Is there a way to set the Infernal seals to a value like 2000 or something ike that by editing the save file?
Several. Console
Code:
kingdom.demon_seal = 10000
kingdom.demon_seal_max = 10000
or edit Kingdom.rpy and set these values to whatever you like yourself.
I kinda dislike the feature of immortal enemies blocking places
The projections themselves aren't too bad. What
is bad is that by that point, you're mostly committed to winning or losing the demon invasion route.
Also, I recognize that you can hold off the invasion by saccing but the main way to get disposable v is by town tribute,
There are lots of other sources. The most reliable is attacking the Capital itself. If you can bypass the walls, the market is an almost free source of city girls. I'll change the 'almost free' so there'll be at least a little challenge.
A moderately tough dragon can rob noble girls from the rich quarter and princesses from the palace. Beating these battles is considerably easier than handling demons, and in the WIP version, you'll get 7-8 seals per noble maiden.
You can also steal nuns from the city if you have the magic.
and half the time it is devastated, and weven when you do get one it sacrifices for 4 to 6
Don't devastate the countryside until you're ready to face the consequences, then.
The idea is that you should
not terrify the populace badly enough that they turn to demon sacrifice if you are not ready yet. Let poverty recover while it's still relatively low (since it takes longer to do so when it's high), perform occasional sacrifices to keep the timer up, and have a storage of disposable girls for an emergency. And
don't let the cultists get away with their shit.
This is basically
the challenge of the game. Removing it kills a lot of the difficulty.
Also, would setting the value above 666 break the game?
Setting it above 666 works fine right now. I'll make it so it can't go above max seals.
And would removing the invasion lock out content that I have not discovered?
Not really.
I am currently at -112 seals and the dude appeared and locked out dragonia, the sea, the smugglers isle, the wild tribes, etc.
Don't let the gates spiral out of control. The more there are, the more projections each individual gate has.
Trying to fight the projections is useless, it says the dragon and team deal upwards of 30 damage a turn, and shows full damage taken in the damage received spot, but after the combat turn ends, it states the projection has, like, 5 less health.
Can't reproduce. Probably a display bug I fixed a while ago, the 'damage received' info is incorrect. These projections are all but immune to physical damage (and poison+sound, so Black and Steel dragons might have trouble
).
I tried modding my save by using Notepad++ and searching up infernal, seals, seal, etc but it brought up no results. Seems the code is in russian.
Changing saves is much more reliably accomplished via the console. And the code is in Python (or its Ren'Py derivative), which is English. Ren'Py saves are in a compressed format, I think, but there
are save editors around for them.
Also, some errors I have noticed: the debug menu is only partially translated.
You're not supposed to be playing with debug mode enabled. Duh.
The power roll during engagement for hands makes an error that can be safely? ignored but the hands will not be tied.
I think I found it. Does it say something about 'if if ...' somewhere?
The goblins show up on the list of minions to be sent to the lizardmen, but cannot be sent.
All sorts of things show up there (bandit guards, other monsters, girl minions), but only lizardman variants can be sent. It's a lizardman village, after all. Just like girl minions and bandits show up in the 'send to Army' screen, but cannot be actually sent, since they're really not a good fit with the other monsters. I'll remove the extras from these screens.
The action of clicking ignore with the skills folder incomplete auto wins the encounter, a tiny dragon can take a princess.
Known bug, addressed multiple times. Download the extras in the OP. Although not all princesses are very tough.
The mini map for the dungeon is missing, or at least I have not found it despite all the text in the layer building section saying that that it exists.
That seems to have been a feature that was on Eliont's todo list, but never went anywhere. I'm not really seeing a lot of benefit there, either, since it'll mean
lots of extra UI work for little if any change in gameplay.
The traps are unupgradable, or at least the button is missing, even with more than appropriate satiety and mana.
Do you actually have access to advanced traps (you need to have started the 'Protected Lair' quest)? Otherwise, the 'Mutation' button toggles between upgrades, XP spending display and the traps list.
The end turn upkeep screen sometimes bugs out for the captives, showing a price of 10 or more times the actual value, though the stored gold only decreases by the correct amount.
Can't reproduce. Do you have a save where this happens consistently?
Finally, I have a suggestion: Have an underwater cave with, like, 5 building slots and make the underwater grotto be guarded by a kraken or aat least a few mermen.
The grotto might be a little too good, but I don't really want to have
three underwater lairs. The Impregnable Peak is quite similar. I can cut down the rooms from 12 to 6 (the same as a cave) to encourage moving, would that work?
I found it after starting as a blue dragon, and the knight and thief straight up have never arrived, for obvious reasons, and again I a at -112 seals so I have been playing for at least a few in game years.
Both of them
should be upgrading themselves until they can swim. It's a bit random, but with enough time, the Knight is guaranteed water walking or a kelpie and the thief either diving or an amulet. The latter might be cursed, but still... They can even
start with these.
Can you show me what your Knight and Thief look like? And how long have these particular characters been around?