you need goblin eggs, then being anally ensemenated by Wereslut, or Centaur, or Harpy. After that they can hatch. Good thing is you can encounter goblin while resting in camp, but for others you need to look for them each time
Lmao yes, it's possible. But it's tons of time for nothing. Instead of enjoying gameplay you fight your way through it.
And Majalis didn't fix it six years later, but made it more challenging by putting more turns on Armor Crusher, by lowering stats of all classes, by nerfing weapons damage, by remaking stealing system so you can't steal armor now.
They played tons of games themselves, so they should know how it could be done better.
——
By the way it feels like there are less people in the community for a few months now. Maybe it's just summer and they're touching the grass.
I've still yet to see why "the presentation could be reorganized" is as unthinkable and laughable a claim as "I didn't read the Installation section, why the game no work :'(". One can understand instructions perfectly and still think that they can be explained better; difficulty and complexity are two different things.
I've still yet to see why "the presentation could be reorganized" is as unthinkable and laughable a claim as "I didn't read the Installation section, why the game no work :'(". One can understand instructions perfectly and still think that they can be explained better; difficulty and complexity are two different things.
No doubt things could be explained better - we have hover tooltips for items and status effects, etc., but hover tooltips for concepts could be added - some games have an in-game manual or encyclopedia where you can reference stuff or that tooltips even link to, which we have in limited form in the Help menu. We do even want to make an optional tutorial that holds your hand through some of the basic concepts, because people dismiss the tutorial popups that do exist without reading them (which gets at the heart of this issue). It's just that all that stuff is lower priority because it's really not that complex or difficult to get your head around, and to the extent that people don't want to deal with it regardless of how it's explained, they're not going to be satisfied by it being explained better. That is to say - there is some number of people who would be helped (more than a marginal amount) by a more in-depth tutorial or improved tooltips, but that number doesn't include people who want the game to be something different than what it is (a VN or a basic RPGmaker game) and doesn't include people who are fine exploring a game with more or less opaque mechanics. If those people didn't exist, I wouldn't bother trying to improve how the game teaches you how to play. And if those people were a silent majority, then I'd prioritize doing that, but they aren't - they're dwarfed by the camps of people who aren't interested in porn game gameplay and people who either don't want or don't need more handholding.
tl;dr - there are two arguments being made and then conflated here - that the game is too involved to learn, and that the game seems too involved to learn. People in the former camp will just have to get over it: the ability to skip combat and engage with the game that way is what they're getting. If you want a game like ToA but that has more familiar or rote combat mechanics, I've got a number of suggestions.
The technical hits keep coming - two of them, in fact! We now have support for animations that are synced to sounds, which may eventually include voices - right now, a handful of animations have sounds synced to them, but we'll be able to do many more, now. Note that the sounds themselves aren't finalized - we have our foley artist working on creating them, so they're a little repetitive right now with placeholders.
In addition, ToA now supports rich text and event based text transformation! I know, I know, it doesn't sound sexy, but it's a nice new addition to the novel engine and it lets us get a lot more expressive. Don't worry - there's more sexy stuff as well, and we'll also be improving the UI so you can get a better look at that sexy stuff without always having to hide it. You might notice that the fonts are a little crisper, too, depending on your resolution.
Anyway, in regards to sexy stuff: we've got the Bunny (Puca) Facesitting art that was the last survey winner in. We've also expanded the scenes and the encounterit was found in (which is when you encounter her in a tavern on the map, not when you're in debt), as well as added rich text there and a bit in the Brigand x Kylira story mode encounter. I'm still getting used to the rich text, and trying not to overdo it, but I'm personally really enjoying the effect it has on the dialogue.
We have a new animator who'll be starting soon, at which point we can hopefully catch up on animation work and we can start seeing more of the animation variants and finish up the remaining interactive backgrounds so Alis can move onto the next big thing (new towns and world map finalization) so we can get that much closer to finishing ToA. Fear not: we haven't forgotten about the Evoker or story mode!
We'll be finishing up the Dullahan Marriage ending this week, along with doing some more animation mixing and rich text stuff, and then we'll be doing the Minotauress Extended ending. We're also working on the Catgirl Pronebone animation.
As always, changelog is below, and downloadlinks in the OP. Support Majalis on
No doubt things could be explained better - we have hover tooltips for items and status effects, etc., but hover tooltips for concepts could be added - some games have an in-game manual or encyclopedia where you can reference stuff or that tooltips even link to, which we have in limited form in the Help menu. We do even want to make an optional tutorial that holds your hand through some of the basic concepts, because people dismiss the tutorial popups that do exist without reading them (which gets at the heart of this issue). It's just that all that stuff is lower priority because it's really not that complex or difficult to get your head around, and to the extent that people don't want to deal with it regardless of how it's explained, they're not going to be satisfied by it being explained better. That is to say - there is some number of people who would be helped (more than a marginal amount) by a more in-depth tutorial or improved tooltips, but that number doesn't include people who want the game to be something different than what it is (a VN or a basic RPGmaker game) and doesn't include people who are fine exploring a game with more or less opaque mechanics. If those people didn't exist, I wouldn't bother trying to improve how the game teaches you how to play. And if those people were a silent majority, then I'd prioritize doing that, but they aren't - they're dwarfed by the camps of people who aren't interested in porn game gameplay and people who either don't want or don't need more handholding.
tl;dr - there are two arguments being made and then conflated here - that the game is too involved to learn, and that the game seems too involved to learn. People in the former camp will just have to get over it: the ability to skip combat and engage with the game that way is what they're getting. If you want a game like ToA but that has more familiar or rote combat mechanics, I've got a number of suggestions.
Or you could just remove things that 99% of people don't use because in current meta they're not working, abd this meta is there for years. Just a random suggestion.
As for tutorial, it's all fine as I see it. The tutorial isn't bad, it's the amount of things you learn to never use that stuns.
BUT: there are things you didn't inculde in tutorial. It's scouting mechanic, it's achievements (bonus points), it's buying food in inns. Those things are fundamental, people often ask questions revolving around those things, and there are nothing on them in tutorial.
We have a new animator who'll be starting soon, at which point we can hopefully catch up on animation work and we can start seeing more of the animation variants and finish up the remaining interactive backgrounds so Alis can move onto the next big thing (new towns and world map finalization) so we can get that much closer to finishing ToA. Fear not: we haven't forgotten about the Evoker or story mode!
Gotta admit, having followed ToA since 2017 (heck, before I even discovered f95zone) seeing the words "finishing ToA" from Majalis is kinda... bittersweet? Even though version 1.0 might still be months/years from now it's a weird feeling seeing them acknowledge it's going to have an end, and that among all the adult game devs who've had games going for so many years, I actually believe them.
Good news for us lore/story-lovers of ToA though! Show more of the Evoker cutie!
We have a new animator who'll be starting soon, at which point we can hopefully catch up on animation work and we can start seeing more of the animation variants and finish up the remaining interactive backgrounds so Alis can move onto the next big thing (new towns and world map finalization) so we can get that much closer to finishing ToA. Fear not: we haven't forgotten about the Evoker or story mode!
We'll be finishing up the Dullahan Marriage ending this week, along with doing some more animation mixing and rich text stuff, and then we'll be doing the Minotauress Extended ending. We're also working on the Catgirl Pronebone animation.
As always, changelog is below, and downloadlinks in the OP. Support Majalis on
Glad to hear that the game is going to be finished at some point and it's nice to see a developer who actually deliverers consistent updates. Haven't tried ToA in years, have to checkout what has changed but because the game seems to be on track to see actual 1.0 release, it definitely has earned few months of Patreon subscription from me.
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I don't get it either. I never had any issues learning or understanding the game. I suppose I just learned how to fully read character info, skill info, go through tutorials, etc. from when games used to have far more only within the manuals.
To be fair, many of us have been playing the game for years and learned the battle system back when it was far less robust. A new player looking at the staggering number of choices can easily be overwhelmed. It could definitely be tweaked to encourage the player to spend their points on a few useful base skills and then branch out into the others. The giant list is not the best presentation.