Faustus7

Newbie
Apr 4, 2018
63
48
I haven't got any idea about the teapot. But speaking of harem, I have drawn some multiple-girl CGs like jean-barbara and Xianyun-Ganyu-Shenhe. So maybe these CGs can be triggered by putting specific girls into the teapot. Or do you have any suggestion?
I like that idea but I was also thinking having a hilichurl that is supposed to be our character and the leader and having scenes with the girls we keep in the teapot
 
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fenrir5034

Newbie
Jun 6, 2018
31
5
I haven't got any idea about the teapot. But speaking of harem, I have drawn some multiple-girl CGs like jean-barbara and Xianyun-Ganyu-Shenhe. So maybe these CGs can be triggered by putting specific girls into the teapot. Or do you have any suggestion?
i think that might be a good idea having pairings or trios in something like ganyu+shenhe+xiangyun if possible i would also say special dialogue for pairings like that as well since currently the game is a little low on dialogue besides the initial narration something like jean panicking with a already corrupted barbara. or maybe as a way to upgrade the girls nycto leves when already corrupted or something like that.
 

sact12

New Member
Jun 17, 2022
1
1
I like that idea but I was also thinking having a hilichurl that is supposed to be our character and the leader and having scenes with the girls we keep in the teapot
while I like the idea, some people may be more into having the girls continue being a communal resource so making it optional should be for the best, but to be fair, after 1-2 nations you have plenty of breeders so pulling girls out for some harem fantasy shouldn't hurt the war effort at all.
It could also be an optional game mode.
 
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Faustus7

Newbie
Apr 4, 2018
63
48
while I like the idea, some people may be more into having the girls continue being a communal resource so making it optional should be for the best, but to be fair, after 1-2 nations you have plenty of breeders so pulling girls out for some harem fantasy shouldn't hurt the war effort at all.
It could also be an optional game mode.
I agree it should be a optional thing
 

Whiskas2

Newbie
Jan 7, 2020
52
188
I wanted to mention that there seems to (by which I mean it sometimes happens, sometimes not) a bug where doing an action with a long animation (Metachurl plunge for example) and ending turn immediately after or at least before the animation concludes let's enemy units dodge the effects of it. Like I had a millielith walk in between the spikes as they were erupting from the ground and they didn't seem to take any damage whatsoever.
 
Apr 25, 2022
55
75
I haven't got any idea about the teapot. But speaking of harem, I have drawn some multiple-girl CGs like jean-barbara and Xianyun-Ganyu-Shenhe. So maybe these CGs can be triggered by putting specific girls into the teapot. Or do you have any suggestion?
Honestly, that sounds like a fantastic use of the teapot, barring any protagonist shenanigans. Perhaps it can be used to trigger alternative CG's in general, rather than just threesomes? As I imagine there are quite a few scenes you've probably had to scrap over time due to not making sense for breeding purposes.
 

dekeche

Member
Aug 5, 2018
222
105
On the subject of bugs - there is a minor bug with how turn orders and the freezing condition is handled. Namely that because the turn progress is that Turn end -> Frozen unit turn start -> Frozen unit turn delay -> Next unit start (instead of applying the freezing effect before their turn starts) there's technically enough time present to select an action for the frozen unit if you're fast enough, essentially preventing the turn skip. It's a bit tricky to pull off, but I've done it a few times.
 

Hanakoto

Newbie
Jun 1, 2023
57
40
I can't start the game, it keeps showing a black screen and then it closes, does anyone have a solution?
Happened here too. If video driver doesn't support Vulkan, it seems.

May also check error log just in case. Located in C:\Users\<username>\AppData\Roaming\Godot\app_userdata\Hilichurl's Yabou\logs
 

zzgg

Newbie
Jun 19, 2018
20
6
Found a bug in wolvendom, where a elite adventurer becomes invincible, untargetable by manual action, end of turn action or auto-battle. Maybe to reproduce, a detailed description of the situation: The wolf is with her, two adventurers too. Theh wolf dies to nycto DOT, but does a lot of moves on his turn before dying. Elite Adventurer is invincible, can still attack you.
 

NamedUser1111

New Member
Apr 1, 2024
12
11
So, I have been thinking:
One thing that kind of worries me is the fact that, after one conquers the city of Mondstadt, there isn't much left to oppose any credible resistance, except a city. For me, I basically only had the last battle Liyue left after that.
I comes in part with the fact that once you can get a pack that can beat a city, nothing in the game can oppose it : ennemies comes in groups of 3-4 max, vision holder are alone of don't move and bosses are also static. So, at worse, you can just get your killer pack and clean the map bit by bit while you quietly make a second one. I fear this tendency would only get stronger as more regions are added.
Which leads me to some thought to counter it :
- There could be a Teyvat threat gauge (like the national ones). It would rarely go down, but would only go up on big events (taking a city, making a full settlement, capturing the highest threat vision holder of a country…). Instead of releasing vision holders, it could make the resistance harder : for example, making 2 units spawn instead of 1, have all subsequent vision holder move with supporting units, or leads neutral nations to attack you first (right now, if you don't touch Liyue, you can conquer all of Mondstadt and they will just watch you). It could also trigger some mini-event, such as the reactivation of the ballista in Liyue if you haven't captured it yet.
- Having event that damages you directly. I can imagine traps/stratagems from the enemy that says that next turn, one of you units and all units in the same location take a lot of damages, but you don't know which unit (some corrupted girls could be sent to investigate and would give you the unit type/location/other. But only one girl can be sent, and she only bring one information). Or another one that would damage one unit in each location for 2-3 adjacent known locations.
- Having adverse effect in location like the withering zone in Sumeru, or the Tatarigami in Inazuma. They could inflict damages, or turn some units crazy. Or making the crossing to Inzuma very dangerous (a chance to have all your units killed during the crossing, reduced to HP halved if Beidou is on the ship)
- Giving the enemy some army (6-8 units) that move aggressively.
- Some wandering ennemies that could target your main base. They would not attack it, but if they reach it, they free one of you prisoner each, and she gets back on the enemy side.
- Having some "rebellons". If a colony is not colonized at 100%, there is a chance that wandering units can raise a army in it/near it to try and take it back.

These are just thought I have. Not all of there are good, or applicable. You probably have other plan, but I put it here just in case some of it can be of use.
 

BabyDragonV2

Member
Jul 10, 2021
249
51
So, I have been thinking:
One thing that kind of worries me is the fact that, after one conquers the city of Mondstadt, there isn't much left to oppose any credible resistance, except a city. For me, I basically only had the last battle Liyue left after that.
I comes in part with the fact that once you can get a pack that can beat a city, nothing in the game can oppose it : ennemies comes in groups of 3-4 max, vision holder are alone of don't move and bosses are also static. So, at worse, you can just get your killer pack and clean the map bit by bit while you quietly make a second one. I fear this tendency would only get stronger as more regions are added.
Which leads me to some thought to counter it :
- There could be a Teyvat threat gauge (like the national ones). It would rarely go down, but would only go up on big events (taking a city, making a full settlement, capturing the highest threat vision holder of a country…). Instead of releasing vision holders, it could make the resistance harder : for example, making 2 units spawn instead of 1, have all subsequent vision holder move with supporting units, or leads neutral nations to attack you first (right now, if you don't touch Liyue, you can conquer all of Mondstadt and they will just watch you). It could also trigger some mini-event, such as the reactivation of the ballista in Liyue if you haven't captured it yet.
- Having event that damages you directly. I can imagine traps/stratagems from the enemy that says that next turn, one of you units and all units in the same location take a lot of damages, but you don't know which unit (some corrupted girls could be sent to investigate and would give you the unit type/location/other. But only one girl can be sent, and she only bring one information). Or another one that would damage one unit in each location for 2-3 adjacent known locations.
- Having adverse effect in location like the withering zone in Sumeru, or the Tatarigami in Inazuma. They could inflict damages, or turn some units crazy. Or making the crossing to Inzuma very dangerous (a chance to have all your units killed during the crossing, reduced to HP halved if Beidou is on the ship)
- Giving the enemy some army (6-8 units) that move aggressively.
- Some wandering ennemies that could target your main base. They would not attack it, but if they reach it, they free one of you prisoner each, and she gets back on the enemy side.
- Having some "rebellons". If a colony is not colonized at 100%, there is a chance that wandering units can raise a army in it/near it to try and take it back.

These are just thought I have. Not all of there are good, or applicable. You probably have other plan, but I put it here just in case some of it can be of use.
i really like the terrain idea
 

Whiskas2

Newbie
Jan 7, 2020
52
188
That's actually a fair concern because just a Lawachurl with Nycto archer backup steamrolls a large part of the enemy army on its own- the only difficulty is actually getting one to be born. And that's more just time consuming and RNG than actually super hard to do. I've been running a hellihurl difficulty run (only swapping to easy for a bit when I fucked up with Klee and didn't feel like restarting the entire thing to Alice) and there really isn't much of an answer enemies have to it. Other than those 4 abyss lecterns maybe, I haven't attempted that yet.

Also I just wanna say that Alice is super annoying to fight because of the constant knockbacks but I guess that's the point? It does feel really frustrating still when you scrounge up few units that can actually live through a few attacks only for them to never be able to actually get close.
 

vũ nghĩa

New Member
Aug 4, 2018
9
2
I haven't got any idea about the teapot. But speaking of harem, I have drawn some multiple-girl CGs like jean-barbara and Xianyun-Ganyu-Shenhe. So maybe these CGs can be triggered by putting specific girls into the teapot. Or do you have any suggestion?
put more tentacles sir
 

NamedUser1111

New Member
Apr 1, 2024
12
11
I haven't got any idea about the teapot. But speaking of harem, I have drawn some multiple-girl CGs like jean-barbara and Xianyun-Ganyu-Shenhe. So maybe these CGs can be triggered by putting specific girls into the teapot. Or do you have any suggestion?
I also agree that the teapot would be a good place for extra CGs since it is a relaxation spot. It could also be an in-game access to the gallery of already captured girls.
As for harem CGs, hurray !
 

zzgg

Newbie
Jun 19, 2018
20
6
So, I have been thinking:
One thing that kind of worries me is the fact that, after one conquers the city of Mondstadt, there isn't much left to oppose any credible resistance, except a city. For me, I basically only had the last battle Liyue left after that.
I comes in part with the fact that once you can get a pack that can beat a city, nothing in the game can oppose it : ennemies comes in groups of 3-4 max, vision holder are alone of don't move and bosses are also static. So, at worse, you can just get your killer pack and clean the map bit by bit while you quietly make a second one. I fear this tendency would only get stronger as more regions are added.
Which leads me to some thought to counter it :
- There could be a Teyvat threat gauge (like the national ones). It would rarely go down, but would only go up on big events (taking a city, making a full settlement, capturing the highest threat vision holder of a country…). Instead of releasing vision holders, it could make the resistance harder : for example, making 2 units spawn instead of 1, have all subsequent vision holder move with supporting units, or leads neutral nations to attack you first (right now, if you don't touch Liyue, you can conquer all of Mondstadt and they will just watch you). It could also trigger some mini-event, such as the reactivation of the ballista in Liyue if you haven't captured it yet.
- Having event that damages you directly. I can imagine traps/stratagems from the enemy that says that next turn, one of you units and all units in the same location take a lot of damages, but you don't know which unit (some corrupted girls could be sent to investigate and would give you the unit type/location/other. But only one girl can be sent, and she only bring one information). Or another one that would damage one unit in each location for 2-3 adjacent known locations.
- Having adverse effect in location like the withering zone in Sumeru, or the Tatarigami in Inazuma. They could inflict damages, or turn some units crazy. Or making the crossing to Inzuma very dangerous (a chance to have all your units killed during the crossing, reduced to HP halved if Beidou is on the ship)
- Giving the enemy some army (6-8 units) that move aggressively.
- Some wandering ennemies that could target your main base. They would not attack it, but if they reach it, they free one of you prisoner each, and she gets back on the enemy side.
- Having some "rebellons". If a colony is not colonized at 100%, there is a chance that wandering units can raise a army in it/near it to try and take it back.

These are just thought I have. Not all of there are good, or applicable. You probably have other plan, but I put it here just in case some of it can be of use.
One concern is about how tedious this game becomes though. If more than one units spawns per turn, does it really make the game more difficult or just take longer to clean up?

Having the AI attack you proactively on the borders/even invading you after you have conquered the main city of a nation would be very nice, but again - is it only a waste of time or does it actually provide difficulty? It's already tedious enough for one new unit per turn from the main city and should maybe be turned down, I don't want to imagine having 5 forced skirmishes across the map every turn.

Currently, I simply feel like the game is facing the problem of balancing. I understand that some units are better than others, but truthfully, there is a more or less linear hierachy in the game. Perhaps something like a weapon polygon would be nice, that sometimes favors using sheer numbers over single strong units (e.g. by fighting an enemy who has absurd defense, immunity against DOT, but whose defense sinks with each subsequent hit per turn), specific elements (standard type chart), melee vs. range (like hardcoded stats, not even emergent strategic advantages due to formation). Also, battalions need a cap. You can't just have 8 lawachurl tier units... If eight is the limit, then it should be the limit for 'bad units'. And much lower for the others.

Also, different terrain might be good to facilitate some different playstyles.
 
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NamedUser1111

New Member
Apr 1, 2024
12
11
One concern is about how tedious this game becomes though.
That's a very good point.

If more than one units spawns per turn, does it really make the game more difficult or just take longer to clean up?
I was thinking of having the extra unit spawning together, so that it is not be more fights, but more ennemies in the fights. The auto-resolve is also being reworked and small uninteresting fight will be solvables with it.

Having the AI attack you proactively on the borders/even invading you after you have conquered the main city of a nation would be very nice, but again - is it only a waste of time or does it actually provide difficulty? It's already tedious enough for one new unit per turn from the main city and should maybe be turned down, I don't want to imagine having 5 forced skirmishes across the map every turn.
Fair point.
I can indeed see it become extra battles. For me, it could be extra difficulty in that it forces you to get some army outside of you main strike force to deal with theses borders, and if they gather their own army of 8, it could force you to get defensive. Ideally, they could become hostile, but not attack with less than 5-6 units together. That way, they make no move unless they are a credible threat. But it would indeed slow things down...

Currently, I simply feel like the game is facing the problem of balancing. I understand that some units are better than others, but truthfully, there is a more or less linear hierachy in the game. Perhaps something like a weapon polygon would be nice, that sometimes favors using sheer numbers over single strong units (e.g. by fighting an enemy who has absurd defense, immunity against DOT, but whose defense sinks with each subsequent hit per turn), specific elements (standard type chart), melee vs. range (like hardcoded stats, not even emergent strategic advantages due to formation). Also, battalions need a cap. You can't just have 8 lawachurl tier units... If eight is the limit, then it should be the limit for 'bad units'. And much lower for the others.
100% agree. Just 1-2 lawachurl is enough to bully anything in normal difficulty. I can't event imagine 8....
There could be a stronger impact in the weapon of the main unit (it is an important element in Genshin and we already have some effect with the action available, but it could also have some passive effects, such as claymore dealing double damages to shields, bow and catalyse getting extra damage but being more vulnerable to close range attacks...). Also, maybe designing some generic enemy units as "boss-killer" : good single target and dangerous to your precious elite, but not that strong if they face a mass of ennemies. Like ignoring defence, or being sure to dodge the first 1-2 attacks they take in the turn (or the first attack that a power above a certain threshold).
The limit in army size with rarity is also a nice idea !
I could also be a limit by type : you always get 8 units, but no more that 1-2 lawachurl, and have to fill the rest with lower tier units. Or a limit by points : each unit has a certain number of points it costs to deploy (in addition the the 8 units limit), and you total army cannot exceed a certain value. That could be trainable with a NPC (that may require some good units as sacrifice).
 
Apr 25, 2022
55
75
One concern is about how tedious this game becomes though. If more than one units spawns per turn, does it really make the game more difficult or just take longer to clean up?

Having the AI attack you proactively on the borders/even invading you after you have conquered the main city of a nation would be very nice, but again - is it only a waste of time or does it actually provide difficulty? It's already tedious enough for one new unit per turn from the main city and should maybe be turned down, I don't want to imagine having 5 forced skirmishes across the map every turn.

Currently, I simply feel like the game is facing the problem of balancing. I understand that some units are better than others, but truthfully, there is a more or less linear hierachy in the game. Perhaps something like a weapon polygon would be nice, that sometimes favors using sheer numbers over single strong units (e.g. by fighting an enemy who has absurd defense, immunity against DOT, but whose defense sinks with each subsequent hit per turn), specific elements (standard type chart), melee vs. range (like hardcoded stats, not even emergent strategic advantages due to formation). Also, battalions need a cap. You can't just have 8 lawachurl tier units... If eight is the limit, then it should be the limit for 'bad units'. And much lower for the others.

Also, different terrain might be good to facilitate some different playstyles.
It's worth noting that more than one unit already spawns per turn, it's just that its slightly obfuscated. To give one such example: Up near the wharf, elite xia's can spawn. If you take the wharf, you shut that down. Which can be important on higher difficulties because elite xia's are annoying with their constant healing and hovering.

One should also keep in mind: It only feels like there is a balancing issue right now because we only have two nations, and both are intended to be early game. By the time we are fighting Inazuma or Sumeru, unit power may increase/element application may be heightened. Lawachurls are very useful right now, but in order to get them, you have to essentially beat high level girls and breed them at a pretty low chance. Lawachurls are a reward for patience and winning harder fights.

I think its important not to lose scope of where we are right now, rather than thinking "Liyue is as good as it gets". Even with Eight lawachurls, Morax will still hurt unless you are playing on easy. And as time goes on, it's going to get worse as bosses scale up or get even more units to protect themselves. Inazuma for example - Magatsu had that armor that is implied to be something Ei herself was capable of using. Sumeru has Shouki no Kami, let alone whatever Rukka is going to throw at us, and then Fontaine has a goddamn Hydro Sovereign. We have only just begun in terms of major threats we need to fight (Also remember, there is a big ass Dendro Sovereign in the desert we are going to have to fight as well. Just her heart was enough to qualify as a weekly boss, imagine how her actual bossfight is going to turn out considering she was bigger than sumeru city itself.

Patience comrades, patience. We will see reasons that will make even our lawachurls fear, celebrate surviving Morax for now, because much worse is to come.
 

Theofrad

Newbie
Game Developer
Jan 29, 2025
56
222
On the subject of bugs - there is a minor bug with how turn orders and the freezing condition is handled. Namely that because the turn progress is that Turn end -> Frozen unit turn start -> Frozen unit turn delay -> Next unit start (instead of applying the freezing effect before their turn starts) there's technically enough time present to select an action for the frozen unit if you're fast enough, essentially preventing the turn skip. It's a bit tricky to pull off, but I've done it a few times.
fixed.
Found a bug in wolvendom, where a elite adventurer becomes invincible, untargetable by manual action, end of turn action or auto-battle. Maybe to reproduce, a detailed description of the situation: The wolf is with her, two adventurers too. Theh wolf dies to nycto DOT, but does a lot of moves on his turn before dying. Elite Adventurer is invincible, can still attack you.
fixed.
I wanted to mention that there seems to (by which I mean it sometimes happens, sometimes not) a bug where doing an action with a long animation (Metachurl plunge for example) and ending turn immediately after or at least before the animation concludes let's enemy units dodge the effects of it. Like I had a millielith walk in between the spikes as they were erupting from the ground and they didn't seem to take any damage whatsoever.
I found why this happens, but fixing it might cause more serious problems...
 
4.00 star(s) 28 Votes