Good Afternoon...It's Finally Ready
COF version 1.0 is here everybody. Again, I deeply apologize for the prolonged wait. This update ended up being bigger than I ever could have anticipated, though I will say that much of it is probably due to "scope creep".
With this update, new animations were a given, but as I believe I've stated before, differing animations in a game where all the characters have access to the same moves, can have a somewhat dampening effect. Of course, new characters is always a plus, however I feel as though there's a certain notion emanating from some people who've played the game up to this point that basically says "waiting for the next new character, but not playing otherwise". I wanted to pull away from that. I really felt that the priority should center around play-ability above all else, and I feel like these updates and the work I've put in reflect that in spades. So let's get into it. Strap in, because there's quite a lot to digest here.
First let's talk about the moves, mechanics, and animations. I've gone an implemented several of the moves that were suggested in the suggestion thread, as well as a few that I've come up with myself. You can check all of those out in the game's shop. Moves have been slightly re-balanced as well, and certain ones may do slightly more or less damage based on a character's weight.
In addition to many purchasable moves from the shop, I've also added several new moves and animations to the standard game mechanics.
Heavy pursuit attacks:
Strike finishers, that semi-replace the anti-spam mechanic of having them get knocked down after a certain number of hits:
An Irish whip mechanic, although it's relatively simple. There's no bouncing, you just throw them where you want them to be:
Corner and rope stunned states along with some corresponding grabs:
And last, but not least. Top rope mechanics:
I won't go into too much detail on how it all works, because mechanically, it's not the most complicated thing. Just know that the "block" button does more now. Check the read me file if you need to.
I'll say that covers all the new content that is immediately available to anybody who plays this game. I think at this point, if you like the game, you should consider becoming a patron, because I put a lot into this. With that said, let's move onto the "patron only" content.
A lot of this new content comes in the form of new game modes that I've added. We'll start with the most digestible one. Multi battle:
I already teased this in the chat earlier in the week, but what I didn't tell you is that I also included a tag format for a more structured approach to your molly whopping:
I'll quickly go over tag mechanics, because they're prevalent in the next thing I'm going to talk about. You use the the "block" button as hinted at earlier to, tag a partner in, and you will swap places with them. Be sure to focus on them beforehand! The CPU will of course attempt to do this when they're low on health as well. In the screen prior, you can choose whether you want to have CPU allies, or if you want to control everyone yourself. Tagging somebody out puts them on cooldown for 5 minutes(Otherwise matches would never end depending on who you have). The exception to this is, if you tag in while an opponent is thrown into the corner where your allies are. You and whoever you tag in will perform a tag team move, and the cooldown time will be reduced to a little over 2 minutes.
Of course as I also mentioned in chat, if you don't do the structured tag format, you'll have access to 3p moves and the goodness that follows:
Coming off of that, I want to talk about some of the other nuanced game modes I've added. First, there is something I've decided to add called "Squad Battle", which in essence is a lightweight multiplayer implementation:
On this screen, you can assign moves, BP, and characters to a team of three, and essentially send them to fight another person's team! The format is the same as in multi battle...except there is no manual control, and you can't use duplicate characters. About the only thing you can do is force a tag via the focus buttons. It's essentially seeing who can build the better team! As battles take place, the rankings will fill out, and I'll get more into why you'd want the top spot in a bit. First, I want to get into perhaps the most unexpected game mode I've included.
The Locker Rooms:
It's an endless rouge like dungeon where you can battle, do light exploration, and see how many rooms you can make it through. There are several different room types, but the most notable of which is perhaps the "Invader" room, denoted by this icon:
Beat the character that shows up in this room and be sure to escape with your spoils! You'll unlock that character when you escape for your general use purposes. I'll never say which invaders I've added to the game, or how many invaders are available. Exploration is key.
There are also a few animations in this mode that you won't find in other parts of the game, so definitely check it out!
One final word on The Locker Rooms...This mode is built for you to fully utilize your BP. If you don't, you're going to have a tough time.
We're nearing the end of this spiel, but first I want to talk about some other things I've added to the game. Off the bat, I've added many of the things that people have suggested aside from game play. There are search and favorite bars on all the character selection screens, as well as a filter box in the shop. I've re-adjusted the point of focus for certain grabs so that you can get a better look at the characters,and I've done other quick things like fixing geometry with certain animations, and making the bottom of the ring see through. Some ideas I just couldn't quite get to for one reason or another. For example, the 2X speed game idea was a pretty neat thought. But when I tried to implement it, it pretty much just breaks the game. It's likely something I would have had to consider at the beginning of development, although I'm not sure it is absolutely necessary for a hentai wrestling game, unless of course you're doing debugging...but I guess just let me worry about the debugging. ;) That said, if your suggestion isn't reflected in the update, or reflected the way you want, please don't crash out. It'll be alright.
I've made a pretty integral change to the roller. Now, you can buy the characters you want directly, using tickets! Rare characters are one ticket, super rares are two, and ultras are three. You can still get these characters by using coins, but it has become MUCH harder. You can no longer use tickets to increase your roll chance. The meter on the right side is instead, for entering the number of times you wish to roll at once. In addition, you will get arc coins, the little gold coins on the bottom right, every time you roll. You need them for The Locker Rooms. So now you will always get at least something, every time you use the roller.
Another big change I made to the game are the character request costs. Hearkening back to how I want to get away from new characters being the sole interest in the game, character requests will now cost four tickets for a character to be built from scratch. To be fair, the caveat here is that if you submit your own COM3D2 file, the cost will remain at 1 ticket. We have over 100 characters in the game now, so I feel much less like I should be fulfilling requests every week. This will allow people to put thought into the characters they want, savor the ones they get, and focus on the game as a whole much more.
The last thing I want to talk about is the scroll system I've implemented. There is a new button on the roller menu when you look at the characters. It takes you to an ability pool that you can pull from whenever your roll:
Unlike characters, whenever you manage to pull these...they're gone until I add them back. They are added to your "inventory". Go to the customization screen and into the "Character Passives" section. You will come to a screen where you can add the abilities you collect to any character that has at least one open passive slot out of three:
This adds a new element of character building, as now even characters that have never been given any passives, can be customized and strengthened to your liking. Plug this aspect into the other game modes, and I feel like we have something really interesting on our hands!
Some final things. Patrons will now get login bonuses, with the higher tiers getting more each day that they play the game. Tying back into the ranking charts of both the new game modes, the highest ranked user of each will get one rose ticket added to their login bonus each week! There is also a new raid boss.
To wrap up, I've definitely been putting a ton of focus into getting the game to this point, so I haven't gotten that many characters added to the shop. I'll be catching up shortly though and adding some new ones to boot. If you've requested and are waiting, please continue being patient, and be on the lookout.
Again, sorry for the delay and thank you all so much for helping me get to this point. It means a lot. As you all dive into the game, there's bound to be some holes, and some things will probably break before it gets to a really stable point, as always. Just come into chat, let us know, and we'll work through it. The game can be found in the usual spot: https://www.patreon.com/bomb/posts/custom-order-130750410