Baphomet87

New Member
Jun 8, 2023
6
0
In addition to what flannan's said, I've found the drag-n-drop to be a little finicky at times. If your still having issues with a valid target, try dropping them a bit lower down on the alter. Just overlapping the heroine with the alter doesn't always register what you're trying to do.
where exactly are you supposed to drop them at on the alter?? on the cross, the floor(circle part) hang them from the top? i literally cannot find the spot at all.. ive been droppin her EVERYWHERE and nothing is taking...
 

Bobenstein

Newbie
Mar 8, 2022
17
9
where exactly are you supposed to drop them at on the alter?? on the cross, the floor(circle part) hang them from the top? i literally cannot find the spot at all.. ive been droppin her EVERYWHERE and nothing is taking...
You generally try to get their center onto the chains or center of the alter's cross. Also if you are using the alter to make stuff you can't put them on it.
 
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Whiskas2

Newbie
Jan 7, 2020
82
205
How do I actually use the 3rd level mission board thing to "attract" enemy units? I either completely misunderstand how it works or I can't find the menu for it.
 
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Jonxs

Newbie
Mar 6, 2021
83
17
does anybody know what the statue have for a effect? ( the one in your base)
and are there only 28 special npc right know ir are there more?
 
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NamedUser1111

Newbie
Apr 1, 2024
73
50
Alice escaped when I defeated her!? how can I meet her and capture her after that?
She should be on a island, with a Fatui mirror maiden.


does anybody know what the statue have for a effect? ( the one in your base)
and are there only 28 special npc right know ir are there more?

I think the statue allows your units to start with some of their burst gauge filled.

How do I actually use the 3rd level mission board thing to "attract" enemy units? I either completely misunderstand how it works or I can't find the menu for it.
I haven't reached that point yet, butt there seems to be a patch for her in the original post. Did you already apply it ?
 

Theofrad

Newbie
Game Developer
Jan 29, 2025
98
419
Sure. The thing is: i have the unit/s defending a position, i save, loading out, i reload, lets' say, the next day and surprise: the units are no more in the place they were guarding. And you notice that quite easily: some places are totally unguarded, when maybe the day before you placed almost an entire army in that location.
Finally fixed this bug.
Unzip and put it in
C:\\User\[YOUR USERNAME]\AppData\Roaming\Godot\app_userdata\Hilichurl's Yabou
 

dekeche

Member
Aug 5, 2018
278
138
So.... Musk reef is.... busted. How exactly are you supposed to win this? I finally beat the mimiflora using a squad of mostly samachurls. And the next (i hope final) level's a bloody flier.

Squad used:
Ningguang (Hilichurl Scout) - keeps everyone a little better defended, scout means she has 7 initiative.
Shadowcrown Lawachurl (Geo Lawachurl) - Doesn't deal much damage, but has a strong shield and helps keep the stronger enemies away from the backline.
Hydro Samachurl (Dendro Mitachurl) - healer, with added defense to keep them safe.
2x Cryo Samachurl (Pyro Whooperflower) - pillaring unit, makes sure everyone has enough range to actually hit the enemy.
3x Dendro Samachurl (Whooperflowers, pyro, electro, cryo) - Main damage dealer. Mines the field to slow enemies down, keeps them away, then slows them down with the tentacles.

Worked fairly well up intill the fourth level - because bloody fliers don't get targetted by the whooperflowers. And once my squad got setup, he was in attack range. Took out two of my forces instantly, and I didn't have enough damage output to ground him. Anyone got any ideas?
 

Theofrad

Newbie
Game Developer
Jan 29, 2025
98
419
could you answer plz?

I dont know how to use 3rd kathrinabuluty? I download fix, but i dont see where i cantry to use this ability
Use the patch I just uploaded, and go to the info page of a settlement ( you can only set one attracting place at a time)
 

fenrir5034

Newbie
Jun 6, 2018
41
8
Trying to write some hints and memes...
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i like a little flavor text every now but yeah sex scenes for goblins/churls its just the usual porn talk/moaning so no problem for me in not having them, but i think some threath level reactions/character spawning or capture dialogue would be good even more so for the fall of the capital cities since while they have special slides it kinda just passes by. if someone else writes them would it be okay to send them to you?
 
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Yddrasil

Newbie
May 10, 2018
63
13
1749176163620.png

Okay, I am done my first playthrough on hard, with 109-turn full conquest (around 20 turn was skipping around gathering resources just seeing what the colonisation was like), though I have not explored the abyss/maw all that much, and I hope that whatever drivel I write here might be useful:

  1. Would it be possible to make the reinforcements more interesting, as right now a semi-skilled player with the right units can easily take 0 damage even with somewhat balanced power stats, but they can't rely on auto-resolve as they get random units killed. My suggestions would be:
    1. Making it so a perfect victory over reinforcements "marks" the victorious hilichurls, such that if the victorious hilichurls are together defending against the same units, they win automatically
    2. (I am not even certain that this isn't the case) Making it so the Lancaster formula for auto-resolve takes account of the initial shields of hilichurls and uses it to block part of the damage.
    3. (I think it has been suggested previously) Make them gather in an area and attack only once they accumulated enough advantage to actually present a challenge, to decrease the number of tedious fights.
  2. I think I understand the point of having wedges to reinforce, to make it so logistics actually matters, by making reinforcing costing either AP or dark power (I feel like logistics should matter more by having attrition based on stack size and making wedges more expensive, but I feel like this would be quite unpopular). Would it be possible to have a similar system to upgrade units to the current training level? Make it cost significantly more dark power to craft if needed, but moving units slowly back to base and reforming them for +2 max numbers is just tedious.
  3. Similarly, an auto walk to destination/group walk feature would be nice; Liyue harbour's not particularly close to any colonies.
  4. Reorganizing the order of the teams at a location for 1AP or the units' movement would also be nice.
    1. My favourite fights have been the secret/beast lord fights which are effectively puzzles; however, experimenting by dragging an entire new composition from the other end of the map to fight it over several turns dampens my excitement for them, and these QoL features would help a lot.
  5. Showing the damage formula and the damage actions would do would be nice as well; right now I feel like I am playing a strategy game that tries its hardest to prevent me from strategising; how can I find the best move when the options are attack, lowers defense and increases attack, and attack the enemy with a meteor (example for the fire shamans) when I don't have the numbers for any of these. Having to discover the mechanics through gameplay is a thing for stuff like puzzle games, but I feel like having to discover basic damage formulas isn't an attractive use of my time in a strategy game.
  6. Having an alternative way to get masks; I like the idea of it being a sort of comeback mechanism since these games tends to be quite snowbally, but being punished for not losing feels weird.

Anyways, this is mostly QoL stuff; I don't want to comment too much on the balance since it was not on hellichurl difficulty and I feel like commenting on the balance when I don't know how the damage is even determined is close to meaningless. However, feelings I have are that Lumine feels too easy once her trick is figured out given the massive power boost she provides, and I wish the enemies attacked in a more intelligent manner, to make it so you don't get to a point where you snowballed hard enough that the rest of the game feels tedious by making an enemy counterattack more threatening and making the game more back and forth. Admitting having more nations that can independently attack you can solve this issue as well.
 
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3.80 star(s) 38 Votes