You will not fight the cat in CK5, you'll just get her covenant as part of story if you don't fight her in CK3. If you're going for her in CK3, you'll get chance to get one of the same girls offered by Badluck in CK3 in CK5oops,( chapter 3 ) glad I made a save before beating the cat, I'd forgotten one detail
I beat him and went into the cave to get a new convenant ( badluck), but I can't after beat the cat
i think we can fight the cat in chapter 4 or 5 no ?
Chapter 1 and 2 levels caps are limited to the value the engine (flash) allows you too go, don't remember the exact number but is the same cap for other stuff like itens quantities and stat points. The only thing you need to know is that is to big to reach it without cheating or spending a lifetime grinding.Does anyone know the level cap for chapter 1 is?
Stuck as in there is a limited amount of them and you can't get the scene before they run out or stuck as in even if I keep fighting 100 of them I still can't get the scene? If it's the last one I sugest reporting to the game discord since the dev doesn't pay attention to this thread, if it's the first just keep playing.I'm stuck trying to get the animated Tempts for the Razorback & Berserker but no matter how many times I load a save or speed-run a new save, I can't get them.
The compiled version for this arc will take a long time to be ready for sure, to start the dev still needs to finish the arc (around 3 chapters, each will take around 6 months based on the previous releases may take longer may take less) only them the work in the compiled version can start, the 7 chapters available will need to be remade some of them like the first one almost entirely other will only need some rework to adapt to the new engine and the latest gameplay experience mechanics, that providind that the dev still feels that it's worth the trouble in the end he may decide to just move one to the next arc or his side project but for now that is still the point, in the end you may need to wait more than 2 years at least in my opinion even if this last 3 chapters can only be compiled together with much problem all the rest will take time.so for someone that hasnt played any chapters yet would you guys suggest waiting for the complete one in unity? did dev mention how long the unity release will take approximately? ive read about the updates above but not sure what comes after
thanks for the reply, so my last question what exactly is the dev working on right now? couple posts above hes talking about 70% of UI update for this game, will it be for a new chapter or is he remaking old ones? im sorry if the questions sound stupid bit confused, maybe you already answered the questions in your answer and i just didnt get itThe compiled version for this arc will take a long time to be ready for sure, to start the dev still needs to finish the arc (around 3 chapters, each will take around 6 months based on the previous releases may take longer may take less) only them the work in the compiled version can start, the 7 chapters available will need to be remade some of them like the first one almost entirely other will only need some rework to adapt to the new engine and the latest gameplay experience mechanics, that providind that the dev still feels that it's worth the trouble in the end he may decide to just move one to the next arc or his side project but for now that is still the point, in the end you may need to wait more than 2 years at least in my opinion even if this last 3 chapters can only be compiled together with much problem all the rest will take time.
So if you can wait then wait, if you can't or you just want to feel the original experience then go for it, you will see a lot of gameplay mechanics changes as well as new ones and quality of life improvements between chapters that can be a good/bad experience to each player so is up to you.
And on a side note just forget about any kind of release date, the game is released when it's ready and so far I don't renember any release date announced more than a week before to the actually release.
Right now the dev is working on chapter 8, but because the first 7 chapters are made with Flash he had to convert the UI to the Unity engine before starting to work in the chapter itself since both codes (for each engine) are incompatible, he couldn't just "copy/paste" it and work in the rest of the suff (art/music/script) right away, this UI will be used from now one for the next chapters to come as well as for the compiled version maybe with some changes along the way but once it's finished it can just be re-used without much of a issue and the dev can then focus on the main aspects of the game, after chapter 8 he will work on chapter 9/10 and as many others needed to finish the planned content (this can change along the way, less chapters with more content, more chapters with less content, a single chapter with all content needed to finish the arc).thanks for the reply, so my last question what exactly is the dev working on right now? couple posts above hes talking about 70% of UI update for this game, will it be for a new chapter or is he remaking old ones? im sorry if the questions sound stupid bit confused, maybe you already answered the questions in your answer and i just didnt get it
Puzzle mechanic for defeating bosses is core of this game imo and the extent is yeah... as you said quite specific. You don't have leeway on using many covenants/skills. Each bosses are to be defeated with a combination of certain covenants only but that's the point.Gotta say I genuinely hate the difficulty spike in chapter 5 and 6, dmg output is just ridiculous to the point of being tedious forcing a constant high hp pot spam + covenant swapping to keep em alive if you're on the intended difficulty setting and what is the point of build diversity in a bunch of covenants, equips and stats when 70-80% of them are borderline useless during boss fights or require very specific spell, covenant swapping combos like a puzzle to clear the boss by a hair.
Idk I just wanna rant cuz I tend to roam hard difficulties that are reasonably balanced + fun to play and midmax but am I alone in feeling that the boss dmg/overall dmg is a tad juiced? I know that resists matter but this game is exceptionally difficult to wing it if you don't use puzzle perfect covenants on bosses ,Normal mobs were doable but literally every boss past chapter 5 savinia chunk like 50-60% hp constantly with each attack or 30-35% with resists when when you go 50% agil/intellect that also includes mdef and evade chance.
Do you guys usually manage the ch 5 and beyond bosses on your own without any guides or do I just suck balls at memorizing and using the pixel perfect combo vs the "intended difficulty" dmg output in this game?
Yeah I don't mind puzzle bosses with a specific way to defeat them for the most part, it's just ends up a bit of a slog for me when I gotta just know which out of the 20ish covenants got the right skills and when to use them when the high dmg output really forces you to find that almost pixel perfect comboPuzzle mechanic for defeating bosses is core of this game imo and the extent is yeah... as you said quite specific. You don't have leeway on using many covenants/skills. Each bosses are to be defeated with a combination of certain covenants only but that's the point.
That being said I feel the game is still fair. maybe will not appeal to players who are not so into strict puzzle bosses
Chapter 5 sufers from the fact that still using the "stat points" build system that depending from your build may result in a total different experience, for exemple players with a heavy Fervor build will have a easy time since most foes are very week to it, as long you have a little bit of speed to not become overcomed by your enemy.Gotta say I genuinely hate the difficulty spike in chapter 5 and 6, dmg output is just ridiculous to the point of being tedious forcing a constant high hp pot spam + covenant swapping to keep em alive if you're on the intended difficulty setting and what is the point of build diversity in a bunch of covenants, equips and stats when 70-80% of them are borderline useless during boss fights or require very specific spell, covenant swapping combos like a puzzle to clear the boss by a hair.
Idk I just wanna rant cuz I tend to roam hard difficulties that are reasonably balanced + fun to play and midmax but am I alone in feeling that the boss dmg/overall dmg is a tad juiced? I know that resists matter but this game is exceptionally difficult to wing it if you don't use puzzle perfect covenants on bosses ,Normal mobs were doable but literally every boss past chapter 5 savinia chunk like 50-60% hp constantly with each attack or 30-35% with resists when when you go 50% agil/intellect that also includes mdef and evade chance.
Do you guys usually manage the ch 5 and beyond bosses on your own without any guides or do I just suck balls at memorizing and using the pixel perfect combo vs the "intended difficulty" dmg output in this game?
I liked the difficulty a lot. I didn't have any real trouble even though I didn't really bother minmaxing and just built basically brainless-balanced of "try to keep numbers same" and it landed me at a nice "losing IS actually possible and I have something to do here, it's just not a pressing issue" zone. The bosses were puzzles and required figuring out a specific approach, but if I recall there was still usually enough leeway that it was possible to bumble through the fight to work it out from within it. The one fight I had to look up was the optional mercury elemental fight and that had unusual mechanics and an actual extra failure* condition and I just didn't feel like working it out. So I'm quite happy with how things are here, they're very "it's a real game", and it might just not be your cup of tea - but the way I see it, if you want to persist despite that then looking at guides is also perfectly fine and works as a sort of difficulty-lowering assist mode. Maybe it would help if someone (maybe even the dev, if he wanted to integrate it directly into the game?) would compile hints of different levels of specificity for each boss (from "consider how this boss responds to different types of attacks" all the way to "to beat the boss equip this and this and then do that") like what you would see in an adventure game puzzle? There's an idea.Do you guys usually manage the ch 5 and beyond bosses on your own without any guides or do I just suck balls at memorizing and using the pixel perfect combo vs the "intended difficulty" dmg output in this game?
Roaming is the one thing which I think could be massively improved in this game. The "each step can bring you into combat with random invisible enemies" mechanic was obnoxious back in the '90s and it's not gotten better since. I'm kinda hoping that with the Unity rework this gets adjusted too. Just having encounters with map-visible enemies that respawn when you reenter the area instead of every-few-steps randoms would be enough for me, and it would improve the roaming experience I'm pretty sure.I tend to roam
And then you learn that she can be tempted with a single covenant that provides you with all the tools you need for the fight as long as you have a heavy Temp build and that with it you can finish in less than 3 minutes.The one fight I had to look up was the optional mercury elemental fight.
Yeah that's the thing, if I'm not wrong the dev is a fan of those old style JRPG's like Final Fantasy and much of the inspiration for the game comes from them and other Hgames like Evenicle so that will probably not change, first because if he wanted it to be that way he could have done it in Flash too, you can see such a thing in chapters 3, 5, 6 and 7 where there are some "map-visible enemies" you can interact with and that's the point, by making then "visible" you know they are somehow more important than the others, either a sort of "elite" enemy you may want to avoid or a quest "target" you need to defeat or even they could be a way to make a eventual boss easier if you kill them before the fight like happens in chapter 7, making every enemy visible may take your focus from the right direction and from what's is important besides it would help "cheating" the game a little because if you know what's to come you can make the right preparations (tactic, equipment, covenant) before the fight takes place what is not so easier when you don't know what enemy you might run into, true there are alternatives to fix this problem like for exemple mark the spots with a question mark or a default "random encounter mark" but it would be easier to make something that you kinda have already, like the passive skills from certain covenants that make random encounters less frequent, and upgrade them to allow you to avoid all random encounters or even a consumable/equipment you can use/equip would work too, adding all the new "visible enemies" would take more time and planning to do than that.The "each step can bring you into combat with random invisible enemies" mechanic was obnoxious back in the '90s and it's not gotten better since. I'm kinda hoping that with the Unity rework this gets adjusted too. Just having encounters with map-visible enemies that respawn when you reenter the area instead of every-few-steps randoms would be enough for me.
There's no real need to do any workarounds for this though. The speedbump mobs aren't really a tactical issue anyway, and I can't imagine enjoying the level of micromanagement necessary to minmax for every one of those encounters, nor do I see much point in it. Let's consider what it would mean if a player did have the option to do it and actually did it.besides it would help "cheating" the game a little because if you know what's to come you can make the right preparations (tactic, equipment, covenant) before the fight takes place what is not so easier when you don't know what enemy you might run into
Equipping items like this even when they exist generally isn't a great idea. The random fights, speedbumpy as they are, are typically net resource generators rather than resource drains (even when we account for level caps). Which means a player that avoids them will have fewer resources than the game designer planned for when they get to a boss, and with the bosses being actually tricky here that might be a problem. As such this isn't really a solution, as the player is heavily disincentivized to use them. Not to mention of course that if it's something equippable, then equipping it takes up a slot which would otherwise go to something actually useful in case a fight DOES happen. And if it's a consumable, well, just obtaining and using it is a further resource drain on top of already shrinking that resource input stream.the passive skills from certain covenants that make random encounters less frequent, and upgrade them to allow you to avoid all random encounters or even a consumable/equipment you can use/equip would work too
The dev is currently working on chapter 8, he was busy getting used to a new engine (Unity) that will replace Flash and did a side project called "Eld" to gain experience with it, you can check said project in the original post (there's a link to it there in the others games section), but it will still take more than half year for you to see something new from Crimson Keep (wild guess).I haven't checked on this in a while. What happened to this game? Did the author get burnout?
I can almost completly agree with this and I only say almost because there is a small thing that you can do that can make a big difference that doesn't require almost any time, that is to select an optimal covenant for the fight with a single press of a key thanks to the customizable covenant quick-keys but other than that I don't see much people losing their time masking a full change to each encounter unless they were trying to attemp some type of challenge or run but that will only remain true as long as the "trash mobs" difficulty remain easy as they are even if I don't think it will change too much since you need to grind a little sometimes.The speedbump mobs aren't really a tactical issue anyway, and I can't imagine enjoying the level of micromanagement necessary to minmax for every one of those encounters, nor do I see much point in it.
The only bad thing I can see here is the element of surprise you can lose with a bad option and don't take me wrong I find these encouters annoying sometimes and that would help a lot to save time you could just ignore all the "trash" you don't need and pick the "useful" ones that give the best rewards but because of this you could lose some memorable moments, like did you know that you can fight 4 Nyzerin Concealers in chapter 7, three are mandatory but there's a "Surprise Mada Fucka!!" one that you can runs into in the last area before the Collossal Slime boss that have a 1% chance to be found, if you remember that cave is not particulary good with ther "rewards" you get from defeating mobs so most people would prefer to ignore all of them and go directly to the boss and miss it completly, even if with a 1% change that happens to most players that surprise when you are casually walking and you just see the "boss circle" appear in the screen and think "what the hell is going on, is this a bug, a secret, a bad joke?" is a really nice experience that would probably not feel the same if done in other way.As for the other thing of using them to focus the attention of the player, you can still do that easily. Making those special enemies stand out is no big deal at all. The laziest way is to light a halo or something around them, and with that as your baseline of "least amount of effort that gets you something that works" you can then get fancy with some other solutions if you like.
Totally agree and this may very well be the reason for invisible encounters, different than Eld the MC is not "forced" to go home to "heal", many players still see the game as a simple porn game and they want to get the "lewd stuff" as soon as possible and if they can just ignore all the unwanted encounters they will do it but then when facing a true challenge they may not be ready for it not only in terms of lv but also consumables so I think the dev wants to force players to acumulate exp and hp/mp healing itens for them not having a excluse to not be able to face the real challenges in their way.The random fights, speedbumpy as they are, are typically net resource generators rather than resource drains (even when we account for level caps). Which means a player that avoids them will have fewer resources than the game designer planned for when they get to a boss, and with the bosses being actually tricky here that might be a problem.
Indeed and the truth is that the dev knows there a lot of stuff that could be better like that the whole "sufer damage - eat a bunch of calories to heal - attack - repeat" is not optimal and he his still thinking in ways to change this with a new less consumable-dependent mechanic and you can see some small steps in that direction with 2 of the 3 last covenants from chapter 7 and how when well used you can just reduce the waste of consumables to 0 when grinding for exemple, maybe it will be chapter 8 that will gives us the first glimpse of this mechanic that will later be extended to all previous chapters for the compile version or maybe we will if it works or we may only see it in the next arc as a test so this may chance things a lot and make the need to actual face "trash" more even less needed what can be good or bad, a mod already mentioned that the "next game" (from new arc or spin-off can't really say what will be) "will have new mechanics" and each chapter is an oportunity to try something new so anything can happen we only need to wait and see.Anyway, we'll see what the dev does. I'm good either way, it would just be more in line with my preferences if this changed and yes Eld does suggest to me that it's not impossible that it might happen.