Callandor

Newbie
Jul 13, 2017
42
26
Finally. It is done. I've finished the conquest of everything currently in the game.

Suggestions;
- Can't upgrade cities to final levels, have no source for anything beyond Villagers, Scholars, etc. Need passive sources for Millilith, Knights, Xia, etc.
- It's sad seeing them all break down after a while, I'd love a way to make them enjoy it other than brainwashing. A slow but steady method of bringing the around to enjoying the captivity instead of simply being either rebellious or outright broken.
- Restoring elemental Visions. Another reason I cannot finish the cities. I didn't recruit any Hydro Samachurl's before every Hydro girl's vision broke (I wasn't paying attention) and I'm not waiting hours for Lumine to RNG me enough.
- Surface area upgrades. Training area to give a free recruitment per turn per upgrade without using AP. A farm and mine expansion to provide bigger multipliers to food and ore production.
- Colonised visuals for the cities instead of the permanently burning forever.
- Some QOL changes I'd like to request; In the deepest area, can the spaces to move the girls to lock a little more easier? Can we have a multi-select for moving groups instead of one-by-one?
- Some more variety in troops if possible? A series of tasks in Inazuma to recruit the Abyss Hounds? Natlan allows you to recruit Saurians after corrupting the Night Kingdom, etc?

Otherwise, thank you for the experience, it frustrated me at times, but I love the game.
 

T4t0rt

Active Member
Feb 22, 2023
759
362
1743993489632.png
My situation atm, with my threat bar. I don't dare to attack monstadt until i'll take down the upper part. And this means until the threat bar will come down at knight level. I'm too scared to trigger Noelle. and my bad luck once gain hits hard: not a single mitachurl or yellow mask hilichurl from breeding girls. And i imagine, at turn 38, all of you had some mita/yellow mask hilichurls.
 

dekeche

Member
Aug 5, 2018
176
79
So... Some QOL suggestions;

Settings for the auto-breeder. Currently, it'll force your slaves to keep breeding until they break entirely, but that's not exactly a desired behavior. It'd be nice to have more granularity in how we want it to behave - Keep above 0, keep above half, recharge essence (so you can keep trying for better units). I've found that I'm almost never using the auto-breeder because I need to micro-manage this. Don 't want to miss out on getting early access to important units because I broke someone a little too much accidental. (Also, can characters recover from the submissive state? It doesn't seem like they can recover from that. Which means it permanently decreases their Element Power.)

Auto-construct for the alter (maybe also a queue?). I can't think of any reason why you'd ever want the alter to not be doing something. You can't store Nycto Element. So it'd be nice if the alter would just keep producing Dark Wedges unless I specifically need it for something else.

Exposed variables for the player. More than just missing a guide, there's a number of questions that could be solved by just letting the player see certain values. "How much does this minion cost to breed?" "What's the chance this capture succeeds? (and is it lower/impossible with a barrier in play?)" "What's costing me all this food? And how do I minimize it?" "what exactly caused my threat to spike just now? (Also, does threat cool down over time? And if so, how much per week?)" "How many hilichurl did I just loose because I ran out of food?" "How much health does this barrier have?" I could go on. There's just a lot of information that we, as players, need to be able to make informed choices.

Slave storage. I understand WHY the slave pops need to take casualties. But, it's pretty annoying to be constantly loosing 1-2 knights when you were at 9, just caught another one, and you needed 10. I think either casualties should have a threshold (so no random losses when below x slaves) and/or there should be a mechanic to prevent those casualties. Maybe have a slave storage area? So you'd be able to keep a supply of certain slaves for the training and colonization. But it'd come at the "cost" of no longer contributing to your basic Hilichurl population. Essentually you'd take casuallties when your slaves are actually doing something, be it mining, farming, or breeding. But if you just have them on the bench, then they'd stay there untill you need them (baring famine of course).

Consider adding markings to the threat bar? It's a little hard to tell when certain threats will trigger.
 
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dekeche

Member
Aug 5, 2018
176
79
Found a bit of a bug - Callirhoe apparently triggers the "Powerful Enemy Coming!" Message. And you will lose automatically if you don't defend your main base. However... Callirhoe doesn't necessarily actually teleport to your main base. If you've got armies in the same location as them, they will instead just fight you where they are located. I'm not sure which is the bug - automatically loosing via the event, even though the battle doesn't take place at your main base, or Callirhoe not teleporting to your main base.
 

Theofrad

Newbie
Game Developer
Jan 29, 2025
23
86
So... Some QOL suggestions;

Settings for the auto-breeder. Currently, it'll force your slaves to keep breeding until they break entirely, but that's not exactly a desired behavior. It'd be nice to have more granularity in how we want it to behave - Keep above 0, keep above half, recharge essence (so you can keep trying for better units). I've found that I'm almost never using the auto-breeder because I

Auto-construct for the alter (maybe also a queue?). I can't think of any reason why you'd ever want the alter to not be doing something. You can't store Nycto Element. So it'd be nice if the alter would just keep producing Dark Wedges unless I specifically need it for something else.

Exposed variables for the player. More than just missing a guide, there's a number of questions that could be solved by just letting the player see certain values. "How much does this minion cost to breed?" "What's the chance this capture succeeds? (and is it lower/impossible with a barrier in play?)" "What's costing me all this food? And how do I minimize it?" "what exactly caused my threat to spike just now? (Also, does threat cool down over time? And if so, how much per week?)" "How many hilichurl did I just loose because I ran out of food?" "How much health does this barrier have?" I could go on. There's just a lot of information that we, as players, need to be able to make informed choices.

Slave storage. I understand WHY the slave pops need to take casualties. But, it's pretty annoying to be constantly loosing 1-2 knights when you were at 9, just caught another one, and you needed 10. I think either casualties should have a threshold (so no random losses when below x slaves) and/or there should be a mechanic to prevent those casualties. Maybe have a slave storage area? So you'd be able to keep a supply of certain slaves for the training and colonization. But it'd come at the "cost" of no longer contributing to your basic Hilichurl population. Essentually you'd take casuallties when your slaves are actually doing something, be it mining, farming, or breeding. But if you just have them on the bench, then they'd stay there untill you need them (baring famen of course).

Consider adding markings to the threat bar? It's a little hard to tell when certain threats will trigger.
Settings for the auto-breeder:
will add a warning so you can stop when next breeding will break the vision

Auto-construct:
will do

Slave storage:
will unlock cooking system in future version, which can decrease the death rate/ prevent death, or provide battle buff


Exposed variables for the player:
How much does this minion cost to breed: will be included in the guidance
What's the chance this capture succeeds: very hard to do because the code of capture and deal damage are coupled together so it is not easy to calculate the chance without dealing damage.
What's costing me all this food: Already shown on week summary. How much food one hilichurl cost will be included in the guidance.
What exactly caused my threat to spike just now: Taking over settlements/camps, eliminating enemy units (based on the power) will raise threat one-time. Settlements under your control will create threat every week.
Does threat cool down over time: The capital generate one attack enemy everyweek, and will reduce 60% of it's appearing threat threshold.(if the capital is in phase 2/3/4, there is a chance to create extra enemy without reducing threat)
How many hilichurl did I just loose because I ran out of food: need to find a way to show it...
How much health does this barrier have: I am trying to write a hovering info board instead of showing information at the bottom, once it's done, you can see information of every buff and shield, and detailed explanation of skills
 
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dbomb

Member
Jul 22, 2017
331
446
View attachment 4721844
My situation atm, with my threat bar. I don't dare to attack monstadt until i'll take down the upper part. And this means until the threat bar will come down at knight level. I'm too scared to trigger Noelle. and my bad luck once gain hits hard: not a single mitachurl or yellow mask hilichurl from breeding girls. And i imagine, at turn 38, all of you had some mita/yellow mask hilichurls.
Nope mitachurls are stupid rare; I had non-noctus samachurls and Noctus hillichurls before I had any mitachurls. I had to fight off Noelle with an elemental hillichurl surrounded by regular hillichurls. I think I also corrupted Fischl and she does crazy damage.

how do you beat alice?
I wrote this before:

Get samachurl (mage) + Crossbow teams setup (or all mage).
Ensure at least one leader is an ice samachurl so that ranged troops can be buffed by pillar.
You don't need capture units (all girls who can be captured will be auto captured if adjacent to any of your units for a turn while incapacitated).
Put your ranged units in a group and put them on pillars. Alice will typically approach and be within firing range (some of your units may be knocked off but since they don't need to move its not an issue). Shoot Alice from the pillars and incapacitate her and send one unit to stand next to her (don't move units that can shoot her since she will revive from incapacitated state every time its her turn with a small amount of HP, simply down her again if this happens).
 
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Theofrad

Newbie
Game Developer
Jan 29, 2025
23
86
Found a bit of a bug - Callirhoe apparently triggers the "Powerful Enemy Coming!" Message. And you will lose automatically if you don't defend your main base. However... Callirhoe doesn't necessarily actually teleport to your main base. If you've got armies in the same location as them, they will instead just fight you where they are located. I'm not sure which is the bug - automatically loosing via the event, even though the battle doesn't take place at your main base, or Callirhoe not teleporting to your main base.
you are right. Will fix that.
 

rendooo

New Member
Sep 26, 2021
9
7
Thank you for the suggestions.

Actually I have considered mora and you can find them in "golden house", a hidden place. And in my plan, mora was related to a brothel, which will be built after you beat the ship outside Liyue Harbor. There are several reasons why this system has not been implemented. First, I don't know how to spend mora. If it is to exchange ore and food it looks redundant. Second, just as Pauloco mentioned a brothel seems weird in this game. This also ruled out the idea of hiring human units like kaigari. Third, I haven't found a way to create genshin-style human male CG. They look too modern to me and I think that's weird.

As for outpost, I will allow constructing defensive buildings once I finish the code for battle terrain.

Cooking will be added in the future and maybe lactation.

Blacksmith will also be added in the future. This may allow you to craft weapons or just upgrade all hilichurls' skills. I haven't decide it yet because the choosing weapons would make the UI even more incomprehensible...

Diversifying the way of obedience is a good idea but this will need lots of in-game text work so it is not considerable now. Or you need to guess the requirement of each girl, which would be a disaster.

I don't want each hilichurl to have it's own attack and defence value, because a lot of code needs to be changed if so. And this will also make the team formation UI more incomprehensible.

I tried several AI interpolation models but somehow none of them worked for pony model.
About brothel then maybe that girl Musk will help incorporate it (or her mother ;)) There was a mission about communicating with hilichurls and with successful attempt they started dancing. Plus this is a parody game so you do not need to be strict about lore. Nothing will feel out of place if you introduce it logically and properly.
Or you just can add human male slaves.
What pauloco said is not entierly true. If what you do gets you closer to the goal then it is possible as hilichurls can evolve outside of what genshin game established.

About human male drawings then maybe a workaround will be to generate a males heroes like xiao or dilluc. It will not be ideal but you can always try to change some of their characteristic. If this does not works then maybe getting hand on some frames from animated porn videos. I do not know what model you are using but even if it is only a text then you can select different non genshin style for males. The important thing should be for them to look "hand drawn".

Mora can be used to set a traps and lure the enemy. It can be also used to levelup heroines or to improve the dark totem. There can be only one unique heroine so upgrading or changing their status should not be difficult. You can leave hilichurls from it.

I do not think you must to guess the requiements for the girls for their achievemnets. It can be listed on a second page. They can be known from the start or be unlocked at the dark altar. This should not prevent from aquiring them by chance.
 

dekeche

Member
Aug 5, 2018
176
79
How much health does this barrier have: I am trying to write a hovering info board instead of showing information at the bottom, once it's done, you can see information of every buff and shield, and detailed explanation of skills
TOOLTIPS! Yes, that will be very helpful.
 
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Lemmi 65375

New Member
Sep 25, 2022
1
0
I guess you are right, blood is too much for this game. I may redraw these capture CGs in the future without using some specific tags like deflower.
Hey devloper could you make that there is a way to Kill/delet hilichur in the base when they arent on the map. Or could you make that hilichurs in the base that are used to creat a team that they dont need surplies becouse I have already 10000 normal hilichurs but dont know how to get rid of them they need to much food
 

Gekonius1

New Member
Dec 21, 2024
9
6
So, i played the game for a bit, and here are some of my suggestions/nagging

- Game should be considered as a 0.1 version, not a 1.0
- Clunky UI, but if we look at it as a "concept" it has potencial
- Add tooltips for skills
- We have "elemental resist" skill, but no elemental dmg boosts - we use slimes to boost elemental resistance, so why not use t3 slimes to boosts elemental damage?
- Expand the 4x strategy aspect, like adding buildable buildings in captured camps,for example: resource building (farm/mine) or "houses" to allow slow (slower than main base) reinforce of units
- Maybe, but maybe add "us" as main characters. That would explain why suddenly hilichurls became so organized
- Add different type of "conquering" girls, similar to Venus Blood - Corrupt them using hilichurls/altar or "convince" them to join us. Difference would be that corrupted heroines get noctyl vision, while the "convinced" keep their original vision
- Add male character as "response" raids, trying to justify it somewhat lorewise. For example - We capture Fischl so Bennet and Razor would spawn on the map and start roaming/attacking our camps. Capturing them could help "convincing" Fischl to join us. Killing them would speed up corruption.
- Add bunch of Genshin resources based on location. Their use could be upgrading camps/building or creating equipment, consumable items and boosting main heroines
- Add domains to farm special equipment for heroines, or special materials for some buildings
- Add Treasure Hunters as human mercenaries, we could pay them with "artefacts" farmed at domains

I think thats all for now
 
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dekeche

Member
Aug 5, 2018
176
79
How do you become stronger?
That's a bit tricky. There's three systems that contribute to how powerful your units are.

First, there's the Element Resonance. I'm not entirely sure on all the factors that go into this. I do know that you can get this boosted by destroying certain landmarks. Capturing Vision Wielders gives you (10?) of their essence. Breaking or corrupting their Vision will grant more of their essence (another 10? For a total of 20. Game says +20, but I think you lose the base +10 for their capture, so net +10 looking at the numbers). Additionally, I think other specific characters might give a small boost when capturing them, I think Callirhoe gives +10 Hydro. I'm not sure what boosts Nycto, or if there are other sources of boosts. As for what essence does - It decreases the damage you take from the target element, increases the damage you deal, and increases the "inheritance Correction" value, which I assume means that you get more hilichurl of the specified element when breeding (might also improve odds of getting better units?) I'm also not sure what the "Corruptiong Correction" value unique to Nycto does. Maybe makes corrupting characters via the alter cheaper? In any case, the overall effect is to slightly buff your damage, buff your defense, and improve the "quality" of your army.

Second, There's the "Special NPC Training". Some NPC's (Not all of them named before capture, not all named on capture) are "Special" And will offer you the opertunity to "train" some of your hilichurls. Each training will boost a specific stat, once completed (HP. Attack, Defense, Resistance, NUM [Number of Units for commanders?]) This boost applies for all units. Training can be completed multiple times, but each time the cost increases. Which can be prohibitively epensive. Most training costs a specific number of a specific type of NPC slave, and requires a certain amount of... eleigibal participants. Hilichurl or slimes that complete the training will evolve. This is one of the main ways to get "seeds" of advanced hilichurl if you can't get them naturally. As for the strengthening effect? It's a minor bonus, but rather important to get nonethelless.

Finally, There's breeding. Vision wielders have the chance to impart thier element onto thier children. This lets you "Taint" plain hilichurl and slimes with an element. If thier Element power is high enough, then they can even upgrade the hilichurl and slimes "class". Hilichurl -> Mitachurl -> Samachurl. I think the cuttoff for this is ~40 power. So some characters may have a smaller window to upgrade units than others. And why do you want these improved units? Besides being stronger than the baseline, and able to command a larger army than the basic unatributed Hilichurl? Their ability to command eachother. While elemental Hilichurl can only command basic Hilichurl, Mitachurl can command the elemental, and Samachurl the Mitachurl. And while the result is a smaller fighiting force, the result is a lot more powerful. Keep in mind, the human's skills scale with the number of units in a division. A Samachurl commanding Elemental Hilichurl or Mitachurl is going to hit a lot harder than one commanding basic Hilichurl. Both in dealing and taking damage.



In other words - Capture Vision Wielders. Capture slaves. Heck, capture everyone you can. That's where it all starts. Getting Vision wielders for resonance and better units, capturing special NPC's for training, and capturing regular NPC's to fuel that training.
 
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Theofrad

Newbie
Game Developer
Jan 29, 2025
23
86
So, i played the game for a bit, and here are some of my suggestions/nagging

- Game should be considered as a 0.1 version, not a 1.0
- Clunky UI, but if we look at it as a "concept" it has potencial
- Add tooltips for skills
- We have "elemental resist" skill, but no elemental dmg boosts - we use slimes to boost elemental resistance, so why not use t3 slimes to boosts elemental damage?
- Expand the 4x strategy aspect, like adding buildable buildings in captured camps,for example: resource building (farm/mine) or "houses" to allow slow (slower than main base) reinforce of units
- Maybe, but maybe add "us" as main characters. That would explain why suddenly hilichurls became so organized
- Add different type of "conquering" girls, similar to Venus Blood - Corrupt them using hilichurls/altar or "convince" them to join us. Difference would be that corrupted heroines get noctyl vision, while the "convinced" keep their original vision
- Add male character as "response" raids, trying to justify it somewhat lorewise. For example - We capture Fischl so Bennet and Razor would spawn on the map and start roaming/attacking our camps. Capturing them could help "convincing" Fischl to join us. Killing them would speed up corruption.
- Add bunch of Genshin resources based on location. Their use could be upgrading camps/building or creating equipment, consumable items and boosting main heroines
- Add domains to farm special equipment for heroines, or special materials for some buildings
- Add Treasure Hunters as human mercenaries, we could pay them with "artefacts" farmed at domains

I think thats all for now
Thanks for your suggestions

use t3 slimes to boosts elemental damage - doesn't make sense because usually it is better to use minions of different element.

adding buildable buildings in captured camps: will do

add "us" as main character/convince girls/NRT-like event involve genshin male character: I am not good at writing stories so unless someone can write those events for me...

new resource: well it is hilichurls' ambition, not heroine, so I don't want to focus on strengthening heroines. Those knights/adventurers are already the "strengthen resource" for hilichurl so I don't think this game need more collecting gameplay.

human mercenaries: may or may not be implemented with brothel system.
 

flannan

Engaged Member
Dec 15, 2022
2,705
2,733
Mora can be used to set a traps and lure the enemy. It can be also used to levelup heroines or to improve the dark totem. There can be only one unique heroine so upgrading or changing their status should not be difficult. You can leave hilichurls from it.
Now that I think of it, mora is a magical currency. Which can be used in transmutations and weapon upgrades. So if hilichurls have nowhere to spend mora, they can still use it for alchemy and upgrades.
 

Pracle

New Member
Nov 9, 2022
3
2
Apologies for mistakes in advance, english isn't my first language.

Just finished the game so here are some recommendations:

Tool tips or a tutorial cannot be understated enough and a lot of people have already commented on it so im not going to say more on it. My suggestion: Make an option that you can toggle on/off in options so that when you hover over certain elements, it says what they do or are useful for.

A page that says what each element do and their relations to each other. Im thinking of Palworld's diagram element guide that shows the strength and weakness of each elements while writing this.

A page where heroines not yet captured are blacked out and says how to get them. Maybe this could be the 4th upgrade for the board upgrade? Or maybe send some hilichurl on a mission to scout and they could report where one could be?

Really fun game so far, really enjoyed it and looking forward to more. Much as I want new content I think you should address the tutorial issue as many people have already said lol. If you do have a patreon or anything, I wouldn't mind supporting you, this is an amazing erotic game with actual gameplay :)
 
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4.00 star(s) 20 Votes