Moderator: Hentai moderators
Hello guys! 0.2.0 brings the regular content update but also one of the biggest features in League of Corruption so far – animated scenes but let’s start with usual numbers:
8 scenes with 57 images -> 9 scenes with 59 drawn images, 1 scene is animated
12.5k words -> 18.1k words without counting PoV variations
17 custom soundtracks -> 21 custom soundtracks
15 quests -> 18 quest lines
2+ hours for full clear -> 3 hours for full clear
You can get the fresh version here. The full changelog for 0.2.0:
Art & Map update status
LoC gets a graphical update for Ashe’s first and second scenes, Nidalee’s first scene, starting “demo” scene and Ahri x Nidalee group scene. All mentioned scenes received an update to their HD variations in the art pack. I plan to finalize graphical rework in January.
Townsville’s pub and starting house got their parallax updates and look better know. I plan to increase the time for map reworking in the next update.
One new animated scene for Nidalee with three animation actions. Yes, just one for this update. Producing an animated scene for the first time proved to be a rather difficult task and I need to optimize internal processes a lot.
I managed to convince RPG Maker to play full-scale animations will a lot of pre-caching and step-by-step loading. This gives a fluid motion at a cost of a text appear rate slowdown during a small caching window before playing animations. Consulted with two coder guys and as far as they can tell – this is the best RPG Maker can do in playing 720p animations without a plugin with JSON or frame packing support. Also, I will try to reduce new release’s weight after new animation plugins will arrive for MV.
There will be more details and info about this in the upcoming development plans for January, I’ll just say that my goal is to fix the stutter and make it back to 2+ scenes per update as soon as tools and experience with animation will allow it.
Switchable PoV for sex scenes
I received a lot of feedback from players who prefer a different PoV for scenes over LoC’s default 1st PoV. This feature allows you to pick your favorite out of three options: 1st as in “I did this.”, 2nd as in “You did this.” and 3rd as in “He did this.” All scenes and their album variations received minor adjustments and full support for this feature.
League of Corruption will ask you about your favorite style during the starting stage in the house. Also, players can change it in the castle (sparkling nightstand) or in the album on the second floor. You can switch PoV as many times as you please, the game will adapt to your choices. Old saves are fully compatible with this change - LoC defaults to 1st PoV if no option is selected explicitly at the moment.
Map variation feature
All of the maps which players visit several times during their playthroughs received variation updates. Now, these maps have a number of elements which will appear and disappear based on random counters and some of the player’s actions. This includes decorations, NPCs and animals/insects. You can check out the change in a relatively small map like an inn or pub where you can see most of not the entire map at once.
The goal of the variation update is to make LoC’s map less static and improve player’s experience. I don’t plan to tie quests to such “dynamic” NPCs. It’s silly. All of the changeable surroundings don’t affect the gameplay directly and serve as additional decorations.
Added shutdown button for both title and game menus. No more Alt+F4 or clicking on the window to quit.
I rewritten the album feature – checking the progress won’t force you to exit from the album and properly return you back to the choice options. Switching PoV in the album still requires an exit so RPG Maker can adapt to new options. Can’t find a way to circumvent this for now.
Still waiting for RPG Maker’s support to answer my ticket (3rd week counting at the moment) and hope to give you an answer about Linux execution issues in the development plans for January. Can’t guarantee anything though because it doesn’t depend on me directly – just a small heads-up.
Lowered the overall difficulty slightly by subtracting a bit of attack power from enemies. This is a temporary measure in response to feedback about LoC being too difficult to play. It’s not a permanent change just a quick fix before rolling out difficulty game setting feature with more tuning. More on this in the upcoming development plans for January.
RPG Maker got a little wonky with all the parallaxing going on and decided that you don’t need to talk with NPCs over small obstacles like tables or counters. I convinced it otherwise. All NPCs in all parallax maps now can be accessed with a small obstacle between the player and NPC.
Fixed a bug with the main menu’s track switching back to its original volume level which was higher than average for the game. Sorry for the inconvenience.
Townsville’s pub map now properly plays a different soundtrack from the rest of the village.
Added several passable blocks on parallax maps for better navigation.
Windows – Google Disk | Mega
MacOS – Google Disk | Mega
Linux – Google Disk | Mega
If you have problems running LoC on x86 Linux platforms, please check out these instructions.
Next version’s release (0.2.5) is scheduled to arrive for patrons February 7th.
Hello, guys! League of Corruption version 0.2.5 is ready and up for downloads. You can get it here.
So, let’s see what’s new and start with the usual numbers:
9 scenes with 59 drawn images, 1 scene is animated -> 11 scenes with 61 drawn images, 3 scenes are animated.
18.1k words -> 23.8k words without counting PoV variations. Alright, now I have a little novel.
21 custom soundtracks -> 23 custom soundtracks
18 quests -> 22 quest lines
3+ hours for full clear -> 4+ hours for full clear. 0.2.5’s part may feel shorter due to variable solutions to the main quest line.
Parallax mapping update
I reworked a pretty decent amount of starting maps into truly great zones for exploration and adventure – check them out in the game. Yes, I wanted to get rid of the default RPG Maker’s trees. They are awful ><
The exact maps are: starting forest, rock cave on your way to the castle, ruin’s outskirts where you meet Ashe for the first time, castle’s courtyard both in the ruined and the renewed versions, Townsville’s main area, Townsville’s port area.
My plan for upgrading the zones are progressing pretty good and should be done in the period I set earlier: March – April 2018.
There two new animated scenes: one for Ashe and another one for Nidalee. Both of them have 3 separate animations compared to the first animated Nidalee’s scene – just like I wanted to start the new type of scenes. I’ll think about adding another cycle for it to bring it up to the new standard but we’ll see in the upcoming February -> March development plans.
LoC got a new option – caching for animated scenes. It allows the game to have three seconds before playing the scene. This allows most hardware to cache all the graphics and execute the scene without text stutter at a cost of waiting. Caching is advised but not mandatory and completely up to the player. You can still choose to play all the scenes without this feature. Players can change this setting from the initial configuration prompt at the start of the game, your room in the castle and on the castle’s second floor – right in the album. This option defaults to off.
The stop frame for synching different animations is also gone my logic rework for animated scenes. Now you don’t have to wait for proper animation part to start playing after the previous one is done. This change affects both cached and non-cached versions of scenes.
Another new feature is an option to choose your difficulty setting. This affects all battles with normal, event or boss enemies. Plus, more complex puzzles like the musical tubes have less interactive elements, which make them easier to beat. Difficulty feature doesn’t change any rewards. This option can be changed during the initial configuration prompt at the start of the game and inside your room in the castle. The default setting is normal.
You may have noticed the low difficulty grow during the last and current LoC’s update. I didn’t want to force unwilling players to try the game on a level, which was too hard for them. That’s why all the combat encounters of 0.2.0 and 0.2.5 were pretty easy. They will stay the same for easy difficulty but I will bring the fight back for challenge-hungry players with the updated normal setting in 0.3.0. More on this during the upcoming developer’s plans.
Perks and passive bonuses from your followers
Version 0.2.5 gives players an opportunity to get two new followers for their castle. Aside from scene potential, they bring passive bonuses for your party after completing certain stages of their quest lines. Remember that your actions matter and some of them will be mutually exclusive.
This system will get a lot of upgrades and will affect all applicable characters, even the standalone pack which patrons will choose if LoC will be successful. By applicable characters, I mean the stats of said characters. For example, Nidalee doesn’t have mana so gaining MP perk will not affect her in any way.
Reworked buff/debuff system for player’s party. Now such effects are much more powerful and handy in battle. This change will be tweaked during the upcoming difficulty scaling.
Crafters in your castle got some extra merchandise to help you and your journey.
Reworked album interface allows players to hit escape and hop up on the upper level of the menu during all choices except the main album menu. Hitting escape there will close the journal.
Cleva upgradz. Now Zogh will give a brief explanation of the upgrade you are going to buy from him and offer a choice to proceed with the upgrade or cancel it.
Fixed quest lines which were too long to fit in the journal’s description tab in some of the orc’s quests.
Bugfixes and other improvements
Improved NPC’s movement range for some zones. No more ducks sailing down the streets of Townsville.
Fixed incorrect layering for bags and boxes inside the bandit’s boss room.
Fixed Broken Fang’s name during the combat encounter with him.
Looks like this is all, stay tuned for February -> March developer’s plans.
0.3.0 is ready – you can get it here.
11 scenes, 3 animated scenes -> 12 scenes, 4 animated scenes
23.8k words -> 28.7k words without counting PoV variations.
23 custom soundtracks -> 27 custom soundtracks
22 quests -> 24 quests
Visit your castle’s courtyard after visiting Shadow Islands to get the new scene.
Townsville’s pub received a very special guest who’s interested in inviting players to participate in Coliseum. The arena offers 5 levels of difficult enemies with an extra reward for completing the first league.
With Kadokawa’s very pleasant surprise – releasing 1.6.0 version of RPG Maker MV, I couldn’t finish integrating animation plugin in time for 0.3.0. Kadokawa outdid themselves with this one: crashes after 5-10 minutes of working in the editor, vanishing maps and events, crashing on assigning graphics – I actually may continue this list but you’ve got the idea.
The integration itself is pretty close to completion and it will allow for smoother animation with more variety of speed/movement options. Plus, I think it will allow bypass cashing stage for animations so they would play without any preparation. Anyways it needs further testing on live scenes and I can’t release it as is.
Oh, and in case anyone wanted to ask how my support ticket about Linux x86 is doing… Still waiting for the answer.
Adjusted some NPC enemy’s power across the board. Added more rewards for defeating elite guards.
Now you can switch difficulty, PoV or cache options anywhere you want via the main options menu. I split it into two categories – general and sound. The sound is self-explanatory and general has the usual always dash, memory switches plus all the options you had in the castle. All enemies and puzzles react to your choices instantly – you don’t need to leave your current location or restart the game.
Bugfixes and other improvements
Fixed water banks on some maps to allow birds and other flying NPC to pass over them and not dive under. Couldn’t check all maps – work in progress.
Fixed new equipment pieces – they were available only for Nidalee.
Fixed a misplaced layer in the castle outskirts map.
Fixed a bug which caused the first “into” scene forget about counting towards the overall clear of the album if players didn’t watch it later. Now the credit is properly awarded during the scene + at album’s opening. Thanks goes to Elyngas for finding this bug out.
That’s it, stay tuned for the news – I’ll make an info post about what’s going to happen next around 11th.
Hello, guys! I have both new and bad news for you. Let’s start with the later. After dealing with all the piled up real life issues, I drafted fixes for League of Corruption. My conclusion is - LoC has to wait. Mainly because of these three reasons:
1) The usual artist is no longer available. Thus, I need to find a replacement with a similar style and adequate prices. Still, the art would be not the same so this would introduce new problems.
2) Lack of a specific understanding which game elements need fixing and how to fix them. I wasted a lot of time figuring out potential issues and ways to change them. I ended up with a list of such ideas and went researching successful Patreon projects to compare my thoughts and the reality.
Well, this made my confusion even greater. My "bad" decisions are working out in other games so my whole list became irrelevant.
3) General viability. I’ve spent a lot of time going through real-life problems accumulated during LoC development, then had a few free evenings to think it through. This moment forced me to understand how much time and effort I wasted on LoC. Compared to a few quiet evenings, one-man development experience from League of Corruption seems like hell.
What now? Am I done? No. While LoC needs to sit on the shelf for some time, I want to try another game project. This time it’s an original story with anime graphics and less time-heavy features. Here are some more sketches from the preparation stage.
Patrons can check an uncensored version of the body sketch here.
Why the new project? I want to improve my design/development skills on a relatively small number of features and use this experience to give LoC another whirl. This way I can focus on improving existing features and better balance development with real life. After finishing the new game, we’ll see how it will turn out and decide what to do next via poll.
What will this new project be? You can think of it as a less convoluted and more H-content oriented game. More details will appear before the launch.
No exact release date for now. I’m still working out details with the artist and have a bunch of tech problems to go through.
I also plan to change several goals and patron tiers to better suit the new project. Small stuff like the main page needs adjusting too. Anyway, it will be a gradual process and I’ll post at least one more status update before releasing the demo. Then Patreon page will switch to the usual “per month” cycle.
League of Corruption download links will stay up. I will check the email for your bug/problem notifications and fix them. But LoC won’t have content updates until the new project is over.
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