6.3.0-6.3.2
Nude Byte » Devlog
WHAT'S ADDED: (6.3.0)
- Ciella's Challenge and Meira's Challenge were added. These challenges can be unlocked after reaching Difficulty 100 on a battle.
- 2 new Surges were added. These can be unlocked as a reward after beating a challenge.
- Ciella's Private Room and Meira's Private Room were added. These rooms can be unlocked as a reward after beating their respective challenges.
- 3 NPCs were added. They will appear in the buildings at random.
- Paipai
- Mist
- ???
- Twice-Daily Rewards will give you a reward every 12 real hours. This can be accessed in "Your Cell" at the Prison Office. However, Twice-Daily Rewards requires the game to be online.
- A doll was added to the Prison Office. Interacting with this doll with bring out a feature to sell cards.
- The Gallery has been renovated to include a 2nd floor where the Achievements were transferred.
- Ciella and Meira were added to the Gallery.
- By popular demand, Glitch City now updates every 12 midnight. However, this only happens when the game is online.
WHAT'S CHANGED: (6.3.0)
- File Transfer has been updated to include version 6.3.x.
- The game now creates a backup NudeByte.sav in the game's folder whenever you play the game with an older version save data.
- Fixed an issue where the name "Announcer" sometimes shows up whenever the Tangent Twins are speaking.
- Fixed an issue where the Tangent Twins sometimes display dialogue without words.
- Several dialogues were adjusted.
- Fixed an issue where Gigabytes are sometimes prevented from being spawned on certain conditions.
- Fixed an issue where the cards of all assigned dolls were unequipped when visiting certain places.
- Fixed an issue where the displayed standard rates of bits in the Bank/Exchange are incorrect.
WHAT'S CHANGED: (6.3.1-6.3.2)
- Several minor fixes were made.
Files
Nude Byte 6.3.2 400 MB
92 days ago
Save Transfer (4.x - 6.3.x) 24 MB
93 days ago
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Nude Byte
Status | Released |
Author | Manyakis |
Genre | Shooter |
Tags | 3D, Adult, NSFW, Singleplayer, Third-Person Shooter |
More posts
- 6.5.329 days ago
- 6.5.0-6.5.260 days ago
- 6.2.0Apr 27, 2024
- 6.1.0-6.1.5Apr 05, 2024
- 6.0.0Apr 01, 2024
- 5.7.6Feb 26, 2024
- 5.7.3-5.7.5Jan 30, 2024
- 5.7.0-5.7.2Dec 24, 2023
- 5.6.3Nov 30, 2023
Comments
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Can you please add what kind of bits you can get on a stage within Tangent Towers?
Having to remember what you need isn't too bad as you start unlocking stuff, but then having to run over to the center of the map, click through 5 lines of dialogue to see what maps give what, and then run back to Tangent Towers could be easily streamlined.
A little ( i ) icon next to or on the level thumbnail could reveal what bits the stage gives, or even what girls are recommended (such as maps with more elevation recommending teleport or wall jump).
Love the game, keep up the good work :)
Suggestions for difficulty balance: the challenges feels more like a puzzle, where when you find the correct build and/or gameplay style, they became quite easy and you are able to complete them consistently. The problem is the price to figure them out is to high. Give us a practice mode for them. Maybe the goddess want to mess up one with another, and one let us practice the challenge of the other, without costs neither rewards. Maybe in the training there is less balls to collect and less bits to kill, so the challenge still feels like a challenge when we try to complete it after practicing a bit.
For my experience, "bit magnet" is the most essential card; but that's not intuitive. I only tried it farm bits more quickly, but it soon became obvious it is need for max level and even for one of the challenges. I think collecting bits for reducing the time to get the balls is very important, but actually collecting the bits in the chaos of the battle is overwhelming, and probably leaved behind for many players. I would guess that buffing a little bit the base radius of bit collecting (without the card) would be a discreet change that would make the game easier to reach max level, without changing to much the game fundamentals, neither feeling like the dev is taking you by the hand.
I also think the challenges should feel more optional (and I am certain they will feel more optional already when they aren't the novelty of the month anymore). While in my opinion the private rooms are good optional content and are fine as a reward for the challenges, there is an argument to be made that porn should be easily accessible in a porn game. And the surges does not feel like optional content imo, they feel like a upgrade that we should be able to get way earlier. A upgrade that could potentially make the game easier shouldn't be a reward for those who already think the game is easy enough to reach max level; there is no impact for those people, while is missing for those that are still founding it hard to progress. What I think feels way more like a optional content would be some (much needed) character customization option. Some new colors or painting designs that are locked behind a difficulty challenge, to be wielded only by those who deserve it. Maybe even rescue that old idea for masks...?
And, of course, I will repeat once more: upgrading a character or a card should be less grindy. There is no need for the game to be so much grinding, because the game is fun, it will already capture players without the grinding. With some math (~250 cards, 10 for max level, ~12 cards (3 packs) each 80 minutes (8 runs, a day reset)), you need at least 280 hours to max the level of all cards. You don't need to max the level of every single card, but you probably will not max out not even the ones you want because of RNG. Give us more cards per minutes, and give us less RNG-dependent ways to upgrade the cards. Getting good cards is absolutely necessary for max level and for challenges, and I would bet many of the players complaining about difficulty do not have the necessary cards, because the grind is this much. Less grind is more players meeting the requirements, and less complaints.
If the IA of the dolls were a little better, the game would also feel better, but I guess thats a whole different beast, not so easy to adjust; but maybe this other changes would not be so hard.
Anyway, I still think this update was great, I love the new challenges and for me (~40 hours of gameplay on version 6) they weren't that hard at all, and were extremely welcome. Those suggestions are only because I'm seeing the backlash of the challenges and you said you want to re-balance the difficulty, so why not give some suggestions. I hope I'm not being to invasive, and I trust the work of someone who made such a great (although not without some problems) game.
Thank you for sharing your feedback.
I'll see what I can do to make a more balanced gameplay.
I think Ciella's Challenge is way too difficult, I can understand gathering balls alone with a bad weapon card, but the amount of enemies and gigabytes it throws at you are way too much for it to be plausible in my mind, I can barely get two out of the three balls needed to even beat it the first time (I haven't even been able to beat it and I sure as hell am not wasting levels on good cards bashing my head against it until I do), and any amount of enemies I do defeat are always immediately met with many more dropping at once, there is no time to actively open the firewall while holding off a force that relentless, even with gigabyte resistant upgrade cards, Meira's Challenge is much more fair in comparison
If you wanna a tip, try a bit magnet card so you can get a lot of bits quickly while you kill enemies. With 150ish bits collected, you can get the ball quite fast, fast enough so luring enemies to the other side of the map gives you enough time.
But yeah, I would agree, Ciella's Challenge feels way more difficult and unfair compared to Meira's Challenge. I think the biggest problem is the never ending pression. If it take a little longer to enemies respawn, we could get a little of pression off, and have more time to get the ball. For sure it would feel better.
Thanks, actually helped out, got all the rewards I needed, despite essentially needing to reset the challenge every time
As mentioned in the comments section of the game page, I'll see what I can do to re-balance the difficulty of the game.
But Camors' tip is very effective.
developer ,difficulty 100, seriously .....??? Are you playing your game?How am I supposed to do it all in a minute when there are too many enemies!!!!!? Make a balance! It's impossible to get through! If I get 5 pushers all the time .Bots are useless and constantly dying! Fix it all!!! It is impossible to live to 100 .even with top cards! There are too many enemies and push!!! (translation.ru)
I mean seeing as it's supposed to be the hardest challenge and with the characters themselves saying they've never really had people even get there before, I think it's difficulty level is accurate. It took me about an hour of upgrading and experimenting with different cards to get to 100 difficulty. I'll give you a tip, when your other dolls die you can pick up their cards and gain all of its effects. The challenges themselves are relatively easy if you're able to do that
Did you even play the game? how can you solo 3 rushes in a row when the bots die, the cards are useless here if you have to crack the shit in a minute and survive (solo)
Did you even read my comment? I even said it took me about an hour of upgrading cards and looking at abilities. I'll spell it out for you, you can just gather up a bunch of cards that each have the ability to stop all but a few of the gigabytes from attacking you. If you can't deal with only 3 gigabytes you wont beat the challenges anyway so there's no point in you trying. I will say you do have to button mash towards the end but it's nothing that bad considering it's already a strat that makes up for the user's own lack of skill
Max difficulty is hard, but doable. I recorded a video showing how I did it, if it's helpful: https://youtu.be/SlKfJSxlMPo?si=CD8mFC1Zx1WNmMdn
i download the new 6.3.2 but my game stated lagging or freeze anyone have same problem
I want to know where this lagging/freezing happen? (In battle arenas? In Glitch City? I bet it's the Glitch City)
most of it happened in the battle arenas
Thank you for reporting.
Though, I can't really figure out why it'll lag or freeze compared to previous versions... I can't make any promises about improving this.
Does anyone have tips for reaching difficulty 100? At first I thought reaching difficulty 100 was a snarky remark from the twins and didn't pay it much mind so didn't actually try to reach difficulty 100, now with the new update there's an incentive to get to it now.
There needs to be cards that give minus stats to a doll's stats but enable advanced AI mode so it actually has some awareness and autonomy. I would happily take like a -15% to all of the doll's stats if it meant the doll actually does... ANYTHING substantial.
The update is nice , but how it is possible to reach dificulty 100 , I played a lot and I reached only dif. 55 , are there some trick or mecanics that I don't know ?
Have you upgrade your cards?
I used 1 card lvl3 , 2 cards lvl2 to kill the sniper byte and 1 card lvl1 to kill the dynamite byte and around dif. 30-40 I get a byte rush and lose my dolls . Is the low level of cards the problem or the types of cards?
The type of cards is actually similar to the ones I use, so I don't think they are a big problem. However, the low level is. I would recommend only using cards with 2 or 3 stars, and put them at least level 7. When you combine them in the Workshop, pay attention: if you combine two different (nude or not, big breast or not) cards of the same level, the result will be a card equal one of the ingredients (random). If you combine cards of different levels, the result will always be equal the ingredient of bigger level. So I normally combine two equal cards to put them on level 1, then I add all random cards avaliable.
Other tip, dolls with hunter cards die earlier, because they dont care about their own safety when they are looking for their targets. But when a doll dies, the card they were using drops, and other doll can pickup and stack their bonus. So, if your dolls are dying early, is essential to pick up their cards. Alternatively, you can use cards that dont make you dolls hunt anything, so they will survive longer. I suggest "bit magnet", "guardian", and the resistance ones. But using hunter cards or more passive ones is a choice of gameplays, and both are viable to get maximum level.
I like to use 3 cards that give huge attack bonus and 1 that gives huge speed bonus. But this is just a suggestion.
The setup I used when I get to max level (still only got there one time) was a level 10 Nicole (whatever color), a level 10 Adult Ruby Rose (red) (one level 10 Adult Mabel red would be better, but I cant get this stupid card), a level 8 Cerebella (blue) (I still wasn't able to upgrade it to level 10), and a level 10 Adult Ilulu (purple) (a upgraded purple Tifa Lockhart could do the same job. During the game, I would use only the doll with the Ruby Rose to get the balls, and control only the doll with the Nicole during the game. The doll with Nicole was a level 4 dog. The level of the dolls are also extremely important to get max level, because how strong their skills get at this level. If your dolls still aren't on level 4, you need to grind a little more :P
Thanks for the advices ,I would try to grind and upgrade my card .
I can do 65 without upgrade cards equipped... just spam kitty girl skill XD
Looks like the movespeed in Glitch City was increased, which was such a great QoL change, navigating through the city now feels so much better!
The new challenges are also such a great addition. Unlock them gave me a new objective in the game, and once they are unlock, they are fun, hard in the right way, and gives a much need gameplay variety.
The new surges are also amazing. I didn't really care about the surge system before, because I think the first one is weak, and I couldn't bother getting out of my way to charge a doll. The news surges are quite strong, but I still don't wanna to charge each doll after any game, so I still not using them so often.
Private room are fine. I think they could be better, considering how hard is to unlock them. But it's ok.
At first, I thought the twice-daily reward would be a great new way to collect some cards, but is not so good for this for what I redeemed until now. For me, the best reward are the buffs. They are great, but is not something I think the game was in need.
Selling cards is not a system with I think I will interact. Collecting cards in this game is my objective and also my hell. I wouldn't get rid of any of my cards, specially for some bits. But I guess there is some players that will enjoy this new system.
My biggest complaint with this update has to be the challenge cost and the money reward. As I said, collecting cards and maxing out their levels is my biggest objective and the game, and the rate of completion of such a challenge is limited by how many cards I can buy per day and by RNG. Mainly because of RNG, to lose a level in a strong card that I needed so much time to upgrade feels bad. To much bad. I get the challenge need to have increased risk, but I think this to much.
And the money reward... I think in the late game, we have money (or bits) in excess, so is rare that a big money reward feels appetizing. So, after getting the surge and the private room, getting money is not enough to make me want to replay the challenge, specially with such a high risk involved.
My suggestion is to have a wild card as a option of reward for the challenge, and also for the twice-daily reward. You would be able to convert this wild card in any card you want, or maybe to upgrade any card you want without the risk of the upgrade transforming the card.
My other suggestion is a new building to manage the dolls, like we had back on 4.x. Not to remove the option to interact with them on Glitch City, but to centralize the options (maybe only after a certain prisoner rank) of customizing and sending to bath. This build should also have the (already existing) option to accelerate the bath, and to immediately charge all the dolls for some amount of money, so we have something to do with the money in the late game.
Great update in general, the game feels much better with it. Great work!
Thank you for your feedback.
I'll see what I can do to improve the game.