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Update Alpha 13: The Sex Update


Let's talk about sex (I won't make it weird)

So something I've been hearing for a while from various sources is, for various reasons and in various ways, people would like to have more lewd interactions in the gameplay itself. Less of a separation between sex scenes and the game being played. This makes sense, and is something I'm glad to have gotten feedback on honestly. It's always worth repeating that my personal experience when playing the game is very much unlike that of anyone else. I don't really get anything out of reading sex scenes that I write, so to me, having them so separated off to the side, where sex may happen during an event and I don't even necessarily have to look at or care about it happening, was fine (for me).

But I get people saying otherwise, so here is me trying to work that into the mechanics by adding a Sex status effect.

The idea here is:

  • Certain monsters have events that can cause them to start sexing an ally.  (no, you can't sex the rat)
  • This holds the ally in place and prevents them from doing actions while dealing lust damage every turn.
  • If an ally suffers a Corruption Break as a result of sex, they deal damage to the monster having sex with them, scaling off of their own corruption stat, but if that doesn't defeat the monster, sex continues.

Anyone active in the game's discord or in other places that I've discussed this previously will be aware that it took a while to come to reach the set of mechanics that I have. My game is fairly unique, so often times I don't have a good idea of where to look if I want to copy off of someone else's mechanics. As a result, I often have to figure out my own, and fit them into the already existing system. So I'm not 100% settled on this, but before jumping in and having to create a whole bunch of new art/scenes for every sexable monster, I thought I should put it out there as it is and see what people think.

Although while some monsters just use "generic" sex CGs and don't have events, several others do have new art/scenes. I just can't help myself.

In any case, moving forward this with the current mechanics, the idea would be to gradually allow for a more viable "corrupt" sort of ally build where more damage is done via sex ON PURPOSE, even going as far as allowing the ally to initiate it and so on. Definitely let me know what you think!

Oh also, if you were using the Alpha 12 bugfix, remember to unload it when moving to alpha 13, as those fixes have all been integrated into the main game.

13.1 Bugfix Changes:

  • Fixed ally movement/action/interaction priority decision making
  • Fixed game crashes due to status effect ticks occurring after a game over
  • Fixed selecting a spell in research notes not clearing out the event list for the previously selected notes entry
  • Fixed Headstrong adding it's name to the applied monster name every time the monster calculated its stats
  • Fixed special skill activation count comparisons for 3 of the new skills
  • Fixed the listed requirements for Elli's Waking Up Late event
  • Fixed crashes due to attempting to assess the state of Marked status on monsters that don't have it
  • Fixed all events being marked as unread when event autoplay was set to "None"

Content:

  • Added Sex mechanics/scenes to several monsters.
  • Added a list of what damage types/status effects all monsters/traps are able to inflict to research notes.
    • Requires researching a given threat to research level 2.
  • Added the ability to view multiple portraits of characters in the research notes based on unlocked scenes.
  • 1 new camp sexy scene
  • 1 new monster
  • 1 new status effect (it's sex)
  • 12 new skills (and a re-adding of the Entropic Touch skill)
  • 2 new curses
  • 1 new spell
  • 1 new monster status effect

Changes:

  • Set monsters/traps to revert stats to base stats before recalculating stats due to status effects.
    • This fixes the "invincible flower girl" issue, among some others.
  • Map generation now waits until a floor start cutscene is completely finished before continuing with other steps.
    • This fixes the issue where internal dungeon UI state could end up out of sync with how it visually appears when a cutscene is played at the beginning of a floor.
  • Added a direction picker control for some skills (The Alley-Oop, Parting Shot) rather than having them rely on the character's current destination.
  • Lowered the amount of particles in camp location boxes.
  • Added the total number of curse ranks remaining to the second tab of the full ally stat sheet.
  • Added spell list to research notes. Nothing to actually research at the moment, but some people wanted this to be a thing for whatever reason.
  • Added a slight tint to the screen edges based on negative stat totals (can be turned off in the display options).
  • Added a button in the options menu to pop up a list of currently loaded mods.
  • Fixed Counter Stance scaling off of current attack rather than base attack (the latter was always intended even though the description on the status effect said otherwise).
  • Fixed an issue where Anonymity's Scry cooldown increase would not work correctly.
  • Fixed an issue where removing an ally's currently equipped special skill would not remove it from some parts of the UI.
  • Fixed Addled not stopping special skill activation when activated through the stat box button (and changed the description slightly).
  • Updated the Desire Manipulation tutorial with images to match the previous UI changes.
  • Fixed an issue that was preventing the Imp's Booty scene from activating.
  • Fixed Chunky applying +133% base health and +75% base attack rather than +33% base health and -25% base attack.
  • Fixed Nullifying applying +110% base complexity rather than +10%.
  • Fixed Alert Phase applying +125% base accuracy rather than +25%.
  • Fixed the scroll bar overlapping options in the witch den menu if there are enough options for a scroll bar to be present.
    • Also fixed the Witch's Den not closing when using the close window keyboard shortcut.
  • Added "All" as an option to autoplaying events in the dungeon
    • Also moved the autoplay event options into a dropdown with the options of "None", "New", and "All".
    • Also also moved the Show All Details and Autoplay event options into the project settings, meaning they get saved in the override config file just like resolution, text options, etc.
  • Changed Elli's Waking Up Late event to only have a requirement of her having embraced the Sloth curse.

Balance:

  • Ally Behavior
    • Allies will now prioritize SOME automatic interactions over attacking/disarming.
      • Monsters now get an opportunity attack (as in attacking with a bonus) against allies that interact with others instead of doing combat
  • Status Effects
    • Nerfed Restricted from 25% of Reflex to 20% of Reflex
    • Nerfed Drained from 25% of Willpower to 20% of Willpower
  • Skills
    • Buffed Parting Shot: Now scales off of Reflex rather than Physique.
    • Buffed Revenge Journal: Now a special skill. When Special Skill is used, all monsters on the floor are Marked. When this character suffers a Corruption Break, this skill's cooldown is set to 0. No longer requires a skill with the Marked tag to learn. Can no longer be learned naturally.

Files

Going Deeper Alpha-13.1 Public (win).zip 417 MB
Jul 05, 2023
Going Deeper Alpha-13.1 Public (lin).zip 418 MB
Jul 05, 2023

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Comments

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i don't seem to be able to download the A13 bugfix 1, when i click on Download Now the only files i can download are A13 win, linux and the "Example Mod" thingy, which is a shame cuz on A13 the Rest command seems to be broken and they just don't auto move

(+1)

I didn't realize it would still be listed on this page after I removed the file. The bugfix wouldn't actually do anything, as I uploaded it, then uploaded another version of the game with what it was fixing already integrated (but then this new version has other things wrong with it).

I'm working through some issues with this version and will upload a better version soon(ish).