Quick Rec Day

Friday, July 11th, 2025 11:36 pm
bedes: An icon of Kabru from the Dungeon Meshi manga, smiling bashfully (kabru)
[personal profile] bedes posting in [community profile] dunmeshi
Enjoy a fanwork recently, but don't want to create a whole new post to recommend it? Drop a link here! Every week, I encourage you to share a fanwork that you enjoy!

Please try to include some information on the ship or character(s) involved, as our members' specific interests vary! Provide trigger warnings, if applicable, as well. And please make sure you're properly linking back to the creator of the fanwork. So, no reposts!

Self-recs are encouraged, too! Creators, feel free to rec any Dunmeshi fanworks you've made recently (or not-so-recently!).

Remember: if you want to see all of the recs people have to offer, consider clicking the "Track this" button to be notified of all future replies! And also keep in mind you can always make a separate post for your recs. This helps keeps our community active, on top of giving your recs more visibility.

I look forward to seeing what everyone shares!
tepidsnake: (Default)
[personal profile] tepidsnake

This week's Arcade Archives release is... Super Dimension Fortress Macross II (Banpresto / NMK, 1993)

Unlike last time, this one is available across the world at double the normal Arcade Archives price because of the license. Thanks to Retro Pals Discord member bVork for explaining the Macross licensing situation to me very simply- the original Macross TV series is tied up with the deal between Harmony Gold and Tatsunoko, hence the first game's ACA reissue not making it outside of Japan, but the Macross II OVA series was made without Tatsunoko's involvement, so Big West can release it outside of Japan with no issue. As with other licensed games like Mazinger-Z and the first Macross game, this is double the normal price.

 
PSN
EU
US

Switch
EU
US

As with the first Macross arcade game, the language selection is done via dip-switches so there's no separate ROMs, but you can select the Japanese and English setting just like with every other Arcade Archives release. Preference Settings allow players to select the player two side ship when playing solo (which is slightly faster, but only when played alone) and adjust game speed. 

NMK are at it again with another shmup based on the Macross series, but this is quite different from the last one. Not only has the screen flipped from vertical to horizontal, but the structure is also quite different from any other arcade shooter of the time. This takes a 'caravan' approach where you have a hard time limit of two minutes on every stage and a target score to reach if you want to move on to the next area on your selected course (there's three to choose from with three stages each and a final shared stage). There's actually no lives here- getting hit either stuns you if you've picked up power-ups or sends you flying off the screen if you haven't (and if you've switched forms to the mecha, you'll switch back to the standard ship) but while you'll recover quite quickly, you'll lose any power-ups you've grabbed and, more importantly, the score multiplier on picking up medals gets reset.

As with many caravan-style games it's a pretty neat challenge, as the faster you get rid of enemies on-screen, the faster the next set will show up, so being efficient and grabbing as many bonus items as possible is the key to getting to the end, and I found myself having just one more go when playing this for the first time to see if I could reach the par score quicker! Add in some great presentaton (big fan of the Minmay hologtams in the first Beginner stage) and an absolutely killer soundtrack and you'll find this is one of the more interesting shmups to make it to Arcade Archives in recent times, so I'd recommend this to those who aren't necessarily that big into shmups to give it a try. There's one more arcade Macross game- Macross Plus from 1996- so maybe that'll be in our future, we'll see~ 

And yes, this still has the normal Arcade Archives Caravan Mode, which is still timed! You get to do two full stages on any route and have just over a minute to rack up points in the third stage, so it's a slightly different kind of challenge.

Fanfiction Masterlist and Portfolio Templates

Thursday, July 10th, 2025 09:31 pm
linky: Hotaro in a cowboy hat, smiling. (Gotchard: Hotaro - Yeehaw)
[personal profile] linky posting in [community profile] smallweb
For anyone interested in making a site/section on their site for their fics, here's a really good template for a fanfiction masterlist that just got posted online! Created by [personal profile] ceu. There's easy to follow documentation on how it works, and links to HTML tutorials if you're not familiar or need a refresher on there as well.

As said on the page showcasing the template too, it was inspired by this portfolio template by Kaylee Rowena. Which would be great for anyone who makes fanart! I might end up using this template myself whenever I get to revamping my art galleries on my own site.

Since I know there's a lot of fannish folks here I thought these would be worth sharing!

They Fight Crime!

Thursday, July 10th, 2025 09:17 am
elf: Red & blue faces (Face Off)
[personal profile] elf
I'd forgotten how much I love https://theyfightcrime.org.

He's a lonely skateboarding shaman with a winning smile and a way with the ladies. She's a bloodthirsty wisecracking wrestler who hides her beauty behind a pair of thick-framed spectacles. They fight crime!
He's an unconventional soccer-playing grifter in a wheelchair. She's an orphaned foul-mouthed socialite from out of town. They fight crime!
He's an oversexed ninja werewolf fleeing from a secret government programme. She's an enchanted snooty advertising executive with a knack for trouble. They fight crime!

something-something fic prompts )

New Tanks for Nothin vid!

Wednesday, July 9th, 2025 10:47 pm
malymin: A wide-eyed tabby catz peeking out of a circle. (Default)
[personal profile] malymin

One of my favorite youtube channels. Rarely updates, but when it does you get to hear about constructed aquatic ecosystems, and it's fun.

Leaderboard and Unknown Group Tagging

Wednesday, July 9th, 2025 11:54 am
doranwen: female nerds, rare and precious (Default)
[personal profile] doranwen posting in [community profile] yahoogroups
I've set up a leaderboard on the Discord server now, that will show the number of groups each volunteer has tagged (complete tabs only count). If anyone is competitive, the number to beat for top spot is 11,707 groups! (That's 1.05% of all the groups.)

I've also set up the Unknown group tagging on the server for any volunteers who are interested in helping a little but don't feel up to tagging an entire tab. Each Unknown group is given a thread in the channel for Unknown group tagging, in which I copy and paste a few of the messages we have, or even a screenshot of the files within the files.zip, if that will be helpful. Anyone who can is invited to read, give additional information or insight into the topic, and/or attempt to tag the group, either on the spreadsheet directly (they can DM me for the link) or by simply listing in the thread which tags they would use. Contributions will be noted on a leaderboard just for Unknown tagging.

If you haven't tagged any groups yet, could you set aside just 5 minutes a day to help us with the Unknown groups?*

* The small scale helping as described above is limited to Discord users only; if you don't use Discord you'll need to claim an entire tab and work with the data yourself.

I'm finished writing up the fruit slice pattern!

Wednesday, July 9th, 2025 10:27 am
buttonsbeadslace: A white lace doily on blue background (Default)
[personal profile] buttonsbeadslace
(Photos on Tumblr)
If anyone here would like a copy to test knit, just let me know.

Amagami and Self-Acceptance Through Love

Tuesday, July 8th, 2025 05:17 pm
atelierpenny: (Default)
[personal profile] atelierpenny

Amagami kinda blew my mind.


 

My experiences with traditional dating sims, ones that are biblical to the stat raising and points based systems laid out in genre staples such as Dokyuusei and Tokimeki Memorial, are rather slim. I have watched dear friend of the blog Ophelia play both Tokimeki Memorial 1 and 2 (had I played 2 for myself, I likely would have written about that, because that game is amazing); I have played maybe one hour of Love Plus despite owning a Love Plus 3DSXL, and that is it. I have always been drawn to this gameification of conversation and socializing, even when it is really simple as it is in most games. But these dating sims have a shocking depth to them that surprises me to no end. In games like Tokimeki Memorial, you just pick what to do on your turn and pick what to do on dates, with the occasional random event or holiday spicing things up. It takes place over the years of high school's entirety, so a lot can happen and there are a lot of possibilities. In Tokimemo 1, you can ignore most of the girls and get into RPG battle gang wars with other kids to win the favor of the rich upper classman, who of course turns out to be a woman who is in love with you. I've heard of people getting randomly extremely ill during their playthrough and missing most of the year, I've heard of people encountering a mysterious stalker girl who shows up in the backgrounds of dates, etc. Tokimeki Memorial through multiple playthroughs gives the impression of a game with no end, an infinite breadth of dialogue and possibilities each time you start up a playthrough.
 

In Amagami, there is not as much crazy you can do in terms of gameplay, as the game is more focused on forming a narrative arc around the development between your character (protagonist Tachibana Junichi, though I named him after myself cuz I kinda like doing that for novel games with a bit more mechanical depth like this) and one of the women you can date in the game. While other dating sims make it more difficult and game-y to get an ending for a girl, it is pretty straightforward in this game. You don't gotta do anything too out there to see the most important and memorable stuff, and you don't have to date multiple girls at once to keep them from getting mad at you. Once I was doing a girl's route, I hard tunneled on only her event nearly exclusively until I got her best ending. For getting Love Best endings or Friendship endings or what have you, though there will be differences in any given playthrough, the major narrative beats of the relationship play out largely the same. It matters not if I met Nanasaki Ai behind the school or at the arcade, or if I walked Ayatsuji Tsukasa home the day she got attacked by a wild dog, they will still share their hardships and growth and high school struggles with you the reader.

 

What makes Amagami feel nearly as endless as other simulation/novel games is the way it presents its information to the player. During your turn, a colossal board of nearly 4000 spaces is laid out before you. Starting in the middle, you can select events in each girl's narrative four times a day to “move” outwards and unlock more events. Some events are forced upon the player, some take no time, some can only be selected at certain times, etc. By showing the limits of its scope, it strangely makes the game feel larger than if it were just picking who you want to hang out with that day from a simple list, even if it had more dialogue than it does in its current form. Sure, some of these events on any given random square are really out there with strange conditions, some are counted as parts of other events (i.e. pressing “attack” in conversation mode counts as seeing another square”) but given how much variation there is with choices within events, an absolute boatload of dialogue to see in conversation mode, later changes in dialogue with girls remembering your choices during earlier events (In Morishima route, a throwaway piece of dialogue had her ask me what I wanna be when I grow up. Detective seemed the coolest option to me, and wouldn't you know it, my protagonist was a detective in the epilogue!).

And these systems would be cool and all on their own, but they are elevated by the home run cast in this game. I love every girl here! They are all multifaceted, having interests far outside of what you would expect, their lives taking turns as they become closer to you. Conversation mode is such a gem of a system. Few games let me just talk about extremely mundane stuff and crack jokes with people. It adds a shitload of realism to a usually cartoonish genre. Fuck, it is a small thing, but I figured the “ecchi” button would just be stupid and always get the girl to hate you or something, but later in the routes girls actually can have normal feelings about sex and wanting to have sex! Around my third route, I used a bit of a guide for conversation mode, as I was having some trouble getting as many points as I want. Using the guide definitely got me more points, but it gave me a different problem that made me abandon the guide very quickly. Finding all good and great conversation topics with a girl at a specific turn, tension, and relationship level makes her say a stock phrase about how cool you are and then skips your turn, giving you a free point. Sure, you get the point, but I had far more fun intentionally fucking up in conversation mode to lower the tension and get different dialogue during this mode. Low tension is the only way I found out about the answer to Ayatsuji's cooking riddle from an earlier event, or how otherwise rather traditionally-minded Sae is a lowkey bisexual and fujoshi, and so much more.

 

Having such a focus on the granular, low-stakes conversation makes the moments of true change and understanding feel towering. It is a really small moment and I do not think it is handled perfectly, but a single line of dialogue changed what I figured would be a sour plot point into an understated moment of acceptance. Sakurai Rihoko loves food and eating, and the beginning of her route has the odd unfortunate line about how she is gonna get fat or is getting fat from eating sweets and food. I winced whenever they came up. One time the protagonist shares some food with her and says something along the lines of “You don't have to hide when you are eating from me. It doesn't bother me when you eat”. Combined with her friendship route where her attempts to diet have the protagonist say essentially “You literally look pretty and nice you do not need to diet for no reason”, and fuck it made me cry a little bit even though its really nothing much in the story. If someone I really cared for and respected told me that in high school and stuck with me it would have changed my life. Playing this route first was really lovely. Sakurai and protag are childhood best friends and have a really natural rapport. They joke, share memories, play small pranks on each other, and do little running bits. Plus, the way you and her start going on proper dates is just adorable. Your male friend who is a supportive rascal sits you two down and says “Listen. It is so obvious that you two like each other that I am making y'all talk about it so it does not drive me crazy anymore”. My first serious relationship started the same way so it got a smile outta me.

 

When you are not dating Sakurai Rihoko or any other girl (or doing a “friendship” ending), you can see their “estranged” events during gaps in other events. Sakurai is a hell of a lot more successful, becoming a rising star idol who gets on tv. This is really bittersweet if you already romanced her. One has to figure the brutal world of being a celebrity will make her body image issues far more of a struggle, despite her success. “More successful, but less happy or mature” is generally a theme of these estranged events. It puts a quiet yet important weight behind the relationships of this game. For instance, Nakata Sae is a younger girl who has been sheltered in the world of her old haughty school and her mountains of shoujo romance manga. Much of her main narrative when dating her is the push and pull between her desire for this perfect, storybook romance she sees in her manga, and the jaded older protagonist believing such a relationship to be impossible after he had his heart broken when he was younger. She is very traditionally minded, often doing things a wife or girlfriend would be expected to do (often in a white-picket fence nuclear family sort of way) because that is what she thinks would make the protagonist happy even when that just is not the case. The protag definitely really likes her, but must get through his own hang ups and dating trauma before she can have her feelings returned. When she is not dated, Sae becomes the president of the anime club, where she does cosplay and is revered by a bunch of otaku. While she is clearly successful and enjoys this position, she is in a spot where further lofty and unrealistic expectations will be placed on her. It is a really good balance of having your relationship feel important without making the girl seem like a lost cause without you. Even the relationships I have had in real life that have been sour spots in my life in one way or another have taught me something valuable about myself.

 

The protagonist grows from these relationships as much as the girl does, which just makes it all the more satisfying. Being rejected by his crush at the end of middle school is a big moment in the protagonist's narrative. He is pushed on by the universe, by his friend Umehara, by his love for the women around him, not to give up on romance. And of course, this is a video game after all, things work out in the end. Even if you really mess up and make a girl really upset, you can always load your save or press “return to morning” and make things work out alright.

 

After achieving an ending with the six main girls, Amagami's two secret routes open. The first of these strangely took me many attempts to get the ending. I am not sure if it is just jank, or if the PS Vita translation patch is buggy or what, but this struggle strangely added to my experience. I will get to that later. One plays the first hidden route (for the girl dubbed ? ? ? for most of the route, but her name is Kamizaki Risa so I will just call her that) as normal, romancing a girl of their choosing, though this time it occasionally cuts away to Risa, a stalker who has fallen for the protagonist after a random act of kindness he does way back in middle school, trying to sabotage your relationships. She tries to doctor photos of you cheating and show them to the other girl, mess up your date plans, so on and so forth. It is perhaps the most cartoonish the game gets in narrative tone. Risa finally works up the courage to give you a love letter. After meeting her, the atmosphere is incredibly odd. Risa tries to offer herself to look and act like the girls in the playboys that the protagonist likes, she tries to force the protagonist to call her by her first name, she has a conversation mode event where pretty much every answer is chosen for you and she is fast tracked to being crazy in love with you. You can accept her, if you would like, causing you to abandon your current love and stay with her. Her epilogue continues this strange tone. Fast forward to university, a friend asks you if you wanna go to a dumb little matchmaker event he has been planning, which you deny because of course, you have Risa. Even if she is strange, awkward, creepy, and the like, there is something strangely likable about her. I couldn't put my finger on it. Even if you reject her, your protagonist ultimately feels bad for her and wishes her success in her future.

 

Risa put into place the message the game was trying to tell me in its mechanics. She is trying to sabotage your relationships. If you date her, she reveals she fed your middle school crush a false change in location so she would not show up for your love letter. This was apparently to protect you, as your crush was planning to merely laugh in your face alongside her friends waiting nearby. Risa is this strive for a perfect, problem free adolescence. She is overprotective, like a player who follows a guide to get maximum affection points in a dating sim, or like a reader who reloads a save to pick the right option. Even if she cannot make the perfect romance from her crush from afar, the game and the player still love and forgive her. Amagami shows you its sprawling board not because it wants the player to do all of these events. It is precisely because it wants you not to. It encourages fucking up, saying the wrong thing, making a fool of yourself, because it is those moments that lead to the most important ones where you grow. It loves every moment in the game, having a sense of play with love and conversation unlike any other game I have played. By getting you to love these moments, the moments that make you you, it teaches the player to love themselves, including and especially their fuck ups. The second hidden route adds a lot to this too. You are just as much made by romantic love as you are familial love, being able to tell your sister to kick rocks because she beats you at monopoly and being able to support each other even when others cannot. It gives you a pep talk through the game's teacher character, saying that even she still fucks up, but that you are young and making mistakes is what being young is about. It is a pretty simple and cheesy message but one that hit me like a train. What lovely little routes, wrapping up all that the game wants you to learn.


help with Venetian dialect

Sunday, July 6th, 2025 06:05 pm
dinogrrl: nebula!A (Default)
[personal profile] dinogrrl posting in [community profile] little_details
Hello wonderful people!

I've got a fantasy story that's set in early 18th-century Venice. I don't speak Italian, and definitely don't know the difference between the various regional dialects, so I'm looking for some help with a nickname in Venetian.

I have a priest who can use magic, who is not exactly a nice guy. Nobody likes to be around him, he's the kind of person you can just tell will erupt like a magic-spewing volcano the moment something doesn't go his way. My main character is ten when she first meets him and has a very visceral Do Not Like reaction to him, comparing him to a pack of rabid dogs. She is not told his name at the time, so in her mind she dubs him Father Mad Dog (creative, I know).

Several years ago I tried to parse "Father Mad Dog" into Italian/Venetian, and I don't know where I came to the conclusion that it'd be "Don Can' Pazzo" but that's what I've been using. I guess somewhere along the line I was under the impression that cane would get shortened to can when used like this. Is any of this correct? Or do I need another phrase entirely?

Making Spreadsheets for fun and profit

Sunday, July 6th, 2025 05:19 pm
malymin: A wide-eyed tabby catz peeking out of a circle. (Default)
[personal profile] malymin

Trying to finagle a way to make a more considered version of this guide... it seems some of the information I got from the Sims Wiki was... inaccurate? Or at the very least outdated.

Hmmm.

EDIT:

Current analysis suggests that, in the base game, every possible 'special' grafting combination can be held within a minimum space of:

  • two 2x2 garden planters, which each hold four small plants or one tree (eight plants)
  • three 1x1 garden pots, which each hold one small plant or tree (one plant, two trees)
  • total number of squares occupied: 11

With the vertical planters (which are very space efficient, but cannot hold snapdragons, lilies, or orchids) from Eco Lifestyle:

  • four 1x1 vertical planters, which each hold two small plants (seven plants + one free slot)
  • four 1x1 garden pots (two plants, two trees)
  • total number of squares occupied: 8

The wiki claims that Dragon Fruit can't be held in vertical planters, but this seems to be...wrong?


Further notes.

In my original post, I claimed that growth rate influences how often product is generated. This is untrue - it was true in old builds on the game, but in the modern version of the game all plants produce product at 5 am every morning, regardless of growth rate. It may still have some influence on how long a plant takes to mature, though.

In an outdoor garden, with Seasons installed, the optimal grafts (listing the "base" plant first, and the "donating" plant second) for max production days are:

  • Snapdragon (Spring/Fall) + Strawberry (Spring) = Dragon Fruit
  • Snapdragon (Spring/Fall) + Dragon Fruit (Fall) = Cow Berry
  • Snapdragon (Spring/Fall) + Lily (Summer) = Orchid
  • Orchid (Spring/Winter) + Pomegranate (Winter) = Death Flower
  • Bluebells (Spring/Summer) + Strawberry (Spring) = Grapes
  • Rose (Spring/Fall) + Grapes (Fall) = Bonsai Buds
  • Sage (All Seasons) + Basil (Summer, Fall) = Parsley
  • Chrysanthemum (Summer/Fall) + Tulip (Spring) = Bird of Paradise
  • Lemon (All Seasons) + Pear (Fall/Winter) = Plantain

Additional notes:

  • For an indoor garden with vertical planters, the first two snapdragon recipes should be reversed.
  • Daisies (Spring) and Strawberries (Spring) are basically interchangeable in their grafting recipe.
  • Apples (Fall) and Cherries (Summer) are both active for one season each, though Cherries have a slower growth rate.

Finally, the following base game plants are neither components nor products of any splicing "recipes":

  • Summer: Tomato, Blackberry
  • Fall: UFO Fruit
  • Fall/Winter: Onion
  • Winter: Spinach, Potato
  • Spring/Fall: Carrot, Mushroom
  • All Seasons: Trash Fruit, Growfruit, Forbidden Fruit of the Plantsim, Wolfsbane

Weekly summary: June 29 - July 5, 2025

Sunday, July 6th, 2025 05:11 pm
alchemicink: (Default)
[personal profile] alchemicink
It's been such a busy but good week actually 🥰 I have lots to ramble about this time. Let's get to it!

Read more... )
freshfeeling: (Default)
[personal profile] freshfeeling
After several consecutive days of play the week prior, I got back to this run on July 5, 2025. This session was accidentally kind of grindy, and probably moreso than needed... which means it was on the boring side. Oh well, it happens.


First, I went to Drakenvale as planned and shored up my supply of Dragon Fangs.
I got some Dragon Fangs in Drakenvale.
I did a few little party swaps to try to find optimal ways to take down the encounters here, but mostly it involved the dragoon jumping (since I overlooked my very nice Holy Lance in favour of the Chicken Knife - whoops), the berserker using Rune Axe or Gaia Hammer, the chemist throwing out Romeo's Ballad and the bard attacking with Apollo's Harp. I may have made it a bit too efficient, actually, since I had no idea I had past 99 Dragon Fangs.
Inventory after Drakenvale with 99 Dragon Fangs.

I had earned a fair bit of money so I went to the Phantom Village again and grabbed three more Coral Rings. If I want to fight Shinryu, and I think I will, then I'll need those. In the short term they might be fun against Leviathan.

Then I went to Istory Falls. Instead of using my brain or a death effect on the Gargoyles, I just had a hasted bard using Romeo's Ballad to keep them unable to resurrect.
I beat my third pair of Gargoyles pretty easily.
Istory Falls was mostly pretty easy. A few of the encounters were bulky - like Tonberries, although those never actually hurt me - or otherwise tricky like the martial artist fellows who turn you old with Air Fist. There was nothing scary nor especially exciting in any way. We got a second Aegis Shield, a third Protect Ring, a fourth Reflect Ring, and a nice, new Titan's Axe.
We got a Titan's Axe. Here's the berserker's loadout.

We got to Leviathan, which is just kind of funny. The animation of the water and appearance of Leviathan is maybe nicer in this version but it's still not entirely clear what happened to the red fellow.
What happened to that charming red guy?
I decided to fight Leviathan. It's very easy to just walk away, and the fight brings me no benefit, but since I could do it with four Coral Rings equipped I thought it might be fun.
Green numbers mean fun.
Leviathan isn't harmless and this fight wasn't entirely trivial, but fun was indeed had since Tidal Waves now healed my team. We didn't have any complexity in our offense and won handily.
We defeated Leviathan.

Since I had a third tablet, I went back to the Sealed Castle at Kuza and picked three more weapons. None of these do anything for me so I compulsively made sure 9 consecutive weapons along the circumference of the room were used. I actually ended up selling several of them for a cash infusion afterward.
These three weapons will go un-unsealed.
Since I was here, I realized the Exdeath's Soul enemies here drop Dark Matters and are quite susceptible to the Holy Lance, the Sage Staff, and especially Apollo's Harp. I decided to do a minor Dark Matter grind, too. This required a LOT of healing at the pot in the first room, but didn't use any consumable resources so I think it was a win in general.
We got a Dark Matter.
I had taken some time to get more Turtle Shells as well (just south of Tycoon) and I spent my legendary weapon money on consumables, so I'm feeling quite prepared for the game's final areas.
My inventory after getting all those goodies.
This grinding, by the way, got the team very close to having mastered their jobs. We had all mastered bard a while ago, and chemist absolutely seems to be the slowest, but we're getting there. Given the relative lack of syngergies in these jobs though it doesn't matter too much. I believe Faris was the first to master all of our jobs and that happened during this play session.

I spent nearly 2 hours between the grindy parts and Istory Falls! I wanted to make at least a bit of progress into the Void.
I entered the Void via Tycoon.
Enemies in the first few areas of the void were pretty easy. My bard was able to lock down nearly every enemy with Romeo's Ballad, helped out by some Hermes Sandals. In the forest section, some enemies were less prone to Romeo's Ballad and were generally bulkier, like Moss Fungus.
Romeo's Ballad was very effective here.

It didn't take long to get to the first boss here, Naked Lady II: Electricalofisteri.
We encountered Calofisteri. We are fighting Calofisteri who uses Drain a lot.
There are some really good strategies you can use in this fight, like Bone Mail and Reflect. I didn't think to do any special preparation. After a while I had Krile the chemist and Faris the bard both sing buffing songs and just had Bartz the berserker and Lenna the dragoon slaughter her with high-damage physical attacks. Easy peasy.
We defeated Calofisteri.

Due to time constraints, I had to be done, despite the limited obvious progress today. I saved at the save point before Omega.
My status at the save point just before Omega.
I also did most of my equipment and ability preparations for Omega. I'm going to give fighting Omega an honest shot right away next time I play! I've realized, though, that I should probably go in with my berserker dead so that I can get my defenses in place before triggering Omega's potentially overwhelming counter attacks.

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Coffee Social Sunday

Sunday, July 6th, 2025 02:15 pm
bedes: An icon of Kabru from the Dungeon Meshi manga, smiling bashfully (kabru)
[personal profile] bedes posting in [community profile] dunmeshi
Coffee Social Sunday is a weekly post for low-pressure chit-chat about anything on your mind in the Dunmeshi universe! Is there anything you're currently reading, creating, thinking about, considering creating, watching or rewatching? Tell us! But remember to hold onto your specific fanwork recs to instead share under the current Quick Recs post.

If you're new, this is also a good place to introduce yourself! We have a suggested template for this, but we emphasize the 'suggested' part. Disregard it if you'd like!

Please note that the comments on this post may contain spoilers for anime-onlys, per our spoiler policy. As for everyone else: if possible, try to mark your spoilers clearly!

Share your thoughts, ask for help, and cheer your fellow fans on! Now, what monsters would be good ingredients for coffee...

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