Unity Chikan Undercover Agent Rina [v0.07 Trial] [Metamorphose]

4.70 star(s) 47 Votes
Nov 14, 2020
47
53
These future features sound pretty great :devilish:
The only nice extra would be perhaps a longer lasting restraint e.g. some type of handcuffs
There's a handcuff restraint already implemented in the demo alongside the normal grasp restraint (enemy behaviour 10 if you want to use save editing) and machine hand restraint from the second boss fight (enemy behaviour 32). The handcuff restraint is enemy behaviour 11 and you do need to use save editing to see that one. Here's a screenshot:
EDIT: Also for those curious, the different restraints are mechanically the same, they just look different.
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Kandala

Newbie
Sep 17, 2017
61
18
How
There's a handcuff restraint already implemented in the demo alongside the normal grasp restraint (enemy behaviour 10 if you want to use save editing) and machine hand restraint from the second boss fight (enemy behaviour 32). The handcuff restraint is enemy behaviour 11 and you do need to use save editing to see that one. Here's a screenshot:
EDIT: Also for those curious, the different restraints are mechanically the same, they just look different.
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How do you use the save edit? Did he just spawn in and then you saved and exited and then just adjusted his behaviour and reload back in and he changes from what he was going to do to what u want him to?
 

BonkToHJail

Member
May 21, 2022
171
483
There's a handcuff restraint already implemented in the demo alongside the normal grasp restraint (enemy behaviour 10 if you want to use save editing) and machine hand restraint from the second boss fight (enemy behaviour 32). The handcuff restraint is enemy behaviour 11 and you do need to use save editing to see that one. Here's a screenshot:
EDIT: Also for those curious, the different restraints are mechanically the same, they just look different.
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Imagine if the whole game is already here, and dev just activates each mechanic one by one with every update
 
Nov 14, 2020
47
53
How

How do you use the save edit? Did he just spawn in and then you saved and exited and then just adjusted his behaviour and reload back in and he changes from what he was going to do to what u want him to?
Yup, pretty much exactly that. Save and quit during the level, then open SaveFile.ES3. If you want to change the enemies themselves, change the numbers in the list under "Prog_enemy_type_list" to the numbers you want. If you want to force an enemy to use a specific attack, you do the same but with "Prog_behavior_list". You can also add enemies manually, but it's easier to just change the ones that appear naturally.
In general, every enemy can use any attack, they are just programmed to only choose specific ones.
Here's a list with everything I found. Someone else also uploaded something similar earlier, I just made my own version.
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Shadowizanagi

Newbie
Nov 12, 2017
72
121
Is there a way to get the gal and gym clothes? And the yellow and blue train line
you can get gal and gym clothes, it involves editing the data in the game files check previous comments its been brought up several times.

Blue and yellow line won't be available till the full game gets out.
 

LowLevelLesser

Well-Known Member
Feb 8, 2021
1,031
1,337
I wonder if this will be another case like with "Sister Fantasy" where people were so impatient for the full game to release that some folks modded the demo into a full game itself. When the full game finally did release, it sold something like 20,000 copies within the first week.
 

OnyxShadow

Member
May 21, 2017
316
523
The gameplay is kinda fun. I enjoyed the rouge-like elements of the skill gain system...the first time. Its kinda repetitive, though. The special events at the train stops are good.

It seems like a solid start for the first release.
 
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Jan 14, 2020
189
101
I just tweaked my save file.. and now pleasure gauge won't fill... everytime it gets added, it gets back down to 0..
any idea which variable determines the pleasure gauge?
 
Jan 14, 2020
189
101
There's a handcuff restraint already implemented in the demo alongside the normal grasp restraint (enemy behaviour 10 if you want to use save editing) and machine hand restraint from the second boss fight (enemy behaviour 32). The handcuff restraint is enemy behaviour 11 and you do need to use save editing to see that one. Here's a screenshot:
EDIT: Also for those curious, the different restraints are mechanically the same, they just look different.
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I actually tried changing this variable

"Prog_RM_state" : {
"__type" : "RestrictManeger+RestrictState,Assembly-CSharp",
"value" : 1 ==> 3 but there's no effect..
},

which variable are you changing to get this effect?
 
Feb 17, 2021
94
145
anyone know when the next update will come out?
according to developer ci-en updates will be irregular but honestly from what ive mtld from his ci-en a lot of the coding for the game is already done the dev just outsources cg/ui but currently the dlsite link is just to the creators page and not a game page theres no schedule release date
 
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Mercantiler

New Member
Dec 8, 2019
7
20
The game is really something special- even in this incomplete state, it's the most compelling h game I’ve seen in years. So much so that it makes me want to offer playtester notes, even though since this is a Japanese dev they'll probably never see it. It'd be great if they did, though.

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Really excited for the final release, really impressed by what's here. Really high quality work. If somehow a dev ever sees this, great work, I honestly just download most shit but I will gladly pay you for your work on this.
 
Nov 14, 2020
47
53
I actually tried changing this variable

"Prog_RM_state" : {
"__type" : "RestrictManeger+RestrictState,Assembly-CSharp",
"value" : 1 ==> 3 but there's no effect..
},

which variable are you changing to get this effect?
I changed the enemy behaviour to force them to do the attack I want.

"Prog_behavior_list" : {
"__type" : "System.Collections.Generic.List`1[[EnemyBehaviorData+EnemyBehavior, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]],mscorlib",
"value" : [
11,5,6,0,5,6
]
},

For the strap retraint, set one value in the behaviour list to 11. The respective enemy will switch to using that attack when you load the save again. Afterwards, the enemy will switch back to their normal behaviour though.
You could also change the enemy themselves.

"Prog_enemy_type_list" : {
"__type" : "System.Collections.Generic.List`1[[EnemyNameData+EnemyType, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]],mscorlib",
"value" : [
18,18,18,18,18,18
]
},

If you change one of the values to 18, the respective enemy will be replaced with a "professional molester" (not naturally occurring in the demo). Those guys are currently the only ones programmed to try and use the strap restraint.
 
4.70 star(s) 47 Votes