Harleyquin13
Tentacle God
- Joined
- Aug 30, 2013
- Messages
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Milis the Silver Goddess will offer to help weaken the monsters (lowering the current Monster Level by one) after you lose enough fights ('bout 5 of them, IIRC). This spawns a selectable event where you are given the opportunity to reject or accept her offer.Looks like everyone has dropped this because of information overload.
A tip to those starting out: if you want a challenge set the AI's algorithm higher but leave the combat difficulty at 1. I'm giving up a second run with no carry over at 5,5 because it's impossible to accomplish avatar-specific single quests beyond level 1 since the enemy strength is too high (several thousand HP for a level 3 bandit quest... I can't even level up my costumes to beat level 1 most of the time).
The Nov 2 blog post on Irisfield's fc2 website seems to indicate the final ???To those who have finished the game, any of you managed to pick up the last treasure item in 練武の魔界窟?
I'm missing the second of the dragon words and I'm almost certain that's where it's to be found. I've cleared every other dungeon in the game except this one and I'm not sure if it's bad luck or a bug that's stopping me from getting the final treasure box there.
今後の予定
11/2追記
ゲームの根っこの不具合修正を優先して【未完了の機能】の項目消化が10月中に終わらずでした…!
こちらを急いで終わらせてしまわなければです!
【未完了の機能】
・アディショナルスクリプト
・「領内出来事」をカテゴリー毎に分けるソート機能
・「練武の魔界窟」のダンジョン報酬となる新施設の実装
・集団戦クエストの報酬改善
・既知の不具合修正と対応可能な要望の追加と実装
Yeah, recent updates has made the base 1/1 combat difficulty/campaign AI easier due to various "quality of life" game improvements and nerfs to some enemy compositions that you are required to fight, but higher difficulties became far harder due to Irisfield plugging some OP combinations (well, OP at lower difficulties but mandatory at higher ones due to the ridiculous scaling) and increased scaling at higher difficulties (enemy soldier strengths in mass battles, most notably).So he cottoned on to the twins ability to heal supposedly incurable characters, shame that since that actually made some normally impossible fights incredibly easy.
I'm aware of the difficulty reducing mechanic, but it's depressing when you play for 12 hours plus and can't make it past the base difficulty level.
If the missing ??? is intended to be the new building, it doesn't answer my question regarding the second dragon word of power in the list. I don't know where it is and that was the only place it could have been found.
There's nothing in the patch notes that fixes the "true end" scenes in the gallery. I couldn't get them to trigger despite meeting the conditions which I suspect is down to the timing. If the creator intends players to pick a girl before challenging the dragons (or the reaper for the decisive fight) then he should make it clearer.
Glad to hear. Also, IIRC, the true endings are triggered by the last MAX relationship event (with the respective character) you viewed at the manor before fighting the final boss, but I haven't double-checked this yet, so don't quote me on that.Kudos to the one user here still playing the game actively.
Feedback:
1. Micromanagement of the slaves for light and workers is completely pointless and time-consuming. Why? Biggest bottleneck is workers at the beginning which is easily resolved by raiding the dungeons. Once there's enough of a workforce light becomes the new bottleneck since buildings are generally power-hungry rather than labour intensive. Check the income bars and simply ensuring a positive non-zero income at the minimum per time interval is more than sufficient. Dungeon raids are ludicrously profitable for the number of workers committed in the early stages of the game and can be repeated. Worst-case scenario: get the avatar to start making babies.
2. Worker teams might be limited, but the number of workers one can invest into a job is limited only by manpower. Early on sending 99 workers to do every task is stupidly pointless when the fastest construction jobs still require a minimum of 10 seconds. Royal workers once triggered (keep the girls at it and bring them into combat to level them up faster) count as 100 normal workers for the purposes of construction speed. Early on going for maximum construction speed is feasible but towards the end of the game I'm quite happy with a 5 minute wait time per job since there's always something to do.
3. There are tons of character builds online (Taiwanese site has a build for every one of the classes). All of the classes can be built up into something decent if players stick to their strengths. Fast multi-hitting characters might seem great at first glance but they're screwed against bosses once the equipment breaks. I've beaten the final boss using the swordmaster build since the counter-attack skill is independent of the weapon speed and recharges extremely quickly. Either way, some of the girls have abilities which instantly recharge player abilities, including the slow normal-attack for great weapon users.
4. For caster builds, putting points into the passives for max mana is enough in the late game since that indirectly increases mana tension recharge. Early on, use and abuse Eterna as well as the archaeologist/spy for her increased mana tension recharge special. End-game mage builds have ridiculously high damage output per attack at the cost of lower DPS because of the slower recharge rate of spells. Players with mana and tension to burn can invest in the mage-specific dodge skill to gain near-invulnerability thanks to high dodge rates.
I'm still waiting for the December content patch adding the sex scenes. I've given up trying to unlock all of the true endings since each playthrough is exhaustingly long.
1. All 3 of my playthroughs maxed out light generation at level 99. Worker generation was in the high 80s. All that micromanagement isn't worth it when all I end up is saving 10-15 minutes on the initial stages of the game.Glad to hear. Also, IIRC, the true endings are triggered by the last MAX relationship event (with the respective character) you viewed at the manor, but I haven't double-checked this yet, so don't quote me on that.
Defense:
1. At the beginning it offers a sizable advantage and gives you excess light that can be used to dash around to locate the dungeons, or to buy extra skill points. This also gives you a headstart on gaining XP for both the Light and Slave production passive lord skills. It's not rather time-consuming either when you have like 4~5 slaves and can flip all of them from one set of duties to another in less than 30 seconds.
Later on, yes, this can be more trouble than it's worth, especially if you're waiting around at 5x speed for dungeons to be cleared or for the diplomacy cooldown to refresh itself.
2. Doing this trick lets you build more buildings simultaneously, so you can get more resource and item-generation buildings done in the early game. Again, not very useful at the end game when you can just pour enough workers to make everything complete within 10 minutes, but this is immensely useful at the beginning when you can barely afford 10 workers for construction since most of them are being sent to dungeons instead.
3. Hmm, interesting to note. Just found out that skills like Counteredge and Parrying and Blocking aren't dependent on weapon speed, since they don't technically require you to equip weapons for them. They use the main attack's weapon instead, but are unaffected by its weapon speed. Still, Counteredge has a charge time of 450 s (- Agility), which is still quite long, even if you can preload charge stacks before the battle.
That said, most counterattacks (whether they directly equip weapons and are dependent on weapon speed, or not) don't consume durability, which is a plus factor in long, protracted battles. Magi Revenge is a notable exception though.
For fast attack builds, there are skills and slave abilities which allow you to repair your weapons, ignore durability loss, or reload guns. Guns in general aren't really limited by durability anyway, since they can reload (it does take quite some time, but Lily Autoloader makes it instantaneous, and she has enough mana to keep it going for some time if you trigger enough intercharacter L2 relationship events for her). Seyla's Weapon Save can also be used instead, since it basically prevents durability loss for 10 s, making it exceptionally deadly when combined with BF Burst (gun attacks become nearly instantaneous). Tack on Wolf's Master Aim (all attacks have 100 AIM for 60s) on top of that and you can stunlock anything.
Dagger builds can also benefit from setting up multiple weapon/ability sets with backup weapons, which you switch to when your weapons break. Does eat up inventory space though, but this is usually only required when fighting bosses.
4.IIRC, there is a minimum hit chance, so you'll still get hit even if you max out Evade to ridiculous levels. Magi Bling also eats up too much mana on for pure magic builds, but hybrid builds (or weapon builds, for that matter) can benefit a lot especially when combined with Nanna's Tension Gain.
1. Mine are usually at around 40~50. Hmm, different playstyles for different people then. I tend to micromanage a lot in games like this, and develop and expand fast enough to end games quickly.1. All 3 of my playthroughs maxed out light generation at level 99. Worker generation was in the high 80s. All that micromanagement isn't worth it when all I end up is saving 10-15 minutes on the initial stages of the game.
2. 5 workers is more than enough if I'm constantly raiding dungeons. At any rate I'm rarely idle since the main avatar is spending most of the time taking out random creeps and flagging new dungeon locations. Getting basic infrastructure set takes on average 30 minutes without micromanagement abuse.
3. Counter-attacks DO use up weapon durability, but that's only an issue for fast multi-strike focused characters with a limited number of weapons. Counter-attacks are a core component for swordmaster builds with huge weapon damage and slow regular attacks. Normally I just equip a secondary 1H weapon which deals out small DPS to keep the enemy HP bar ticking over. I'm aware of the durability saving special abilities, but the only one I bother with is the auto-reloader on my gun build. Since I can switch out builds at will equipment breaking on me isn't an issue, plus the default outfit has emergency repair which technically makes any build immune to equipment breakage.
4. I know there's a minimum chance, but that's why mage builds invest points in HP upgrades and defence as a fallback. The final boss on default difficulty with no New Game + advantage can be beaten with a mage build provided I find a way to keep my magic books from running out. Maxed out mage evade is completely doable on a spellcaster build provided players are willing to grind for levels and are smart with their equipment and skill choices. Hybrid builds aren't really viable since mana is largely wasted on classes not focused on using it, only the mage outfit and to a lesser extent the gunslinger outfit really exploit mana-based skills.
And no, I've yet to get the true ending despite selecting the wedding ring/bone event for a specific character prior to challenging the last dungeon. The choice must most likely be made before the decisive fight with the reaper but I really don't want to go through another 11-12 hour grind.
1. Looks like patches bugged out the counter-attack skills. They always used up item durability from the initial release of the game, so something got broken when fixes were introduced. Magic counter-attack for some reason works as it was always intended.1. Mine are usually at around 40~50. Hmm, different playstyles for different people then. I tend to micromanage a lot in games like this, and develop and expand fast enough to end games quickly.
3. Counteredge (Swordmaster tree, any weapon equipped on main attack) and Punchback (Milis Order tree, boots) don't eat weapon durability when they activate. Magi Revenge (Magical Witch tree, destruction magic tomes) does, however. Checked on ver 1.1。2.
And yes, Emergency Repair is somewhat mandatory for dagger builds who don't carry back-up weapon sets.
4. Eh, Sexy Thief builds can use Magi Bling instead of Parry if their main weapon doesn't have high Evade. Gun-using Sexy Thieves, for example, who make a total mockery out of any enemy with Dodge abilities (The Protect Maid is intended to be the gunslinger class, maybe by using some sort of gun and shield build, with the shield covering for the long reload time, but in practice I really, really hate its 60 ACC stat, which is the lowest out of all the classes). By some point most classes get enough Spirit to have a bunch of Mana Tension lying around doing nothing anyway. I tend to favor ST builds due to its highest base accuracy and evade stats (which never increase or level ups), even if it has poor Defense growth without savescumming level ups. The Masochism skill helps.