Thousands of Models Streaming Live — Join Free! Click Here!
x

isabucket

New Member
May 17, 2017
7
18
163
Put a good chunk of hours into the game so far and loving it. Wanted to give a few suggestions though, especially for things that might not be getting suggested much, because they are more quality of life things for the most part.

1. I think this game could really, really benefit from a speed up option in battle. At least a 2X option, but preferably a 3 or 4x option as well. I enjoy the combat, but there is a LOT of it, especially since, from what I can tell at least, you are required to manually fight battles if you want to capture any generic npcs in the early to mid game. Honestly a 2x speed option or more could be of use on the over world strategic map as well, since when you end a turn, the npcs taking their turn/movements can be a bit slow and really start to add up fast and drag on for too long. If not a speedup, then maybe left clicking or something skips the animations of the enemy moving?

2. I don't know if this is just me, but selecting the attack options of a unit during battle is miserable. About half the time I am fighting tooth and nail to keep the attack options highlighted long enough to click on one, it is very VERY finicky. This problem is at it's absolute worst when multiple units are all adjacent to the unit I need to control, but it's a minor problem sometimes even when they are completely alone. I would also even add that clicking on the active unit to try and move them can be a bit finicky as well, not as bad as trying to pick an attack though, not even close. If I could choose just one improvement for the game, it would be this.

3. I haven't tested this out much yet, but regarding the characters with bubble shields around them, I think even if the shields act a bit differently than a typical second health bar, they still could really benefit from better visual feedback on how effective our attacks against them are, especially since it seems certain element attacks are stronger against certain element shields. Simply showing the damage numbers would do just fine, and if the health is more like stacks or something, you can maybe add a little shield icon next to the damage number to differentiate what you are damaging to avoid confusion about why the damage number was so low.

4. I keep accidentally moving them away from where I wanted them on accident and having to put them back again, and this is especially rough because placing a character on a specific slot is surprisingly precise. I'd suggest that instead of a left mouse button drag and drop system, you instead left click the character to select them for movement, and then left click the slot you want to place them into. Would solve both problems in one go I think. No accidentally moving characters, and moving characters when i want to move them will be easier.

5. It is kind of annoying that characters who have a resistance cap of 30 can just have a random chance to instantly hit submissive from a single breed/birth cycle, thus permanently crippling her ability to make better churls, or even if I just didn't want her to hit that stage yet. I've only had it happen once so far, so it seems like a low chance to occur, but still seems like a minor problem with those characters in particular.

6. Kinda a much bigger suggestion in relation to number 5 somewhat, though I'm speaking from a still fairly early point int he game. So far, from what I've seen and read, it seems like letting the girls become submissive or broken are just straight up bad things with basically no pros at all except in a few niche edge cases where you repair their vision/core and corrupt them, which is a massive shame. Especially since they get unique cgs and a whole different route in a way, but we are mostly incentivized to avoid it like the plague. I feel like the submissive/broken states would benefit from being separated from the negatives of too much breeding and such, that way we can keep the game balance, but get access to all of the great CGs and such, while still retaining the option to corrupt or brainwash later on without being punished for acquiring the submissive/broken state. Not sure if I explained it well, I just feel that all of the game balance related drawbacks of excessive breeding/training should be relegated to their own system instead of being attached to the submissive/broken states that have their own unique CGs and states.

7. I think being able to exit the cave base with right click to send us back to the Camp would be nice. Most other places you can right click to go back, the cave is the odd one out.

8. The "Go" and "Battle" interface for moving large amounts of troops could really use a "Deselect All" button. "Go" is really useful for moving lots of troops fast, but the auto selection of troops is almost always way off from what I would want, making me one by one deselect the troops and then select the ones I want. And "Battle" is a similar story, I'm forced to deselect all of the troops I dont' want, or else all of the neighboring hilichurls are displaced from where I wanted them to be. I would even suggest maybe just not auto selecting any troops at all as a default (Except the ones already at the destination).

9. An option to dismiss hilichurl units outside of your main base would be nice. Only options right now are sending them to die, or trying to get them back to base, and both options can lead to really awkward and clumsy pathing when there are a lot of units defending key choke-points.

10. Lastly, I think it would be nice if units set to defense mode (Or at least I think it is some kind of defense mode) would auto resolve battles against generic NPC armies at the beginning of the turn. Having to deal with multiple nuisance battles at the beginning of every single turn just draws out the already rather long enemy turn phase. And having the auto resolve feature tied only to units that are in defence mode would give players control over when to use it and which units should use it. And you wouldn't have to worry about auto resolving a battle against a special or unique NPC (Which to be fair, I don't think you can auto those battles anyway).

Sorry for the huge list lmao, but I'm loving the game, and just thought I would give some feedback on some quality of life suggestions or feedback. Though Number 6 might not per say be a QoL suggestion lol.
1-Completely agree except the overworld part. That's already an option in the settings, change your "Moving speed" to fast, makes overworld movement basically instant.
2-Hard agree.
3-Extremely hard agree. This game NEEDS tooltips and feedback. 99% of what I know about the game came from external sources.
4-Eh. Don't really care either way on this one. I'd much rather they let us move heroines around in the Heart menu instead of being hard-set to order they were captured (which is the only way I interact with the heroines these days anyway)
5-It's not random. Different units reduce resistances by different amounts when used to breed. Going up the power scale, they take a lot more resistance.
6-No real comment here other than the fact that "Submission=bad" is only true* until you have flowers. Once you have flowers and can get the sap, the best move is to get a girl to submissive, mask her and then feed her sap to get her elemental power back to max. Even then, you never really hit the third submission marker so why bother having it?
*Even though it wouldn't be at full power, her being masked lets you breed constantly without having to pause so I can see an argument for doing so on the weaker ones before you get the flowers.
9-You can also do it with teleport stones and at villages you've colonized. Which FEELS like the point? I dunno, it's much less of an issue once you get high enough abyss power and can churn out teleport branches.
10-Eh, I get where you're coming from but would rather this not happen. You can already decide to push auto or not when a defense fight starts, I use defense stance all the time because I don't want them responding to attacks outside their zone.
 

Chillified

Newbie
Feb 18, 2018
21
8
133
1-Completely agree except the overworld part. That's already an option in the settings, change your "Moving speed" to fast, makes overworld movement basically instant.
2-Hard agree.
3-Extremely hard agree. This game NEEDS tooltips and feedback. 99% of what I know about the game came from external sources.
4-Eh. Don't really care either way on this one. I'd much rather they let us move heroines around in the Heart menu instead of being hard-set to order they were captured (which is the only way I interact with the heroines these days anyway)
5-It's not random. Different units reduce resistances by different amounts when used to breed. Going up the power scale, they take a lot more resistance.
6-No real comment here other than the fact that "Submission=bad" is only true* until you have flowers. Once you have flowers and can get the sap, the best move is to get a girl to submissive, mask her and then feed her sap to get her elemental power back to max. Even then, you never really hit the third submission marker so why bother having it?
*Even though it wouldn't be at full power, her being masked lets you breed constantly without having to pause so I can see an argument for doing so on the weaker ones before you get the flowers.
9-You can also do it with teleport stones and at villages you've colonized. Which FEELS like the point? I dunno, it's much less of an issue once you get high enough abyss power and can churn out teleport branches.
10-Eh, I get where you're coming from but would rather this not happen. You can already decide to push auto or not when a defense fight starts, I use defense stance all the time because I don't want them responding to attacks outside their zone.
1. I completely missed the Moving Speed option, thank you! Agreed, Fast moving speed setting solves the overworld problem 100%.
4. Yeah, it's only a minor suggestion, I do find myself still enjoying the animated sprites in the room, so panning the camera around the room and accidentally moving the characters from the slot I wanted them in was getting tedious lol. Agreed on moving the order of heroines in the Heart menu.
5. As far as I can tell there is some level of randomness involved, or at least the amount of resistance reduced can be modified by unknown conditions mid pregnancy. As a test I went back to that same character that had their resistance reduced to below half in one go and used a save 2 turns earlier where they were still pregnant. Even though it was the same exact pregnancy, and everything should have already been decided at conception, this time she was well above the halfway point for her resistance. Maybe it was a bug? Or some action I took elsewhere in the game retroactively affect her resistance loss amount.
6. I haven't gotten to the flowers yet, so I'll have to come back and see if my opinion changes, though it sounds like even in that scenario you get her to submission to then just instantly mask her right? Seems like a waste of the submission state still, and broken state is still neglected as well.
10. That's fair yeah, honestly with the enemy movement phase being much faster with the moving speed option set to fast now, the nuisance battles might not feel as bad anymore. It really felt like too much when stacked with the slow movement speed, but now maybe not.
 

Ruleregla

New Member
Jun 15, 2023
7
2
21
What does the brainwash mask's success depend on? RNG, elemental power, resistance, the stars displayed below each girl's name, the vision state or a combination of some? I've had the dirty masks fail on Xinyan at 15 resistance (1 star, gleaming vision) and Noelle (3 stars, dimmy vision), and then succeed first try on Collei at 20~some resistance (2 stars, dimmy vision)

Also, where do I get the nectar that boosts elemental power/resistance past the submissive cap?
 

isabucket

New Member
May 17, 2017
7
18
163
As far as I can tell, this chart from one of the guides in the first post is accurate. I tested with three different save files with three different heroines. I bred all three with a nycto lawachurl (cause 15 is a nice and easy number since the resistances are all multiples of 5) and all three's resistances went down by 15 exactly. I'm not saying there isn't any randomness involved since I haven't looked at any code and outside of this convo, never paid any real attention to resistance #'s but it SEEMS static from the testing I did. I think the reason it doesn't look static during regular gameplay is because they recover resistance while pregnant but also lose it when they give birth per below, resulting in a different final resistance than expected post-birth?

4.1.3. Resistance Reduction
When they start mating or giving birth (depending on which type of unit), prisoners lose her resistance. Not affect Lumine. Resistance reduces while starting mating.

UnitResistance Reduction
Slime and Specter-2
Whopperflower-3
Normal Hilichurl-4
Element Hilichurl-6
Nycto Hilichurl, Element Mitachurl, Rifthound Whelp-8
Nycto Mitachurl, Vishap Hatchling-10
Element Lawachurl (except Nycto), Rogue, Megachurl-12
Element Samachurl-15
Nycto Lawachurl-15
Element Rifthound-16
Nycto Samachurl, Nycto Rifthound-18
 
  • Like
Reactions: DuniX

isabucket

New Member
May 17, 2017
7
18
163
What does the brainwash mask's success depend on? RNG, elemental power, resistance, the stars displayed below each girl's name, the vision state or a combination of some? I've had the dirty masks fail on Xinyan at 15 resistance (1 star, gleaming vision) and Noelle (3 stars, dimmy vision), and then succeed first try on Collei at 20~some resistance (2 stars, dimmy vision)

Also, where do I get the nectar that boosts elemental power/resistance past the submissive cap?
It's 100% success, no rng involved. You just need to get the girl into submissive status, which is 50% of their max resistance. So Xinyan would be under 10, Collei under 25.

*Edit to add: If you attempt to put a mask on a girl who isn't already submissive, it reduces her resistance which can cause her to get under the threshold, resulting in a feeling that it's rng but it's not, promise!

re:Nectar-Gotta get the flower monster. Once you unlock it, breed it with the heroines for seeds that you plant in the flower fields. Once they bloom, they give you nectar. The flower monster is on the ice mountain, next to Snow Covered Path. You need like 50 ice power to enter or something like that, I don't recall offhand but it says when you try to enter the area.
 
  • Like
Reactions: DuniX and flannan

Chillified

Newbie
Feb 18, 2018
21
8
133
As far as I can tell, this chart from one of the guides in the first post is accurate. I tested with three different save files with three different heroines. I bred all three with a nycto lawachurl (cause 15 is a nice and easy number since the resistances are all multiples of 5) and all three's resistances went down by 15 exactly. I'm not saying there isn't any randomness involved since I haven't looked at any code and outside of this convo, never paid any real attention to resistance #'s but it SEEMS static from the testing I did. I think the reason it doesn't look static during regular gameplay is because they recover resistance while pregnant but also lose it when they give birth per below, resulting in a different final resistance than expected post-birth?

4.1.3. Resistance Reduction
When they start mating or giving birth (depending on which type of unit), prisoners lose her resistance. Not affect Lumine. Resistance reduces while starting mating.

UnitResistance Reduction
Slime and Specter-2
Whopperflower-3
Normal Hilichurl-4
Element Hilichurl-6
Nycto Hilichurl, Element Mitachurl, Rifthound Whelp-8
Nycto Mitachurl, Vishap Hatchling-10
Element Lawachurl (except Nycto), Rogue, Megachurl-12
Element Samachurl-15
Nycto Lawachurl-15
Element Rifthound-16
Nycto Samachurl, Nycto Rifthound-18
Yeah this is pretty consistent with what I've seen so far. I understand better now how the resistance loss works than i did during the initial feedback, it was still just odd why savescumming worked this specific time, but not in others(Granted, I didn't really try all that much before this happened.). I don't have the save anymore unfortunately, but I remember the save I went back to was in the fetal phase, so it should have been after the initial calculations were done. Haven't experienced again since though after trying to replicate it, so might have just been a bug.
 

NamedUser1111

Member
Apr 1, 2024
148
98
47
Put a good chunk of hours into the game so far and loving it. Wanted to give a few suggestions though, especially for things that might not be getting suggested much, because they are more quality of life things for the most part.

1. I think this game could really, really benefit from a speed up option in battle. At least a 2X option, but preferably a 3 or 4x option as well. I enjoy the combat, but there is a LOT of it, especially since, from what I can tell at least, you are required to manually fight battles if you want to capture any generic npcs in the early to mid game. Honestly a 2x speed option or more could be of use on the over world strategic map as well, since when you end a turn, the npcs taking their turn/movements can be a bit slow and really start to add up fast and drag on for too long. If not a speedup, then maybe left clicking or something skips the animations of the enemy moving?

2. I don't know if this is just me, but selecting the attack options of a unit during battle is miserable. About half the time I am fighting tooth and nail to keep the attack options highlighted long enough to click on one, it is very VERY finicky. This problem is at it's absolute worst when multiple units are all adjacent to the unit I need to control, but it's a minor problem sometimes even when they are completely alone. I would also even add that clicking on the active unit to try and move them can be a bit finicky as well, not as bad as trying to pick an attack though, not even close. If I could choose just one improvement for the game, it would be this.

3. I haven't tested this out much yet, but regarding the characters with bubble shields around them, I think even if the shields act a bit differently than a typical second health bar, they still could really benefit from better visual feedback on how effective our attacks against them are, especially since it seems certain element attacks are stronger against certain element shields. Simply showing the damage numbers would do just fine, and if the health is more like stacks or something, you can maybe add a little shield icon next to the damage number to differentiate what you are damaging to avoid confusion about why the damage number was so low.

4. I keep accidentally moving them away from where I wanted them on accident and having to put them back again, and this is especially rough because placing a character on a specific slot is surprisingly precise. I'd suggest that instead of a left mouse button drag and drop system, you instead left click the character to select them for movement, and then left click the slot you want to place them into. Would solve both problems in one go I think. No accidentally moving characters, and moving characters when i want to move them will be easier.

5. It is kind of annoying that characters who have a resistance cap of 30 can just have a random chance to instantly hit submissive from a single breed/birth cycle, thus permanently crippling her ability to make better churls, or even if I just didn't want her to hit that stage yet. I've only had it happen once so far, so it seems like a low chance to occur, but still seems like a minor problem with those characters in particular.

6. Kinda a much bigger suggestion in relation to number 5 somewhat, though I'm speaking from a still fairly early point int he game. So far, from what I've seen and read, it seems like letting the girls become submissive or broken are just straight up bad things with basically no pros at all except in a few niche edge cases where you repair their vision/core and corrupt them, which is a massive shame. Especially since they get unique cgs and a whole different route in a way, but we are mostly incentivized to avoid it like the plague. I feel like the submissive/broken states would benefit from being separated from the negatives of too much breeding and such, that way we can keep the game balance, but get access to all of the great CGs and such, while still retaining the option to corrupt or brainwash later on without being punished for acquiring the submissive/broken state. Not sure if I explained it well, I just feel that all of the game balance related drawbacks of excessive breeding/training should be relegated to their own system instead of being attached to the submissive/broken states that have their own unique CGs and states.

7. I think being able to exit the cave base with right click to send us back to the Camp would be nice. Most other places you can right click to go back, the cave is the odd one out.

8. The "Go" and "Battle" interface for moving large amounts of troops could really use a "Deselect All" button. "Go" is really useful for moving lots of troops fast, but the auto selection of troops is almost always way off from what I would want, making me one by one deselect the troops and then select the ones I want. And "Battle" is a similar story, I'm forced to deselect all of the troops I dont' want, or else all of the neighboring hilichurls are displaced from where I wanted them to be. I would even suggest maybe just not auto selecting any troops at all as a default (Except the ones already at the destination).

9. An option to dismiss hilichurl units outside of your main base would be nice. Only options right now are sending them to die, or trying to get them back to base, and both options can lead to really awkward and clumsy pathing when there are a lot of units defending key choke-points.

10. Lastly, I think it would be nice if units set to defense mode (Or at least I think it is some kind of defense mode) would auto resolve battles against generic NPC armies at the beginning of the turn. Having to deal with multiple nuisance battles at the beginning of every single turn just draws out the already rather long enemy turn phase. And having the auto resolve feature tied only to units that are in defence mode would give players control over when to use it and which units should use it. And you wouldn't have to worry about auto resolving a battle against a special or unique NPC (Which to be fair, I don't think you can auto those battles anyway).

Sorry for the huge list lmao, but I'm loving the game, and just thought I would give some feedback on some quality of life suggestions or feedback. Though Number 6 might not per say be a QoL suggestion lol.

3. A small side note with the shield : did you capture and upgrade the first Kateryne ? I you didn't, do it. You might get a good surprise (not the best as visual indicator, but still something)

6. True. I never see theses CGs ^^
The problem being that it would require a big change to whole breeding system.

8. For that, I abuse of the defense position : anyone who have to stay for a while gets put in defense position, and then, the "Go" options becomes far smoother. But I do get that a unselect all button would be nice.
 

DuniX

Well-Known Member
Dec 20, 2016
1,408
980
379
. It is kind of annoying that characters who have a resistance cap of 30 can just have a random chance to instantly hit submissive from a single breed/birth cycle,
That depends on the unit you breed them with, they are kind of useless for high tier units, better corrupt it or use only with masks.
So far, from what I've seen and read, it seems like letting the girls become submissive or broken are just straight up bad things with basically no pros at all except in a few niche edge cases where you repair their vision/core and corrupt them, which is a massive shame.
Submissive isn't bad, you just need masks and nectars to get them back, they also cost you less Upkeep.
Broken is broken, don't let them be broken.
An option to dismiss hilichurl units outside of your main base would be nice. Only options right now are sending them to die, or trying to get them back to base, and both options can lead to really awkward and clumsy pathing when there are a lot of units defending key choke-points.
You can dismiss them on any colony base but those units go to that base.
You need the Gate thing for the colony to connect it globally.
I don't think you can dismiss them with Abyss branches, kind of a pain if a heroine is isolated on the map.
 

DuniX

Well-Known Member
Dec 20, 2016
1,408
980
379
I bred all three with a nycto lawachurl (cause 15 is a nice and easy number since the resistances are all multiples of 5) and all three's resistances went down by 15 exactly.
I believe what you are not accounting is the resistance loss at birth and how faster pregnancy potion works with that.
 

Chillified

Newbie
Feb 18, 2018
21
8
133
Just finished all of the content in the current version, and might start a new game on a harder difficulty for fun. Maybe should update my comment of suggestions since I don't think some are valid anymore, but some very much still are lol. Lot of fun though.
 

NamedUser1111

Member
Apr 1, 2024
148
98
47
can someone tell me the escaped npc system i can re capture them ? and what to do
Only heroines can escape, and only Fischl can do it. She escapes automatically when she becomes submissive (does not happen 100% of the time, though, may have to breed her in submissive a few times without breaking her).
She will attack you later, much stronger, and if you capture her again, you'll get a better version of her.

If another heroine escaped (that escape when they are defeated in battle while masked (masked, not corrupted)), well... bad luck for you (and good for her).
 

palussshun

New Member
Apr 18, 2022
5
2
127
Only heroines can escape, and only Fischl can do it. She escapes automatically when she becomes submissive (does not happen 100% of the time, though, may have to breed her in submissive a few times without breaking her).
She will attack you later, much stronger, and if you capture her again, you'll get a better version of her.

If another heroine escaped (that escape when they are defeated in battle while masked (masked, not corrupted)), well... bad luck for you (and good for her).
so basicly not in he game okay thanks
 

Beron1787

New Member
Apr 23, 2025
1
0
1
Hello guys, I need some help. My Altar is in a bug for some reason. I can't put any heroine nor revive any despite not having anything in progress (like the tree and shard). Moreover, I found my Yelan stuck in the flesh pod outside of the altar, dunno why this happened, but everytime I click her, I get transported to the Altar.
 
3.90 star(s) 51 Votes