It's not finished yet, I forgot to add that.
AssmodeusDEV
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I've been meaning to do something like prestige classes for some time, but I'm still pondering how exactly I'll implement them. For now I've settled on just having classes as stat spreads, having skill selection be the main source of character customization.
As for repeatable missions, couldn't come up anything interesting concept wise. I might just settle with using each of the girls unique talents to unlock new ways to tackle quests(Melia locking doors, Lyra distracting guards, Natalih healing civilians).
While I want to further develop the RPG side of the game, I'm still committed to five H-scenes a month and I won't neglect the eroge at the expense of the RPG side.
tldr; Every RPGesque feature will be develop with leftover time basically.
Yep, the idea is for the main character to suck up lots of blessings for in the end become way stronger then the rest of the party. I don't know how many succubi there will be in the final version, but it will be enough to make the main character at least twice as strong as any party member, which is fair, since the main character can't switch out of battle like the girls, making the leader the party's anchor. Of course I'll (try to) balance end-game encounters to account for this.
Yep the level gets capped when you gain exp, so if you edit the exp value on the save file. (I'm going to change that, thanks for bring it up.)
Previously, damage was getting scaled with lv, but it was getting scaled too fast so I changed it. Maybe I over did it.
There still a multiplier for dmg by level that being: 1 + (Lv * 0.04)
I'm thinking of scaling the base dmg mod for pcs as (Lv * 0.3)so for example Lv 50 would get you a (15 base damage + the selected skill base damage) * 3. Tldr at Lv 50 slash's average dmg would be 75 instead of 30.
I really need to make a in-game manual explaining how some of the mechanics work. I just needed to test out the battle system, iron out some kinks before type all of that down and not have to do that again if I change something.
As for a damage reduction status, I was comfortable with only scaling the HP stat. There's skills to increase and decrease damage reduction for certain damage types and certain enemies are weak and strong against specific damage types, but for player characters that's passively a flat 1 multiplier.
I'm trying to create a system that you can bulldoze through without giving much thought if you leveled high enough, but you are rewarded for coordinating your party properly and you can counter enemy weaknesses like (silencing spell casters, holy damage undead). Too many RPGs fail to offer a battle system that's rewarding to experiment with and that has a counter-logic that is deep enough.
There's a main storyline and each girl that's important has her own storyline to follow-through mostly independently from each other, so in theory you can focus on the girls you like first. There only one major decision so far in the game with Ulst, but honestly not really that nerve wrecking. There other that are minor ones like how you gather information for a quest.
At level 5 is pretty doable if you use the right skills, like Natalih's Protection against good and evil, silencing and stunning Ibcht also works really well too.
Just keep healing and doing damage switching out characters that are about to fall. You can recruit most of the party member early on with one or no battles.
Make sure your PC supports H.264. So for Windows make sure you have the Media Feature Pack installed, which you can download at https://www.microsoft.com/en-us/software-download/mediafeaturepack.
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