3.80 star(s) 14 Votes

nvoim

Member
Nov 9, 2019
140
75
Would be understandable, but at this point it's better to just try to estimate gamedev times better, no need to "rush" the product, just keep it in the oven longer (and plan the budget accordingly).

Imo this is really mostly an excuse just to be able to split the game into parts, they did keep stuff like the option for Tavern and Academy into the game but with "WIP" on them and other stuff like that.
While I generally agree with you, I'll confess I have a soft spot for this dev and definitely won't mind buying the second part even if its the same price as long as it has as much content as this one.
 

paradoxluka

Newbie
Mar 6, 2020
36
48
I was able to translate all the obtainable cards in the game.
Copy the text in "2024-2-13-CardList_Player.txt" and paste them in the end of your "_AutoGeneratedTranslations.txt" file.
I also am going through the CSV files and have translated the following:
  • Menu Options
  • Gathering Information People (Names, not the dialogue themselves)
  • Reminiscence Names (but not the events themselves)
  • Good amount of the battle menu (Summoning, setting cards, chaining, ect.)
  • Various messages (Money/Cards Gain/Lost, tutorial messages, ect.)
  • Special Options
You just need to copy + paste the CSV file on your game directory replacing the old CSV file (I do recommend you keep your old CSV file just in case).
Note: The CSV file is from the Feb 06 update of the game, so I am unsure of how compatible it is with older versions.
 
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Huan Slp

Member
Jan 15, 2018
164
402
I was able to translate all the obtainable cards in the game.
Copy the text in "2024-2-13-CardList_Player.txt" and paste them in the end of your "_AutoGeneratedTranslations.txt" file.
I also am going through the CSV files and have translated the following:
  • Menu Options
  • Gathering Information People (Names, not the dialogue themselves)
  • Reminiscence Names (but not the events themselves)
  • Good amount of the battle menu (Summoning, setting cards, chaining, ect.)
  • Various messages (Money/Cards Gain/Lost, tutorial messages, ect.)
  • Special Options
You just need to copy + paste the CSV file on your game directory replacing the old CSV file (I do recommend you keep your old CSV file just in case).
Note: The CSV file is from the Feb 06 update of the game, so I am unsure of how compatible it is with older versions.
By "Feb 06 update" you mean the hotfix right?
Which by the way the tweet's link doesn't work for me, does anyone have the link to the update?
 
Apr 8, 2023
5
8
New update ;

February 15, 2024

Important update

Fixed a bug that caused the post-battle event to freeze without ending normally if the QTE input failed even once in a battle where a QTE event was triggered.
Deck edit screen has been improved.
Message window transparency is now implemented. On mobile phones, hold down the mouse wheel and move your finger up or down to make the window transparent)
Adjusted the sensitivity of automatic text feed (changed the setting to 10 times more sensitive than before)



Adjustment of card effects.

Added a cost of LP500 to "Golden Tree of Eldorado." Changed the effect on destruction to apply to the player who destroyed it.
Removed [2] effect text for "Gust of Wind" (originally removed from the beginning, but only the text remained)
Downwardly modified the effect of "Xinyi the Taoist" (adjusted accordingly now that the range grant actually works)
Added an attack power increase effect to "The Onslaught of the Dark Knight".
Added a turn limit to Fever Time, like a cool time
Adjusted BET demerit effects to be more risky
Added a risk when flipping a coin to the drunken bunny



Erotic related

Fixed a bug with Dancing Succubus begging for her life
Fixed a bug that the effect of Loli Big Tits Bunny was only triggered once
Fixed a bug that the second and third events at the end of Octa's turn did not occur
Fixed a bug in Melody's begging when she was seduced before the battle against Melody
Fixed a bug in the Necro battle when the player was seduced and begged before the battle.
Fixed a bug in the dialogue when activating a special card against Luca
Fixed a bug in the event against Sylvia
Fixed a bug in the battle destruction when the substitution state is given
Fixed a bug in the dialogue branching at the start of the Elle Street battle
Fixed a bug in the summoning effect of the Bakunyu Bunny that would not stay in place. Also, fixed a freeze bug when summoning the Bakunyu Bunny.



Other bug fixes

Fixed a bug where the effect of Gambling Casino 2 would trigger even when no monsters were available.
Fixed a bug in the fan guy event before the arena C level promotion game.
Fixed a bug where the number of cards in a player's hand would become too large to be easily seen from the screen



Fixed a freeze bug in Detective
Fixed a landslide freeze bug
Fixe a artillery cooldown bug
Fixed Sword Rain bug.
Fixed Cursemaker bug. Ability tweaks.
Fixed Gray Temple bug.
Fixed bug with Windcutter's effects not being displayed.
Fixed a bug when inflicting multiple status abnormalities on multiple bodies at the same time.
Fixed the effect text of Healing.
Fixed effect text of Tornado Slash
Fixed a bug with life change
Fixed a bug in the amount of increase of the guard saber
Fixed a bug with magical focus
Fixed bug with consecutive hits
Fixed bug with Zaki the Assassin
Fixed bug with light power storage container
Fixed bug with reforging



Fixed bug with copy summoning where monster effects were not copied

Mod] Fixed the bug where the deck edit screen would turn white when the original card was obtained.
MOD] Original image can now be used for background image.
MOD] Fixed to work correctly when setting the cost from the text.

Btw, I still have the issue of when zooming the picture goes off screen, I have my local in JP and I have set . as delimitator instead of , If someone as an idea of how to fix this...
 

lex0318

New Member
Mar 24, 2021
1
0
1708012163640.png
1708012254641.png
I only play normal,havent play hard yet
This is my fire deck, it got the cannon to destroy spell and trap and a spell card to special summon the cannon from the deck and give a free spell card to discard,

the trap is use to add 3 more fire gem to discard while also can be used to increase atk when needed.

About the altar spell card, keep in mind when u have 2 or more monster card with same level in graveyard, u cannot activate it
to special summon.


1708012492578.png
Honarable mention:
u can add the first to heal back the effect damage dealed by own card,
the second one revive the phoenix level 6 monster while ur opponent have spell/trap in their zone
 

zxcsgdhh

Newbie
Sep 21, 2019
23
12
Can anyone share me one of their best deck?
I find pretty much everything in the game rather easy with this deck (playing on hard). Ninjas are incredibly OP (the translation didn't work on the ninjas for me, but the gist of it is that each type of ninja can be activated to return a ninja to your hand and special summon it once per turn, and when it's special summoned the red ninja does 700 damage to a random enemy, the blue ninja does 300 damage + freezes a random enemy, and the green ninja does 300 damage + 200 poison to a random enemy... and also of note, you can attack with each ninja each time you swap ninjas (and effectively heals them since it returns to your hand), so effectively you can do 800+800+500+800+700+300+300 damage each turn from an empty board, and if something survived you can also freeze or poison something too). I have no idea why they ever thought ninjas were remotely balanced, but anyway this deck basically just uses a bunch of card draw/deck thinning to make sure you draw ninjas as consistently as possible, and has mirror shields as a backup plan in case an enemy has a really scary turn. Pirates are discard fodder (they draw a card when discarded).

I also have a very high win rate against the harpy deck where winning is optional.. with the caveat that there are a lot of subtle ways to misplay the deck against it and if you don't know when you should be casting spells or setting traps then there are a lot of ways to randomly lose in games that should've been wins with optimal play.
 

JakeMSG

Member
Jul 2, 2017
454
1,099
I find pretty much everything in the game rather easy with this deck (playing on hard). Ninjas are incredibly OP (the translation didn't work on the ninjas for me, but the gist of it is that each type of ninja can be activated to return a ninja to your hand and special summon it once per turn, and when it's special summoned the red ninja does 700 damage to a random enemy, the blue ninja does 300 damage + freezes a random enemy, and the green ninja does 300 damage + 200 poison to a random enemy... and also of note, you can attack with each ninja each time you swap ninjas (and effectively heals them since it returns to your hand), so effectively you can do 800+800+500+800+700+300+300 damage each turn from an empty board, and if something survived you can also freeze or poison something too). I have no idea why they ever thought ninjas were remotely balanced, but anyway this deck basically just uses a bunch of card draw/deck thinning to make sure you draw ninjas as consistently as possible, and has mirror shields as a backup plan in case an enemy has a really scary turn. Pirates are discard fodder (they draw a card when discarded).

I also have a very high win rate against the harpy deck where winning is optional.. with the caveat that there are a lot of subtle ways to misplay the deck against it and if you don't know when you should be casting spells or setting traps then there are a lot of ways to randomly lose in games that should've been wins with optimal play.
There were 2 other ninja decks some comments back that I got inspired from and are a bit more reliable (by having cards playing around Dark Rogues, helping you get more Ninjas to your hand faster, dealing damage per each Ninja summon (be it Normal or Special), or drawing cards in the rare situations in which you have to let a Ninja die on board.

But overall the Ninjas themselves are pretty damn strong, although I would still say they aren't Broken, considering that, on some enemies, some unlucky turns could just mean you get completely trucked (my personal Bane being that Bunny Gambling deck, fuck me that bullshit sucks ass).
 

zxcsgdhh

Newbie
Sep 21, 2019
23
12
There were 2 other ninja decks some comments back that I got inspired from and are a bit more reliable (by having cards playing around Dark Rogues, helping you get more Ninjas to your hand faster, dealing damage per each Ninja summon (be it Normal or Special), or drawing cards in the rare situations in which you have to let a Ninja die on board.

But overall the Ninjas themselves are pretty damn strong, although I would still say they aren't Broken, considering that, on some enemies, some unlucky turns could just mean you get completely trucked (my personal Bane being that Bunny Gambling deck, fuck me that bullshit sucks ass).
I have no idea what you consider unreliable about it. It basically always does the same thing every game because half of the deck cycles itself and the other half is ninjas, and because it always does the same thing it basically always wins. If the opponent gets a good draw, then you can also pretty much always shut it down with mirror shield (except sometimes vs. the harpy deck, but against the god draw of the harpy deck there isn't really anything that can counter it), which again, you're nearly guaranteed to draw because of the card that discards a card and draws 2 light cards.

I think it's also weird to bring up Cammy because Ninjas are way stronger vs. her than almost any other archetype - it's where Ninjas are at their strongest not their weakest. Ninjas can almost ignore the thing that prevents you from attacking twice per turn because you can attack 4x per turn with ninjas even if you start the turn with no monsters and heal all the damage/status effects you took (and a 5th attack from the master) and a lot of their damage comes without needing to attack at all, and ninjas don't need any spells to function so the ability that prevents you from casting spells is largely irrelevant. Cammy is a strong opponent.. that gets trivialized by ninjas, like pretty much everything else. Ninjas just have an answer for everything. I just played her 3x in a row with my stats capped at 6000 HP/1000 attack and none of the games were remotely close.
 

Nait Sieve

Active Member
Mar 5, 2021
857
1,056
I have no idea what you consider unreliable about it. It basically always does the same thing every game because half of the deck cycles itself and the other half is ninjas, and because it always does the same thing it basically always wins. If the opponent gets a good draw, then you can also pretty much always shut it down with mirror shield (except sometimes vs. the harpy deck, but against the god draw of the harpy deck there isn't really anything that can counter it), which again, you're nearly guaranteed to draw because of the card that discards a card and draws 2 light cards.

I think it's also weird to bring up Cammy because Ninjas are way stronger vs. her than almost any other archetype - it's where Ninjas are at their strongest not their weakest. Ninjas can almost ignore the thing that prevents you from attacking twice per turn because you can attack 4x per turn with ninjas even if you start the turn with no monsters and heal all the damage/status effects you took (and a 5th attack from the master) and a lot of their damage comes without needing to attack at all, and ninjas don't need any spells to function so the ability that prevents you from casting spells is largely irrelevant. Cammy is a strong opponent.. that gets trivialized by ninjas, like pretty much everything else. Ninjas just have an answer for everything. I just played her 3x in a row with my stats capped at 6000 HP/1000 attack and none of the games were remotely close.
in theory ninja decks are quite vulnerable to effects that remove cards from your hand. in practice not alot of opponents so far go for that strategy though. the one with the cocktail fairies has a trap like that and she woud be problematic for a ninja user if she used stronger summons. anything that punishes special summons woud be painful as well. so far it's reliable and strong, but i'd think that someone eventually will counter it real hard.
 

zxcsgdhh

Newbie
Sep 21, 2019
23
12
in theory ninja decks are quite vulnerable to effects that remove cards from your hand. in practice not alot of opponents so far go for that strategy though. the one with the cocktail fairies has a trap like that and she woud be problematic for a ninja user if she used stronger summons. anything that punishes special summons woud be painful as well. so far it's reliable and strong, but i'd think that someone eventually will counter it real hard.

I see it as just being a numbers game to be honest. The amount of damage and utility that ninjas do are just so overwhelmingly larger than any other 4 star monster in the game that I have a very very hard time imagining anything countering ninjas that wouldn't also counter basically every other deck at the same time. Additionally, ninjas are not dependent on any spells/traps to make the deck work - you have 11 cards that you can swap out to basically anything and the deck will still function fine, which makes it very easy to adapt it to counter other decks if anything ever becomes a problem.

The harpy deck also has that same trap that removes cards from your hand - and I still think ninjas are the most consistent way to beat it anyway. That trap is bothersome.. but it's OP against every deck, not just against ninjas. In fact, I think ninjas actually have more counterplay to that trap than other decks do (because ninjas can play pretty effectively without using spells/traps at all so they can just choose to never trigger the trap at all.. especially if the opponent fills their board with traps/spells in which case the opponent can't play spells anymore and it becomes a monster vs. monster fight, and ninjas will win a monster vs. monster fight easily).
 

Nait Sieve

Active Member
Mar 5, 2021
857
1,056
I see it as just being a numbers game to be honest. The amount of damage and utility that ninjas do are just so overwhelmingly larger than any other 4 star monster in the game that I have a very very hard time imagining anything countering ninjas that wouldn't also counter basically every other deck at the same time. Additionally, ninjas are not dependent on any spells/traps to make the deck work - you have 11 cards that you can swap out to basically anything and the deck will still function fine, which makes it very easy to adapt it to counter other decks if anything ever becomes a problem.

The harpy deck also has that same trap that removes cards from your hand - and I still think ninjas are the most consistent way to beat it anyway. That trap is bothersome.. but it's OP against every deck, not just against ninjas. In fact, I think ninjas actually have more counterplay to that trap than other decks do (because ninjas can play pretty effectively without using spells/traps at all so they can just choose to never trigger the trap at all.. especially if the opponent fills their board with traps/spells in which case the opponent can't play spells anymore and it becomes a monster vs. monster fight, and ninjas will win a monster vs. monster fight easily).
i think it's a different card, but yeah, i forgot about the harpy lady. personally i easily crushed her with my warrior deck on first try and kinda forgot she existed. may have been luck though. just tested my ninja deck and it worked with casualties. i guess just oneshotting ninjas is a reasonable counter as well...
i think we can all agree that ninja decks are top tier, even though i don't think that it's without its weaknesses. a pirate player for example isn't bothered that much if he loses 2 cards a turn, and i think we've yet to see something like a growth deck on here.

on a sidenote: (at least on pre-patch, idk) the guard saber equipment card is completly busted since the AI seems blissfully unaware what it actually does (ignore damage and counter with player attack for the turn). the AI will suicide everything including themselves into it.
 

zxcsgdhh

Newbie
Sep 21, 2019
23
12
i think it's a different card, but yeah, i forgot about the harpy lady. personally i easily crushed her with my warrior deck on first try and kinda forgot she existed. may have been luck though. just tested my ninja deck and it worked with casualties. i guess just oneshotting ninjas is a reasonable counter as well...
i think we can all agree that ninja decks are top tier, even though i don't think that it's without its weaknesses. a pirate player for example isn't bothered that much if he loses 2 cards a turn, and i think we've yet to see something like a growth deck on here.

on a sidenote: (at least on pre-patch, idk) the guard saber equipment card is completly busted since the AI seems blissfully unaware what it actually does (ignore damage and counter with player attack for the turn). the AI will suicide everything including themselves into it.
Are you talking about on hard difficulty? I have a very hard time imagining a warrior deck working at all vs. the harpy lady on hard difficulty, even with extreme luck (the master with 26000 HP and 2600 attack).. I also don't consider enemies one shotting ninjas to be a problem because I usually treat them as expendable anyway. Just run enough card draw to keep drawing more ninjas, and make sure that you always end your turn with a ninja that you have another copy of and you don't need to keep them alive.

The guard saber is really broken when it works, but I'd say the biggest problem is that a lot of enemies apply that status effect that prevents you from attacking.. that status effect is always scary, but especially so if you're using a bunch of cards that become dead cards when you can't attack. Well, that and also the harpy lady on hard difficulty absolutely shits on any deck that uses continuous magic cards of any kind.
 

lazydude

Well-Known Member
Dec 21, 2017
1,177
680
in theory ninja decks are quite vulnerable to effects that remove cards from your hand. in practice not alot of opponents so far go for that strategy though. the one with the cocktail fairies has a trap like that and she woud be problematic for a ninja user if she used stronger summons. anything that punishes special summons woud be painful as well. so far it's reliable and strong, but i'd think that someone eventually will counter it real hard.
only a few people use that trap card the a rank teacher is one of them

The guard saber is really broken when it works, but I'd say the biggest problem is that a lot of enemies apply that status effect that prevents you from attacking.. that status effect is always scary, but especially so if you're using a bunch of cards that become dead cards when you can't attack. Well, that and also the harpy lady on hard difficulty absolutely shits on any deck that uses continuous magic cards of any kind.
yeah if you had a way to prevent stunlock, guard saber would be broken to the point where everyone would keep disarm cards in their decks lol
 
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JakeMSG

Member
Jul 2, 2017
454
1,099
I have no idea what you consider unreliable about it. It basically always does the same thing every game because half of the deck cycles itself and the other half is ninjas, and because it always does the same thing it basically always wins. If the opponent gets a good draw, then you can also pretty much always shut it down with mirror shield (except sometimes vs. the harpy deck, but against the god draw of the harpy deck there isn't really anything that can counter it), which again, you're nearly guaranteed to draw because of the card that discards a card and draws 2 light cards.

I think it's also weird to bring up Cammy because Ninjas are way stronger vs. her than almost any other archetype - it's where Ninjas are at their strongest not their weakest. Ninjas can almost ignore the thing that prevents you from attacking twice per turn because you can attack 4x per turn with ninjas even if you start the turn with no monsters and heal all the damage/status effects you took (and a 5th attack from the master) and a lot of their damage comes without needing to attack at all, and ninjas don't need any spells to function so the ability that prevents you from casting spells is largely irrelevant. Cammy is a strong opponent.. that gets trivialized by ninjas, like pretty much everything else. Ninjas just have an answer for everything. I just played her 3x in a row with my stats capped at 6000 HP/1000 attack and none of the games were remotely close.
Nah I just personally hated Cammy as I played her prior to me converting to the Ninja meta (I ran a Fire deck, solely for the Fire element, not even a meta deck or anything), and only beat her after a good number of tries.

But yea, Ninjas are definitely strong, although if you ask me, on Hard at least, you do need this kind of strength for reliable wins in this game. Without such meta decks like these, you'd essentially be constantly retrying on each fight just to beat them.
 
3.80 star(s) 14 Votes