Mod RPGM Star Knightess Aura ~Another Take~ [v0.9] [Azerak]

Azerak

Member
Jun 1, 2017
137
192
Title.png

Overview:
Star Knightess Aura ~Another Take~ is a mod that changes the game's difficulty scaling. Bosses power up over time like in the vanilla game, but the countdown begins only after specific main quests progression. No explicit notifications are given for when the scaling starts. It is intended for players who want a less time-restrictive and more explorative and strategic experience.

This mod requires the original game to work since I will never distribute the full game myself.

IMPORTANT:
Each release of this mod is bounded to a specific version of the game. DO NOT install this mod on a different version as it will probably lead to game breaking bugs.
The required version of the game is written in the title of the zipper file and in a Readme file within it.

About Save Files:

Vanilla and Mod save files are not compatible with each other.

Updated: 2025-04-27
Game/Creator: / - F95Zone
Modder: Azerak
Mod Version: 0.9
Game Version: 1.0.6
Language: English

Features:
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Installation:
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Change-Log:
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Download: -
 
Last edited:

smkey21

Active Member
Nov 15, 2017
613
484
Since you are early on in the development of your mod I would suggest you consider releasing a light/lite version to go along with the full version of the mod. I don't know that it would be worth the trouble, because I have no idea how many people will be willing to unzip the files into the proper folders regardless of anything else. I also don't know what your focus will be or how much work it would be to maintain two versions of the mod.

The hypothetical light version would need to be a version that's compatible with the base game save system. My reason for this suggestion is pretty simple. I expect that the majority of the people who find out about time constrained stuff after playing a game for 5+ hours will drop the game at that point over restarting from the beginning so that they can have an easier time. Many people are very stingy when it comes to giving things a second chance. As such, the light version would appeal to people who don't really mind the time constraint stuff, and are just willing to check out the new animations and enhanced scenes and such without having to start from scratch. Either way, the best of luck to whatever you end up doing.
 

Azerak

Member
Jun 1, 2017
137
192
Since you are early on in the development of your mod I would suggest you consider releasing a light/lite version to go along with the full version of the mod. I don't know that it would be worth the trouble, because I have no idea how many people will be willing to unzip the files into the proper folders regardless of anything else. I also don't know what your focus will be or how much work it would be to maintain two versions of the mod.

The hypothetical light version would need to be a version that's compatible with the base game save system. My reason for this suggestion is pretty simple. I expect that the majority of the people who find out about time constrained stuff after playing a game for 5+ hours will drop the game at that point over restarting from the beginning so that they can have an easier time. Many people are very stingy when it comes to giving things a second chance. As such, the light version would appeal to people who don't really mind the time constraint stuff, and are just willing to check out the new animations and enhanced scenes and such without having to start from scratch. Either way, the best of luck to whatever you end up doing.
I understand what you say, but the problem in my case would be "determine where are you in your main story progression". As I wrote in the description, the time constrain is triggered by main quests progression, and there isn't a proper way to determine which point in the story you are in.
Like for example, if you already triggered some main quests that would start the counting on my mod and you load a vanilla save file, how do I determine how many days passed since said trigger? I can't, this is why they are incompatible.

However if anybody have any suggestions for the mod, feel free to share.
 

skullert

Member
Nov 22, 2020
177
156
safe to say you abbanond this mod?
game version 1.0.3
mod version works on game version 0.49.0
so, would it be safe to say you abbanond the mod?
 

smkey21

Active Member
Nov 15, 2017
613
484
safe to say you abbanond this mod?
game version 1.0.3
mod version works on game version 0.49.0
so, would it be safe to say you abbanond the mod?
Version 0.49.0 is quite recent. The number 49 might as well have been counting the number of months of development. I've got nothing to add to your question other than to say that when this mod came out there wasn't an explicit warning that bosses were weakened until (or from a different point of view get powered up) after 100 in game days. There is one now.
 

Azerak

Member
Jun 1, 2017
137
192
safe to say you abbanond this mod?
game version 1.0.3
mod version works on game version 0.49.0
so, would it be safe to say you abbanond the mod?
I didn't abandoned the mod, it's just I'm busy with IRL stuff, also I wanted to wait a few updates of the stable release 1.0. As you said the game is already 1.0.3 and it's barely a month. Since I don't want to release a version just to be forced to release another one because of bug fixes I wanted to wait a bit. Maybe in a week or two just to be sure.
 

Azerak

Member
Jun 1, 2017
137
192
Seeing that the dev is preparing the 1.1.0 version, I was thinking to wait that release (which would likely be at the end of this month) and then upgrade the mod to said update.
But if you guys prefer instead me doing it for version 1.0.4 let me know.
 

SuperMaxo

Active Member
Nov 3, 2017
981
799
Seeing that the dev is preparing the 1.1.0 version, I was thinking to wait that release (which would likely be at the end of this month) and then upgrade the mod to said update.
But if you guys prefer instead me doing it for version 1.0.4 let me know.
You could also adapt your mod to fit the new mods format of SKA; there are currently 4 mods (one of them is two-part) posted on the Discord, to place inside the mods folder, that don't need to be updated version by version
 
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Azerak

Member
Jun 1, 2017
137
192
You could also adapt your mod to fit the new mods format of SKA; there are currently 4 mods (one of them is two-part) posted on the Discord, to place inside the mods folder, that don't need to be updated version by version
I see, thanks :)
 

Azerak

Member
Jun 1, 2017
137
192
Since the version 1.1.0 is taking an eternity to release, I'll release the 1.0.6 in the meanwhile.

When I'll have more time I'll maybe check the mod format suggested by SuperMaxo, but I'm busy with other stuff and this one is not a priority for me now.

The mod will change to 1.0 when the 1.1.0 will be released.