- Aug 22, 2021
- 511
- 460
Found a UI bug/inconvenience. While in the dungeon, the escape key opens a menu, but pressing it again does not exit that menu (which is itself absent a return button). Instead I have to click 'load' then escape again.
It was fixed on R20Found a UI bug/inconvenience. While in the dungeon, the escape key opens a menu, but pressing it again does not exit that menu (which is itself absent a return button). Instead I have to click 'load' then escape again.
5 points is impossible, especially when it comes to agility. Only a stat needs to get to E rank, if all your stats were 150 then I am surprised you even got to that point, you were severely underlevelled.Also the required grind to complete the E-tier quest requirement is absolutely inexcusable. In order to do it, I had to fully exhaust 4 monster lures on level 4 which took over an hour and a half. In many RPGs, that wouldn't be a problem, but here there are only 3 enemy types who were completely irrelevantly weak when I started that grind. There wasn't anything to explore or discover, so it was almost 2 hours of utterly soulless grind.
That is something I would be willing to accept were I making that choice to overcome something, but doing it just to fulfill a quest requirement... that doesn't give you anything positive back as a mechanic. Also the process of avoiding that grind for money is also completely ineffective: to raise a state (agility for example) from 150 to 400 using the train button at an average of 5 points per run (what I saw when I tried), I would need to cycle through the 'read my back' scene 50 times. That grind is even more souless.
I would suggest either (1) making the stat growth faster during that quest, (2) adding random loot or something to look for during that quest, or (3) adding more sidequests or buyable things while participating in that grind. I recognize that this is an annoying void to fill in retrospect, but this will legitimately drive off a significant part of this games audience early on.
Also can you please make the walkthrough's not patreon blocked for the public version of the game? Especially in a game where your choices heavily limit the content you will see later on, a walkthrough is a requirement if you only want to play the game once.
I hear what you are saying, but I fear you are missing my point. Yes, my example may not be exactly correct (though it certainly isn't off by more than half), but having to click a 'skip the grind button' more than 10x is entirely self-defeating. At the very least, you could have it cost 10x more for 10x the effect, or have multiple options so that it serves a purpose.5 points is impossible, especially when it comes to agility. Only a stat needs to get to E rank, if all your stats were 150 then I am surprised you even got to that point, you were severely underlevelled.
There are secrets in the dungeon, and side quests you can take in the guild (although not enough, still need to add more), although it is likely you already picked all you could in the first four floors.
The excelia gain has already been balanced, and it does not really need any further improvement [...] you never ate at the Hostess of Fertility, which increases the excelia modifier (up to 12, in normal difficulty).
I did indeed, but I did so because the description at the beginning of the game said (or implied) that there would be less grind in hard mode (more excelia gain, but a standard-tougher RPG difficulty requiring more strategy). I very well may have misinterpreted that, but the degree of grind is still absurd under the circumstances.you most likely picked the hard difficulty which was a request by some people that enjoy grinding (normal difficulty would probably fit you more)
I see that, but what financial purpose could that possibly serve for you? The only reason to read a walkthrough is when you already have the game (at which point being a subscriber or not is irrelevant). You aren't earning patronage by charging for it, and you are only earning potential bad will by paywalling it. The way I see it, making it available would only increase viewership of your game, so I don't understand why you would lock it off...The walkthrough or any extra is never made public by me, they are Patreon only.
The game does not really need one anyway, the gallery contains hints and there are very few meaningful choices (Mostly routes to pursue) to avoid having to replay the game too many times.
Completing the gallery in a single playthrough is impossible, even with a walkthrough.
My English went spaghetti or you misunderstood then, because it is the exact opposite.I did indeed, but I did so because the description at the beginning of the game said (or implied) that there would be less grind in hard mode (more excelia gain, but a standard-tougher RPG difficulty requiring more strategy). I very well may have misinterpreted that, but the degree of grind is still absurd under the circumstances.
The problem is that not all possibilities are predictable, not only the game is balanced after the Normal Mode but unless you were extremely lucky, you shouldn't have reached that point with 150 in all your stats, especially in Hard Mode.I hear what you are saying, but I fear you are missing my point. Yes, my example may not be exactly correct (though it certainly isn't off by more than half), but having to click a 'skip the grind button' more than 10x is entirely self-defeating. At the very least, you could have it cost 10x more for 10x the effect, or have multiple options so that it serves a purpose.
The core issue here, beyond the grind itself, is that there is nothing to do but grind in that situation. No items to find, no lore to read, no drops to do anything with (since they are all disguised money that is auto-sold), no skills to learn or buy, and no strategies to develop since all you have is an attack button. Anything I could actually do during the grind would make it infinitely more tolerable.
Again, I recognize that this is a painful point to hear, and I only write this out of a genuine desire to see it improve.
There are a few challenging bosses, but it highly depends on which level your Bell is at that moment. If you grind his stats to the maximum and you are playing Normal Mode, you can easily overcome all of them.Additionally, higher grind on higher difficulties is usually satisfying because you are training to overcome something. Maybe an area or difficult boss, but a goal that is self imposed by your choice. This condition is only frustrating because the only thing stopping you is a lore-based story objective, not a challenge. There is no achievement in that (other than the privilege of seeing more story, which is poisoned by a new fear of future grind).
It is because I consider it an optional, something extra that is not necessary to play and complete the game.I see that, but what financial purpose could that possibly serve for you? The only reason to read a walkthrough is when you already have the game (at which point being a subscriber or not is irrelevant). You aren't earning patronage by charging for it, and you are only earning potential bad will by paywalling it. The way I see it, making it available would only increase viewership of your game, so I don't understand why you would lock it off...
Just pick "Yes... !" on your first choice, and once the brothel location becomes available, do all scenes (As of R21, there should be a total of 6, 3 per character).For the record, I just wanted to know which sequence of choices led to the harem ending since I may not know them when they arrive during the story. I also want to know (or infer) what limitations that choice has in case it has implications for the sequel. I can download a save to see the gallery, but I would rather experience the story I would choose when I play.
Noted down the bug, I'll fix it for R22.finished, my only complaints would be i got a bug where welf/lili would just not attack in auto battle mode after bell killed an enemy with reposte or something like that and i'd have to restart the game, i guess the ai couldn't figure out how to retarget to another enemy. 2nd, i wish you could get your status updated at any point. like when i first went to floor13, i was woefully underprepared (played on hard mode) so there was no way to get stronger and basically soft locked myself since couldn't "sleep" or w/e to have hestia make me stronger. i think thats about it, overall good game. (speed up battles would be nice )
EDIT: the first bug happened a decent amount not just once or twice, probably twice an hour i guess
ah true, a morbul would've worked great for the f13 part. less so for f9 mino boss tho, took me about 15 deaths to it then on the way to the 16th attempt the first random encounter i killed counted as beating the mino boss for some reason and the cutscenes started just hard to know how much you should grind up stats when you don't know what to expect at a point "much" beforehand to get the stat ups in timeNoted down the bug, I'll fix it for R22.
Do not rely on auto combat when doing more challenging battles as the usage of items (or aiming for certain monsters) might be necessary, you can still grind and view how much excelia you have gained when exiting the dungeon manually.
Status update happens during the story, but if you feel like you are soft locked, simply use a Morbul to make sure monsters won't try to attack you.
It depends on what items you'd expect to use in battle, not all of them can be used. I'll run through the list later and see if anything is missing, but as of R21, flashbangs are the only item that is missing (because its functionalities have not been coded yet).Several bugs I found in R19:
- I cannot use any of the combat items when in combat. Only potions appear as usable.
Someone has reported that already before, It'll be fixed on the next release (R22).
- The game has frozen multiple times in the autobattle mode when a supporter roles their attack. Not sure what exactly causes it to hang, but that is the last message in the battle log.
You shouldn't get rid of items, all the sellable items can be sold in the Guild or automatically by exiting the Dungeon manually.
- Relating to the 1st above, there is no way to get rid of items in your inventory without using them. A sell button in the store for usables would be greatly appreciated. Also an option to drop/discard items in your inventory should also be added.
You didn't miss them, they went to a separate inventory (about 3x bigger than yours) and will automatically be transfered to your inventory if you make space for it, or they are sold when you exit the dungeon manually.
- Relating to the above, even with a supporter, your inventory space is very limited when exploring deeper floors and there is no warning when it is full. I missed a bunch of monster drops because I didn't know my inventory was full.
Yeah, I forgot to add elixirs, they'll work like that.
- I would suggest making the potions %based rather than classic hitpoint roles. The issue is that potions become almost useless (at least in combat) one dungeon run or so after you buy them. That 90k potion for 250 health doesn't make much sense when your hp total is 2500, and a round trip to the hospital to restore everything costs maybe 5-20k depending on the floor you are returning to. Also once you hit a certain endurance, no potion can effectively heal you, making the hospital the only option.
Earthquake is not necessarily better, monsters have strengths and weaknesses (Thought of adding bestiary, but decided to include it in the battlelog, once I code it), fire might work better against certain opponents.
- Finally, It is unfortunate that the earthquake spell is so objectively better than every other spell (especially since that doesn't really fit with Bell's fighting style). Since all the spells hit with less damage than your knife and earthquake is the only one to hit multiple enemies, all the other spells are rendered useless in combat. Particularly in hard mode, something that can hit all 9 enemies at once changes your per battle damage from (9+8+7+6+5+4+3+2+1 = 45) hits to only 9.
Will her route be the only way to access chanted magics? I could understand accessing it early, but I would suggest against locking the player out of it entirely...if you enter Riveria's route and unlock the magic shop (from where you'll be able to purchase chanting spells, once they are added and strengthen your current spell casting).
Enter the 9th floor, you see a straight long corridor, traverse it and you will enter in a big chamber, with another corridor leading out of it, in the corner there's a chest where you can use the key. It gives a random item daily (game-day), so the earlier you do it, the more chances you get to get free items out of it. There are some specials too, if I recall correctly.Also, since I have your attention, where the hell does the feather key go? I have explored all of floor 9 and have not found anything I could interact with for it.
Yeah sorry about that, it is an item I added early in the game, but never implemented yet because I give priority to other things. Just keep them for now, eventually they will be useable.Gotcha. I was indeed the flashbangs that originally brought it up as I was hoping to use them to train dex.
In this game, yes.Will her route be the only way to access chanted magics? I could understand accessing it early, but I would suggest against locking the player out of it entirely...
I think that is more "these items have become worthless so they don't want to see the option" though the code to make a functioning pawn shop is likely more trouble then just adding more lewdsYou shouldn't get rid of items, all the sellable items can be sold in the Guild or automatically by exiting the Dungeon manually.
The only items that stay in the inventory are key items (Arrow of Orion, 2nd dagger, and so on) and items you have purchased and can use.
No, coding a sell function wouldn't take that much, way less time consuming than making lewds x).I think that is more "these items have become worthless so they don't want to see the option" though the code to make a functioning pawn shop is likely more trouble then just adding more lewds
Personally if I can buy the better potions then having the lesser ones is clutter to me. Especially true if I'm deep in a dangerous level and see a starter potion or just enough gold to buy one... How did it get there? What fried that dev's brain so that they thought this would be appreciated? Worse if I have an inventory full of Elixirs
There wasn't too many "This is for the lore and only for the lore" items in the dungeon so not sure what they overloaded on... Perhaps the perception that they were to manage it that brought fomo on.
Yeah but the fappy crowd will praise the lewds while the gameplay nerds will critique the systemNo, coding a sell function wouldn't take that much, way less time consuming than making lewds x).
I've seen multiple attempts over the years.I just think there can be better solutions, such as enabling a way to heal companions with your potions (So rather than drinking them right away, have a window appear with your party members faces, and select the one you want to apply it on). This could be a better usage for your spare potions.
Some would still hawk them if given one to get into the brothel if they could I know in some games when they go out of their way to give me the complementary recovery set I sell it to buy better equipment. Not a part of this game however don't forget some players are just crazyElixirs will cost 500k, so for most people, they will be a last resort during a difficult fight.