IIRC Malise isn't supposed to be present in that section in the final game (maybe she comes later to rescue Neon or something since she does have Vioreaper animations, but perhaps they appear elsewhere) so it makes no sense for her to be in that cutscene. To my knowledge her only h-interaction with the Fleshfather is the tentacle/constrict animation.I love the demo, but i have 1 question, after defeat the boss, only neon can be raped? There any way to trigger the event with Malise?
Just kick it, you can free yourself after two kicks. It also depends on wether your armor isn't broken. Because his attacks are much stronger if it is.What do you think I tried? xD
But there are some moments where you can't block it ... for example if it tries to tentacle you right after the first fail ... and 1 time tentacled often leads to 1 downed ally ...
It says in the beginning when you start the demo that the scenario in the full game will not include Malise and that she is only included to let players experience gameplay with both player characters. No sense in making art for a scene that won't even include the character when you're trying to get another version out the door at the beginning of March.I love the demo, but i have 1 question, after defeat the boss, only neon can be raped? There any way to trigger the event with Malise?
Yep. I find that lvl5 neon breaks the tentacle with 1 kick most of the time. And lvl5 malice is usually 5 dmg off killing it in 1 kick.Just kick it, you can free yourself after two kicks. It also depends on wether your armor isn't broken. Because his attacks are much stronger if it is.
I beat Fleshfather with two Level 4s. It was a cakewalk. My previous attempt was with two level 3s. It was an utter rout. But my armor and lust also happened to be high. From this, I get the impression that your armor state and lust have a critical effect on how well you fight bosses. Your level is more of a raw stats effect - how long you can last, and how long it'll take you to DPS a boss down. The winning strat here appears to be letting Malise mainly DPS FF down with her double-revolvers, or normal attacks to save something for breaking free, while Neon shoots and saves her interrupt for tentacles when possible, but primarily to interrupt FF's self-heal.Yep. I find that lvl5 neon breaks the tentacle with 1 kick most of the time. And lvl5 malice is usually 5 dmg off killing it in 1 kick.
Every bit of information counts and your report was pretty good. Also, error log shows all crashes and additional information helping us debug certain weird behavior... weird thing is that log you've sent us had only two crash entries, but it still was helpful. Thanks a lot.Yeah, I unfortunately only read the thread after I finished playing, so I didn't take screenshots or save the error logs for each and I have only the most basic idea of what I did to cause them so it's really useless information. I'll e-mail the last error log just in case there's some use for it but I'm really doubtful...
Hope this answers your question:Hello?
We do plan on having voiced sound effects eventually. Not full dialog to be clear, but sounds for H scenes. Besides music, sound in general is something that's taken a back seat so far. Expect a lot more down the road .
I agree. Also, it might even help the atmosphere if they compress the voice clips in such a way that they sound slightly digitized. Smaller files AND more appropriate sound... a win-win!Good to know, I feel like full va is a waste of resources.
When the project started out I investigated animating everything . I actually uploaded a few of the early animations (just skill animations, nothing H related really) for the inner circle patrons on Patreon. Unfortunately it was just way too time consuming to do by myself, especially considering the number of variations required.Are there any plans down the road to include animation of any kind to the grapples or later stages of H attacks?
There will likely be parameters on gear or items that allow you to reduce the encounter rate.I forgot to mention that those invisible, random enemy encounters are troublesome.
Try changing the Battle Time Mode in the options! You can set it so that time stops while you choose your commands. Also, you can set it so that struggling is handled automatically.didnt play much yet but the little I played the game seemed overly difficult. The struggle system for example when i was trying to actually struggle i woudlnt have time to complete it before it moved on. granted i did let it progress a few steps to see what the H content was like but still... seems overly hard
That's coolSo, this happened. I should've been working on more important stuff probably, but I thought this experiment was worth trying out and could introduce the game to a new audience. If you play Fallout 4 you may want to check it out:You must be registered to see the links
Hmm, I see.There will likely be parameters on gear or items that allow you to reduce the encounter rate.
Random encounters are unfortunately a must right now due to the complexity of the maps. RPG Maker VX Ace doesn't by default allow for multiple layers to exist simultaneously on maps, but we've developed a system for making this possible. This creates a lot of complications for AI. In addition, since the map sprites are large, there'd need to be a lot of AI work done to get pathing and collision detection to anything resembling acceptable levels. Basically, since it wouldn't work everywhere, enemy sprites on the map for the purpose of enemy encounters must be used as the exception as opposed to the standard.
Watch the sides. You might need to walk in both directions once to notice.What was that about a hidden passage? -.-