Harem Collector v0.44- The BROS Update!

Find it here.
Sometimes, you gotta make time for the bros! This update contains Respect/Love quests for Gargan and Kevin, and new sex scenes for Princess Quinta, Raina and Apple Kid.

Changes in 44.0 include:

-Kevin’s Respect Quest is now  available for all of you who have put serious effort into getting  relationship points with some dude instead of all your harem girls.  Comes with an (optional) text-only sex scene and a powerful buff item as  a reward!
-Gargan’s Love Quest is also available! Rewards include  another text-only sex scene, some new passive abilities for Hero and  Gargan, and a powerful alt class for Gargan, too.
-A new bonus boss is now available in Westcastle as well as the greatest reward of all- a new cat for you to collect!
-A  new fully-artworked random sex scene for Princess Quinta as well as  partial (but with pics!) Sex a la Carte menus for Raina and Apple Kid.
-New sprite art including a new look for Raina and several new portraits that Quinta will paint for you.
-Bronwyn has received a few minor balance reworks, please check out her new skill!
-Multi-target resistance/weakness for Swarm-type enemies should now work properly.
-Assorted minor balance changes and bug fixes.

Conash things in 0.44

Hey people, Conash here! Today I thought I’d talk about my contributions in the 0.44 release since I haven’t quite gotten my thoughts organized for one of my little mechanical analysis posts… Also because I haven’t quite talked about this yet!

So to start off with, I think that I should note there won’t be any major scripting changes. Between the holidays, family, a bunch of different games that I’ve got to play with different groups of people, but most importantly it taking about 2 weeks after the 0.43 release to finally narrow down what was causing all those game crashes in the Golden Tomb I didn’t quite have enough time to handle any big coding project, just a bunch of little ones added in over the course of this release. Always sad to not get to have a ton of fun with that, but it is what it is, let’s move onto the stuff that I did get in!

The first major thing that I got into was working on the reward for Gargan’s upcoming quest. Backers may already be aware as to what this new quest will unlock to some extent or another, and having been privileged to such information back when NoMoshing was talking about it on old backer streams (well before I was on the team), when NM outlined what quests we were handling this update it became my first priority to figure out a way to implement it in… Right, heck I think that I might have even made a blog post analyzing the sorts of things that I was worried about when designing it, but despite my concerns the solution came relatively quickly, and after some back and forth with testers I more or less knew everything that I needed for it before the 0.43.3 release (though none of it is in the base game yet, lots of little scripting things that I was worried about that may have caused problems). I’m also currently working on the enemies for Gargan’s quest, I’ve talked with NM and I know the theme of the enemies, I’ve theorized a few things that I think will be important for the boss battle, and gotten some feedback from fans about some of what they’re hoping the enemies bring to the table, but it’s still in the planning stages and subject to change so I’d rather not make promises that I have to go back on.

Next up, Kevin’s respect quest! This one I’m actually a lot farther along as once I was done with the reward for Gargan, I went immediately into trying to setup Kevin ‘right’. See I try to put in the time and effort to try to keep the ludo-narrative together when I can, and I’ll probably talk about this in more detail later but suffice to say there’s a reason why Nerys doesn’t leave you feeling like you want her as a permanent party member, and Kevin won’t give you that feeling either. With Kevin though, I wanted to capture more of a ‘random Joe’ feeling as I haven’t quite hit that with the more civilians that used magic like Nerys or Professor Ambitis (yet at least), so I had to very carefully craft both his stats, his growth, give him a custom exp curve, and create enemies specifically designed in a way to capture this feeling. Kevin inherently couldn’t be designed without also designing at least half of the enemies on his quest alongside him, so his quest ended up with it’s enemies done first. I still need to go back in and add the finishing touches to the boss, not to mention adjust some of the fights to have different enemy combinations now that I don’t need to test anymore, but based on the feedback I got from testers I’m very happy with how all the Kevin stuff turned out.

Now, with those big things out of the way, I mentioned that back in December I spent a lot of time working on fixing the crashes in the golden tomb, well I didn’t want that to be the only thing that I got done in December so I sat down for a bit and realized that I was in a good position to add in the 4th bonus boss into the game! It took some discussing with NM as my inherent focus on mechanics left quite a few holes that he ended up having to figure out how to resolve (resulting in more work for him than I had intended during a release that he was already facing a time crunch on >.>), we managed to get it in! I also decided to reach out to the fans for some suggestions for the reward here as I noticed that the other Bonus Bosses all had rather varied rewards. I’m quite happy with how both the boss and the reward turned out, so look forward to that!

The last thing that I’ve really got planned for this release I honestly didn’t think I’d have time for, yet another revamp! Originally I thought that between Gargan’s reward and making Kevin from scratch, there wouldn’t be any room in my head left to revamp a character, but after I had figured out what I wanted from Kevin and had finished testing Gargan’s reward I ended up getting into a discussion with some users about how the Damage over Time statuses aren’t very rewarding as you usually kill common enemies in 1-3 turns, so doing 1/20th of their HP per turn (at best) for 3 turns isn’t worth inflicting the status on those enemies, which is a fair assessment as when you have to fight 100 common enemies, spending an entire action to inflict 1/20th their health just isn’t worth it unless you’re in a challenge run. This got me thinking about what I could do to make poison and bleed fit in better against common enemies specifically, without making them over-powered against bosses, and well, by the time I had that figured out, I was basically half-way done to figuring out how to revamp Bronwyn, so look forward to a Bronwyn revamp in the 0.44 release! I’ve already got my ideas for it ready, but if I end up running short on time I may have to push this one back a bit.

And that’s about it for the 0.44 release. I could go into more detail about the Bronwyn revamp, but I don’t like talking about stuff that I haven’t gotten feedback from the testers yet. While I do generally trust my ability to play with numbers and take approaches that seem to typically be close to what we end up with, I just don’t like the idea that I might give you guys the wrong idea if I change gears, so maybe I’ll talk about it in more detail after the backer release is out! Bye!

Direction in the New Year

Oh, wow, I didn’t realize I haven’t updated the blog since before Christmas. I hope you all managed to have a good holiday, nonetheless. I had a pretty good time, I think- Nekochan seemed to enjoy her gifts, and I received some nifty things. As you might recall from earlier posts, my mother in law is very sick, and so doing the holidays with her was very challenging. My mental health still has not super improved from the fall, but I’m trying to focus more on using my time effectively when I am in a fit state to work. Like everything else, it’s a process.

But, that’s enough about me. What you’d like to know is, what’s the plan now? Last year, Conash and I made a big push towards getting story progress done and spinning a more cohesive narrative from the scattered plot strands in Harem Collector. It was a huge success, and because of that I feel that we’re going to be taking it slow (in terms of plot development) for the first quarter this year.

Our January update will be the BROS update, featuring the final relationship quests for Kevin the blacksmith and Gargan. Kevin, a longtime supporter of the Hero, finally comes asking a favour, in order to earn a little adventuring cred with which to impress his childhood friend. As for Gargan, they find out about a witch rumoured to specialize in curses, and the removal thereof… and of course, a witch living in the middle of nowhere doesn’t trade in money.

And what could possible follow the BROS update? Why, only the HO… RTICULTURE update! March’s update will feature primarily new content for Doll and Chimei, the harem’s resident nature-themed slaves. Doll’s Love Quest will revolve around her origins, figuring out who she really is and how she ended up becoming a slave. As for Chimei, her Love Quest will… revolve around her origins, figuring out who she really is and how she ended up becoming a slave! Ooo, mysterious….

Seriously though, one of these quests will involve crossing swords with a pair of powerful dryads, and the other will involve dealing with a cult of assassins seeking to bring about a terrible prophecy using your harem girl… so please look forward to this new content coming soon!

And for those of you who are backers may remember, now that we’re done with most of Princess Quinta’s scenes, we will be moving on to all new art assets for Doll. Originally, we were going to do Chimei next in the art asset queue, but Nekochan wants to focus on getting her summer cosplay done, so we’re going to put that off until summer. Thus why I ran that poll where backers got to vote on which girl who has already had a redesign will get focused down on next. And the winner was Doll, which is great because I was planning on doing her love quest anyway!

So her art queue will include her introductory scene, her gangbang during the Manor Invasion, and her love quest sex scene. Unfortunately, her random scene, being that foursome with Chimei and Lilac, is going to have to wait just a scootch longer. And, following that, there are two very important and long requested scenes I want to get done before we resume….

Anyway, those are my plans, at least, for winter through to early spring 2020. I’ll see you all in just a few more weeks for the BROS update, and check back here every Wednesday for bloggo goodness!

My Favourite Things I Made This Year

I was going to use this week’s blog to moan some more about my depression, explain why the update to Quinta’s second sex scene took so long, and in general beg for forgiveness. While I do feel bad about those things, and I do ask for your forgiveness, I’m worried about this sort of thing becoming dull and rote. So, rather than that, I’m going to talk about some of the things I am most happy made it into Harem Collector this year.

These are presented in roughly chronological order, and just numbered for my convenience, but nonetheless please enjoy this semi-listicle.

#1- Officially Announced ILTSDK
I know it’s not the biggest, most exciting thing, but finally announcing I Live To Serve, Dungeon King!! to the public felt pretty good, like it was making the leap from theory into practice. I’m still slaving away at the pre-production, though, so it’ll be awhile yet before we have a functional build to show off.

#2- Introduced New Scenes and Dialogue for Lilac and Violet
The new content for the twin maids was very well received and I’m pretty proud of it, to be honest. Definitely looking forward to these two coming up in the art queue. Mission accomplished on helping define their divergent personalities more.

#3- Set Up A New Forum
I learned how to do a MySQL and now we have a fancy new forum we rarely use. But, hey, it’s there and I really feel it’s a worthwhile supplement to the Discord community, as a home for content like my erotic writing and the Iron Waifu contest.

#4- Epic April Fool’s Prank
The 90’s-style April Fools website update was a lot of fun to make, and I have no idea how I’m going to match it next year. 😀

#5- The Actual New Website Launch
It was a massive headache at the time, but it feels really good to have gotten rid of our amateurish, outdated old website designed by a certain someone I don’t particularly like, and replace it with our new, slick website filled with all sorts of art representative of what Harem Collector is all about!

#6- Kaguya
Solving the ominously growing PC issue here at the home office without having to impact the Patreon or art progress was a really huge boon. I know it had a lot to do with a random windfall I received from a relative, but still, very happy about that.

#7- Victory Barks
Time to tout something that Conash did! I am very pleased now that victory barks are implemented and in a final form that makes it so people can enjoy them without it disrupting the established flow of the game. Conash did a lot of great work this year but I really think the end of battle update from PRINCESS is among his slickest and nicest looking UI changes.

#8- Miri
Getting a new harem girl in the game is always something worthy of celebration

#9- The End of Demon Cult and Kellos Invasion Stories
Sort of partnered with #8, having Bell and Quinta get implemented and finally finishing off the Demon Cult and Kellos Invasion plotlines was a huge win this year! It finally feels like we’re getting close to the end of the game.

#10- Pandemonium Fortress
My personal winner for Dungeon of the Year is the Pandemonium Fortress from Hell to Pay. It’s a really big, meaty dungeon with it’s own story to tell, a lot of really unique looking areas, homages to multiple games on my all-time favourites list (including Resident Evil, Super Mario RPG and Silent Hill 3), and just really felt like an epic way to send off the Demon Cult questline in style. And then, while we were working on it, the whole lootbox scandal happened, inspiring a whole extra section of dungeon, with it’s own mechanics and stuff going on. Sometimes our chaotic, inefficient, fly-by-the-seat-of-our-pants style of game design really gets to pay off dividends.

Anyway, those were my favourites bits of the year. Please feel free to share your own highlights as a comment, Discord message, forum post- whatever form of interact floats your boat!

Harem Collector v0.43.1 PRINCESS Public Release

You can find it in the usual place.

Changes in 43.1 include:
-Princess Quinta’s Love Quest is now available for your playing enjoyment. If you need to cheat your way into enjoying it, use the code “Ojou-Sama” to set Quinta’s affection to 101.
-The fourth tournament is now available for your solo run dueling pleasure!
-Several new vacation events: Meet Yeon’s dad, go seashell hunting with Quinta and Ino, and go drinking with Gargan and the boys!
-Quinta’s post-recruitment sex scene is fully implemented. Her love quest sex scene will be out around this time tomorrow due to a (small) further delay in art assets.
-New text-only vacation sex scenes for Yeon, Gargan and Quinta.
-Hard mode has been implement with stronger enemies, less experience, limited grinding, and some more difficult puzzles and challenges. However, progress in hard mode will occasionally unlock some new goodies in the Replay Menu under the new “Unlockables” heading.
-Easy mode has been updated with a new item that lets you change your party at any time and weaker enemies.
-Yamamaya has seen some revisions- she is now partially controllable during rages, all her rages and techniques have been rebalanced,, and Meiriona will begin teachiung her new skills earlier.
-“Dual” elements have been added- it is now possible to combine the effects of the “Anti-creature” damage types with regular elemental damage. Magic using party members who have natural “Anti-creature” element types built into their weapons will now have that damage type modify their spells (ie, when Larelle is equipped with the Black Truth, all her spells will do additional damage to Angels).
-“Collectible” quests now have their own category in the Quest Log, and quests have been colour coded based on their current status.
-The Victory screen at the end of every battle has been give a general quality of life update.

The Value of an Action

Welcome back, Conash here to give another big talk about whatever game design thing has been on my mind lately! This one may seem a bit out of the blue to many of you, but I’m sure that both testers and time travels will probably have an idea about why this is on my mind recently. For the rest of you all I have to say is you might have something to look forward to in the 0.44 release in a couple of months!

So, I hope that most of you here are familiar enough with turn based RPGs like Pokemon, Final Fantasy, or this really obscure game called ‘Collect Harems’ or something to be able to understand the idea of having a certain number of things you can do in the time that enemies get their own limit of things they can do. Now I may only have personal experience to go off of, but I wanted to talk about the value of ‘actions’ as a whole, and what you have to be careful about when you ‘give’ an action and when you ‘take away’ an action as well as why not all actions are equal.

To start with, I think it’s important to mention that to me there seems to be 3 types of actions which a player can take while in ‘combat’ of some form, actions which influence ‘Damage Output’ like doing damage or buffing themselves to do more damage, ‘Damage Mitigation’ either by reducing total damage taken or making sure the damage/status effects are inflicted in a way that’s less detrimental to you, or ‘Recovery’ which is putting in effort to actively undo either damage or some other detrimental effect on you. While I can certainly see arguments that these might seem rather arbitrary, this distinction typically gets at the heart of the philosophy behind things as while choosing to have Therese use Martydom then guard is different than having Meline try to daze all your enemies both of these actions are done because you expect the damage that they’ll prevent to outweigh the damage you could have done instead if you brought Kyrie or Yamamaya instead, as you value the chance of wasting time and resources that have the fight be longer that is unneeded to prevent having to put in the resource investment that ‘Recovering’ from what might have happened would have been. Understanding this decision making process and what goes into it is fundamental when trying to give players options as if you make an easy to use ‘Recovery’ option that’s more potent than a ‘Mitigation’ option, then people will never use the ‘Mitigation’ option as it’s unsure if it’ll be useful but you do know that you can output more damage which is progress and if the bad thing happens anyways you can recovery for a similar price.

On a related note, I do believe that this decision making process applies to all games, as say a racing game would exchange the ‘Damage Output’ with instead getting farther in the race, maybe when you stay in last place until the end to have the computers rubber-band in your favor before you overtake them to ‘Mitigate’ the damage they’d do if you were in 1st the whole way through. Granted some game types don’t always have an in-built way to ‘recover’ but every game calls for the players to make decisions and take actions and the player will have to constantly assess their situation and come to a decision one way or another, regardless as to if the game waits for them or not. Though it is important to remember human limitations, even if players are entirely familiar with the situation the speed at which they have to understand their situation, remember their options, and come to a conclusion plays a big role in how much you can ‘expect’ from them, but turn-based games give players a lot of room to make decisions should they choose to make use of it, but enough of this little tangent!

Right, back to the original topic, the value of an action. The value of a single action is going to be relative to any given situation, for example if both the player and enemy has 2 actions per turn and you take away 1 of them you’ve removed 50% of the damage/healing/mitigation that either side can do, but when there’s 4 actions per turn and you take one away you remove 25% of what they can accomplish per turn. That bit is pretty simple (and deals a lot with why I’m not the biggest fan of how we have several accessories that give extra actions as those are numerically the strongest accessories in the game, giving 25-50% more damage/healing/mitigation), but it’s also important to remember that two actions even if similar aren’t always the same as I briefly touched on earlier. See if you have two identical characters except one has a 10% higher chance of getting a critical hit (which in Harem Collector means x3 damage), then that person’s attacks are on average 20% more valuable than the other character (because 10% of the time you will do 300% damage instead of 100%, meaning +200% damage every 1/10 attacks), anyone who’s overcome the third bonus boss should be familiar with this sort of concept as I went out of my way to make sure that you could not win if all your actions only had an ‘average’ output. Honestly a lot of this stuff just really gets down to math at the end of the day.

See, you may not realize it but just about everyone is crunching a lot of internal math when they play HC. I for example may go on a whole lot about how bringing Meline to inflict daze (a -60% hit chance on physical attacks that lasts for 3 turns, an average of -60% physical damage for up to 3 turns per use) helps a lot more than using Magic Missile at least early game (a 30% chance to deny the enemy 1 turn, an average of -30% damage every turn it’s used), and I came to realize this not just through theoretical number crunching but from experience when I noticed how often I didn’t get hit by an enemy that was dazed. That said, players who aren’t as interested in these numbers are usually more focused on how they only have 4 party members so bringing Meline would limit their options for the party as a whole. The players who spam attack to win? They’ve determined the time and effort to think of more complex tactics doesn’t have enough of a reward to it. This might not seem like quite as relevant, but it is actually very important when evaluating the worth of any given action, the perceived value a player’s options are.

Let’s have a little thought experiment here. Let’s say that you had a character with 2 spells that cost the same amount of MP, the first spell does twice as much damage as the second one in all cases except one fight near the end, where the second is 4x as effective. If you don’t go out of your way to hit your players over the head with this knowledge, they will expect that one fight to follow the unspoken ‘rule’ you had for the rest of the game where the first spell is stronger, and so most of them will have a harder time with the fight. See, players learn to associate a value with all their various options as they see how effective guarding is when they’re hit by a powerful attack, vs how effective it is when the attack targets someone else, or how much consistently enemies get deafened when you use sonic magic and so they decide how often to use it. You’ve gotta keep this in mind when you introduce new options to players because if you give them a new option that seems weaker, or the same but more expensive, if it doesn’t give them the same rewarding feeling as their existing set of skills then they won’t choose it even when it’s 10% better than their existing options because it’s not worth the brain power to access that memory, to make that connection, you’re exhausted from your jackass boss chewing you out for their mistake so who cares if you are only reaching 91% of your potential in this video game, you’re still stopping the evil overlord! Make sure to keep that in mind as you try to give players more ‘options’ so that they can make each action more distinct, if you give them too many choices or they aren’t as good as others they’ll probably forget them.

That’s about it… Sorry if things weren’t very clear, I’ve been having a hard time trying to string all the ideas in my head in a way that flows together for these more introspective blog posts. Hopefully there was enough meat to each of these ideas here that even if some of the connections about them are more vague or missing you can still make sense of this week’s bunch of nonsense!

A Difficult Discussion

So Conash and I had a little discussion about this “difficulty menu” idea he had, and we’ve started to give it some serious discussion.

My original vision for Harem Collector was to have the dungeon exploration to relatively streamlined, but for combat itself to be reasonably challenging. I don’t really enjoy the sorts of RPGs where you have to grind for hours to proceed, or get certain items or skills. I much prefer games where enemies are limited in supply, or there is some other constraint meaning you have to balance grinding with something else. If I were to pick some of my favourite RPGs, I would select the latter SMT: Persona games, where grinding comes at the expense of time in the game’s very limited calendar, or the early-mid Bioware games where enmy encounters don’t respawn. This is also why I prefer to play Pokemon games Nuzlocke-style– grinding becomes a pretty dangerous prospect when an unlucky crit can kill one of your “party members” forever.

Not everyone is like that, however. Some people prefer to grind, they find the process to be relaxing or even soothing in a way. Others prefer the simple knowledge that if they encounter a challenge that they can’t overcome, they can just keep at it and eventually grow powerful enough to steamroll whatever is in their way. Still others might not care to grind, but they’re just playing Harem Collector for the sweet, sweet pornography, which I totally understand. Others don’t mind the combat, but don’t care for the economy side of the game. My policy for a long time has been to stick to the original vision, but I’ve come to see the wisdom of having various, multi-faceted difficulty levels.

If you’ve been paying attention you may have been able to suss out that I’m a huge horror fan and one of the greatest horror game franchises of all time, Silent Hill, is well known for having separate combat and puzzle difficulty levels. I am totally cool with this idea, and honestly a little disappointed with myself that I didn’t think of it sooner.

The idea, for now, is to divide difficulty between economy and combat, with independent easy-medium-hard levels for each. As Conash mentioned last week, we’re cooking up a “hard” difficulty for combat right now, and we intend to re-examine “easy” mode to make it something more than just “permanent stat growth potions are everywhere and you start with a huge amount of cash”. For economy, I think we’re mainly looking at playing with the return on investment of the various investment opportunities, and dialing down the amount of money that selling items (including vendor trash) gets you. We’re also looking at a third option, to replace the existence of the Timeturner, for whether or not you want to advance a day whenever you like.

Well, there’s a lot to do before the backer release next week, so I’d better get going. See you all later!

Updates with Conash!

Hey everyone! Next week is going to be the start of Tester’s Week for the upcoming PRINCESS update, and since I’m more or less entering the home stretch with what I’m doing I thought that I’d get you all up to date on the various things that I’ve either been working on or keeping my eye on.

First and most importantly, I’ll have to tip my hat to RomeoPapa, lostone, and everyone else who’s been helping out with the new wiki (found here)! It was really disheartening when we were given the two week notice of being shut down, but thanks to their efforts the new wiki had finished a complete transfer with about a week to spare! Which we promptly decided to get it taken down early it seems.

See, turns out that even if you move somewhere new you’re not allowed to turn any pages (especially the main one) into just redirect links to the new wiki over at Fandom, so they weren’t too happy to wake up one day and find out that the entire wiki was replaced with redirect pages. I have no regrets, as there were still a few people visiting the old wiki and making changes or leaving comments even after there was nothing but redirect links left, so I think that even though it hastened the deletion of the old wiki, it was important to try to get as many people over to the new wiki that we could.

By the way, feel free to let us know what you think of it over there or in the discord, and if you’ve got some new things you’d like see added we might be able to accommodate since we now have full control over it!

Now in terms of game development stuff, let’s have a little talk about a new feature I’m excited to add- dual-elements! You see, there’s been several issues in Harem Collector that have irked the mini-perfectionist in me ranging from how the mages with various ‘Anti-‘ elements on their weapons had no effective use for that element to being able to being able to equip a demon slaying charge and all of a sudden even though you’re attacking an enemy with a shield, their piercing resistance isn’t reducing the damage on your arrows! Not to mention with how useless using magic with the Newts is due to how they only have good damage thanks to their unique ‘Newt’ element….

So, that’s why I thought to basically take our current ‘one element’ system, and turn it into a ‘dual-element’ system, where not only attacks but even magic can have both a ‘physical’ element and a ‘racial’ element. It’d work basically how the current system works, but if you say give Felix the Necronomicon and Manhunter Poison, his attacks will do both necrotic and anti-human damage, multiplying the effectiveness of both (so still be careful of immunities). I’m even going through and making a lot of attacks like Therese’s Smite with a hardset ‘physical’ element still able to take into account whatever her current ‘anti-‘ element would be!

As for the magic end of this system, it will only consider the element of your weapon, so even if you throw Manhunter Poison or the Beastslayer Ring on someone their magic will not gain the ‘Anti-human’ or ‘Anti-beast’ properties, and I think this is fair because if your mages didn’t use their weapons to help channel their magic in some way, then they wouldn’t have a reason to hold a weapon in their hand instead of a buckler or something and mechanically speaking this helps create a bit more uniqueness as now you can use, say, Chimei’s Anti-Demon element to it’s full effect! Newts during the ‘Send Newts’ quest will have their unique Newt element moved over to their weapons so that spell-casting newts can benefit from this too.

Oh, this will only apply to magic that targets enemies though, so you won’t be able to use Yeon’s Anti-Mage element to boost her healing!

Next, let’s see… Well we’re working on getting the 4th solo tournament into this release! The enemies are coming along quite nicely, and I’d like to take a moment to thank our testers for putting up with my nonsense with all the test releases I’ve been putting out this past month, hope you all have been enjoying it!

Oh, players should also expect hard mode in this release, the only real update that’s been made to it is that now when you are in the save menu, your save files will now put a bronze star on any saves in Easy Mode, silver for Normal Mode, and gold for Hard Mode, to help keep track of what mode each save file is in. Oh! Easy Mode! I’ve also added in a new item so that if you’re in Easy Mode you can change your party anywhere while you’re outside of battle! Don’t worry about starting a new game to get it, when you load your save file the game will automatically detect if you’re on Easy Mode and don’t have the item, and if that’s the case one will just show up in your item list!

Hmm… The only other thing that I really have to talk about would be the Yamamaya revamp, and while everything is looking good so far, I’d rather wait a few weeks and then give that it’s own blog post, no matter how much I like to talk I do like to keep secrets sometimes! So I’ll wrap things up here, see you all later!