Part 34: Update XXVII - Very Slow Progress
Update XXVII - Very Slow Progress
♪ BGM: Syrahs - field4.mid ♫
This time, we're dropped right in the middle of a conversation between our three main characters about their next plan of action. Which they're having in a pub for some reason, and not, like, in the castle.







There's no actual repercussions for this choice, just one raises humanity and the other lowers it, so we're taking the one that raises humanity.










Note: Not actually extremely dangerous. The drawbacks are clearly defined as 1) lose humanity and 2) lose tax income.

Nope.

Yep, that's what we'll be doing. Asgar's not joking around, the moment this scene ends, you are on the clock, as the possibility of being attacked by the Elras or the Clan is unlocked. Now, I haven't dove into the code yet, but from what I can tell, both the Clan and the Elras are on a timer and are replenishing numbers, essentially. Once they replenish the numbers enough, they attack a random castle of yours - and in our case, that would be Asgar's castle. Now, what happens if we lose Asgar's castle? That depends on the difficulty. On Easy, your shit just gets looted, but Ronak fights off the invaders, so you keep the castle. You lose your treasury, and you lose something else we haven't seen yet. You don't lose the gold you have on you, though. On Normal, your shit gets looted, but Ronak fights off the invaders. However, he gets injured doing so. After three times fighting off the invaders, Ronak fails the fourth time, and it's game over. On Hard? Fuck you, game over. You get no second chances. That means that priority #1 is to not get ourselves into an unwinnable situation by saving in a spot where we can't get an army fast enough to fight off the first invasion.

But first, we've also unlocked something else with that scene, as you might have gathered. We can now turn people into vampires!

And of course, I said earlier that we already had a prime target for taking that for a spin! I save before this, and for good reason.

Alright, so, transforming humans. The video combined with the tutorial we read earlier sum it up pretty well, but here's a quick recap: You start sucking a human's blood, and you need to stop it by pressing the Enter key to transform them. All the while, the little skull on top of the meter keeps dancing around, and you want to stop it right where you want it. Blue is a warrior, yellow a mage, and red a lord. I want to go for the lord.

Alas, there's a slight delay between pressing Enter and actually stopping, so I got screwed the first time around. That's what I saved for - so let's try again.

The second one is just not even close. The tutorial told us there are some situations where you can't get exactly what you want, and it wasn't lying.

The third attempt was successful, howewer - hell, it basically started right where I wanted it.

And with that, we get a shiny new vampire lady! She gets dumped into Asgar's castle, but we'll want to add her to our party ASAP.

Good thing we have this handy spell now!

♪ BGM: Asgar's Castle - blood009.mid ♫
And it dumps us right into the center tower.

As we head down to pick our new party member up, we also get the paltry tax income that has accumulated so far.

Now, we finally get to use this door!

It dumps us into this menu. Here, we can just pick whatever party member we want - assuming we have one in stock, that is. So we of course pick the only one we have.

And there we go! We now have four party members instead of three!

Sooo... let's talk extra party members, shall we? WARNING: There will be charts!
To start off, what do we have for options for our extra party members? Well, there are three types. Vampires, mercenaries, and werewolves. We shouldn't know about the werewolves yet, but you've already seen them in the pictures of the castle conquering screen and the party member selection screen. It's not exactly a surprise anymore.
Secondly, if they're dead at the end of a battle, that's it, they're dead forever and removed from your party. This applies to all three types. They also cannot learn any spells from rune tablets.
For equipment, it works like this:
- Weapons: Valnar and the vampire warriors use swords. Asgar and the mercenary use sabres. Alaine uses claws. The mages use staves. The lord and lady use maces/clubs. The werewolf doesn't use anything - or rather, he has an item called "Werewolf Claws" that adds no stats and is cursed, so he can't remove it.
- Armor: Everybody except the werewolf can use all armor and helmets. Valnar, Asgar, the warriors, the lord and lady, and the mercenary can use shields. The werewolf can wear the Sailor Hat, for some reason.
- Accessories: Everybody can use all accessories.
Finally, how do they compare statwise? Well, this is where the charts come in, so strap in. These numbers are all at level 50, which is the middle point. The orders would be slightly different if it were at level 1 or level 99, but it's not noteworthy enough to really go into detail over.
HP:

This sets a general tone for the extra party members - they're generally inferior to our main characters. The werewolf is an unique case, as we'll see later.
BP:

Asgar is proving to be the least spell-focused of the main characters, whereas Alaine is the most spell-focused one. The warriors are massively lagging, and the mercenary and werewolf just don't play here at all, which makes sense, since these are blood points.
Attack:

Why, hello there, werewolf! Now, before you get all excited, remember: The werewolf can't equip weapons. So if we stick a mid-range sword on Valnar (+98 Attack), he goes up to slightly less than 350 Attack, which is a lot closer. The werewolf will always be ahead of the pack when it comes to Attack, but he pays for it by being completely unable to cast spells. He's purely physically focused. Alaine beating out Asgar in Attack is kind of weird, to be honest. She seems to be both the spellcaster and the glass cannon in one.
Defense:

Same stuff about the werewolf applies here. Alaine falls behind quite a bit here, though looking at the actual numbers, it's nothing major, and it can be counteracted by just giving her the best armor you have.
Intelligence:

One thing you might be noticing is that the lord and lady are actually competing with the worse one of our main characters in most stats. Overall, they're the most well-rounded characters, and I think they're the best addition to the party, which is why I got one of them.
Agility:

Again, lord and lady are hanging with Asgar, whereas the others are further back - with the werewolf taking a special spot again.
Also, a note on skills:
- The male warrior is more defensively focused than the female one. He gets skills that boosts Defense, whereas she gets skills that boost Attack.
- Strangely, the male mage is more offensively focused than the female one. He gets more attack spells, whereas she gets healing spells as well.
- The lord and lady are largely the same. The most noteworthy thing seems to be that the lady gets a spell that heals Petrified and Paralyzed, whereas the lord gets a spell that can inflict some status effects.
So, that'll be it for our extra party members for now. They're not great, but hey, it's better than not having them. Moving on!

We use Retreat to head back to Syrahs, because we have some stuff we need to do there.

♪ BGM: Syrahs - field4.mid ♫
Primarily, that is selling stuff. We're going to need a lot of cash.

However, we also get a club for our lady. She's already lagging in the Attack department, so let's not make it worse. We also pick up a helmet, a shield and armor for her to help her out in the Defense department. Then, I go back and sell some more stuff. We end up with about 15000 Filar, which will be coming in very handy soon.

♪ BGM: A Truth Revealed - WraithTouch.mid ♫
Next, we head out of town to search for the mercenaries. We're going to need them. We were told they were somewhere in a forest north of Syrahs.

Well, there's one forest close to Syrahs to the north, so there we find what we're looking for!

♪ BGM: Swords For Hire - Islands2.mid ♫
Gotta love that blood text.

Anyway, the mercenary forest isn't exactly a complicated place. Some side paths with some stuff, but nothing major.

We get into combat with our shiny new party member for the first time.

Even with the equipment we bought for her, she's not exactly pulling her weight compared to the other three, but whatever, it's an extra attack.

We make it to the second part of the forest with no further incident.

There's not a lot of complexity here as well, however, there will be some impediments to our progress coming up.
















...because that's a really shitty business practice for mercenaries? "Oh, yeah, there's some mercenaries out in the forest, but nobody's ever come back after going to hire them, so you should probably look elsewhere."







So, you might think these mercenaries are minibosses of some type, but not really. They have a decent amount of HP (400), but their skills aren't impressive - in fact, they don't have any. They can attack, defend, and Observe Battle (which, as you might remember from Behind The Fangs, does fuck-all).

Pretty early into the battle, we hit both of them with the Bleeding status, so they're constantly losing HP. With that, they don't last long. Valnar and Alaine level up to level 3 with that fight.




And we get let through. With that, we make it into the mercenaries' camp, so we have some people to talk to.


Well, blame the two outlaws out in the front there.


























I smell a quest, but this'll probably have to wait for a bit.




Once more, we get a choice, one raising humanity, one lowering it. Free humanity, always welcome.











This also will come back to us with a quest, but we actually won't be doing anything with that big rock for reasons that will become apparent later.






















Hm. I think we can afford this, or what do you think? Yeah, I think we can.





Alright, and with that, we've gotten the mercenaries on our side. Next time, The Secret Plan will finally be unleashed! ...kinda.