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onko342

14
Posts
A member registered Sep 21, 2025

Recent community posts

I think you should really consider making a discord now. As the number of itch comments increases, it will become increasingly difficult for you to manage and for us to effectively communicate. There's definitely enough people to justify a discord server now.

I remember checking the save data (before the save format change), the game seems to use an element bag system where every life selects one element from the ones not yet selected during the cycle. So if you miss an element, you will at most have to wait for 19 lives since the worst that could happen is missing the element when it's the first element of the cycle and only getting it again as the last element of the next cycle.

The wilderness mobs scale with your power up to 1500, they stop getting stronger after you reach that level of power. So you'll need to be significantly above 1500 power to consistently survive wilderness combat. But there's no need to worry about constantly dying in the wilderness. You don't even gain much of anything from those combats, and the time loss from losing is negligible.

Lol I recently took a look at the code. The monsters apparently scale up to around 1e300, I can't imagine what kind of universe-destroying beasts live in the wilderness

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Please add a limit to the power of the wilderness and dual element town enemies. It doesn't make sense for them to scale endlessly with you, there must be a point where you fail to find stronger enemies. Especially when the elemental wildernesses say that they're only starter ones.

Edit: I think it would be better design to just split the wilderness into zones, like how Willowbrook combat is handled. If the inner areas are indeed stronger than the outer ones, you should be able to choose which level of monster you want to fight.

That one only lists the Willowbrook mobs, the wilderness ones aren't included

I think the game really needs a bestiary and list of discoveries for the wilderness so we don't miss anything important there

Will there be any way to increase time speed in the future? Each run begins to feel really slow once you get your lifespan to the high 100s. I would suggest adding time speed to the water affinity effects, because:

  • Water has some of the weakest effects in the game, no one cares about health regen when resting in the cave is fast enough, and the qi practice cost reduction is even more useless since all the practice actions that require qi are already very cheap.
  • It logically makes sense to add time speed to water. Water signifies flow and peace, so having a high water affinity should allow you to accept and adapt to the passage of time better.

What do the cultivation implements do, I bought the Cinderpulse Meridian Nail and it doesn't show up in the forever items list?

What does the bond rank itself do? I know that each of the forms has their own rank that contributes to their own effects, but I haven't seen anything that says what the main bond rank does.

There's a horrible bug relating to the combat UI, after a certain point the active combat panel started to overlap with the location selection menu.

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Lucky me, I got Alley Boss Ren's relic on kill 49,979 😂

Edit: And Barracks Champion by kill 16,692

Bug: The list of sources of base body doesn't include the technique bonus.

It says that my base body is 16.5, composed of Original Foundation (1), Self-Made Conditioning (+5), and Garrison Tempering (+10). It's missing the Sucker Punch 0.5.

Why can't I disable the Pickpocket Pair even after unlocking enemies after them? All the others can be disabled so I don't get why the first enemy can't. Is this a bug?