Monsters

From Degrees of Lewdity Wiki

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"This work of fiction contains content of a sexual nature and is inappropriate for minors. All characters depicted are at least 18 years of age. Everything is consensual role play, and any animals are actually people in costumes."
All monster-person silhouettes as they appear in-game.

Monster-people, also referred to as monster boys/girls or simply monsters, are one of several encounter types within Degrees of Lewdity.

If Beasts are disabled, monster-people will show up in their place, allowing the player to still proceed with their content without the toggle.

Description

Monster-people serve as an alternative to beasts (though with certain settings, the player can have both in the same game). Generally described as humanoids with animalistic features, they'll appear in all scenes where beasts would otherwise be present and possess the unique anatomical attributes of their beastly counterparts.

Effects of changing beasts to monster-people include:

  • Turns beasts into humans with beastly attributes, similar to a player character with certain transformations. In dialogue, they'll speak, stand upright, and generally behave like normal people.
  • Changes certain scenes to reflect the more humanlike qualities of monster-people; for example, the Great Hawk will be able to hold the player's hand and kiss them only when set as a monster-person
  • Replaces all mentions of beasts in the Settings and Social tabs with "monsters"; Bestiality fame is instead referred to as Monster People fame, the "raped by animals" stat instead reads "raped by monster people," etc.

Locations

Monster-people can be encountered anywhere beasts are present. See each beast type's individual page for information on where to find them.

Walkthrough

Though not technically a toggle, the monster-people settings function in the same way, allowing the player to adjust certain aspects of NPC generation, tailoring it to their specific tastes.

The different settings that affect the frequency of monster-people are as follows:

  • Replace beasts with monster boys and girls only when hallucinating/at any time - Determines when normal beasts will be replaced with monsters. If the player selects "only when hallucinating," they'll only encounter monster-people if they possess the (Controlled) Hallucinations trait. If they select "at any time," monsters can appear regardless of the player's mental state.
  • Percentage of beasts that are replaced with monster girls or boys - Determines how often the player will encounter monster-people in place of regular beasts. Setting the slider to 0 means the player will only encounter beasts, while setting it to 100 means the player will only encounter monsters. Ties into the above setting; if the player has the slider set all the way to 100 but has the "replace only when hallucinating" setting checked, the player will still encounter exclusively beasts if they are not hallucinating.
  • Enable bestiality - As the game states, disabling bestiality will automatically replace all beasts with monster girls or boys, regardless of the above settings.

Certain Love Interests - the Black Wolf and Great Hawk - can also be set as monster-people. They have their own unique settings, listed below. These settings mostly function independently of the ones listed above, with a few exceptions.

  • Always a beast - Will always appear as a beast, circumventing the player's other beast-related settings. For example, if the player sets the percentage of beasts replaced with monsters to 100 but sets the Black Wolf to "always a beast," they'll still appear as a beast regardless. The exception to this is if the player has the Bestiality toggle disabled, in which case they'll always appear as a monster.
  • Monster girl or boy when requirements met - Functions similarly to the "replace beasts with monster boys and girls when hallucinating" setting for unnamed beasts/monsters. Determined randomly at the start of each day, based on the player's settings for unnamed beasts as listed above. One day the Black Wolf could be a wolf, the next it could be a wolfperson.
  • Always a monster girl or boy - Will always appear as a monster-person, circumventing the player's other beast-related settings. For example, if the player sets the percentage of beasts replaced with monsters to 0 but sets the Black Wolf to "always a monster," they'll still appear as a monster regardless.

With the proper settings enabled, almost any type of beast can turn into a monster-person. Vore creatures, Struggle creatures (such as Lurkers), Swarms, certain wild animals (such as deer in the forest), and the Night Monster are not affected, and will always stay as beasts.

Differences Between Beasts and Monsters

Monster-people are designed to act similarly to animals, exhibiting animal-like traits, behaviours and other such qualities from them, but are much more human. This is emphasized with the wolf pack combat dialogue. They will intentionally speak in broken English, reflecting their tribal-like nature - distance away from humans have caused them to regress in their speech, and they will tend to act primal and savage, as wolves in the pack otherwise would.

Encounters with monster-people function as encounters with beasts do, in that they each attack the player once at a time rather than as a group. They'll retain any unique attributes, such as wolfboys/girls' ability to progress the Wolf Transformation or centaurs' enormous cocks. They're incapable of performing certains actions human NPCs otherwise can; they player cannot interact with their chest (doesn't apply to named monsters) and they'll never attempt to kiss the player, for example.

One distinctive feature of monster-people is the ability to use their hands in combat, just as humans would. They can penetrate players with their fingers, hit them, fondle them, bind their arms, choke them and clasp a hand over their mouth to silence them. This makes dealing with monster-people a fair bit more difficult than regular beasts, as they can limit the player's defiant options and cause pain to rise rapidly with their attacks.

Trivia

  • Originally, monster-people were simply a name change of regular beasts at best outside of certain locations such as the Underground Farm and Alex's Farm, where they would offer unique dialogue and flavour text to the player if enabled. Prior to entering combat, monster boys/girls would still be called as their regular beast names - such as "dogs" or "wolves". However, this was changed to make them much more distant and unique from regular beasts to make them a much more suitable alternative.
    • In version 0.3.2, monster-people were further differentiated from beasts by gaining the ability to use their hands in combat.
  • Although monster-people speak to other NPCs (the centaurs on Alex's Farm, for instance), none of them will respond or even acknowledge them as anything more than simple animals. This is likely meant to tie into the developer's intent to keep the game's supernatural elements, such as monsters and transformations, ambiguous as to whether they're real or simply fabrications of the player's mind.
  • Dialogue from monster-people suggests they are ironically more polite and gentle than the town's human inhabitants. For example, "I'm going to mate with you. I hope that's okay."

Toggles
Human Toggles AnalAnalingusDouble PenetrationPubic Hair GrowthTransformationsLactationWatersportsBodywritingAsphyxiationFeet
Monster Toggles Beasts/MonstersSwarmsParasitesParasitic PregnancyTentaclesPlantpeopleSlimesSoft Monster VoreSpidersSlugsWaspsBeesLurkersHorses


Creatures
Beasts & Monsters BearsCanines (Black WolfDogsWolves) • CattleDeerDolphinsFelines (CatsWildcats) • FoxesGreat HawkHorsesLizardsSwine (BoarsPigs)
Swarms EelsFishMaggotsSlimesSnakesSpidersWorms
Giant Creatures Giant FrogsGiant LurkersGiant SlugsGiant SnakesWhales
Assorted Creatures BeesLurkersPlantpeopleSlugsSquidsWaspsTentacles