i replayed the game and i think the hangouts need some locks or changes in the morning event dialogues, right now you can make every maid fall for you way before their interactions with kane which feels like im sequence breaking, you can do every hangout by day 21 but Seraphina's 4 (require day 25+), Mirabelle's 4 (day 27+) and Hazel (fuck every maid) because they have time related requirements.
You can make Ophelia fall for you in 10 days.
next day event.
day 22 event
Also even if nothing happened yet Hazel and MC still mentions their relationship
I'm always open to tweaking and improving the gameplay, I just haven't had anyone make any suggestions or complaints for a while so like a pyramid of cards I'm being careful about it.
(after writing message: I don't know if that was a good of bad thing you didn't had these ; but in case you did miss these big message, here you are! Didn't expect to write for too long.. again)
I'm some version late on the update, so sorry to not have made a big essay of update since a while ^^"
(Part busy IRL, part being a bit too used to the game + burnt out by the restart from scratch every version and being done with the dungeon before reaching the new content (yay for NG+!), part is the gameplay was a bit less to my liking than my memory of the earlier runs - tho it may be partially nostaliga talking)
Disclaimer: Last time I really played was on my last essay ; I did fiddle a bit on 7.0 and since I played on an OP save and stopped as I reached NG+, I don't have much to say about the balance of the latest version. yet. I did look at all patch note, so I do think that post is not totally a miss. If some part are, sorry!
IDK how the balance of the mob nowadays is - but if you spend a lot of time in the dungeon by one shotting anything (which is a direction the game encourage, since you don't lose health when killing), having the element stay until they are triggered seems like an improvement:
- it does allows to prep some setup to use on stronger mobs (like, apply element so you can unleash the reaction on the boss)
- it does allows to use reaction - at all (which was not really doable if mob die in a single spell - and is a constant at the earlyest part of the run)
- if you destroy monster in a single hit, I'm not sure there is really much point of doing most of the reaction in the first place, buffs aside (or not, depending on the battle flow and when "mob is dead" is checked")*
- Alternatively, allowing player to cast multiple spell on their turn is IMO the most fun version ; but don't apply on one shot scenario. More on that below
- The core/first problem to fix is not "reaction reseting" but "there is only one shots, in one camp or the other".
And feature request: if element last multiple turn (or only for overall visibility) please add big icon on the mob head when they are afflicted with said element! (or show a reminder in the text log than some elements are applied)
I would say than I definitively agree with that sentiment and that was something that bugged me / I complained about multiple versions earlier ; and it's definitively a problem that I encounter on the most recent version (which also coincide on when I discovered the strength of selling crystals, so my take here is a bit biased)
Heat HP scaling exponentially is fine ; but to achieve the fun bit of "having multiple turn on a mob and trying to bonk them at minimum cost", the scaling NEED to reach a point when mob stay some turn and deal some damage to the player ; so their HP need to catch up to player's attack way before the attack catch up on player's def.
And while i'm on tangent: on mirabelle core enhancement:
Having it provide a shield each time you take damage [while ice wall is active] instead of [at the dungeon start] would make it way more appealing / interesting. Currently it's somewhat like extra HP you can't regain - which is not really an excitng upgrade to play with and not game changer at all.
Even if ice wall is pretty weak in term of defense, it would make a big enough differense to consider using it again.
Alternatively, why not both (shield on dungeon start & shield on damage taken while ice wall is active).
Incidentally, I'd also like to point out that currently, the Pain spell is essentially impossible to use unless it's activated by an event, because for the same reasons Reactions are hard to use, Pain can only be activated against an enemy you don't need it to kill. Once you're at the point where you need more than one hit to kill an enemy, you just die on the turn you activate Pain. Maybe that spell should not consume a turn, like with Lyra's spell, even if it means the spell must be nerfed to balance it.
Yeah, I've actually seen one game get completely removed from Patreon and banned due to having children characters in the game-
Not in a sexual way, but the MC literally had the ability to have children with other characters, which you could then see grow up, and one character had a younger sister-
They got banned for simply having underage characters in a game with sexual themes, even if none of those themes actually was focused on the kids in any way-
I think it's more so a very specific crackdown on CP, that just so happens to encompass all child characters as a whole, that specific dev has since had to move entirely to Subscribe Star.
I don't think it'll be an issue for Twisted Scarlett unless they added more of a family aspect to the game, specifically if say, Seraphina got pregnant, and her child actually appeared as a character in a time skip but not as an adult.
If anything, I think their previous game, Monster Girl 1,000 would've been hit for that, but none of those kids appeared as actual characters, so even that's ambiguous.
Nah its just that patreon as a whole just doesn't want adult content on they site but they know if they outright tried to ban it all they would implode as seen with other platforms that tried this nonsense. So they slowly make minor reasons or logic holes as a reason to target those as adult content as a way of saying we don't want you here while trying to appease credit card companies who have way to much power.
I honestly prefer it this way and we got more games like this but tbh we don't get many good futa games as a whole lol shit man when we do get one the dev always flakes out or somethin
Some big changes are coming to the dungeon, hopefully improving it even more:
Predictive Damage:
If your current attack does not equal the damage you'll deal for whatever reason such as having "Pain" active, a predictive number will appear below your ATK:
And the same for all spells:
The same applies to enemies, but this is much more common due to defense altering their damage:
If an enemy is ever about to one-shot you, you'll now get a warning:
Bubble Barrier actually Barriers:
It was suggested that Ice Wall get its shield back to offer more flexible defensive options, but I figured it made more sense to spread the love.
Bubble Barrier now gives a unique shield equal to the amount of turns it has left. This shield is unique from other sources of shield, and it'll diminish at the same rate even if its taken damage. However, it works with Emi's current upgrade that allows it to gain another turn, meaning you'll actually gain shield when that procs.
In exchange for this buff, Bubble Barrier now does slightly less damage when you first get it.
Event Combat Log:
Wonder how that last enemy died? You can now check the combat log after a battle:
Would you look at that? It was my counter damage that finished it off!
Reactions Changes:
Due to the one-shot meta, it was hard to interact with one of the more interesting systems the game has to offer, reactions. Enemies just didn't have enough HP but their ATK soared with heat. It was one-shot or get one-shot. To remedy this, enemies HP and HP scaling have been doubled, while their ATK gains have been slightly reduced.
Additionally, spells that don't do damage like "Pain" and "Firestorm" no longer consume a turn.
The current active element now flashes making it more clear what you have prepared.
I honestly prefer it this way and we got more games like this but tbh we don't get many good futa games as a whole lol shit man when we do get one the dev always flakes out or somethin
Except that we will be getting pregnancy content eventually, so dad jokes also fit here, albeit I will relent that it may be a bit premature for them since the pregnancy content is yet to be added.
This... THIS... THIS !!!
Is it my birthday? Christmas ? All at the same time ? The date say nay but the log deliver !
Everything sounds extremely great thanks a lot for taking the time to for these changes !
Since you can now predict what damage you'll get in the dungeon, disabling the rollback in the combat there may be an idea too! (I'm not ashamed to admit I did use the rollback to find a way to clear a fight - abuse which should now be unnecessary, great!)
If I had to give a single nitpick; that would be that:
I never really considered using the bubble for the damage ; I mostly used that spell for the evasion buff!
I'm not exactly sure how the shield is supposed to behave according to your description ; does it give a nb turn x10% HP shield ; and each turn you lose one of these 10% HP from the shield?
And when it proc, does it only recharge 10% HP as shield ; or 10% x current buff value (the second would be pretty strong too - especially if you can recast it to keep it for as long as you can).
Balance aside, that does seem like a fun ability, and between that and some spell that does not consume a turn, it seem we'll have more combat option now, which is GREAT!
I'm looking forward for the next update!
I'm not exactly sure how the shield is supposed to behave according to your description ; does it give a nb turn x10% HP shield ; and each turn you lose one of these 10% HP from the shield?
And when it proc, does it only recharge 10% HP as shield ; or 10% x current buff value (the second would be pretty strong too - especially if you can recast it to keep it for as long as you can).
Right now, when casting Bubble Barrier, you gain Shield equal to: Max HP x 0.1 x Duration. Then every turn the barrier decreases by: MHP x 0.1.
It's a temporary shield, designed to not be OP since Bubble Barrier is still a good spell with its other buffs and high quality reactions.