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6 Screenshots

About This File

 

SYNOPSYS

This is a world known as Gaia, in honor to the Goddess who created the land and gave life to creatures inhabiting in it. In Gaia, we follow the story of Kriemhild, a country located in the main continent of this world and the house for a number of personalities that were involved in a short, world-scaled war that lasted ten years. However, the scars of this war are still very present after a few years, and a wicked character has his mind set in causing chaos and destruction in order to serve a purpose which is yet unknown to his victims. It falls into the hands of the people in Kriemhild to stop him, including a young girl named Solveig, who has recently become a knight and is determined to help the country that saved her and gave her a place to call home.

GAME FEATURES

This is a classic, old school JRPG-style with a few MMORPG-like functionalities seasoned with an engine that enables omorashi characteristics and events, including, but not limited to:

  • Desperation System and standarized omorashi events
  • Visual Novel-like special scenes.
  • Sandbox-like free exploration of both countries of Kardia and Kriemhild with 50+ overworld maps to explore plus 10+ dungeons to visit.

 

Like the game? Support us on Patreon!

There are a handful of extra perks you can get by supporting us, such as acccess to extra art, illustrated written stories, a private community discord, and more!

https://www.patreon.com/hikewne

 

Deeply grateful to our patrons!

George Washington

Bary Bary

weppah

Kasuhimiya

gthegamer 775

lieyanxiaogui

verflares

JainaSolo

Chapman

anony123

Aqua

Sam Hedger

Tsaranon

Nick

Njaalerino

Farseer

BlackBird98

Ray Tracer

HorseMinions

SirNobody

StefanJung

PoxFox

Shogun Thomas

Aria the Bunny

AlmightyIdiot (A.I.)

Vadersdemon

Melciah

 


What's New in Version 5.1.0

Released

Main Udate: Chapter 9

Story Content:

  • Chapter 9 of the Main Story has been added, including 3 new special scenes.

Gameplay Content:

  • Elemental weaknesses/resistances now stack, combining all of the multiplier into one depending on the target's affinity (e.g. if an attacker has imbued the elements of Darkness and Explosion and attacks an enemy weak to them both, the damage will be multiplied by those two multipliers instead of only picking the biggest one). However, two elements of the same category will not combine (if imbued with Water and Ice, only the latter will be taken into account; same for resistances). If at the end of resistance calculation an enemy is immune to an element (multiplier would become 0) but suceptible to neutral element (Slash or Blunt), that enemy will still take damage equal to half of their suceptibility to the neutral element.
  • Guard revamp: Certain enemies are now able to use the Guard command to reduce their damage received. However, Guard can be broken when receiving damage at a chance (moreover, there are skills and passives that completely ignore or break guard upon attacking).
  • Turn-based effects have been revised: instead of turn-based effects only taking place at the start of each turn, they are now divided in effects that take place at the start OR at the end of each turn (such as countdown for Aura buffs). 
  • Elemental affinity experience revamp: changed the method to calculate elemental experience when using Special Skills or Offensive Spells to scale better with the current elemental level in regard to the enemy's level, making it easier for lower level elements to gain experience when facing enemies with higher levels. Moreover, elemental experience will be granted upon each successful hit on each enemy. Moreover, Skills and Spells that result in a Critical Hit will grand double the experience for that hit.
  • New items added to the Alchemist Store roster: Orb Items are new consumables that can be used in battle (a handful of these were already available before, but new ones have been implemented and improved). Effects of these items include Tier 3 Offensive Spells of all elements and special buffs that are unavailable elsewhere.
  • New passive skills have been added to the leveling roster in the Shrine of Goroma Mountain with the NPC Elena (provided that the sidequest Crossfire has been cleared).

Skill Changes:

  • Solveig will now automatically enter the Guard status when using Shield-based offensive skills (Shield Bash, Shield Chain, Titan Rush). 
  • Solveig's Gaia Slash skill can now inflict Helpless on its target at a chance. This chance is increased if Solveig's Physical Defense is higher than the target's.
  • Solveig's Fragarach skill will now be used at the end of the turn in case she did not receive any damage. Moreover, if the skill is triggered normally (as a counter), the target will have a very high chance of becoming Stunned on hit. 
  • Hecate's Alla Marcia skills' damage has been increased. However, Alla Marcia - Finale can no longer be activated on its own and strictly requires the first two movements to be used in succession.
  • Aria's Leaf Blade skill's effect has been revised: Critical Hit Chance increase has been increased and a Critical Hit Damage increase effect has been added.
  • Aria's Moonlight Slash skill now has a Critical Hit Chance increase and a Critical Hit Damage increase effect.
  • Aria's Electrolink skill's effect has been revised: MP Refund effect will happen if the target is Critically Hit instead of being Defeated. Moreover, MP Refund effect has been increased and now scales further depending on the skill's Mastery Level.
  • Aria's Quasar Cannon skill can no longer hit multiple enemies if the first target is Defeated during the first four hits of the skill.

Visual Changes:

  • A gauge has been added in the main status menu just under "Total Experience in Next Level" showing progress towards that level.
  • In the ID Cardex section of the status menu, each elemental affinity now has a gauge depicting the progress towards each elemental affinity's next level.
  • Elemental Experience gained during battle can now be seen during the battle results' victory screen.

Omorashi Content:

  • Scenes from Chapters 8 and 9 have been updated in the Replay Room (provided that said chapters have been cleared).
  • Two new NPC scenes have been added (requires Chapter 9 to clear). One can be found in the Kriemhild Royal Castle, while the other can be found listed in the Embassy Building's Task List.

Bug Fixes:

  • Fixed an issue causing Aura Buffs to last less than intended (consuming extra turns in battle for no reason).
  • Fixed an issue that caused the game to crash when leveling passive skills beyond level 3.


User Feedback

Recommended Comments



Hey,I have a problem during play this game,can you fix it?  when i control Liliana to fight with a skeleton,when the  skeleton frisk has attack me,it has a error report, i'm not sure is my problem or not.

Edited by JackH (see edit history)
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Slight bug, Shockwave says its a single target attack skill even though its an all enemy hit 😛 not sure if its just the first version of it (rank E) or not yet.

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Have to say, using the SMT IV Boss theme is real good pick. Still at beginning but making buffs and debuffs more important and we might as well be one step closer to a Megaten-esque omo game 🙂

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If anyone gets to Chapter 7 and they're having trouble with the golem puzzle, the solution is:

left - 9
up - 6
right - 4
up - 4
right - 4
down - 3
right - 5
up - 2
right - 7
up - 3
left - 4
up - 2
left - 1
up - 2
right - 3
up - 2
left - 5
down - 5
left - 7
up - 3
right - 2

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Uploading yet another emergency patch in a good half an hour! Sorry for the inconvenience, just little last-minute changes that turned out to be critical failures, this time with a damage formula. Stay put!

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13 hours ago, anony123 said:

If anyone gets to Chapter 7 and they're having trouble with the golem puzzle, the solution is:

 

  Reveal hidden contents

 

left - 9
up - 6
right - 4
up - 4
right - 4
down - 3
right - 5
up - 2
right - 7
up - 3
left - 4
up - 2
left - 1
up - 2
right - 3
up - 2
left - 5
down - 5
left - 7
up - 3
right - 2

 

 

Mind if I ask for your save file?

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Some weird glitches that I encountered during Quest 2: After beating the 15000 hp ghost boss and getting Hecate back with Lili and Solveig, not sure if intended, they all lost their desperation status even though much of it was scripted. Not sure if the sequence of events was intended for Hecate not being desperate. Also the green levers don't seem to do anything?

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@jzap23 

At the moment there are only two monsters with such attacks:

  • Bitter Moth (Lv80 normal monster) that appears in the last area of Huldra Forest (northwest of the southern castle town)
  • Alraune (Lv85+), boss monster of the Huldra Forest dungeon.

I'm probably going to give this ability to a few other already existing monsters as well to new ones.

@Chapman

Thank you for pointing this out! I'll make sure to look into any issues in Hecate's event for the next patch.

As for the green levers, they do indeed do something, but you have to press all of them before a timer runs out.

Edited by Hikewne (see edit history)
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So, it seems that when I try to launch the game, the Microsoft Defender enters in panic and doesn't let game open

image.png.3a3dd81667c5fc370fa5982b2859b0df.png

The translation is "Windows has protected the computer. Microsoft defender SmartScreen has stopped that a not known app was initiated. The app's execution can put the computer in risk."

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So great that this game is back! Imo it is along with mojique the best omo rpgs available

Thoroughly enjoyed playing this couple of years back :D and am loving the little changes made. Currently in the desert section and wow it seems that the enemies are a bit difficult this time around.

By the way does anyone have a savefile upto the part before it was taken down...I changed my pc recently and couldn't transfer files from the old one into the new one. I'd really like to play with the full party sometimes :P

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there are a couple bugs in battles i've encountered so far that i thought i should share

1 of them is if 1 of the party members wets themselves in battle their desperation will be the same as it was before the wetting  (which effects talking events as well) until the party reaches a town and saves

the 2nd is and i dont know if you removed the CG images from before or if it is indeed a bug but after wetting their CG images will be as if they hadnt wet themselves

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