zzgg

Newbie
Jun 19, 2018
29
9
ver 1.1.2 test


Add hydro hilichurl shooter and anemo hilichurl scout so you don't need to jump from coommon hilichurls to samachurls.
Unlock a very small part of Inazuma. (You cannot attack Inazuma city phase 2)
Add catching net (Omni-Ubiquity Net) which allows catching in auto battle.
Add pictures of male npc (adventurers, etc)
Changed some translations
Adjust some unreasonable colony and training requirements/products.

Difficulty Adjustment:
nerf Lumine's attack
Increase Element inheritance coefficient
Delay the appearing stages for some elite enemies

MEGA

Upgrading colony without costing AP is a bug but once fixed it is pretty annoying to have only 7 ap per turn. So I am considering adding more time gears, and the question is where them can be put.
Download gets stuck for me at 40%, anyone else the same problem?
 

dekeche

Member
Aug 5, 2018
252
119
Whelp, I finished. 100% conquest of both Mondstadt and Liyue (version 1.1.1). Full disclosure; I have been running a modified version of the game, mostly so I can fix any incidental bugs I discover, so I can ignore those issues. While most of the bugs are already known (training and the wharf's buildings) I did notice that there are a number of hidden locations on the map. I assume that's intentional? The issue is that there's one of these hidden locations that's also completely inaccessible, but still counts against your occupation of Liyue - Mt. Qingce.

Now, for my actual observations;

The new difficulty changes are.... actually OK? Without the enemies scalling from your own training, it's mostly fine. I did have my Liyue garrison force get overwhelmed occasionally, Elite Milleliths are a special kind of hell to deal with. Even had my garrison units get overwhelmed a few times because they got jumped by 2+ of them plus some elite xia support. And I think that's a good thing. The main issue I had with the new system is that it also seems to buff "boss" enemies. And that's probably a mistake. You shouldn't really need to bring a squad of 4 lawachurls and 4 megachurls to kill Morax. But due to how that fight works, you need to be able to blitz down his shield and kill the dragon before they can re-deploy the shield. And since the threat buffing seems to increase shield health (or defense applies to the shield, so it's taking less damage), it makes the fight very unballanced. At a minimunm, boss monsters shouldn't receive any threat buffs. Personally, I'd say that any heroine and one-off boss creatures shouldn't receive any threat bonueses. Because otherwise those fights are going to be really hard to balance.

The new colonization system is a wonderful addition to the game. It generally takes a lot less resources to get started than the old system, and I find it adds a number of interesting choices to the game - namely what buildings and colonies to prioritize. You'll get every building eventually, but the order is important. The only real complaint I have is that you can't see all the building nodes initially. Even if you can't build them yet, knowing that you'll need X number of a specific slave is very important information. Particularly if you've also got a training option that uses the same kind of slave. Don't want to spend all your elite knights on training before you actually build the building that gives you them, after all.

The farm is an interesting addition. Lot of choices in terms of what you can build. But one of the things I found myself doing was re-building things a lot. I initially built some Dark Wedges to generate abyssal power, but later phased them out for ley line sprouts. I built some basic farms, but later upgraded them to abyssal farms (and replaced some with ley line sprouts). Basically, what you want from your farm in the late game is different enough from the early game that you need to do a fair amount of rebuilding. And being able to upgrade farms to abyssal farms directly, or recover spent wedges, branches, and the other tree items,would be helpful. Particularly if you are removing the elemental trees from your farm. It also feels like the late-game farm is a bit uninteresting. Since there's so few sources of abyssal power, and you need so much of it for buildings and units, It feels like the best late game farm is just 30 ley line sprouts. But I feel that that's more due to how other systems currently work, rather than how the farm itself works.

As for potions and food? I find them more annoying than anything else. The main issue is that they are both only temporary modifiers. Which means you either need to remember when they turn off, or check back every week to make sure they are still running. I'd rather that these were implemented as a toggle. You'd still only be able to have one active at a time, but you wouldn't need to do any micro-management to keep the bonus active. For potions this would be relatively simple, but for food it'd be a bit more complicated. Food currently use "nector" for the more complex resources, which is produced by planting Whopperflowers. Which isn't exactly conductive to having a weekly upkeep. But - there is something already in the game that does and would thematically fit; colony item production. A lot of the expensive colony buildings produce a food related item; the windmill produces wheat, the winery produces wine. It'd make a lot of since if those resources where what was required to make certain food items, instead of just nector.

Finally - the teapot. It's a trap. The bonus elemental power is helpful in the mid game, particularly if you use Lumine to boost all of your elemental resonances. However, you can get a surprising amount of power from just corrupting heroines, sacrificing units, and beating certain units. To the point where I'm not sure how valuble getting a consistant trickle of ~2 elemental power per week actually is. And while you can use it to generate Abyss Power... with the vast majority of heroiness having between 40-50 power that's only going to generate +2 per week per person. You'd need 50 weeks to repay your initial investment.... and that's not counting how much power you'd be able to generate by breeding those characters and sacrificing the results in the same amount of time. Which is why I feel it's a bit of a trap - in the late game your colonies end up producing a lot of advanced units, to the point where you don't really need to keep breeding characters for a supply of the basic elemental hili/mita/sama-churl units. And since thier randomness doesn't care about your elemental power, elemental power for breeding drops of in utlility later on. And once you get buildings that can produce lawachurls? You don't really need to keep heroiness uncorrupted. At which point you only really care about nycto unit production... and your nycto elemental power is reduced by your building expenses. Including the teapot.


Which brings me to something I'm a bit concerned about - there's more things in this update that cost abyssal power to use and build, but there's not as many good sources of abyssal power. The only real source is from destroying statues, at 200 a pop. But we no longer generate power from building wedges and branches, instead needing to plant them. And while you can get a lot of weekly abyssal power from that... it takes a lot of resources to build up to the 50 per week level we could reach in the previous version, and at a greatly increased risk level. Not to mention that nycto units have a built-in negative feedback loop not present in other units. With nycto unit upkeep reducing nycto elemental power, meaning that producing more units reduces the quality of future units.... unless you sacrifice them. And while rebalancing nycto units to be spawnable at lower elemental power levels, that doesn't change the fundamental issue that you need 2000+ more abyssal power than your upkeep to reach ~100 nycto elemental power, something that's relatively easy to achieve for every other element. And this is because the sources of abyssal power roughly keep pace with your abyssal upkeep. Destroy more statues? Get more heroines you need to capture. Plant more wedges/branches? Well, now you need to start using samachurls on the frontlines. And if you do manage to get a nycto mitachurl? Well, that's going to cost more upkeep to store and deploy. I just feel like this system means that you really have to dedicate your entire build and approach to generating as much Abyssal Power as possible, all so you can get enough in the bank to start producing quality units around week 175. And just changing the threshold values for generating nycto units doesn't really address the underlying problem of how nycto elemental power is calculated.

Plus, there's also the price of wedges and branches. Those items are less useful now than they were in the past, and they are required for more things. But branches still cost the same to produce, and wedges are twice as expensive now. So their cost could possibly use a re-balancing. Just throwing out numbers here; maybe 50 for the wedge, 250 for the branch? You'll need a rather large stockpile of wedges to keep your frontline units reinforced, until you can get colonies established nearby. and colonies need a massive supply of branches to finish. I'd also suggest tracking item progress seperatly, so item progress can be retained when switching production. It made sense previously to wipe progresss. You could only make one item at a time, and branches where just better wedges. So you'd basically build wedges until you reached over 100 production per week, then switch to branches. But now that they are needed for diffrent buildings and do completely diffrent things, you end up switching between the two items a lot. And it's a bit of a pain to lose all progress when doing so.
 

Chimi

New Member
Dec 30, 2017
10
14
This is pretty good. Similar to something I've been wanting to create for a while now, which is a great thing.

Some notes though;

- The in combat controls feel a bit off, like the hitbox for the buttons isn't quite right. Sometimes you'll hold your cursor over one of the actions but it doesn't get selected. Some improvements in this area would be great.

- If it is true that Training also improves enemy units, this is something that should be fixed as soon as possible. No wonder it felt like the same old enemies actually were getting harder at times.

- More information about what actions and abilities do would be great. I understand that there isn't much space on the combat UI. But perhaps you could add a codex in base at least, where you can see all the units you've unlocked, and read what their abilities actually do in more detail. Units you haven't unlocked yet could be dark shadows, giving you an idea that there's a unit to get but you can't see it yet.

- As information about combat mechanics aren't obvious, I don't know if this is a thing now. But flanking should definitely give your units a bonus to attack and capture rate. Having units on opposite ends of an enemy units. This bonus should improve for each flanker, and fully surrounding a unit definitely should up the capture rate.

- Being able to see the capture chance is great. But for some reason it doesn't seem to show up on the second action you do. For example if you're next to an enemy and use an attack and then catch, Katheryne doesn't show up to tell you the % chance. It also sometimes doesn't seem to quite work? Sometimes it'll tell you that you have a 105% chance to capture. Which to me means you have a 100% chance to capture 1 unit, and a 5% to capture another. But sometimes it captures 0. What's going on there?

- The mechanic of visions dimming and eventually shattering is something I didn't like at first. But I kind of accept it now. That said, it would be nice to be able to somehow slowly restore a heroine's vision strength somehow. Maybe mating with powerful elemental hilichurls, like sawas or better, could slowly regain some of their elemental power? Same with Nycto, maybe putting them on the altar could give you a ritual to strengthen their nycto vision with the tentacles?

- Some balancing definitely needs to be done but that is to be expected early in development. I realize the "Power" is something that's probably hardcoded, but really out of the normal enemies I've faced, the elite xia and the elite millelith were so far beyond more powerful than any other normal enemy it's crazy. One elite millelith almost wiped out an entire army of mitachurls for me due to the damage AND heal AND shield every turn.

- The goblin burrow music and sound effect probably need to be changed out.

- Having the genshin area music when you're on the map is great! However it can get a bit disruptive if you're moving close to the edge between moonstadt and liyue, with the music restarting rapidly. Perhaps simply having the music tracks all playing but muted and then faded in and out depending on where you are would be better?

- Does the game need to be in one giant .exe file? I know one thing I liked about goblin burrow is that the text files for the events were loose, and thus I could edit/fix the text for events myself. And especially now early in development when everything is " . . . " placeholders, it would have been nice to have the option to play around with.

- I know a lot of people hate against AI. At least the AI here is in the same style, and mostly okay. But I know I noticed a couple of images that had some of the typical AI artifacts that might need to be redone.

- When holding over a heroine in her menu, the image might swap rapidly between two different ones. It feels a bit strange. Why is it doing that?

- The Unusual Hilichurl is great for catching, but in the stage of battle where fighting is still important, they feel a bit underwhelming. Maybe "The Hilichurl Dream" instead of being a self cast that gives energy, could be a debuff cast on an adjacent enemy? Or both.


Overall I've had good fun with this game. I think it has good potential and I look forward to new areas being released!

- And also. If Initiative is re-rolled every round. Please don't. It absolutely sucks when a difficult enemy suddenly has two actions right after one another, either wiping the floor with you or healing to full health without any chance for cunterplay.
 
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trees

Member
Dec 4, 2018
132
37
Am I missing something? I can't actually get into Inazuma City, I'm stuck in Konda Village. I don't think it's an elemental power issue, I have around 130 electro power.
 

T4t0rt

Active Member
Feb 22, 2023
909
397
I think a good compromise would be to half the price of wedges and branches, increase their abyssal production of 20 more points (+10 for each other branch/wedge for a max of +100), in order to have a costant flux of both for the next update, which i imagine will bring a lot of options about abyssal power.

Maybe a little rework of the teapot?
 

sact12

Newbie
Jun 17, 2022
16
10
Whelp, I finished. 100% conquest of both Mondstadt and Liyue (version 1.1.1). Full disclosure; I have been running a modified version of the game, mostly so I can fix any incidental bugs I discover, so I can ignore those issues. While most of the bugs are already known (training and the wharf's buildings) I did notice that there are a number of hidden locations on the map. I assume that's intentional? The issue is that there's one of these hidden locations that's also completely inaccessible, but still counts against your occupation of Liyue - Mt. Qingce.

Now, for my actual observations;

The new difficulty changes are.... actually OK? Without the enemies scalling from your own training, it's mostly fine. I did have my Liyue garrison force get overwhelmed occasionally, Elite Milleliths are a special kind of hell to deal with. Even had my garrison units get overwhelmed a few times because they got jumped by 2+ of them plus some elite xia support. And I think that's a good thing. The main issue I had with the new system is that it also seems to buff "boss" enemies. And that's probably a mistake. You shouldn't really need to bring a squad of 4 lawachurls and 4 megachurls to kill Morax. But due to how that fight works, you need to be able to blitz down his shield and kill the dragon before they can re-deploy the shield. And since the threat buffing seems to increase shield health (or defense applies to the shield, so it's taking less damage), it makes the fight very unballanced. At a minimunm, boss monsters shouldn't receive any threat buffs. Personally, I'd say that any heroine and one-off boss creatures shouldn't receive any threat bonueses. Because otherwise those fights are going to be really hard to balance.

The new colonization system is a wonderful addition to the game. It generally takes a lot less resources to get started than the old system, and I find it adds a number of interesting choices to the game - namely what buildings and colonies to prioritize. You'll get every building eventually, but the order is important. The only real complaint I have is that you can't see all the building nodes initially. Even if you can't build them yet, knowing that you'll need X number of a specific slave is very important information. Particularly if you've also got a training option that uses the same kind of slave. Don't want to spend all your elite knights on training before you actually build the building that gives you them, after all.

The farm is an interesting addition. Lot of choices in terms of what you can build. But one of the things I found myself doing was re-building things a lot. I initially built some Dark Wedges to generate abyssal power, but later phased them out for ley line sprouts. I built some basic farms, but later upgraded them to abyssal farms (and replaced some with ley line sprouts). Basically, what you want from your farm in the late game is different enough from the early game that you need to do a fair amount of rebuilding. And being able to upgrade farms to abyssal farms directly, or recover spent wedges, branches, and the other tree items,would be helpful. Particularly if you are removing the elemental trees from your farm. It also feels like the late-game farm is a bit uninteresting. Since there's so few sources of abyssal power, and you need so much of it for buildings and units, It feels like the best late game farm is just 30 ley line sprouts. But I feel that that's more due to how other systems currently work, rather than how the farm itself works.

As for potions and food? I find them more annoying than anything else. The main issue is that they are both only temporary modifiers. Which means you either need to remember when they turn off, or check back every week to make sure they are still running. I'd rather that these were implemented as a toggle. You'd still only be able to have one active at a time, but you wouldn't need to do any micro-management to keep the bonus active. For potions this would be relatively simple, but for food it'd be a bit more complicated. Food currently use "nector" for the more complex resources, which is produced by planting Whopperflowers. Which isn't exactly conductive to having a weekly upkeep. But - there is something already in the game that does and would thematically fit; colony item production. A lot of the expensive colony buildings produce a food related item; the windmill produces wheat, the winery produces wine. It'd make a lot of since if those resources where what was required to make certain food items, instead of just nector.

Finally - the teapot. It's a trap. The bonus elemental power is helpful in the mid game, particularly if you use Lumine to boost all of your elemental resonances. However, you can get a surprising amount of power from just corrupting heroines, sacrificing units, and beating certain units. To the point where I'm not sure how valuble getting a consistant trickle of ~2 elemental power per week actually is. And while you can use it to generate Abyss Power... with the vast majority of heroiness having between 40-50 power that's only going to generate +2 per week per person. You'd need 50 weeks to repay your initial investment.... and that's not counting how much power you'd be able to generate by breeding those characters and sacrificing the results in the same amount of time. Which is why I feel it's a bit of a trap - in the late game your colonies end up producing a lot of advanced units, to the point where you don't really need to keep breeding characters for a supply of the basic elemental hili/mita/sama-churl units. And since thier randomness doesn't care about your elemental power, elemental power for breeding drops of in utlility later on. And once you get buildings that can produce lawachurls? You don't really need to keep heroiness uncorrupted. At which point you only really care about nycto unit production... and your nycto elemental power is reduced by your building expenses. Including the teapot.


Which brings me to something I'm a bit concerned about - there's more things in this update that cost abyssal power to use and build, but there's not as many good sources of abyssal power. The only real source is from destroying statues, at 200 a pop. But we no longer generate power from building wedges and branches, instead needing to plant them. And while you can get a lot of weekly abyssal power from that... it takes a lot of resources to build up to the 50 per week level we could reach in the previous version, and at a greatly increased risk level. Not to mention that nycto units have a built-in negative feedback loop not present in other units. With nycto unit upkeep reducing nycto elemental power, meaning that producing more units reduces the quality of future units.... unless you sacrifice them. And while rebalancing nycto units to be spawnable at lower elemental power levels, that doesn't change the fundamental issue that you need 2000+ more abyssal power than your upkeep to reach ~100 nycto elemental power, something that's relatively easy to achieve for every other element. And this is because the sources of abyssal power roughly keep pace with your abyssal upkeep. Destroy more statues? Get more heroines you need to capture. Plant more wedges/branches? Well, now you need to start using samachurls on the frontlines. And if you do manage to get a nycto mitachurl? Well, that's going to cost more upkeep to store and deploy. I just feel like this system means that you really have to dedicate your entire build and approach to generating as much Abyssal Power as possible, all so you can get enough in the bank to start producing quality units around week 175. And just changing the threshold values for generating nycto units doesn't really address the underlying problem of how nycto elemental power is calculated.

Plus, there's also the price of wedges and branches. Those items are less useful now than they were in the past, and they are required for more things. But branches still cost the same to produce, and wedges are twice as expensive now. So their cost could possibly use a re-balancing. Just throwing out numbers here; maybe 50 for the wedge, 250 for the branch? You'll need a rather large stockpile of wedges to keep your frontline units reinforced, until you can get colonies established nearby. and colonies need a massive supply of branches to finish. I'd also suggest tracking item progress seperatly, so item progress can be retained when switching production. It made sense previously to wipe progresss. You could only make one item at a time, and branches where just better wedges. So you'd basically build wedges until you reached over 100 production per week, then switch to branches. But now that they are needed for diffrent buildings and do completely diffrent things, you end up switching between the two items a lot. And it's a bit of a pain to lose all progress when doing so.
Very good analysis, but about the Teapot, an area you are ignoring about it (because usually people don't even notice) is that a higher number of elemental resonance doesn't only affect your ability to spawn higher tier elemental units from breeding, it also reduces the damage you take from a certain element and increase the damage that your own units do about it, so if you are trying an elemental only challenge of the game, it is in version 1.1.1 the best way to increase the damage of your elemental troops if you don't want to also increase the damage of the enemies through training
 

dekeche

Member
Aug 5, 2018
252
119
- The mechanic of visions dimming and eventually shattering is something I didn't like at first. But I kind of accept it now. That said, it would be nice to be able to somehow slowly restore a heroine's vision strength somehow. Maybe mating with powerful elemental hilichurls, like sawas or better, could slowly regain some of their elemental power? Same with Nycto, maybe putting them on the altar could give you a ritual to strengthen their nycto vision with the tentacles?
I'm going to have to ask something for clarity - are you talking about a way to increase a heroines max elemental power? Or are you asking for a way to recover lost elemental power? Because if it's the later, that's already something you can do - just stop breeding them for a few weeks. Heroines recover willpower (resistance) over time, and their willpower is what determines their elemental power.

One other thing to note - breaking a heroines vision/core completely is generally a bad thing. While they can be repaired, doing so replaces them with an inferior version... in almost all cases. Heroines with an elemental core are an exception. I think Yanfei is the only such character currently in the game. So in most cases breaking a heroine will permanently reduce their elemental power. Additionally, once a heroines vision has dimmed (i.e. half resistance threshold), there's not a way to recover it beyond that currently.... as far as I know. And at that point, their resistance recovery will also be halved. So if you want to use a heroine for elemental unit production, it's important to either let them rest and recover between sessions, or to mask them at full resistance.

- Some balancing definitely needs to be done but that is to be expected early in development. I realize the "Power" is something that's probably hardcoded, but really out of the normal enemies I've faced, the elite xia and the elite millelith were so far beyond more powerful than any other normal enemy it's crazy. One elite millelith almost wiped out an entire army of mitachurls for me due to the damage AND heal AND shield every turn.
Aren't they great? Small trick for elite xia - you want to bring either a strange hilichurl or ranged units to fight them. While flying, they take reduced damage from melee and capturing attacks. But hitting them with 1-2 ranged shots from a nycto archer will typically ground them. Or the strange hilichurl's net. For the elite millelith, you'll need to bring overwhelming firepower. pillared nycto archers, dendro or geo samachurls to restrict their movement, + 2-3 decent shielded frontline units. And, again, a strange hilichurl definitally helps slow them down and lets you peel off their supporting units. Maybe even consider bringing a hydro samachurl to provide healing.
 

Chimi

New Member
Dec 30, 2017
10
14
I'm going to have to ask something for clarity - are you talking about a way to increase a heroines max elemental power? Or are you asking for a way to recover lost elemental power? Because if it's the later, that's already something you can do - just stop breeding them for a few weeks. Heroines recover willpower (resistance) over time, and their willpower is what determines their elemental power.

One other thing to note - breaking a heroines vision/core completely is generally a bad thing. While they can be repaired, doing so replaces them with an inferior version... in almost all cases. Heroines with an elemental core are an exception. I think Yanfei is the only such character currently in the game. So in most cases breaking a heroine will permanently reduce their elemental power. Additionally, once a heroines vision has dimmed (i.e. half resistance threshold), there's not a way to recover it beyond that currently.... as far as I know. And at that point, their resistance recovery will also be halved. So if you want to use a heroine for elemental unit production, it's important to either let them rest and recover between sessions, or to mask them at full resistance.
Not necessarily a max increase. (But maybe in the future some mechanic for it, who knows?)
I know they can recover lost if you rest them. But for example now if you bring them down to certain levels they just seem to be stuck there (the dimming). As in it would be nice to be able to get them into submissiveness and still let their power be strong, instead of wrecking the elemental power.

I think my problem is that there's no warning about this. And in my first "long" playthrough when I got to discover most of these mechanics, Fischl had already been broken as well as some others when I discovered this. All the others I either used Masks or let them rest so it was fine.

But yeah I guess my point was just being able to make them submissive and still have their vision cores be effective by letting you recover it a bit or something.

Aren't they great? Small trick for elite xia - you want to bring either a strange hilichurl or ranged units to fight them. While flying, they take reduced damage from melee and capturing attacks. But hitting them with 1-2 ranged shots from a nycto archer will typically ground them. Or the strange hilichurl's net. For the elite millelith, you'll need to bring overwhelming firepower. pillared nycto archers, dendro or geo samachurls to restrict their movement, + 2-3 decent shielded frontline units. And, again, a strange hilichurl definitally helps slow them down and lets you peel off their supporting units. Maybe even consider bringing a hydro samachurl to provide healing.
This was played on 1.0.2 and I've yet to get a single hydro samachurl. Maybe in the new version it'll be easier since we get basic aero and hydro hilichurls.
 

Theofrad

Newbie
Game Developer
Jan 29, 2025
82
349
There is a small bug that "Inventory" and "Farm" are reversed. This is only a display issue
Whelp, I finished. 100% conquest of both Mondstadt and Liyue (version 1.1.1). Full disclosure; I have been running a modified version of the game, mostly so I can fix any incidental bugs I discover, so I can ignore those issues. While most of the bugs are already known (training and the wharf's buildings) I did notice that there are a number of hidden locations on the map. I assume that's intentional? The issue is that there's one of these hidden locations that's also completely inaccessible, but still counts against your occupation of Liyue - Mt. Qingce.
I guess that is due to Salt of the Earth instead of Mt. Qingce because Mt. Qingce wouldn't count occupation since it's "importance" is 0. I added this place for testing possible mods
As for potions and food? I find them more annoying than anything else. The main issue is that they are both only temporary modifiers. Which means you either need to remember when they turn off, or check back every week to make sure they are still running.
Auto cooking and refining are available in 1.1.2
with the vast majority of heroiness having between 40-50 power that's only going to generate +2 per week per person
Teapot is actually a late game item designed for heroines with 100+ resistance.
And this is because the sources of abyssal power roughly keep pace with your abyssal upkeep.
This is designed. And relating nytco element to remaining abyss power instead of total abyss power encourage players to gain abyss power as much as possible so they won't face problems like catch a powerful heroine (usually Xianyun or Lumine) but end the game. Also this means you can sacrifice all your common NPCs to gain a crazily high temporary bonus when preparing attacking capitals
Sometimes it'll tell you that you have a 105% chance to capture. Which to me means you have a 100% chance to capture 1 unit, and a 5% to capture another.
that is a rough estimate that only shows the expect value. The counting of trying to captures is determined by damage, but the capture rate is related to many complicated things (and this estimate may not take them into account). For example, maybe it's 35% chance to catch 1 but can try 3 times, so it is possible that you caught nothing.
The goblin burrow music and sound effect probably need to be changed out.
Any replacement suggestion?
 
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Chimi

New Member
Dec 30, 2017
10
14
that is a rough estimate that only showes the expect value. The counting of trying to captures is determined by damage, but the capture rate is related to many complicated things (and this estimate may not take them into account). For example, maybe it's 35% chance to catch 1 but can try 3 times, so it is possible that you caught nothing.

Any replacement suggestion?
Aaah okay, then I understand the % thing a bit more.

As for music and sound replacement, you're on a Genshin theme so there's gotta be some good replacements for that. (Initially what struck me was main menu and the mating scenes for example). Mostly so you don't get in trouble with the goblin burrow team is my thinking and to get more theme.

Love the game though. Just started over for a 1.1.2 to try it out. (I tried loading a 1.0.2 save in 1.1.2, bad idea :D )
Looking forward to future updates!
 

dekeche

Member
Aug 5, 2018
252
119
Ah, knew I was forgetting something! The new statue. It's a nice little reward. If you can get it up to a 10% bonus for your units, then it'll take about 3 attacks to charge their initial burst, instead of 4. My only real issue is that spending items on progressing the statue doesn't give much feedback. Visions and delusions contribute so little progress towards the statues completion that they don't visibly move the bar, so there's little feedback on how much your efforts are actually contributing to the statue. Maybe the progress bar should instead be until the next stage of the statue, rather than until the statue is completed? That'd make visualizing your current progress a lot easier.
 

dekeche

Member
Aug 5, 2018
252
119
is it possible to capture Wanyan or is she just scripted to always die before you can capture her?
Wanyan is the salt lady, right? That's a tricky fight. The solution is to use strange hilichurls + lawachurls (or maybe samachurls could work?). The lawachurls bounce her out of her protective ring of pillars, while the strange hilichurl ability makes sure melee attacks capture instead of killing.
 
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