walkerjonny

Active Member
Apr 22, 2019
562
398
I'd say a good King knows how to delegate the work that needs to be done to trustworthy people who do the day to day management reliably and keep him informed when something needs his attention. That way the King is free to focus on the really important things and to react fast to emergencies that might pop up.

So maybe it would be interesting to get some quests that improve the experience of Ryen's ministers. This should then have an effect on the day to day management.

The key should not be to do the day-to-day management yourselves on the long run but to automate it and to increase its efficiency over time so that you are free to do other things like certain quests but still get automatic boosts as long as the work is done efficiently. This means that after some time some slacking or inefficiencies might occur and Ryen has to deal with them. Hint: Robbers, damaged equipment (both production & transport), quarrels between people...

I actually like the exclamation mark above the heads of people I'm supposed to talk to. That could be used when the ministers have some important things to talk about when a decision or an intervention is required. Hint: Cases of corruption and/or incompetence which need to be dealt with. Could also include some Nobles and rich merchants.

The same goes for the paperwork. For example, when the people of Central want to tell their King something important they should be able to do so, for example through letters or maybe audiences. And letters could both be anonymous but also personal letters to the King.

I personally would like to automate certain things on the overview map like the research in the laboratory and university especially when it comes to the repeatable research parts. I which order should they be produced, for example? Should production automatically continue when storage becomes free? Things like that.

I'd also like to automate expeditions or trades. Would be interesting to find some good merchants who do the trades then automatically within given parameters for example. The same goes for expedition leaders. The experience the soldiers get should somehow get reflected in their quality.

Also, some decay taking place over time would be nice. Repairs on the infra structure which could pop up and require the attention of the construction teams. Should come together with an ability to define how many of the teams should be used for repair and maintenance.

Budget that cannot be used or stored should be transferred in form of money to the treasury. When the treasury exceeds a certain threshold the salaries should be raised or the government should finance some businesses or festivals to keep the people happy.

So I would actually say, keep the overview map the way it currently is but instead improve automation and dynamics.
 
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RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,594
2,320
I'd say a good King knows how to delegate the work that needs to be done to trustworthy people who do the day to day management reliably and keep him informed when something needs his attention. That way the King is free to focus on the really important things and to react fast to emergencies that might pop up.

So maybe it would be interesting to get some quests that improve the experience of Ryen's ministers. This should then have an effect on the day to day management.

The key should not be to do the day-to-day management yourselves on the long run but to automate it and to increase its efficiency over time so that you are free to do other things like certain quests but still get automatic boosts as long as the work is done efficiently. This means that after some time some slacking or inefficiencies might occur and Ryen has to deal with them. Hint: Robbers, damaged equipment (both production & transport), quarrels between people...

I actually like the exclamation mark above the heads of people I'm supposed to talk to. That could be used when the ministers have some important things to talk about when a decision or an intervention is required. Hint: Cases of corruption and/or incompetence which need to be dealt with. Could also include some Nobles and rich merchants.

The same goes for the paperwork. For example, when the people of Central want to tell their King something important they should be able to do so, for example through letters or maybe audiences. And letters could both be anonymous but also personal letters to the King.

I personally would like to automate certain things on the overview map like the research in the laboratory and university especially when it comes to the repeatable research parts. I which order should they be produced, for example? Should production automatically continue when storage becomes free? Things like that.

I'd also like to automate expeditions or trades. Would be interesting to find some good merchants who do the trades then automatically within given parameters for example. The same goes for expedition leaders. The experience the soldiers get should somehow get reflected in their quality.

Also, some decay taking place over time would be nice. Repairs on the infra structure which could pop up and require the attention of the construction teams. Should come together with an ability to define how many of the teams should be used for repair and maintenance.

Budget that cannot be used or stored should be transferred in form of money to the treasury. When the treasury exceeds a certain threshold the salaries should be raised or the government should finance some businesses or festivals to keep the people happy.

So I would actually say, keep the overview map the way it currently is but instead improve automation and dynamics.
Thank you for the lengthy feedback. There are some good ideas I might use, depending on how the system will turn out.

I'll keep working on a draft for the changes first, to flesh out the details, and then post a preview for discussion later, once it is done. During this process, I'd still be happy to receive more suggestions and thoughts on the matter.
 
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yesplznothx

Newbie
Jan 28, 2018
43
89
Two things about this game bugs me a bit, albeit it may just be creator-preference:

1) There are quite a few 'discrete' or even hidden triggers, which block a lot of content. Things like ! and others referencing, for example: The appearance of the windspirit just outside the castle, to the left, might help.

2) Too many virgins, even girls who appear sexually active and with an avid interest in getting laid are most often virgins - its not a turn off, its just overwhelming. Unless sex is considered taboo or bound behind wedlock (as it was for a large part of western history), its simply odd that sooooooo many girls are virgins, including every monster girl (with admitted breeding cycle or not). Additional factors include the fact that the hymen can tear during exercise. Anyway, I'm not complaining, I'm just overwhelmed to the point of disbelief.

That said, great game and absolutely worth the 110+ hours I've put into it.
 

RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,594
2,320
Two things about this game bugs me a bit, albeit it may just be creator-preference:

1) There are quite a few 'discrete' or even hidden triggers, which block a lot of content. Things like ! and others referencing, for example: The appearance of the windspirit just outside the castle, to the left, might help.

2) Too many virgins, even girls who appear sexually active and with an avid interest in getting laid are most often virgins - its not a turn off, its just overwhelming. Unless sex is considered taboo or bound behind wedlock (as it was for a large part of western history), its simply odd that sooooooo many girls are virgins, including every monster girl (with admitted breeding cycle or not). Additional factors include the fact that the hymen can tear during exercise. Anyway, I'm not complaining, I'm just overwhelmed to the point of disbelief.

That said, great game and absolutely worth the 110+ hours I've put into it.
1. I definitely have to go back and add the !-mark to old quests and events at some point. Sadly, it's not a quick change in many cases, so it's something I need to take some time for.
The triggers are usually due to what is necessary for the scene. For example, if an event brings you to the clinic, you need to construct the clinic first, but there is no way for the player to know that requirement beforehand. In some cases, there are other events or quests that guide you to those requirements, but due to the huge amount of content in the game, it's easy to miss things you don't know are connected.

2. I asked for it a lot with the early CGs, and it stuck with the artists in future requests, even when I didn't mention or request it anymore. It's less frequently now with the newer CGs, but I know that it was quite excessive for a long period of time.

Thank you.
 
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RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,594
2,320
I made a concept preview for a new screen related to the changes to the country management map:
Overview map management screen concept preview 1.png

- The idea shown in the screenshot is to make a new screen, which works like a "summary" of things that were split on different screen before. It contains the info which resources you're currently producing, what research is going on, trades, expeditions, training of soldiers, and some new details.
- Very basic resources are left out of the screen, due to the limited space.
- I'm also considering to change the resources in such a way that things like "lettuce" aren't produced and counted as values anymore, but instead, once the production is going on, it unlocks all productions that require it as material. This reduces the micro management, since there were too many resources before, and little need to store them.
- Some other resources, mostly those I added for constructions, like "Cement Bricks," are likely going to get removed entirely.
- Trades routes can be arranged, and are then continued automatically until you change them. The trade routes take a while, depending on distance and amount of resources. You can get resources, country values like happiness, gold for your party, or country budget as possible rewards. Better merchants and upgrades can increase the rewards.
- Trade routes with other countries give you less than internal trades, but increase the relationship with that country every time the route is complete.
- Research projects get a queue.
- Repeatable research projects can be set to continue endlessly, until you manually change it again.
- On the right side are "Delegates," where you can set some personnel for different groups. They give bonuses, like "+10% gold from trades" or "10% faster expeditions" depending on which group they're assigned to.

- Optional: Maintenance cost for buildings (upkeep) which can be reduced with delegates. You need to set a part of your budget for maintenance. Depending on the value you select, you have more or less often cases of buildings "breaking" and stop production until they're repaired. Such damage can also happen by events, for example as result of a bandit attack. (Chance of bandit attack reduced by the country safety value)

- There could be events that require resources, like medicine needed to cure illnesses, or warm clothes before a cold storm comes from the direction of Begus.

[Keep in mind that the screenshot is a work in progress, and serves only as an example of what the screen could look like later. Details are likely to get changed.]
 

walkerjonny

Active Member
Apr 22, 2019
562
398
I made a concept preview for a new screen related to the changes to the country management map:
View attachment 3390586

- The idea shown in the screenshot is to make a new screen, which works like a "summary" of things that were split on different screen before. It contains the info which resources you're currently producing, what research is going on, trades, expeditions, training of soldiers, and some new details.
- Very basic resources are left out of the screen, due to the limited space.
- I'm also considering to change the resources in such a way that things like "lettuce" aren't produced and counted as values anymore, but instead, once the production is going on, it unlocks all productions that require it as material. This reduces the micro management, since there were too many resources before, and little need to store them.
- Some other resources, mostly those I added for constructions, like "Cement Bricks," are likely going to get removed entirely.
- Trades routes can be arranged, and are then continued automatically until you change them. The trade routes take a while, depending on distance and amount of resources. You can get resources, country values like happiness, gold for your party, or country budget as possible rewards. Better merchants and upgrades can increase the rewards.
- Trade routes with other countries give you less than internal trades, but increase the relationship with that country every time the route is complete.
- Research projects get a queue.
- Repeatable research projects can be set to continue endlessly, until you manually change it again.
- On the right side are "Delegates," where you can set some personnel for different groups. They give bonuses, like "+10% gold from trades" or "10% faster expeditions" depending on which group they're assigned to.

- Optional: Maintenance cost for buildings (upkeep) which can be reduced with delegates. You need to set a part of your budget for maintenance. Depending on the value you select, you have more or less often cases of buildings "breaking" and stop production until they're repaired. Such damage can also happen by events, for example as result of a bandit attack. (Chance of bandit attack reduced by the country safety value)

- There could be events that require resources, like medicine needed to cure illnesses, or warm clothes before a cold storm comes from the direction of Begus.

[Keep in mind that the screenshot is a work in progress, and serves only as an example of what the screen could look like later. Details are likely to get changed.]
Oh, wow! That sounds and looks GREAT! Including the optional stuff.

One further suggestion: In some cases it might be interesting to have some of the events pop up in form of automatic quests.
For example: There could be a magic invention in form of a communication stone or so. When Ryen gets it his ministers could then sent him quests when he needs to intervene or fix something. Then those tasks would pop up at the quest board, maybe with some time limit within which Ryen has to handle them before the situation might become worse. Neglecting his duties should have a negative impact on Ryens popularity, ect. Of course, when Ryen handles things early on it should affect his popularity and reputation positively.
 
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walkerjonny

Active Member
Apr 22, 2019
562
398
Some events could also be handled by the fitting teams in the first place. For example, Ryen could send his Vanguards to handle bandit attacks. This should then raise the experience and popularity of the vanguards.
And if some of the "tamed" monstergirls help out with construction, maintenance or production tasks (farming for example) this could then raise their acceptance within the nation.
 
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arkhamtheknight

Active Member
May 3, 2017
613
163
Has anyone ever found out where the save files are located on Android as it seems like no one has discovered them properly?
 

C.M.Cas

Shameless Dev
Game Developer
Mar 18, 2018
220
287
First thing, i must apology with the dev. Past year i got frustrated cause he just add dungeons and dungeons and left the story behind. Second thing, i started to play around RPGM to create something and... bro, what you did with this game, dev, its incredible.

Everyone need to mature a bit with the time and take things with another eyes. I will do come back to follow your project and play it all from start again to learn.

Keep the good work, dev!
 

Moko001

Newbie
Jan 4, 2024
23
11
Any plans to make areas you beat with vanguard forces have an auto battle/complete option, or maybe its already there and I just dont see it. I dont particularly enjoy doing the same fight over and over for exp, fun the first time but gets tedious from then on.
 

RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,594
2,320
Any plans to make areas you beat with vanguard forces have an auto battle/complete option, or maybe its already there and I just dont see it. I dont particularly enjoy doing the same fight over and over for exp, fun the first time but gets tedious from then on.
Not at the moment.
The academy is meant to bring all new vanguard leaders up to level 6.
Are you too weak for battles with higher levels? Even when selecting the easy difficulty?
The future war system allows you to have a text based solution for the battles, for people that don't want to play the strategy battle system, so a max level on all characters is not needed, if you don't want to use them.
 

Moko001

Newbie
Jan 4, 2024
23
11
Alright I have not advanced far enough for the future fights but after doing the first level 1 quest the next one was for level 3 and I wanted to get most of my vanguard to level 3 before I attempted it. This would mean I would need to redo the level 1 quest something like 10-15 times and I just was not feeling up to it. Glad to hear the academy will level them up so will give that a go.
 

walkerjonny

Active Member
Apr 22, 2019
562
398
Alright I have not advanced far enough for the future fights but after doing the first level 1 quest the next one was for level 3 and I wanted to get most of my vanguard to level 3 before I attempted it. This would mean I would need to redo the level 1 quest something like 10-15 times and I just was not feeling up to it. Glad to hear the academy will level them up so will give that a go.
Yeah, just give it some time. And of course build all the necessary Academy upgrades if there are some. They will level up to level 7 - 0 exp.

However, if you want to get top level equipment for your Vanguards you will need to do the Arena challenges with them. You should succeed easily on normal with good equipment.

Unfortunately that seems to be the only way.

RyenSaotome : Maybe you should do something about that. That isn't really believable. Ryen should be able to buy that stuff. Sure, it should cost him quite a lot. But the top level stuff should be buyable. Or LL should be able to get the necessary weapon & armor recipes and find an excellent horse source and good horse trainers through missions. Then he can have his blacksmiths and horse trainers produce them.
 

HakiAhn

Newbie
Jun 22, 2018
17
6
How do I turn Iron Ore into Iron? There is no option in the crafting recipe. My Iron Price in Ebron already reach 10000
 

RyenSaotome

Well-Known Member
Game Developer
May 12, 2018
1,594
2,320
[This is NOT the newest public release, but a TEST version!]

Test version 24.03.10 for Windows and as "update files":
The main focus in this test version was to change the country management map back to a turn system, and to improve the overall performance, since areas like the sneak mission with Elly below the church of Calterburry caused lags and freezes for multiple people. I originally planned to make those changes later, but the performance of the game seemed too important to keep delaying it.
For the public release, I'll still make some "normal" content for a character with CGs, but since the changes to the country management map are quite large, I wanted to give a lot of time for people to test it, and give me feedback and bug-reports.
I know this isn't everyones favorite type of content, but I hope some people will still help me out and check if everything works as intended.

General changes:
- Cheat skill to reduce a monsters HP to 1 (available in the sparkling book in Ryen's bedroom)
- Fixed a bug with Mirel's skilltree after class change
- Slightly changed the system in the background for the sneak mission in the church of Calterburry to get Elly's gun, as the amount of parallel processes caused lags for some peole.
- The "Health" and "Mind" values of Lace on her bad route in the prison is now restored when you re-enter the secret prison from the hidden bedroom. Previously it slowly increased over time.
- If you pick the option not to watch Lielle in the lake near Ebron, she'll now return when you re-enter the area twice, instead of appearing again after some minutes.

Country management map changes:
- On the country management map, when you interact with the big star icon to collect taxes, it now also gathered all values like freedom, faith, etc all at once from all buildings that increase them, and gives you the buffs if the value for the variable is at 100. This means, you don't have to gather them all by themselves, one by one, anymore
- Removed the system of "construction teams" which limited how many constructions you can do at once on the country managemet map.

- The real time system of constructions, researches, and so on, was changed back to a turn system, as it used to be.
- You need "Logistic Points" to advance a turn on the overview map. They are automatically generated all 2,5 mins after you entered the management for the first time after this update. The "Logistic Points" are generated limitless, so the longer you do other things, the more turns you have available to do things on the country management map.
- The new building "Logistic Center" can the constructed in the south of Central to generate an additional Logistic Point every 2,5 mins. (And there is a delegate who gives an additional points every 5 mins.)
- An icon with a joker card near the turn end button allows to cheat yourself +100 Logistic Points.

- New "management screen" which gives you an overview of what resources you're producing, what researches are in progress, allows you to hire and appoint some delegates for bonuses, and several other things.
- The UI of resources stored was removed. Instead, you're now shown how many of the resources you have stored in the text that mentions them. For example, if a trade offers "20x Iron [5] for 30x Budget [60]" it means that you have 5 Iron in your storage, and 60 Budget available.
- Vanguards academy training +50 experience once per turn now.
- The following resources were removed from the managment map system, to make it less cluttered with barely needed objects: Stick, Plank, Steel Pickaxe, Mithril Pickaxe, Nail, Raw Clay, Roof Tile, Clay Brick, Sand, Glass, Window, Cement, Mortar, Cement Brick, and Fancy Mirror.
- Removed resources that don't exist anymore from the requests that appear on the country management map.
- Max storage value was changed. (30 base, +20 for storage building, +10 optional delegate bonus)
- Overproduced resources now give either 1x Budget per type, or 1000 gold per type, or 2x Happiness and Reputation for your citizens. Which bonus you get can be chosen on the new management screen.
- New building "market" can be build near Aldlyn. Requires the investment research. The market gives budget, but reduces safety when you gather it. In the market, you can exchange country Budget for gold your party can use.
- The business below the command center now allows you to spend gold to increase your country budget.
- New research in the university to get +10 Budget every 4 turns. This research continues endlessly, unless canceled manually.
- Researches for Battle Knowledge, Protection Knowledge, Magic Knowledge, and Rune Stone in the university, and Builder Knowledge and Magic Dust in the laboratory are now done instantly instead of having a research time. You select how many you want to craft when you select the project on the research screen. The text will tell you how many of the required resources you have stored.
- A new queue was added to the bottom right corner of the research screens of the laboratory and university. Here, you can spend budget to instantly finish the currently active research. (Instead of having to do it on the country map.) This costs 3x Budget per remaining turn, or 2 Budget per turn with an upgrade.
- Equipment is bought on the new screen or in the armory. 5x Metal + 5x Budget -> 1x weapon or armor of that metal. (or wood for bows)
- You can use delegates to get the army equipment level higher. This allows players to finally reach equipment level 10.

Expeditions change:
- Expidition can't become unable to finish due to full storage anymore.
- Soldiers aren't always "consumed" for expeditions, but sometimes 1 doesn't return.
- Expidition groups are visible on the management map while they prepare to depart. (only during the first few turns of their expedition)
- Expiditions rewards can be gold, budget, resources, or promotions for soldiers. There is a small chance to get a unique permanent buff for each of the medium and long expedition types. (obtainable and different for each of the 6 groups)

Trade changes:
- There are 2-3 trade offers on the new management screen, which are randomized each turn. They have different offers for resources for sale or purchase. The color of the icon shows if they want to buy or sell things, and the number below the icon which group of items are offered. It's always a group of offers at once, not just a single offer.
- Each turn, there is a chance for a random trade offer to appear at the border of Amagal, Begus, and Dorgania. They offer Budget to buy resources. Accepting the trade gives you +5 relationship with them.
[Amagal pays more for magic resources like mana crystals, Begus for clothes, and Dorgania for building resources.]
- There are special one-time trade offers that appear after X turns in the other countries, which increase the relationship with them by +10. Such one-time deals can give you a constant gold/budget income bonus.
- When relationship with a country is at 100+, it'll go down each turn by 2. Which means it's possible to keep increasing the relationship with the nations beyond 100, but requires some effort to keep it high.

- New (short) dialogs of Rylee and Carrie at Havaria Port when they are hired as delegates for the castle.
- The tutorial icon text was adjusted to the new turn system.


Not in the test version, but options I might add for the public release:
- More buildings which give something in return for lowering variables, like: Spend 75 Magic to get +5 Magic Dust, or 75 Knowledge for the research knowledge like builder knowledge (only appear when you have the requirements from the lab/uni for this research)
- New building "Magic crystal power plant" on the overview map. Requires Rune Stones and Mana Crystals to build it. -> If the research timer is at 2+, you can use knowledge to reduce it by 1 turn. Allows to use Rune Stones and Mana Crystals to gain Knowledge.
- Training event, which appears with a random chance and can be repeated endlessly -> Able to pay Budget to increase a vanguards level from 6+ until the max level 10.
- Puzzle/mini-game and/or daily quests to get Logistic Points? Or item to restore them?

Checklist for testers:
- Is there any building, resrearch, or other still giving a message about requiring "X seconds" instead of turns?
- Does the turn system in general work?
- Do building constructions work?
- Does the purchases of equipment like the "Iron Armor" for the soldiers in the management map work.
- Do researches and the research queue work?
- Does the training of troops for expeditions work?
- Do expeditions work?
- Does crafting food in the mess hall or on the new management screen work?
- Does trading work?
- Does the system of delegates and their bonuses work?
- Any feedback to the balancing of the new changes? Is Budget generated too slow or fast now? Are Logistic Points generated too slow or fast?
- Any other comments on the changes?

Edit: I made a save file that starts on the country management map with the vanguard system unlocked, for people that want to test without having to play until that point. Please note that this is a "broken" save, since all early events were skipped, so you shouldn't continue the progress you play in this save.
You can get the save here:
 
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OrojiYong

New Member
Jun 3, 2020
12
1
why I'm can't ues ice alraunes +16 def ?
I'm catch 6 ice alraunes but can't use in vanguard forces?
do I'm miss something or bug help me plese.
 
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4.10 star(s) 73 Votes