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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

 

Edited by Hikewne (see edit history)


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



there is something else i've just found as well although not sure if intentional or not but there is a tree misplaced blocking progressing in the vidar forest maze

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33 minutes ago, museisgood said:

1.png

CLARIFICATION: This is a scene from chapter 5 that is not illustrated yet. Fret not, it will be in the future.

33 minutes ago, EroEN said:

there is something else i've just found as well although not sure if intentional or not but there is a tree misplaced blocking progressing in the vidar forest maze

@EroEN You can get through, but you have to find da wae. Either way, there's nothing much beyond the maze as of now, all you can get is a teleportation point. There will be something there, but in a not so close future.

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Yet another emergency patch coming up within the next hour. Sorry for the inconveniences! As @museisgood pointed out, there is an error in the story progression events in chapter 6. I'm going to look into them right away before going to bed and make an emergency re-upload.

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while you're patching that up there's also a crash bug in the lowest part of the dark cathedral, if you encounter in battle with an enemy the game will crash and give an error message

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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I JUST FINISHED UPLOADING. Okay, I'll fix that one after I wake up, I'm barely alive right now lol (I know what it is and I could fix it right now, but compressing/reuploading would take a good 30-40 more minutes, and I'm 100% going to fall asleep through that). PLEASE STAY PUT! And once again sorry for the inconveniences

Edited by Hikewne (see edit history)
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So so glad to see you back Hikewne - 12 Fanatics is literally one of my favorite games ever! You really have a knack for this stuff.

 

Just one small request - could you please post the answer key again for Liliana's test in her intro chapter? It would greatly help us mathematically impaired haha

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Excellent game! I am a  new player and enjoy it a lot. Following the latest patch(as dated 31st July), I would like to report a bug of Solveig unable to interact toilet seat in Liliana's house during leaking stage (i.e. bladder meter start to overflow). The detail is shown as below.

So far, I just finished first stage of catacomb after the earthquake (not sure which chapter). After that , the bladder and hydration meter is activated. So, I explored catacomb again. I explored it sufficiently until Solveig and Liliana experienced leaking stage. Then, both of them visited Liliana's house to relieve their bladders. I could interact Liliana with toilet seat (thus obtained cut scene of Liliana desperation pee, I must say it is beautifully done) but not Solveig. She just able to interact with the door of toilet only and walk around the toilet. However, she was unable to go out.  I suspected that  cut scene of Solveig desperation pee is missing and thus no interaction between her and toilet seat.

Thank you for the time. Don't worry, please take your time. It is not a critical bug. I still can progress the story.    

 

Edited by nyo (see edit history)
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14 hours ago, SeriousSly said:

So so glad to see you back Hikewne - 12 Fanatics is literally one of my favorite games ever! You really have a knack for this stuff.

 

Just one small request - could you please post the answer key again for Liliana's test in her intro chapter? It would greatly help us mathematically impaired haha

It's not really necessary to be good at math anymore as the math stuff was removed.

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Just fyi,,,, in chapter 6 at the sewer, DON'T PULL the Lever/Button BEFORE you found the way to the next area. Because  the Lever/Button won't trigger if you already pulled it before finding the way

Anyway, This is the best game I've ever played !! I can't wait to see all of the events to be illustrated. Great Job Hikewne!!

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crash bug with jordanes when he uses a certain ability

allot of lag within the first section of chapter 4 leading to crashes overtime while encountering enemies

 

 

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Could somebody please help me with getting past the "pattern" forest in Chapter 7? My monitor's brightness settings are of poor quality (and so I can't detect the lighting changes that are supposed to happen when moving from node to node) and I feel that the "more greenery" hint is too vague when most of the nodes have similar looking greenery.  I've been banging my head against this puzzle for hours now.

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12 hours ago, rangatan said:

Could somebody please help me with getting past the "pattern" forest in Chapter 7? My monitor's brightness settings are of poor quality (and so I can't detect the lighting changes that are supposed to happen when moving from node to node) and I feel that the "more greenery" hint is too vague when most of the nodes have similar looking greenery.  I've been banging my head against this puzzle for hours now.

Spoiler: the order in the forest in chapter 7 is: Right, Down, Left, Left, Down, Left, Up, Up, Right, Up, Left, Left, Left, Up, Right, Up.

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My game is crashing during the fight against the boss 'moonlight' at the end of chapter 3 with the message

Script 'Game_Interpreter' line 449: NoMethodError occurred.

undefined method `<' for nil:NilClass

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FYI the character wetting themselves in combat system doesn't work properly. For whatever reason after the character wets themselves it adds the accident state but doesn't remove the leaking state and trying to use the cleaning kit doesn't fix it. I'm going to try editing the pouch script to see it that'll make it work.

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Hello peeps! Sorry, it's been a few busy days and I haven't been able to do as much as I'd like to on this front, but I'll be free all day today.

I'll be checking the comments section and make sure to upload a patched version later on to address everything that's been listed. Please stay put!

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Okay, second announcement: in about two hours from now I'll be uploading a fix for the aforementioned issues as I said earlier, but also there's a side mini-update coming with this which is that the difficulty of Story Mode will be adjusted. What this means is that the general difficulty (stats of the enemies during story mode will be reduced and adjusted), and level requirements for starting each chapter will be removed, among other things.

 

EDIT: Sorry I couldn't actually update tonight, this change's proven to be more time taking than I anticipated. I haven't stopped working on this new balance and I'm still not done... but I'll come back to it after I wake up. Sorry for the wait!

Edited by Hikewne (see edit history)
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No worries mate, I think I spent about an hour trying to fix the issues I listed myself and didn't manage to fix either of them. Also, is there some sort of parallel process going on that doesn't have a wait in it? My game keeps fps lagging every so often and that's usually the issue.

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44 minutes ago, Unbeknownst said:

Also, is there some sort of parallel process going on that doesn't have a wait in it? My game keeps fps lagging every so often and that's usually the issue.

Good that you mention this. It's probably going to take me a bit more time, but I think I've just come up with a way to improve performance of the game drastically thanks to this you mentioned here. I'm going to be making some modifications once I'm done with the enemy monster changes, but I'll try to upload the update as soon as possible.

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