Unlike renpy, godot does not have an integrated dialogue system, nor a mechanism to **fully** handle save files out of the box.Maybe Godot would be a good option, but I dont know enough to be sure.
Absolutely, there is a huge gap when it comes to status spells. Even items, ones we do have only make us resistant, and don't provide any combat buff to us or a debuff to enemies. Simply add items and spells in this category will open doors for more creative for boss fights, and not just "give the boss a million HP and spam angel mode until its dead."I will say that Combat needs some form of status spells, like spells that buff yourself or spells that debuff your enemies
Otherwise combat just feels like a war of attrition.
Its a bug Demius released a patch for that. But i'm not sure if he released it for the public too.Nel stole my body, there was an event where she showed Faylen a new suit and disappeared, how to get body back i'm stuck on Glace and liam. I can only walk like a candy or an elf
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Maybe it's not even necessary to have more spells, just add the effects to the existing ones, like:Absolutely, there is a huge gap when it comes to status spells. Even items, ones we do have only make us resistant, and don't provide any combat buff to us or a debuff to enemies. Simply add items and spells in this category will open doors for more creative for boss fights, and not just "give the boss a million HP and spam angel mode until its dead."
It's kinda cool and genious ,if think about it...Maybe it's not even necessary to have more spells, just add the effects to the existing ones, like:
A reaction based element system could be too hard to implement and/or change too much the scope focus of the project but it's fun to imagine. With something like that it would give us more reason to use each spell, aside of being just strong/weak against different mobs. The description is just to give an idea, I havent thought deeply taking balance in consideration, so stuff like debuffs affecting the mobs for x rounds or not would need to be evaluated if its necessary for each type of spell.
- Thunderbolt = chance of stunning (not act for x rounds)
- Tornado = can get the mob dizzy so they may hit allies on attack
- Bubbleblast = make the mobs wet (they can be affected by elemental spells like ice/eletric, from you or when they cast, which increases the chance of the effect being applied)
- Iceburst = chance of making the mob act slower (spd debuff)
- Fireball = chance of getting a mob on fire for x rounds (more dmg than poison but for fewer rounds)
- Rocksmash = after hitting the main target shards are created which can hit the other mobs for 1/3 of the dmg (or something similar?)
Since the mobs can apply debuffs on us/mc it's fair to be able to do the same (and a bit weird in how we dont if you think about for each element).
Yep, that was intentional, some mob effects could be used by us by adapting to a spell that makes sense and applies the same/similar effect, no reason to make something from 0 when you can just recycle what is already there (like the stun debuff from the tentacle mob being the same effect of the Thunderbolt).It's kinda cool and genious ,if think about it...
I also, thought,tat your Tornado debuff seems kinda simillar to mindflyer's confussion effect?
Also, what about dark or light spells?
I'm not judge -jst interested... ^_^
Yeah I quite like this. Regardless of whether its through new spells or adding effects to existing ones, it'll be better to let Celica have access to status effects.Maybe it's not even necessary to have more spells, just add the effects to the existing ones, like:
A reaction based element system could be too hard to implement and/or change too much the scope focus of the project but it's fun to imagine. With something like that it would give us more reason to use each spell, aside of being just strong/weak against different mobs. The description is just to give an idea, I havent thought deeply taking balance in consideration, so stuff like debuffs affecting the mobs for x rounds or not would need to be evaluated if its necessary for each type of spell.
- Thunderbolt = chance of stunning (not act for x rounds)
- Tornado = can get the mob dizzy so they may hit allies on attack
- Bubbleblast = make the mobs wet (they can be affected by elemental spells like ice/eletric, from you or when they cast, which increases the chance of the effect being applied)
- Iceburst = chance of making the mob act slower (spd debuff)
- Fireball = chance of getting a mob on fire for x rounds (more dmg than poison but for fewer rounds)
- Rocksmash = after hitting the main target shards are created which can hit the other mobs for 1/3 of the dmg (or something similar?)
Since the mobs can apply debuffs on us/mc it's fair to be able to do the same (and a bit weird in how we dont if you think about for each element).
Thanks for pointing out for more details.Yep, that was intentional, some mob effects could be used by us by adapting to a spell that makes sense and applies the same/similar effect, no reason to make something from 0 when you can just recycle what is already there (like the stun debuff from the tentacle mob being the same effect of the Thunderbolt).
I think that not every spell needs to have a debuff effect so I excluded light/dark spells since those are a bit outside the rock/paper/scissor concept, on most games light/darkness just counter each other (light dmg on dark mob, vice versa) and that's it. Maybe for darkness it could be something like a % of blinding the mob for less hit chance but idk for light (could be the same logically but that would be boring).
There's also the stronger Area of Effect spells too which I havent thought about since those have mixed elements and are already strong, adding debuffs would be too much.
The public versions of the game are fully bugfixed (but of the previous patreon releases).Its a bug Demius released a patch for that. But i'm not sure if he released it for the public too.
Probably another week-and-a-half or so.almost there , hopefully something.
Maybe there's not enough tags in the thread to make it explicit but yes, there is. ToM is a slowburn game, you wont get flooded with scenes quickly, even the "gallery" takes some time to be unlocked. I like the game but it's not for everyone, specially if you dont like grinding and talking a lot before unlocking the next spicy content. On the itch.io page of the game there's more screenshots if you're curious, it's a good preview.There is sex scenes in this game?
Mostly just when the enemies latch onto you. There is some lesbian fun, lesbian rubbing and lesbian dildoing. But if you're expecting one of the male characters to stick a dick in. You're out of luck. ♀There is sex scenes in this game?