I used the saveeditonline thing and boosted the dragon attack thing and the fire ball attack thing... my dragon attack now is around 9000 but on different things it goes up or down depending on how resist they have...for the fire I changed cost to 100 cool down to 1 and the damage to 50000 it pretty much kills any one thing ...
it is clear what you can tweak and subtract all with one click.
But since the developer introduced it into the game exactly in this form, the passage by game means is implied.
Otherwise, why create an event when you win?
The dwarf godem is also armored and, hypothetically, he could take damage if he stood in front of the demon. But even so, you glue your fins from retaliatory blows.
And in the original (according to the textual description of the event), it was the golem and Pinocchio that took damage, while the others were picking at the deomon.
And the angel healed, and did not merge from retaliatory blows.
I have a question How do you use the extra exp in this game or mod? the only thing I have found is the extra exp can go into evolutions when you get ready to sleep...but for some reason when you go to click on it it says something about only legendary dragons only...wtf in the og defiler wings game it was a way to get bigger and stronger faster...
the remake of defiler wings allows you to use the extra exp for evolutions...this mod on the other hand does not ... or won't in till you reach legendary status... not sure yet it keeps saying the same thing over and over when I try ...
Requested by FFTW
If you want a game compressed or want to help the community with more crunched versions, join us at Game Compression Requests 2.0 and post your requests or compressions!
This ain't my cup of tea of games I'd enjoy, but hope those that do can use my compressed version of this modded game.
I tested some scenes and it appears to work. I included the hotfix3 patch.
If it breaks for certain scenes, it was not intentional and should use the official version instead!
This unofficial port/version is not released by the developer, download at your own risk.
Time For Dragons - Defiler Wings: Deranged Dragon Mod [29-07-2020] [Jman]
Original Win10_64+hotfix Compressed: 1.4 GiB
Lite Win10_64 Rar Size: 510 MiB
The Dragon is, maybe. You as the dragon's handler are not.
From a fluff POV, you could also look at it this way: it's not the loss itself that's the problem, it's entering battle and doing so badly that you lose some minions, even if they're trash. But pride and shame are mainly metagame things and are not supposed to be taken that seriously. Unless you want to.
Anyway, the current incarnation is actually a pushover. Proof (from the current release):
This is just before he gets ganked. The dragon and minions used here are pretty much maxed and optimised, and thus waste him like a lost puppy:
I'm clearly going to have to take a hard look at him, put in more waves of demons, parrying and minions get nerfed anyway... Probably still won't be enough, but we'll see.
Note that this is all on normal difficulty, and impossible is quite a bit more difficult. I don't even know if I want the player to have that option for winning on impossible.
But since the developer introduced it into the game exactly in this form, the passage by game means is implied.
Otherwise, why create an event when you win?
Sleeping, a day and 10 satiety to 'use' one point of experience. This is one of the big changes of the mod, and is actually documented in the help file.
Originally, Time for Dragons let you spend experience freely. I considered it a giant cheat, and now you've got to sleep for your power, a lot. The original mechanic is only retained for late game (that's what "legendary dragon" means) as a way to skip some tedium.
Defiler Wings had no experience mechanics at all. You got a new dragon with a new power every time you went and completed a quest, there was no evolving your current one.
Updating a zillion mirrors for every update. I also personally don't like Mega, even as a user. Feel free to set up additional mirrors if you wish, or petition a friendly user or mod, and I'll add links to the OP. But I'm not doing it myself, at least for now.
The original game was uploaded by an... uploader, not the author. And the hotfix is also Mediafire, plus an attachment to the OP, there's no Mega anywhere.
You're advised to add HF3d as well, and I'm making no guarantees about the compressed version, because I didn't create it. Although I doubt there are any problems caused by the compression.
Hi, while I haven't played the original Defiler Wings, I have been enjoying your modded version of the game a lot Jman9. Thank you for your efforts to improve a (to my best knowledge) already great game, and continued work to do so.
There is a lot to be said about the game, and there is this (fairly simple) idea/suggestion I had in mind that I think once implemented would somewhat alleviate the lack of "romance" in the game, that I'm sure has turned away many people (including me at first for a very, very long time).
The idea is as follows:
In addition to the current "affection" statistic, maidens have an additional statistic called for example "loyalty".
This is the root of the idea. This by itself is not very exciting (yet), but for the curious, it might raise a couple of questions:
What does this loyalty statistic do (i.e. why should I care about it)?
When can loyalty be raised/changed?
How can loyalty be raised/changed?
Of course you have the complete freedom of how you want to implement this loyalty stat idea (i.e. how you answer these questions), you have the complete freedom to decide whether to implement this idea at all to begin with. However, I do have a couple of ideas/suggestions:
For (1), I'm not sure whether it would be better to let it scale with loyalty, or have it simply be a boolean; if implemented as boolean, it should be easier work to do so. Furthermore, in my opinion the total boost to be gained should not be significant to begin with (for example +1 attack, +1 master, +5 hp at max).
The main additional interaction I was thinking of, was making it possible to have sex again with the maiden. While it would be really nice if this interaction has its own flavor text (which if necessary I suppose I can provide. Just let me know), I think you can also just re-use the 100 "affection" flavor text.
Regarding (2) from a gameplay/balance point of view, what could this mean? I can think of 2 benefits to be implemented:
An additional rage sink
Offspring
(1) is not really something significant I think since it costs lust which is usually too valuable, but it might be nice for the early-ish/mid game I guess (assuming you don't save scum the crap out of the game like I do). Now, what could make this rage sink idea interesting and worth it no matter what stage of the game you're in, is if it's a separate interaction, that does not consume lust at all. The constraint is just that you can use it once per slumber or something, anything to make it balanced. You can call it something like "talk", or "visit", but what I think would make the most sense would be "play/toy with" (follower edition).
(2) though, is both something that greatly excites me, yet worries me. It worries me because it will likely impact (-> break) the current game balance, but it excites me because if done correctly, it won't, and will add a fun little goal to reach to the game.
This is what I had in mind: Offspring from follower maidens are by default less powerful than when the maiden is a prisoner. However, if the maiden is still a virgin, the offspring gets a significant boost in statistics that when compared to prisoner offspring, is slightly (or a lot?) better. I believe that this would be balanced, since using followers to breed low-quality minions for say the army is not a good idea, as you cannot put followers in breeding pits/milking farms to protect them from the risk of death at birth, and raising another high loyalty follower takes a lot of effort. Perhaps there is also the additional penalty that pregnant followers cannot accompany you in battle and/or be assigned to buildings (except for a new building dedicated to this?). However, it does add a new "ultimate" goal to the game as far as breeding goes: break a maiden, convince her to serve you, raise her loyalty (all the way to the max), and only then, you take her virginity.
I think that the best way to implement loyalty change, is to draw some inspiration from how experience is gained on followers:
It can be changed from battles
It can be obtained naturally over time (->in the lair)
For (1), I think it's obvious to say that after a battle, loyalty gets raised just like experience. One little addition however, that is a little bit less obvious but might be worth implementing, is that upon fleeing, loyalty is lost instead. This could add a nice little bit of challenge to raising loyalty I think.
For (2), possibilities can be from having it really be passively and unconditionally (aside of "be a follower" of course) incremented over time, to adding conditions such as "must be assigned to a building" (perhaps even add a new building dedicated to raising loyalty. for example maybe a resting room, that functions as increased health regeneration as well?) and/or new interactions (now this, would be amazing, but it would probably also take the most work).
Some additional remarks I have:
It could be nice if loyalty is not exclusive to maidens, but is innate to any follower. Of course the monster-type followers won't have additional interaction options (or at the very least, it won't be sex lol), but at least they can benefit from the stat boost.
The way I see it, there are two ways to implement loyalty. One way is to really just have it be a new additional stat added to the game. The other way would be to just modify the current "affection" stat: either increase the max value or rescale everything, then put a temporary limiter at the point where you cannot raise the affection stat until the maiden becomes a follower. The reason why I mention this is because if the current affection stats gets modified, then I think the name of the stat is fine. However, if loyalty is implemented as a separate stat, or even if loyalty is not implemented and we just stick with what we have right now, then I really think that the affection stat should be renamed. The first thing that comes to mind would be "fear level". The "loyalty" stat can then also be called "affection" if you deem that more suitable. Some other names that come to my mind are "favor" and "servitude", though I must say I quite like "loyalty". Some example tier names for loyalty from 0 to max: treacherous, enduring, cooperative, respect, devoted/adoration, worship.
"Lore"-wise, I think all this can still make sense: in order to convince a maiden to follow you, you promise that you will not torture/kill/rape/whatever them, but after loyalty is sufficiently raised, the maiden will willingly submit themselves to such actions from you.
I hope that this idea was as interesting to you, as it was to me. If nothing else, I hope it provided inspiration to whatever endeavors you have planned.
You're welcome. Although all the Defiler Wings games have their problems, the mod included, and their singular claim to greatness is that there are no other games quite like them.
This is a fundamental part of the mod, and I'm sorry, but it's not likely to change. Not because I dislike romance, but because of several, largely practical reasons:
Effort. Making a proper romance sub-game, a procedurally generated one at that, is not trivial, and isn't likely to satisfy everyone even then. Brothel King has the best implementation of 'random romances' that I know of, and players are still complaining. Me implementing a knock-off version of that would take a lot of work, and I can't write half as well as Goldo.
Competition. Ravager exists, has hand-crafted scenes, custom art, semi-professional devs and is generally designed as a 'play how you want' game. Including a fluffy dragon route, so to speak.
Ability. I've had trouble proofreading the current game, writing a considerable new portion, especially a romantic one, is beyond my skill.
Violates the resource management focus of the mod. I suppose there could be a 'softcore' version that might or might not cost lust, but the devil is, as always, in finding and separating pictures for that. I've already spent a fuckton of time on other picture-hunting endeavours.
Offspring from follower maidens are by default less powerful than when the maiden is a prisoner. However, if the maiden is still a virgin, the offspring gets a significant boost in statistics that when compared to prisoner offspring, is slightly (or a lot?) better.
Won't matter that much, since dragonspawn start as hatchlings now. And I refuse to un-nerf minion stat caps again, or sabotage their leveling mechanics, for something that's not part of the core experience. And a romantic dragon is exactly that.
However, it does add a new "ultimate" goal to the game as far as breeding goes: break a maiden, convince her to serve you, raise her loyalty (all the way to the max), and only then, you take her virginity.
Well, it's a challenge all right. I'm just not seeing a good, thematic reward for this. The proposed ideas would mean every Dragon will want to romance as many women as possible, which is totally against the spirit of the mod. I could see some mild bonuses, like maybe better milk, or reduced runaway chances for all captives. I'm not yet convinced any of these would be a good idea, because what's the trade-off here? As far as I can see, 'loyal' captives are a straight upgrade over terrified ones.
Uh, now that really does not work. The obvious candidates would be 'willing' dragon-sex (which currently does raise affection), gifts like in DW 1.4.1, and maybe some sort of chat option.
Yeah, no. The power creep was bad enough already. And a dragon does not instil loyalty, he inspires fear. I don't think having to micro loyalty for minions would be all that fun.
Not really. You don't make promises to meat. What really happens is that they're so terrified they're willing to do anything to have a chance at not being pronged by the huge dick again, or pawed by goblins, etc.
That goes straight into the brainwashing category I don't really like too much. The maidens mostly pretend they like the sex, to save themselves from getting eaten. Some are nymphos. They are tortured into high-level affection, and I think the only exception is the 'brown tramp' who's already conditioned to like beastly cock and fails a will check.
In any case, getting a 'love route' in the game is not a priority of mine. It'd need at least the gifts mechanic, and porting that over is a medium-sized task. I have a big list of things to do that I find far more interesting.
If you're really serious about it, I guess you can write a sub-mod. We can discuss the specifics and details in private.
Heya, I haven't touched these projects before, but they look quite interesting with some fetishes I enjoy (pregnancy, beast on women, bestial harem). Just wanted to clarify what kind of content in the game is mandatory or what a new player would be getting into (I am willing to get through high difficulty if the actual erotica is good).
Is killing/sacrificing women in the game a mandatory part of the experience? Because that would obviously be the biggest personal turn-off. From reading some of your posts, it's obvious that it's supposed to be a immoral fantasy, but are you able to make or "corrupt" your "slaves" to enjoy sex in a dub-con fashion? I think there is that term "mind-break" which doesn't really make sense, but is usually associated with fantasy content I find easier to enjoy when consensual isn't an option.
Obviously you have a vision for your project and you are putting a lot of hard work in, I'm mostly just curious if it's something I could engage with. Thanks in advance!
Dubious Consent, the fantasy fictional porn concept of forced sex but the victim inadvertently enjoying themselves or even treated as a minor inconvenience. Playing down the horrific abhorrent reality for fiction/fantasy basically.
Thank you for the answers/clarification. Is there perhaps a list or resource for finding cheats? From a cursory forum search I find mention of console commands being integrated, is there perhaps a list packed with the download?
Dubious Consent, the fantasy fictional porn concept of forced sex but the victim inadvertently enjoying themselves or even treated as a minor inconvenience. Playing down the horrific abhorrent reality for fiction/fantasy basically.
Thank you for the answers/clarification. Is there perhaps a list or resource for finding cheats? From a cursory forum search I find mention of console commands being integrated, is there perhaps a list packed with the download?
There is actually some consent (a very small number of girls can be taken by dragon willingly). But most of it is rape. Brutal rape, that can (and will once the dragon is bigger) result in the death of the girl.
It was mentioned that there is a cheat to disable that in the thread, so if I'm able to figure out how cheating actually works/what the actual codes are then that should probably be fine.
Most of it. This is not really a smut game with gameplay any more, it's more of a light strategy game with a very difficult start and lots of stolen smut art.
Getting killed by watchdogs and peasants, reloading for sheep encounters, and the game over screen. There's a pretty representative example here. Read my reply, too, because many of these things were actually the result of misunderstandings or mistakes.
It's mostly random stolen art. I've tried to maintain some standards, but I inherited a bunch of ugly 3D pictures, and the randomness and general rarity of adult art featuring dragons means it's not really very consistent. I do think the pictures are generally above average quality given these limitations, but there are notable dips in several places.
The text part isn't all that good, either, since it used to be Runglish and a lot still is. If you're heavily into the fetishes involved (monster rape, with minor vore and guro; medieval adventurers, a little bestiality/tentacles), I guess it's passable.
Random slaughter and vore are avoidable. Sacrificing... Well, I suppose you can do without. But if you want to not lose? Absolutely necessary and you actually have to strive for it.
There is one not too hardcore sacrifice picture you're going to see quite often. You can replace it, if you wish, or lobby me for a replacement (possibly a game option) if you find something better.
Yes. My stance on it is that most of the captives are faking it after the dragon has broken their will to defy him, hoping to survive longer, but it's written ambiguously enough that you can absolutely interpret this as consensual. It's not explicitlydubious consent, though.
No. This is a game with very horrifying and occasionally lethal dragon sex. You usually rape and torture your captives to breed them and get their 'affection' level up. Depending on whether it's an easily cowed, slutty peasant or a haughty, prudish princess, that can take months and multiple pregnancies. You can always eat or dismember them, even during sex, and especially when they resist said sex and the dragon gets really pissed off at that.
Well, not quite. I've steered clear of mind-breaking, magical or otherwise. Your victims are never truly content with being held captive, and if you give them a chance, they'll bolt. There will be a minor 'cheat' option in the future, so that max-affection captives never run away.
Do you want to play as a big bad dragon and/or a resource management game of raising one? If yes, this is the game for it. If not, Ravager is the better dragon game, and there are lots of other, more arousing monster breeding games out there (Goblin Burrow just got an expansion).
As I've said before, the console is a Python interpreter and you can basically program your own game in it (very inefficiently, it'll probably crash before you make significant progress).
A short list is here, andsome more here. Basically, it's easier to open up 'game\_script\characters\PlayableCharacter.rpy', 'game\_script\characters\Girl.rpy' and 'game\_script\subsystem\Kingdom.rpy' and look for the attributes at the start of each file. If you want to do something more complicated, ask here.
Not sure console actually works for that. Ambjorn made a mod for 'immortal girls' a few hotfixes back, and the WIP version does have a cheat setting for this now. But implementing that cheat setting took me quite some effort.
I guess you can just console 'lair.cells[x].maxhp = 10000' and 'lair.cells[x].hp = 10000', after putting her back in the 'free-range' area. But this will break combat if you use her for that, will trivialise torture as a way to gain affection, and you'll have to do the same for every new captive.
TL;DR download link below for subpar modifications to the game that will allow you to mate with maiden followers if their new stat loyalty is high enough. And a bunch of other whacky mechanics.
Thank you for your quick and insightful response (
(just a heads up; this is the start of a bunch of bs. Might want to skip. Basically: full fledged romance? Nah. Scraps of doki doki and moe and most degenerates including me can fantasize the whole picture together though)
Having read what you wrote and after giving it some thought, I do understand where you are coming from. As you have said, to include fleshed out romance in this game (in particular, storytelling) would be... far-fetched, to say the least. While certainly possible, it would require an overhaul of the likes that are far beyond what can be reasonably asked for within years, and asking for an overhaul spanning beyond years of work, for a mmm let's say questionably constructed game about mountain-sized dragons plowing fairies is... head-scratching. In many ways.
However, likely due to me being rather vague about it, there might have been a misunderstanding. I never asked for a fully fleshed out experience. First of all, again, that would require a lot of effort, too much realistically speaking. Secondly, I myself do not even believe in romance being "fully fleshed out" in media, much less in a source like this game. It is too constrained by trivialities, too shallow, too etc. Until the day we can perfectly harmonize virtual reality and real life and call such union a game, we can only dream (and crawl our way toward said dream).
Having said that though, I do believe that if a game is giving the right nudges, the user's imagination can carry the dream quite far actually. While the quantity matters of course, it is also important that you slip the right pieces. If provided such pieces, the human mind is remarkably good at filling in the voids in-between to complete the puzzle*. The solution might not be what the author had in mind, but result can be fascinating in its own right.
So, instead of painting a Van Gogh (or rather trying to, but finding out halfway that we are not, in fact, Van Gogh and we did not draw a flower but a dog with three ball sacks and a hooter for snooter), we just splash some paint on the canvas, recommend a palette or two, and voilà, the viewer is finishing up a masterpiece of their own (in their own mind, for only their eyes).
How on earth does this all tie back to Deviler Wings though? Well, we can implement certain actions the player can do. Doesn't have to be neatly done, doesn't need a whole lot of flavor to it, but as long as it's there and is not too stale, we're good to go.
However, should Defiler Wings have romance to begin with? Like, at all? Mmmyeah no, not really. The game wasn't originally about that, and neither is it right now. Not even a bit. Even if I fantasize like there's no tomorrow, romance just is not in the game currently, unless I outright rewrite some parts that are happening in the game and essentially go completely off the trials. If you were not looking for hugs to begin with, no problemo. If you did, or were kinda hoping for some, you're either steering clear from this game, or against better knowledge you dove in on a prayer (like me) and got sorely disappointed. Big shame, because I really do like a lot about the game. So much so, that I am here writing my buttcheeks off to begin with.
(end of bs)
So there's that, that's basically how I view romance in Deviler Wings, and implementing it; Doesn't have it, doesn't need it, but it can, and I lowkey desperately want it, and it's totally fine if it's a little bit shite, if it means I can have it.
Now, regarding balance, the way I see that, is that it's a lost cause to begin with. It's either too challenging here or too easy there, often both at the same time and for all the wrong reasons. Might as well throw in a bit of fun into the mix, and while this is certainly, most definitely, extremely subjective, I think the changes I proposed (or rather the idea behind them, i.e. not the exact numbers/methods I provided) are quite promising. It adds a bit of a different kind of character building, a still grindy but less RNG-focused way of progression that yes might be too OP or too dumb or too whatever, but perhaps it will be a nice stepping stone to greener grass, and if it sprinkles in some hints at romance, the more the better
I'm neither "really" serious about it, and I wouldn't call it something as grand as a sub-mod (though I suppose it technically is), I actually already put something together (and sorry about the "discuss the specifics and details in private" part. I uh, I guess maybe next time? Lemons :/ )
If you want, try it out. Then tell me why it's bad and you hate it and I'll give up. Or tell me why it's good and why this should be further developed, and I'll tell you why you are the perfect guy to make the harem dream come true. Or someone else. Anyone but me (if you still don't get it, this is pretty much how far I go. Was interesting to get to shake hands with Renpy, but I think I'll call this a one night stand).
Or don't try at all because romance is not in Defiler Wings and it shouldn't because you're a fucking dragon the size of a mountain with a dick the size of a truck trying to snoo snoo with lotsa force and not so much consent, with Eragon's late wife and side tussle among others. Might have opened a bottle of champagne over a candle-lit dining table on a Saturday evening for that, but now? Just lemons. Also, I'm new to the site and lowkey concerned I am breaking some rule by for example uploading files. Not sure, will see.
*Though to be fair, usually it is not that our brain actually filled in the gaps, but pretended that it did and convinced us to really stare down the pieces we do have. A fun little test you can do (as long as you have the ability to form mental images. That is, you do not suffer aphantasia lol. Rip in that case) is to visualize a memory that you believe you strongly remember. After doing that, ask yourself about trivial details in that scene, like what shirt is person X wearing? What color? Was it a shirt to begin with? How about the desk? What color? How many drawers? Etc. Unless you have eidetic memory (a.k.a. photographic memory), you're very unlikely to be able to answer many of them faithfully if any at all, and yet as you continue to pile these unanswered questions about the memory and realize just how little you actually remember, the visual image probably still remains coherent, or at the very least it was/you believed it was when you recalled it. How is that possible, if 95% of the information is just not there? It is because our brain is a criminal mastermind at bamboozling us