- May 12, 2018
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The download links posted in the message you quote are folder links, which include the .apk for android.Is android version link available??
The download links posted in the message you quote are folder links, which include the .apk for android.Is android version link available??
You can get over 120 characters pregnant. The heart icon in the CG room shows you which character can get pregnant and who can't. If you didn't get a girl pregnant on the first try, you can replay the scene in the CG room to get another chance.how many pregnancy announcements are in the game at the moment? i've only been able to get two to trigger
so mira and the sisters are the only once with announcements as of now? ok good to knowYou can get over 120 characters pregnant. The heart icon in the CG room shows you which character can get pregnant and who can't. If you didn't get a girl pregnant on the first try, you can replay the scene in the CG room to get another chance.
Edit: Oh wait, you mean the pregnancy announcements in the time skip phase? I missunderstood your question at first.
Yes, kind of. There is the pregnancy announcement of Mira, and the pregnant CG scene with Naomi and Shanna.
I commented in the quoted section next to your suggestions. Below is a breakdown of a few things, I felt were worth mentioning.What do you think should be changed to reduce the grinding in the game?
Some options are:
- Automatic increase of all party members with a level below 90 to 90 when they enter act 1 of the time skip events, so that the grind to level 99 is shorter, and a certain powerlevel for all characters is established for the battles from that point onwards. Yes.
- Lower experience needed per level. See below.
- Reduced amount of Pearls needed for the skilltree upgrade of the female adventurers. Maybe
- Higher chance for legendary items to drop. There are legendaries?
- More of the crafting item drops in the nature raid. Yes.
- More points in Chastitty's dungeon for defeating her, so that you can buy more. No.
- Crystals and other things for wedding rings easier to obtain/purchase in more locations. This is fine. It is not supposed to be easy.
- More gold income in the early stages of the game. Seems okay to me, with all the chests with loot.
- Reduced research, training, and construction times (and/or costs) on the country overview map. See below.
- Earlier access to more teleport locations for the teleport orb, or other means of fast travels. Teleport orb could be a menu option, not an item, since its crucial for the gameplay.
- New source for love potions in the late game, which works faster than the event of Zady to fight a minotaur. See below.
Or do you have any other ideas?
Or do you think the amount of grinding isn't bad and everything can remain the way it is?
- The "legendary items" I mean are the unique equipment pieces, which you can get mostly in the raid areas. They're the items you can get only once, can't sell, and have an orange name when you get them.I commented in the quoted section next to your suggestions. Below is a breakdown of a few things, I felt were worth mentioning.
Kingdom overview map:
- Allow for multiple turns to pass. Got them accumulated after som playing and now i enter there only when instructed, or need to exchange budget for money.
- If the above would pass: at a lower rate, automatically exchange money for budget, when market is built and the amount of budget would exceed 100. Something like 100 gold for 1 budget (this would be a huge downgrade from 700 per budget if exchanged manually at market)
- University upgrades being in a separate building and also being so far away on the map, makes creating the necessary Protection, Magic, Battle Researches as well as Rune Stones tedious. It would be better if those materials could be created with a single button on both buildings (once unlocked).
- War upgrades could be moved to the command center. It is annoying to look at upgrade screen and seeing things i cannot do anything with, because i do a peace playthrough.
- Would be probably OP, to be able to extract the resources mined by your kingdom to inventory. But for the most part, these resources simply give me a lot of budget and lay around being unused either way. A compromise would be, to allow for the usage of those resources in crafting screens exclusively. This would allow for less "Coal run with entering CG Room to reset nodes".
Other comments:
- The experience curve is a bit wonky. It feels as if some enemies are too easy (despite being 10+ levels above my team) and other encounters (excluding those where status effects play a role), seem extremely hard. I can't put my finger on it, where the issue lies.
- When the battle is a sure win, it would be good to have a Fast Forward option (or button) that speeds up the encounter to a few seconds and skips all animations and texts. It is understandable, that this might be risky to have in a seriously hard encounter, but as i stated above, it can be wonky to balance this.
- Zady LP quest is SO tedious that i did it twice and decided to just not do it. A different way to get LPs would be great. As their utility shrinks, the later you are in the game, it is not really a thing for late game. MAYBE a non monstergirl farm, could be used? The player would have to catch a minotaur (or do a quest for it) and breed it with a monster girl for offspring, that the player can then easily farm?
- The "legendary items" I mean are the unique equipment pieces, which you can get mostly in the raid areas. They're the items you can get only once, can't sell, and have an orange name when you get them.
- It might indeed be a good idea to turn the teleport orb item into a fast travel menu option. One problem I have is that when too many options are in the menu, you have to scroll down to see the last option(s). And when that was the case before, some people didn't realize it and missed those options as result. ^^"
- To automatically turn excessive Budget into gold seems more like little bonus, but it's worth a thought.
- The idea of passing multple turns on the overview map could be possible, if the turns are passed one by one, but quickly and automatically. This way, all systems connected to it would advance normally, and no events that happen at turn X would get missed.
Additional options I wrote down for the "reduce grinding" list:
- Auto-kill against low level enemies when you touch them on the map, without the need to start a battle. Capturable enemies get a dialog choice to kill or capture them when you have enough Soul Lanterns.
- University and Laboratory research screen connected via button to quickly switch between them.
And/or the repeatable researches should be visible in both screens once unlocked.
- Option to advance the turns on the overview map by a set amount which the players can select themselves. (It'd be several turns, one after another, but automatically. This way, you could get things done faster, and not miss any events that happen "at turn X" for example.)
- Teleport orb as a fast travel menu option instead of an item.
no rng needed for quest items is the first thing i can think of. reducing the amount of pearls needed would be nice be i only managed to access that system quite late into my playthrough so i don't know how useful the system is. earlier access to the fast travel system would save time, which would be niceWhat do you think should be changed to reduce the grinding in the game?
Some options are:
- Automatic increase of all party members with a level below 90 to 90 when they enter act 1 of the time skip events, so that the grind to level 99 is shorter, and a certain powerlevel for all characters is established for the battles from that point onwards.
- Lower experience needed per level.
- Reduced amount of Pearls needed for the skilltree upgrade of the female adventurers.
- Higher chance for legendary items to drop.
- More of the crafting item drops in the nature raid.
- More points in Chastitty's dungeon for defeating her, so that you can buy more.
- Crystals and other things for wedding rings easier to obtain/purchase in more locations.
- More gold income in the early stages of the game.
- Reduced research, training, and construction times (and/or costs) on the country overview map.
- Earlier access to more teleport locations for the teleport orb, or other means of fast travels.
- New source for love potions in the late game, which works faster than the event of Zady to fight a minotaur.
Or do you have any other ideas?
Or do you think the amount of grinding isn't bad and everything can remain the way it is?
This looks really good. The menu now is concise and tells me everything I need at a glance. Great addition also, is that you moved the CG and skilltree screens to the Party menu. This all bundles up neatly.After trying out a few things, the menu now looks like this:
View attachment 4045392
- The "Fast Travel" option will replace the teleport orb item as a faster way to get around.
- Several options were grouped together and appear as choices in the middle of the screen when you select the group, so that the menu isn't getting too long.
- The cheat and bug fix options of the sparkling book in Ryen's bedroom were also added to the menu, to have faster and direct access to bug fixes.
View attachment 4045908
The teleport screen ("fast travel" in the improved menu) now has a few new options:
- Exit to go back to the location where you selected "Fast Travel" in the menu.
- Enter the country overview map to manage your country. (Unlocks after the events with Sir Edward, Mira, and the old barracks to the point where you previously received the country management map item.)
- Two new connections to the worldmap were added. One appears near Witton in the south of Central after your introduction to the ministers in the castle of Aldlyln, the second in Dorgania after they open their border with you.
It's planned to be finished eventually, but it's hard to say how long exactly it'll take. I'm currently focusing on advancing the main events to finish the story in the next few years, and then I'll still have some (=a lot) work to do for all the other content and fine tuning.Anyone know when this game will be finished or is this an infinite continuity? Reaching the 10 years mark soon
i cant find the riddles for brexit islands treasures in the walkthrough, i see nothing after the FAQ. im stuck with the second one with the stone pillars.All treasures are explained at the bottom of the walkthrough, at the end of the FAQ section.
The treasure deep underground but in water is:You don't have permission to view the spoiler content. Log in or register now.
I admire your perseverance! I remember trying this out when it came out and it was one of a kind open world. It's hard to try new updates as I need to get back in the flow of the story. I'm waiting for that last push to play back from the beginning. Good luck!It's planned to be finished eventually, but it's hard to say how long exactly it'll take. I'm currently focusing on advancing the main events to finish the story in the next few years, and then I'll still have some (=a lot) work to do for all the other content and fine tuning.