Lots of things since the last post!
First thing first, thanks to everyone for taking the time to participate in the grab effectiveness poll and all the comments. There is one particular comment that I really like, which is to balance all the grabs to be approximately equal, but with a bonus with every additional grab learned. So there is still a benefit to "collect them all," while not leaving the older grabs obsolete. Going forward, that will be the direction I will take to balance the grab.
Onward to the new features:
The first thing I did is add the body organ requirements for the grab moves, so now when you get the select a grab prompt, only grabs that are appropriate for participants are shown, instead of everything. Here are 2 examples to illustrate, note the grabs are different depending on who is grabbing who:
Then I implemented a new technique to handle equipment and outfit pieces. Basically, certain outfit pieces can be designated to replace the body model underneath, instead of only attaching on top of it.
This method have several advantages: 1) less clipping 2) outfit can be smaller than the body model, 3) solves the bare foot versus heel problem
Here is an example, with the top using the "replace body model feature" and the bottom without:
Another thing is that the 4 female sets are now separated into pieces instead of being a whole body set. However, the outfit customization feature wouldn't be in the next patch. I want to have a similar UI like Illusion and Custom 3D Girl/ Maid games, so that will come in the future.
With this separation, now it make sense to augment the grab system so that the outfit pieces that is in the way is hidden during grab and then re-shown afterwards. A very important feature, and Im glad it's working now. See the twitter links above for a demonstration.
Finally, I added a Ecstasy state similar to the Affliction system in Darkest Dungeon. When the lust bar is fully filled, the unit will now unable to control themselves and start playing with their own bodies. This is what the picture shows.
Still tweaking the damage and duration values and the implementation may not be final. But that's the basic idea: some sort of penalty/state when the lust bar is fully filled. Oh and btw I don't intend to have an equivalent to the Darkest Dungeon's Virtue. All lust-filled effects will be detrimental, or being double edged, at best.