bearclaw01234

Member
Mar 13, 2018
321
184
That's because of the fusing mechanic. If you hover over the rightmost number on each item, the tooltip will tell you that you won't be able to unequip the item for the specified amount of days.

This fusing mechanic exists for two reasons; it gives more weight to item choice, rewarding players who think a few days ahead, plus it allows items like Heart-Hold to exist that do something on equip. It also makes perfect sense from a lore perspective, providing a greater sense that reality is somewhat unstable.
So by that way of doing things, wouldn't it make much more sense to have the "X" next to an equipment not show up until the required amount of days has passed?
 

Earliestbird

Member
Game Developer
Sep 5, 2020
276
746
So by that way of doing things, wouldn't it make much more sense to have the "X" next to an equipment not show up until the required amount of days has passed?
Eh that might be overthinking it I just added it as a UI element that appears for equipped items cuz it looks nice :KEK:
 

Kommios

Member
Aug 31, 2018
114
324
Enjoying it so far - kudos.
As of the most recent update the tooltip text in the top right doesn't seem to display properly whether fullscreen or windowed - e.g. in the camp management screen, when mousing over the professions the "scales with" is cut off and does not display.
It's a minor irritant in camp management, but a bit more so in combat.
 
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Leo Omega

New Member
May 20, 2020
9
8
kinda worried that arcane will be underpowered in late game now, it takes exceedingly long to get an enemy with 1-15 damage to the point where it won't hurt anymore, usually by that point, the fight is almost over anyway. Meanwhile a physical fighter could just focus on the most damaging attack and never take it while still dealing decent damage. From my perspective as an arcane build, this nerf just made arcane seem underpowered or even worthless late game. maybe some other way will work but as it stands, I see little point in going full arcane when the biggest advantage is now caped at a 3rd of what some enemies can do with their main attack. I will try making a fighter build to get a better overview. Maybe it would be more tolerable if it maxed at 20 but spread throughout different parts as you wish. Of course that would assume you don't make things that hit even harder.
 

PyoT

Member
Sep 3, 2020
324
459
it takes exceedingly long to get an enemy with 1-15 damage to the point where it won't hurt anymore
Why would you need that though? To get 15 damage to 0 you need 15 attacks, if you use the magic skill, that's 150 damage without any damage that your attacks already did ... enemies should be long dead by then, no point going to the point where they aren't doing any damage. Arcane isn't quite so defensive anymore, but it's great at killing.
 
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bearclaw01234

Member
Mar 13, 2018
321
184
Eh that might be overthinking it I just added it as a UI element that appears for equipped items cuz it looks nice :KEK:
Not to be rude, but- Pointless much? But seriously, if ye have equipment that can't be unequipped unless a certain number of days has passed then the "X" next to it shouldn't show up until said equipment can be unequipped.. otherwise why even have that little quirk to begin with (yeah it seems cool but is otherwise pointless if ye haven't fully worked it out).
 

Earliestbird

Member
Game Developer
Sep 5, 2020
276
746
kinda worried that arcane will be underpowered in late game now, it takes exceedingly long to get an enemy with 1-15 damage to the point where it won't hurt anymore, usually by that point, the fight is almost over anyway. Meanwhile a physical fighter could just focus on the most damaging attack and never take it while still dealing decent damage. From my perspective as an arcane build, this nerf just made arcane seem underpowered or even worthless late game. maybe some other way will work but as it stands, I see little point in going full arcane when the biggest advantage is now caped at a 3rd of what some enemies can do with their main attack. I will try making a fighter build to get a better overview. Maybe it would be more tolerable if it maxed at 20 but spread throughout different parts as you wish. Of course that would assume you don't make things that hit even harder.
PHYS gets more burst damage, true, but ARCA gets 5 shield for every point which is incredibly strong, as well as the ability to keep replenishing that shield if you put a point or two in CHAR.

With infinite instability stacking, ARCA was able to completely trivialize fights in the past. Now the player has to make a choice based on their situation: is it better to detonate for a large burst of damage, or keep my instability stacks so that the enemy remains weakened and I can recharge my shield better (since Drain doesn't remove the stacks).
 

PyoT

Member
Sep 3, 2020
324
459
With infinite instability stacking, ARCA was able to completely trivialize fights in the past. Now the player has to make a choice based on their situation: is it better to detonate for a large burst of damage, or keep my instability stacks so that the enemy remains weakened and I can recharge my shield better (since Drain doesn't remove the stacks).
I'm not fundamentally disagreeing, but with how battles currently work, there's little tactical choice now as well. As far as I can see anyway - there doesn't seem to be any reason to detonate prematurely (... especially in a porn game) . So of course you are going to stack until you got enough stacks and done enough damage to kill your opponent right away. It's not like a damaged opponent is a weakened one (in this case actually the opposite), or you can, I don't know, explode their arms away or anything of that sort. It's just pure damage which only matters if the fight is over after it (or not). So stack -> stack -> detonate -> stack -> stack -> detonate is purely worse than stack -> stack -> stack -> stack -> detonate (2 (or 3?) damage extra you'll statistically take and costs you an extra skill point).

I think there could be an argument for detonate to do something like stun the opponent for 1 turn (or somesuch; possibly as a special technique upgrade you can learn or something) because then, yes, it becomes tactical whether you maybe want to use that a little earlier to heal up. Or some other additional aspect to it.
 
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Leo Omega

New Member
May 20, 2020
9
8
I'm not fundamentally disagreeing, but with how battles currently work, there's little tactical choice now as well. As far as I can see anyway - there doesn't seem to be any reason to detonate prematurely (... especially in a porn game) . So of course you are going to stack until you got enough stacks and done enough damage to kill your opponent right away. It's not like a damaged opponent is a weakened one (in this case actually the opposite), or you can, I don't know, explode their arms away or anything of that sort. It's just pure damage which only matters if the fight is over after it (or not). So stack -> stack -> detonate -> stack -> stack -> detonate is purely worse than stack -> stack -> stack -> stack -> detonate (2 (or 3?) damage extra you'll statistically take and costs you an extra skill point).

I think there could be an argument for detonate to do something like stun the opponent for 1 turn (or somesuch; possibly as a special technique upgrade you can learn or something) because then, yes, it becomes tactical whether you maybe want to use that a little earlier to heal up. Or some other additional aspect to it.
see, this is a valid point melee fighters however get a charisma special to do 3 attacks in one turn with no need to build it up. Low to mid level enemies die to just that in one or two turns, compared to 6-12 turns for an arcane character as they have to build up the damage first, and once they do it, they have to rebuild it to effectively use ANY specials. The way things are just leans too much towards physical already IMHO and yes I am currently running through with a phys build. Enemies tend to survive 3 turns now tops unless theyt are the toughest in the game, compared to the record of 15 or so as arcane (excluding the 300 hp boss). If i can't kill or almost kill them in three turns with slash each turn, I have already lost by that point. maybe If slash did less damage it would be more fair. For the naysayers, phys fight is often decided in the turns you can slash for and then in how long you can keep attacking the highest damage part, arcane fight is decided by how long you can endure between shield and hp while continuing the attack.
 
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gunzen

Member
Oct 23, 2017
381
571
the random stat changes are irritating.

stats are supposed to reflect skills gained.
to me, it doesn't make sense that skills would randomly change because you didn't do anything to acquire the experience for it.
yes, chosen magical items add to skill, but i chose the specific skills to bolster.

i suppose you are using the world's random magical changeability to justify fluctuating stats, but that's kinda attacking my personal choices where in i choose to build up skills.

i really dislike it.
just wanted you to know.

also, the counter for exploring the alley at New Rozan is stuck at 10?
is that important?
 
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bebroeater

Newbie
May 7, 2022
72
102
While playing with a PHYS build, I'd usually take like 2-3 turns to kill an enemy, with ARCA tho, it took like 5 turns minimum, on the giant bird boss I killed it in 3 turns with a PHY build, and in 16 with an ARCA build.
To be fair, my ARCA build was not as good as my PHY build, but I still think that PHYS is better than ARCA as of right now.
 

buczek77

New Member
Sep 30, 2017
1
0
Really interesting game, but the increase in essence from time to time really hurts, after some time (40+ days) it seem impossible to keep with the upkeep, so now or we cheat and give 9999+ or we lose...i really don't see why she should have an upkeep on the game, i understand the idea (is food) but you need to keep someone "farming" essence, that leave you with one person to farm the rest of items, but later, you need one gathering essence and one gathering wood and even there, after some time you lose more than you can produce. The idea of the game is good, but some stuff really need some tweak.
Hello, how to edit essence? Was trying cheatengine but no luck
 

BGRW2020

Engaged Member
Jul 8, 2020
2,046
1,964
is the tower on near by cliff supposed to remain when you have traded for all items?
Cn you achieve higher than 100 hit points?
 

BGRW2020

Engaged Member
Jul 8, 2020
2,046
1,964
Actually you have done something all Dev's should do come clean up front whether or not the game will have NTR, it is the most hated fetish - so thanks for telling us this up front - I commend you for doing it
 

Earliestbird

Member
Game Developer
Sep 5, 2020
276
746
is the tower on near by cliff supposed to remain when you have traded for all items?
Cn you achieve higher than 100 hit points?
The tower-trader location can be completed with a hidden Magnetic skillcheck (need 50 Magnetic to trigger).

In the current patch Max HP can't be increased, but I'm soon going to finish the Collection, a new breeding-based mechanic that can give all kinds of bonuses including max hp.
 
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4.10 star(s) 37 Votes