X-Change 2 - Wikipedia
X-Change 2 is a Japanese erotic game produced by Crowd and distributed in English by This dating-sim adventure features a large number of characters, old and new, as the game goes on. The shy boy Kouji, whose virginity you took last. X Rebirth. In the distant future, the X universe faces a period of profound and irrevocable change. Is this game relevant to you? Release Date: Nov 15, X Rebirth represents a spectacular new beginning for the X series, offering loyal fans and newcomers alike a vast, vivid and extremely detailed universe to. Types of behavior that can change your relationship values include: Almost all Dating Sims have these, and, indeed, they are usually the whole point of the.
Your characters have "affinity" for one another, which affects how close they stand together in battle. Affinity between characters generally rise from cutscenes spent together e.
Tales of Innocence does both the second and third methods. Relationship values go up based on cutscene dialog choices, and between any two characters at the end of battle if one used a healing or support skill on the other. The game is unusual in two ways: Likewise for Tales of Symphoniaalthough the ending is only marginally different — relationships affect certain in-game cutscenes more.
Particularly frustrating because one character Colette is noted for her devotion to the main character, and as such, it's difficult to shake her and get a different character to be Lloyd's closest companion.
Fortunately, your wanted character can be anywhere in the top 4 highest values, instead of only the highest. You choose which character wins during the Flanoir eventand can simply refuse Colette if you want someone else.
And the real ending is only with Colette, even though 2 of the other characters, Kratos and Zelos, can fly. The rest are only shards of the epilogue where Lloyd is tacked into someone else's ending, but in the previous dramatic cutscene only shows affection for Colette. This means, you can actually force Colette to be second or third on your second play through and have your wanted soulmate on top.
If you want to get a certain cutscene with Zelos that Colette normally speaks during The Reveal involving Kratos, he must be the second or third person on your first play through before he can be the first. This works for everyone though. If you play the game again after that, you can move Colette further down the line until she's no longer on the top.
It's fully possible to get Zelos - the character who starts with the lowest affection for Lloyd - as your soulmate while pushing Colette fairly close to the bottom of the list low enough to be one of the four characters who leaves Flanoir for the snow conversation segment on the first playthrough. It's possible, but you have to answer every question in the game in a way that angers Colette and pleases Zelos, with no indications or hints as to what you should pick, pursue some sidequests and not others at certain times, keep Zelos in your party every time, find all of his skits, and get at least one of his optional costumes.
This means it's also possible to get any character as your soulmate on the first try, and always possible to bump Colette off the list - you just have to know what to pick in advance.
Relationship Values - TV Tropes
In Tales of Xillia 2raising Ludger's affinity with other members of the party allows him to learn one of their artes and unlocks a special Mystic Arte he can perform with them, among other things. Vanguard Bandits had its characters' relationship values towards Bastion based largely on two things: What these meant, plotwise, depended on the story path you were on: The World Ends with You has two much different than usual values. There's synchronization, a percentage that affects your partner's performance in battle which resets every day, is increased by feeding them food, and goes down when you flee from battle.
Then there's your friendship gauge with shop owners, which you increase by spending money at their store and unlocks items' abilities as well as making their dialogue much friendlier. Radiata Stories has this, although it's nearly impossible to figure out. All female party members of which there are many can get a short scene during a festival late in the game where they watch fireworks with Jack.
This character will also be seen following Jack out of town in the human side ending, implying they plan on leaving with him. If you choose the non-human side, then it affects nothing, as Jack's love interest will then become Ridley.
KYO", the player as Kyo Kusanagi must not only travel around the world and interact with all kind of characters, but recruit two partners for the KOF tournament. Since Kyo is a Jerk with a Heart of Gold in canon, this isn't necessarily easy, and thus the player must have Kyo solve sidequests and do small-to-big favors for them among other things.
Xenoblade uses a variation. The game keeps track of each party member's "affinity" with the others, doing things like helping them out in battle or performing sidequests together can increase the relationship. Once it reaches certain values, you have the option to view "Heart-to-Heart" events between the two, potentially increasing their relationship even more.
Interestingly enough, this only really affects gameplay: The NPCs in the game also have affinity values with each other, which can be strengthened or damaged based on your choices during sidequests such as how you resolve an NPC Love Trianglefor example.
These don't really do much, though, aside from providing Videogame Caring Potential. Xenoblade Chronicles X keeps the Affinity system, though now it only tracks the relationship between the Player Character and teammates. Increasing a party member's affinity is necessary to access their Affinity Missions. The Affinity system has been changed to just be another name for the skill tree.
However, most Blades require a high Trust to reach the better rungs of their tree. In addition to granting access to their better skill nodes, Trust also increases the speed at which you can use Blade Combos. You get to decide whether to use Pyra or Mythra's name, which changes the voice clip used for the Super Mode for the rest of the game. Then at the very end, when Pyra and Mythra have been revived from their core in separate bodies, the one you chose mouths "I love you, Rex" as the game ends.
The Neptunia series has these, and given the cast is nearly entirely female, it terms them Lily Points. Hyperdimension Neptunia mk2 merely had every party member have a ranking with Nepgearwhile Victory and later has a Lily rank between every possible pair of your party members. Some of the more frustrating trophies to get require you to max out all of them.
In Opoonayou can befriend certain NPCs. Each "friendable" NPC has their own story associated with themand by doing events to advance their stories, you can increase your friendship with them. Near the end of the game, you'll need to gather up a number of your friends with a high affection in order for their help in storming the final dungeon.
The Enemy features this for the various settlers that you have to protect, which increases if you kill monsters in their presence and decreases when they take damage. Having a negative value means that the settler won't be able to craft items for you and an event happens early on that puts this value into the negatives for every character, forcing the player to regain their trust. Lunarosse lets you manage your relationships with Gloria and Noel. You can earn up to three points with each, at which they get a new move.
Generally not too hard to get, as long as you treat them both and listen to the in-game hint on how to do so during the winter dance. The tricky part is that if you don't get make the right choice after the boss battle in the underwater temple, you can easily screw up and not be able to get the one point you need to ensure they both max out.
And that's before the relationship values are even introduced to you. Rakenzarn Tales lets you pursue romantic relationships with up to 15 girls, depending on your route choices.
These relationships have a maximum level of seven, with special events preceding each level increase. However, maxing out a relationship with a girls makes it exclusive, so you can't date the other girls further after that. In Romancing WalkerRyle's attraction with his female companions increases when she fights alongside him i.
Having a high enough points would also unlock events that would further deepen Ryle's relationship with the girl of his choice. The girl with the highest attraction would end up with him in the epilogue. Starting from Disgaea 2fighting alongside characters offered an increasing variety of benefits increased chance of combo attacks, special endings, etc.
In Miitopiaparty members can form bonds with one another, which will then lead to them aiding one another in battle in various ways. These can be formed gradually by having characters room together at the inn between levels, but bonding scenes can also happen at random either at inns or during levels, and in-battle actions can also bring people closer.
Conversely, characters can be angered by others' behavior, but rather than actively lowering the relationship values it freezes them in place and replaces the positive in-battle actions with negative ones until the quarrel's over. Tale of the Forsaken Land once your party becomes a team you gain a trust score representing how much your party trusts you as a leader.
Each character aside from the party leader has their own individual trust meter which can go up or down based on your actions and their personality. High trust levels allow you to perform powerful combination techniques. A Hate Story has the AI constructs keep track of how you treat them and how well your opinions matches theirs.
The save file icon gives a rough estimate on how they feel about you. This continues in the sequel Hate Plusbut due to the low number of chances to change them, the imported save is generally controlling the values. Cinders tracks the eponymous character's relationship values with not only her obvious male love interests but with her stepfamily too.
If Cinders takes the time to improve her relationships with her stepsisters, they'll have friendlier dialogue with her and cover up for her when she sneaks out of the house. Similarly, if she makes a good impression on her stepmother Carmosa, she can opt to retake her father's manor by impressing Carmosa enough that she steps down to let Cinders manage the household which makes for a much less risky solution than having her arrested or killed off.
In Danganronpa there's an option named "Free Time", which gives the-player-as-Naegi the chance to hang out with the other students and give them presents. They'll reward him either with skills to be used during trial scenes, or by raising the maximum number of skill points Naegi has during trials, depending on how far he's progressed in hanging out with them.
Not to mention, some show quite a bit of Hidden Depths as well. The downside to this, however, is that there's a limited number of "free time segments" in each chapter. When students get killed, they are no longer available to spend time with, and their skills cannot be acquired.
Furthermore, even if they're still alive, some characters may be unavailable to spend time with for plot reasons. Fortunately, skills and free time progress both carry over on subsequent playthroughs. In Fate, if you-as-Shirou are too much of a jerk to Saber she basically kills you in a moment of absentmindedness to get the Grail this practically requires a conscious effort to get.
UBW has Tohsaka leaving you to be killed by Archer while she goes ahead without you to stop Caster also very difficult to get. HF has the Shadow eating you if Sakura isn't attached enough, Ilya will also come after you if you don't meet her a few days earlier in the route, and if you choose not to unseal Archer's arm Shirou will stab Sakura and get killed by Rider much further down the route all of whom can easily happen if you're not careful.
All of these, needless to say, are bad ends that kill you. You get scolded for these in the Tiger Dojo, especially the first. At the midpoint of the game, you kill the heroine with whom you have the highest affection points. This is due to the curse laid upon you by your mystical Powered Armor - to slay an ally for each enemy, someone you love for someone you hate.
All of The Letter 's playable characters have relationship values with each other, which will change over time depending on the player's choices. Character relationships affect some story branching as well as the epilogue. Chloe has a simple relationship meter, based on five specific choices Max can make regarding her. If you side with Chloe on at least three of them, then in the Sacrifice Chloe ending the two will share a passionate kiss.
In the prequel Life Is Strange: Before the StormChloe has a more complicated one with Rachel. The more flirty you are with her, the more flirty she is back, culminating in the school play where if you complete the play perfectly Rachel will improv a proposal on stage, and later Chloe and Rachel can have a Big Damn Kiss.
If you choose less flirty options, Rachel will instead give Chloe a much smaller kiss; if the values are low enough, Chloe won't even have the option to ask for a kiss at all. The Princess Problem tracks four possible relationship values: Friendship, Romance, Rivalry, and Respect, each influenced by your actions and behavior toward a given character. Not all of the characters you can interact with have sliders for all four values In True Love Junai Monogatarithe girls will likely be attracted to either one trait or one factor that Player Character must work on.
And in one case, it'll work against him: Additionally, if the PC's stress gets too high, Mikae will nag him and accuse him of being The Pig Pen until it's lowered. Akiha will lock you-as-Shiki out of the house in Tsukihime if you're not nice enough to her. This results in a bad end. She can also eat you alive towards the end of the game if you're not careful. Similarly, Arcueid will bite you, Ciel will exterminate you, and Hisui and Kohaku will refuse to cure you in their appropriate routes.
All of these are bad ends. That said, Tsukihime is much simpler than most VNs with regards to relationship building; say nice things, always go to her place, and no rape. Other An in-universe example in MegaTokyo. Miho worked it out, and was exploiting it to gain influence over everyone's character. The reason she took an interest in Piro's female character was because she was able to get Miho's male character to fall in love with her, and Miho powerless to stop it.
Miho eventually took advantage of her mass control, causing player's characters to act contrary to their wishes, stopped only by Piro permanently killing her character in game. Lampshaded in the flash game Level Upwhere the codex even states "Yes, we're so cynical that we rank your relationship" The Yu-Gi-Oh!
Tag Force Series, starting from the Second Game, uses a heart system that gradually increaces through winning duels, giving your partner their favourite foods, etc. Whenever a heart is fully filled, it starts a storyline event the following day. In Tag Force 4, however, although the heart system used in the previous two games still exists, you arn't forced to pick one person to tag team with until you finish their particular storyline.
Instead, Each day you can talk to and give items to diffrent characters and eventually choose them as your partner if you ask them. If you ask to partner up with a character when they have 2-and-a-half hearts or more, it is the only time they will ask you to edit their deck otherwise you have to ask an NPC to force them to let you for the price of a hefty 10,DP. To use this to your advantage, you must have an in-depth knowledge of the Anime in question either GX or 5Ds.
Anime knowledge also helps in choosing the gifts you give to certain characters Jack will reach a full yellow heart when you give him coffee or a crown, Ruka responds well to stuffed animals, Yusei with Milk, Hair Gel and gadgets, Sherry with hair-care products, Carly with fortune-telling equipment, and Aki with tea and fashion accessories In TF 5even NPCs will have different reactions depending on who you bring.
Prominent Examples are Zora's expression and dialogue when you tag up with Yusei, and Stephanie giving more chances of a good meal I. Blue-Eyes Mountain coffee when you bring Jack. The shop NPC has a "Pseudo-relationship value" that involves the "figurine" items you get in the gift vending machine.
Simply enter the card shop with one of five "gold figurines" I. Relationship Values become even more important during tag duels in TF 4as now you cannot see your Partner's hand when it's their turn and with the addition of the new feature "Partner Synchro" that allows you to tell your opponent one move either activate a certain card in play hand, field grave or summon a monster, they will continue the rest.
The "relationship bubble" the picture floating over their head or next to their picture will effect just what you can see in their hand the anime vein and skull warrant completely blanked-out cards, the ellipsis The higher the relationship value, the better they perform. Some characters access secret skills and combinations through this process as well.
The Old Republic each of your companions have a relationship meter with you that can be increased through selecting the right dialogue options while they're around, or just bribing them with gifts. Tekken has this in the way the characters react to each other and cooperate as a team, as well as affecting win poses. It's a little around the place but makes the game worth playing to see the different combinations. Every character in Doki-Doki Universe has a meter that tells you how much they like or hate you, which you can influence by summoning things they like or hate, or by picking them up and throwing them around.
All idol cards in Tokyo 7th Sisters have intimacy values, which has a higher requirement for rarer cards. Maxing out intimacy for any idol cards give a stat boost on them. Doing the same on idolized cards of silver rarity and above gives Seven Coins, this game's in-app purchase currency and unlocks intimacy scenarios, in which the idols get personally close to you.
Evolving members in 8 Beat Story requires maxing out intimacy values first. Repeating the process after the members have evolved increases said member's stat. But animal neighbors never actually commit to anything, so instead of anything related to marriage, they just give you a framed photo of themselves once you max out their friendship.
Freelancer has Relationship Values for every in-game faction. The more jobs you do for them, the higher the respect they hold for you; the more jobs you do for their rivals, the more they will hate you. If you push enough towards one side, that faction will become your friend or enemy. You can also pay for having a good word put upon you at any space station.
Used heavily in many of the Harvest Moon video games. Some of the bachelor ette s have these, usually in the form of hearts, that tell you how much they love you. Once you get them to a certain level, you can then use the Blue Feather HM's equivalent of a wedding ring to propose to them.
The animals have it as well. The higher the relationship level is with them and, in relationship to this, how good care you take of themthe better produce they provide.
In Magical Melody, your relationship level with your horse determines what race you can enter for the Horseracing Festival, which means that you have to actively neglect and upset your horse if you want to keep at the necessary relationship level for certain races.
Employed in Rune Factoryjust like with its sister series Harvest Moon. The Lionhead Studios tycoon game The Movies tracks relationships between actors and directors. Closer relationships between co-stars and directors give a slight but not deal-making boost to individual movies. Slightly related is the mood-tracking concept that The Movies shares with just about any personal-scope Sims-style Simulation Game. In Princess Maker 2, some particular meetings and your adoptive Daughter's stats will determine who will she marry.
This includes unnamed males of more-or-less high status, a young Dragon, your lovely demon butler, the Prince of the Realm, a nobleman, a local tycoon, a normal man who may leave her in the end, the Demon Lord who she kills and then steals his power Hey, she's your adoptive kid The Princess Maker games in general are notable for this, especially since all Relationship Values are completely invisible, and there's no real way to influence them, besides indirectly.
The only one that's easy to predict is the Wife Husbandry ending, because of the sparkly eyes your daughter's drawn with whenever she qualifies for it. Both versions of The Sims have this as a central aspect of the game.
Relationship Values are visible for player-controlled characters, but there are also more minimal visual indicators for NPCs; icons will appear over the characters' heads when they become friends, best friends, enemies etc. Having a certain number of friends can be a requirement for getting a job promotion, or a goal unto itself.
In the original game, one expansion added a long-term relationship meter to go with the usual short-term meter, with the icons then reflecting long-term changes over short-term ones.
There are also situations that have temporary relationship values; you don't have to stay friends with the person, just get them to like you a certain amount in a time limit, such as trying to impress the Headmaster so your kid can go to private school. The Sims Medieval still has the friendship values between individuals, and adds a Popularity meter for your monarch and for the two religious leaders.
Each loyalty program can also have loyalty tiers assigned to it. Discounts and price groups are assigned to the loyalty programs at either the program level or the tier level. You create loyalty schemes for your loyalty programs. You assign loyalty cards to your loyalty programs, and loyalty cards can be assigned to a customer. Retail channels participate in the loyalty programs that are assigned to the loyalty schemes.
Any customer who holds a loyalty card can participate in the loyalty programs that are assigned to the card. Set up loyalty tiers and tier rules Loyalty tiers are optional levels that you can define for your loyalty programs.
You can set up base discounts and rewards for all customers who participate in the loyalty program, and you can set up additional discounts and rewards for customers who achieve the various levels in the program. For each loyalty tier that you define, you can set up the rules that qualify a customer for that tier. You can also define how long customers can remain in that tier after they have reached it.
Loyalty tiers and loyalty tier rules are defined in the loyalty programs. If you don't define any loyalty tiers, all customers who participate in the loyalty program qualify for the discounts that you assign in the loyalty program price group.
If you define loyalty tiers, you can set up earning rules and redemption rules for the loyalty tiers in the loyalty scheme. Set up loyalty schemes Loyalty schemes specify the earning rules and redemption rules that apply to a selected loyalty program. You assign retail channels to a loyalty scheme to identify which loyalty program, earning rules, and redemption rules apply to a retail store.
A loyalty scheme is assigned to a loyalty program and retail channels. You can assign many loyalty schemes to the same loyalty program, and you can assign many loyalty schemes to many retail channels. Set up loyalty cards A loyalty card entitles the card holder to participate in the loyalty programs that are assigned to the card. Loyalty cards can be issued anonymously, or they can be assigned to a specific customer.
You can view the loyalty transactions for a specific card, and you can view a summary of loyalty points that have been accumulated on the card. You can issue loyalty cards from any retail channel.
You can also manually adjust a loyalty card to upgrade the customer to a different tier, add loyalty points, or transfer the loyalty point balance from one card to another.
You assign loyalty programs to a loyalty card. Loyalty processes The following table describes the processes that must be run to send the loyalty configurations and data to your stores, and to retrieve the loyalty transactions from your stores. Process name Page name loyalty information Run this process to send the loyalty data from Dynamics for Retail to the retail stores. It's a good idea to schedule this process to run frequently, so that loyalty data is transmitted to all stores.
Distribution schedule Process loyalty schemes Run this process to associate loyalty schemes with the retail channels that the loyalty scheme is assigned to. This process can be scheduled to run as a batch process. You must run this process if you change loyalty configuration data, such as loyalty schemes, loyalty programs, or loyalty reward points. Process loyalty schemes Process offline loyalty transactions Run this process to update loyalty cards so that they include transactions that were processed offline.
This process applies only if the Earn offline check box is selected on the Retail shared parameters page, so rewards can be earned offline. Process offline loyalty transactions Update loyalty card tiers Run this process to evaluate the customer's earning activity against the tier rules for a loyalty program, and to update the customer's tier status. This process is required only if you change the tier rules in loyalty programs and want the updated rules to be retroactively applied to loyalty cards that have already been issued.
This process can be run as a batch process or for individual cards. Update loyalty card tiers Loyalty enhancements Retail has new loyalty functionality as a part of the October release. Each of the new enhancements is explained below. As a part of a loyalty scheme in previous releases, retailers could create different earning and redemption rules by tiers to differentiate the rewards for customers in different tiers.
Retailers can now include "affiliations" as a part of the earning and redemption rules so that certain group of customers can be a part of existing tiers, but still be rewarded differently.
Thise prevents the need to create additional tiers. Note The earning rules within a loyalty scheme are additional.
For example, if you create a rule to reward a gold tier member 10 points for each US dollar, and you also create a rule for a customer with "veteran" affiliation to reward 5 points for each US dollar, then a veteran who is also a gold tier member would earn 15 points for 1 US dollar, as the customer qualifies for both lines.
However, if the veteran customer was not a gold tier member, then he would earn 5 points for each dollar. To reflect the changes in the channels, run the Process loyalty schemes and loyalty information jobs. Retailers often have special prices for a certain group of customers that they don't want loyalty programs applied to.
For example, wholesalers or employees who get special pricing and no loyalty points. Commonly, "affiliations" are used to provide the special pricing to such customer groups. To restrict certain customer groups of customers from earning loyalty points, the retailer can specify one or more affiliations under the Excluded affiliations section of the loyalty scheme.
That way, when customers belonging to excluded affiliations are existing loyalty members, they won't be able to earn loyalty points for their purchases. Retailers can generate loyalty card numbers in the channels. Prior to the October update, retailers could use physical loyalty cards or generate a loyalty card using some unique customer information such as a phone number.
To enable the automatic generation of loyalty cards in the retail stores, turn on Generate loyalty card number in the functionality profile associated to the store.
Retailers can either provide a loyalty card number to this API, which will be used to generate the loyalty card, or the system will use the loyalty card number sequence set in Dynamics for Retail. However, if the number sequence is not present, and the retailer does not provide a loyalty card number while calling the API, then an error is displayed. Earned and redeemed loyalty points are now saved for each transaction and sales orders against the sales line, so that the same amount can be refunded or taken back in the case of full or partial returns.
Moreover, having the visibility for points at the sales line level provides the capability for call center users to answer customer questions on how many points were earned or redeemed for each line.
Prior to this change, reward points were always recalculated during returns, which resulted in a different amount than the original, if the earning or redemption rules were changed and also the call center users did not have the visibility on the points breakdown. The points can be viewed under the Card transactions form for each loyalty card. Retailers can now define the vesting period for each reward point.
A vesting period configuration will define the duration from the earn date, after which the reward points would become available to the customers. Unvested points can be viewed in the Unvested points column on the Loyalty cards page. Additionally, retailers can define the maximum loyalty reward point limit per loyalty card. This field can be used to reduce the impact of loyalty fraud. When the maximum award points have been reached, the user cannot earn more points.
The retailer can decide to block such cards until they have investigated for potential fraud. If the retailer determines fraud, the retailer cannot only block the loyalty card for the customer but also mark the customer as blocked.
The blocked customers will not be able to be issued a loyalty card in any of the channels. Affiliations are used to provide special pricing and discounts, but there be some affiliations that retailers do not want their customers to see.
For example, an affiliation titled "High spend customer" might not be well received by some customers. Moreover, there are some affiliations that should not be managed in the store, for example, employees, because you do not want the cashiers to decide who is an employee and thus provide employee-based discounts.
Retailers can now select the affiliations which should be hidden in the retail channels.