Arbitrara

New Member
Jul 2, 2018
3
9
So, Random thing. There's a lot of Blue Resort discussion, which is cool. But just tossing my hat into the ring for EraMegaten, because I had some questions weeks ago that I've managed to answer myself. So, for others, here we go.

EraMegaten basic guide.

There are currently two versions of the game that are under sorta-regular development with english stuff added, EraMegaten and EraMegatenP. The latter has seen a lot more. What's the difference?

Primarily, both QoL and a radical rethinking of the 'Home' and 'Time' aspects of the game. P has a bunch of fun new features,most related to the game's dungeon crawling elements. On the other hand, it makes the long game much easier. Which brings us to that. A lot of games have several game modes. Since this is about MegaTen, let's talk about Persona. You're playing two games in that. A 'Raising Sim/Dating Sim' sorta like Tokimaki Memorial and a JRPG Dungeon crawler.

In EraMegaten, you're playing two games as well. On the top layer is a management game, with a fifty day time limit where you can only do certain things before you get to it, and below that, you've got a dungeon crawler. This isn't quite like Persona, though. You've got six man parties, and combat relies heavily on weakness exploitation and use of support skills. It'sbased a lot off of the gameplay of something like Devil Summoner, and in fact the main storyline is based on Soul Hackers. If you've never played those, think sort of like Wizardry.

The 'Time' element that P alters so much is part of the simulation part. In the original EraMegaten, time is tracked in 4 chunks, Morning, Noon, evening and Night. It's important for a few things. Like, you can only really explore the red light district at night, some events need a specific time, etc. Time passed with training or exploring a dungeon. It also passed with some 'Events,' 'Requests,' and 'Arena fights' but this was seriously inconsistent. But, basically, in this game you had 200 time passing actions to get the time limited endings. To start, only one of those actions per day was allowed to be dungeon crawling. Again, sort of like Persona. Though you could get more through leveling and buying certain items. The more dungeon crawling you did, though, the less training you could do.

P does away with this system entirely. 'Days' are now called 'Turns.' You still have a 50 turn limit, but within each turn you have two seperate action pools. Dungeon explorations, of which you start with 1, and actions, of which you start with 4. So, already, you've now got 250 actions per50 days rather than 200, but on top of that, Dungeon explorations let you go back into the same one as many times as you want, Events, Requests and Arena fights NEVER take up an action, and you can gain more of both explorations and actions. If you're playing well you can have 3 explorations and 6 actions by Turn 20.

Now, there's a basic gameplay guide on the Era Games Wiki. It should be the first result when youlook up 'EraMegaten.' So I'm not going over gameplay systems here. The guide's old, and it doesn't touch the P version, but it's a good primer. If you wantbasic combat or training tips, read it.

Back? Good.

Now for stuff the guide doesn't cover, or have changed.

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So... yeah. That's, um, a thing I wrote. Maybe it might be helpful to someone? On a side note, I still have a question. Why the heck are these games all still in the same thread? The mechanics are more different in most of them than entire different franchises by the same dev. Could we get individual threads for the bigger ones?
 
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Esander

Newbie
Aug 24, 2020
40
51
So, Random thing. There's a lot of Blue Resort discussion, which is cool. But just tossing my hat into the ring for EraMegaten, because I had some questions weeks ago that I've managed to answer myself. So, for others, here we go.

EraMegaten basic guide.

There are currently two versions of the game that are under sorta-regular development with english stuff added, EraMegaten and EraMegatenP. The latter has seen a lot more. What's the difference?

Primarily, both QoL and a radical rethinking of the 'Home' and 'Time' aspects of the game. P has a bunch of fun new features,most related to the game's dungeon crawling elements. On the other hand, it makes the long game much easier. Which brings us to that. A lot of games have several game modes. Since this is about MegaTen, let's talk about Persona. You're playing two games in that. A 'Raising Sim/Dating Sim' sorta like Tokimaki Memorial and a JRPG Dungeon crawler.

In EraMegaten, you're playing two games as well. On the top layer is a management game, with a fifty day time limit where you can only do certain things before you get to it, and below that, you've got a dungeon crawler. This isn't quite like Persona, though. You've got six man parties, and combat relies heavily on weakness exploitation and use of support skills. It'sbased a lot off of the gameplay of something like Devil Summoner, and in fact the main storyline is based on Soul Hackers. If you've never played those, think sort of like Wizardry.

The 'Time' element that P alters so much is part of the simulation part. In the original EraMegaten, time is tracked in 4 chunks, Morning, Noon, evening and Night. It's important for a few things. Like, you can only really explore the red light district at night, some events need a specific time, etc. Time passed with training or exploring a dungeon. It also passed with some 'Events,' 'Requests,' and 'Arena fights' but this was seriously inconsistent. But, basically, in this game you had 200 time passing actions to get the time limited endings. To start, only one of those actions per day was allowed to be dungeon crawling. Again, sort of like Persona. Though you could get more through leveling and buying certain items. The more dungeon crawling you did, though, the less training you could do.

P does away with this system entirely. 'Days' are now called 'Turns.' You still have a 50 turn limit, but within each turn you have two seperate action pools. Dungeon explorations, of which you start with 1, and actions, of which you start with 4. So, already, you've now got 250 actions per50 days rather than 200, but on top of that, Dungeon explorations let you go back into the same one as many times as you want, Events, Requests and Arena fights NEVER take up an action, and you can gain more of both explorations and actions. If you're playing well you can have 3 explorations and 6 actions by Turn 20.

Now, there's a basic gameplay guide on the Era Games Wiki. It should be the first result when youlook up 'EraMegaten.' So I'm not going over gameplay systems here. The guide's old, and it doesn't touch the P version, but it's a good primer. If you wantbasic combat or training tips, read it.

Back? Good.

Now for stuff the guide doesn't cover, or have changed.

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So... yeah. That's, um, a thing I wrote. Maybe it might be helpful to someone? On a side note, I still have a question. Why the heck are these games all still in the same thread? The mechanics are more different in most of them than entire different franchises by the same dev. Could we get individual threads for the bigger ones?
Thanks for the P overview. I basically beat all of original EraMegaten's content, but I've barely dipped my toe in the P version. Do you know exactly what gives you more dungeon and training actions per turn? I have optimization brain.
 

Arbitrara

New Member
Jul 2, 2018
3
9
That'd be org contribution. I can't remember the exact thresholds, but you get it gradually along with the previous bonuses, Junk shop stuff, etc. This also gives you demon slots now. At around 6 million contribution, you max everything other than JP per day. {JP Per day just keeps going up, I'm at 11 million contrib and getting 600000 JP per day right now.

Once it's all maxed out, you get 3 dungeon selections, so you can select a dungeon, go into it all you want, then select another one for 3 dungeons total, and 6 trainings. You also get one arena match per day, and 28 demon slots.
 
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Reij

Member
Jun 22, 2018
153
132
I'll second that thanks for the P overview. I did several, or a few dozen, runs through Eramegaten before switching to a new PC and hadn't gotten around to setting everything up on the new system yet. That summary might have just been the kick in the pants I needed to do so and probably saved me a few hours of debating going with I know or trying the new P system (leaning heavily toward this now).
 

Chaotics19

Active Member
Aug 13, 2017
537
162
So, Random thing. There's a lot of Blue Resort discussion, which is cool. But just tossing my hat into the ring for EraMegaten, because I had some questions weeks ago that I've managed to answer myself. So, for others, here we go.

EraMegaten basic guide.

There are currently two versions of the game that are under sorta-regular development with english stuff added, EraMegaten and EraMegatenP. The latter has seen a lot more. What's the difference?

Primarily, both QoL and a radical rethinking of the 'Home' and 'Time' aspects of the game. P has a bunch of fun new features,most related to the game's dungeon crawling elements. On the other hand, it makes the long game much easier. Which brings us to that. A lot of games have several game modes. Since this is about MegaTen, let's talk about Persona. You're playing two games in that. A 'Raising Sim/Dating Sim' sorta like Tokimaki Memorial and a JRPG Dungeon crawler.

In EraMegaten, you're playing two games as well. On the top layer is a management game, with a fifty day time limit where you can only do certain things before you get to it, and below that, you've got a dungeon crawler. This isn't quite like Persona, though. You've got six man parties, and combat relies heavily on weakness exploitation and use of support skills. It'sbased a lot off of the gameplay of something like Devil Summoner, and in fact the main storyline is based on Soul Hackers. If you've never played those, think sort of like Wizardry.

The 'Time' element that P alters so much is part of the simulation part. In the original EraMegaten, time is tracked in 4 chunks, Morning, Noon, evening and Night. It's important for a few things. Like, you can only really explore the red light district at night, some events need a specific time, etc. Time passed with training or exploring a dungeon. It also passed with some 'Events,' 'Requests,' and 'Arena fights' but this was seriously inconsistent. But, basically, in this game you had 200 time passing actions to get the time limited endings. To start, only one of those actions per day was allowed to be dungeon crawling. Again, sort of like Persona. Though you could get more through leveling and buying certain items. The more dungeon crawling you did, though, the less training you could do.

P does away with this system entirely. 'Days' are now called 'Turns.' You still have a 50 turn limit, but within each turn you have two seperate action pools. Dungeon explorations, of which you start with 1, and actions, of which you start with 4. So, already, you've now got 250 actions per50 days rather than 200, but on top of that, Dungeon explorations let you go back into the same one as many times as you want, Events, Requests and Arena fights NEVER take up an action, and you can gain more of both explorations and actions. If you're playing well you can have 3 explorations and 6 actions by Turn 20.

Now, there's a basic gameplay guide on the Era Games Wiki. It should be the first result when youlook up 'EraMegaten.' So I'm not going over gameplay systems here. The guide's old, and it doesn't touch the P version, but it's a good primer. If you wantbasic combat or training tips, read it.

Back? Good.

Now for stuff the guide doesn't cover, or have changed.

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So... yeah. That's, um, a thing I wrote. Maybe it might be helpful to someone? On a side note, I still have a question. Why the heck are these games all still in the same thread? The mechanics are more different in most of them than entire different franchises by the same dev. Could we get individual threads for the bigger ones?
Nice analysis on the differences between normal and P. Some people on the Discord were discussing the different time system, but I didn't realize that the COMP software balance was also straight up thrown out the window, since I haven't played it myself. As a minor addition to the benefits of tentacle lab exploits, it also allows for easy skill acquisition and upgrades, plus the 'Fallen' bonus that requires a percent of their max MAG if I remember correctly, as you can now inject the MAG needed. Also, demons can remove more than 2 weaknesses by resetting the fall state in NG+, but you need to train them all over again, with even more MAG needed to add the resistance, so it's only for demons that are staying in the party for several runs, though that's probably easier with P's time system. I will also add that humans are generally weaker against instant-kill spells, though they can compensate with equipment and there's guides on the JP wiki on resisting most elements through equipment.
 
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Arbitrara

New Member
Jul 2, 2018
3
9
Nice analysis on the differences between normal and P. Some people on the Discord were discussing the different time system, but I didn't realize that the COMP software balance was also straight up thrown out the window, since I haven't played it myself. As a minor addition to the benefits of tentacle lab exploits, it also allows for easy skill acquisition and upgrades, plus the 'Fallen' bonus that requires a percent of their max MAG if I remember correctly, as you can now inject the MAG needed. Also, demons can remove more than 2 weaknesses by resetting the fall state in NG+, but you need to train them all over again, with even more MAG needed to add the resistance, so it's only for demons that are staying in the party for several runs, though that's probably easier with P's time system. I will also add that humans are generally weaker against instant-kill spells, though they can compensate with equipment and there's guides on the JP wiki on resisting most elements through equipment.
Thanks, and cool extra info on the fall states and resistances. I guess you get one for each contracted trait the demon has? That's neat.

Humans are weaker to Mudo, yeah. Though completely nulling Hamma by default's nice. Doing SMT I's cathedral, I started hating angels and light spells. LOL.

COMP balance is even worse than that implies, TBH. I glossed over the NG+ bit but P adds a few options, one of which is an escalating series of bonuses that start you out with more comp slots. The final one costs a LOT of EP, butcombines with the others to give you all the slots you'd need right from gamestart. Someone in P's dev team really didn't like the COMP.

Oh, on the note of NG+, there's an entry there for keeping your organization rank. This sounds nice but I wouldn't. Something about it just seems unfinished, and it doesn't keep your actual org contribution, so you still need to dump money in to unlock a lot of events and get JP back.
 

kohi_kohi

Member
Nov 15, 2021
161
156
So, Random thing. There's a lot of Blue Resort discussion, which is cool. But just tossing my hat into the ring for EraMegaten, because I had some questions weeks ago that I've managed to answer myself. So, for others, here we go.

EraMegaten basic guide.

There are currently two versions of the game that are under sorta-regular development with english stuff added, EraMegaten and EraMegatenP. The latter has seen a lot more. What's the difference?

Primarily, both QoL and a radical rethinking of the 'Home' and 'Time' aspects of the game. P has a bunch of fun new features,most related to the game's dungeon crawling elements. On the other hand, it makes the long game much easier. Which brings us to that. A lot of games have several game modes. Since this is about MegaTen, let's talk about Persona. You're playing two games in that. A 'Raising Sim/Dating Sim' sorta like Tokimaki Memorial and a JRPG Dungeon crawler.

In EraMegaten, you're playing two games as well. On the top layer is a management game, with a fifty day time limit where you can only do certain things before you get to it, and below that, you've got a dungeon crawler. This isn't quite like Persona, though. You've got six man parties, and combat relies heavily on weakness exploitation and use of support skills. It'sbased a lot off of the gameplay of something like Devil Summoner, and in fact the main storyline is based on Soul Hackers. If you've never played those, think sort of like Wizardry.

The 'Time' element that P alters so much is part of the simulation part. In the original EraMegaten, time is tracked in 4 chunks, Morning, Noon, evening and Night. It's important for a few things. Like, you can only really explore the red light district at night, some events need a specific time, etc. Time passed with training or exploring a dungeon. It also passed with some 'Events,' 'Requests,' and 'Arena fights' but this was seriously inconsistent. But, basically, in this game you had 200 time passing actions to get the time limited endings. To start, only one of those actions per day was allowed to be dungeon crawling. Again, sort of like Persona. Though you could get more through leveling and buying certain items. The more dungeon crawling you did, though, the less training you could do.

P does away with this system entirely. 'Days' are now called 'Turns.' You still have a 50 turn limit, but within each turn you have two seperate action pools. Dungeon explorations, of which you start with 1, and actions, of which you start with 4. So, already, you've now got 250 actions per50 days rather than 200, but on top of that, Dungeon explorations let you go back into the same one as many times as you want, Events, Requests and Arena fights NEVER take up an action, and you can gain more of both explorations and actions. If you're playing well you can have 3 explorations and 6 actions by Turn 20.

Now, there's a basic gameplay guide on the Era Games Wiki. It should be the first result when youlook up 'EraMegaten.' So I'm not going over gameplay systems here. The guide's old, and it doesn't touch the P version, but it's a good primer. If you wantbasic combat or training tips, read it.

Back? Good.

Now for stuff the guide doesn't cover, or have changed.

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So... yeah. That's, um, a thing I wrote. Maybe it might be helpful to someone? On a side note, I still have a question. Why the heck are these games all still in the same thread? The mechanics are more different in most of them than entire different franchises by the same dev. Could we get individual threads for the bigger ones?
Holy shit I love you.

Platonically if you prefer.
 

Yeppers34

Member
Aug 11, 2021
481
2,027
So, Random thing. There's a lot of Blue Resort discussion, which is cool. But just tossing my hat into the ring for EraMegaten, because I had some questions weeks ago that I've managed to answer myself. So, for others, here we go.

EraMegaten basic guide.

There are currently two versions of the game that are under sorta-regular development with english stuff added, EraMegaten and EraMegatenP. The latter has seen a lot more. What's the difference?

Primarily, both QoL and a radical rethinking of the 'Home' and 'Time' aspects of the game. P has a bunch of fun new features,most related to the game's dungeon crawling elements. On the other hand, it makes the long game much easier. Which brings us to that. A lot of games have several game modes. Since this is about MegaTen, let's talk about Persona. You're playing two games in that. A 'Raising Sim/Dating Sim' sorta like Tokimaki Memorial and a JRPG Dungeon crawler.

In EraMegaten, you're playing two games as well. On the top layer is a management game, with a fifty day time limit where you can only do certain things before you get to it, and below that, you've got a dungeon crawler. This isn't quite like Persona, though. You've got six man parties, and combat relies heavily on weakness exploitation and use of support skills. It'sbased a lot off of the gameplay of something like Devil Summoner, and in fact the main storyline is based on Soul Hackers. If you've never played those, think sort of like Wizardry.

The 'Time' element that P alters so much is part of the simulation part. In the original EraMegaten, time is tracked in 4 chunks, Morning, Noon, evening and Night. It's important for a few things. Like, you can only really explore the red light district at night, some events need a specific time, etc. Time passed with training or exploring a dungeon. It also passed with some 'Events,' 'Requests,' and 'Arena fights' but this was seriously inconsistent. But, basically, in this game you had 200 time passing actions to get the time limited endings. To start, only one of those actions per day was allowed to be dungeon crawling. Again, sort of like Persona. Though you could get more through leveling and buying certain items. The more dungeon crawling you did, though, the less training you could do.

P does away with this system entirely. 'Days' are now called 'Turns.' You still have a 50 turn limit, but within each turn you have two seperate action pools. Dungeon explorations, of which you start with 1, and actions, of which you start with 4. So, already, you've now got 250 actions per50 days rather than 200, but on top of that, Dungeon explorations let you go back into the same one as many times as you want, Events, Requests and Arena fights NEVER take up an action, and you can gain more of both explorations and actions. If you're playing well you can have 3 explorations and 6 actions by Turn 20.

Now, there's a basic gameplay guide on the Era Games Wiki. It should be the first result when youlook up 'EraMegaten.' So I'm not going over gameplay systems here. The guide's old, and it doesn't touch the P version, but it's a good primer. If you wantbasic combat or training tips, read it.

Back? Good.

Now for stuff the guide doesn't cover, or have changed.

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So... yeah. That's, um, a thing I wrote. Maybe it might be helpful to someone? On a side note, I still have a question. Why the heck are these games all still in the same thread? The mechanics are more different in most of them than entire different franchises by the same dev. Could we get individual threads for the bigger ones?
Interesting I remember seeing megatenp on the Era wiki and just thought it was a new update to the game, I'll have to check it out once I exhaust everything i can in Blueresort.
 
Oct 7, 2022
23
15
Does anyone know what the keyboard/number commands are when you choose which special factions are going to appear on a new game? I've been trying to make a script to completely automate the new game process and I couldn't figure out most of the settings there. Automating mouse movements and clicks are not reliable due to possible window position/size differences.
I've found that 'xy', where x is the order of a faction and y is the strenght of that faction, so '11' sets the Bandits to level 1, '23' sets the Hobgoblins to level 3 and so on. However I couldn't deduce the rest of the options, like setting a unique boss name for a specific faction and so forth.
Did anyone figure those out by chance?
 

mrme

Active Member
Nov 8, 2017
975
1,076
In TW how do you forget a mob character after the first day?
Filled one up for the achievement but I don't need more child support
 

kohi_kohi

Member
Nov 15, 2021
161
156
In TW how do you forget a mob character after the first day?
Filled one up for the achievement but I don't need more child support
Methods:

1. Delete the file outside the game.
2. Overwrite the data by remembering someone over in the mob slot.
3. Ignore it entirely.
 

Ferghus

Engaged Member
Aug 25, 2017
2,970
4,561
In TW how do you forget a mob character after the first day?
Filled one up for the achievement but I don't need more child support
I think you can select and delete mob characters from the pre-wake menu. Should be button 112 in the AnonTW version.
 
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Trickstar

Well-Known Member
Jun 2, 2018
1,508
5,825
Is there any era game that focuses on (player) corruption and slavery and is female protagonist? Preferably less battles and at least needs enough of a translation for dialogue to be understandable for the most part?
 

Yeppers34

Member
Aug 11, 2021
481
2,027
Is there any era game that focuses on (player) corruption and slavery and is female protagonist? Preferably less battles and at least needs enough of a translation for dialogue to be understandable for the most part?
Hmmm you could check the era wiki but there's nothing that comes to mind like that.

Edit: right when I typed this i remembered an era game where the protag is female and the goal is to sexualy train some shogi or chessplayer to be sold as a slave in a certain amount of time but unfortunately the name escapes me.

Edit edit: it's called EraSumireTeru
 
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VespidV

Active Member
Dec 11, 2016
746
410
Is there any era game that focuses on (player) corruption and slavery and is female protagonist? Preferably less battles and at least needs enough of a translation for dialogue to be understandable for the most part?
EraTohoReverse is like that and you can play as a female character.
 

Ferghus

Engaged Member
Aug 25, 2017
2,970
4,561
Is there any era game that focuses on (player) corruption and slavery and is female protagonist? Preferably less battles and at least needs enough of a translation for dialogue to be understandable for the most part?
Probably not. I'm guessing you found some games on the wiki that describe what you want, but honestly the Era games are niche enough that hardly anyone is translating them.
 
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