CaiNanE

Active Member
Nov 19, 2018
536
983
Okay, so I am playing my meek mage Lona and it is a struggle compared to shinobi whip Lona. But it is okay (water mage is a disapointment but perhaps higher WIS will maybe make it better, fire mage is okay). I got the musket though from a carrige (lucky af) also a rescued woman gave me the abomination thingie which is a bit fun to play around with.

So playing around with the musket got me thinking, It would be really, really nice to be able to abort an action with shift key (or what ever key, but shift seems logical with defualt keyboard layout). Like, when throwing a stone and the target wanders off. Why wouldn't I be able to just put the stone down again? Same goes for the strong bow shot (rail gun) and the musket shot, and the the second and third actions as mage.

Soo many times the target wanders off and I stand there with the finger on the trigger/bow string/mage book, and can't abort. It would really be cool if Lona could do that. Give a STA -1 penalty or what ever since I had to aim for a while, that seems fair.

Also, when in hiding, and I open a door or dismantle a trap. Lona stops hiding and kinda stands up and "look at mee" and becomes visible for anyone looking in my general direction. Would be cool if she could stay in hiding mode until I press crtl again to unhide.

Also, when aiming the musket Lona is fixed in the direction when first aiming, and if I then aim all the way backwards she still is fixed in the opposite direction. So when I fire it looks quite impossible as she fires backwards. Would be cool if she could follow the sight with her body.

So, those are some ideas that I have encountered and thought about a great deal so far playing this great action RPG : )
 

zoeymy788

New Member
Sep 6, 2019
2
0
Does anyone have complete link to 0.4.4.0 version? the link on patreon is ellipsis (it hide few characters of the mega link , and replace it with "...")?
 

Lady_Yvraine

Newbie
Jul 7, 2020
69
69
Make sure you have your stamina topped offright after entering.
Go into stealth and pick left or right (left would be preferrable, imo), then lure the patrolling guard towards the entrance with stone throws. Whack him in the back and succubus/slice/mage his ass up, then go back into stealth and go down the corridor.
Wait for the archer guy to start moving away form the closest door and move in the next set of rooms.
Stick to the left, hiding behind the boxes, and go to the Deep Ones' cell.
Make sure your movement speed is fast enough before opening it. Clean your privates if you are cumflated, for example.
Open the cell and immediately go into stealth again, movingleft and out of the way as the Deep Ones will come out almost immediately to attack the guards in front of Elise's cell. Let them clear the path for you, and they will then move away towards the entrance, taking care of the archer and the guard you didn't eliminate on the way in, but will likely succumb to the two guards watching the shaman.
Get Elise, and head back towards the entrance until he tells you about the baby. Tell him to wait there, and sneak inside the room.
Lure the guard closer to the door you come in from back to the entrance like you did with the first one and eliminate him, then get in the pool, preferrably from the entrance's side of the room, and pick the cute baby up.
Return to Elise andget him to follow you again, exit the temple.

Back in Noer, he rewards you with 3 Gold coins, which should be more than enough to compensate the trip back and any equipment you might have lost in the Deep Ones' Sunken Temple.
 
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Teravisor

Member
Jan 23, 2020
178
303
0.4.4.0 warning: if you get caught in church, it'll error out when napping and you'll be in infinite error loop.
Already reported that bug.
 

Gorgor45

New Member
Sep 21, 2020
3
0
what ? my bad , i think elise go by himself xd i search him in all the island for nothing ahaha
On another note , i try to play a tought master weapon lona. It's me or it's more difficult than succubus ? With my succubus i kill all people with no problems . Maybe i play the succubus well and the weapon master bad
And sorry for my english.. not my native language ^^
Edit : Arf . If you go without taking elise. When you return to the temple , he is not inside anymore. I have the fishkin bany in my inventory . The quest is dead i think or he is in back in Noer ?
Edit1: I go back to Noer and elise is not here: conditions are not meet when i try to go see him
 
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Sphere42

Active Member
Sep 9, 2018
913
959
Make sure you have your stamina topped offright after entering.
Go into stealth and pick left or right (left would be preferrable, imo), then lure the patrolling guard towards the entrance with stone throws. Whack him in the back and succubus/slice/mage his ass up, then go back into stealth and go down the corridor.
Wait for the archer guy to start moving away form the closest door and move in the next set of rooms.
Stick to the left, hiding behind the boxes, and go to the Deep Ones' cell.
Make sure your movement speed is fast enough before opening it. Clean your privates if you are cumflated, for example.
Open the cell and immediately go into stealth again, movingleft and out of the way as the Deep Ones will come out almost immediately to attack the guards in front of Elise's cell. Let them clear the path for you, and they will then move away towards the entrance, taking care of the archer and the guard you didn't eliminate on the way in, but will likely succumb to the two guards watching the shaman.
Get Elise, and head back towards the entrance until he tells you about the baby. Tell him to wait there, and sneak inside the room.
Lure the guard closer to the door you come in from back to the entrance like you did with the first one and eliminate him, then get in the pool, preferrably from the entrance's side of the room, and pick the cute baby up.
Return to Elise andget him to follow you again, exit the temple.

Back in Noer, he rewards you with 3 Gold coins, which should be more than enough to compensate the trip back and any equipment you might have lost in the Deep Ones' Sunken Temple.
Err, you missed a few points OR got really lucky with certain "mechanics":
  • Fighting any of the guards generally starts a fairly short reinforcement timer which spawns an additional 3 fishmen who patrol the entrance area. There may be a few "sneaky" attacks which don't but in my experience here even knocking a guard unconscious via backstab and bursting them down caused the timer to appear, once even posthumously as Elise blasted him IIRC. Several mines at the entrance definitely fix this but then you have to haul those all the way through Fishtopia. Musket shots and Elise's fireballs also end the stun early which might play into this.
  • The female Deep Ones sometimes decide to leash back to their cell causing them to split up and die much earlier. They can also see you from pretty far away and don't always show exclamation points when they do so, probably because they're already in "aggro mode" towards the fishmen. When this happens they will home back to you once they leash, sometimes even into Elise's cell despite not seeing you enter it. Even in my best run I went forward with they failed to take out the two patrolling guards in the corridors.
  • RNG. The directions guards turn before moving again are randomised so you can't reliably sneak past or backstab (rock throw blocked by LoS). Their ability to notice rocks also seems to depend on their facing. The directions the female Deep Ones face as you open the cell can sometimes cause them to see you and go into homing beacon mode immediately too. The places the baby crawls to are also random and at least the top row of the pool is within aggro range of pretty much everything. The bottom-centre seems to be completely safe though even without sneaking.
  • Elise's aggro range and inability to sneak. IIRC if you walk directly south of either statue in the pool room he will aggro onto the priest and pull him. Granted I was deliberately trying to do that at the time but it's easy to trigger by accident unless you fullclear beforehand.
But other than Elise in general the worst part about this quest is how it's designed to just arbitrarily fuck you over at every turn. Your companions are ignored and just vanish when you're imprisoned. You escape away from the actual quest location so a "random" encounter can get you (and fleeing/hiding never works!) Upon returning the first part clearly telegraphs a stealth section: patrolling guards, overwhelming enemy forces, overall hostile territory. But surprise! if you do that not just the enemies but your "companion" will fuck you over! Elise's AI is not just crap, it actively harms you in every conceivable way other than being overtly hostile (if you behaved like Elise does pretty much every "friendly" AI which survives the fireball would aggro onto you immediately!) and it does not fit the narrative: either Elise wants to flee and regroup or he's going full Order 66 out of revenge but not this half-arsed "casually kill you with splash damage" rubbish. And then the narrative just completely goes AWOL once you finally exit the temple, there is no plan to get back with or without your corpse.
 

Teravisor

Member
Jan 23, 2020
178
303
Err, you missed a few points OR got really lucky with certain "mechanics" ...
He used two mechanics:
1. If you kill enemy fast enough, reinforcement timer doesn't start. For it to start you need to be in combat mode for some time. So if you kill them fast and one-by-one you can clean whole map. Btw you can kill reinforcements one-by-one as well.
2. You can tell elise not to follow you. If he's not following you, he's not throwing fireballs at you and doesn't attack half of map to make them bring reinforcements.

And just wait for 0.4.4.0's cocona quest, it's even worse. Stealth seems to be impossible and you lose morality... And it's intended.
 
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Sphere42

Active Member
Sep 9, 2018
913
959
1. If you kill enemy fast enough, reinforcement timer doesn't start. For it to start you need to be in combat mode for some time. So if you kill them fast and one-by-one you can clean whole map. Btw you can kill reinforcements one-by-one as well.
The timer on that is very inconsistent then seeing as the combined firepower of Elise's fireballs and a musket was not enough to prevent it.

2. You can tell elise not to follow you. If he's not following you, he's not throwing fireballs at you and doesn't attack half of map to make them bring reinforcements.
You still need to bring Elise all the way to the exit. Which means clearing a path including his full aggro range and any potential for reinforcements to randomly wander into him.

And just wait for 0.4.4.0's cocona quest, it's even worse. No stealth possible and you lose morality... And it's intended.
So basically this game is officially going from excessively hard grimdark to torturing players? Is there any new sex content coming up at the very least?
 
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Teravisor

Member
Jan 23, 2020
178
303
The timer on that is very inconsistent then seeing as the combined firepower of Elise's fireballs and a musket was not enough to prevent it.
From personal experience, musket has fairly low DPS because it's ranged, and its melee is nowhere near sabre+dagger dps even if you don't have much combat trait. As for fireballs, they seem to trigger reinforcement timer more often, but maybe it's just me.

So basically this game is officially going from excessively hard grimdark to torturing players? Is there any new sex content coming up at the very least?
Wasn't it supposed to be like that from beginning?
There will be new HEV in cocona's quest (eccma's word for Hentai Event), but as of now it's still placeholder.
 
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Sphere42

Active Member
Sep 9, 2018
913
959
Wasn't it supposed to be like that from beginning?
No idea about what it was "supposed" to be as I only found the game recently but the parts I looked into seemed more like just a crude initial implementation or various engine limitations. Like how most opponents just run side by side with you if you keep strafing instead of doing anything or how virtually all NPCs seem to have the exact same sex skillset except for sometimes being unable to masturbate. Or in this particular quest I noticed a lot of times the guards would see me, aggro for a moment and then just resume their patrol without even starting the alarm timer. On the flip side certain enemies easily execute a stunlock loop not just against the player (who might have longer attack delays to make it harder) but also against other NPCs which to me suggests a fundamental flaw in the combat engine design.
 
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drchainchair2

Member
Mar 28, 2020
236
599
If you want to remove dirt completely, there's easier way.
Simply press F10 and $game_player.actor.actStat.set_stat("dirt",0,3)
It persists through saving/loading.
To return back to having dirt $game_player.actor.actStat.set_stat("dirt",255,3)
Otherwise, you'll have to also change all items (consumable items also add dirt) to not apply dirt and repack them into rvdata2 (see my posts on last few pages) or call FileGetter::COMPRESSED = false in a mod to make game load data from .json files.
Not sure what else adds dirt.

EDIT: just realized that my optimization won't let portrait get updated instantly so also need to make lona change expression for it to remove dirt from portrait (for example, try to exit zone). Might need to fix it later.
Just edit the set dirt function directly. Mod function reduces dirt gain to mult but still allows cleanup to work.

94_Game_Actor_Stats.rb

Code:
def dirt=(val);@actStat.set_stat("dirt",val);end     =>  def dirt=(val);@actStat.set_stat("dirt",mod_dirt(val));end
Code:
def mod_dirt(val)
    current_dirt = $game_actors[1].dirt
    mult = 0.25
    if val > current_dirt
        val = (val - current_dirt) * mult + current_dirt
    else
        #val = val
    end
    return val
end
 

Teravisor

Member
Jan 23, 2020
178
303
Just edit the set dirt function directly. Mod function reduces dirt gain to mult but still allows cleanup to work.
EDIT:
it won't work. When you consume item code is .get_stat and .set_stat directly, ignoring .dirt= method. Do this:
Code:
class LonaActorStat < ActorStat
  alias_method :set_stat_reducedirt, :set_stat
  def set_stat(name, val, type = CURRENT_STAT)
    if name == "dirt".freeze && type == 0 then
      multiplier = 0.5 #set this to whatever you want
      oldval = get_stat(name, type)
      val = oldval + (oldval - val)*multiplier if val>oldval
    end
    set_stat_reducedirt(name,val,type)
  end
end
name file starting with number higher than 0 (e.g. 1,2,3,4,5,100500) for it to load after 0_O_StatCheckOptimization.rb
 
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drchainchair2

Member
Mar 28, 2020
236
599
EDIT:
it won't work. When you consume item code is .get_stat and .set_stat directly, ignoring .dirt= method. Do this:
Code:
class LonaActorStat < ActorStat
  alias_method :set_stat_reducedirt, :set_stat
  def set_stat(name, val, type = CURRENT_STAT)
    if name == "dirt".freeze && type == 0 then
      multiplier = 0.5 #set this to whatever you want
      oldval = get_stat(name, type)
      val = oldval + (oldval - val)*multiplier if val>oldval
    end
    set_stat_reducedirt(name,val,type)
  end
end
name file starting with number higher than 0 (e.g. 1,2,3,4,5,100500) for it to load after 0_O_StatCheckOptimization.rb
It works for me and has for a while, but I'll take your word for it since you've poked around in this mess more than I have.
 

Lady_Yvraine

Newbie
Jul 7, 2020
69
69
  • Fighting any of the guards generally starts a fairly short reinforcement timer which spawns an additional 3 fishmen who patrol the entrance area.


  • I was able to juice two of them without the timer setting off, you should be able to dispatch them with your personality's weapon of choice.

    [*]The female Deep Ones sometimes decide to leash back to their cell causing them to split up and die much earlier.
    They do aggro very fast, but as I said, you need to immediately stealth and get out of the way. Also open the door when they are not in the square right in front of it, preferably with their back turned as well. If you only eliminated one of the initial two corridor guards, they should follow the "breadcrumbs" all the way to the exit.

    [*]RNG. The directions guards turn before moving again are randomised so you can't reliably sneak past or backstab (rock throw blocked by LoS).
    The rocks have to be within 2 squares for the guards to notice, and they always notice regardless of the direction they face. Stick to the lower side of the pool and wait for the baby to come to you. My Deep Ones either got killed or escaped form the main entrance once they got to the main chamber, so maybe try eliminating only one guard on the way in.

    [*]Elise's aggro range and inability to sneak.
    And that's why you wait for the girls to clear the way. Leave Elise in the corridor when you go pick the baby up, and eliminate the guard closer to his position before telling him to follow again. His aggro range isn't wide enough to reach the priest, much less the other guard.
The rest of the post
Oh please don't misunderstand me, it is a difficult quest, I had to reload many times to do it myself. But there are actions you can take to make it less hard on yourself. I think if my pregnant, battered Lona managed, you can manage as well.
 
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Sphere42

Active Member
Sep 9, 2018
913
959
Let me make this clear: I DID complete the quest but for the most part it did not feel rewarding or like I was learning/figuring things out. Large parts of it were savescumming arbitrary RNG and the rest were inconsistent or outright illogical mechanics (AKA Elise)

I was able to juice two of them without the timer setting off, you should be able to dispatch them with your personality's weapon of choice.
Sometimes yes, but other times they set off the timer after they're already dead. No idea what controls it.

If you only eliminated one of the initial two corridor guards, they should follow the "breadcrumbs" all the way to the exit.
For me they died to the two patrolling guards but did take out the archer in the horizontal corridor. Since both sides have access to slow-grind stunlocks and those can be interrupted by allies of the victim there is no reliable solution which does not involve doing the work yourself (knowing beforehand probably fireballs or mines).

The rocks have to be within 2 squares for the guards to notice, and they always notice regardless of the direction they face.
Except when they don't. The stationary ones do seem to work properly but I could swear even one of those did not react to a stone 2 tiles directly behind him (1 empty tile in between). The patrolling guards are the main issue though, they seem to react only to directly adjacent tiles or in specific points of their patrol route in my experience.

Stick to the lower side of the pool and wait for the baby to come to you.
Yeye, did that, boring wait because you can't lure the baby, the ONE type of NPC I would expect to react to splashing little stones in a pool of water instead of properly carrying out their guard duty :unsure:

so maybe try eliminating only one guard on the way in.
I left everyone alive on the way in and the girls died.

And that's why you wait for the girls to clear the way. Leave Elise in the corridor when you go pick the baby up, and eliminate the guard closer to his position before telling him to follow again. His aggro range isn't wide enough to reach the priest, much less the other guard.
See above, the patrolling guards were still alive and they would always sound the alarm once engaged. You can make it past the priest and possibly even both his guards by sticking to the wall but the reason you have to do that here is utterly ridiculous. Oh and you're still fucked if the reinforcements spawned at any point previously because those guys wander around.

Again: my issue is not the difficulty per se but it being hard for all the wrong reasons. Basically if you got to hand-pick every RNG roll yourself this whole thing could be done with 1 rock throw at most and no personal combat involvement otherwise. If Elise could be put into perma-sneak-mode following the same rules as yourself it would take 2-5 basic rock throws even if the fishgirls failed. But because he is actively trying to kill you for reasons and in ways actively contradicting his established lore and character (meaning I'm not even counting the fireballs to your baby-carrying back right now) I'd rather farm up 3 gold coins' worth of food from the forest.
 
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Squark ⚧❤️

Conversation Conqueror
Jun 16, 2017
6,964
7,768
Would have posted earlier, but my Fridays are busy.
Not sure if anyone's posted this yet, so I'll do it anyway (I checked over the last three pages, nobody linked it):

LonaRPG.Beta.0.4.4.0

You don't have permission to view the spoiler content. Log in or register now.

 
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CaiNanE

Active Member
Nov 19, 2018
536
983
English merged. Changes:

commonComp.txt -> lines: 241-243
CompCocona.txt -> lines: many lines. Also need MTL from line 477 and onward. (SST1337 plz do the thing : )
TagMapSaintMonastery.txt -> lines: zero four four zero zero zero four zero four zero

Aaww, Cocona and Lona are so cosy together : )

Edit: realized the thing is actually kind of huge...
 
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