Overview
A mighty wizard king has been trapped between realms for centuries after a betrayal by his queen. In his absence demons have overrun much of the world, tainting the source of magic and causing women to grow fat, juicy cocks. Awakening in the middle of a forest with no recollection of your past you are tasked with finding a way to free the king from his prison. So get ready, gear up, find the king's relics, fight the demon army, and suck a dick? all To Save a King.
Changelog:v0.1.5- Added damage types to give a bit of flexibility in how you can choose to approach a battle (there are now 11 total damage types, broken up
- into 3 main categories to simplify player resistances)
- Physical: Blunt, Slash, Pierce
- Arcane: Chaos, Holy, Fire, Water, Air, Earth
- Mental: Seduction, Psychic
- Changed how damage calculation works (player damage resistance is now percent based that stacks multiplicatively instead of a flat damage reduction)
- Enemies now have a preferred move that will hit more often than other moves they know (bosses also have a bonus action now that has a 50% chance to trigger)
- Any sort of magical ability now takes mana to cast (added mana bars for both player and enemies)
- Attacks/Abilities now have a range value (melee/ranged) which will be taken into account for some status conditions (probably need to update some UI stuff to show range, oops)
- Added status conditions:
- Blind: Cannot use ranged attacks while blind
- Stunned: When affected by stun you cannot take your main action for that turn
- Strengthened: Each stack gives a 10% bonus to attack
- Weakened: Each stack gives a -10% bonus to attack
- Hardened: Each stack gives a 10% bonus to defense
- Softened: Each stack gives a -10% bonus to defense
- Flying: Not affected by melee attacks
- Burned: Stacking 5% Current HP damage at the start of turn
- Wet: Air typed attacks will always crit against a wet target
- Poisoned: 5% Max HP damage at the start of turn
- In Heat: Cannot use Physical or Arcane type attacks
- Silenced: Cannot use Arcane or Mental type attacks
- Added a Charisma stat for player and a lust meter for both player and enemies (note you start with a low charisma stat so trying to seduce enemies at this point in the game might be a bad idea, I'm still messing with the values on this so keep that in mind.)
- Added emitter moves (the only ones in the game right now are magic missile and a special skeleton summon for the necromancer boss, pretty basic for now, will expand upon in the future)
- Added some new consumable items and swapped them in where health potions used to be (more item variety in dungeons)
Also I added a small black outline on most of the text in the game to improve readability.
A few things to keep in mind as well, right now winning a battle with lust doesn't do anything different (because the victory/defeat scenes aren't done yet) and some status conditions won't be seen yet as there's nothing that inflicts them yet.