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.How to get the slave collar password? the NPC who promises to give the password says nothing about it.
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.)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.
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.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
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.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
Try to use ssd.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
No progress. I've been very busy IRL and haven't had the time/energy to work on it.How's the translation going on? Been a while since the latest update
Good luck and focus on your IRL.No progress. I've been very busy IRL and haven't had the time/energy to work on it.
I am patient and can wait as long as needed. Take good care of yourself!No progress. I've been very busy IRL and haven't had the time/energy to work on it.
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.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.
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?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.
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 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?
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?
Another approach to your idea of increasing the number of encounters is to incentivize the player to seek out and actively fight more enemies.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.
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.
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.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).