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Who Hunts Monsters [MV]

First, a few I disliked and why:

  • W-Item being missable in FF7. Major power increase you can miss and then not go back for.
  • Vincent Valentine. Completely overlooked him until post-game, and by the time I found him, he was irrelevant.
  • RNG-dependent unlocks. Think there was a game where players needed to re-attempt a mob a lot and wait for RNG to go their way. Doing so rewarded them with a solid weapon, but RNG fishing is kind of...blah. I like your boss-encounter-as-puzzle approach much more than that.

A few I liked, and why:
  • Crissaegrim was kind of game breaking in SotN. Fun if you just wanted to blow through stuff or kind of tune out and feel like a badass. Trivializes a lot of content, though, so only do something like it if you're cool with putting in a functional easy mode. I think ToG did something similar with a feather? Player options are generally good, though. Can just have some kind of "tourist mode" rather than doing it using an OP item, though. Might lose the "badass" feel if they're going through easy mode, rather than trivializing content with an OP item. Tough to say.
  • I liked the bonus scene in The Laughing Isles, where if you had the rope item (or was it lotion?) the scene with the Zombie went a bit differently. Been a while, may not remember quite right. I like the idea of things that change dialog.
  • I like the idea of the Rock Lover title, because I had a lot of fun reading the dialog when Angela checks on rocks. It's something that rewards the player for exposing themselves to your fun writing, so it's got this nice sense of being a bonus. Would also be cool if somewhere later in the game, there were some kind of call back to it. Maybe an earth elemental / golem shows up, and the Rock Lover title gave Angela the opportunity to get extra dialog out of it or for it to open the door to some treasure chest or a den where wee baby earth elementals are rolling about, doing their new-earth-elemental thing. That or something similarly ridiculous, like finding out the rocks were pupae or, worse, caracoli (like in A Rare Bean).
  • I like viewing rooms, like what the Soul Prison provides or the library in Maria's Tickly Doom, or the viewing chambers in Mio, etc.. They let you revisit content without having to juggle save files.

Something that might be fun to unlock (unsure whether via secret or not) would be someone else's perspective of Angela's [mis]adventures. Maybe something eye-rolling and snarky from Morrigan or jealous from that other guild trainee. Various ways to go about it. Could have hidden journal entries or something, like Deckard Cain's journal from Diablo 3, on some interactable that changes from chapter to chapter.
 
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W-Item being missable in FF7. Major power increase you can miss and then not go back for.

I missed that in my first playthrough and it always bothered me. There are a lot of good things I miss in games, but that one bugged me.
 
Day 2 is almost done!

Day 2 of Chapter 3 is almost complete. This adds 2 official sidequests, as well as 3 mini-quests, including...whatever it is in that screenshot.

I think Angie made the wrong turn at Albuquerque
 

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Omg. Sorry to be late on this bus, but I just started the game <3

Probably the most preCIOUS thing in existence so far. You guys here are all so talented. >.<
 
Hi everyone! I know it's been forever since I've posted any updates for the game, but I've got some exciting (to me) stuff to talk about today!

So, I'm sure I've mentioned in the past, and if I haven't I've ranted at some of you, about how I hate grinding as a mechanic. If it's for something secret, or extra, it's cool, but when a game pads its difficulty by requiring you to kill Mudcrabs until you're able to swing your sword right, that, to me, is just tedium at its worst.

I've always strived to ensure that Who Hunts Monsters can be played with a minimal amount of grinding necessary. In fact, my goal has always been that, as long as you're fighting and not running, and exploring the areas, the difficulty progression will make sense with each encounter.

That was...except for the Class system. Due to the way the Class system worked, you'd eventually have to grind, because even the Dress Card's credit couldn't catch those classes up to the others.

As of tonight, I've officially got several new things up and running that will streamline things even further, without removing complexity.


New Leveling/Experience System

New with Chapter 3 is a completely new take on the leveling system. It may seem a little confusing at first, but I'll break it down so that it makes sense.

Experience to Level Up: New with Chapter 3, Angela and other Party Members will only require 100 Experience to level up. As an example, this will work like Paper Mario where whenever you hit 100 Exp, you level up. No more random numbers that get shrunk and bloated as balance dictates. NO MORE! Now, if you hit 100 exp, you will level.

Dynamic Monster Experience: To accommodate this new system, and to aid with balancing in the future, experience gains from Monster Girls has been standardized. All Monster Girls now give a Base Experience upon defeat, which will then be altered based on Angela's level versus the assigned level of the Monster Girl.

Base Experience: 12
Difficulty Bonus: 50% per level
Difficulty Penalty: 30% per level

What this means:

If Angela is Level 5 and she fights a Level 5 Monster Girl, she will gain 12 experience.

If Angela is Level 5 and she fights a Level 6 Monster Girl, she will gain 18 experience (12 * 0.5 = 6 so 6 bonus experience)

If Angela is level 5 and she fights a Level 4 Monster Girl, she will gain 8 experience (12 * 0.3 = 4, so a penalty of 4 experience)

The bottom limit for experience is 1exp, which is reached at a 4 level penalty. There is no cap to the experience bonus.

If you proceed at the recommended leveling path (3, 5, 7, 10 for the Prologue, Ch1, Ch2, Ch3 respectively) you'll receive the following bonuses:

Mini-Boss Monster Girls (Grizzly, Red Oni, Blue Oni) will give a 100% experience bonus (Their level is 2 over the level range)

Boss Monster Girls (Hobgoblin, Kitsune) will give 150% experience bonus (Their level is 3 over the level range)

Hardcore Bosses (Titania, Mytha) will give 250% experience bonus (their level is 5 over the level range)

What this does NOT mean:

I know some of you might see "Enemy Level" and have flashbacks to Tower of Gargalesis. Rest assured, Enemy Level has no affect on the enemy's stats and is only tied to how its Experience is calculated.


Updates to the Class System and the Dress Card

With the changes to the leveling system, I've finally decided now is a good time to nix one of the...least favorite aspects of the game. Angela's level will no longer reset when changing class. This means no more grinding your Rogue for Titania after you leveled your Warrior and Mage to deal with Jinko and Kitsune! Changing Class is still unlocked in Chapter 1, after speaking with Morrigan and receiving the Bitterbug Woods quest.

As a result of this change, the Dress Card is going to get an update.

It is now called the Soul Card and can no longer be used to level Angela herself up. Instead, the Soul Card gathers Credit upon defeating Monster Girls, which can be exclusively used to level up Angela's "Passive Skills."

In addition to this, the progression in cost for the Passive Skills has been smoothed out. Passive Skills start at 20 Credit for Level 1, increasing by 20 each level to a maximum of 200 credit needed to unlock Level 10 of that skill.

Credit gain will be very slow, but is granted in every fight, including bosses now. I may have to turn up Credit gain, but for right now I'm erring on the side of caution because Passive Skills are extremely powerful and I don't want people maxing them out in just an hour or two.


Changes to Equipment

I don't quite remember if I've mentioned this in the past, but I wanted to bring it up now. Any class can now use any piece of equipment. And, in fact, you can even change your Weapon and Off-Hand while you're in combat! Your Head, Body, and Accessory are, unfortunately, locked for balance purposes, but now you have the option to change things up with your equipment. About to get nailed by a big hit as a Wizard? Equip a shield!

Due to these changes, some equipment does now come with penalties, and equipment has been made a bit more extreme. Cloth Armor, for example, gives significantly more Magic Resist, while giving much less Physical Resist. Heavy Armor reduces your Agility, and Shields lower your Magic Attack.

Still, I feel this will provide greater freedom to the player, and will make one of the biggest rewards of Chapter 3 worth it.


Spoilers???

Upon completing Chapter 3's main quest. There will be a hidden sidequest that you can take part in. At the completion of this quest, you will be given the Demon's Tear. This item will allow Angela to change class in the middle of combat, absolutely blowing open the options available to you! Now, Angela will be able to take advantage of all 40 of her current skills, in the course of a single fight.

With great power comes great adversity though. If you pick up the Demon's Tear, be prepared to master it to take on the challenges that lie ahead.


And that's all I have for now! Let me know what you think! Love the new system? Hate it? Want me to shut up about the game and just put out more porn? Let me know!!!!!!!~~~~
 
The passive skills and all the equipment changes sound amazing. I'm a big fan of deciding on "builds," and that's what the equipment thing sounds like.

Personally, I kind of enjoyed leveling up the other classes. It was really pretty minimal work, and it was kinda satisfying putting in some time and feeling like you're earning these new skills. I really doubt many people are going to feel that way, so that's just me.
 
The passive skills and all the equipment changes sound amazing. I'm a big fan of deciding on "builds," and that's what the equipment thing sounds like.

Personally, I kind of enjoyed leveling up the other classes. It was really pretty minimal work, and it was kinda satisfying putting in some time and feeling like you're earning these new skills. I really doubt many people are going to feel that way, so that's just me.

Yeah I can understand that ^_^ but with the ability to freely change class in battle coming in the foreseeable future, i felt it would only be fair.
 
New Class in WHM V3: The Fairy

Upon successfully stealing “The Cosmos” from Titania, Angela will unlock the ability to use the “Fairy” class at any time. This class levels separately from the default classes, and has a wide variety of abilities and skills that it can unlock by combining Credit with Experience.

To get the full strength out of the Fairy class, Angela will need to have stolen the 4 Fairy Trinkets from the Guardian Fairies. These items, while powerful on their own, have special scaling when equipped as the Fairy, that makes them the best in class equipment.

The Fairy class is a fast, magic-centric class that excels in sabotage and spell combos, but is extremely vulnerable to Physical damage. The Fairy cannot use “Guard” but instead has an ability called “Phase Shift” which makes her immune to all Physical damage for a single turn, with a 2 turn cooldown.

Systems:

Ability Categories: Due to the large scope of abilities that the Fairy can use, their skills will be grouped into the following categories: Spirit, Earth, Star, Sun, Moon.

Mischief: Fairies are tricky creatures that thrive on befuddling their foes. Utilizing their base abilities generates “Mischief” charges, which Angela can spend to use her more impressive abilities. She begins with 2 Mischief charge slots, but can get more through her Cosmic Energy tree.

Cosmic Energy: As Angela received her power from Titania, she can further enhance her powers by spending Credit to expand her Cosmic power. She can spec into 5 different categories: Earth, Star, Sun, Moon, and Spirit.

Earth - Improves the Fairy’s Defenses and provides Enhancement related spells
Star - Improves the Fairy’s Health and provides Healing related spells
Sun - Improves the Fairy’s Attack and provides Damage related spells
Moon - Improves the Fairy’s Magic Attack and provides Sabotage related spells.
Spirit - Improves the Fairy’s base mechanics, such as Mischief.

Spirit/Base Abilities:

Glitter Spray (Cost: 3 MP): A spray of Mystical Elemental magic. Adds a single Mischief charge. If Boosted, will deal a chunk of Bonus Damage.

Phase Shift (Cost: 1 Mischief Charge | Cooldown: 2 turns): The Fairy phases out of this plane, becoming immune to Physical damage for this turn. Magic damage is reduced by 50%

Boost (Cost: 1 Mischief Charge | Instant Cast): Angela spends a Mischief charge to become “Boosted” granting her next spellcast bonus effects.

Featherdust (Cost: 4 MP): A cloud of tingling dust that greatly slows the foe’s Agility and may inflict a DOT. Boosted: it will always inflict the DOT and deal a small chunk of Bonus Damage.

Shimmer (Cost: 5 MP): Restores a small bit of Health and generates a Mischief Charge. If Boosted, restores twice as much and restores 3 MP.

Dreamweaver (Cost: 1 Mischief Charge | Cooldown: 3 turns): A cloud of dust that causes foes to fall asleep. If Boosted: Puts foes into a “Deep Sleep” which lasts twice as long.

Glitter Breeze (Cost: 5 MP): A sweeping swirl of Air Elemental magic. Deals bonus damage to Featherdust inflicted foes. Boost: Generates 2 Mischief Charges.

Summary: The Fairy will learn all of their base skills by level 5. At this point, Angela will need to continue leveling, but also building up “Credit” to unlock the much stronger skills locked away in her Cosmic Energy tree.


The Spirit Tree

Summary: The Spirit Tree is the first of the 5 branches of development the Fairy can undergo. It focuses on strengthening the Fairy’s base mechanics. This will include boosts to the base skills, as well as increased Mischief Charges and new ways to gain Mischief.

The Spirit Tree is the safest place for players to begin developing the Fairy, as these upgrades will make future wins more successful. However, it takes the most Credit to fully unlock.

Mischief Maker - Each point put into this skill will increase Angela’s Mischief Charge cap by 1, up to a total of 5.

Overcharge - Each point put into this skill will cause Boost to increase Angela’s Magic Attack by 25% up to 50% (2 Points Max)

Glitter Bomb (8 MP | Cooldown: 5 turns): Releases a giant cloud of mystical energy that affects all enemies, dealing minor damage and reducing their Mystical Elemental Resistance. Generates 1 Mischief Charge. Boost: Deals its damage twice, re-applies the weakness, and generates a second Mischief Charge.

Magic Stream- Each point into this skill causes Angela to begin to regenerate 1 MP while in Fairy Form. This bonus only applies in battle. Maximum Bonus: 5.

Phase Boost - Requires at least X points to be spent in the Spirit Tree. Has a high base cost. If unlocked, Angela will become Boosted once Phase Shift ends.


The Earth Tree

Summary: The Earth Tree is primarily concerned with bolstering the Fairy’s defenses, allowing them to survive bigger hits and last longer in combat. This includes mitigation to the Fairy’s debilitating Poison resistance.

The Earth tree is the next safest tree to invest in, as it helps keep you alive.

Terra’s Might (Cost: 5 MP | 3 Cooldown) - Boost your Defense by 25% for several turns. Boost - Gain a temporary “Super Guard” for 2 turns, that boosts your Defense by an additional 25%.

Toxin Guard (1 Mischief | 3 Cooldown) - A temporary boost to your Poison Resistance of 50%. Boost: When Boosted, this skill will remove any Poison effects and heal you.

Earthen Blast (Cost: 3 MP) - A burst of Earth Elemental magic that reduces the foe’s Defense and Agility. Boost: When Boosted, this skill deals bonus damage and applies a drastically enhanced Defense/Agility debuff that lasts for 2 turns before becoming the regular debuff.

Rootcaller (Cost: 1 Mischief | 5 Cooldown) - Instantly Stun a foe, binding them in roots. These roots will drain 20% of the foe’s current health and give Angela a barrier equal to the same amount. Boost: If Boosted, will apply a stun when the Rooted effect ends.

Grand Gaia - Has a high base cost. If unlocked, Angela will gain +25% Defense while Boosted.


The Star Tree

Summary: The Star Tree is concerned with Angela’s maximum health and her ability to restore her health. While it has useful abilities, it may not be the best place to begin leveling, as these abilities are designed around regeneration and restoration, and don’t do much to improve Angela’s overall ability to win fights.

Vitality Pool - An upgrade to Shimmer. After casting Shimmer, The target’s maximum health is increased by 50 for three turns.

Star Shower (Cost 5 MP | Cooldown: 5) - Create a healing rain that causes the party to regenerate health by 15% per turn for 5 turns. Boost: Applies a Magic Defense buff for four turns when cast.

Wash Away (Cost: 3 MP) - A rush of Water Elemental magic that removes all debuffs from the user’s party and damages foes. Boost: Generates 2 Mischief Charges.

Rainmaker (Cost 1 Mischief | Instant Cast) - Take on a water-imbued form. Grants Water Elemental damage to basic attacks and increases the potency of all water and healing spells by 25%, while lowering potency of all other elements by 50%. Boost: If Boosted, Angela will gain “Rejuvenating Surge” when entering Rainmaker form, causing her to regenerate 3% of her MP per turn for 5 turns.

Essence Rush - Has a high base cost. If unlocked, Angela will restore 25% of her maximum health when using Phase Shift.


The Sun Tree

Summary: The Sun tree revolves around devastating offensive spells and empowering Angela’s physical abilities. While the fairy’s physical attack is nothing to write home about, the Sun tree seeks to incentivize Angela to weave attacks in between her spells.

Sunspot (Cost: 5 MP) - An explosion of Fire Elemental magic. Inflicts Blind for 3 turns. Boost: Inflicts a Severe Burn for three to five turns.

Sunlit Blade (Cost: 5 MP) - Strike out with a Fire Elemental Physical attack that will re-ignite any Severe Burns to deal bonus damage. Boost: If Boosted, this skill will restore 2 Mischief Points if striking a target afflicted with Severe Burn.

Molten Shell (Cost 1 Mischief | High Priority) - Angela becomes encased in a flaming shell that deals Fire Elemental damage to any target that deals Physical damage to her. Boost: If Boosted, this ability will grant Angela a massive four turn Agility boost.

Daybreaker (Cost: 1 Mischief | Instant Cast) - Take on a fire imbued form. Reduces Angela’s Magic Attack by 50%, but also increases her Attack by 50%. Boost: If Boosted, Angela will lose 5% of her current health per turn for 3 turns, but her Attack will be boosted by another 50%. Recasting will return Angela to her normal Fairy form.

Promised Princess - Has a high base cost. If unlocked, Angela’s Attack will be increased by 25% while Boosted.


The Moon Tree

Summary: The Moon Tree revolves around sabotage and trickery to befuddle Angela’s foes. These skills do not do direct damage, but can be combined with others for devastating effects. This is the hardest tree to utilize, and should be saved for last.

Darklight Gleam (Cost: 3MP | Instant Cast | Cooldown: 3 turns) - Angela releases a bright light that will disorient her foes, dealing a small bit of damage. If the target is inflicted with Featherdust, this will deal its damage a second time and inflict Confusion. Boost: If boosted, Darklight Gleam will always critically strike.

Mounting Dread (Cost: 10 MP) - Angela inflicts her foe with a curse that causes them to lose 2.5% of their Maximum MP per turn and gain a random Debuff every turn for 3 turns. When this effect wears off or is removed, the target will be afflicted with Silence. Boost: Drain a percentage of the foe’s maximum MP.

Nightmare (Cost 1 Mischief) - Inflict a Sleeping foe with a Nightmare that causes them to lose more health with every turn they’re asleep. Boost: If Boosted, the foe’s Sleep will be replaced with Deep Sleep and set to its maximum number of turns.

Luna’s Game (Cost: 1 Mischief) - Strike a foe with a devastating curse that absorbs damage that you deal to the target. When it ends, the target will receive a percentage of the damage. Boost: If boosted, this skill will deal a chunk of damage based on the target’s maximum health when cast. This damage is added to the curse’s stockpiled damage.

Moonlight Shell - Has a high base cost. If unlocked, Angela will gain +25% Magic Defense while using Phase Shift.
 
giving up

can't download the damn patch, can't kill the bosses and can't even download a damn stupid file because I need to upgrade to some bundle that I can't even afford! all I ask is to have a save file for after the Kitsune fight and no one will speak or reply I wanna play this game I really do but at the end of the day I feel like I'm just gonna give up...
 
can't download the damn patch, can't kill the bosses and can't even download a damn stupid file because I need to upgrade to some bundle that I can't even afford! all I ask is to have a save file for after the Kitsune fight and no one will speak or reply I wanna play this game I really do but at the end of the day I feel like I'm just gonna give up...

Try to use a mage and it will be better against the kitsune
 
don't have it

i may not have the most up to date version cos mage isn't in the class options
 
Ok! After ages of trying I managed to beat the Kitsune now i’m stuck on the oni twins please help!
 
Been a while since I last played, but if memory serves, there is not really a trick here. Just grind etc, it should not be THAT hard, maybe even easier than the grind around there.
 
Another update to let you know I'm still alive! Updates are posted semi-regularly to my DeviantArt page, including the Game Over/Punishments that I'm writing!

So, in the meantime while you're waiting for the game, you can stop by my DA to read the tickling scenes, totally free ^_^
 
Hello.
Last time I playing Who Hunts Monsters in 2017. Now I'm back and want to play it again but with all new stuff added. Can someone post here a link to the latest version of the game ? The Indieexpo link wasn't work.
 
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