ciphertul
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- Jun 20, 2018
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Some of it, enough to play and enjoy the game.Is Blueresort translated?
Some of it, enough to play and enjoy the game.Is Blueresort translated?
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.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.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?
A good portion of it is translated but there's still alot that isn't. You'll be able to play without really getting confused on what you need to do.Is Blueresort translated?
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.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.
Holy shit I love you.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.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?
Methods: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.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
Hmmm you could check the era wiki but there's nothing that comes to mind like that.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.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.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?