foofoo3344

Well-Known Member
Dec 5, 2017
1,430
1,152
Does anyone know what the morale stat does? Is it what affects happiness/depression stat changes?
it's your level of evil and crime. Low morality and the guards will attack you on sight. The gate guards and the random guard encounter will also try to arrest you.
 

ZedTed

Member
Sep 24, 2017
271
911
Anyone know where I could get a CG collection? Art is beautiful but I don't find the game fun, and I get like 10 fps
There are only 6 CGs in the game so far (Only know how to get 5 of them), not that much. To view them after unlocking you need to talk to the fortune teller in the blue building to the North-West of the square.

You can alternatively extract the Game.rgss2a file using 'RPG Maker All Decrypter' by Falo or something similar to browse 'Graphics folder' and see all the graphics used in the game.
 
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dante9696

New Member
Sep 1, 2019
5
12
1590041509448.png
sometimes appears on the streets of the city as a random event

and about cg: 1st - in quest "Rescue The Man's Partner" " Waiting too long by choosing the 'Now's not a good time...', 'Check your fingernails...', then 'Check out the stains on the ceiling...' leads to Cecily to be raped and the memory being stored by the fortune teller (you can reload a save and still keep the memory)" quote
2nd - in quest "Repairing Big Bertha Cannon" together with the Lisa you need to collect 10 crystals on assignment. after the trigger happens where are the bugs attacking her...before that, clean the cave from unnecessary enemies
3rd - in quest "Missing Daughter" "go to the goblin lair and talk to the blonde girl in the captivity room. You will get a CG" quote
4th - after quest "Cemetery Negative Energy" "After 2 day/night cycles, Boss Mama has a task for Lona regarding Cocona. Talk to Boss Mama to get the task then talk to Cocona (who is in her room).
| > After another 2 day/night cycles, Boss Mama has another task regarding Cocona. Once again, talk to Boss Mama and then Cocona (who is still in her room). Cocona will try to run away, all you need to do is interact with her. Boss Mama will reward you with a 'Buring Keg Room Key' and Cocona will now wear maid clothes and work as a cleaner in the Inn when it is night." quote
5th - just need to come in the afternoon to the store where the fortuneteller sits 1590043351056.png
will see on the right in the toilet gives a blowjob to a man - interact with the door several times
6th - in the afternoon at the port 1590043416172.png
distract or kill the fishman to the right of the door and interact with the door
 
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somoroko

Newbie
Apr 4, 2020
63
33
For those who are brimming with curiosity even after finishing most of the current content, try killing the fortune teller at the oriental building and then escape the building AND the island when you attack her enough to cause dialogue to appear.

:) Good luck.

Just bumping this info again.
 

ZedTed

Member
Sep 24, 2017
271
911
How do you use the console to add traits directly?
As far as I know it is not possible. These are the few ones that 'khaal' has found.

You can add trait points by using "$game_player.actor.trait_point+=9999" and selecting the traits.

If you can figure out how to use it in the console, here is the script for traits (originally a ".rb" file):
Code:
class Game_Actor < Game_Battler


    def basic_traits
        #[[icon_32_index,item_id,value],[state_id,item_id,,value]]
        #[25, 33, 41, 40, 48]
        #Survival , Constitution .....
        #SID:119 IID:60        constitution
        #SID:120 IID:61        survival
        #SID:121 IID:62        wis
        #SID:122 IID:63        scu
        #SID:123 IID:64        com
        
        #ui flow = com,scu,wis,sur,con
        #32PX ID, ITEM ID, NAME, state_id
        [
            [25,64,self.combat_trait,            123],
            [33,63,self.scoutcraft_trait,        122],
            [41,62,self.wisdom_trait,            121],
            [40,61,self.survival_trait,            120],
            [48,60,self.constitution_trait,        119]
        ]         

    end
    
    def gift_traits
        #[]other traits # 200 = nil
        [
        200,116,200,200,117,200,200,115,200,
        200,200,200,200,200,200,200,131,129,
        200,200,125,200,136,200,200,200,200,
        135,130,134,137,132,200,138,133,200,
        200,200,200,200,127,200,200,200,200,
        200,200,200,200,200,200,200,200,200,
        200,200,200,200,140,200,200,126,200,
        200,200,200,200,200,200,200,200,200,
        200,128,200,200,200,200,200,139,200
        ]
    end
    
    def basic_trait_addable?(tmpVal)
        99 >= tmpVal
    end
    
    #state
    #current_selected =>[selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id]
    def gift_trait_addable?(trait_id,current_selected)
        case trait_id
            when 115;        return trait_Nymph_addable?(current_selected);#true: can add / false: cannot add
            when 116;        return trait_IronWill_addable?(current_selected);
            when 117;        return trait_WeakSoul_addable?(current_selected);
            
            when 125;        return trait_bloodlust_addable?(current_selected);
            when 126;        return trait_masochist_addable?(current_selected);
            when 127;        return trait_cannibal_addable?(current_selected);
            when 128;        return trait_BloodyMess_addable?(current_selected);
            when 129;        return trait_exhibitionism_addable?(current_selected);
            when 130;        return trait_HunterTraining_addable?(current_selected);
            when 131;        return trait_prostitute_addable?(current_selected);
            when 132;        return trait_omnivore_addable?(current_selected);
            when 133;        return trait_semengulper_addable?(current_selected);
            when 134;        return trait_ManaKnowledge_addable?(current_selected);
            when 135;        return trait_WeaponryKnowledge_addable?(current_selected);
            when 136;        return trait_Alchemy_addable?(current_selected);
            when 137;        return trait_ImproveThrowRock_addable?(current_selected);
            when 138;        return trait_Succubus_addable?(current_selected);
            when 139;        return trait_Lilith_addable?(current_selected);
            when 140;        return trait_Hitchhiker_addable?(current_selected);
            else raise "what are you doing"
        end
    end
    
    
    def trait_Nymph_addable?(current_selected) #115
        return false if state_stack(115) ==1
        return false if state_stack(116) ==1
        return false if state_stack(117) ==1
        return false if state_stack(134) ==1
        return false if state_stack(135) ==1
        return false if current_selected.include?(116)
        return false if current_selected.include?(117)
        return false if current_selected.include?(134) #trait_ManaKnowledge_addable
        return false if current_selected.include?(135) #trait_WeaponryKnowledge_addable
        return true
    end
    
    def trait_IronWill_addable?(current_selected) #116
        return false if state_stack(115) ==1
        return false if state_stack(116) ==1
        return false if state_stack(117) ==1
        return false if state_stack(132) ==1
        return false if state_stack(133) ==1
        return false if state_stack(139) ==1
        return false if current_selected.include?(115)
        return false if current_selected.include?(117)
        return false if current_selected.include?(132)
        return false if current_selected.include?(133)
        return false if current_selected.include?(139)
        return true
    end
    
    def trait_WeakSoul_addable?(current_selected) #117
        return false if state_stack(115) ==1
        return false if state_stack(116) ==1
        return false if state_stack(117) ==1
        #return false if state_stack(125) ==1 #bloodlust
        #return false if state_stack(128) ==1 #Bloodymess
        return false if state_stack(135) ==1
        return false if current_selected.include?(115)
        return false if current_selected.include?(116)
        #return false if current_selected.include?(125) #bloodlust
        #return false if current_selected.include?(128) #BloodyMess
        return false if current_selected.include?(135) #WeaponryKnowledge
        return true
    end
    
    def trait_bloodlust_addable?(current_selected) #125
        return false if state_stack(125) ==1
        #return false if state_stack(117) ==1 #weak
        #return false if current_selected.include?(117) #weak
        return false if @level < 10
        return true
    end

    def trait_masochist_addable?(current_selected) #126
        return false if state_stack(126) ==1
        return false if @level < 30
        return true
    end

    def trait_cannibal_addable?(current_selected) #127
        return false if state_stack(127) ==1
        return false if state_stack(117) ==1
        return false if current_selected.include?(117)
        return false if @level < 20
        return true
    end
    
    
    def trait_BloodyMess_addable?(current_selected) #128
        return false if @level < 40
        #return false if state_stack(117) ==1 #weak
        return false if state_stack(128) ==1
        #return false if current_selected.include?(117) #weak
        return true
    end
    
    def trait_exhibitionism_addable?(current_selected) #129
        return false if state_stack(129) ==1
        return false if @level < 5
        return true
    end
    
    def trait_HunterTraining_addable?(current_selected) #130
        return false if state_stack(130) ==1
        return false if @level < 15
        return true
    end

    def trait_prostitute_addable?(current_selected) #131
        return false if state_stack(131) ==1
        return false if @level < 5
        return true
    end
    
    def trait_omnivore_addable?(current_selected) #132
        return false if state_stack(132) ==1
        return false if state_stack(116) ==1
        return false if current_selected.include?(116)
        return false if @level < 15
        return true
    end

    def trait_semengulper_addable?(current_selected) #133
        return false if state_stack(133) ==1
        return false if state_stack(116) ==1
        return false if current_selected.include?(116)
        return false if @level < 15
        return true
    end

    def trait_ManaKnowledge_addable?(current_selected) #134
        return false if state_stack(115) ==1
        return false if state_stack(134) ==1
        return false if state_stack(135) ==1
        return false if current_selected.include?(115) #trait_Nymph_addable
        return false if current_selected.include?(135) #trait_WeaponryKnowledge_addable
        return false if @level < 15
        return true
    end
    
    def trait_WeaponryKnowledge_addable?(current_selected) #135
        return false if state_stack(115) ==1
        return false if state_stack(117) ==1
        return false if state_stack(134) ==1
        return false if state_stack(135) ==1
        return false if current_selected.include?(115) #trait_Nymph_addable
        return false if current_selected.include?(117) #trait_Weaksoul_addable
        return false if current_selected.include?(134) #trait_WeaponryKnowledge_addable
        return false if @level < 15
        return true
    end
    
    def trait_Alchemy_addable?(current_selected) #136
        return false if self.survival_trait <10 #survival
        return false if state_stack(136) ==1
        return false if @level < 10
        return true
    end
    
    def trait_ImproveThrowRock_addable?(current_selected) #137
        return false if self.scoutcraft_trait <10 #scoutcraft
        return false if state_stack(137) ==1
        return false if @level < 15
        return true
    end
    
    def trait_Succubus_addable?(current_selected) #138
        return false if state_stack(115) <1 #Nymph
        return false if state_stack(138) ==1
        return false if @level < 15
        return true
    end
    
    def trait_Lilith_addable?(current_selected) #139
        return false if @level < 40
        return false if state_stack(116) ==1 #ironwill
        return false if state_stack(131) <1 #prostitute
        return false if state_stack(139) ==1 #self
        return false if current_selected.include?(116)
        #return false if current_selected.include?(1) #weak
        return true
    end   
    
    def trait_Hitchhiker_addable?(current_selected) #140
        return false if @level < 30
        return false if self.survival_trait <15 #survival
        return false if state_stack(140) ==1 #self
        return true
    end
    
end
 
Apr 8, 2018
56
28
There are only 6 CGs in the game so far (Only know how to get 5 of them), not that much. To view them after unlocking you need to talk to the fortune teller in the blue building to the North-West of the square.

You can alternatively extract the Game.rgss2a file using 'RPG Maker All Decrypter' by Falo or something similar to browse 'Graphics folder' and see all the graphics used in the game.
Yep that's what I meant, thanks! Shame that there's nothing you can actually "use", because the animation scenes in game are made up of a bunch of small parts :(, guess I'll just need to wait until someone ends up posting an image pack of all the scenes in game, or for a few years until the game's done and playable for me
 
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jonaporn33

New Member
Nov 14, 2018
9
9
This game looks very promising, but I can't even beat the tutorial!
At some point I just start lagging. I have an Alienware laptop and I meet the minimum requirements.
Then there's a single rat that just dashes and starts attacking my back each time I try to face him.
 

ZedTed

Member
Sep 24, 2017
271
911
This game looks very promising, but I can't even beat the tutorial!
At some point I just start lagging. I have an Alienware laptop and I meet the minimum requirements.
Then there's a single rat that just dashes and starts attacking my back each time I try to face him.
Then can I suggest a guide written by yours truly to help? It's on page 68.

About the lag, I read somewhere in page 40-60 that it's caused by the AI because of its coding. So the more AI you have on the map, the worse the lag.
 

DMNDCE

Member
Jun 14, 2017
295
554
May 8th version 0.3.6.0 version here says 0.3.5.6
Oh, sorry. Thought you meant the latest English version. 3.6.0 isn't translated. Everything is Chinese. I assume no one has uploaded it since the translations haven't been updated for the latest version. Then again, doesn't look like 3.6 changed a lot with the text. I assume the old files would work for the most part.

Edit: Scratch that. Doesn't work. I dropped the entire text folder from the old version into the new one and everything is still Chinese. The title screen, warning, stat screens, dialogue etc. Seems like we do need an updated translation for sure.
 
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