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RPG RPG Maker [IMP] Daughter of Essence - (New Content Update!)


Slam Sector

Sex Demon
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Ok I will try it again but:
-You can't sleep in the boat once the attack start.
-I never knew the toy can help you in this way.
-If you don't find the quests for the fishing rod (like me), you can't fish.

It's the start of the game, it NEED to be easier.
I don't want to be a bear but: if you just started the game you have less to lose. Save the game the moment you have control then explore and make saves in other slots as you make progress. The game is still pre-release so make like a beta tester and save before everything.
 
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censuur

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My main gripe with the game is that there are a ton of systems that just aggressively waste time.

Fishing has a random chance to just give you the finger and waste time on absolute fuck all, worse, you can randomly lose resources because your line breaks. These would be fine as consequences of failing the button challenge, but as just a completely random "fuck you" to the player it's just obnoxious.

Combat, similarly, is full of completely random bull and time-wasting nonsense. There is apparently no way to deal with an enemy that goes into parry other than just waiting them out (I'm assuming magic would work, but many builds don't have that option) and enemies can randomly counterattack even outside of this (I've died several times trying to use a life-drain attack to restore some health, only to have it randomly countered for over twice the damage the enemy normally inflicts) I've lost count of the times I did the exact same fight twice in the exact same way with no variation on my end, and getting a completely different outcome just due to random bullshit. And that's not even factoring in the "stealing" bollocks of randomness, which, given how significantly this can impact the rest of the game, just ends up being extremely tedious trying to get whatever items the enemy might be hoarding.

I played this back when the snowy town was available and while part of me wants to see how things go from there, I really don't want to have to suffer through the actual gameplay again -_-
 
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IndoorMinotaur
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New Release: v0.85!


Hi! This is a big release (for me, personally), because it fixes a number of major issues that have been plaguing development for months, and it opens up a lot of new options for me to experiment with improving combat.

ALSO, I'm very pleased to finally introduce the official voice actress for Mercy, who will be narrating a number of scenes throughout the game, starting with the prologue. Please welcome the very talented Dorn on board!

Beyond that, I've also added some new features this week: autosaves being chief among them (as an experiment), but also new keybind shortcuts in the form of B (for bag) and M (for map). No more digging through the inventory to find out where in the world you are anymore.

There has also been a bit of sprucing up of old maps, with places like Shiveworth getting a bit of a facelift.

Anyway, there's been a ton of little fixes and improvements, all of which are logged below. New alpha build next week!

New to the game or want to become a patron? Visit !

Until then.

Version 0.85 - 5-24-2019

  • Added some new, voice-acted lines at the end of the Shiveworth prologue, courtesy of Dorn!
  • Added Aklas’s campsite & multiple different conversations and paths depending on your choices so far
  • Added Dietrich & Aklas to the cove
  • Beatrix’s “Essence Flare” now counts as a physical attack
  • Spruced up the Shiveworth maps with new flower, grass and coral tiles
  • Implemented an autosave feature (temporarily, as a test)
  • Disabled the confirmation request when loading save files from the menu
  • Updated all of the attack animation sequences, adding more diversity to the attack types and making the blows feel more powerful and resolve more quickly
  • Added new hotkeys for opening up the item bag (B) and pulling up the travel map (M). NOTE: you’ll have to reset the keyboard configuration back to default before these hotkeys work.
  • Fixed a bug where the new DragonBones plugin was causing humanoid enemy attack animations not to play correctly during attacks [FINALLY]
  • Fixed a bug where finishing up the Esterholt chapter and leaving fails to disable the “coat on” switch, which affects fishing spots
  • Claire no longer remains in the nunnery after it’s cleared out by Oldlight soldiers
  • In the debug room, rather than choosing a specific level, you can now increase or decrease Mercy and Orus’s levels by increments (up to level 20)
  • Fixed a bug where a Fogsborough watchman can be body-blocked by Orus, causing a soft lock
  • Fixed a fishing spot in the Fogsborough cavern passage
  • Fixed some typos and text runoffs
  • Lowered system sound effect levels across the board
  • Overhauled Bell’s ship hull map for better pathing and clearer doorways
  • Fixed an issue where the opening splash screen plugin was known to cause frame drops (courtesy of Bluebooth)
  • Marlan has his own inventory now during the execution segment in Carvannah
  • Fixed an issue where Silas appeared in the Witchdale tavern even if you didn’t recruit him
  • Added new flower tiles to Mar’Liore
  • Fixed some issues where Orus was appearing twice in a scene or overlapping someone
  • Fixed a bug where talking to the bed in the White Rat and declining to sleep still progressed a quest in the journal
  • You can no longer enter the room in the White Rat without first talking to Cattie
 
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New Release: v0.86: The Fightening

Good evening, comrades! I'll try to keep this brief since I have a few things to go over.

This week introduces a number of fairly substantial overhauls to combat balance and animations, as well as an important update to the autosave system.

When you update to the new version, you'll notice right away that your save isn't in the same slot as it was in v0.85 or earlier. That's because slot 1 is now reserved for autosaves, and everything else has been moved down a slot to compensate.

So (and this is important), if you have a save in slot 1, I would STRONGLY encourage saving in another slot before updating to avoid any unusual behavior.

Also, thanks to a some newly-recruited beta testers, the game has received some very thorough testing and bug-reporting over the past few weeks, so that's why you'll notice a LOT of bug-fixing and fine-tuning in the patch notes. I'm grateful to everyone who's been helping out on that front and I hope you enjoy version 0.86!

Want to try the public build or become a patron?

Version 0.86.1 - 6-3-2019
  • Added Danforth Crook (WIP)
  • Knockout state now decreases XP by 50% instead of 100%
  • Revamped all damage/healing over time states so that they do flat rates based on stat formulae instead of percentiles. As a consequence, bosses are now generally susceptible to DoTs.
  • Damage/healing over time states now play their own unique animations during damage ticks
  • Autosave now triggers only on exterior or significant map changes rather than all map changes. This is to cut down the excess performance hit when moving between small rooms, and also just because it felt excessive.
  • Fixed some skills repeating animations
  • Added a new Guard animation, + guarding reduces the chance of state infliction by 50%
  • Sigrun’s dialogue changes after the commotion in the castle plaza
  • Fixed a couple of inconsistencies with the spelling of Hallie’s last name
  • Bell’s Hawk Strike and Shock Piercer attacks now require player timed attack
  • Bell no longer appears briefly as Mercy’s follower on the ship
  • The bat in Shiveworth no longer tints the screen (forgot to remove a test from v0.86)
  • Orus should no longer appear in the White Rat twice
  • Added a series of new cast animations to diversify elements, weapon skills and enemy skills
  • At level 3, Mercy now learns “Wound Essence”: basic, light-element essence magic
  • Counter has been reworked so that it no longer totally mitigates incoming attacks, but instead attacks after, like traditional RPGs. This is to differentiate it further from evasion and reflection, and to mitigate the “wait periods” for some early encounters where you have no magic. To compensate for the nerf, counter rates on equipment and class bonuses are being universally increased
  • Fixed an issue where it was possible to move the wrong way after pickpocketing the Southgate soldier in Mar’Liore and soft lock
  • Ferrum Silvae no longer faces the wrong way in combat
  • Simple stat descriptions added to the stat advancement message boxes
  • Mercy is now stripped of her weapon when captured by Oldlight
  • Fixed some text runoffs and typos
  • Fixed some toys applying states while still on cooldown
  • All toys now list the status applied
  • Sobriety Necklace now provides full immunity to “Dizzy”
  • Raised VO levels slightly and muted background audio
  • Fixed some lighting effects in the traders cove segment
  • Updated Hallie’s initial scene for continuity
  • The szarva horn is now correctly removed from your inventory on quest completion
  • Adjusted the giant lion beetle fight slightly
  • If Mercy happens to beat the finder in Shiveworth, it now acknowledges your victory and correctly removes Orus
  • Lowered the volume level of the storm on the ship
  • Hallie’s Flame Barrier spell now has a description in the menu
  • Gorstag no longer shows up at the cove uninvited
  • Updated dialogue for a couple of Witchdale peacekeepers after returning the second time
  • Fixed some passability issues
  • Glenna no longer references Claudia if Claudia wasn’t rescued
  • Fixed Wulfhilde not opening the shop menu after returning from Fort Wilkes
  • The Oldlight “strangers” encounters have been modified slightly
  • The Honorable Pete’s “wind-up” state no longer disappears before the follow-up
  • Re-entering the Fogsborough cave passage from the east now correctly applies the “coat on” switch, preventing Mercy from removing the coat while fishing
 
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IndoorMinotaur
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New Release! Version 0.87!

Hi everyone! The latest release is live and features a meaty little chunk of new content and some new areas and quests in progress.

Surprisingly, there haven't been any major gamebreaking issues reported since the last system implementations, so besides a few little tweaks here and there, I've been able to focus largely on writing new scenes instead of fixing mechanical problems!

With that said... I'll be taking a short vacation next week. I've been reaching peak burnout recently with the flurry of overtime hours and mad bug-fixing, and I haven't had a proper weekend since about this time last year. In fact, it's been about 50 straight builds in a row, which is kind of insane now that I think of it!

So I hope you'll understand while I try to recoup some of my brainpower and just try to get my mojo back in order. Chances are, I'll make it halfway through the week before I'm back on the grind.

New to the game? Become a patron or play the public build at

Thanks, everyone!

- Nym

Version 0.87 - 6-8-2019
  • Added Danforth Forest & bandit camp
  • Added new interiors and characters to Danforth Crook
  • Bandit quest and recruitment added
  • Marilea recruitment added
  • Fixed some instances of Orus standing on other NPCs (and sometimes Mercy)
  • Moon Elemental’s “Moon Drop” skill changed to “Moon Sight” for continuity
  • Mercy now learns “Wound Essence” after sparring with Marlan instead of at level 3. Dialogue updated for continuity
  • Updated the stables scene for continuity
  • Added conditions to the DoT formulae to check current hp, so states no longer inflict the killing blow (this was causing strange behavior where enemies didn’t count as defeated)
  • Updated a few lines in the Carvannah Mine for continuity
  • Fixed a transfer event on Bell’s ship
  • Fixed a passability issue in the Carvannah noble district
  • Changed a number of outdated nameplates for continuity
  • Fixed the holding cell wall switch in the cove
 
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New Release: Version 0.88!

Hi everyone! We're back in business after a nice little week-long rest. This new patch expands the Grey Clarion and Danforth Crook areas with some new areas and optional/hidden boss encounters, both of which are some of the hardest fights yet, so HANG ON to your asses.

It also sneaks in a couple of little QoL features that people may appreciate.

Hope you enjoy, and we'll see you next week!

New to the came or want to become a patron? Visit

Version 0.88 - 6-21-2019
  • Added hidden basement & new scenes to Danforth Crook
  • Added new boss encounter to Danforth Crook
  • Fixed a passability issue in the cove
  • Fixed an issue where Mercy would try to fish while controlling Marlan
  • The absolute minimum steps between random encounters changed to 10, from 1
  • Random encounters are escapable 100% of the time
  • Crash-errors should now display a full error report
  • Auto-dash and Command Remember are now enabled by default
  • Added several large new areas to Grey Clarion (WIP)
  • Added two new enemy types to Grey Clarion
  • Added new boss encounter to Grey Clarion
  • HP & MP are restored on level up
  • Dialogue has been added to Honu in Grey Clarion for if you find Aklas first
  • Some animation sound effects adjusted to be less jarring and more visceral
  • Fixed an issue where Marlan could be sent to Grey Clarion without skills if Hallie wasn’t rescued
  • Mercy now dismounts Orus automatically whenever boarding a vehicle
  • Fixed some animations repeating
  • The Mar’Liore cooking quest now correctly resolves in the journal
 
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IndoorMinotaur
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New Releases: Weekly & Alpha v0.90!

Hi, everyone! The alpha gets updated to version 0.90 this week, alongside the weekly release. You can find what's changed since the last alpha in the changelog, but the big change from just last week is the newly drawn and implemented Beatrix portraits.

It's been a bit of a scavenger hunt trying to track down and replace all of Beatrix's old portraits, and not very scientific, so let us know if you find any oddities or remnants from the old style left over.

Hope everyone still has all their fingers and toes after the 4th, and beyond that, enjoy the new builds!

New to the game? Try the public build or become a patron at

Version 0.90 - 7-5-2019
  • Added a new NSFW scene (M/F, harp, magic potion, excessive cum)
  • Drew and implemented Beatrix’s full-size portraits
  • Added a new potion to Moon’s shop
  • Increased the portrait heights, revealing more L E G !
  • Revised some of the class selection menus at the beginning of the game for better continuity
  • Revised some of Aunt Agatha’s dialogue for better continuity
  • Fixed some typos
 
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IndoorMinotaur
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New Release: v0.91!

Heya! The latest release features a couple of new areas (perhaps the nicest-looking areas to date!), as well as a handful of fixes and minor improvements.

Alpha patrons are also getting a hotfix, which does everything in the patch notes below except for add the new areas.

Most of this week went into tile editing and mapping, but I think it'll pay off. The new area is going to be really cool, and I'm excited to keep it going and wrap up chapter 8 soon.

New to the game or want to become a patron? Check out the patreon for the public build and more!

In the meantime, enjoy what's here and look forward to what's to come!

- Nym

Version 0.91 - 7-12-2019
  • Added Aster Valley! (WIP)
  • Added Aster Village! (WIP)
  • Added the first bath house suite!
  • Fixed a handful of portrait issues
  • The tents in Hawk’s Keep are all now correctly illuminated
  • Added new items to the world
  • Added more upper-layer cliff tiles for better pathing and more natural visuals
  • Fixed the Dalkon & Brandis scene not correctly displaying the scene art because the screen was faded out
 
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IndoorMinotaur
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New Release: Version 0.92!

Hi folks! As always, we've got a new patch ready and waiting for your enjoyment.

Aster Village is taking shape, and we introduce dozens of new characters this week, as well as myriad new cutscenes and little details. Alas, I made a cool new icon for the game window, but it's so damn small on the task bar that it's virtually indistinct, so I may have to reconsider my approach for next time.

Fortunately, learning and improving things little by little is why we're doing this the way that we are, and the process of laborious revision is the unsung hero of all good artistry.

New to the game? To become a patron or play our public build visit

Until next time!

- Nym

Version 0.92 - 7-19-2019

  • Added the Aster Village manor
  • Expanded Aster Village!
  • Added Aster Manor exterior area
  • Added the church interior & cellar
  • Added villa interior
  • Added cafe interior
  • Added many new characters to Aster Village
  • Added pears and the pear cobbler recipe
  • Added a cool new icon for the game’s launcher
  • Added “Sweet Tooth” state when eating baked desserts, temporarily increasing max MP
  • Fixed an issue where watermelon were incorrectly healing 60% MP instead of 70%
  • Fixed a couple of typos in different item descriptions
  • Fixed a possible issue that could arise when cooking pan dulcis multiple times in a row
 
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IndoorMinotaur
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New Build: Version 0.93!

Hi folks,

This week's build has been all about tying off a lot of different loose ends, and I gotta say... it feels good. There are still a few more things to wrap up before we're finished, but the end of chapter 8 is in sight.

A little journey back to where the chapter begins is in order, a little polish here and there, and I think we'll be looking at a fresh new public build in no time. This may just be the biggest chapter to date. It's certainly the broadest chapter, in any case.

We hope you like it.

New to the game? Download the public build or become a patron at

Version 0.93 - 7-26-2019
  • Continued the story progress in Aster Village
  • Concluded the quest to find the messenger birds in Aster Village
  • Concluded the quest to purchase provisions for Danforth Crook
  • Fixed some Aster Village transfer events causing Mercy to face the wrong way
  • Adjusted the pricing and balance of some consumable items
  • Rolled back changes to escaping combat & recovering HP/MP on level up (was causing unknown errors, and I didn’t care for how it changed game balance in the end)
  • Added a bunch of items to Aster Valley & Village
  • Added the Danforth Crook bandit crew to the cove (if you recruited them)
  • Earth Vial now restores 20% HP instead of 15%, and increases AGI, DEF and RES by 50% for 1 action. This is to help mitigate the brutal cycle of instant-death after using an Earth Vial, which is more prevalent and frustrating in the 2-person party dynamic than the more common 3 or 4 without just making it more rewarding to die and resurrect than it is to heal.
  • Updated a number of skills to apply the correct (new) attack element, between striking, piercing, slashing and crushing
  • Updated Sunder, so it now applies the ATK Down I State instead of the default debuff effect
  • Updated Neutrality & Absolution of the Sea, so they now remove more negative status effects (that have been added since their creation)
  • There are no longer 2 shopkeepers in Aster Village named “Misa”
  • Fixed some passability issues in Aster Village
 
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New Weekly & Alpha Build: v0.94 (BIRD EDITION)

Hello! This is something of a landmark build, since it introduces an exciting (and big and complex) new feature AND is the next build that will be going public in two week's time (August 16th, mark it on your calendars).

This release is, more or less, the conclusion of Chapter 8, though I'm sure I'll be tinkering away at it and continuing to polish as we go.

To our weekly and alpha patrons: we hope you enjoy. To everyone else: we hope you'll look forward to the 16th and all the new content and improvements that it will bring. To become a patron or download the public build visit here:

As always, patch notes are below. And don't forget: if you want even more (and faster) information about the game, you can also find us on Twitter and Discord

Version 0.94 - 8-2-2019
  • Added the conclusion to the second idol quest
  • Added more dialogue to NPCs in Aster Village
  • Added new areas to Aster Valley
  • Added the Crater area and new cutscenes
  • Added Qel, the Dreamer. Qel is a giant night essence bird that can be flown around the world map to reach your destination faster!
  • Updated the world map image to reflect the newly added areas
  • Fixed a lighting issue in the room with the first golden idol
 
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New Release: Version 0.95!


Hello! I have a new weekly build, as well as a hotfix for the latest alpha build available.

This week has mostly been spent working on a lot of different cutscenes and preparing for the transition into chapter 9, but there's also what may be our biggest NSFW scenes to date tucked in here, if you made the right (or the wrong...?) choices.

There's a lot of loose ends I still need to tie up for the beginning of Chapter 9, and because the game keeps getting bigger and bigger--not just length-wise, but in scope and breadth, the threads are getting exponential with each chapter.

Chapter 8 is massive, featuring 5 sizable, fully-contained locations and various quests and side-quest buried in each of those locations. What's more, the game only requires you to visit 2 out of these 5 locations in order to advance the story, so the consequences of whether you visit these places, what you do there, and in what order you do them is a hefty undertaking. I'm going to be chipping away at this mountain for a little while, but that's all for the future.

As to the present, you can see what's new in the patch notes below. New to the game or want to become a patron? Visit

- Nym

Version 0.95 - 8-9-2019
  • Added a new NSFW scene (Futa, szarva, size-difference)
  • Added three new cutscenes, featuring Abner, Silas and Carlisse
  • The Carvannah soldiers will now appear in the cove (if recruited)
  • Sabal will now appear in the cove (if recruited)
  • Fixed some portrait issues in Shiveworth
  • Caught the quest log up to the in-game content
  • Fixed an issue where Mercy couldn’t re-enter the nestmother’s chambers in order to complete the quest
  • Mercy can now return the old music box to its rightful owner for a reward
  • Qel no longer remains in the crater after the cutscene
  • Fixed a portrait issue in the cove dorms
  • Fixed a potential soft-lock if you spoke to Marlan directly at the manor instead of trying to walk past him
  • Changed the stats and description of a certain debug item, since it’s found its way into the game (LOL)
 
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NEW PUBLIC RELEASE: Chapter VIII!

Hello, everyone. It's finally here! A new public release! Numerically, the public version is now up to version 0.94.4.

I'm sure many are wondering why it took so long, and the answer is plainly that the chapter is big and ambitious.

It opens the world up to broader exploration, introduces many new and improved systems, and adds several new explorable locations to the game in the most open and non-linear chapter to date.

We are approaching the game's major climax, so everything you've done up 'til now has been building up to this next chapter. We hope you look forward to it. <3

Download this new public build or become a patron at

What's New Since the Last Public Build? (A Lot)

  • Added several more hours of continued adventures to the game
  • Added many new, fully-developed locations to explore
  • Added several new NSFW scenes
  • Added autosaving (and a toggle to disable it)
  • Added a new keyboard splash screen on startup
  • Added new trackers to cove strength, morale, sustainability and health
  • Added new enemies to overcome
  • Adjusted combat, ability and item balance across the board
  • Adjusted combat animations to be snappier and more impactful
  • Added new items, equipment and treasure to plunder
  • Countless other bug-fixes and quality-of-life improvements
  • Much, much more! You can find the complete change-log for every patch here:

Will my old save work?

Probably! But a lot of data is stored on saves that can't be overwritten by new patches, like character/item/enemy stats and keybinds. You can reset your controls to default to fix the latter issue, but there's nothing to be done for the former.

When will you update the walkthrough to feature Ch. 8 content?

Soon!




New Weekly & Alpha Builds: v0.96!

We hope our patrons didn't think we'd forgotten about them. Here's notes for the newest build, version 0.96, accessible by both weekly and alpha patrons.

It's been a very long week preparing for the public build, but we haven't slowed for a minute, and there's still plenty of new content here for you. We hope you enjoy!

Version 0.96 - 8-16-2019

  • Added the masked Beatrix portrait
  • Added the traitor cutscene & departure
  • Added the Oldlight showdown strategy meeting cutscene
  • Added autosave toggle (N Key)
  • Added a new keyboard splash screen on startup
  • Added the boathouse to the cove (if you recruit the shipwright)
  • Added messenger bird aviary to the cove
  • Added new dialogue to everyone in the cove for the new chapter
  • Implemented new cove strength, sustainability and health variables
  • Fixed an issue with trying to pick up more than one chicken in Danforth Crook
  • Fixed a passability issue in the Danforth Crook bandit camp
  • Fixed some passability issues in the cove after recruiting bandits
  • Fixed a passability issue in Shiveworth
  • Fixed a passability issue in Carvannah
  • Fixed the cell switch in the cove
  • Fixed an image overlay in the cove if you upgrade your defenses
  • Removed the Qel landing marker next to Fogsborough (it broke a quest)
  • Fixed a passability issue in the prologue cove
  • Revised some dialogue in the Shiveworth manor
  • Fixed an issue where Claudia could appear in the cove if not recruited
  • Revised some dialogue on Bell’s ship
  • Fixed an event that gave infinite furs
  • Fixed an issue where the Carlisse cutscene in ch. 8 transports you to the wrong Cove area
  • Fixed a passability issue in Mar’Liore
  • Fixed an image overlay issue when transferring from the Carlisse cutscene in ch. 8
  • Fixed an issue where Vincent could be in two places at once in ch. 8
  • Fixed an issue where Orus disappeared when peeping on the miners in Carvannah
  • Fixed a portrait issue in the Carvannah aqueducts
 
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New Release: Version 0.97 (Math Edition!)

Hi, everyone! It seems like a thousand years ago when I posted the new public release (last week), but maybe that's because I uploaded half a dozen different hotfixes between then and now!

Our latest public builds are available on both Windows and Mac, and if you have an aversion to MEGA for whatever reason, you can also find them on itch and GameJolt!

In addition to that, I've also updated the walkthrough for patrons to feature all content up through chapter 8!

And if THAT was enough to get your engines roaring, I also somehow found the time this week to create a massive new system for measuring every member of the cove's stats and their contributions to the upcoming battles based on how you choose to assign them. This is extremely time-consuming and laborious, but it's also important and kind of cool to see the results of.

Alas, the battle itself is still a work in progress, so you won't see that until a little later.

Want to play the public build or become a patron? Visit

Thanks,
Nym

Version 0.97 - 8-23-2019
  • Added a brand new stat system for every single character in the cove (you will be able to see each of their stats and assign them to a task in defending the cove) Added new chapter 9 dialogue to more members of the cove
  • Fixed an issue where Annie didn’t show up in the cove after recruiting the bandits
  • Fixed a passability issue in the Fort Wilkes idol room
  • Fixed Gongo and Saul appearing in two places at once under certain conditions
 
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New Release: v0.98!


Hi everyone!

Version 0.98 is now available for weekly patrons. It's been a hectic couple of weeks, but little by little, I've been steadily plugging away at the game, making fairly significant gains on the new content.

This week, at long last, we reach part 1 of the SIEGE on the cove, and we hope you like it and look forward for what's still to come (a lot).

Want to try the public build or become a patron? Visit

Thanks, and we'll see you again next Friday!

Version 0.98 - 9-6-2019
  • Added the Cove Siege sequence, Part 1 (WIP)
  • Added a ton of different Oldlight soldier encounters for the coming waves
  • Added the General Diana encounter
  • Added a new Oldlight finder encounter
  • Added 5 new “awakened” character sprites for Mercy
  • Added 5 new “awakened” battler spritesheets for Mercy
  • Revised the Whirlwind skill for spear users. Instead of periodically reflecting magic, attacks now count as Wind element have a 33% of afflicting Silence (so it’s less redundant with “Awakening”).
  • Medicated Bandages now also remove the Unyielding Wounds status
  • Fixed a glitched event in a Hawk’s Keep tent
  • Fixed an issue where trying to fish up the essence in Witchdale doesn’t work if you upgraded your fishing rod
  • Fixed an issue where you could talk to Dietrich or other characters from the ledge below them
  • Fixed an issue where having talked to Cattie in a previous build in chapter IX could lock you out from progressing the story to evacuate the inn
  • Fixed an issue where the leaf spirit incorrectly states that 3 unrefined essence were received and adjusted the leaf spirit dialogue slightly
  • Improved some ability animations
  • Fixed an issue where June could soft lock Mercy in the ship’s cabin
  • Fixed some portrait issues in Carvannah
  • Fixed an issue where Mercy could read some signs while blinded
  • Fixed an issue where Claudia was still titled “finder” in Carvannah
 
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Version 0.99: Spreadsheet Edition

Oh, hello.

I didn't see you there. Come on inside to version 0.99 of Daughter of Essence: Spreadsheet Edition.

You might be wondering: "spreadsheets?" What could this old boy mean by spreadsheets?

Well, since you're here, I'll tell ya. It means I have spent the past entire week staring at spreadsheets, trying to math out all the consequences for how you assigned every member of the cove in the Oldlight Siege. And let me tell you, friend.

I am very glad to be finished.

Next week: The Big Version 100! No more math, next week. Just the good stuff--you won't want to miss it, promise.

New to the game? Want to try the public build or become a patron? Visit

Version 0.99 - 9-13-2019
  • The Cove Siege results are now tallied up and rated from F to S+, and rewards (or penalties) are applied correspondingly (WIP)
  • Added “the bad end” #1 to the game!
  • Changed how stealing gold works: instead of stealing 100% of the target’s gold, and that gold then not dropping after the fight, you steal 30% extra, and they still drop their full amount. Otherwise, stealing gold was only useful when you ran away from fights or lost (and there were virtually no instances where you could run away from people)
  • Fixed some more Beatrix portrait issues
  • Fixed an issue where Mercy’s portrait was reverted to default if entering the renovated throne room for the first time while blindfolded
  • Fixed an issue where beating Franz before round 3 did not trip the flag where he runs, and added more HP to the first Franz fight to prevent this from happening in overleveled files
  • Fixed an issue where the cove defenses could disappear in chapter 7+
  • Fixed a passability issue in Grey Clarion
  • Meghan’s dialogue if you haven’t renovated the throne room was caught up to her dialogue if you had
 
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IndoorMinotaur
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New Weekly & Alpha: Version 0.100!

WOW--the centennial release. I knew it was coming, but it still crept up on me. We're still hard at work on the fallout from the cove siege and all the complex branches and accompanying systems, but we couldn't help but sneak in a new scene featuring one of the most requested characters in the game's history, who hasn't had so much as a hint of a suggestion of a scene... until now!

But we won't spoil it. You'll have to see for yourself.

Next week, believe it or not, the grind continues... look for version 0.101 and some fancy new art coming your way!

New to the game? Try our public build at or become a patron!

Version 0.100 - 9-20-2019

(Important note: the cove siege route is contingent on a certain level of cove strength. IF you do not have the required cove strength to initiate the siege, the current build will dead-end before the siege begins, since the alternate routes are still in development)

  • New NSFW scene (Threesome, F/F/M, pegging)
  • Updated dialogue for most of the cove’s residents after the siege
  • Certain members of the cove will now acknowledge certain other members’ deaths (WIP)
  • The cove area is now fully packed up during the siege
  • If the cove’s defenses aren’t upgraded, the inn sustains damage during the siege from cannonfire and can’t be entered
  • If the inn is damaged, its occupants can now primarily be found in the throne room
  • The cove now reflects damage taken from the siege (WIP)
  • If Eva, Moon, Gertrude or Wulfhilde die in the siege, their station will now remain packed up indefinitely (RIP)
  • Mercy now wakes up in her own room after the siege instead of Leite’s, since it’s possible the inn is destroyed
  • Anyone who dies in the siege is now correctly removed from the cove (RIP)
  • Fixed a portrait issue in the cove
  • Fixed an issue where flying out of Fogsborough kept Mercy’s coat on
  • Fixed an issue where leaving the fishing vessel after obtaining Qel could cause you to fly instead of return to your boat
  • Szarva milk was fixed to only displays the icon when interacting with the cooking fire, for continuity
  • Fixed an issue where Cammie would appear in the cove briefly even if she wasn’t recruited
  • Fixed a missing portrait issue in Shiveworth when controlling Beatrix
 
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IndoorMinotaur
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New Release: Version 0.101!

Hi folks, version 0.101 is available!

As those of you who have been around long enough know, when it's an art week... it's pretty much only an art week, because it takes me so long to draw scenes when I do them myself.

But I squeezed in the beginnings of the "stall for backup" path in the cove, as well as going back and touching up some of the dialogue in the preceding scenes for both quality and continuity.

There will also be a second version of the illustration with, uh, "finishing touches" soon, and the uncensored HD version is in the Discord for patrons. All in all, it's another week in the books, and the grind continues next week. Thanks for the support, and we'll see you soon.

New to the game? Become a patron or play the public build at

Version 0.101 - 9-27-2019
  • Added new scene art! (Moon & Elijah--also added to the library)
  • Revised some dialogue in the war planning cutscene for continuity
  • Added the “stall for backup” route (WIP)
  • Adjusted some enemy skills for balance
  • Fixed an issue where Gongo could appear in the cove even if not recruited
  • Fixed an issue where Gorstag could remain in the cove even if he died in the siege
 
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New Release: Version 0.102!

Hi, everyone!

The latest build nearly wraps up the alternative path for the siege--the route where, if Mercy isn't confident in the cove's strength, she sends for backup and tries to hold the choke until help arrives.

There are a few little bumps to smooth over for next week, but then we're sailing on ahead with new content and leaving the cove behind once more! I, for one, will be grateful for the change of scenery and to be finished with this exceedingly complicated event, haha.

Want to become a patron or try the public build? Head on over to

Until next time, we hope you enjoy.

Version 0.102 - 10-4-2019
  • Improved and expanded the Moon & Elijah art
  • Added new “stall for time” portion in the cove residential area with a lot of new dialogue
  • Added the “stall for time” siege, including battles where you hold the choke point as Marlan, Hallie, Dalkon, Fukuro and Franz
  • Added a new short cutscene on Bell’s deck
  • Added new dialogue to some residents after the “stall for time” siege, and made some of the dialogue from head-on attack apply for both paths
  • All members of the ship’s crew will be absent from the cove after the strategy meeting if the “stall for time” path is chosen
  • Fixed an issue where Moondrop was declassified as magic and removed from Orus’s list of spells
  • Fixed an issue where Brandis appeared in the cove when not recruited
  • Fixed an issue where portions of the cove overlay could be visible when waking from the cove siege
  • Fixed an issue when taking control of Marlan in Grey Clarion where it was possible for Marlan to be outfitted incorrectly
 
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New to the game? Become a patron or play the public build here:

New Release: v0.103!

Hello, everyone!

This patch puts the whole cove siege section to bed, adding a lot of new scenes and updating the dialogue for all the members of the cove, and tweaking/improving some of the scenes during the siege itself. Plus, there are some relatively important bug fixes thrown in for good measure.

For now, I'm ready to move on and tackle what comes next, but in the future I'll probably come back to this section and flesh out a few more details, like unique dialogue for every possible member of the cove who didn't make it, and little on-screen effects to ramp up the drama when the general shows up.

As for what comes next: Mercy has to rush around, making good on her alliances, finishing her preparations and bolstering the cove's strength for Oldlight's return. Plus, there are still a few mysteries to solve, like the idols and whatever happened to Friedhilda.

We hope you're as excited to see where it all goes as we are.

- Nym

Version 0.103 - 10-11-2019
  • Added Bell’s arrival scene (Stall route)
  • Added Bell & Franz scene, new backstory (Stall route)
  • Added Carlisse, Thorgeir & Gertie to the cove
  • Added a lot of new dialogue to more cove residents pre- and post-siege
  • Sabal will now fight alongside Marlan in the Cove Siege if recruited
  • Mercy will now appear in her quarters after the Stall route is completed and rest before continuing, which plays a new cutscene
  • If Dalkon, et al, lose their fight during the siege (Stall route), they now die permanently and count towards the total lost
  • Mercy & Orus are now correctly recovered after resting post-siege
  • A monument has been added to the rear-portion of the cove to commemorate anyone who falls in the siege (WIP)
  • Heckart finally gets his rematch (Stall route only, for now)
  • Added a new (unique) craftable accessory at the upgraded forge
  • Fixed an issue where Elijah could repeat dialogue automatically after the siege
  • Fixed an issue where the pirate class incorrectly couldn’t access essence magic (among other things, this caused Bell not to access part of his moveset in the deepfolk fight)
  • Fixed some passability issues while controlling Beatrix in Shiveworth
  • Revised a few lines of dialogue in Shiveworth
 
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