Make sure you have your stamina topped offright after entering.Things
Err, you missed a few points OR got really lucky with certain "mechanics":Make sure you have your stamina topped offright after entering.
Go into stealth and pick left or right (left would be preferrable, imo), then lure the patrolling guard towards the entrance with stone throws. Whack him in the back and succubus/slice/mage his ass up, then go back into stealth and go down the corridor.
Wait for the archer guy to start moving away form the closest door and move in the next set of rooms.
Stick to the left, hiding behind the boxes, and go to the Deep Ones' cell.
Make sure your movement speed is fast enough before opening it. Clean your privates if you are cumflated, for example.
Open the cell and immediately go into stealth again, movingleft and out of the way as the Deep Ones will come out almost immediately to attack the guards in front of Elise's cell. Let them clear the path for you, and they will then move away towards the entrance, taking care of the archer and the guard you didn't eliminate on the way in, but will likely succumb to the two guards watching the shaman.
Get Elise, and head back towards the entrance until he tells you about the baby. Tell him to wait there, and sneak inside the room.
Lure the guard closer to the door you come in from back to the entrance like you did with the first one and eliminate him, then get in the pool, preferrably from the entrance's side of the room, and pick the cute baby up.
Return to Elise andget him to follow you again, exit the temple.
Back in Noer, he rewards you with 3 Gold coins, which should be more than enough to compensate the trip back and any equipment you might have lost in the Deep Ones' Sunken Temple.
He used two mechanics:Err, you missed a few points OR got really lucky with certain "mechanics" ...
The timer on that is very inconsistent then seeing as the combined firepower of Elise's fireballs and a musket was not enough to prevent it.1. If you kill enemy fast enough, reinforcement timer doesn't start. For it to start you need to be in combat mode for some time. So if you kill them fast and one-by-one you can clean whole map. Btw you can kill reinforcements one-by-one as well.
You still need to bring Elise all the way to the exit. Which means clearing a path including his full aggro range and any potential for reinforcements to randomly wander into him.2. You can tell elise not to follow you. If he's not following you, he's not throwing fireballs at you and doesn't attack half of map to make them bring reinforcements.
So basically this game is officially going from excessively hard grimdark to torturing players? Is there any new sex content coming up at the very least?And just wait for 0.4.4.0's cocona quest, it's even worse. No stealth possible and you lose morality... And it's intended.
From personal experience, musket has fairly low DPS because it's ranged, and its melee is nowhere near sabre+dagger dps even if you don't have much combat trait. As for fireballs, they seem to trigger reinforcement timer more often, but maybe it's just me.The timer on that is very inconsistent then seeing as the combined firepower of Elise's fireballs and a musket was not enough to prevent it.
Wasn't it supposed to be like that from beginning?So basically this game is officially going from excessively hard grimdark to torturing players? Is there any new sex content coming up at the very least?
No idea about what it was "supposed" to be as I only found the game recently but the parts I looked into seemed more like just a crude initial implementation or various engine limitations. Like how most opponents just run side by side with you if you keep strafing instead of doing anything or how virtually all NPCs seem to have the exact same sex skillset except for sometimes being unable to masturbate. Or in this particular quest I noticed a lot of times the guards would see me, aggro for a moment and then just resume their patrol without even starting the alarm timer. On the flip side certain enemies easily execute a stunlock loop not just against the player (who might have longer attack delays to make it harder) but also against other NPCs which to me suggests a fundamental flaw in the combat engine design.Wasn't it supposed to be like that from beginning?
Just edit the set dirt function directly. Mod function reduces dirt gain to mult but still allows cleanup to work.If you want to remove dirt completely, there's easier way.
Simply press F10 and$game_player.actor.actStat.set_stat("dirt",0,3)
It persists through saving/loading.
To return back to having dirt$game_player.actor.actStat.set_stat("dirt",255,3)
Otherwise, you'll have to also change all items (consumable items also add dirt) to not apply dirt and repack them into rvdata2 (see my posts on last few pages) or callFileGetter::COMPRESSED = false
in a mod to make game load data from .json files.
Not sure what else adds dirt.
EDIT: just realized that my optimization won't let portrait get updated instantly so also need to make lona change expression for it to remove dirt from portrait (for example, try to exit zone). Might need to fix it later.
def dirt=(val);@actStat.set_stat("dirt",val);end => def dirt=(val);@actStat.set_stat("dirt",mod_dirt(val));end
def mod_dirt(val)
current_dirt = $game_actors[1].dirt
mult = 0.25
if val > current_dirt
val = (val - current_dirt) * mult + current_dirt
else
#val = val
end
return val
end
EDIT:Just edit the set dirt function directly. Mod function reduces dirt gain to mult but still allows cleanup to work.
class LonaActorStat < ActorStat
alias_method :set_stat_reducedirt, :set_stat
def set_stat(name, val, type = CURRENT_STAT)
if name == "dirt".freeze && type == 0 then
multiplier = 0.5 #set this to whatever you want
oldval = get_stat(name, type)
val = oldval + (oldval - val)*multiplier if val>oldval
end
set_stat_reducedirt(name,val,type)
end
end
It works for me and has for a while, but I'll take your word for it since you've poked around in this mess more than I have.EDIT:
it won't work. When you consume item code is .get_stat and .set_stat directly, ignoring .dirt= method. Do this:
name file starting with number higher than 0 (e.g. 1,2,3,4,5,100500) for it to load after 0_O_StatCheckOptimization.rbCode:class LonaActorStat < ActorStat alias_method :set_stat_reducedirt, :set_stat def set_stat(name, val, type = CURRENT_STAT) if name == "dirt".freeze && type == 0 then multiplier = 0.5 #set this to whatever you want oldval = get_stat(name, type) val = oldval + (oldval - val)*multiplier if val>oldval end set_stat_reducedirt(name,val,type) end end
Fighting any of the guards generally starts a fairly short reinforcement timer which spawns an additional 3 fishmen who patrol the entrance area.
They do aggro very fast, but as I said, you need to immediately stealth and get out of the way. Also open the door when they are not in the square right in front of it, preferably with their back turned as well. If you only eliminated one of the initial two corridor guards, they should follow the "breadcrumbs" all the way to the exit.[*]The female Deep Ones sometimes decide to leash back to their cell causing them to split up and die much earlier.
The rocks have to be within 2 squares for the guards to notice, and they always notice regardless of the direction they face. Stick to the lower side of the pool and wait for the baby to come to you. My Deep Ones either got killed or escaped form the main entrance once they got to the main chamber, so maybe try eliminating only one guard on the way in.[*]RNG. The directions guards turn before moving again are randomised so you can't reliably sneak past or backstab (rock throw blocked by LoS).
And that's why you wait for the girls to clear the way. Leave Elise in the corridor when you go pick the baby up, and eliminate the guard closer to his position before telling him to follow again. His aggro range isn't wide enough to reach the priest, much less the other guard.[*]Elise's aggro range and inability to sneak.
Oh please don't misunderstand me, it is a difficult quest, I had to reload many times to do it myself. But there are actions you can take to make it less hard on yourself. I think if my pregnant, battered Lona managed, you can manage as well.The rest of the post
Sometimes yes, but other times they set off the timer after they're already dead. No idea what controls it.I was able to juice two of them without the timer setting off, you should be able to dispatch them with your personality's weapon of choice.
For me they died to the two patrolling guards but did take out the archer in the horizontal corridor. Since both sides have access to slow-grind stunlocks and those can be interrupted by allies of the victim there is no reliable solution which does not involve doing the work yourself (knowing beforehand probably fireballs or mines).If you only eliminated one of the initial two corridor guards, they should follow the "breadcrumbs" all the way to the exit.
Except when they don't. The stationary ones do seem to work properly but I could swear even one of those did not react to a stone 2 tiles directly behind him (1 empty tile in between). The patrolling guards are the main issue though, they seem to react only to directly adjacent tiles or in specific points of their patrol route in my experience.The rocks have to be within 2 squares for the guards to notice, and they always notice regardless of the direction they face.
Yeye, did that, boring wait because you can't lure the baby, the ONE type of NPC I would expect to react to splashing little stones in a pool of water instead of properly carrying out their guard dutyStick to the lower side of the pool and wait for the baby to come to you.
I left everyone alive on the way in and the girls died.so maybe try eliminating only one guard on the way in.
See above, the patrolling guards were still alive and they would always sound the alarm once engaged. You can make it past the priest and possibly even both his guards by sticking to the wall but the reason you have to do that here is utterly ridiculous. Oh and you're still fucked if the reinforcements spawned at any point previously because those guys wander around.And that's why you wait for the girls to clear the way. Leave Elise in the corridor when you go pick the baby up, and eliminate the guard closer to his position before telling him to follow again. His aggro range isn't wide enough to reach the priest, much less the other guard.
I checked it out, sure thing. Thx for the previous merges tooAaww, Cocona and Lona are so cosy together : )