Ranot Posted August 10 Posted August 10 6 hours ago, QueanBeen said:  im sure it wont be quite as simple as you make it sound and am patiently waiting to see if something other than the tried and tired 'mash movement to escape' system was used  (im sorry if I continually come off as sounding overly negative, I really do enjoy this mod, I just have some strong feelings about certian things and dont see a point in bringing up anything that in my opinion needs no improvements, if my feedback dosent feel productive feel free to tell me to fuck off)  and I know its probably way too late for these suggestions, but I gotta get them out of my head  I think it would be cool if you used your jetpack fuel as 'stamina' for the struggle system and regenerating jetpack fuel was blocked during sex/the after sex exausted animation  not only would this make getting grabbed in the air or running out of fuel over enemies much more dangerous, but it would mean you cant just instantly fly away after a failed escape and you cant get as far after a successful one  you could also make movement speed and flight speed acale 'struggle power', with required 'struggle amount' scaling with enemy health or something, making trips to high level areas more dangerous if you dont have any movement perks yet, while adding extra utility to acceleratium/levitatium/hastium and increasing the danger of slime/cum stains and being overfilled  additionally, as stated in a previous commwnt, hollow eggs should fire their spells when you get grabbed like they do when you get polymorphed and teleporting should count as an escape  might also be a good idea to prevent the player from drinking potions and swapping held item via keybinds during sex if possible, you can use the thunder rock to kill enemies by electrocuting the cum they produce The struggle system is a bit of a hybrid. It's also not set in stone and is bound to change as we get more feedback. I'm not overly fond of the 'mash movement to escape' system either, but that is part of the implemented system. The other part is that you have the option to "kick", which is essentially like hitting the enemy in an effort to make them let go. There's a random chance whether it will work or not, and if it fails then the "wiggle" mechanic becomes more difficult. As it currently is, I find the "kick" option to be pretty reliable and it doesn't usually take more than a second or two to break free.  I've been wanting to incorporate the stamina into the system from the get-go, so that'll likely become part of it. We were largely wanting to just get some sort of struggle mechanic in there, so we'll build off of it as we get feed-back. I do like your ideas though, so I'll be keeping them in mind.  For the hollow eggs...maybe? I feel like that works in vanilla since you rarely get polymorphed and there's only a few ways it can happen. Getting grabbed is a constant threat however, so it'd be near impossible to avoid it happening. It's also possible that the code wouldn't be that simple? I'll have to look into it.  Wasn't aware of the keybind thing, lol. I think that'd be doable? Inventory stuff is a bit difficult to handle, so you'll have to let me know how much of a problem it is in the new build.   And lastly, the wolves. I feel like if a wolf kills the wolf that your bound to, it'd make sense for them to take the leash. But if your wolf just...dies, it doesn't make sense to be bound to a random new one. That could have been intentional with the sort of 'alternative game over' mechanic that it has, but I don't know for sure.
TrollingKhajits Posted August 12 Posted August 12 Â On 8/10/2026 at 2:09 PM, Ranot said: And lastly, the wolves. I feel like if a wolf kills the wolf that your bound to, it'd make sense for them to take the leash. But if your wolf just...dies, it doesn't make sense to be bound to a random new one. That could have been intentional with the sort of 'alternative game over' mechanic that it has, but I don't know for sure. Honestly, my two-cents is to make it easier to easier to escape from the whole "leashed to wolf" mechanic, such as via dialogue with the wolf after maxing out trust (maybe halve how much the player can earn trust at a time to balance it out, kinda a "you fucked up so you gotta get fucked some more as punishment" type deal) and instead leave the current "alternate game-over" type deal for a similar thing with bosses, once they get their animations implemented. Like, the player gets grabbed by Kolmi 5 times so now they're their bitch, or the Alchemist manages to break down their resistance so they become a willing test-subject and toy. Stuff like that I guess.
Ranot Posted August 12 Posted August 12 9 minutes ago, TrollingKhajits said:  Honestly, my two-cents is to make it easier to easier to escape from the whole "leashed to wolf" mechanic, such as via dialogue with the wolf after maxing out trust (maybe halve how much the player can earn trust at a time to balance it out, kinda a "you fucked up so you gotta get fucked some more as punishment" type deal) and instead leave the current "alternate game-over" type deal for a similar thing with bosses, once they get their animations implemented. Like, the player gets grabbed by Kolmi 5 times so now they're their bitch, or the Alchemist manages to break down their resistance so they become a willing test-subject and toy. Stuff like that I guess. Oooh, those are some interesting ideas!  Part of the problem is that I have like a hundred things to do, and my focus is more on the mods structure than the mod's content and features (for now at least). Since I didn't code the wolf bonding I'd have to take some time to review and understand it. Typically, Vitalie or kobold_tinkerer would be handling this stuff, but Vitalie is busy working on the Chinese translation stuff (I think?) and kobold_tinkerer hates gitgud so we're essentially down a coder.  That and we all have our opinions on things, so it can make it difficult when opinions collide.  The wolf mechanic is something I feel seriously needs to be fleshed out, cause it has plenty of potential. But since there doesn't seem to be any clear vision for it yet, I'm uncertain on how to move it forward.Â
kobold tinkerer Posted August 12 Posted August 12 15 hours ago, Ranot said: The wolf mechanic is something I feel seriously needs to be fleshed out, cause it has plenty of potential once again giving my idea - wolf should follow the player, not the other way around. make it follow and protect player and teleport to player to prevent losing, but in return you have to periodically fuck with it. like hellhound perk in original mod worked
Ranot Posted August 12 Posted August 12 20 hours ago, Ranot said: That and we all have our opinions on things, so it can make it difficult when opinions collide. 5 hours ago, kobold tinkerer said: once again giving my idea - wolf should follow the player, not the other way around. make it follow and protect player and teleport to player to prevent losing, but in return you have to periodically fuck with it. like hellhound perk in original mod worked Case in point.
QueanBeen Posted August 12 Posted August 12 (edited) 7 hours ago, kobold tinkerer said: once again giving my idea - wolf should follow the player, not the other way around. make it follow and protect player and teleport to player to prevent losing, but in return you have to periodically fuck with it. like hellhound perk in original mod worked  there is a dialouge option for getting the wolf to follow you instead, but im not sure how much trust it needs or how exactly it works since I havent been chained without a perk that kills the enemy you have sex with or tested wolf bondage much in the sandbox mod  edit: decided to actually test in the sandbox mod and now I just want a toggle for this, nothing short of a total rework would make it bearable for me and the whole experience is about as sexually exciting as seeing a traffic light turn red  you get 20 trust by having sex, agreeing to "scatter prey", or stopping for inspection, and 24 trust from asking the wolf for sex  leading requires 70 trust, costs 30 trust and lasts 35 seconds  the wolf does not like to follow, I was on flat ground and couldnt even move a screens length before the time ran out, the charmer perk is much better at getting the wolf to follow you  taking off the collar requures 100 trust, costs 40 trust and lasts 2 minutes before you start taking an increasing amount of damage Edited August 13 by QueanBeen
hhh7775 Posted August 13 Posted August 13 (edited) 22 hours ago, QueanBeen said:  there is a dialouge option for getting the wolf to follow you instead, but im not sure how much trust it needs or how exactly it works since I havent been chained without a perk that kills the enemy you have sex with or tested wolf bondage much in the sandbox mod  edit: decided to actually test in the sandbox mod and now I just want a toggle for this, nothing short of a total rework would make it bearable for me and the whole experience is about as sexually exciting as seeing a traffic light turn red  you get 20 trust by having sex, agreeing to "scatter prey", or stopping for inspection, and 24 trust from asking the wolf for sex  leading requires 70 trust, costs 30 trust and lasts 35 seconds  the wolf does not like to follow, I was on flat ground and couldnt even move a screens length before the time ran out, the charmer perk is much better at getting the wolf to follow you  taking off the collar requures 100 trust, costs 40 trust and lasts 2 minutes before you start taking an increasing amount of damage To be honest, quickest way to build trust from memory is just to spam nuzzle either with the auto full text setting, or by mashing through prompts. That should build you up whatever trust you need.  That said having it be a toggle wouldn't be bad, but in my experience you almost have to force the situation of getting collared on yourself unless you just play poorly in general. Wolves aren't generally all that difficult to avoid.  Edit: Also, more of a suggestion for it in general if it does remain a bad end lite experience, some sort of payoff would be nice, maybe a mix or transformation + pregnancies? Not really sure what would work the best honestly. Edited August 13 by hhh7775
Ranot Posted August 14 Posted August 14 On 8/12/2026 at 3:25 PM, QueanBeen said: edit: decided to actually test in the sandbox mod and now I just want a toggle for this, nothing short of a total rework would make it bearable for me and the whole experience is about as sexually exciting as seeing a traffic light turn red 4 hours ago, hhh7775 said: That said having it be a toggle wouldn't be bad, but in my experience you almost have to force the situation of getting collared on yourself unless you just play poorly in general. Wolves aren't generally all that difficult to avoid. I've added a toggle in the update I'm working on, but I'm trying to finish the mob density stuff before pushing it to gitgud. Â Eventually, I'm thinking toggles for things that are more disruptive to gameplay (side events, alternative game-overs, time consuming mechanics, etc.) would be a good way for people to still be able to enjoy a more Noita like experience if they so desired. One toggle for example (If Wolf Bonding is toggled 'On'), would be if the wolf is following you from the start of being chained or if you have to earn trust first. Wolf Bonding is a sort of bestiality/BDSM kink, so some will like it and others won't. Â 5 hours ago, hhh7775 said: Edit: Also, more of a suggestion for it in general if it does remain a bad end lite experience, some sort of payoff would be nice, maybe a mix or transformation + pregnancies? Not really sure what would work the best honestly. Hmm... the ability to become impregnated by wolves after being bred so many times would be an interesting one. I personally enjoy transformations and would like to have more stuff like that myself (I feel like if the poly_wizard hits you with a polymorph spell, they should try to rape you while you're a sheep). I'd like to get/make some sprites with the player crawling instead of walking, and the player may begin to instinctively crawl when close to a wolf or always crawl if they're owned/obsessed with a wolf. Â My idea for a potential reward... if there's a way to keep track of "achievements" like 'Become the bitch and gain full trust with each kind of wolf', you could start with a wolf in a den at the entrance of the cave that has maxed out trust and you could choose to take them along with you (as the bitch or the master) if you complete the achievement.
Ranot Posted August 16 Posted August 16 While I wait for permission to link to the mod's GitGud and/or a new version to be published, I'm hoping to get some opinions or some help with a few things. Â * Does anyone know a good mod to control the amount of enemy spawns? I know there's a few out there, but I'm hoping for some opinions on how well they work. Technically, I've already coded in a way to control this, but if there's something that already works well then I can I remove it. Â * What should happen on 'Game Over'? One idea is for the player to enter a sort of ragdoll state where they can still be sexed by enemies, but are unable to move (kinda like how a lot of sex games already do). Certain enemies could also trigger some sort of game over scenario that puts the player in a unwinnable situation. I've seen a few ideas on this already, but since this is next on my to-do list I thought I'd ask. Â Thanks for any suggestions!
veryShadyLurker Posted August 18 Posted August 18 Don't suppose you can put the player in a permanent polymorphed state according to certain enemies? Also non-alchemist is one of my top 3 at this point
CorgiCompanion Posted August 18 Posted August 18 keeping a close eye on this project because it's pretty sick. Can't wait to see more content released! 2
Bingusasdf Posted August 18 Posted August 18 (edited) Ive found out that the lukki perk, and im assuming contact damage and maybe personal plasma beam, are able to kill the enemy before and during interactions, and pretty much disables most content from this mod. Using perk banishing for those three at the moment. Edited August 18 by Bingusasdf
Ranot Posted August 19 Posted August 19 If you get an error when using this version, please wait for a little bit. A fix was already made, it just needs to be updated.
Vitalie Posted August 19 Author Posted August 19 16 minutes ago, Ranot said: If you get an error when using this version, please wait for a little bit. A fix was already made, it just needs to be updated. Fixed
hhh7775 Posted August 19 Posted August 19 On 8/15/2026 at 9:43 PM, Ranot said: While I wait for permission to link to the mod's GitGud and/or a new version to be published, I'm hoping to get some opinions or some help with a few things.  * Does anyone know a good mod to control the amount of enemy spawns? I know there's a few out there, but I'm hoping for some opinions on how well they work. Technically, I've already coded in a way to control this, but if there's something that already works well then I can I remove it.  * What should happen on 'Game Over'? One idea is for the player to enter a sort of ragdoll state where they can still be sexed by enemies, but are unable to move (kinda like how a lot of sex games already do). Certain enemies could also trigger some sort of game over scenario that puts the player in a unwinnable situation. I've seen a few ideas on this already, but since this is next on my to-do list I thought I'd ask.  Thanks for any suggestions! Only real idea I've had thus far for a alternate/unwinnable game over is honestly just related to the early, or maybe hisi in general. Given how many lines there are for the dynamite ones with breaks, rest, entertainment, etc, could have some alternate ending either based on repeated grapples or exposure to the hisi resulting in her becoming some tavern wench or whore in a bar exclusive for said hisi. Not sure how feasible it'd be of course but I feel like some of the potential bones for this exist with the kobold den and wolf bonding honestly, would just need to figure out a place/world space to generate said little hisi bar and have it be populated, though I imagine it could be used for similar ideas in the base and whatnot.  Alternatively, even though they're allied, could see something similar working for the kobolds too if you take too many jobs from the barkeep, or just hang around fucking kobolds left and right.  As for general game over, I'd be up for it just being like you say, a generic idle/downed state where enemies can continue to sex you up, simple and basic enough for things that don't get more specific bad ending states. 1
next8844 Posted August 19 Posted August 19 there is can recommend a mod for sandbox like spawn monster ?Â
Ranot Posted August 20 Posted August 20 On 8/17/2026 at 10:26 PM, veryShadyLurker said: Don't suppose you can put the player in a permanent polymorphed state according to certain enemies? Also non-alchemist is one of my top 3 at this point I'd love to have stuff like this at some point. Issue would be sprites, naturally. This did give me some ideas though... If you had to decide, which polymorphed state would you choose?  11 hours ago, hhh7775 said: Only real idea I've had thus far for a alternate/unwinnable game over is honestly just related to the early, or maybe hisi in general. Given how many lines there are for the dynamite ones with breaks, rest, entertainment, etc, could have some alternate ending either based on repeated grapples or exposure to the hisi resulting in her becoming some tavern wench or whore in a bar exclusive for said hisi. Not sure how feasible it'd be of course but I feel like some of the potential bones for this exist with the kobold den and wolf bonding honestly, would just need to figure out a place/world space to generate said little hisi bar and have it be populated, though I imagine it could be used for similar ideas in the base and whatnot.  Alternatively, even though they're allied, could see something similar working for the kobolds too if you take too many jobs from the barkeep, or just hang around fucking kobolds left and right.  As for general game over, I'd be up for it just being like you say, a generic idle/downed state where enemies can continue to sex you up, simple and basic enough for things that don't get more specific bad ending states. We did find a space for something like this actually, BoxtoBox had already scoped some places out. Most concepts have been around the hiisi base so far, so I hadn't thought of the miner's having their own space. It should be more than doable. I feel like it could also be handy to figure out a way to move the player to a more secluded/controlled area, that way you wouldn't have worms suddenly appearing and destroying everything while a scenario is playing out...  I've had mixed feelings on the Kobold Lair, so I'm not sure where it will end up. The original designer of it, @Pawarfull I believe, hasn't been around since I joined so I haven't been able to ask them anything. There's been some heated discussions on the progression of the mod, which sucks since they only happen due to people feeling passionate about the project. But, I do believe scenarios similar to the ones you mentioned are in part of the plans.  And yeah, the general game over does seem a tad boring, but that's probably what's best for now.  Thanks for answering!   11 hours ago, next8844 said: there is can recommend a mod for sandbox like spawn monster ? Component-Explorer and Conjurer Reborn are the mods we mostly use to spawn monsters. 1
veryShadyLurker Posted August 20 Posted August 20 (edited) 3 hours ago, Ranot said: I'd love to have stuff like this at some point. Issue would be sprites, naturally. This did give me some ideas though... If you had to decide, which polymorphed state would you choose? I'll be honest, haven't thought that far ahead beyond "oh hey, end-state of corrupted by mushrooms or something and stuck in a certain area/only able to do sex scenes with those enemy types, i don't know" Â ~Latest version outputs message of Exited game during sex every time you start a new game ~Struggling out of an animation causes you being unable to throw objects(left-click/right-click to throw tablets, potions), completing a sex scene fixes this Edited August 20 by veryShadyLurker One more thing
Ranot Posted August 20 Posted August 20 11 minutes ago, veryShadyLurker said: I'll be honest, haven't thought that far ahead beyond "oh hey, end-state of corrupted by mushrooms or something, i don't know" Â ~Latest version outputs message of Exited game during sex every time you start a new game ~Struggling out of an animation causes you being unable to throw objects(left-click/right-click to throw tablets, potions), completing a sex scene fixes this Heh, fair enough. Â Both bugs are easy to fix, thankfully. Funnily enough, I've seen that message so many times that I stopped noticing it. It doesn't cause any harm, but yeah... should probably perform a more accurate check so that the message triggers correctly. I'm not entirely sure if we even need that message, tbh. Â The disabled controls are in Vitalie's area, but I'll fix it if he's busy with something.
kobold tinkerer Posted August 20 Posted August 20 1 hour ago, veryShadyLurker said: Struggling out of an animation causes you being unable to throw objects(left-click/right-click to throw tablets, potions), this is intended
sniper5047 Posted August 21 Posted August 21 Developer! Add a full‑fledged mechanic for egg implantation and inflation.
Ranot Posted August 22 Posted August 22 12 hours ago, sniper5047 said: Developer! Add a full‑fledged mechanic for egg implantation and inflation. Yes sir! Right away, sir!
kobold tinkerer Posted August 22 Posted August 22 15 hours ago, sniper5047 said: Developer! Add a full‑fledged mechanic for egg implantation and inflation. already present. have sex with worm
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