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VN/TEXT RPG Active NTR [Makura cover soft] Dungeon and Bride


I'm gonna start a fresh run anyway to see everything the full version has to offer.

Same, i have so many saves, how could i even bother choosing one, when i could get that fresh feel and possibly more information.

Is it worth starting with the demo now to grind a bit, etc.? Save will be transferred, as far as I've heard.

Tbh, trying it out now to see if you like the type of game, enjoy the mechanics, and whatnot, is a good idea. If you're afraid of spoilers, just know it's got plenty of secrets, annoying block sliding puzzles, and apparently lots of keys... i only recently looked in the new museum, hoo boy that's a lot of keys, i hope we can put some of them away for sure at some point... gonna hate having a whole ass character dedicated to carrying like 30 keys. *hello poke-darkness my old friend, i've come to catch an hm slave again*
...but just to grind for stuff? nah, the exp only starts to slow down at like 15-18, and really just doing polaris temple rams you up to lvl 7-8 and really kicks you off running, as long as you pick up some items and make a little money, or play story mode for a free 100k out of the wild bull fight that gets solo'd by the guest... and i suppose just save before fights and load if you lose anyone, because watching the town cleric fucking dust someone and then your ass have to pay for the super-turbo brand revival over and over kindof sucks.

The green one of the 13-story-mcguffins still resides in that center top grave in the snow area.

I wonder if the map in general will change again... on one hand i hope so just to make it fresh, on the other, i could go ahead and do some side-work piece-meal-ing maps together with directions and info... can't promise anything though. I am also a very lazy cat.
 
> Modifications to the Trial Version
This trial version uses the same code and data as the production version, so any modifications made to the trial version will be made directly to the production version (there will be no need to reapply the modifications made this time to the production version).
There will be no need to revise the trial version to reflect the revisions made this time in the final version. We apologize for any inconvenience this may cause.

Uploading 3.08 now...
 
Last edited:
This is the author, Futon Pasta.
Thank you for your comment.
And I would like to take this opportunity to express my sincere gratitude to those who have reported bugs.
Thank you very much.

> Trial version corrections
This trial version uses the same code and data as the full version, so any corrections made to the trial version will be applied to the full version (there will be no need to reflect the corrections made this time in the full version). We are close
to completion. Thank you for your understanding.

> The door to the next map on the 3rd floor of the Fool's Mansion does not react
. That's all in the trial version. You will be able to proceed further in the full version.

> Do the red bombs used during battle
count? They do.

> It is a trap that allows you to stay in the stable and have your money stolen
. If there are members who cannot stay in the same room, the remaining members will automatically be changed to an empty room.

> How do I get to the "Oak's Den" in "West of Yanek"?
You can get there by entering the tunnel once. You will need a magical floating bridge to go beyond the tunnel.

> I couldn't change from wizard in the story mode of the trial version
. Due to the story settings, it cannot be changed. Thank you for your understanding.


Most interesting comment is the one about bugfixes.
 
> I couldn't change from wizard in the story mode of the trial version
. Due to the story settings, it cannot be changed. Thank you for your understanding.

I didn't try this, but that's also interesting to know.

I'm probably done playing the demo for now, so i'll still be interested when it comes out to go ham on it. But if any random questions come up in here that i know the answer to, or have the gumption to find out quickly, i'll still check in.
 
This is the author, Futon Pasta.
Thank you for your comment.
And I would like to take this opportunity to express my sincere gratitude to those who have reported bugs.
Thank you very much.

> Trial version corrections
This trial version uses the same code and data as the full version, so any corrections made to the trial version will be applied to the full version (there will be no need to reflect the corrections made this time in the full version). We are close
to completion. Thank you for your understanding.

> The door to the next map on the 3rd floor of the Fool's Mansion does not react
. That's all in the trial version. You will be able to proceed further in the full version.

> Do the red bombs used during battle
count? They do.

> It is a trap that allows you to stay in the stable and have your money stolen
. If there are members who cannot stay in the same room, the remaining members will automatically be changed to an empty room.

> How do I get to the "Oak's Den" in "West of Yanek"?
You can get there by entering the tunnel once. You will need a magical floating bridge to go beyond the tunnel.

> I couldn't change from wizard in the story mode of the trial version
. Due to the story settings, it cannot be changed. Thank you for your understanding.


Most interesting comment is the one about bugfixes.

Well this is quite encouraging, I’d still expect the full release to be not so stable for a week or two but at least the bug fixes will contribute to the final product.
 
I didn't try this, but that's also interesting to know.

I'm probably done playing the demo for now, so i'll still be interested when it comes out to go ham on it. But if any random questions come up in here that i know the answer to, or have the gumption to find out quickly, i'll still check in.
I think that line is lost in translation and it meant is that they couldn't bench the human wizard/mage girl that has her own model and is part of the story.
They probably only completed Polaris temple, but not the rest of the intro sequence until Max rejoins the party.
 
Can be useful to remember that some dev will have the demo and the full game be different projects and can't be arsed to port the bug fixes of the demo to the full game before release.

Considering how the previous demos went, I would've speculated the dev made each demo form the ground up and forgot some of the fixes form the previous time, rather than actually working with any of the same code, but i'm not a programmer. I just noticed the same bugs that got fixed in previous demos, would reappear in the next, needing a hotfix there too, or things with similar setup (such as place/characters/situations all the same) causing the same crash.

It might be possible they're rewriting large chunks of code and not copying over their own fixes, because they change so much between demos. If the actual game is much closer ot how this last demo is, it's more likely the fixes will stick though, but i'm not quite so optomistic, from precedent.
 
Considering how the previous demos went, I would've speculated the dev made each demo form the ground up and forgot some of the fixes form the previous time, rather than actually working with any of the same code, but i'm not a programmer. I just noticed the same bugs that got fixed in previous demos, would reappear in the next, needing a hotfix there too, or things with similar setup (such as place/characters/situations all the same) causing the same crash.

It might be possible they're rewriting large chunks of code and not copying over their own fixes, because they change so much between demos. If the actual game is much closer ot how this last demo is, it's more likely the fixes will stick though, but i'm not quite so optomistic, from precedent.
I think he made each demo based on a current alpha, but he did not backport the fixes.

or

Like you said. He had assets, he tested mechanics, he had some areas made already etc. but he did not have the game, only it's pieces. Then indeed he could make the demo each time.
Looking at the progress report, he did not have all CGs made during older demos.
 
mtool failed to translate that text. What does it mean and how to proceed?
View attachment 51559

"ここは封鎖中だ! 悪魔ムールムールが活動している間は,何人たりとも神の山に立ち入らせるわけにはいかぬ!
今すぐ引き返せ!"

-=-

"This place is sealed off! While the demon Murmur is active, we cannot allow anyone to enter the mountain of the gods!
Turn back now!"

I actually handwrote all of that into googletranslate because i was mega confused too. There isn't any advancing past there, you only have access to two fight spots, and one chest, can see some stuff through the mist by cliffs, but can't get over there (except i guess with the magic boat scrolls in the cave to get to the other exit into this area?)

I guess it's blocked off until we deal with the little demon girl who keeps messing around in the full game. (her name is ムールムール / Mu-rumu-ru / Murmur)
 
Since Murmur is suggested up to be the primary villain of the story by what little there is, it makes me wonder if the Divine Mountains are a post-game area.
 
Guys few things I need help with:
1. Where do i put the 4 blocks with the symbols on them (pic attached)
2. There's a quest that says I need to collect 5 rare rocks that can be found in hot areas, but I've been griding for hours in the fire dragon cave and I got nothing.
3. How do I swim? and are all water areas I can swim in?
 

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Guys few things I need help with:
1. Where do i put the 4 blocks with the symbols on them (pic attached)
2. There's a quest that says I need to collect 5 rare rocks that can be found in hot areas, but I've been griding for hours in the fire dragon cave and I got nothing.
3. How do I swim? and are all water areas I can swim in?

1: there's only one pedestal currently for those, so for the time being, they're storage fodder.
2: iirc, this is also unable to be done right now.
3: you can't currently i think, and the dev also removed the magic boat scrolls from the demo.

Short tl;dr : 3x - Not in the demo
 
Here's a translation patch for 3.08. As with the previous ones, it's MTL with editing.

To apply to an official demo, place in the game directory, and rename any patch.xp3 file in the game directory to patch2.xp3, since otherwise files in that patch take precedence.

Saves from this patch should be compatible with current/future unmodified Japanese trial versions and allow swapping between them.

Import works from trial 2 with my previous English patch, so should work in the full version too (if it's ever released
:sneaky:). If further patches were applied to trial 2, this may not be the case.

So please don't push any "enhanced" version with cheated party size/movement etc as a default, but an alternative, for those already familiar with the game to explore around the edges of the developer's intended experience.

Download link:

Enjoy.


Anyway, on to my own thoughts about the new demo.

I guess it makes sense for the developer to release another trial version, to identify bugs in the engine or scenes. Seems to have slightly more content than the last.

Free mode seems like a mess of duplication. I'm sure it could have been done in an easier way. He could just have kept "Theo" as the perspective character in the cut-down scenes by making him a hands-off party leader who accompanies them, but doesn't have to be in the active party. Or just had the current leader say the same lines, though that would be more jarring in Japanese due to masculine/feminine speech differences and speech style quirks between the races.


For the discussion about classes, I find physical attackers with secondary magic are best.
  • Assassin is always amazing (though not as broken as pre instant death nerf), and has secondary Alchemy magic. Hide and Sneak attack to avoid damage completely. And thief utility in addition.
  • Spellblade is good, with Line Attack, occasional instant death (particularly good for MC who gets innate counter) and secondary spirit magic. Equipment's a bit limited
  • Valkyrie is always solid, more accessible than the other top classes and has secondary priest magic. Very good equipment selection, though not the very best.
  • Mages... kinda suck. Which is unfortunate given that magic is necessary. The D&D system of limited spell slots and broadly fixed damage just doesn't work well in a game of frequent battles, replicating enemies, and damage scaling warriors. To add insult to injury, most of the bosses have a chance to completely nullify magic. While I take a dual caster along for testing, all they really bring is crowd control with ice spells or out of battle utility. Possibly bosses like the dragons might give a controllable healer that can survive hits a niche. Bard might be a very gear-dependent way to address these shortcomings too. Maybe I'll have to try one.
  • Lord may be worth trying, due to all the good equipment they seem to get making them look like Valkyrie+. The original demo (and still tutorialed) restriction of too widely varied alignment in parties that wouldn't allow running them with Assassin seems to have been removed.
  • Combining Hunter with Summoner would have made one good unique class, rather than two awkwardly linked ones. I always bring a Summoner for testing, since they're often bug magnets and expose a bunch of extra text, but they're underwhelming in battle. That said, Cold Wisp is still more reliable crowd control than mages or using break-happy staves...
  • Fighter/Pirate: No real reason to use them bar flavor or a change. No secondary magic, no Line Attack. Just counter at very high levels, which Monk gets earlier, and MC gets anyway. But they still beat:
  • Smith: Ha. Your entire class and associated mechanism is invalidated by every shop, plus one Alchemist spell that's also available as a scroll for repairing the expensive stuff.
 
Anyway, on to my own thoughts about the new demo.
[Stuff]

Bard w/ 2x sleighbells is > any number of mages casting row ice moves on the same turn.
The dmg is piss, but the freeze chance is astronomical, do give one (or maybe two for tackling two rows down at once) a try.

for mega easytown games, for a starting point, i'd actually suggest prepping for the long term, by running focused magic users (one type each) to get the high spells, then reclass them into frontliners with a different spell type (such as an Alchemist -> Lord, or Wizard -> Valkyrie), and maybe one magic user that shops around through all three basic magic types just to have all the lists. Having the frontliners hold a bunch of backup spellslots for out-of-battle spells is great, you can blow their spells on shield, wizard eye, jump, analyze, etc, so that the actual caster or two can just go ham on fights, or if it's a boss, start pumping out buffs and heals.

Only one person ever needs to be a summoner, and they kindof need to stay there until you get everything you want, which atm sucks, but when the lv20 cap is gone in the full game, they're gonna spend the longest time...

Lord is amazing. Dispelling undead and a party-wide guard is nice, though if you get frozen it ends the skill... unfortunate, lol, but combined with the MC's counter you could end up countering every enemy in the fight, which is pretty damn good.

Some other amusing things IIRC, alchemist can non-magically repair items and summoner also gets line-attack (and can use that really strong gold chain whip, so they cna really pump damage too, even from the backline)

Not that the game really needs you do to all of this, since it's fairly easy aside from the dragon fights, tbh, or overextending yourself deep in a dungeon. I don't tihnk i'd have fun, but one could do with an all-suboptimal team and still get things done decently.
 
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