RPGM Completed The Dead End~The Maidens and the Cursed Labyrinth~ AIO EDITION [v1.03] [Osanagocoronokimini / Kagura Games]

3.60 star(s) 33 Votes

Giafuremu

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Oct 5, 2017
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Does anything bad happen if you take a zombie home with you or prevent certain content?
Yes and no. Taking a monster back to your home will add points onto a hidden karma value. Other things that increase the karma value are raping the female adventurers and looting incapacitated adventurers. If you do any of these actions too many times (around 7 times total for all of these actions combined), you get locked into the Rogue Ending (one of the three endings).

The Rogue ending is the only way to access certain H-scenes with the heroine characters.
 
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Canade

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Sep 26, 2018
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Osanagokor 1.2E patch assumes this has encryption which was probably stripped in the old 1.1 release from here

"hasEncryptedImages":true
"hasEncryptedAudio":true
"encryptionKey":"d41d8cd98f00b204e9800998ecf8427e"

Modified System.json and plugins.js

Also is it just bad memory or did the 1.1 release have more things edited?

Edit: Yep... Old torrent has a lot more things edited
I'll update my mod to include your patch.
 
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damndor

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Mar 10, 2018
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So, what exactly do I need to get this game to have a nicely english patched game with cheat mod? No 100% save, though!

Will 1.1 be enough since 1.2 isn't that much translated yet, or will i lose out on a lot of content if i decide to install 1.2?
 

Canade

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Sep 26, 2018
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So, what exactly do I need to get this game to have a nicely english patched game with cheat mod? No 100% save, though!

Will 1.1 be enough since 1.2 isn't that much translated yet, or will i lose out on a lot of content if i decide to install 1.2?
1.2 is now mostly translated, only the H-Scenes are not. The link to the thread in my sig has modded game files, the updated translation, and the full gallery common save for 12E.
 

damndor

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Yep. All is included, the translation, gallery, and modded stats/time adjustments. Edit: The gallery is separate, but within the mega, in-case you don't want to use it.
Brilliant work there, Canade! Thanks for making an effort and giving us non-japanesers the possibility to enjoy this game. Class.
 
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Canade

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Brilliant work there, Canade! Thanks for making an effort and giving us non-japanesers the possibility to enjoy this game. Class.
Thanks and no prob. I didn't translate it tho, I just added the translation to the mod.
 

knight8

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Sep 17, 2017
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Edit: The Dead End 12E Mod, Updated Translation, and Full Gallery Common Save:
The Dead End 12E - Updated translation and Mod

- Starting cash 25000 - 27000 - 97 of all keys minus the rogue key - 55 leave dungeon scrolls
- JS folder included with the adjusted in game clock speed.
- MC hp regeneration, mp regeneration - thirst, tp regenaration - hunger.
- transport scroll to leave dungeon time adjustment - 240 time added, was 1440 time added
- modded starting weapon, armor, accessory - has higher stats
- starting weapon - 100 str - 55 def - 55 mag - 55 mdf - 75 agi
- starting armor - 15 str - 30 def - 15 mag - 30 mdf
- starting ring - 10 str - 10 def - 10 - mag - 10 mdf - 35 agi
- MC has more hp at lv 1 2500
- MC has slightly higher stats - mp 300 - str, def, mdf, mag 15, agi 25 - luk 100
- MC 150% exp gain rate - 30% evade - 40% crit - 45% crit evasion - 30% magic evade - 50% physical and magical damage drop
- MC Immune to STD's
- MC Immune to Plague
Can i turn off the cheats?
 

porkdullah

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Mar 6, 2020
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Clock speed changes don't work for me. Tried changing Chronus.js on compressed 1.1.5 and installing 12E mod on 1.2.7 to no avail.
Fiddled around with the values on getRotationMinuteHand & getRotationHourHand and it seems that the clock itself is independent from the actual game time, since it just jumps to the next hour after a certain amount of time is elapsed.
Anyone skilled with js can take a look at this?
 

Canade

Active Member
Sep 26, 2018
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Clock speed changes don't work for me. Tried changing Chronus.js on compressed 1.1.5 and installing 12E mod on 1.2.7 to no avail.
Fiddled around with the values on getRotationMinuteHand & getRotationHourHand and it seems that the clock itself is independent from the actual game time, since it just jumps to the next hour after a certain amount of time is elapsed.
Anyone skilled with js can take a look at this?
I checked the modded clock speed and it works fine. There are events that add time to the clock >> exiting the dungeon, sleeping, etc. The js doesn't control these, because their in the common events; I would try editing them but their not in english, the most I could do was edit the common event tied to the warp scroll.

The clock is not a one minute clock for one minute real life, but the clock is a lot slower than it would normally be.
 
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porkdullah

New Member
Mar 6, 2020
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I checked the modded clock speed and it works fine.
Well, this is strange. The speed of the clock doesn't change for me unless I break the values, but then it doesn't matter anyway - the time itself still progresses at the same rate. The results were the same on the modded 1.2.7
I attached the videos with my experiments.

Does this only work with 1.2? I'm playing 1.1. because of the better translation and I've edited the file but it hasn't slowed the clock down at all. It's definitely the 360/60, 360/12, 180/60 & 180/12 values right? I've edited all of them as you said, edited only the /60 ones, only the /12 ones but nothing works.
It seems, I'm not the only one having this problem.
 
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3.60 star(s) 33 Votes