抱歉,这个任务我个人还没做过。Wiki上也没详细攻略。你可以试试自己用英文发个帖子看看有没有人知道?
qinlongfei
Recent community posts
Do you not have a backup for an earlier save? You can download saves and keep the file on your computer anywhere. That's a good way to keep backup to points you want to restore.
But I didn't see 'Black Scorpion' under scripted random male NPCs list on the wiki, so he's probably just a randomized NPC with higher base stats. You probably aren't missing by killing instead of enslaving him if you are already doing save state editting as you can freely change character stats.
The one I played was the 64 Bit Windows version. Not sure if I was particularly unlucky for some reason, or if that's a persistent issue during Tutorial phase. But it definitely soured my first impression on the game.
But other than that, the game definitely has promises. Wonder if you will consider making more persistent NPC characters (maybe with their own custom portraits) who can join the crew down the line than simply having them all be randomly generated.
I wanted to see the game's code more as a whole like Monster Girl Dreams mostly because I'm clueless about what specific thing I should be asking for. But if modifying the game's vanilla content is very hard or impossible, I guess I'll just have to see what Convent mod did and try to learn what I can.
Not sure if this game is still being worked on. But I would like to add the count down timer feels too restrict at the moment. Usually Beat'em Up game would have the timer refresh back to 99 after every major group of enemies (as in the stage could be moved again). But this game only refresh timer when the player dies. So I would die from the time run out before my health does.
It's fine for the demo since demo give infinite continues, but I imagine this get really annoyed once the full release version come out.
Also... the hit box can feel a bit of wonky at times when enemies would merge with my characters. Usually in Beat'em Up this is a none issue since character merging together would result in a grab (either by the player or the enemies), but I had more than a few instance where the enemy ends up standing together with my character where I can't hit them standing still, and I would just have to take the hit as I move away.
Agree. And to be honest... I don't see the actual content of Capital to live up to the hype by this point. Honestly think Threshold took too much time to get it out (if I'm the one developing I definitely would have gone straight to the capital post cave and not do the whole Lybyrinth section), and people's imagination has been flying wildly in every direction.
I wouldn't mind the long wait time, or the actual content of the capital not live up to my imagination as long as Threshold being transpirant about what's being worked on, and what we should actually expect. Since to this point we still don't know what the demon lord is like, and the suspence is really killing me.
Not a fan of Discord myself since I don't like chatroom. But thanks for pointing to reddit as a source of information. Although I would still question why there's a need for 1 month's delay with the news update. Since the main point here is about the transparency of crowdfunded game makers with their community. Going back to Lilith's Throne again for example. I'm not going to pretend there wasn't other issues (Innoxia repeatedly going back on her own words again and again really eroded trust the non-discord community had in her), but people having no idea what's going on in the large gap of update draught was a huge issue.
Bottomline, I don't see keeping timely information (unless it's once again, art works) away from non-subscribers to be a good reward for those who support the creator with money. Since it really doesn't give any incentive to those who are paying, all it does is grow distrust with people who are already hesitate to support the creator financially.
Even if there's no version update with the game, some update on what's been going on for those of us who don't subscribe on Patreon of Substar would be nice. This was exactly how Lilith's Throne went to the gutter, lack of communication from the creator which eventually bred toxidity out of resentment and distrust.
Personally, gating news update with patreon/substar subscription never made sense to me. If it's art work... yeah, I can understand the creators only show them to supporters. But wouldn't it make most sense to let everyone know what's been going on with the development?
I'm doing Caitlin's personal quest and on the step where I collected both water samples and the journey told me to wait for a day or two. But it has no count down timer like 'A Sisterly Dilemma' or 'Fort Sera' and it's almost a week without update now. What should I do to progress this quest further?
It's a crowdfunded 18+ RPG that has a ton of great customerization featuress, that has since went into the gutter due to the maker's inability to keep a proper update schedule, and the constant emotional validation/pampering from their discord crowd. You could still find the latest version by searching the name, play it and form your own opinion on the game (I'm personally in the 'love the game, not loving the creator's workflow or lackthereof' camp). Although I recommend against donating for the project yourself since throwing money at it (as its diehard fanbase already done) doesn't seem to help move the development along.
Not to mention the other elephant in the room. Threshold isn't an artist, so they have to pay artist a lot of commission if every skill and scene have artwork.
And I don't even consider this as a negative. I would rather this game have no image but have more complex mechanic like Lilith's Throne (before that project went completely into the gutter). Been wanting a partner, if not a full party system from the start. A waifu adventure game just doesn't feel the same if you can't take your favorite waifu to adventure with you.
My problem with the personality is the same with the food category. Too little depth to them, too little categories to make a real difference.
Having a personality attribute being cosmetic to give characters more personality (pun intended) is more than fine, but there isn't enough variety. Instead of having it become an actual attribute that affect bonus stats, I wish it has a Galactic Civilization 3/4 like system, where we can customerize dialogue of what the characters say during certain triggers.
One update later and farm is still a 'no production'. Even worse, the spike trap is now useless since health got adjusted to be base 100 than base 10, and spike trap's damage isn't properly balanced with the new system.
Shouldn't the priority of this game be getting the basic mechanics worked out right, before adding new features?
I find them problem when skipping the intro. Unable to control my character when the red head told me to build her a home.
The first time I tried to play, I didn't plug-in my controller and I noticed I couldn't have my character move with my keyboard when I was shown the tutorial control scheme and the hellhound was chasing me. So I plugged my controller and skipped intro (because it's too long for its own good), and noticed the issue.
I'll try to start without skip the intro and see if the problem persist. Were I supposed to be able to control my character during the hellhound scene? Or is it only a cut-scene? It would be strange to show control scheme if we aren't allowed to move our character right after.
Actually, I encountered this problem myself as I was trying to learn how to mod for this game. The victory scene I added into monsteraddition file and worked in a previous version stopped working from 25.7 onward, and I copied the exact code into the game's monster file and it works. So I thought something went wrong with the game.
Guess I'll have to hunt down a mod that use monsteraddition to add victory scene and see what I did wrong.
Victory scenes added in monster addition for mods from version 25.7 (that I noticed, might have been earlier) is still broken. Victory scenes added in monster addition doesn't fire up, but I copy/pasted the exact code into the original monster file it works perfectly.
Since the creator doesn't seem to actually read comment on itch.io or his blog, can someone post this problem in the discord? I can't post on discord because I can't varify my email.
I wonder if this game would serve as a first entry into a bigger world in a sequel game. A prison set in an asteroid wouldn't leave too much room for expansion in term of scale. But with this game building the mechanical foundation... a sequel game could actually expand with a much bigger scope of the world especially with what this teased on how our character could have been framed for something, and earth is now apparently a wasteland.
A game with a bigger scope and structure similar to Fenoxo's Trials in Tainted Space but with full modding capability would be awesome.
There's definitely potential for this game if you continue building on it. But obviously, this early build have a lot of bugs.
Farm doesn't actually produce food, and items that supposed to increase a character's stats doesn't give stats increase. The event where you found a person wandering around your dungeon. If you pick trying to take them and they attack, their body bends over backwards like one of those Japanese horror movie ghost and your character become invisible in battle.
I'm still hoping for a proper servant/slave capacity expansion for management games like this. While Masters of Raana is technically a RPG with management mechanic, having such a low capacity really gimps what I consider to be a huge part of the game. Plus, how many servants/slaves you can efficiently house is already soft locked by the whole time mechanic anyway.
Maybe also add a mechanic that releases slave into a free servant?
As the topic. Please, consider adding an opion to disable the paper doll system and bring back the old silhouette system For Power used. I like the silhouette system for the random characters because let me using my imagination to picture how they would look like. I think it's perfect for randomized characters. Not trying to step on the toes of those who like the new paper doll system, which is why I think an ability to choose between the two is the best of both worlds.
Honestly. I think For Power's character stats balance was better done than Conquest where each race had its own different prime stats cap rather than a max 6 for everyone. At least it made each race feel somewhat unique, as opposed to Conquest where each character just feel middle of the road when they are maxed out.
Although the class system from Conquest was definitely more interesting than For Power's specialization, and the economy resource is done better. For Power ends up being click the next day button as soon as I realized pumping all initial stats to agility and have characters set to hunt made food a non-issue, and then public performance made money a non-issue.
But I'd still say the 6 max out stats factor for all characters and all races ends up making all the races feel too homongenized.
I don't think changing stat cap would change the balance of the game that drastically, to be honest. Because it's more about changing the end game than beginning and mid game. To give players something to work on. With a much higher factor ceiling would make having a full team of all 'perfect' characters unviable as it would take too long or get too tedious, which would encourage players to focus on a few characters they love (aka their favorite waifu/husbando) to make them feel more unique... while also make the characters they don't invest more unique as well as they would be differentiated based on their initial stats.
As for the balance of late game... you honestly don't even have to design encounters with broken characters in mind. Just go with what you already planned for the end game. Having brokenly OP character for end game doesn't have to be a bad thing, it can be a reward for players who breeze through any encounters with their favorite waifu/husbando.
But yeah. That's my two cents at least. My opinion is this game right now need more content both for story campaign, and for free play element as well. It doesn't need more quote unquote, 'balancing'. As all it does is gatekeep the content of this game and make everything more tedious and unfun to play.
Personally, I'd argue making a much higher factor ceiling or get rid it all together would have done more to make characters with higher initial stats feel more special than having a very low factor of 6 being the ceiling. Since with the relatively low ceiling and having a bonus for maxing the factor out, it encourages players to pursue perfect 6 with all the character. Having a higher ceiling that would certainly make end game where you could invest in a few brokenly powerful characters the player get personally attached to feel more rewarding. With the current ceiling being relatively low, but forcing player to sacrifice character to raise it regardless if they are killed or sent away within the context of the game, it instead encourage save state hacking. Which is rediculously easy, just very annoy with the text wall physically hurting the eyes.
Same with my problem with the loyalty implementation in the later game versions. It doesn't add more content to make end game more fun. It just add more gate keeping for the early game to make it more tedious and annoying.
P.S.
Sorry about necroing this thread. Didn't realize this discussion happened over half a year ago.