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KingSet

Member
Oct 26, 2019
161
289
Red petal revival is stuck on debt payment. After 60 days when the lady showed up the quest changed to "gather 12000 gold" with a 30 day timer, but the timer doesn't go down. Tried to play through 30 days to see if anything happens and nothing, currently on day 95, still no debt collector.
 

Evangelion-01

Devoted Member
Apr 12, 2018
10,827
7,291
Red petal revival is stuck on debt payment. After 60 days when the lady showed up the quest changed to "gather 12000 gold" with a 30 day timer, but the timer doesn't go down. Tried to play through 30 days to see if anything happens and nothing, currently on day 95, still no debt collector.
The Quest description gives you hint for the reason of that behavior though...
 

Armstrong

Member
May 11, 2017
360
641
Tried it out and it's very good game.
Gameplay is good, combat is so-so, but it's getting rework. Regional map is only thing that not impressive, so little thing to do for no gain, and making mercenaries obsolete outside of main events.

Story is enjoyable, characters are good.... except Kisayo. I didn't like her from the very beginning, but as the game progressed, I began to hate her. And her sending Nekomi to spend night with MC to prove "something" didnt help either. She doesn't want to get in forced marriage herself, but forcing MC to marry her is very nice. :HideThePain:
I hope we will have choice not to marry her.
 
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Jash83

Active Member
Jun 8, 2019
543
1,038
Hope it will be possible to whore out the actual love interests of the game in the future :sneaky:
What are you talking about? You already can whore out Saka.

And don't you try and tell me that Saka isn't a love interest, or I shall be forced to smite you mightily.
 

jowishg

Yare yare dawa (ง •̀_•́)ง
Donor
May 6, 2018
2,507
4,324
What are you talking about? You already can whore out Saka.

And don't you try and tell me that Saka isn't a love interest, or I shall be forced to smite you mightily.
By love interests i mean the girls who are not whores beforehands, like the childhood friend and her squire (don't remember the names)
 

Jash83

Active Member
Jun 8, 2019
543
1,038
By love interests i mean the girls who are not whores beforehands, like the childhood friend and her squire (don't remember the names)
Kisayo and Nekomi. I confess that having only 4 working girls in your entire brothel is still a bit limited for a game that's primarily about, well, managing courtesans in a brothel, but from a story perspective it's unlkely that those two will join the roster- neither would be willing to volunteer or do it "for fun" (Kisayo in particular, plus her father would literally kill you if word got out) and you'd have no grounds to be able to argue them into it unless the brothel was in such financial trouble that there was literally no other choice- and since how well or poorly the brothel does is dependant on your gameplay skills, that would require a really contrived story development. Plus training up completely untrained workers in the mid-game would be rather frustrating, actually- Mei is already hard enough to bring up to scratch because she's lagging so far behind the others, so it'd be better that any other new girls you get are brought in from elsewhere.
 
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akselx

Active Member
Mar 29, 2020
778
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Wow, you're doing insane work out there! A few questions, though:
Fast Stance decrease defence against "Normal" damage. Is this supposed to be "Balanced" or there's some difference between "Normal" and "Balanced" damage?
Am I right to assume that Flash Strike and Overhead one deal "Fast" and "Heavy" damage respectively?
Is there inherent difference between types of damage or are they just tags?
 
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fidless

Engaged Member
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Game Developer
Oct 22, 2018
2,624
4,625
Wow, you're doing insane work out there! A few questions, though:
Fast Stance decrease defence against "Normal" damage. Is this supposed to be "Balanced" or there's some difference between "Normal" and "Balanced" damage?
Am I right to assume that Flash Strike and Overhead one deal "Fast" and "Heavy" damage respectively?
Is there inherent difference between types of damage or are they just tags?
Normal == Balanced.
Need to fix the text :)

As an example, Fast stance changes the basic attack element to "Fast" so hitting an enemy with a "Heavy" stance that is weak against "Fast" will hit for an extra +30% dmg. If using a skill with the "Fast" element and Fast stance, the total bonus to dmg is 60% (30%+30%).
If using a skill with the "Fast" element, but Heavy or Balanced stance, the total bonus to dmg is 30% (0%+30%).
There's also a Multi-Style element that deals extra 30% damage no matter the stance.

Basically, it's a "holy trinity".
Heavy>Balanced>Fast>

Additionally, all stances and skills have hidden bonuses.
Heavy - High dmg/low crit/mid hit rate
Fast - lower dmg/high crit/lowe hit rate
Balanced - mid dmg/mid crit/higher hit rate.
With some practice, it shouldn't be a big issue to keep with the bonuses. You can hover over the enemy and it'll show "This enemy is weak to X stance".
Enemies rotate their stances, some prefer certain stances since their skills are oriented around "Heavy".
They also change their stances to maximize the damage output as well (reacts to player stances). But with a reduced AI priority. We don't want enemies dominating players. :D
They also heal allies when needed, uses skills to protect themselves or others if needed, etc. Use attacks with their stances to maximize dmg. Multiple conditions running while they battle.

Woohoo, we reached 100 pages!

DAMN FIDLESS! Nobody can say you've been slacking off since your last major patch! And after you release this one, you should go on a well-deserved trip if your health codes allow it; this is all pretty impressive! (y) :cool:(y)
Thank you, but there's no time to rest (y)
 
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akselx

Active Member
Mar 29, 2020
778
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Heavy - High dmg/low crit/mid hit rate
Fast - lower dmg/high crit/lowe hit rate
Balanced - mid dmg/mid crit/higher hit rate.
What does hit rate means? Number of attacks or chances to hit enemy? It seems counter intuitive to for fast to have lower hit rate.
 

fidless

Engaged Member
Donor
Game Developer
Oct 22, 2018
2,624
4,625
Shouldnt fast stance have a higher hit rate. And balance have normal everything
The principle like playing tennis. Hitting faster can catch your opponent off-guard but overdoing it can result in missing your shot or landing your hit off the target as you prioritize speed over aiming precision calculation.
Balanced is balanced. You don't take risks and aim for the target.
Heavy is just putting more force into it. Doesn't mean precision is a lot worse, you just take more time focusing your body into a harder hit, but this allows your opponent to react faster. I think I also read in "kendo" descriptions about it that it allows user to land a harder hit by sacrificing defense. Overhead hit I think takes a tiny bit longer to swing compared to simple thrust for example.
Faster means you open your guard to someone who knows what they're doing and ready to strike exploiting your weakness.
Balanced can be overwhelmed with superior strength.
Heavy opens you to unexpected attacks as you lose reaction time.
But I'm no expert at tennis or sword fighting. I thought this sounds logical and I had to somehow balance things and add a unique touch to different stances.
Overall it just a minuscule bonuses that no one will notice during playtime if they're not aware of this.
In the end, it just simplified mechanics. Actual sword fighting has a lot of more stances for various uses and counters, but that won't work well for this format.
 
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Harem_Master

Active Member
Oct 8, 2019
587
1,025
The principle like playing tennis. Hitting faster can catch your opponent off-guard but overdoing it can result in missing your shot or landing your hit off the target as you prioritize speed over aiming precision calculation.
Balanced is balanced. You don't take risks and aim for the target.
Heavy is just putting more force into it. Doesn't mean precision is a lot worse, you just take more time focusing your body into a harder hit, but this allows your opponent to react faster. I think I also read in "kendo" descriptions about it that it allows user to land a harder hit by sacrificing defense. Overhead hit I think takes a tiny bit longer to swing compared to simple thrust for example.
Faster means you open your guard to someone who knows what they're doing and ready to strike exploiting your weakness.
Balanced can be overwhelmed with superior strength.
Heavy opens you to unexpected attacks as you lose reaction time.
But I'm no expert at tennis or sword fighting. I thought this sounds logical and I had to somehow balance things and add a unique touch to different stances.
Overall it just a minuscule bonuses that no one will notice during playtime if they're not aware of this.
I did Collegiate Fencing for 3 years in the mid 80's (Sabre); you are not wrong.
 
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