mkrudesign

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Mar 21, 2019
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Crimson Veil Updated to version 5.2.2

The update is now live on Steam and Itch.io! This patch fixes the bug where the Gemmare statue at Dorian Manor teleported you to the vampire route, while you were in the main route. Save files should be unaffected by this change, as no major scripts or events were altered. Please update your game as soon as you are able.





Level 4 Patrons who joined in July have not been added as NPCs as of this update and will be added in version 5.3.
For returning players, who have not played in a long time, you can use these save files to quickly return to the point where you left off:



If you enjoy what you've played, please consider leaving your thoughts with a review! Your continued feedback helps me improve the game with each new release! The support of the community has helped me grow this game over the past 4 years and it's only getting better! I appreciate any time you can give to share your thoughts.
 

the66

beware, the germans are cumming
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here is my unofficial android port of Crimson Veil v5.2.2.
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minimum system requirements: Android 8.0

you find the walkthrough in the game menu.

have fun and please report problems (you can reach me ).
 

262177

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Oct 26, 2017
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Just a random idea if you're struggling with the pet system MKRU, maybe process them all through the same common event (it will still require lots of testing) and use an array of values for each item so you can easily assign a bonus/malus without hardcoding it (a recipe for disaster since hardcoded values have to be manually changed all over the place, and that's just not an option if the game has like 100 possible gifts and over a dozen pets at some point).

I'm not sure you see what I mean - something like (ID for Gaspacho) => [-1,+2,+2,-3,+3,-1,0,+1]. If it helps you tackle that issue and remains convenient for you to read and update, I'd say that's a decent way to address it. Alternately, you can use the ID of the pet as key and assign values per item depending on how many items/pets will be involved in assigning bonuses/maluses, as long as it's straightforward.

(I'm also hyped for more pets! Love your art, always have loved it, and the nifty girl talk conversations are solid gold. It's like a completely new game experience especially when you get them to tag along with Mila - bonus points for Edith commenting on literally everything in her room if she's with you, you really went all out there.)

Edit: Thanks F95, I love failing my stealth edits by a couple seconds. :sneaky:
 
Last edited:

mkrudesign

Active Member
Game Developer
Mar 21, 2019
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Just a random idea if you're struggling with the pet system MKRU, maybe process them all through the same common event (it will still require lots of testing) and use an array of values for each item so you can easily assign a bonus/malus without hardcoding it (a recipe for disaster since hardcoded values have to be manually changed all over the place, and that's just not an option if the game has like 100 possible gifts and over a dozen pets at some point).

I'm not sure you see what I mean - something like (ID for Gaspacho) => [-1,+2,+2,-3,+3,-1,0,+1]. If it helps you tackle that issue and remains convenient for you to read and update, I'd say that's a decent way to address it. Alternately, you can use the ID of the pet as key and assign values per item depending on how many items/pets will be involved in assigning bonuses/maluses, as long as it's straightforward.

(I'm also hyped for more pets! Love your art, always have loved it, and the nifty girl talk conversations are solid gold. It's like a completely new game experience especially when you get them to tag along with Mila - bonus points for Edith commenting on literally everything in her room if she's with you, you really went all out there.)

Edit: Thanks F95, I love failing my stealth edits by a couple seconds. :sneaky:
This is pretty much the system I already use. I have a list of things to go through for each new Pet that’s added. It’s not the worst thing ever, just tedious to do.
 

Rosen King

Engaged Member
May 29, 2019
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Oh yeah, I just remembered something I meant to ask. Are those golden(?) locked chests openable in the current version of the game, or is it one of those "come back later when you have a new toy" things that isn't fully implemented yet? (Kind of like the Magic Key from Dragon Quest.)
 

mkrudesign

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Mar 21, 2019
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Oh yeah, I just remembered something I meant to ask. Are those golden(?) locked chests openable in the current version of the game, or is it one of those "come back later when you have a new toy" things that isn't fully implemented yet? (Kind of like the Magic Key from Dragon Quest.)
The latter, at least in the Vampire Route.

You can open them with an item called Skeleton Lexicon during the main route, but it's not available in the Vampire Route yet.
 

bobi121

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Aug 1, 2019
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When will you continue with the Non Ded Humie Redhead story?
Also when it comes to design honestly the only one that was bad (no offense) was the one (and i forgot her name) of that girl that has a crush on Mila. The blondie with the barbarian female friend that became a vampire. Her eyes and face in general were really off.
The rest? They are not perfect but have a certain charm about them.
 

mkrudesign

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Mar 21, 2019
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When will you continue with the Non Ded Humie Redhead story?
Also when it comes to design honestly the only one that was bad (no offense) was the one (and i forgot her name) of that girl that has a crush on Mila. The blondie with the barbarian female friend that became a vampire. Her eyes and face in general were really off.
The rest? They are not perfect but have a certain charm about them.
I’m not sure who you’re referring to when you say Non Ded Humie Redhead.
 

Rosen King

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May 29, 2019
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Let me know what you think of this new design. Do you think it improves on the original? Is there anything I should fix before I finalize the design?
Hmm. One thing I like less about the new design is how much messier his hair is. Dorian always felt like a classic Dracula reference, emphasizing the idea of Ancient Vampires being more like the old school "refined aristocrat" archetype rather than the "wild and sexy monster" archetype used by most blue-skinned vampires. He was never full-on Bela Lugosi with the slicked back hair, but there was always the sense that he kept it tame, just like he kept his vampiric nature tame.

And I suppose if we're looking at it from that angle, it's probably also true that his hands and wrinkled pants give him a more untamed and less refined appearance as well. It would actually look rather appropriate for if he switched to a second phase in his fight where he "gets serious" or something. "I was trying to be polite. But if you'd like me to tear you limb from limb..."
 

mkrudesign

Active Member
Game Developer
Mar 21, 2019
715
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Hmm. One thing I like less about the new design is how much messier his hair is. Dorian always felt like a classic Dracula reference, emphasizing the idea of Ancient Vampires being more like the old school "refined aristocrat" archetype rather than the "wild and sexy monster" archetype used by most blue-skinned vampires. He was never full-on Bela Lugosi with the slicked back hair, but there was always the sense that he kept it tame, just like he kept his vampiric nature tame.

And I suppose if we're looking at it from that angle, it's probably also true that his hands and wrinkled pants give him a more untamed and less refined appearance as well. It would actually look rather appropriate for if he switched to a second phase in his fight where he "gets serious" or something. "I was trying to be polite. But if you'd like me to tear you limb from limb..."
He is meant to be a person who is emotionally troubled, which is primarily where the messy hairstyle comes from. I tried giving him the original hair style, and it didn't really fit when I compared them.
 
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