For breaking stuff. couple of thingsSee, that's where it seems to fall apart for me. Whether I follow Goblin's guide from super early on, or the one by Fruit Smoothie, I get to day 12 or so with no issues, typically even being ahead on EE generation compared to the guides, but then I can't break the vulnerabilities I'm supposed to be able to break, like at all. Like they're breaking things on days 12 or so, and I'm here on Day 18 still unable to break it with the strategy they've been saying to use. Now, it's been a while since I tried Goblin's guide, but I tried FS's earlier today, had an extra 2 EE by day 12 compared to his guide, but was unable to break the vulnerabilities as the most important part of the guide, the day you make huge progress, has almost no actual detail about the fight itself, and no combination of moves I make can reproduce the sort of numbers he was getting.
There some strategies through the thread including step by step ones. someone can link their prefered ones i guess so i'll answer other questions.Total noob here, I read the guide readme included in the game files but I admit I felt a bit overwhelmed. What are some decent starter strategies? It says Pain or Disgust in early battles, but then there's this stuff about vulnerabilities, do I have to break the core one first or can I just break whichever? And I break vulnerabilities by using what they're actually weak to, right? And what about distortions, is that something to consider on a first go? So confused lol, but I can see the appeal, I just don't know if I really understand anything.
They are only for cosmetic flavor and can be safely ignored. The only time you'll ever need to approach a chosen is when you're doing a negotiation distortion.Hi! I'm new to this game and i dont understand "approach" or "observe" on a heroine. They just hate the demon lord on approach, no progress. advice?
My bad, since you said your previous saves won't load to the menu I shared how to continue your previous progress in a new save.I basically did what you said for every distortion plus one without back in 39?, totally breaking anyone ineligible for the distortion on a specific save, and separated the saves into unread folders. Didn't change the names, the folders did what the name changes would have.
Well Ragsmu shared some good points. There have been multiple messages a little while back which explained how to do that a bit better I think. I can try to give you a few steps but they may not work depending on your chosen composition.See, that's where it seems to fall apart for me. Whether I follow Goblin's guide from super early on, or the one by Fruit Smoothie, I get to day 12 or so with no issues, typically even being ahead on EE generation compared to the guides, but then I can't break the vulnerabilities I'm supposed to be able to break, like at all. Like they're breaking things on days 12 or so, and I'm here on Day 18 still unable to break it with the strategy they've been saying to use. Now, it's been a while since I tried Goblin's guide, but I tried FS's earlier today, had an extra 2 EE by day 12 compared to his guide, but was unable to break the vulnerabilities as the most important part of the guide, the day you make huge progress, has almost no actual detail about the fight itself, and no combination of moves I make can reproduce the sort of numbers he was getting.
I can give you a few more pointers.Total noob here, I read the guide readme included in the game files but I admit I felt a bit overwhelmed. What are some decent starter strategies? It says Pain or Disgust in early battles, but then there's this stuff about vulnerabilities, do I have to break the core one first or can I just break whichever? And I break vulnerabilities by using what they're actually weak to, right? And what about distortions, is that something to consider on a first go? So confused lol, but I can see the appeal, I just don't know if I really understand anything.
I was thinking of making a guide using the comment system to be more helpful but it's broken right now.Yea, step by step guides are kinda iffy since sequences change based on girl's stats.
1. Read the Forsaken reference guide about how the different stats work. Ignore distortions if you haven't gotten any.Does anyone have any tips for the start of Loop 2? Since it's probably going to play a bit differently from Loop 1 with access to Forsaken
Yeah, following the guides, I have the 2/4 commander, I use it in the way they described (and others have described too, using the second usage on one of the allies instead of the main target), but the target doesn't hit 2K before they fly away. Likewise, if I'm following FS's guide, he shows lvl 8 opening before the second surround on the target and I can only push it to lvl 5, despite following everything else in the guide and being ahead of the guide in other scenarios (having 2 more EE than the guide at that point). I can only assume that I was targetting the wrong chosen between Chosen #3 showing up and Day 12 when the break is supposed to happen, but I was doing like the guide was, targeting the other chosen that would be used to help break the main target of day 12, the one that gets captured by the second commander usage.For breaking stuff. couple of things
1) If you following early game guides that are for perfect runs - you should have 2 capture 4 turn commander likely by day 8 or 9. And enough points to do some decent upgrades. 2/4 will break t1 2/5 will break t2. so as long as you have corresponding commander you just sit on the turn you got it and train in it's usage. i.e. if you failed to break intended level of vulnerability - you restart.
So yeah I should have clarified I was adjusting the step by step guides to match my particular chosen weaknesses. For example, if the guide says to use Attack but Attack does basically zero damage to that particular chosen, I swap to one that does comparable numbers. That being said, I was targetting the same "level" of break as the guide was, just for my specific chosen.3) Fights will be different depending on your enemy composition so there no way to give examples unless you upload save so someone not lazy can run it and give step by step. For starters i can suggest that you try using commander on one of the girls and see which order of actions gives you best numbers at the end. Grind/Caress/Pummel/Humiliate, C/G/P/H or P/C/G/H those 3 are ususally the standard sequences
I deleted the save since I couldn't figure out the run anyways and thought it was maybe interfering with importing the Kalloi guide team, rip.Not the best explanation but I tried. I can help you more specifically if you share your save.
Oh yeah the team originally included in that guide isn't able to import to the current build of the game, so I recreated them a couple versions and replied to someone else who wanted to use my guide, I'll attach that version here for you.Yeah, following the guides, I have the 2/4 commander, I use it in the way they described (and others have described too, using the second usage on one of the allies instead of the main target), but the target doesn't hit 2K before they fly away. Likewise, if I'm following FS's guide, he shows lvl 8 opening before the second surround on the target and I can only push it to lvl 5, despite following everything else in the guide and being ahead of the guide in other scenarios (having 2 more EE than the guide at that point). I can only assume that I was targetting the wrong chosen between Chosen #3 showing up and Day 12 when the break is supposed to happen, but I was doing like the guide was, targeting the other chosen that would be used to help break the main target of day 12, the one that gets captured by the second commander usage.
So yeah I should have clarified I was adjusting the step by step guides to match my particular chosen weaknesses. For example, if the guide says to use Attack but Attack does basically zero damage to that particular chosen, I swap to one that does comparable numbers. That being said, I was targetting the same "level" of break as the guide was, just for my specific chosen.
I deleted the save since I couldn't figure out the run anyways and thought it was maybe interfering with importing the Kalloi guide team, rip.
To be fair, I haven't tried your guide itself yet since I couldn't get the import to work, so my comments regarding guides weren't aimed at you. Thanks though, I'll give it a try.Oh yeah the team originally included in that guide isn't able to import to the current build of the game, so I recreated them a couple versions and replied to someone else who wanted to use my guide, I'll attach that version here for you.
That guide is a somewhat outdated, definitely before the rework of t1 vulnerabilities so it might not be wholly accurate there but most of the tips I put in the guide stands the test of time.
I do plan on rewriting it in the future, not only to address the reworked mechanics since the initial guide, but also to to incorporate the goal system as well since I think using both that and the day-by-day guide could be useful for those who want additional help
but yeah, here you go!
Yeah, it basically broke the entire game just by having the file there, so it was doomed. The window would pop up, but it would be blank with thicker edges. The only way out of it was to get rid of the save file. I wouldn't have been able to load the saves after the issue started.My bad, since you said your previous saves won't load to the menu I shared how to continue your previous progress in a new save.
Well Ragsmu shared some good points. There have been multiple messages a little while back which explained how to do that a bit better I think. I can try to give you a few steps but they may not work depending on your chosen composition.
1. Use a 4/2 (5 energy commander), no suppressor commander to target the chosen with minor inju vulnerability.
2. Use Pummel-> Grind-> Caress-> Humiliate.
3. Second chosen should arrive. Capture her.
4. Pay attention to the extermination level. Chances are you will only have 2 turn before extermination is 1 turn away from completion for getting expo on the second chosen. So use Grind-> Humiliate. If you only have 1 then just use humiliate.
5. Make sure you surround the first chosen again before extermination is complete and use Pummel-> Grind -> Caress -> Humilate. If you have more turns get some openings on the second chosen.
6. Surround the second chosen 1 turn before first chosen comes out or when you have atleast 4 openings(Really depends on if the chosen will use regen or not)
7. Your next goal is to get level 2 expo on second chosen. Easy if your second chosen has minor expo. Try different combos for that.
8. Chances are first chosen has a 11 turn opening, use it for breaks. Remember to pay attention which action cause which break. Unless your unlucky you should get 4 breaks (or atleast 3) and hopefully a t2 break as well.
Not the best explanation but I tried. I can help you more specifically if you share your save.
Haha, I'm starting to feel the game is also a bit of "learn by doing" lol, but I def appreciate the tips! It's just all the different stats and how they interact with each other is a bit tough for me to memorize, I'm sure I'll get it eventually after getting my demon ass Chosen kicked a few times. Thanks again for the helpful pointers!I can give you a few more pointers.
1. Early game from 1-12 days just focus on making sure every chosen generates at least 1 energy. Use it to get all 2 energy upgrades.
2. Whenever a new chosen arrives you have to deal enough damage to trigger 1 energy action. Most of the times just using an action which deals most damage in all turns is enough, don't have to worry much about openings yet. Just make sure that not a day goes by where chosens are not generating energy
3. On day 12 you must have enough energy to make a 5 energy commander(no special upgrade). You can then try following the steps in my previous message.
Other than that, read the guide and tips text file. Well I guess I can give you a run down of mechanics too:
Traumas(Used for surrounds):
Fear: Gives opening if one other chosen is surrounded
Disg: Gives little opening anytime,depending on the defense level(you will only get 1 opening most of the times)
Pain: Gives openings anytime but in order to use it again,you have to raise pain level by 1.(eg: if you get an opening at level 1,to use it again you need level 2 pain)
Shame: Gives additional openings if you can already surround the target. Can't help by itself.
Circumstances ( Damage multipliers+Breaks):
Hate: Gives x2 to all trauma and Circ damage.x4 to Fear dmg. Helpful overall + helps even out Circumstance penalty(explained further)
Pleasure: Gives x4 to all traumas, x8 to disgust. Useful to increase surround turns
Inju: x3 Circumstance damage,x2 pain multiplier. Increases circumstance damage which helps in leveling other circumstances for vulnerability breaks.
Expo: x2 damage to OTHER chosen circumstances, x2 self shame dmg. Helpful in breaking other chosen.
The multipliers increase with levels.
Penalties:
Trauma penalty:
Applied to the respective circumstance if you have uneven trauma levels. If one of the trauma level is higher than others the corresponding circumstance will get a penalty. Eg: if you have Level 1 in Fear, Disg and shame but level 2 in pain then Injury will get a 1/2 penalty. If you have level 3 pain but level 1 rest then the penalty will increase to 1/4 and so on. Keep the traumas even for most circumstance damage.
Circumstance penalty:
This is applied every time you level a circumstance. There is no way to remove it. Eg: If you get level 1 hate then you will get a 1/2 penalty on all circumstances, if you reach circumstance level 2 it will increase to 1/4 and so on.
This is why it is advised to not get Pleasure or Expo first. Since they don't increase circumstance damage.