the first run. I believe the reason for this is the lack of easily accessible information within the game.
Hmm.. I'd say it's more that the game is actually pretty damn complex by now. That's a good thing, but there's just a lot of learning to do. If you try explaining every little detail, you end up with a book's worth of reading.

I'd say you have a pretty decent state with the "discovery system" between the tutorial and the slowly unlocking game mechanics. From there discovering the complexity is half the fun; if you have a player who doesn't enjoy that part, they won't enjoy reading a manual either.

If something is to be added; I don't think the tutorial really tells you how to deal with addictions - and that's the real killer in the game. Of course, telling that too early to the players might actually make the game way less risky, and thus feel less desperate; the desperation being the best part early on ... :-P
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v1.0

Post by mckig »

This is the best version I think we have seen in a long time!

The scroll system combined with resistance makes battles MUCH more involved. I think support scrolls are pretty much always worse than attack scrolls since more damage means less turns getting hit, but maybe I'm wrong. I like the Queen holding a T4 scroll every purchase period. It almost makes me build around whatever I end up affording.

Jasmine is great! One thing that might want to be considered (SPOILER FOR BEATING JASMINE AHEAD):
Spoiler: show
Jasmine adds on so many debuffs that Retaliate was doing over 400 damage per hit after breaking resistance. This should probably be nerfed or capped to a certain point. I literally beat Jasmine with one character twice in the same run. That being said, it was Day 40 and I had over 100 attack, Heavy Sword, and Recovery Punch T3 combined with Retaliate T4. Makes the fight way too easy.
Frederika was cool, I think. By the time I encountered her I was already too strong and didn't get a challenging experience.

Reducing gold gained by 1 each time you defeat an enemy seems to work really well to prevent a player from making a 30-40 day run feasible. Only issue is that the Tavern is still way too good and loot drops still sell for the same amount. For that reason, someone could easily farm the Swamp and get Rubberbands and Jewels to sustain themselves.

I also think some of the resistances on the Jungle enemies are too crazy. I haven't fought Celeste in 1.0, but Bianca, Gabby, and Polly are objectively harder fights than she was in previous versions. So I think either buff Celeste or nerf the Jungle enemies and their crazy high resistances.

Again though, I can't say enough about how much the Scrolls and Techniques add to the game! I hope this doesn't make Traits too useless in the future either.

Thanks for this great release! I will be excited for the next one knowing more scrolls are coming!
Last edited by mckig on Sun Jul 14, 2024 2:26 pm, edited 1 time in total.
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v1.0

Post by makovoc »

What do boss types do? Is it just a label or it means something? How does "petite" differ from "milf" for instance?
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Re: [RELEASE][FEEDBACK] Hero Corruption 2 v1.0

Post by spaisin »

makovoc wrote: Mon Jul 22, 2024 6:47 pm What do boss types do? Is it just a label or it means something? How does "petite" differ from "milf" for instance?
There are some effects that apply to specific types; for bosses a Technique that gives you more damage to bosses; for petites and milfs some bad .. whatchamacallit, "traits?" The permanent effects that give you vulnerabilities or strengths.
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