jetalpha

Member
Aug 11, 2017
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oops,( 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 ?
 
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crackad

Member
Jul 4, 2020
112
185
oops,( 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 ?
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 CK5
 
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Kisama33

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May 13, 2018
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Adding to what was been said above in case you "kill" the Badluck girls in chapters 3 or 5 you will get one of them for free (the Dark Elf) in the start of chapter 6 so you can go away with getting the 2 without fighting any of them by going into the secret path and ignore the Badluck event what means to play until close to the end of chapter 5 without any of the 3. I don't belive you can go into the "secret path" route and unlock the secret Badluck cave in chapter 5 if you ignore the Badluck cave in chapter 3 still have to test that to I remember some people in discord that you can't.
 
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Kisama33

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May 13, 2018
194
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Does anyone know the level cap for chapter 1 is?
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.
 

ChinoChino

New Member
Jul 3, 2020
13
11
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.
Edit: You know what, just to (maybe) save time & sanity, will the whole gallery unlock if I finish the game or no?
 
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Kisama33

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May 13, 2018
194
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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.
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.
 

thememeguy123

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Nov 19, 2023
170
127
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
 

Kisama33

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May 13, 2018
194
215
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
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 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.
 

thememeguy123

Member
Nov 19, 2023
170
127
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 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.
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
 

Kisama33

Member
May 13, 2018
194
215
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
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).
 
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Zytoxx

Newbie
Jan 8, 2019
60
104
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?
 
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crackad

Member
Jul 4, 2020
112
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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?
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.
That being said I feel the game is still fair. maybe will not appeal to players who are not so into strict puzzle bosses
 

Zytoxx

Newbie
Jan 8, 2019
60
104
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.
That being said I feel the game is still fair. maybe will not appeal to players who are not so into strict puzzle bosses
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 combo
Didn't really mind the difficulty in previous chapters, but it's definitely a spike in difficulty in the ch 5 update and beyond :S

I remember playing the first trilogy of monster girl quest which was basically puzzle boss fights with a pattern, but you didn't have like 20 chars to memorize, each with their own sets of abilities, resists and weaknesses that are basically use or die if you don't use specific chars.
 
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Kisama33

Member
May 13, 2018
194
215
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?
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.

For chapters 6 onwards you need to make good use of tatics, normally every enemy is more week to one of them than the others you just need to see what works better.

Another really important thing is optional content, sometimes that especific piece of equipment, skill or covenant really makes the difference to the point you curse yourself for not have obtained it when you had the chance.

I think making bosses look like a puzzle is exactly the intention of the dev and that they will probably be like that most of the times in the future and in the "remake" compilation, I do agree that that makes the fights less diverse and most players need to defeat them in pretty similar ways but that also means that once you beat it one time you can beat it pretty much every time after if you use an optimal strat, some bosses become so incredible easy that you feel that you are cheating so the main issue is just to find one of those strats on your own what can be frustating.

Each chapter is an opportunity to try something new, some things work well others not and need to be removed or changed, that is still happening even now until the dev reachs what is to him the perfect gameplay experience that he wants the players to feel, if anything the dev wants to make things hard but not impossible to the point that only very few players can overcome the challenge and that's why even with a difficultty setting he still makes stuff like optional (mini)boss fights not be affected by it to make those more casual players feel tempted to face the challenge as intended so one day they can face the entire game the "normal" way.

I personally feel that hardcore games and crazy challenges or runs are for masochists but after completing a few challenges in this series (like beating Zazna at level 25 without applying stat points) I feel a little of a masochist myself and are always waiting to see what other challenges I can complete and because of that I just don't take the normal difficulty serious anymore and try to play casual even if that means dying some times along the way I don't let that bother me to much because I know that somewhere is a strat that will make it just so much easier and all I need to do is try and try again until I find it.

This game is not for everyone, as the fan community usually says "This is not a porn game with RPG elements but a RPG with porn elements" the dev wants you to face the challenge and get the deserved "reward" once you beat it, he refuses to take any money to support the project so he can make HIS game as HE sees it and as HE want others to enjoy it, the question is if you are that kind of player or not, games are not made to please everyone and if a game doesn't it for you it's totally fine but it's a little bit unfair if you change a game to much to be enjoyed by a larger audience when you want it to "hit" a very specific type of player. So I hope you can find a way to enjoy the game as it is, even if you can't do it now maybe one day it will happen. Just don't feel mad if you don't because that is probably because the objective of the game was not to please you in the first place.
 
May 25, 2022
15
22
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.

I tend to roam
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.
 

Kisama33

Member
May 13, 2018
194
215
The one fight I had to look up was the optional mercury elemental fight.
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 "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.
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.

Of course that after Eld (dev's other project) where all enemies are visible to the player it's always possible that he may try that aprouch in CK as well so who knows.
 
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May 25, 2022
15
22
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
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.

Like I said, the random fights aren't really blockers (even the more difficult ones that appear later). The filters are the bosses. So how are the boss fights affected?
- The player who doesn't optimize (since right now they just can't) gets to the bosses no problem, so no change here
- A boss encounter is basically guaranteed to be super heavily telegraphed, so the player will top up on hp/mp. So in terms of those resources at the start of the boss fights, no change
- Because the player optimized the random fights, they didn't use consumables so heavily and so they have more stocked and that's the one actual difference. This only actually matters if you literally run out during the boss fight, which I can't say ever happened to me, and I never did any deliberate farming. And speaking of, this whole difference can be nullified by farming even if you don't bother to minmax so it's honestly quite moot

I get that the dev might like the random encounter system even if I personally dislike it, but I don't see dropping it in favour of something like Chrono Trigger had which was also back in the Deep Nineties creating balance issues. 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.

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
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.

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.
 
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Kisama33

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May 13, 2018
194
215
I haven't checked on this in a while. What happened to this game? Did the author get burnout?
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).
 
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