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The first update in 2021 is up! With more Quality of Life improvements and revamped skill system!
Scroll down to see detailed update log!

2021年的第一波更新來囉!這次調整了一些遊玩舒適性的內容,同時新增了全新的戰技等級系統!
詳細的更新內容請往下看!

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Now all skills will have skill progressions! Remember those scraps lying in your bag? Now's their time to shine!

Let's see one example. Wide Swipe, the default skill for Uchitagana, deals 100% damage to the target area.
That's relatively useful in my opinion, but just falls a bit short to other skills lately.
But what if we go even further beyond...?

By enhancing the weapon with Uchigatana's Scrap, which previously just inherit its skill...

It can now deal 120% damage!

BUT WAIT! The same can also be implied if you enchant your accessories with scraps!

Now THAT'S a lot of damage.

With the Skill Level system, all skills will have more personality than before, increasing their damage, agility, hit counts and more!
Hope you'll have fun experimenting builds to have the most efficient build in your weaponry!

As always, a word from our leader:


This month has been busy as always. We want to add more playability with new concepts of the system, hence the need for more sprites, effects and such.
The H-Scene are all finished (as you can see in the previous sneek peeks), but all the other parts, such as main story, gameplay etc. are still in the oven, with the aesthetics needing some tweaks.
The Skill Level system is something I have always wanted to add in the game, as they further improve its diverse approach and rationality. These features are not final, as I'll try to implement the feature where scraps can inherit fracture of attributes of its previous weapon, making evolving your arsenals more interesting.

That being said, we've received some comments that mentioned we are slacking off, with only 1 Monster Girl after all this time.
To this I have to say that we just need the time to make sure the story and gameplay are as complete as possible, rather than pushing out half-completed builds for patrons, causing us more time to fix issues.
For Cursed Blacksmith, we always strive for it to be both fappable and interesting to play. We might be inexperienced, but we'll keep on polishing and make this title the best we can deliver.

Speaking of Monster Girls, we are having Lady Fencer join the crew in Endless Mode.
This one was originally planned to be out with our major update, but due to the same old issue she had to be here right now.
Unfortunately, you'll get a liitle less surprise for the major update if you're enjoying Endless mode. We'll still try to save some of the best for you!

Lunar New Year is coming for Taiwan, which means more chores for our families.
I just hope the major update will come out as planned... well it's already delayed huh.
We'll be posting a follow-up regarding what to expect for the next build soon.

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本次更新之後,遊戲中所有的戰技都將附有各自的等級!
武器壞掉時會出現的碎片可以有更有效的運用方式囉!

舉例來說,打刀的戰技「橫劈斬」可以對目標區域造成100%的武器傷害。
以功能性來講算是很實用的戰技,但就是傷害上虛了一點。
現在讓我們來變點魔術……

打刀的碎片原本只能用來繼承原本的戰技,只要我們在本來就有戰技的武器上再拿來強化……

成功!現在橫劈斬可以對目標區域造成120%的傷害了!

除此之外,在飾品上附魔時使用武器碎片也可以獲得相同的效果!

你看看你看看。

經過強化的戰技除了傷害以外,像是移動性、攻擊次數等性能都會有所提升!
歡迎大家多多嘗試,找到最強的戰技武器組合橫掃千軍!

照慣例,請我們的大家長來講幾句話:


這個月依舊很忙,由於要想增加遊戲變化性,我們正在嘗試擴展新的要素,而這其中也需要嘗試使用新的概念來製作所需要的素材。
這次章節的H部份素材已經備妥,但遊戲性與主線劇情需要的素材仍然還在製作當中,而演出也還需要陸續製作與調整。
程式的部份,這次我抽空把一直想製作的「技能等級」系統做了出來,不過仍然還有系統還等著我做,為了遊戲整體的合理性以及多元性,這些系統都是必要的,比如接下來我會嘗試製作武器碎片將會繼承部份能力的系統,這將會讓技能等級能夠更有效的成長。

然而,這邊還是想跟各位說說,上個月某個地方聽聞有人說,質疑我們為什麼過了一個月怎麼新的要素這麼少,女怪也只增加一隻。
為了確保遊戲體驗,我們還是會選擇寧願多做久一點,也不要馬虎的弄一弄就丟上來,這樣一來不但回去修正與調整問題都會變得麻煩,而劇情所需的素材如果沒備齊,我也沒辦法弄出適當且合理的劇情演出。
(尤其是我們最近也正在大修英文文本,這也花上了不少時間處理)
這款遊戲除了賣H以外,我們同時也很重視遊戲性與劇情,哪怕我們與其他團隊比起來很多地方不成熟,但我們仍然想堅持一般的遊戲體驗,同時這也是我們磨練製作技術的過程。

另外,這個月釋出的女擊劍士是打算大更新時才放出,但無奈的是大更新目前還弄不完,所以也先放在無盡模式給大家玩玩,不過由於大更新要出的女怪漸漸都先出場了,或許到時的驚喜會變得少了一些。

而我們這邊也快迎接過年,陸續變得很多雜事要做,唉,希望一切順利。
感謝各位的支持,過幾天後我們會放出一些開發中的畫面給大家看。

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New Content:

• New monster girls exclusive to endless mode (with no memories and special drop available yet):
Lady Fencer (VA: Rikka Mizutani)
New feature: Skill Level system

Every skill will have a maximum level of 10, with each level increases its damage, SP cost and more.
Enhance/enchant weapon scraps with the same skills to weapons/accessories to level up the skill.
eg. Jump Strike + Dagger's Scrap = Jump Strike Lv.2
Spin Strike Lv.3 + Bastard Sword's Scrap *2 = Spin Strike Lv.5

If a weapon and an accessory both contain the same skill, the level for that skill will add up.
eg. Double Strike Lv.2 on weapon + Double Strike Lv.3 on acc. = Double Strike Lv.5

System Adjustment:

Endless Mode will now have a floor indication, showing players how many floors they have explored currently.
(Temporary UI due to players' request. Will improve UI in future builds)
• Every skill gets balance overhaul with the Skill Level system.
• Leap Slash area adjusted to improve usability.
• When using/changing skills, skill info will show up on screen.
• When changing weapons by holding Z key, weapon info will show up on screen.

Other Changes:

You can now diagonally move your cursor when deciding the area for skills such as Thunderbolt, Black Veil etc.
Adjust the effect for Water Blade to make it more believable.
Minor adjustments to visual effects.
English translation overhaul for items. (Yes this is still going)

Bug Fix:

• Fixed the bug that Flame Arrow can target fire on the field, causing the game to crash.
• Other miscellaneous fixes.

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新增內容:

.在「無盡模式」裡增加新的女怪(沒有故事,沒有特殊素材):
女擊劍士(CV:水谷六花

.武器技能現在擁有等級系統!

等級系統說明:
每個技能都有分1~10級,每個等級將會影響技能的效果與傷害以及消耗量,技能間的詳細設定都有所不同。
只要將武器碎片強化到已經有相同技能的武器或飾品之中,將會提昇該技能的等級
(例如:躍擊+匕首的碎片=躍擊Lv2
 迴旋斬Lv3+混用大劍的碎片x2=迴旋斬Lv5)

裝備中的武器與飾品之間有重複的技能,也會進行等級加算
(例如:武器有「二連斬Lv2」,飾品之中有「二連斬Lv3」
 兩樣都裝備在身上時,會變為「二連斬Lv5」)

遊戲系統更動:

.進入無盡模式時,畫面上方暫時會顯示層數
(部份玩家希望能知道無盡模式到底走到了幾層,於是暫時弄一個臨時的層數顯示
 未來會抽空調整UI並進行美化)
.所有技能的參數與倍率因應技能等級系統而進行調整與平衡
.技能「躍空斬」調整使用範圍,提高實用性
.現在「使用技能」與「切換技能」時,將會顯示該技能的資訊
.現在使用「快捷切換武器」功能時,將會顯示該武器的資訊

其他修改內容:

.使用地點指定型技能(如落雷、黑暗帷幕)時,可以斜向移動游標
.使用「水刃」時,特效飛出的演出合理性調整
.一些演出小細節的調整
.英文的物品與技能文本翻譯大幅修正

BUG修正:

.修正在Boss戰中能夠使用「烈焰箭」瞄準殘留火焰,且釋放後會導致當機的BUG
.修復一些小錯誤

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