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Squark ⚧❤️

Conversation Conqueror
Jun 16, 2017
7,191
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Traps fall under Survival. To disarm regular traps it is 10 or 15 i think. For explosives like mines and stuff, they require 30.
30 is a tall ask but I guess it makes sense. But the point I'm making is that the command simply doesn't register sometimes.
All I get when that happens is the "there is nothing to activate there" beep even though I can see the trap plain as day.
 

ProjectS001

Member
Sep 12, 2020
164
360
30 is a tall ask but I guess it makes sense. But the point I'm making is that the command simply doesn't register sometimes.
All I get when that happens is the "there is nothing to activate there" beep even though I can see the trap plain as day.
Weird. Never happened to me. There were times when I picked up items instead of disarming traps or picking up rats or bugs instead of disarming the traps. But never it giving me the error noise.
The conditions for disarming traps is 1. Having required SUR stat to disarm. 2. 1 radius away from trap (right next to it). 3. Facing the trap. 4. Having enough STA to disarm trap.
So maybe you aren't fulfilling one of these conditions properly?
If you could send me SS of the said trap I might be able to tell better idk.
 

Squark ⚧❤️

Conversation Conqueror
Jun 16, 2017
7,191
7,976
Weird. Never happened to me. There were times when I picked up items instead of disarming traps or picking up rats or bugs instead of disarming the traps. But never it giving me the error noise.
The conditions for disarming traps is 1. Having required SUR stat to disarm. 2. 1 radius away from trap (right next to it). 3. Facing the trap. 4. Having enough STA to disarm trap.
So maybe you aren't fulfilling one of these conditions properly?
If you could send me SS of the said trap I might be able to tell better idk.
Mainly the ones in the Rescue Cecily quest. But also the ones in the orkind caves. I have 10 in SUR so I know I won't be disarming the explosive traps. The rock and log traps only sometimes disarm while the arrow traps are never.
I guess I can always resort to lobbing rocks at them.
 

Ferghus

Engaged Member
Aug 25, 2017
2,896
4,450
I don't know if it's dependent on Lona's survival skill or the enemies', but I've noticed that "disarming" hidden enemies will sometimes hurt or outright kill them. My headcanon is that the hidden tentacles die of shame.
 

Tektaara

Member
Mar 15, 2021
309
465
Picking up lona again and gonna try to build up the mod a bit :) saw a few posts of other people modding some things, so I'm gonna try and add them (toggleable) into the mod

My goal is to make it easy to use and easy to undo cheats, so you can try stuff out, get some training wheels early on, then stop relying on it over time

Let me know what people want (and I'm gonna try to fix the item no-despawn feature)

PS: please quote reply so I get a notification if you have suggestions
Feel free to take from here and change anything as you like. Since then I turned F5 into an autoconsume button (original by galileogalalia, changed to my liking and added wound healing) in case anyone is interested. It's not much of a cheat, but my Lona is a good soup combustion engine and I hate opening the inventory and this frees up an EX slot. I guess it's still easy to turn it into a cheat by adding the healing items instead of checking for them. Requires 99789_AutoConsume.rb, original functionality still available via SHIFT+F5.

(Beware that I haven't been using this one for that long, I hope it's not bugged or something)

Also added some easily typable f10 cheats and error printing (40000_whorehammer.rb), my personal favorite mod (6969_SatHealMaxSta.rb) and a little demo.

All .rb files go in Modscripts folder, asd.rb (optional) goes in root

View attachment demo stuff.mp4
 
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Tektaara

Member
Mar 15, 2021
309
465
I've noticed that sometimes the disarm trap function doesn't register.
I know that traps have skill levels and sometimes pressing the activate key in front of the shagging traps just doesn't do what it's supposed to. Some don't even blow up in your face if it doesn't work.
Yes, I know that throwing rocks onto the trap tile is another way but I just want the Disarm function to work as intended.
If it's an explosive trap/frag mine you can only pick up your own explosive traps I'm afraid, no free loot for you. Note that I haven't actually asked, but every time I pointed out any free loot it got nerfed right the next version. So I guess it's intended.

Scoutcraft affects visibility, survival affects the damage you do upon disarming. (The quest where you rescue Cecily is a tutorial level, for learning about traps. Traps are normally much harder to see)

titsa arp.png

Btw disarming fish traps has very recently been fixed, who knows if it's a recent bug or an old one or one that also affected something else. I'm not sure about 0667 but in 0670 it's definitely fixed, so try again?


Edit: If you need more sur there's 11 sur from sur armor, 2 sur from face paint and 5 sur from timid should you have it. Pretty neat.
 
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ProjectS001

Member
Sep 12, 2020
164
360
So... ah... seems like the arena is bugged when starting a new game. Not sure if it is just the first encounter or if it is the whole Arena in general... But you are stuck in a black screen and you can open menu.
I did not use the ENG Translation patch and am using the default ENG pack that is given. However, even the CHT is glitched as well... so I am assuming this is something completely unrelated to language pack and probably has to do with the code itself.
I am going to do further testing too see if I can trouble shoot it. But for now, stay away from the Arena if you don't want to get soft locked.

Edit1: Maybe it is because I am playing on the old save (can be a possibility for the bug) but even after the scripted first encounter, the Arena is bugged in 6.6.7. Even in the CHT version.
I am not sure how to get rid of the first entrance trigger so I can't test it in the current version. But for now, seems like the Arena itself is bugged.

Edit2: Seems like the DEV was already away of this and has a fix for it already. The link is in his post on .


Edit3: Play tested it and it works fine. I will also add the file on this post if you don't trust random links lmao. Just drag and drop the folder. Replace/combine original and it's done.
 
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Tektaara

Member
Mar 15, 2021
309
465
The level grind is a slight pain in the ass, so if y'all can figure out a faster way, do tell.
Use music and some more binds (set up some alternative keybinds if you're not an octopus) to make it less of a pain, or automate it using a macro to make it less of a grind. But honestly I'd just $game_player.actor.health=0 the crap out of my f10.

View attachment hilarious grind.mp4
 

ProjectS001

Member
Sep 12, 2020
164
360
Wait a moment... this isn't right...
Chungus Colossus.PNG

No wonder why the Arena folder was missing, the dev didn't want to see this Chungus of a lad in action xD
Chungus Is this right.PNG
 

Tektaara

Member
Mar 15, 2021
309
465
I guess not because with enough wis points you can get her out of there without causing any conflict. More importantly, that quest comes with a fortune teller's quest that will give you an abomination totem. a very good item to kill fortune tellers :KEK:
How do you do it? I haven't been able to find any use for that thing and you can kill the fortune teller with it? Please tell me or show if you can.

I'll give you a like for it in return how is that?
 

nackedsnake

Engaged Member
Jan 29, 2019
2,825
3,936
So... ah... seems like the arena is bugged when starting a new game. Not sure if it is just the first encounter or if it is the whole Arena in general... But you are stuck in a black screen and you can open menu.
I did not use the ENG Translation patch and am using the default ENG pack that is given. However, even the CHT is glitched as well... so I am assuming this is something completely unrelated to language pack and probably has to do with the code itself.
I am going to do further testing too see if I can trouble shoot it. But for now, stay away from the Arena if you don't want to get soft locked.

Edit1: Maybe it is because I am playing on the old save (can be a possibility for the bug) but even after the scripted first encounter, the Arena is bugged in 6.6.7. Even in the CHT version.
I am not sure how to get rid of the first entrance trigger so I can't test it in the current version. But for now, seems like the Arena itself is bugged.

Edit2: Seems like the DEV was already away of this and has a fix for it already. The link is in his post on .
Mega

Edit3: Play tested it and it works fine. I will also add the file on this post if you don't trust random links lmao. Just drag and drop the folder. Replace/combine original and it's done.
Ain't 6.6.7.2 already been included in Squark 's post? Or is this some new patch?
 

ProjectS001

Member
Sep 12, 2020
164
360
Ain't 6.6.7.2 already been included in Squark 's post? Or is this some new patch?
From what I am aware of, 6.6.7.2 is slightly better but it is basically the same. I however got my patch for 6.6.7 very early... might be the reason why 6.6.7 Arena was bugged for me kek. That is probably the reason cause I see Squark's post being edited haha. I have been bamboozled lol
 

Fake_Egirl

Newbie
Oct 6, 2020
15
1
How do you fight the beast? I’ve done a bunch of gladiator matches and got that job description but I still can’t fight the beast
 

D.B.Bang

Newbie
Aug 6, 2020
51
21
How do you do it? I haven't been able to find any use for that thing and you can kill the fortune teller with it? Please tell me or show if you can.

I'll give you a like for it in return how is that?
The best way to kill the fortune teller is to trap her the first time you meet her in the house in noer. Partners are again Gray and Cecily. With Gray on the right you stand on the left and clamp the fortuneteller in the middle.
Then proceed to hit and stun continuously from both sides to prevent her from casting spells. After killing the fortune teller, she enters stage 2 and is also her true form. At that point you run away back to the inn, where you team up with cocona.

Enter the house again, use summoning allies to keep cocona from getting too close to the fortuneteller's location and let her finish the job.
As for totems, when you equip them, they can summon a monster that attacks at close range or a ball of flesh that explodes and drains health slowly. Use those 2 to plan the fortune teller's blood. Because NPCs usually attack those 2 things will not attack you back. It works like a trap

P/s: Killing the fortune teller unlocks the achievement, but you also can't reopen the CG. So please consider
 
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D.B.Bang

Newbie
Aug 6, 2020
51
21
Really? I never know a bout it. Can I know how to trigger the quest that you mentioned?
That's the mission when you stay at Doom Fort refuge camp. You must enter at nightfall. When entering and go right, a quest will arise and the cutscene will appear about the saints kidnapping a pregnant girl. After accepting the quest, you will go left instead of exiting. Another cutscene will appear and the fortune teller will perform the task. Accepting her quest will take you to a cave where you have to kill a fat guy who killed his mother. At the same time bring the girl back. After completing the mission, you will receive 1 gold coin and abomination totem ( Magic weapon ) and exp mora. Killing people in it will deduct your mora.

With enough wis or con/str , you can scream at the man or convince to get the girl out of there without killing anyone. If you're playing the Nym route, bring Cecily and Gray Rat. The people in the cave have weak attacks, leave the Gray rat tank while Cecily goes with you to protect the girl and escape. That way it will only take you 5-6 mora to complete the quest.

As for killing the big man, it's best to trap him or kill him with gray and Cecily. with 20 trap points and 3 scout points. Killing him was easy.
This is an easy quest along with the monster defense quest in Doom Fort
 
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Ferghus

Engaged Member
Aug 25, 2017
2,896
4,450
That's the mission when you stay at Doom Fort refuge camp. You must enter at nightfall. When entering and go right, a quest will arise and the cutscene will appear about the saints kidnapping a pregnant girl. After accepting the quest, you will go left instead of exiting. Another cutscene will appear and the fortune teller will perform the task. Accepting her quest will take you to a cave where you have to kill a fat guy who killed his mother. At the same time bring the girl back. After completing the mission, you will receive 1 gold coin and abomination totem ( Magic weapon ) and exp mora. Killing people in it will deduct your mora.

With enough wis or con/str , you can scream at the man or convince to get the girl out of there without killing anyone. If you're playing the Nym route, bring Cecily and Gray Rat. The people in the cave have weak attacks, leave the Gray rat tank while Cecily goes with you to protect the girl and escape. That way it will only take you 5-6 mora to complete the quest.

As for killing the big man, it's best to trap him or kill him with gray and Cecily. with 20 trap points and 3 scout points. Killing him was easy.
This is an easy quest along with the monster defense quest in Doom Fort
To add to what you said, killing those people will only deducts one morality each, iirc. Even if you had like 50 morality, you could get away with killing 10 and still be fine. But try not to start killing until after the girl starts following you, since she'll run away too if you start killing prematurely. Be careful of the aforementioned fat guy. He's a mage and may or may not shoot at you. Also, 4 or 5 guys spawn at the entrance when the timer goes off, so plan for that too. They'll wield farming tools or a pickaxe, which might not be a big deal to you, but may mean trouble to your vulnerable escort.
 
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