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mark269619

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Feb 23, 2018
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Can someone please give me the files or whatever needed to complete the gallery, I've given up at trying to get these last one's.
 

Anmitsu

Member
Jul 28, 2017
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>Thread Updated: 2020-12-10
April or May still would've been a hell of a lot faster than their few previous releases though.
Very fast actually going by their "new" standard of one update per half a year to 3/4 of a year.
 

Back

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Aug 3, 2017
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The below spoiler contains the release dates of the major releases for KoD. Make your own judgements regarding their speed.
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Remember, the work on v0.12 will be "less story driven, improving the tents, and repeatable scenes".
To me, that sounds akin to "don't expect much".
 

Filippa2000

Member
Jun 22, 2017
334
320
Seriously the development speed and content difference between KoD and Noxian Nights is really just embarrassing.
well sierra lee for some reason is no longer part of the group. Before Nomo and Sierra used to work togheter and the production was good but then when vacated from the team the production went down. Think this also happened somewhere around 2018.


So basically they had to get a new team running in and now idk how the production works afaik though Nomo is responsible for art.
 
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Deleted member 3211196

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The best for us would be not to know this game until like 2025 or so. I am very glad I only learned about KOD in 2019 when I played through Noxian Nights too which was amazing, yet KOD is much more better. But I caught them in their least productive state and got disappointed in them a hundred times already and like an idiot I still want to believe.
 
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helllover

Member
Jun 7, 2017
343
312
I always found Noxian Nights better while KoD had a more interesting premise. I find that both the four heroines, erotic scenes and the plot in NN was handled much better along. Just a shame that the Tentacle and Minotaur endings were a bit rushed.
 

souldead341

Engaged Member
Oct 16, 2017
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well sierra lee for some reason is no longer part of the group. Before Nomo and Sierra used to work togheter and the production was good but then when vacated from the team the production went down. Think this also happened somewhere around 2018.


So basically they had to get a new team running in and now idk how the production works afaik though Nomo is responsible for art.
The problem is that Sierra leaving was too long ago for that to hold any real weight, and the time between updates wasn't great before that.

I posted this kind of thing a long while back, but pulling the most recent release dates posted a page back so I don't have to look them up myself again.

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We don't know exactly when Sierra left or when the other team members were brought on, but the estimates were around / between .5 to .6 IIRC. But regardless, they're long past the "new team coming up to speed and working well together" time period, which should be less than 6 moths or 2 updates for this. You can even see that the progress when Sierra left was still fairly consistent around 3-4 months between updates, then it's slowed massively since then.
 

Back

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Aug 3, 2017
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For your info, Sierra (original member) left sometime in 2018. I forget when Monaco Dingo left without finding my old notes, but MD was around even as far back in 2017. Though there was work on KoD in 2016, the first major release was in 2017.

Current Team Members of Hreinn Games:
[Member][Role][Member Since]
NomoArtist & StoryboarderOriginal Member
MonsinneWriterSince 2018 (but likely sooner).
NdsferrariProgrammerSince November 2017 at least.

Thus, I absolutely agree with souldead341's comment that "[Hreinn Games is] long past the 'new team coming up to speed and working well together' time period" as I noted before (on October 7th, 2020) as well:
So with the tragedy that Nomo had in April 2020 and the current pandemic, there's an understandable delay, but not about getting their team up to speed after Sierra's departure that they sometimes use. They were finally starting to get a little better with communication over the summer, but to no one's surprise that didn't last.
 

Jinsoyun

Active Member
Sep 28, 2018
647
1,245
From what i remember, the slowest updates either included a lot of new character sprites or they had wide branching routes and so they were probably very time consuming to code. Based on the pictures in their previous post, Nomo seem to be well on his way with the new sprites, so there is some hope in that.

But if i'm correct, then the bad news is that the new armor assets and mini-scenes will have to be integrated quite far back into the story. There have been groping scenes since 0.7 at least. Last time this happened (0.9), the release took more than 5 months.

While i'm at that point.. the last update had some insane branching. Dom-Shaman route is either impossible without codes or almost impossible for example. And now we have 3 captains, both dom and sub options and shaman on/off, plus solo. They wrote specialized dialogue for 3*2*2+2=14 different routes. That is really impressive. Hreinn is more dedicated to choices than a lot of big companies.
However even tho i have no experience in it, i don't think that checking that many routes and triggers can be a as quick as a straight forward story line would. This also means that the content is spread out and players who only go for one play through will not get too much content per update.

So unless they really found a way to speed things up, my bet is the end of may as earliest or, more likely, june.
 
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souldead341

Engaged Member
Oct 16, 2017
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So unless they really found a way to speed things up, my bet is the end of may as earliest or, more likely, june.
Ok, not trying to restart a flame war or anything here, but...

I know that the amount of branching requires a lot of writing, with the more branches mean more time on a branching stage of a story. That's why almost all branching stories have a diamond shape (or a series of connected diamond shapes), so you always start at one point, branch out, then the story threads join back in into one location / event. It basically reduces the number of variant scenes at the end to a manageable amount (not counting early / bad endings). A good example of this is the Way of the Samurai 4 map, since most of the parallel events in that are actually just fighting different sides of the same event with different dialogues leading in and out of the event, with only a few major branches that don't have many events in common. (Way of the Samurai 4 is basically entirely a series of diamonds linked together).

Part of the issues that myself and many others have had is that Hreinn have repeatedly promised faster / more content updates, which even with the amount of possible branches you have (assuming people play each branch) doesn't seem like enough content in an update for the promises they've made, while either not being released significantly faster or, now especially, longer between updates.

Again, not trying to start a flame war or anything, just pointing out these (again) since they are very valid issues with what they've done. I know that it's a massively difficult and time consuming thing to do a game development project like this, and have never done a project like this myself so can only comment on what it looks like from the outside looking in at it (and as a former supporter from the NN development times).
 
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Deleted member 3211196

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Being an artist myself I can say that yes it takes time to make such a game. But you can notice when something oozes laziness too or when you make a promise to your fanbase and do not keep it. Like putting the repeatable tent scenes in, changing the ugly art to what was before, making just one pose for Vehlis and she stays like that for months, lack of backgrounds, lack of communication, and a lot of bugs after a half year of development? shady excuses and disappointment. I am even afraid to look at the updates with one or two new pictures because I know it will be the game's whole new content. A very good and positive example is Our red string by Eva Kiss. She always communicates with her fanbase, and the updates are prompt and frequent. And her fanbase and cashflow are much better than Hreinn games are. And the engine is pretty much the same, yet she manages to produce it 10 times faster. Because she keeps her word and respects her fanbase the concept which Hreinn games seems not to understand.
 

Hourglass

Newbie
Feb 26, 2018
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Being an artist myself I can say that yes it takes time to make such a game. But you can notice when something oozes laziness too or when you make a promise to your fanbase and do not keep it. Like putting the repeatable tent scenes in, changing the ugly art to what was before, making just one pose for Vehlis and she stays like that for months, lack of backgrounds, lack of communication, and a lot of bugs after a half year of development? shady excuses and disappointment. I am even afraid to look at the updates with one or two new pictures because I know it will be the game's whole new content. A very good and positive example is Our red string by Eva Kiss. She always communicates with her fanbase, and the updates are prompt and frequent. And her fanbase and cashflow are much better than Hreinn games are. And the engine is pretty much the same, yet she manages to produce it 10 times faster. Because she keeps her word and respects her fanbase the concept which Hreinn games seems not to understand.
I agree with you that Hreinn Games don't seem very productive. I would like faster updates, too. But I don't think you can compare Our Red String to Kingdom of Deception. Not to say I didn't enjoy ORS or that it's bad, but as far as I know the art is traced, which means art creation goes a lot faster. And the Virtual Novel consists of choices, which is generally what Virtual Novels are. Whereas KoD also has a Battle System, Shops, a Raid System, Stat Overview, Panels, Naming Saves, ...
To adress the recurring topic of Noxian Nights, RPGMaker has all or most of these features automatically. In RenPy you need to make them yourself and you have to fill actual playtime with text instead of running around.
So both comparisons lack a bit in content, if you ask me.
Without claiming to know how they work, the project does seem a bit planless. I think they know how the story ends and some milestones along the road, but sometimes it seems they didn't plan things out. Like dropping the raidsystem after a few updates again. Maybe a clearer roadmap would help.
Also in regards to those promises you mentioned, I think a lot of people here in this forum misunderstood some things there.
But they definitely need to step up their communication.
 
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