Have to wonder what type of monster she would be. The game already has quite a big variety, from a goblin to giants and demons and a girl with a loose head.
Hmn, world map refresh would be a better idea. Some new art of elements like towns, trees, roads... It's getting somehow old to look at. I know, i know - its pixel graphics.
Random, but imagine if we could unlock a Bikini Armor outfit just for purchasing the set in Monsters. Or just a normal Bikini look, and unlock an armored (if you count it as such) variant by wearing the normal set in the monster pageant from the last world zone.
Random, but imagine if we could unlock a Bikini Armor outfit just for purchasing the set in Monsters. Or just a normal Bikini look, and unlock an armored (if you count it as such) variant by wearing the normal set in the monster pageant from the last world zone.
But some locations can't be accessed with cheats, so it's a bit frustrating. Like, tavern or town square, you have to travel there. Same for Mailbox that is all the way north.
Random, but imagine if we could unlock a Bikini Armor outfit just for purchasing the set in Monsters. Or just a normal Bikini look, and unlock an armored (if you count it as such) variant by wearing the normal set in the monster pageant from the last world zone.
We've got a ton of fun stuff in this one, and we've been making steady progress in every aspect of the game - more on that later.
Art and animation-wise, we've added art for Hiro eating condoms (along wit hthe ability to eat them from the Inventory screen), for Hiro eating Selkie the Goblin's cock on their date, new Dullahan head close-up variants, the Catgirl Missionary animation, and the Lupa/Blonde Werewolf Oral animations! We also added new music for the Slime encounter and a bunch of ambient tracks, along with a system for mixing the music and ambient channels (because of this, the music volume has been increased slightly, so make sure to turn it down in your Options for your preferred intensity).
We finished the first half of the skills backend, making it easier to determine what characters have access to what skills and why, and creating a consistent interface for adding skills to characters and for filtering out skills based on circumstances. The latter half will be the AI overhaul, creating a more controllable system for how characters make decisions, with more surface area for the player to influence those decisions.
Along the way we fixed some old bugs, like a softlock in Full Nelson, the Demon King not being able to cast magic, the Warlock's ability to cast Paralyze, among others. We also made it so that the battle camera won't behave oddly on certain displays, which caused rapid zooming in-and-out, and a small display bug with the visual effects in battle. We've been improving the codebase while keeping up the pace of content generation, and we'll be catching up on feature stuff as well, soon!
I said last time we'd have caught up on the survey scenarios, but then I delayed the Shopkeep Mystery Box scenario so it could coincide with the new art that'll be in this week's weekly, so that will likely happen this month, with both it and the Lupa Mystery Box!
As always, changelogs are below, and convenience downloadlinks below that. Support Majalis on
We've got the Lupa Oral animations, and they are lovely. I've been staring at them all week while adding them in the editor and writing expansions to the Lupa content. I'm also partway through an introduction to Lupa in story mode now that the Lupa Mystery Box scenario won - don't worry, I haven't forgotten about the Shopkeep Mystery Box scenario!
The Elite Harpy now has (correctly) teal feather pubes in the oral animation in general, and the Doppelganger and Mimic now display the appropriate Hiro customizations in Pervert Screen.
We've made some alterations to animation insertion/loading in combat that'll make it easier for us to use animation variants in combat as things change, including stuff like x-rays and the like. We're also thinking of adding in a cheat mode option that will allow you to select the outcome of battles, only entering them optionally.
We ended up canceling the new ambush encounter, at least for the time being. If it ever does make it in, it won't be for a long while, because it involves an unreleased character.
As always, changelog is below, and convenience downloadlinks below that. Support Majalis on
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By the way, all the new music is good, but current Mermaid OST is a massive downgrade compared to the original one. It was vibrant, and suited the waterfall background well, instantly making you think about sun reflection in the water splashes.
And now it just turned into a modest lute solo smh