He said he's considering not making it an R-18 game, I hope soNobody did it yet so I'ma do it: D-lis made a new ci-en post thanking everybody for buying the game and the awards, and it looks like he is experimenting with 3D implementation of existing scenes in NoR. He also said that he will be working on a new game.You must be registered to see the linksis the post.
## Changes
### v0.8.0
- Added harder enemy struggles based on animation
- Returning to the respawn save point results in a gameover scene
- Added configurable dash SP cost
- Added configurable SP regen speed
### v0.7.0
- Added button to give up
- Added option to disable PleasureParalysis effects
- Certain ero events reduce SP
- Added new struggle system
### v0.6.0
- Added SP damage modifier to guarded attacks
- Fixed bug with pregnancy status buildup with enemies that play gameover scenes instead of a traditional ero animation (Ranch enemies)
- Added hardcore mode
### v0.5.0
- Added health damage to ero and creampies
- Move status bars to the bottom of the screen
- Fixed status bars flickering when at 100%
- Fixed PleasureParalysis buildup from attacks while already downed
### v0.4.0
- Moved most mod settings to config file
- Added cooldown timer for elite grabs
### v0.3.0
- Added "Elite" enemy types
- Normal enemies have a small chance (10%) to spawn as their "Elite" variant
- Elite enemies have much more HP (3x), are faster (1.3x), and give more EXP (4x)
- Contact with an Elite enemy will instantly down the player unless they are dodging or air borne
### v0.2.0
- Moved instant escape with HP potion button to the item button
- Non knockdown hits become knockdowns based on percentage of PleasureParalysis bar filled
- Gain MP onHit with weapons with INT scaling
### v0.1.0
- PleasureParalysis (The status that fills due to the pink gas) has been repurposed
- No longer decreases over time, go to a shrine to cure it
- Increases when hit with an attack that knocks down
- Increases over time during ero scenes
- Take more damage based on percentage of bar filled (Up to 2.5x)
- Do less damage based on percentage of bar filled (Down to 0.5x)
- Attacks are slower based on percentage of bar filled (Down to 0.7x)
- Creampies cause pregnancy (births slimes)
- Being downed by an attack reduces SP to zero
- Can not struggle out until SP is full (recovers based on PleasureParalysis percentage)
- Struggle with the attack button to consume a HP potion and instantly recover all SP
- Struggle with the select button works as normal (Can't escape until SP full)
## Installing
1. Only tested with a fresh install (See downloads on first page)
2. Unzip the file
3. Place the 'NoREroMod.dll' within the 'RJ405582 - Night of Revenge\BepInEx\plugins' folder
## Configuration
1. Install the mod and run the game to generate the conf file
2. Edit the file at "RJ405582 - Night of Revenge\BepInEx\config\NoREroMod.cfg" with any text editor
3. Change the settings as needed
I didn't really understand the interest of the" game over" when you go back to the save point, I would prefer to have game overs when, for example an elite enemy creampies you > game over of the area.Update to my mod
### v0.8.0
- Struggle minigame will be harder based on the animation
-> Lite bondage and drugs makes struggle harder
-> Full bondage and timestop is impossible to struggle out of
- The candles at your respawn point will go out after leaving the area for a time, using these trapped save points results in a game over
- Added a configurable SP cost to dash (was a flat 20sp in the base game)
- Added a configurable SP regen rate (mod increases these settings by default)
Full version notes:
The timer for the trap shrines seems very short/immediate. I've only just tested it once, but the shrine left my screen for all of 20 seconds and when I came back to it, the candles were out.Update to my mod
### v0.8.0
- Struggle minigame will be harder based on the animation
-> Lite bondage and drugs makes struggle harder
-> Full bondage and timestop is impossible to struggle out of
- The candles at your respawn point will go out after leaving the area for a time, using these trapped save points results in a game over
- Added a configurable SP cost to dash (was a flat 20sp in the base game)
- Added a configurable SP regen rate (mod increases these settings by default)
Full version notes:
Thanks. Story wise the save point gameover is to represent the enemies hunting after you by ambushing you at your last known location. Gameplay wise its to force progress and stop farming. This feature is optional and you can turn it off if you want.I didn't really understand the interest of the" game over" when you go back to the save point, I would prefer to have game overs when, for example an elite enemy creampies you > game over of the area.
the rest is good!
Possible, but doing all this from code is quite tedious. We might be able to get more from just editing the animations themselves. Im no animator but others have already done some good work on this. Im open to helping anyone who can edit the animations on the scripting side to implement new enemies and/or attacks thou.Just tried this out it's pretty good,
Curious if you have any plans for adjusting bosses with some of these new mechanics.
Its 5 secs after the shine being out of view. Too strict? 60 secs instead?The timer for the trap shrines seems very short/immediate. I've only just tested it once, but the shrine left my screen for all of 20 seconds and when I came back to it, the candles were out.
yeah, it's not like half of those pages are shitposts and comments like "where do I download the game?", "is the game translated?" and my favorite "I'M STUCK IN THE MENUS HELP HELP HELP HELP HELP HELP!"Wait Why are there 312+ pages on the thread of this game ?! Omg.. I mean the game is a solid metroidvania and the animations are well made but it's not really a Masterpiece.. jesus
lol sorry I didnt read through all 312 pages, my mistake . next time I'll definitely take the time out of my day to do so. Im just confused as to why this game is getting so much attention at all bcs It's really not that special . Neither gameplay wise nor hentai...wiseyeah, it's not like half of those pages are shitposts and comments like "where do I download the game?", "is the game translated?" and my favorite "I'M STUCK IN THE MENUS HELP HELP HELP HELP HELP HELP!"
This might be a classic case of "this game just isn't for me". There's a staggering number of reviews that strongly disagree with your viewpoint, with some even using the word "masterpiece" lol, though of course, everyone just has their own opinions, which are all valid:lol sorry I didnt read through all 312 pages, my mistake . next time I'll definitely take the time out of my day to do so. Im just confused as to why this game is getting so much attention at all bcs It's really not that special . Neither gameplay wise nor hentai...wise
lol if u look closely there are various mods/uncensors being worked on and updated regularly, aswell as people helping each other alot so idk where the problem is. If you don't like the game, don't partake in the discussion maybe?lol sorry I didnt read through all 312 pages, my mistake . next time I'll definitely take the time out of my day to do so. Im just confused as to why this game is getting so much attention at all bcs It's really not that special . Neither gameplay wise nor hentai...wise
I must say it's pretty cool that it can be easily modded and that there are so many options to change the gameplay etc. but I played through the game on hard with 100% item collection once without mods and it took me 9 hours but I have no desire to play through it again with some mods that do nothing but alter the game's difficulty or escape mechanics etc. To me, it's just an ordinary Metroidvania with Souls-like elements but with hentai content like Alien Quest: Eve.This might be a classic case of "this game just isn't for me". There's a staggering number of reviews that strongly disagree with your viewpoint:
You must be registered to see the links
Personally, I think the gameplay is pretty mid. Nothing really new in the Soulslike genre. But the exploration, animation quality, and overall vast array of kinks being covered really makes it stand out, whereas many H game kind of just focus on a small handful of lewd concepts. The game is crammed full of enemy animations, game over CGs, cutscenes, and background NPCs, to a degree that I've rarely seen in other games. This makes it appeal to a wide variety of tastes. I've seen people discussing things from bestiality to mind control to bondage to futas to exhibitionism to clones, all of which cleanly fit into the context of the base game's offerings.
It also is clearly inspired by Bloodborne (and dark fantasy in general), which is arguably one of From Soft's most popular settings. It was also very visibly in the works for several years, allowing it to amass quite a following before even being released.
That all, plus the fact that it runs in unity using Spine animation makes it relatively straightforward for players to take apart and mod, adding to the longevity of the content. It's definitely not a perfect game by any means, but being totally flabbergasted that a game is popular despite you personally not finding it impressive is... actually kind of standard in the gaming community lol but coming into the thread full of dedicated fans to the game just to comment "this game is really mid lol, why are you all talking about it?" is likely going to get you some sour responses.
5 seconds if definitely way too quick, but I also don't think the current implementation achieves your intentions. From my quick tests, how it works currently is you interact with the trapped shrine, get the game over screen, and are then get put back at the shrine you tried to access, which will be accessible again. You don't lose souls even on very hard, so effectively the shrine still works, you just have to watch a cutscene first. Meaning the only reason to push on to another shrine is that you don't want to mash B to skip a load of dialogue.Its 5 secs after the shine being out of view. Too strict? 60 secs instead?
Now THAT is most impressive. Original, attractive, very creative usage of the elements. Can't wait to see the final result.I have to polish it a little bit but all in all I am satisfied with the result of the first part of the animation.
now I have to experiment with the code to change the sounds (the ones it has don't fit very well with the scene), add a black fade screen for the scene transition and figure out how to edit new assets for the next part of the animation.
wish me luck!
and thank you Krongorka for the tech support!
View attachment 2544895
Thanks for the feedback. New version with quick fixes5 seconds if definitely way too quick, but I also don't think the current implementation achieves your intentions. From my quick tests, how it works currently is you interact with the trapped shrine, get the game over screen, and are then get put back at the shrine you tried to access, which will be accessible again. You don't lose souls even on very hard, so effectively the shrine still works, you just have to watch a cutscene first. Meaning the only reason to push on to another shrine is that you don't want to mash B to skip a load of dialogue.
So to properly dissuade the player from backtracking to a shrine, something needs to happen to the player on respawn. Losing souls is probably the bare minimum. Other possibilities could be respawning without full health/MP, without full potions, with a partially full pleasure gauge, respawning pregnant. The shrine should also stay disabled, though don't put the player into another GO if they interact with it immediately; that would be annoying.
I also think that it should be unpredictable, in both whether the shrine will get trapped and how long it remains safe. If you know you have to make it to the next shrine regardless, you're incentivised to play conservatively or just book it straight to the next shrine. If you don't know if the shrine will remain safe, perhaps you decide to risk it and fully explore an area without being super conservative, or you can aggressively rush to something in the area and try and get back to the shrine before it's trapped. I think the uncertainty would add more tension to the game than knowing 100% that you can't backtrack.
Personally, I think that instead of game overs, the trapped shrines should spawn enemies, or enemies should spawn at the shrine after X minutes, and you have to kill them before you can use it. They could be guaranteed elites or grab Aradia immediately (if using the shrine is required), and it could be any enemy in the same area as the shrine, rather than just the inquisition enemies. I get that this would probably be way harder to code, though.
EDIT: Oh you should also exclude the Church shrine from this, as it doesn't look like it is currently.