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

2.70 star(s) 3 Votes

MuninKai

Well-Known Member
Apr 29, 2020
1,852
3,376
Is there a need to hide trap points and increase the difficulty mod?
Probably? I still have some things to implement for the difficulty mod. I don't think hiding the traps is necessarily in my plans, especially with the more effective ambushes, but it's definitely an option. Might actually be pretty easy to do by just replacing some sprites with blanks.

is this better than official MTL?
Yes. There are still some rough patches in the casino and final stage because I haven't gotten to them yet, but the overall polish is much better.
 

MuninKai

Well-Known Member
Apr 29, 2020
1,852
3,376
spent almost 2 hour in this room. anyone know how to move to the next room? View attachment 4840928
Don't rush for a door. Wait for the enemies to spawn. If 4 enemies spawn, rush a door. If 3 enemies spawn, whatever green wall they didn't spawn from will be the exit. This tunnel is necessary to deactivate the final trap, get to the AI Core if you are afflicted with the E.R.O. Link or Slave Barcode Bastes, and to get evidence for Stage 4. If you see enemies run from Emerald, hunt them down, you'll thank me later.

Also, this is the translation thread, game thread is elsewhere.
 

bratwurstdestroyer

New Member
May 9, 2025
7
2
Don't rush for a door. Wait for the enemies to spawn. If 4 enemies spawn, rush a door. If 3 enemies spawn, whatever green wall they didn't spawn from will be the exit. This tunnel is necessary to deactivate the final trap, get to the AI Core if you are afflicted with the E.R.O. Link or Slave Barcode Bastes, and to get evidence for Stage 4. If you see enemies run from Emerald, hunt them down, you'll thank me later.

Also, this is the translation thread, game thread is elsewhere.
thank you kind sir
 
2.70 star(s) 3 Votes