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Mod Others Completed Dai Sengoku Rance [Fan Translation][2025-08-29]

Loligeddon

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Jul 9, 2019
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the dungeon journal
I will take a look, thanks for the report!

Agireda Ran
This is a point of contention - While on paper this sounds easy to do, trying to modify variables like this while there are likely dozens of checks for units' presence in armies could lead to an unintentional softlocking of the game, or a situation where the player can get multiple copies of a unit through both scripted events and army battles. Unfortunately I am playtesting most patches by myself, and even if I had a larger team, I can't imagine checking all edge cases so that it doesn't happen.

I can compromise by adding Ran to the pool of Houjou characters in Part2's NG+ bonus list. Similarly, I can add the entire Shimazu Clan as an option in the same list.

part 2 increasingly harder
Funnily enough - This isn't really the case. The game will follow the usual formulas that are used in Part1, but there is no explicit attempt at making the units tougher based on time spent in said part. However, I am currently in the middle of developing the new difficulty patch, which aims to take that into consideration.
 

1tomadeira

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May 25, 2017
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Thank you again for the fast answers.

This is a point of contention - While on paper this sounds easy to do, trying to modify variables like this while there are likely dozens of checks for units' presence in armies could lead to an unintentional softlocking of the game, or a situation where the player can get multiple copies of a unit through both scripted events and army battles. Unfortunately I am playtesting most patches by myself, and even if I had a larger team, I can't imagine checking all edge cases so that it doesn't happen.

I can compromise by adding Ran to the pool of Houjou characters in Part2's NG+ bonus list. Similarly, I can add the entire Shimazu Clan as an option in the same list.
Oh sorry about that, I didn't want to bring too much work towards you and mentioned because I thought it was a binary option, sorry about that.

Funnily enough - This isn't really the case. The game will follow the usual formulas that are used in Part1, but there is no explicit attempt at making the units tougher based on time spent in said part. However, I am currently in the middle of developing the new difficulty patch, which aims to take that into consideration.
Well, I didn't play the part 2 until the end, but that's because I've always tried on full difficulty after playing part 1. Sure it's normal to be harder than part 1 events, but still, felt odd that I could barely win fights, on 2nd difficulty the issue isn't as big.

Still, it feels odd that you boost your commanders, and then you end having a cost of 219 for 40 NP at beginning. I don't know how it is towards the end, but at least on start, it feels more manageable to play part 2 straight instead of playing part 1 before. At least on hardest difficulty, it starts being hard to resuply all the troops. But it can be the strategy being wrong, dunno, still not used to all part 2 commanders.

Finally, is there a specific reason as to why part 1 items that you "farmed" aren't avaiable? That by itself would help the beginning a bit without changing difficulty levels directly. Same for Bloody Angel not being able to be dismissed, she's so useless comparing to the rest of the roster.

And yes, I know way too many turns then I usually do, but since I used a non mangagamer version before, and I'm a character clear/objective completion freak, if you want to have that Bloody Angel ends up being pretty bad comparing to the rest. Specially when you can't dismiss her at all.

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Loligeddon

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Well, I didn't play the part 2 until the end, but that's because I've always tried on full difficulty after playing part 1. Sure it's normal to be harder than part 1 events, but still, felt odd that I could barely win fights, on 2nd difficulty the issue isn't as big.

Still, it feels odd that you boost your commanders, and then you end having a cost of 219 for 40 NP at beginning. I don't know how it is towards the end, but at least on start, it feels more manageable to play part 2 straight instead of playing part 1 before. At least on hardest difficulty, it starts being hard to resuply all the troops. But it can be the strategy being wrong, dunno, still not used to all part 2 commanders.

Finally, is there a specific reason as to why part 1 items that you "farmed" aren't avaiable? That by itself would help the beginning a bit without changing difficulty levels directly. Same for Bloody Angel not being able to be dismissed, she's so useless comparing to the rest of the roster.

And yes, I know way too many turns then I usually do, but since I used a non mangagamer version before, and I'm a character clear/objective completion freak, if you want to have that Bloody Angel ends up being pretty bad comparing to the rest. Specially when you can't dismiss her at all.
IIRC all of those were intended moves to nerf the impact of Part 1 preparation.
The lack of gold to replenish can be remedied by generating enough Gold in P1 itself before moving on.

I've already made changes to Bloody Angel.
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1tomadeira

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IIRC all of those were intended moves to nerf the impact of Part 1 preparation.
The lack of gold to replenish can be remedied by generating enough Gold in P1 itself before moving on.

I've already made changes to Bloody Angel.
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I understand your point, but at the same time it would be nice to encourage people to use their favorite characters (or even simply different ones) to show different strategies. Othewise people will start using the same characters over and over, like the Legendary Five. Even on "vanilla" Sengoku Rance I recall that Orochi was extremely overpowered, and variety is always nice to have. Otherwise there's no goal to play part 1, and will always be better to go straight into part 2, or at the very least, play part 1 at the easiest difficulty if you don't have family bonuses.

Sure the milking of gold in part 1 should be taken into account, I agree, but ensuring that some characters are useful on part 2 takes also takes their toll. Of course this is a completly different game, for Eiyuu Senki for examples makes rebels appear if you waste turns without doing nothing to farm gold. And items like Emperor Sword on some routes take considerable time to catch for example, to not be able to use them after that effort feels meh. I agree however that battle permits shouldn't be avaiable, otherwise it would probably make it too easy.

About Bloody Angel, changes always are welcome, but as said above, when you're limited to 30 commanders already I would still prefer to play with the characters I like and took time and effort to boost. If you see on the screen, if Akihime and Yukihime are with decent stats, and we know how bad those are when we catch them. If the goal is to avoid "milking" on part 1, something like events of remmants triggering (the one that happens with Oda and Iga) would be much more appreciated, although I understand how hard those probably are to implement, if not impossible.

Thanks again for your answer and patience, and sorry btw if I sound that I'm underappreciating your work on the project, that's not the case at all. I've tried following the programming resources tools in miraheze wiki that KawaiNeko recommended, to check if it was possible for me to mod here and there, and I've only ended with an headache. I know that sometimes when writing the perception may be different, so sorry if at any time what I wrote above sounded ungrateful or that I wanted to dictate the direction of the project.
 
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Loligeddon

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No need to worry about the tone. If anything I appreciate the effort to provide thoughtful suggestions and/or criticism.

That said - I do agree with the majority of these points; It is a tough choice from a game design standpoint - Granted there are units that retain their utility and power in Part1 (Omachi, Kenshin, Urza and Dousan come to mind), numbers-wise Part2 was definitely designed to encourage you to bench some characters in favor of the newer ones. Granted (again), stalling Part1 to some levels (to the point you can make everyone 9/9/9/9 or even 8/8/8/8, for instance) does invalidate ~85% of the Part2 cast. And if part of that cast has some utility in themselves, the combination system is there to help the player shape these P1 units.

The Legendary NG+ characters definitely belong in the OP category, but that's how the original mod was made, but it's a no brainer to assume that this was the point. I'd like to keep the original mod's features as faithfully as possible, however, and focus instead on new content with the intention to balance this sudden power spike (essentially powercreeping this entire thing like a Gacha game).

When it comes to the remnants suggestion - I don't think it's a difficult one - IIRC all it does is recreate a Faction without even triggering any other events. I could see what can be done with that, but that's definitely landing to the "distant" place on the roadmap.

In the end though this mod (just like the base vanilla game itself) is designed to be replayable (and to a point, score min-maxable) and to be attempted with different characters, strats and ideas.

I may have missed some points from your message, and I apologise if that's the case - I'm currently at my work break and I tried to condense as many thoughts as I had in my head within this response.
 

1tomadeira

Engaged Member
May 25, 2017
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No need to worry about the tone. If anything I appreciate the effort to provide thoughtful suggestions and/or criticism.

That said - I do agree with the majority of these points; It is a tough choice from a game design standpoint - Granted there are units that retain their utility and power in Part1 (Omachi, Kenshin, Urza and Dousan come to mind), numbers-wise Part2 was definitely designed to encourage you to bench some characters in favor of the newer ones. Granted (again), stalling Part1 to some levels (to the point you can make everyone 9/9/9/9 or even 8/8/8/8, for instance) does invalidate ~85% of the Part2 cast. And if part of that cast has some utility in themselves, the combination system is there to help the player shape these P1 units.

The Legendary NG+ characters definitely belong in the OP category, but that's how the original mod was made, but it's a no brainer to assume that this was the point. I'd like to keep the original mod's features as faithfully as possible, however, and focus instead on new content with the intention to balance this sudden power spike (essentially powercreeping this entire thing like a Gacha game).

When it comes to the remnants suggestion - I don't think it's a difficult one - IIRC all it does is recreate a Faction without even triggering any other events. I could see what can be done with that, but that's definitely landing to the "distant" place on the roadmap.

In the end though this mod (just like the base vanilla game itself) is designed to be replayable (and to a point, score min-maxable) and to be attempted with different characters, strats and ideas.

I may have missed some points from your message, and I apologise if that's the case - I'm currently at my work break and I tried to condense as many thoughts as I had in my head within this response.
That's completly fine, as I said I didn't want to dictate the direction of the development. I also understand completly that you want to keep the the original mod's features as faithfully as possible, after all, the content was already there. I'm not against x or y character of part 2 being stronger, after all, if it even fits the plot then I'm all in for it. The only thing I don't like is that it almost "forces" you to ditch some of the characters that you boosted, hence why I mentioned the case of Bloody Angel. I don't see the reason of her being tagged as an important character that you can't dismiss or even mix as a second character to others.

Having more freedom on the commander's roster goes along the replayability you mentioned. That doesn't mean that some characters should be tuned to give a chance to others, no, I also don't agree with that, but there should at least be a bit more chance of using (theorically) "weaker" commanders as a challenge. Specially if you try to character clear some characters (which was one of the objectives in vanilla game).

I had no idea if that if that remnants option was easy, I just remembered it from Eiyuu Senki, because it has that exact purpose to avoid people milking gold and doing nothing, but if you guys think that option might be easier than I implied and might work with that purpose, then why not.

Not at all, you didn't miss any points at all, it's fine. Simply is a matter of checking feedback and game design, not everything is applicable, I understand that. As I said, I don't have a specific idea of the effort of the development, hence why I said sorry on the previous post, since it could imply I was trying to dictate the direction of the project (even if that wasn't the case). And I know how hard it is (if not impossible) to please everyone.

I won't bother you guys more on this specific topic for now, since this is basicly a non-stop debate, and as we already understood, even if it was completly respectul, it's all down to personal opinion and preference. Still, thanks again for the answer and also for the effort on the project, just because I provided the criticism above that doesn't mean I didn't have tons of fun with it to this day.
 

KawaiiNeko69

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Jul 24, 2020
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In my opinion I personally didn't care about Bloody Angel Unit, because I prefer to start from part 2, but next update will most likely force you to pre-farm in part 1, if you will want to beat new difficulty mode. I noticed that many players like to play from part 1, well I'm opposite but they will be able to experience more content, and have a way to ditch bloody anglel early.
 

Lewdmiral

Newbie
Feb 1, 2024
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Meanwhile I've been using Bloody Angel for the express goal of losing specific battles, like the one needed for Silky.
Btw, it seems not all routes can be cleared under 39 turns. Official certainly can't, as not even feeding Toukichirou will get you to fight Xavier for the first time before turn 28, at least in my experience. Then, once the Demon Army appeared by turn 35, I had to deal with Shikibu being a roadblock until Miki killed her.
Speaking of Miki/LP, have you considered making her a NG+ bonus? She's already in the vanilla game.
 

1tomadeira

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May 25, 2017
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In my opinion I personally didn't care about Bloody Angel Unit, because I prefer to start from part 2, but next update will most likely force you to pre-farm in part 1, if you will want to beat new difficulty mode. I noticed that many players like to play from part 1, well I'm opposite but they will be able to experience more content, and have a way to ditch bloody anglel early.
Now that you say that is even more understandable (besides the actual extreme effort to modify and put a scrollbox) of adding more than 30 commanders. It actually makes extreme more sense of why you said that previously, which is completly understandable if you focus more on part 2.

Meanwhile I've been using Bloody Angel for the express goal of losing specific battles, like the one needed for Silky.
Just to assure, I'm not asking to "delete" her from the game. What I'm saying is that, since when some plays part 1 before, they already have a considerable roster, not only of characters that are strong, but for the characters they like (for example, I have a tendency to pick girls over dudes, just a thing of mine). But if there's a limit of 30 commanders, then the player should at least have a bit of freedom to pick what he wants at begining of part 2, otherwise it gets even a bit rough to get other characters on that part.

Funnily enough, and I've just noticed this litteraly minutes ago, but if you do the character clear of Natori and clear her in part 1 by defeating Orochi, she also keeps being tagged as important character (and I assume with Fuuka the same happens too), and you have no way to dismiss her at all on part 2 as well. Not that I don't like her, on the contrary, her character is extremely useful, but it's still pretty funny for that to happen. With that in mind, in a roster of 30, I already have 6 (Rance duh, Suzume, El Mofus, Natori, Bloody Angel and Bezeleye) that I can't mix (or at least mix as the 2nd unit).

Speaking of Miki/LP, have you considered making her a NG+ bonus? She's already in the vanilla game.
Her model is quite cool yes, it would be appreciated. Although my guess is that she might be hard to balance, or at least hard to get, to be at least faithful to the actual plot, after all she's the DK. Unless it is possible to have Miki character, but it was quite some time already I've played the DK route, if I recall correctly you can't. I usually play Ran's route because I like the character and it's the only one she doesn't die, but yeah. But would be hilarious if there was an hidden even where you could get Miki and after some time she "upgrades" to LP.

Unfortunely I'm currently with university exams besides work, but when I get some free time I'll try to dive deeper again into the resource tools at mireheze.
 

KawaiiNeko69

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Jul 24, 2020
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and you have no way to dismiss her at all on part 2 as well
You can put in second army for time being, and later you unlock a way to combine important characters too, so you can definitely get rid of her.

(besides the actual extreme effort to modify and put a scrollbox)
Sorry, but I tried once to develop 30+ characters in your army but I ended up with tons of errors and I would say it's not worth my time to do it, if you find somebody else that can program the functionallity, then I could implement it in DAI too (as an option, because for me it's game breaking feature)
 

1tomadeira

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May 25, 2017
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You can put in second army for time being, and later you unlock a way to combine important characters too, so you can definitely get rid of her.
Ah sorry about that, I guess I didn't reach that part yet, my bad.

Sorry, but I tried once to develop 30+ characters in your army but I ended up with tons of errors and I would say it's not worth my time to do it, if you find somebody else that can program the functionallity, then I could implement it in DAI too (as an option, because for me it's game breaking feature)
You don't need to say sorry, that's completly fine, as I said above I guessed it would take considerable time to do it, because besides mixing variables it also changed the visual aspects and is implementing new objectives on the player's view.
 

Bananonano

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Oct 13, 2018
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Anyone knows how to character clear Satella? She asked for a flower, toppo's egg, and something from Silky iirc. I have aconca flowers and toppo's egg, but I don't know how to get the stuff from fiend Silky after getting her in my roster.
 

Lewdmiral

Newbie
Feb 1, 2024
37
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59
Anyone knows how to character clear Satella? She asked for a flower, toppo's egg, and something from Silky iirc. I have aconca flowers and toppo's egg, but I don't know how to get the stuff from fiend Silky after getting her in my roster.
Beat Camilla after Urza informs you that several fiend souls disappeared. Then there will be a purple event in Camilla's castle. You must see this event BEFORE recruiting Camilla. After this, talk to Satella.
 

Bananonano

New Member
Oct 13, 2018
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Thanks. I'll try that!

Anyway, I think I found a use for enlisting Sill. You can give her absolute magic resistance. That makes her basically immortal (at least, I never had her die until now), which means, her move restore is 100% reliable in dungeon fights. Plus, you can give her extra moves, which means more attacks for Rance. Then, you can just kick her away into the second army because she's wasted space in your roster lol.

With enough speed as a ninja she can be used to swap characters around, since apparently she can't be made to retreat once she appears in dungeon fights? That's a lot of investment though.
 
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Lewdmiral

Newbie
Feb 1, 2024
37
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I found a better use for Sill: As long as you have anyone with Human Experimentation (gotten from Papaya), you first get Rance to his highest Archfiend level and then fuse him with Sill for 10% her levels. Considering that a fully boosted Archfiend Rance can get around 700-1000 through combinations without entering Jill's route, that'll give you 100 extra levels, and all of them matter when you're against Buton. Furthermore, even if you no longer have Sill as an independent unit, she'll still appear in solo battles. Her stats will be reset to the basic ones, so keep that in mind.

Anyway, possible bug report: Am goes from Love to Trust when you clear her.
 

Loligeddon

Newbie
Jul 9, 2019
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Hey everyone, a little bit of progress on the update:

The new difficulty setting has been completed and confirmed to be beatable (albeit so far attempts were made only with Part1 preparation). One of the new additions to this difficulty was causing defensive losses to result in loss of the entire province instead of a single piece of that province. A lot of changes were done to scripted fights and generic units (see screenshots below).

Buton and Bloody Angel have received new changes thanks to feedback on this thread (thanks so much!)

The only things left for now are bugfixes that may have appeared during the playtest and after the last release. I can't however speak for when exactly the update is going to launch, but it is closer than ever.

image-41.png image-34.png image-33.png
 
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raeyraey

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Aug 6, 2021
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Thank you very much!
I love the Rance series very much (I enjoyed the hell out of RX when it first came out, for example) and really love the work the original DAI author and you guys poured to Sengoku! Was easily my 2nd most favorite Rance aside from RX!

I just discovered DAI and wanted to play when I saw that a new major update is coming soon, so I guess I will wait for that first.
On the other hand, are there any plans of updating the Cheat Table for the latest version? I would really love to tinker with some stuffs and that table would really help in achieving that goal...
 

Lewdmiral

Newbie
Feb 1, 2024
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Another bug: Rolex can join Hornet's Faction before you activate his event at Lang Bau, resulting in a Rolex for each wrist. Unfortunately, you still can't catch him.
Also, it seems it's possible to lose a chance to recruit Merrim, though I don't really know what I did, just that she didn't appear.
Likewise, is the chance to fight Jill related to difficulty?