Sakura Dungeon

Sakura Dungeon

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shadowwolftjc Jun 21, 2016 @ 4:55pm
New overhaul mod: Sakura Dungeon - Abyssal Makeover
What started as a simple mod that tweaked .tsv files (the kinds of files that store character, item, skill, and level data) has since evolved into a more complex mod with the aim of not only making the game more difficult to beat, but more importantly, expanding upon and fleshing out the battle system that was in place. To that end, the mod adds new skills, abilities, and status effects, drawing gameplay inspiration from other RPG games, including Pokemon and Final Fantasy.

Another mod that you could check out: Sakura Dungeon - Additional Dialogue

Note: This mod is currently in beta. If you encounter any bugs with it, or heck, if you have any praise or constructive criticism for it, then please feel free to post about it within this thread. :)

Note: Since this mod adds several new mechanics, chances are that your old saves will be rendered unusable while this mod is installed. Likewise, uninstalling this mod might make saves that were made while this mod was installed unusable as well.

The stable version of the mod (which should be all but guaranteed to work at least 99% of the time) can be downloaded here (just copy the link, then remove the spaces): http:// www . mediafire . com/file/9wopd7kyvapang9/Sakura_Dungeon_-_Abyssal_Makeover_%2528Stable%2529.zip/file

I do hope that the developers and publishers of Sakura Dungeon would offer their support, or at least their blessings, for more mods like this, and won't mind if I released this example of what amazing things can be modded in.

Mod license: CC-BY-4.0[creativecommons.org]
Last edited by shadowwolftjc; May 27, 2018 @ 10:33am
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Showing 1-15 of 190 comments
Imban Jun 21, 2016 @ 8:01pm 
Interesting. Did you intend for this to be played on any specific difficulty setting?
shadowwolftjc Jun 22, 2016 @ 5:41am 
I've only been testing it on Abyssal difficulty, and I'd probably recommend it for that difficulty, but feel free to try it on any difficulty.

Edit: As of late, I'd no longer recommend this mod on Abyssal difficulty, unless you're serious about wanting a challenge.
Last edited by shadowwolftjc; Oct 4, 2016 @ 7:35pm
RobDeLaMorte Jun 22, 2016 @ 1:42pm 
Maybe I'm old fashioned, but I was always a believer in changelists or descriptions of stuff before I download it. -3-
Imban Jun 22, 2016 @ 1:47pm 
He actually included one in the file, at least:

Sakura Dungeon copyright Winged Cloud and Sekai Project

Mod license: CC0

To play this mod, simply extract all .tsv files to the following directory:

...\Steam\SteamApps\common\Sakura Dungeon\game

Note: These changes will only affect new games.

Notable changes:

- Monster makeovers galore, including new movesets, abilities, and stats!
-- Most monsters now have the Capacity ability, making it easier to upgrade their stats as the game progresses. Those monsters that weren't given the Capacity ability were typically given a wider slew of abilities to make them more challenging for their level, but also more rewarding should players wish to upgrade their stats.
- Modified random encounter rates, so that enemy parties of 3 are more common.
- Greatly reduced prices of most items, including Healing Potions, Mending Tonics, Melting Tonics, Elixirs, Capture Scrolls, and even stat-boosting seeds! However, on the other hand, Warp Stones were made far more expensive!

(It also included his name, but I redacted that for google-related reasons.)
RobDeLaMorte Jun 22, 2016 @ 3:19pm 
Oh well that's spiffy then. :3
Weiss_Schnee Jun 30, 2016 @ 12:30pm 
I'm reviving this thread to post my opinion about this mod.

First off, I always thought that Sakura Dungeon's biggest flaw was the "revolving door" aspect, because it made non-main characters obsolete a few floors later (Bunny < Cat < Fox Tamer, for example), thus making little sense to upgrade your party beyond a few selected girls.

With this mod, finally you can rely on your Bunny for the rest of the game, as she already has plenty of skills and can gain even more by leveling up, not counting seeds.

Speaking of skills, the fact that even "beginner" level monsters have powerful abilities (Cat girls with S-Field, Book Witches with D-Shield, etc.) makes them worthy opponents and keeps their usefulness even when facing "upgraded" enemies later.

My Sword Witch has never been so amazing, with abilities that makes sense for her to have. Seriously, she studied both melee combat and the arcane arts and the developers only gave her "Parry" as her only skill?
Now she kicks butts and asks questions later, just as the gods intended.

The reduced cost of items is a big, big improvement over the nasty expensiveness of the original game.
Seriously Charlotte, I'm Yomi, your MASTER, and you still want 2500 for a little seed? I'm a fox spirit, not a cash machine, you ungrateful hag.

Now I can finally buff my party without excessive grinding. The cost of warp stones doesn't bother me much because the game already is generous enough with saves and plenty of warp stones to be found.

More enemies at the same time means more fun (I don't know if XP and mana shards are also increased, please confirm), fighting a Fox Tamer paired with a Cat Girl and a Bunny was a surprise because they almost kicked my ass when I tried to rush like an idiot. This reduces Auto-Battle abuse, leaving it only reliable when you're farming low-level enemies.

I'm just defeated the Succubus so I still have to see the rest, but right now I'm very satisfied with this mod.

So, in short, Thank you for making this, It brings new life to the game. :)

mouser9169 Jul 4, 2016 @ 6:55pm 
Sounds great. I'm still working on my first play through, but nothing like mods to give a game some legs (not that the girls don't have nice legs already :wink wink: )
Dr. Atrocious Jul 14, 2016 @ 6:09pm 
Is this mod stable? Has anyone completed a full playthrough with it? Just checking before I use it, don't want to screw anything up.
shadowwolftjc Jul 15, 2016 @ 8:11am 
Well, I've been doing a bit more modding for this game, and I've already uploaded a new version of the mod. Hopefully, the AI will be a little more competent (including not using moves with elemental attributes against targets that are completely immune to, and even using powerful moves like Astral Flare), item drop rates will be increased (especially scrolls), and some characters (such as the Slime Girl and Sylvi) will have been buffed enough to be made more useful again.

I'm already working on expanding the character dialogue (especially if you choose to keep the early-game monsters within your party, and even fixing some events like, say, if you choose to give Ceri to the Succubus, but somehow aren't able to progress to the next floor), and that's in addition to fixing more spelling and grammatical mistakes throughout the entire game's dialogue, and even in addition to fixing some programming errors where, in certain events, enemy characters use the same exact clothing state as whatever my own versions of those characters' clothes are at. However, I believe that I'd like to reserve that for a standalone mod that could be used with or without the Sakura Dungeon: Master Quest mod above.

I wanted to do a few more things, like expanding the shop, and fix some grammar and spelling errors within the town screen itself, but sadly, whenever I try to, it ends up messing with the scroll screens, such as the ones for the teleporter room and party backup screen. Looking through the files, I noticed this glaring piece of line (followed by more empty space than seems necessary):

pass # <<<COULD NOT DECOMPILE: Unknown SL2 displayable: (<class 'renpy.sl2.sldisplayables.sl2vpgrid'>, 'vpgrid')>>>

Because of this, I'm afraid that I'm unable to modify base.rpy or stats.rpy, which have some stuff that I REALLY wish I could modify, including, sadly, the in-game shop.
shadowwolftjc Jul 15, 2016 @ 8:16am 
Originally posted by ℛaveDZ:
Is this mod stable? Has anyone completed a full playthrough with it? Just checking before I use it, don't want to screw anything up.
I believe that it should be stable, especially since I've been testing this mod for myself. Although I've yet to do a full playthrough of the game myself, I have not touched any story progression scripting or such. All I've been doing is tweaking some character, item, skill, and level values, making some slight tweaks to the AI and drop rates, and fixing a few grammatical errors here and there, all of which I've verified are working fine.
Admiral Bum Arse Jul 15, 2016 @ 8:55am 
Originally posted by shadowwolftjc:
Because of this, I'm afraid that I'm unable to modify base.rpy or stats.rpy, which have some stuff that I REALLY wish I could modify, including, sadly, the in-game shop.

What lines are you specifically trying to edit? Maybe I can help you troubleshoot.
shadowwolftjc Jul 15, 2016 @ 10:01am 
Originally posted by Liberty:
Originally posted by shadowwolftjc:
Because of this, I'm afraid that I'm unable to modify base.rpy or stats.rpy, which have some stuff that I REALLY wish I could modify, including, sadly, the in-game shop.

What lines are you specifically trying to edit? Maybe I can help you troubleshoot.
Are you one of the developers of the game? According to the credits, you have the same exact username as the person that did the story and writing for Sakura Dungeon. If so then I'd say well done for making such a good game, although I'd also say that the spelling and grammar could use some improvements (especially some spellchecking), and the programming is a bit on the crufty side (with several progression oversights that don't seem to take into account the non-linear approach to this game that players might take, as could possibly be seen when you try to progress to the next floor after giving Ceri to the Succubus, thinking that you wouldn't have to fight against the Succubus). Still, I see potential with what you've got here, and would like to see a sequel for this game (albeit perhaps with a different story, and with more emphasis on the monster girls that you recruit).

Anyways, if you're not one of the developers of Sakura Dungeon, then I doubt that telling you about which lines I was trying to edit would've mattered, since as far as I'm aware, it's not like the patching that I've done in games like Starbound. I have to pretty much upload the entire modified file, even if I'm making changes that are as small as a spelling/grammatical change.

Anyways, within base.rpy, I was trying to make the following changes to the following scripts (Use the word finder to help find these scripts faster):

- screen base:
--- Just a few small spelling/grammar fixes within the town area's options menu.

- label shop:
--- Although I didn't do anything with it yet, I was planning on adding new items to the shopping list (especially skill scrolls), and possibly even adding a new shopping stage for selling things like huge seeds. This was, of course, all for modding purposes.

Within stats.rpy, I was trying to make the following changes:

- screen attribute_frame(who, xcoord=505):
--- Again, a few spelling/grammar fixes, only for the character stats. I also wanted to better clarify what these stats did (such as mentioning that a character's dodge chances increases by 1% for every AP point that they had).

- init python:
--- Again, some spelling/grammar fixes, and some additional clarification of what each ability does (such as mentioning that characters with the Floating ability will only gain a dodge bonus vs. melee skills if the opponent lacks the Floating ability herself).

Also within base.rpy and stats.rpy (and gallery_cg.rpy), I noticed a couple of lines that said something along this line, followed by lots of empty space:

pass # <<<COULD NOT DECOMPILE: Unknown SL2 displayable: (<class 'renpy.sl2.sldisplayables.sl2vpgrid'>, 'vpgrid')>>>

I found this message within the following scripts, and I believe that these scripts are tied to the following things:

- base.rpy: 'screen teleporter:' - Teleportation select screen. (When I was playing with a modded version of base.rpy, I immediately noticed that none of the teleportation options were popping up.)
- base.rpy: 'screen contract_frame():' - Prison screen? (Due to the error above, I've never gotten a chance to encounter this bug, but I presume that it would've affected my ability to recruit new monster girls.)
- stats.rpy: 'screen backup_frame():' - Organize party screen. (I noticed that, when I tried to change party members, or disband the party, nobody was appearing in the party backup screen.)
- gallery_cg.rpy: 'screen cg_gallery():' - CG Gallery I presume? (I never had any interest in this, but upon encountering that line above, I decided to do some more searching, and found that line there.)

Note that these lines could be due to a failure to decompile them, and may very well be absent from the files that the developers have.

If need be, I could just try to upload the modified, but buggy, base.rpy and stats.rpy files, in case someone would like to give their own shot at modifying them in.
Flerbert Jul 15, 2016 @ 12:41pm 
The 1.0.6 unrpyc release version does not support vpgrid, so yeah it is a failure to fully decompile. vpgrid is also used a 5th time in script.rpy: 'screen debug_screen:' btw.

If you look on the 1.0.6 release page it shows there are 2 commits after it (one of which is adding vpgrid), so you need to dl the source code and compile the dev branch which includes that fix. If you don't know how to do that I've compiled it {LINK REMOVED}.
Last edited by Flerbert; Jul 15, 2016 @ 12:53pm
shadowwolftjc Jul 15, 2016 @ 1:18pm 
Originally posted by Flerbert:
The 1.0.6 unrpyc release version does not support vpgrid, so yeah it is a failure to fully decompile. If you look on the 1.0.6 page it shows there are 2 commits after release (one of which is adding vpgrid), so you need to dl the source code and compile the dev branch which includes that fix. If you don't know how to do that I've compiled it {LINK REMOVED}.
That seemed to do the job. Thanks. :)
Weiss_Schnee Jul 15, 2016 @ 7:02pm 
Hi there, Shadow.

I'm glad you're still working on this mod. Hope you can achieve your goals, I wanna see the extended dialogue and the rest of the improvements. =D

Anyway, I'm here to ask if you plan to fix the problem with underleved foes; I don't know if enemies have a predertermined maximum level because sometimes I encounter very weak monsters.

This[i.imgur.com] is one of my fave screenshots, because it shows the classic RPG Warrior-Archer-Mage triad, but as you can see, the Fox Archer is so low level, she is no longer a threat.
In a most extreme example, These two witches[i.imgur.com] are utterly hopeless against my party.

So, is something you can fix or is hardcoded in the game? Fighting large groups loses it's purpose if only one enemy can be considered a challenge.

Thanks for your time. =)


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