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Mytael

New Member
Dec 16, 2018
10
5
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:
As someone who mostly beat the game in hellichurl mode (conquered Mondstadt and Liyue, beat Lumine but not every boss), I resonate deeply with your suggestions. My main issues with the game are also how tedious it can get:

  1. Tedious fights: Having to battle at the end of each day is a chore. It's never a challenge either. Just the same fight over and over again to defend against the enemy "resistance". Auto battle is the main way to curb tediousness. BUT auto battling seems to be heavily discouraged by its very nature. For one, you always lose some units despite the fact that you would never lose any in a controlled battle. Two, you can't capture girls in auto battle. Auto battle should be reworked if this issue is to be resolved.
  2. Tedious movement: I appreciate the fact that troop movement matters. This is a strategy game and having to plan where your units are going to be is a part of war strategy. But the map is big. And it's going to get bigger. Moving your units from Dadaupa Gorge to Natlan is going to take hours. Teleportation is nice but too costly to perform consistently. My suggestion would be to allow building outposts on the map. Outposts would be expensive and limited in number, but could enable one of two things: Teleportation to Dadaupa Gorge, or faster movement when passing through it. This would make reinforcing your position in front of strategic locations much less of a chore.
  3. Tedious unit management: You're going to starve if you don't manage your units properly. Version 1.12 brought wonderful ways to farm for food. However, inflating costs of feeding your army is still a thing. This means every now and then, you have to sacrifice some of your least valuable troops and girls. There are many QOL options such as auto fill or hold to fill, but doing it everyday is once again a chore. Automatically assigning certain types of troops or girls to be expended at the end of each day would be nice. For example, basic hilichurls could be automatically sacrificed, or villagers can all automatically be sent to the mines.

Balance is fine on hellichurl mode. I hope you don't decrease its difficulty. My units were, with some effort, able to take on fights at every stage of the game. In the late game, the top tier units could take down the strongest cities in a few waves of attacks.

Those are my main gripes. Overall, this is a fun game, and the porn isn't even why I'm here. I'm here because I love being able to conquer the world of Teyvat.
 

dekeche

Member
Aug 5, 2018
285
140
From my look through the code - damage is basically Attack * Move_Strength * resistance / Defense.

With the move strength varying between different skills. Typically between 40-60. But as a rule of thumb, more attack focused units, and higher power units, will have moves with a higher strength than weaker units. Resistance is simply 1-(team resistance/1000). with the team's resistance going from 0-1000. So at 1000 resistance (like the mimiflora), units take no damage from attacks of that element.

Also - different shields DO take different amounts of damage from different elements. (most shields at least, Morax's doesn't care about element, instead only caring about the distance between the two teams)
Anemo shields convert to Hydro, Pyro, Cryo, or Electro when struck by that element, before damage is calculated.
All shields take 0.7x damage from none elemental attacks, and 0.4x damage from their element, except for Geo, which instead takes x2 damage from geo attacks. I'll go ahead and transcribe the list below, ignoring the caveats above. I tried to explain everything, but I've given up - there's too many exceptions to the rules I was trying to apply. It's a mess of elemental reactions giving x1.5, super-effective reactions giving x2, and just basic physics doing weird things like not having hydro attacks more effective against dendro, or dendro -> pyro. Because throwing water on plants or plants into a fire isn't as effective as throwing electricity at the fire. For some reason.

  • Shield -> attack element : damage multiplier
    • If it's not listed here, and it's not covered by the above general rules, it's a x1 mulitplier. I.E. no multiplier.
  • Hydro
    • Cryo: x2
    • Pyro: x1.5
    • Electro: x1.5
    • Dendro: x1.5
  • Pyro
    • Hydro: x2
    • Cryo: x1.5
    • Electro: x1.5
  • Cryo
    • Pyro: x2
    • Electro: x1.5
    • Hydro: x0.7
  • Electro
    • Dendro: x2
    • Pyro: x1.5
    • Cryo: x1.5
  • Dendro
    • Pyro: x2
    • Electro: x1.5
  • Geo
    • Dendro: x1.5
    • Animo,Hydro,Pyro,Cryo,Electro,: x0.7
  • Lumino:
    • Nycto: x2
    • Lumino: x0.4
    • All others: x0.7
  • Nycto
    • Lumino: x2
    • Nycto: x0.4
    • All others: x0.7
So, some last observations; Nycto is a good all rounder element for breaking shields, but only in that it doesn't have reduced damage against any shields outside Nycto shields. Same for Lumino, if we somehow get access to it. But if we actually want to break shields? Probably want a team of Dendro and Electro units? They cover for each others weaknesses quite nicely, and if you hit an Anemo shield with Electro, it'll start taking x1.5 damage from the Dendro units. But, if you know what you are going up against you can probably design a team to take them down.
 
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Theofrad

Member
Game Developer
Jan 29, 2025
106
464
Also - different shields DO take different amounts of damage from different elements. (most shields at least, Morax's doesn't care about element, instead only caring about the distance between the two teams)
Morax's shield cares about element. The buff "caring about the distance between the two teams" you said is the flying buff.
As for the reaction ratio, the problem is in Genshin, the shield of player and monsters has different logics. Players' shield has hp and is only good against it's own element. However, most of monsters' shields are element shields, which means, if the attack's element doesn't react with shield element, there's almost no damage. I am trying to combine these things, because the element shields are to powerful
Moving your units from Dadaupa Gorge to Natlan is going to take hours
Flying island will be implement in the future.
you can't capture girls in auto battle
When you caught a specific Inazuma NPC, you can create catch nets in alter, which capture girls in auto battle.
 
Last edited:

dekeche

Member
Aug 5, 2018
285
140
Morax's shield cares about element. The buff "caring about the distance between the two teams" you said is the flying buff.
As for the reaction ratio, the problem is in Genshin, the shield of player and monsters has different logics. Players' shield has hp and is only good against it's own element. However, most of monsters' shields are element shields, which means, if the attack's element doesn't react with shield element, there's almost no damage. I am trying to combine these things, because the element shields are to powerful
Ah, my mistake. Apparently I got what file I was looking at mixed up. I really hate how godot handles tabs. It was the next file I was looking at, Ningguang's shield buff. Ningguang's the one that cares about distance, not element.

And, if I'm reading this right, might not block all the damage if the source is close enough?
 
Last edited:

flannan

Engaged Member
Dec 15, 2022
3,070
3,157
So.... Musk reef is.... busted. How exactly are you supposed to win this?
Musk Reef is where the Spiral Abyss is located. Spiral Abyss is Genshin's late-game content, and it is supposed to be hard.
That said, fighting flying enemies is probably a job for the archers.

Morax's shield cares about element. The buff "caring about the distance between the two teams" you said is the flying buff.
As for the reaction ratio, the problem is in Genshin, the shield of player and monsters has different logics. Players' shield has hp and is only good against it's own element. However, most of monsters' shields are element shields, which means, if the attack's element doesn't react with shield element, there's almost no damage. I am trying to combine these things, because the element shields are to powerful
And to make things worse, Fatui shields operate on an entirely different logic, and have different elemental weaknesses. They do let some damage through, and they seem to be depleted only by elemental gauge rules, so it's entirely possible to take out the fatui skirmisher without breaking his shield.
 

Gsp12457

New Member
Dec 8, 2024
8
2
If my video driver doesn't support vulkan am I just shit outta luck? cuz I've tried everything to get this game to work
 

Theofrad

Member
Game Developer
Jan 29, 2025
106
464
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?
Sure
Ah, my mistake. Apparently I got what file I was looking at mixed up. I really hate how godot handles tabs. It was the next file I was looking at, Ningguang's shield buff. Ningguang's the one that cares about distance, not element.

And, if I'm reading this right, might not block all the damage if the source is close enough?
I forgot if I changed this before or after 1.1.2, but now a skill has a variable "is_range" which interact with fly buff and ningguang's shield (before 1.1.2 the "take_damage" func passes only attacking team but now it passes attacking skill so these buffs can know damage is from a range attack directly, not judging from the distance to the attacking team) Ningguang's should block only ranged attacks according to the genshin game (If I understand wiki correctly because I don't use her often)
If my video driver doesn't support vulkan am I just shit outta luck? cuz I've tried everything to get this game to work
Sorry but I can do nothing about this. This is a feature of the Godot Engine.
 

MineHard444

New Member
Jan 31, 2022
12
4
Hey, just finished playing the newest version of the game, absolutely loved it. However, I am unable to finish my big colonies (Mondstadt, Liyue Harbor) due to the girls required not appearing anymore after conquering the Countries (Namely Knights and Knight Captains). There are also two invisible locations (One on Dragonspine and the other is Sal Terrae)
 

airframehdis

New Member
May 24, 2025
3
1
I played the latest version. I have some suggestions for special NPCS. In battles, the identification of special NPCS is not obvious, and it's very easy to mistake them for ordinary NPCS and kill them by mistake. In addition, it is hoped that both special and ordinary NPCS can have galleries for full collection achievements. I'm really looking forward to the future version of this game. In addition, other loli characters in Genshin Impact can also appear in the same way as Alice.
 
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NamedUser1111

Newbie
Apr 1, 2024
80
54
  1. Tedious fights: Having to battle at the end of each day is a chore. It's never a challenge either. Just the same fight over and over again to defend against the enemy "resistance". Auto battle is the main way to curb tediousness. BUT auto battling seems to be heavily discouraged by its very nature. For one, you always lose some units despite the fact that you would never lose any in a controlled battle. Two, you can't capture girls in auto battle. Auto battle should be reworked if this issue is to be resolved.
The way I go is, if I don't have overwhelming advantage, I use the in-battle auto funtion, which plays the units in my steat. It tends to play quite well, and give a pretty accurate result.
 

abao

Member
Mar 20, 2018
194
476
Hey, just finished playing the newest version of the game, absolutely loved it. However, I am unable to finish my big colonies (Mondstadt, Liyue Harbor) due to the girls required not appearing anymore after conquering the Countries (Namely Knights and Knight Captains). There are also two invisible locations (One on Dragonspine and the other is Sal Terrae)
Let enemies recapture a few places (dawn winery and the 3 northeast mondstadt spots for example) and they will spawn every once in a while.
 
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trees

Member
Dec 4, 2018
152
47
Tedious movement: I appreciate the fact that troop movement matters. This is a strategy game and having to plan where your units are going to be is a part of war strategy. But the map is big. And it's going to get bigger. Moving your units from Dadaupa Gorge to Natlan is going to take hours. Teleportation is nice but too costly to perform consistently. My suggestion would be to allow building outposts on the map. Outposts would be expensive and limited in number, but could enable one of two things: Teleportation to Dadaupa Gorge, or faster movement when passing through it. This would make reinforcing your position in front of strategic locations much less of a chore.
You already get outposts on the map. Once you get the Abyss Node upgrade for your colonies, you can spawn all your units there like you would from Dadaupa Gorge. So for going to Sumeru for example, you'd spawn your units at Liyue Harbor.

To that end, I think rather than using the Jade Palace as another boat but for over-land, the better move would be to let the minor settlements like Wangshu Inn and Yilong Wharf build Nodes as well, maybe after the main settlement has been fully colonized. Though that's really more for the benefit of the Sumeru desert which will otherwise not have a lot of large settlements to place a Node at.
 
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