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Bobenstein

Newbie
Mar 8, 2022
24
10
126
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
98
224
198
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
99
24
131
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

Member
Apr 1, 2024
148
98
47
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

Member
Game Developer
Jan 29, 2025
131
607
93
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
370
190
228
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

Member
Game Developer
Jan 29, 2025
131
607
93
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
53
12
27
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
65
15
211
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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Mytael

New Member
Dec 16, 2018
11
6
66
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.
 
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