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RPGM Completed WIP Quarta Knight Emerald [1.15][Kudarizaka Guardrail]

2.70 star(s) 3 Votes

Shion_And

New Member
May 2, 2023
11
3
How to get the slave collar password? the NPC who promises to give the password says nothing about it.
 
Nov 14, 2020
22
17
How to get the slave collar password? the NPC who promises to give the password says nothing about it.
You can get the note with numbers by talking to the guy south outside of the mirror room. He'll offer you to fight for the password and if you beat the fight against the swamp enemies, you'll be ambushed by casino enemies. Beat them, and you should get the password.
 
Nov 14, 2020
22
17
Nah, it should be a bad choice - but one forced on you(Ignoring things like full baste runs). Like the previous person's example, it's not like you would want to get the nipple rings/vibrating panties, but if you ended up with them because of the difficulty spike from things like those damn bats then you're stuck with em. Outside of boss losses, most of the bad states can just be removed in this one pretty easily.

Unrelated, but personally I'd like to see them open with the lewd crest in one of these games. Despite how common of a trope the things are in art, they're honestly pretty rare as a gameplay mechanic. Usually just show up as a one-off in a scene, or the capstone to the corruption (As is the case in both these games).

The only games I can think of that use it at all are like, Branded Azel, Ark of Artemis and I guess technically those super mid 'The X and the lewd crest' games. Maybe Shimobashira's new game will scratch that itch for me.
Another game that implements a lewd crest pretty well imo is Maken-Shi Sara. You get the crest pretty early in the game and it also permanently changes the main character's standing picture. The game is pretty similar to Quarta Knight Amethyst/Emerald in general so I recommend it to anyone who liked these games. (Also, this game's current version is 2.0, but the thread isn't updated afaik. There's a working Mega link for version 2.0 on page 8 though.)
https://f95zone.to/threads/maken-shi-sara-final-kushimoto-house.103739/page-8
 
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ryuujinx

Newbie
Dec 30, 2020
68
186
Another game that implements a lewd crest pretty well imo is Maken-Shi Sara. You get the crest pretty early in the game and it also permanently changes the main character's standing picture. The game is pretty similar to Quarta Knight Amethyst/Emerald in general so I recommend it to anyone who liked these games. (Also, this game's current version is 2.0, but the thread isn't updated afaik. There's a working Mega link for version 2.0 on page 8 though.)
https://f95zone.to/threads/maken-shi-sara-final-kushimoto-house.103739/page-8
Damn, looking at the previews this has a lot of stuff I like but I just really don't like the character design. Can't win em all I suppose, maybe I'll check it out anyway.
 

Astray_Mod

New Member
Nov 27, 2020
1
0
help, why is it that in the battle it always lag so much? it also happens to other game with rpg maker engine idk whats the problem
 

MuninKai

Well-Known Member
Apr 29, 2020
1,681
2,794
help, why is it that in the battle it always lag so much? it also happens to other game with rpg maker engine idk whats the problem
RPGM is not very well optimised, and Shiraso's method requires making composites of multiple photos which RPGM is particularly bad at. It's also a problem with how the battle log draws text that slows it down a lot. No idea how to fix any of it without stunting the game though.
 
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Nov 4, 2018
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If you have enough RAM you can try running it from a RAM disk. It it still lags there then it's woefully unoptimized. Don't forget to copy the save files back to the hard drive before shutting down the computer.
 

Soruseek

Newbie
Mar 3, 2021
80
90
Just heard Kagura picked up Amethyst. It's already got a pretty solid translation, but at least we'll get an uncensored version... sometime within the next decade.

Wonder if they'll pick this one up too.
 

tyrrandae

Member
Aug 7, 2017
249
198
Game is far too easy compared to the first game, I hate having to play like a shitter to see anything even on the hardest difficulty.
Aye, definately agree. I hope a decent hard mode patch comes out for it. I've already made some changes to make the game harder for myself, but it really doesn't do much. Especially if you don't ever lose in the first place.
 
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angr8

New Member
Mar 20, 2022
13
9
Aye, definately agree. I hope a decent hard mode patch comes out for it. I've already made some changes to make the game harder for myself, but it really doesn't do much. Especially if you don't ever lose in the first place.
I went into the config file and editted the TP gain on hit + lowered starting level by 20 - 30. Still way too easy on max difficulty. Do you have any additional tweaks I might combine?
 

MuninKai

Well-Known Member
Apr 29, 2020
1,681
2,794
I went into the config file and editted the TP gain on hit + lowered starting level by 20 - 30. Still way too easy on max difficulty. Do you have any additional tweaks I might combine?
You can also go into Items and reduce the healing effect of various items (more easily than reducing the drop rate if you're doing it manually) as well as Skills for healing effects of skills. The lower starting level won't have much impact, levels have lowish impact on stats because of the XP Drain mechanic being sexy not just immediately crippling.

I am trying to make more enemies chase the player (and chase fast enough that they can catch you), which has been promising for increasing the danger level of each stage, but it requires a script since each monster is a unique entity in the Maps files. I've also started creating some new items to replace the current ones and modify some encounters to have extra gimmicks. Those are slightly more involved changes than just making some tweaks here and there.
 

sportsfan30

Member
Apr 2, 2019
300
642
I went into the config file and editted the TP gain on hit + lowered starting level by 20 - 30. Still way too easy on max difficulty. Do you have any additional tweaks I might combine?
You can also go into Items and reduce the healing effect of various items (more easily than reducing the drop rate if you're doing it manually) as well as Skills for healing effects of skills. The lower starting level won't have much impact, levels have lowish impact on stats because of the XP Drain mechanic being sexy not just immediately crippling.

I am trying to make more enemies chase the player (and chase fast enough that they can catch you), which has been promising for increasing the danger level of each stage, but it requires a script since each monster is a unique entity in the Maps files. I've also started creating some new items to replace the current ones and modify some encounters to have extra gimmicks. Those are slightly more involved changes than just making some tweaks here and there.
Another approach to your idea of increasing the number of encounters is to incentivize the player to seek out and actively fight more enemies.

On the previous game I tried to force this by making money harder to gain and having the store be the only source of uncorrupted items. This had the opposite affect and drove players to shy away from fights.

Maybe a rework of some bastes (or addition of new bastes) that require items to be dropped from specific mob(s) or for the player to do specific actions that can only be done mid-fight for removal of that baste. These bastes could be gained on the map due to specific event(s) or triggers to prevent the chance of the player always regaining that baste and them giving up on trying to cleanse it.

Or shop specific equipment (or skills/spells) that are expensive but have great stats/benefits to the player to justify the extra fighting to grind out money. Maybe the gear is equivalent to offsetting the stat loss of 1-2 active bastes but doesn't affect the evasion calculation based on quantity of active bastes (assuming they kept that consistent to the last game).
 
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angr8

New Member
Mar 20, 2022
13
9
You can also go into Items and reduce the healing effect of various items (more easily than reducing the drop rate if you're doing it manually) as well as Skills for healing effects of skills. The lower starting level won't have much impact, levels have lowish impact on stats because of the XP Drain mechanic being sexy not just immediately crippling.

I am trying to make more enemies chase the player (and chase fast enough that they can catch you), which has been promising for increasing the danger level of each stage, but it requires a script since each monster is a unique entity in the Maps files. I've also started creating some new items to replace the current ones and modify some encounters to have extra gimmicks. Those are slightly more involved changes than just making some tweaks here and there.
Another approach to your idea of increasing the number of encounters is to incentivize the player to seek out and actively fight more enemies.

On the previous game I tried to force this by making money harder to gain and having the store be the only source of uncorrupted items. This had the opposite affect and drove players to shy away from fights.

Maybe a rework of some bastes (or addition of new bastes) that require items to be dropped from specific mob(s) or for the player to do specific actions that can only be done mid-fight for removal of that baste. These bastes could be gained on the map due to specific event(s) or triggers to prevent the chance of the player always regaining that baste and them giving up on trying to cleanse it.

Or shop specific equipment (or skills/spells) that are expensive but have great stats/benefits to the player to justify the extra fighting to grind out money. Maybe the gear is equivalent to offsetting the stat loss of 1-2 active bastes but doesn't affect the evasion calculation based on quantity of active bastes (assuming they kept that consistent to the last game).
Definitely the main problem with the game is that most fights can easily be skipped or avoided. There are few reasons to actively chase for fights yourself.
In addition, fights that catches you from behind are the only challanging ones witch will progress your corruption stats (unless you have already been corrupted with bastes). However it is easy to avoid such suprise fights.

Since the enemies doesn't really become stronger statwise in further levels, there is no incentive to go for extra fights. You don't really need to, and the bountiful of chests and random drops covers your need for gear and consumables. Level ups are as you say, minor changes in your stats.

Further than editing the config file, I have no skills in modifying the game to the level you speak of. I do however have some ideas for making fights more meaningful.

Option 1 - when beating the boss of an area, it will inflict you with some Stat decreasing baste. To cure it, you would need some expensive item from the base, or dropped loot.
Would it maybe make sense if going for the loot option to make the loot drop in the next area? That way you have to take some fights with reduced stats.

Option 2 - make level ups more impactful, (more stat increase on level) lower the starting level and make enemies in each zone progressively more difficult. This way you would need to fight for XP instead of dodging fights. Would definitely need to adjust the XP drain baste, and maybe make progress a bit strange.
 
2.70 star(s) 3 Votes