HiseRise

New Member
Aug 16, 2022
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Could you please tell me if the game is being updated or if updated versions are not being published on the website?
 

DreagenCode

Member
Jun 4, 2025
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Could you please tell me if the game is being updated or if updated versions are not being published on the website?
It's still being updated. It's not the final version, but you can still enjoy most of the content.

For example, I've alteady reached to the point where the Developer and scenario writer still need to write up the ending. I think...
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Other than that, it's pretty much almost done, and they are just going to keep adding content over the months, I guess?

In short, it's not a finished product.
 

ycbalabala

Member
May 29, 2022
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I just tested with a L4 Female Native and L1415957 (cheated for testing) Large Female Native. Spammed /preg and used a delivery bed built in the same spot each time.
Beach offspring: Max Level 4
South of ruins entrance (immediately outside the "build block" zone): Max Level 35
East of ruins entrance (near where the Treasure Hunters are fought): Max Level 40
East of native desert base: Max Level 64
Giant's garden: Max Level 75
Outside Chaos Cave entrance: Max level 74
North edge of ocean (straight north from the native desert base): Max Level 85
Northwestern-most edge of ocean: Max Level 96 (Large Female Native only got L94 max no matter how many times I spammed /preg and birth ¯\_(ツ)_/¯ )
Northwestern-most edge of map (glitched past the ocean boundary), right before the actual black edges where you'd fall forever: Max Level 103 (couldn't get 105)

All close in line with findings posted by other people on JP wikis. There is a bit of an RNG involved (like NPC villager and raider levels), so I did something like 3-8 tries each to get the "max" observable level. Both the L4 and L1415957 natives get very similar leveled offspring each time.
Screw it, give me dotPeek, I'll just go check myself.

Baby delivery is handled by SexManager.Delivery().
That method is called when you press the relevant button, performs all checks and moves to a "workplace" (here: bed, maternity bed, or ground), and handles creation of the new NPC after the animations are over and a random success value matches the success rate (a maternity bed has a success chance of 100%).
Creating a new NPC involves:
  • Determining the sex (boy or girl), which can be overidden by cooking support abilities (the manju thing that forces a girl, and the penis thing that forces a boy).
  • Determining the npcID, which is not a unique ID but rather the type of NPC to spawn (Native Girl, Large Native Girl, Under Ground Girl, Native Boy, Large Native Boy, Under Ground Boy), depending on baby sex and on the npcID of the mother. Some of these are locked behind a DLC check.
  • Creating a new NPC of that npcID, via NPCManager.GenSpawn(). This method is called a lot and is the one that creates a generic, non-friend NPC, with random personalities, the generic default name depending on type (e.g. "Native Boy"), random age, random equipment, but this is also the method that sets the NPC's level, by calling NPCManager.NPCSetWorldLevel and GetWorldPositionLevel.
    If you wish to know, given the map positions x and y, the equation that determines level is floor(clamp((sqrt(x^2 + y^2) - 200) / 10, 1, 100)).
    The gist of it is: Level 1 at a corner, level 100 at the opposite corner, provided the map actually goes from 0 to 100. That matches your findings.
    Note that there IS a Z axis which will make calculations completely bonkers if you are not at Z = -500.0, but I'm not sure if the game can actually change Z (so I've removed it from the equation) and it's still capped at 100 via clamp anyway. A random value between 0 and 6 excl. is added to the level.
  • Actually naming the child. Girls go through RandomCharacter.GirlNaming(), boys through RandomCharacter.ManNaming(). These use the NameGenerator and localized names, which I didn't find (yet).
  • Resetting the age to Zero. The age was previously generated and would have been within the npcID's normal range otherwise (between 6 and 18 excl. for girls/boys).
  • Creating a unique friendID and making the NPC into a Friend, which adds it to the friend list and allows you to communicate with it.
  • Changing the child's parameters, via RandomCharacter.GenChildSet.
    This randomly selects one of either parents (mom or dad), and: Sets the child's color to the parent's colors, changes more colors if the mom was the one randomly selected, generates generic random hairstyles and proportions (not based on parent), copy special parameters for Under Ground Girls (I think it's for Sadako), and call NPCClassChange to change the class level depending on the mother's class level, which impacts attack animations. I'm not sure what this means, I think it's for Sadako, but it could also be for the Large Native Girls.
    Also, they set status[8] to the father's friendID, and status[9] to the mother's friendID, which you see in Status.
  • Logging the text you see on screen, resetting pregnancy state, incrementing the delivery count of the mother, and putting the child to idle.

All this to say: I don't see any code that actually sets the level of the child to either parent's level. The only code I see is the generic one that sets the level based on the current map's position (here, it's the mother's position when giving birth).

I'd love to make a npcID table. I think there's one, but I couldn't find it in the assets.
 

Denkader

Member
Aug 13, 2024
355
508
161
Note that there IS a Z axis which will make calculations completely bonkers if you are not at Z = -500.0, but I'm not sure if the game can actually change Z (so I've removed it from the equation) and it's still capped at 100 via clamp anyway. A random value between 0 and 6 excl. is added to the level.
I'm assuming Z is for height, which makes me wonder what would happen if one of my women gave birth in my sky base lol. I'll have to test that.

Or even, more simply, on a mountain top--there are a few places like that on the map.
 

Kli98

Newbie
Dec 25, 2021
15
10
71
"Who would be the Champion who will share the NPC girls from the Workshop with us, and also add the ones that come later? I saw they added quite a few, is there anyone kind enough to share them all with us?" :HideThePain:
 

AppalingBlue

Newbie
Feb 21, 2024
77
155
102
Screw it, give me dotPeek, I'll just go check myself.

Baby delivery is handled by SexManager.Delivery().
That method is called when you press the relevant button, performs all checks and moves to a "workplace" (here: bed, maternity bed, or ground), and handles creation of the new NPC after the animations are over and a random success value matches the success rate (a maternity bed has a success chance of 100%).
Creating a new NPC involves:
  • Determining the sex (boy or girl), which can be overidden by cooking support abilities (the manju thing that forces a girl, and the penis thing that forces a boy).
  • Determining the npcID, which is not a unique ID but rather the type of NPC to spawn (Native Girl, Large Native Girl, Under Ground Girl, Native Boy, Large Native Boy, Under Ground Boy), depending on baby sex and on the npcID of the mother. Some of these are locked behind a DLC check.
  • Creating a new NPC of that npcID, via NPCManager.GenSpawn(). This method is called a lot and is the one that creates a generic, non-friend NPC, with random personalities, the generic default name depending on type (e.g. "Native Boy"), random age, random equipment, but this is also the method that sets the NPC's level, by calling NPCManager.NPCSetWorldLevel and GetWorldPositionLevel.
    If you wish to know, given the map positions x and y, the equation that determines level is floor(clamp((sqrt(x^2 + y^2) - 200) / 10, 1, 100)).
    The gist of it is: Level 1 at a corner, level 100 at the opposite corner, provided the map actually goes from 0 to 100. That matches your findings.
    Note that there IS a Z axis which will make calculations completely bonkers if you are not at Z = -500.0, but I'm not sure if the game can actually change Z (so I've removed it from the equation) and it's still capped at 100 via clamp anyway. A random value between 0 and 6 excl. is added to the level.
  • Actually naming the child. Girls go through RandomCharacter.GirlNaming(), boys through RandomCharacter.ManNaming(). These use the NameGenerator and localized names, which I didn't find (yet).
  • Resetting the age to Zero. The age was previously generated and would have been within the npcID's normal range otherwise (between 6 and 18 excl. for girls/boys).
  • Creating a unique friendID and making the NPC into a Friend, which adds it to the friend list and allows you to communicate with it.
  • Changing the child's parameters, via RandomCharacter.GenChildSet.
    This randomly selects one of either parents (mom or dad), and: Sets the child's color to the parent's colors, changes more colors if the mom was the one randomly selected, generates generic random hairstyles and proportions (not based on parent), copy special parameters for Under Ground Girls (I think it's for Sadako), and call NPCClassChange to change the class level depending on the mother's class level, which impacts attack animations. I'm not sure what this means, I think it's for Sadako, but it could also be for the Large Native Girls.
    Also, they set status[8] to the father's friendID, and status[9] to the mother's friendID, which you see in Status.
  • Logging the text you see on screen, resetting pregnancy state, incrementing the delivery count of the mother, and putting the child to idle.

All this to say: I don't see any code that actually sets the level of the child to either parent's level. The only code I see is the generic one that sets the level based on the current map's position (here, it's the mother's position when giving birth).

I'd love to make a npcID table. I think there's one, but I couldn't find it in the assets.
Thank you so much for looking through the internal workings of the code!

I'm assuming Z is for height, which makes me wonder what would happen if one of my women gave birth in my sky base lol. I'll have to test that.

Or even, more simply, on a mountain top--there are a few places like that on the map.
Yeah Z is likely height, and there seem to be quite a few calculations that take height into account like building/object interaction range and the kodachi's "teleport backstab" heavy attack. Tool tip specifies a 5 meter effective range which is around the same distance as half the width of the screen on 16:9 aspect ratio. But on some bumpy terrain (Bottom of the Earth is particularly bad about this) this range gets slashed significantly because of the height difference and you will often whiff your attack.

Think underground/indoor areas are also on a different height, and this can sometimes lead to bugs on mountainous terrain or when building things too high, causing entities on one layer to overlap into another. This can be easily seen in the gold cave, with bushes and saplings spawning on the overworld also popping up inside.

Changing the child's parameters, via RandomCharacter.GenChildSet.
This randomly selects one of either parents (mom or dad), and: Sets the child's color to the parent's colors, changes more colors if the mom was the one randomly selected, generates generic random hairstyles and proportions (not based on parent), copy special parameters for Under Ground Girls (I think it's for Sadako), and call NPCClassChange to change the class level depending on the mother's class level, which impacts attack animations. I'm not sure what this means, I think it's for Sadako, but it could also be for the Large Native Girls.
Yeah, it's for Sadako and all other units with an elite variant.

Class level indicates elite status. 0 is non-elite while 1 indicates an elite variant. Sadako is basically an elite Underground Woman. Elite variants also exist for other units including Large Native Women, Large Native Girls and Underground Girls.

So, huh... this code snippet basically confirms that children of elite mothers also inherit their elite status, and the father has nothing to do with it. Though IIRC this doesn't work for Native Boys who don't inherit elite status no matter what (so they can't grow up into elite Man either). Probably an elite variant has to exist first for the inheritance to work, and Underground Boys do inherit Sadako's elite status unlike their surface counterparts.
 
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ycbalabala

Member
May 29, 2022
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Thank you so much for looking through the internal workings of the code!



Yeah Z is likely height, and there seem to be quite a few calculations that take height into account like building/object interaction range and the kodachi's "teleport backstab" heavy attack. Tool tip specifies a 5 meter effective range which is around the same distance as half the width of the screen on 16:9 aspect ratio. But on some bumpy terrain (Bottom of the Earth is particularly bad about this) this range gets slashed significantly because of the height difference and you will often whiff your attack.

Think underground/indoor areas are also on a different height, and this can sometimes lead to bugs on mountainous terrain or when building things too high, causing entities on one layer to overlap into another. This can be easily seen in the gold cave, with bushes and saplings spawning on the overworld also popping up inside.



Yeah, it's for Sadako and all other units with an elite variant.

Class level indicates elite status. 0 is non-elite while 1 indicates an elite variant. Sadako is basically an elite Underground Woman. Elite variants also exist for other units including Large Native Women, Large Native Girls and Underground Girls.

So, huh... this code snippet basically confirms that children of elite mothers also inherit their elite status, and the father has nothing to do with it. Though IIRC this doesn't work for Native Boys who don't inherit elite status no matter what (so they can't grow up into elite Man either). Probably an elite variant has to exist first for the inheritance to work, and Underground Boys do inherit Sadako's elite status unlike their surface counterparts.
Oh, right; Didn't know elite status was class level.
Here's the code of GenChildSet() (comments and variable names changed for comprehension) as of 0.4.4.8:

Code:
public void GenChildSet(CommonStates child, CommonStates mom)
{
    CommonStates dad = mn.npcMN.GetFriend(mom.pregnant[0]);
    CommonStates momOrDad = mom;
    if (dad != null && UnityEngine.Random.Range(0, 2) == 0)
        momOrDad = dad;
    for (int index = 0; index < child.colors.Length; ++index)
        child.colors[index] = momOrDad.colors[index];
    switch (child.npcID)
    {
        case 142: // Under Ground Girl
        case 143: // Under Ground Boy
        case 181: // Under Ground Young Man
            if (momOrDad == mom && mom.npcID == 44 /* Under Ground Woman */ && mom.colors[0] == Color.white)
            {
                // Set first 3 colors to #323232 (dark charcoal)
                for (int index = 0; index < 3; ++index)
                    child.colors[index] = new Color32(50, 50, 50, byte.MaxValue);
                break;
            }

            break;
    }

    switch (momOrDad.npcID)
    {
        case 1: // Man
        case 89: // Young Man
            child.colors[1] = child.colors[0];
            break;
    }

    switch (child.npcID)
    {
        case 10: // Male Native
        case 11: // Big Native
        case 14: // Native Boy
        case 141: // Large Native Boy
        case 143: // Under Ground Boy
        case 180: // Large Young Man
        case 181: // Under Ground Young Man
            LoadGen(child.gameObject);
            break;
        case 15: // Female Native
        case 16: // Native Girl
        case 140: // Large Native Girl
        case 142: // Under Ground Girl
            LoadGenGirl(child.gameObject);
            break;
        case 44: // Under Ground Woman
            child.parameters[0] = mom.parameters[0];
            child.parameters[4] = mom.parameters[4];
            LoadGenUnder(child);
            break;
    }

    if (mom.status[7] > 0) // mom was elite?
        mn.npcMN.NPCClassUp(child); // child is now also elite
    child.status[8] = mom.pregnant[0]; // friendID of dad (friend who made mom pregnant)
    child.status[9] = mom.friendID; // friendID of mom
}
I did manage to find all npcIDs stuck somewhere in Assets\Resources\npcstats, which I used to fill up the comments above. Here they are:
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And nobody asked for them, but here are the English names that are randomly given to new friends:
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(special mentions for men: Hotpeppa (which I got), Hipopotaman, Sensei, Chinpo, Opalove)

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(special mentions for women: Kenny, Catherine, Nomnom)
 

Edwarf

Member
Jun 8, 2017
428
493
210
I'm missing blunt (faint) weapons for giant girl, android girl and large native woman.

Concerning soul fragments quest, it would be nice to have some kind of "kill_target" in the cheat menu. "Invincible" doesn't seem to work.

TIA
 
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Chumwallop

Formerly 'lcitizen'
Jul 27, 2017
39
8
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How exactly does Shino work? Seems like she just disappears from the game after the third meeting? Did I do something wrong here?
 

DreagenCode

Member
Jun 4, 2025
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How exactly does Shino work? Seems like she just disappears from the game after the third meeting? Did I do something wrong here?
Before you meet Shino for the third time, you need to have the steak set cooked and in your inventory.

IF you need more help...

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And then you will end up having her available to join you in your quest of having a harem party.
 
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AppalingBlue

Newbie
Feb 21, 2024
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I'm missing blunt (faint) weapons for giant girl, android girl and large native woman.

Concerning soul fragments quest, it would be nice to have some kind of "kill_target" in the cheat menu. "Invincible" doesn't seem to work.

TIA
/assbeat (kills all enemies in a raid). Preluded by /ass 44 to start the reaper raid, if needed.

Though if you're going to cheat you might as well just use /get orb_soul_01 for the soul shards and /get orb_soul_02 for the red souls.

I was sarcastic but then loaded to an earlier save and she's since disappeared.
IIRC she only appears at night for the third encounter (2nd encounter at her camp).

Also depending on quest progression you might haven't met her at the highlands yet, where she's hunting for the milky/cow. That one requires daytime to trigger, IIRC.
 
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Edwarf

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Jun 8, 2017
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/assbeat (kills all enemies in a raid). Preluded by /ass 44 to start the reaper raid, if needed.

Though if you're going to cheat you might as well just use /get orb_soul_01 for the soul shards and /get orb_soul_02 for the red souls.



IIRC she only appears at night for the third encounter (2nd encounter at her camp).

Also depending on quest progression you might haven't met her at the highlands yet, where she's hunting for the milky/cow. That one requires daytime to trigger, IIRC.
"Death", with some luck, can be defeated; but theres no way the Messengers of Death can be defeated even with L250 NPCs.
Until they balance that, chats are needed to complete the quest.
Thanks.
 

AppalingBlue

Newbie
Feb 21, 2024
77
155
102
"Death", with some luck, can be defeated; but theres no way the Messengers of Death can be defeated even with L250 NPCs.
Until they balance that, chats are needed to complete the quest.
Thanks.
Death's apostles are cheesy since they have:
1) A damaging aura that periodically damages you for 1% of health
2) Damage reduction that reduces most incoming damage to 1. Food attack bonuses are applied after this damage reduction though. The damage reduction also doesn't apply to damage-over-time effects like fire and poison damage.
3) A damage reflection effect that applies to attacks from outside their aura, for FULL DAMAGE (without the damage reduction counted). For PC attacks, the damage reflection applies regardless of where you're attacking from.

So, basically the higher level NPCs you use, the more useless they are because they'll just be knocking themselves out faster from the damage reflection. The main ways to kill the apostles/servants (without the negate damage reflection accessory) are to cheese them yourself, either by:

1) Spamming range attacks using 20~60 NPCs equipped with shurikens or bows. Preferably with high HP/low attack (but you make do with what you have), and be elite Native Women/Girls for the improved range and attack speed. You'll also need 100 steak set or something similar for the +ATK bonuses, because that's where nearly all of your damage is coming from.

2) Spamming melee attacks using weak animals. Rabbits are ideal for this, but chickens work too. Expect to use around 30~40 rabbits or 50~70 chickens. Again, you need full +ATK food bonuses.

3) Spamming fire AoE damage using either Halloween Pumpkins or Small Natives. You don't need buff food for this, and can potentially make do with much less fighters. This approach will take more time though and you need to run around a bit while acting as decoy for your fire bomb chuckers.

Once you've cleared the raid, use the soul shards and red souls to craft the accessories that negate the damage reflection (recipe gotten from killing Death himself). The more attackers you have with the accessory, the easier it is to kill apostles in the future and you can make do with much less.
 
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ycbalabala

Member
May 29, 2022
216
442
187
Was there a quest line for it? I never noticed it while playing the game up to the point where the developer is still working on the finishing story arc.
You need to actually die/lose during a reaper raid before the quest shows up on the map (so craft a Bell of Darkness, use it, try your best at not dying, and die anyway).
I haven't tried yet, to be honest (kinda lost on how to overlevel literally everyone without resorting to cheats or spending another 30 hours, because goodness that is a lot of people), and I'm also at the end of the main story.
I don't even have the chainsaw (its drop rate was critically nerfed), I'm still using the katana.
 
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