- Mar 28, 2019
- 6
- 0
Kyra's new loss scene requires losing to her while in the Sex stance. Choosing to surrender while in the Sex stance should help with reaching this scene.how do you trigger the loss scene with kyra?
The idea about low stats to initially earn the affection of a monster girl or them favoring one high stat as an alternative to a low stat could potentially be facilitated once the rebirth system is added considering that system will allow players to reset their level for a variety of bonuses. As for centaurs, you never know if one may make it into the title one day, we already have monster girls in other flavors similar to taur after all considering we have a lindworm (Jora), an arachne/drider (Camilla), and another that is close to a scylla (the currently unnamed Lumiren).Y'know, thinking about stat checks and whatnot, it'd be interesting to see girls locked behind the player needing below a certain amount for a stat. Something like a big beefy centaur girl (just, uh, for example, no reason why I'd say centaur specifically) who's only into guys physically weaker than herself, so if your Strength is over a certain point you'd be unable to do anything with her. Of course, that seems like it'd cause massive headaches for players who are just trying to stay balanced with their stats and happened to level their strength over that threshold, but maybe there'd be an alternate method, like her whole "only into guys physically weaker than herself" also means she's really into spellcasters, so even if you're too strong for her tastes you'd be able to show off a magical expertise and still appeal to her. Or even a mix of minimum and maximum stats, a girl who's into himbos so you'd need Strength over a certain point but Willpower to be under.
Ah, go figure that I haven't really found many of them. Wasn't too into Mika since she seemed too submissive for my tastes, and Ancilla didn't interest me much either (mainly because I found it weird she had regular human legs, felt she coulda been more monster-y on that front.)
Checking this right now.Do you have the example mod installed?
Or did I forget to unhook the monster addition example...
Nope. Plus I haven't updated any mods recently either.Processing 'Test Imp'
Processing 'Beach'
Processing 'Bop It Quest'
Processing 'Fiore'
Processing 'Gren Froggirl Mod'
Processing 'Ilveria'
Processing 'Red Imp'
Processing 'Subwoofer'
Processing 'Waifupocalypse'
Saving ModLoader lists
If I were you I would make sure all of the mods you have are the most up-to-date versions, and also get rid of Test Imp and possibly Subwoofer as well. I don't think Subwoofer is compatible with the latest version of the game, but I could be wrong though.Checking this right now.
Nope. Plus I haven't updated any mods recently either.
Was checking theIf I were you I would make sure all of the mods you have are the most up-to-date versions, and also get rid of Test Imp and possibly Subwoofer as well. I don't think Subwoofer is compatible with the latest version of the game, but I could be wrong though.
Well, there is one character that is planned to have evolving as a part of her storyline. Trisha is planned to evolve from a minor succubus into a full succubus over the course of her events, so even if your suggestion is not used, you'll still be able to see at least one character react to evolving and how it will shape their perception of the player given their role in the event.I'm not sure if you are big on suggestions but after reading the various dialogues with Sofia and the succubi on the mountain I think it would be interesting if the MC ended up making one of the imps in the forest dungeon evolve then after she evolves she has to leave the dungeon and you meet her again later in the capital. Maybe make it where after seeing all the imp den scenes or just after fucking them all enough it would be interesting to me to see firsthand how a monstergirl reacts to evolving and how it might change how they view the MC.
Currently, there are no plans for it to limit when girls can be encountered if said girl already exists in the area. So for example, Slimes, Elves, Alraunes, and so on can all still be found in the Forest during both the day and the night. As for variant art, the work done for implementing Aiko's alternate forms could allow for palette swaps to give a visual distinction to those benefiting from the nocturnal power-up perk. Now there is no guarantee that such a change would be implemented but it should be possible now to do so officially or via a mod.It was mentioned before that the day/night system would affect monster strength, are there any plans for it to affect the availability of scenes & different girls? For example, if "Day Forest" includes the Slime/Lizard/Alraune/Elf that are already there, but "Night Forest" has a new, slightly more powerful monster (werewolf?) that wouldn't be encountered in the day version.
Maybe the "night affecting monster strength" could have a visual difference, so if "Day Forest" has Slime/Lizard/Alraune/Elf, "Night Forest" would have variants (recolors with different stats/abilities) of those, like Purple Slime/Salamander/Poison Alraune/Dark Elf. Although I could see it hard to consistently come up with variants for monsters, don't know what kind of "night variant" a minotaur could have. (Unless the minotaur itself got reworked to be the night variant for something else.)
Currently, it is only being used to add new content and not restrict existing content. Every girl currently available will be found during both the day and the night, so no need to worry on that front. As I mentioned above, there are plans for dangerous nocturnal encounters like finding the Caverns Salarisi in the Forest at night to really drive home how potentially dangerous it is to explore at night but the Salarisi will still be found both during daylight and nighttime hours in the Caverns.In general, I'm not the most stoked about time mechanics, but if it's being used to add content more than restricting when we can access currently existing content then I can't complain.
I generally play on higher difficulties but that does not really matter very much for MGD given the minor differences between the difficulties. The biggest difference is probably the fact that Easy mode allows Spirit to be invested in with Stat points. However, given the general aim of these titles, I understand the reasons why people would prefer to choose the easier difficulties.Consider me alleviated then. I'm all for more content.
On an unrelated note, and not really to suggest anything, just get people's thoughts. What difficulty do y'all generally play on? Games like this, I tend to play on easy since most of what the difficulties tweak is how long you have to spend repeating fights. I wouldn't call it grinding in this case, since I consider that more a state of mind. And the different enemies usually have enough variaty in moves and weaknesses/resistances that it never devolves into just click attack until you win like in other rpgs.
Long-term plans do include the player eventually being able to get a house. There's not really much in terms of concrete details about it at the moment though as it is not in the plans for the near future. Multiple houses are unlikely as it could cause unintended issues and the base town is being considered as the location for the player's home as of the last time this discussion was brought up a few days ago.L30, since you're the one who seems to know almost everything about Monster Girl Dreams I've got to ask you - will you be able to one day buy yourself a house in the game, either in the starting settlement or in the monster girl capital that is yet unimplemented, or is your room at the inn going to be the only thing you can really own/rent? It just seems like your character would be able to do a lot more with a home rather than just an inn room, in regards to random events regarding visitors and night-crawling events.
For erotic games like this I tend to stay on easier difficulties because yes, I want to get to the content easier and I'm generally not a fan of trying to split too much attention between enjoying the game and "enjoying" the game. I do enjoy that even on easy difficulty MGD isn't completely braindead, but still easy enough to get through where I'm not getting frustrated by constantly losing in the first area.On an unrelated note, and not really to suggest anything, just get people's thoughts. What difficulty do y'all generally play on? Games like this, I tend to play on easy since most of what the difficulties tweak is how long you have to spend repeating fights. I wouldn't call it grinding in this case, since I consider that more a state of mind. And the different enemies usually have enough variaty in moves and weaknesses/resistances that it never devolves into just click attack until you win like in other rpgs.
Being able to have a house would be pretty cool, especially if it came with the ability to invite certain girls to live with you for easier access (Kotone, for example, just to reduce the amount of clicks necessary to visit her). It could also pave the way for some completely new girls, like if you encountered the good ol' rat in the basement (only in monster woman form instead.) Though I'm glad these are more "long-term plans" and vaguely more-important stuff is being worked on for now.Long-term plans do include the player eventually being able to get a house. There's not really much in terms of concrete details about it at the moment though as it is not in the plans for the near future. Multiple houses are unlikely as it could cause unintended issues and the base town is being considered as the location for the player's home as of the last time this discussion was brought up a few days ago.
However, as stated, this isn't really being considered in-depth at the moment and how other areas develop could change this. But in essence, the player getting a home of their own is in the long-term plans and while the original Town is being considered for the location of said house, just note that the specifics can change as the game develops and more focus is put towards this particular element.
This particular niche genre (largely text- and mechanics-based battlefuck RPGs) often has surprisingly fun and/or deep combat systems, so I started on hard (original MGQ's hard mode turned most encounters into fun little puzzle fights. MGQ Paradox's class/race/talent/job synergies were a joy to tinker with). Ran into a brick wall with the Oni sisters on Kotone's trial throughOn an unrelated note, and not really to suggest anything, just get people's thoughts. What difficulty do y'all generally play on? Games like this, I tend to play on easy since most of what the difficulties tweak is how long you have to spend repeating fights. I wouldn't call it grinding in this case, since I consider that more a state of mind. And the different enemies usually have enough variaty in moves and weaknesses/resistances that it never devolves into just click attack until you win like in other rpgs.
I got that impression too, and I love her all the more for it.Ok is it just me or Vili seem like Kumuru from Rosario+Vampire
I play on hard mode because mostly I enjoy the challenge.Consider me alleviated then. I'm all for more content.
On an unrelated note, and not really to suggest anything, just get people's thoughts. What difficulty do y'all generally play on? Games like this, I tend to play on easy since most of what the difficulties tweak is how long you have to spend repeating fights. I wouldn't call it grinding in this case, since I consider that more a state of mind. And the different enemies usually have enough variaty in moves and weaknesses/resistances that it never devolves into just click attack until you win like in other rpgs.