Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby GoRepeat » Wed Oct 28, 2015 12:19 pm

XaldonAjide Wrote:Found an Error right off the bat, When sending units to chant, you get options to send them to chant with armors, for some reason the game mistakes runes for random armors, I've lost atleast 2 light runes to this.


Can you give me a bit more detail? ie - what was the unit wearing when you sent it to chant, what did you select, was there a rune equipped?
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Re: Sakyubasu no Tatakai II

Postby XaldonAjide » Wed Oct 28, 2015 10:53 pm

GoRepeat Wrote:Can you give me a bit more detail? ie - what was the unit wearing when you sent it to chant, what did you select, was there a rune equipped?


the unit wasn't wearing anything and the rune was loose, unequiped, When I brought the unit back the rune had turned into the armor the unit was wearing. Anyway I found to keep the runes safe, just equip them to random units then send them to chant once your done combining runes. still have some difficulty with Runes disappearing when I send blank units to chant, since the runes seem to like disguising themselves as available armor pieces. Wind Runes typically are mistaken for Mage armor, I think the water runes were mistaken for rage armor, Still figuring it out. I'll give you more details when I have time.
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Thu Oct 29, 2015 2:45 am

XaldonAjide Wrote:
GoRepeat Wrote:Can you give me a bit more detail? ie - what was the unit wearing when you sent it to chant, what did you select, was there a rune equipped?


the unit wasn't wearing anything and the rune was loose, unequiped, When I brought the unit back the rune had turned into the armor the unit was wearing. Anyway I found to keep the runes safe, just equip them to random units then send them to chant once your done combining runes. still have some difficulty with Runes disappearing when I send blank units to chant, since the runes seem to like disguising themselves as available armor pieces. Wind Runes typically are mistaken for Mage armor, I think the water runes were mistaken for rage armor, Still figuring it out. I'll give you more details when I have time.


Yerp, I got it. There was a loophole where the game was confusing the element value with the armor class and "equipping" the runes as armor. Will be fixed in next update.
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Re: Sakyubasu no Tatakai II

Postby eyecourt » Thu Oct 29, 2015 4:52 am

Sorry to bother everyone but I seem to be stuck on the BlightWall gate with the goo-girl that has the special that does applies all negative stats to my guys and positive stats to her own girls and it just wrecks shop and I'm getitng frustrated with it. I must not be able think outside the box for something this crazy, especially when the enemy's special seems to recharge a turn faster than my own.

Even brute forcing a really hard stage... doesn't feel satisfying because it's mostly luck that the AI does a stupid thing and not throw a defender to taunt my berserker or Rogue and keep them from striking their commander. But that must be me being new to Gorepeat's incredibly difficult games. (Yes, I had to go through this forum many times to get to the point where I am now, hoping for tips or a guide to beat and unlock all the sex stuff, mostly because that's the major reason why I play these games and started on Dusty's Mansion and never beat the first game because of the last boss and the mask boss.)

Sorry for my minor rant, I never expect extreme difficulty when it comes to hentai games and not sure if I should like the challenge or get pissed that I can't get a good portion of the content within an hour of playing the game.
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Re: Sakyubasu no Tatakai II

Postby Gidshri » Thu Oct 29, 2015 4:16 pm

GoRepeat
Hello! How about another two options in tavern? I mean "Missions" and "Hunting". You will cut them in final release or we will saw purpuose of this buttons in future?
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Re: Sakyubasu no Tatakai II

Postby XaldonAjide » Thu Oct 29, 2015 5:26 pm

eyecourt Wrote:Sorry to bother everyone but I seem to be stuck on the BlightWall gate with the goo-girl that has the special that does applies all negative stats to my guys and positive stats to her own girls and it just wrecks shop and I'm getitng frustrated with it. I must not be able think outside the box for something this crazy, especially when the enemy's special seems to recharge a turn faster than my own.

Even brute forcing a really hard stage... doesn't feel satisfying because it's mostly luck that the AI does a stupid thing and not throw a defender to taunt my berserker or Rogue and keep them from striking their commander. But that must be me being new to Gorepeat's incredibly difficult games. (Yes, I had to go through this forum many times to get to the point where I am now, hoping for tips or a guide to beat and unlock all the sex stuff, mostly because that's the major reason why I play these games and started on Dusty's Mansion and never beat the first game because of the last boss and the mask boss.)

Sorry for my minor rant, I never expect extreme difficulty when it comes to hentai games and not sure if I should like the challenge or get pissed that I can't get a good portion of the content within an hour of playing the game.



In that kind of situation, Meatshields- I mean Tanks are your friends, You want to Rush tanks at the enemy to get an opening behind them for your scouts to pass behind their lines while your tanks hold them off for a few turns.
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Re: Sakyubasu no Tatakai II

Postby XaldonAjide » Thu Oct 29, 2015 7:43 pm

Glass Cannon, is no Longer glass Cannon. Having 8/8 stats on a mage really doesn't make a big difference when it comes to damage, even with Lucky boosting it to 3/13, with boost and wind rune added, it comes to 3/18, but that is one shot, and the enemy can easily counter with Thunderstorm, or Bert of Flame. Loved i better as 2/11 because atleast then you knew you could wreck stuff as you got on the field.

Found another part of the Glitch, that I told you about earlier, apparently after I beat Pecunia, On the rewards page It said I got five armor, and four runes, the game replaced four of the armors with runes. :lol:
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Re: Sakyubasu no Tatakai II

Postby eyecourt » Fri Oct 30, 2015 4:04 am

Thank you for the help, though I stand by the 'this game needs a guide' argument without the need to go through every post in this thread.

But I do find something rather strange and quiet possibly infuriating... the enemy Rogue-like Mechizas (Mechiza SCT653) have rather a rather high attack stat when they are first summoned, and now that our Mechizas have a base attack power of 1, these guys still boast 10 attack at the cost of 2 mana when the opposing forces bring them in, causing me to pull my hair out when they go through defenders like they are nothing.

Also... I don't understand how to deal with the Sand Gate. I'm under the impression I should try and blast 30 damage near immediately before Overdrive turns all the Mechizas into badasses then use Jealous Rage but Jealous Rage kills randomly I think. A tooltip to help me know what abilities do would help wonders versus trying to determine what it does through trial and error... I ain't good with those type of games, I don't learn very well.
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Re: Sakyubasu no Tatakai II

Postby kobold » Fri Oct 30, 2015 5:34 am

jealous rage kills one of your guys for every one of their guys and gives a remaining unit bonus stats (I may be missing some subleties). Try to have one more unit than the enemy when you use it and rush it at the backline as quick as possible.
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Re: Sakyubasu no Tatakai II

Postby Agrush0 » Fri Oct 30, 2015 9:33 pm

GoRepeat Wrote:- Fixed bugs with new chanting mechanic that was creating blank runes


It seemes that this fix doesn't work. Just now downloaded latest (from 30.10.15) version, tried new "quality of life" updates and got an empty rune when just first sent to chant one Rogue and then return two Rogues (there was one before) to army.
Spoiler (click to show/hide):

ImageImage

And one more thing, GoRepeat, can you please add a sorting button(-s) to inventory (where equip and runes are)?
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Re: Sakyubasu no Tatakai II

Postby AdamMar5 » Sat Oct 31, 2015 12:50 am

Ok, I seriously can't figure out how to get jurassa to trigger. No runes, and I think the eight squad members are unique enough but nothing is happening. I must be doing something wrong but for the life of me I can't figure it out.
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Re: Sakyubasu no Tatakai II

Postby Tobster Skellpup » Sat Oct 31, 2015 1:47 am

How the 'ell do you prevent getting instakilled by Gluttony's hangover?

I've tried leaving all the barrels alive, killing them all, but nuttin' seems to be working. :S
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Re: Sakyubasu no Tatakai II

Postby Throbby » Sat Oct 31, 2015 1:57 am

Jurassa doesn't just hate Rune Magic; she hates ALL magic.
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Re: Sakyubasu no Tatakai II

Postby XaldonAjide » Sat Oct 31, 2015 4:00 am

Found a new bug, apparently some of the units when you capture them with altered stats the stats follow through into the player end with unfavorable effects, IE a phasmos with 3/-3 stats, or I remember earlier getting a Grogar with 2/-1 after my fight in The Hive. Just wanted to let ya know.

I think it's from catching units that have their stats artificially altered, Like the Phasmos 11/7 4 cost unit, or the Machiza 9/8, since the game needs to lower their stat values back to what they were supposed to be IE 1/6, 2/4, 3/2, 2/6.

..., Whelp found the problem, there's an Error when using Lucky's ability to capture enemies, Just caught a Drone, that had 3/-3.

Other than a minor glitch with blank runes being made whenever a unit is sent to chant, I love the new set up. it's a lot less cluttered. :D
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Sat Oct 31, 2015 10:53 am

:shock: why.... why is there soo much lag in the early battles now... like even when on low quality it's slow as the first boss battle was when you first made it GP! >_<

I... I'm not sure I even want to attempt later battles if the lag is this bad early game... I'm actually concerned it'd break my comp if I did....

oddly enough though there's very little lag when not in battle... so the game as a whole isn't lagging at least... just the battles... :? hmm.... is it possible the new unit and armor values are conflicting with old and thus causing the lag? otherwise idk what the source might be...

new unit and armor values look interesting though.... would love to play test them more and see what combos are OP as all hell... but with this lag... I don't even want to try... once the lag is lessened to at least moving 10 pixels per second I can def test all this. >_> (exaggeration obviously)
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Re: Sakyubasu no Tatakai II

Postby FHDani » Sat Oct 31, 2015 5:19 pm

Hello There!

I'm new here,so sorry for my idiot question,but is there any support webpage for this project ?
Like Patreon or something ?
This game lookslike good enought to get supported :)
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Re: Sakyubasu no Tatakai II

Postby F.Infinity » Sat Oct 31, 2015 9:10 pm

FHDani Wrote:Hello There!

I'm new here,so sorry for my idiot question,but is there any support webpage for this project ?
Like Patreon or something ?
This game lookslike good enought to get supported :)

Apparently nope, GoRepeat doesn't take donations, as she said on the stream "my shit aint good enough". Ah, that Pecunia's code and infinite dialogue loop...
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Re: Sakyubasu no Tatakai II

Postby kingofbrocoli » Sun Nov 01, 2015 1:40 am

F.Infinity Wrote:
FHDani Wrote:Hello There!

I'm new here,so sorry for my idiot question,but is there any support webpage for this project ?
Like Patreon or something ?
This game lookslike good enought to get supported :)

Apparently nope, GoRepeat doesn't take donations, as she said on the stream "my shit aint good enough". Ah, that Pecunia's code and infinite dialogue loop...


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Re: Sakyubasu no Tatakai II

Postby King Dong » Sun Nov 01, 2015 2:37 am

I wanted to give the game another go with the stat changes and QoL changes, but the first thing I noticed was a big turn off for me. I like to unlock all three scenes with each type (1, 3, and 4 stars/captures) BUT I find it impossible to make the fight last that long with the super strong starting troops. Are you intending for people to go back later and use ruins to kill their own troops or something? The fight at "The Hive" I pretty sure only ever summons 3 at a time and once you kill them there is only one or two more to try to let kill your troops and stall until you next special. I will try again some other time.
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Re: Sakyubasu no Tatakai II

Postby estranhaseras » Sun Nov 01, 2015 4:16 am

ExtraHachse Wrote:I find it a bit underwhelming that every enemy has Thunderstorm since the Esurien. I think it's kinda cheap tbh. Gotta clear the Eye so far, still haven't found the right strategy yet.


Equip all female units with earth rune and set Eva with tank class. Problem solved.
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