West Mains

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I've play tested and play tested and I can't POSSIBLY see how you're having so much trouble against Decayers. *

Question:

What level are your characters?

Have you defeated any of the Mini-Bosses within the Kiria Mines?

Water Brews have been fixed.

Mimics are meant to be like that, don't worry.

The Meditate Mind thing has always had that issue. Only today did I discover what was causing it. It's been fixed for the next update.

EDIT

* - For reference I play tested with these levels: Joseph - 5, Kirk - 6, Carmach - 8 (his starting level), Nephi - 8 (her starting level.) 

I didn't change their gear save for Joseph who I obviously gave the Titanite Blade to. 
 
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Kes

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Levels

Joseph 6, Kirk 8, Carmech 8, Nephi 8.

Defeated the spider and the plant in the mines.  Like I said, I never found the orc mentioned in the note, despite wandering around for a looooooong time.

Opening gear, plus some casual clothes for Joseph that I found, plus Titanite Blade.

Maybe it's the random element of the AI?  I got 'Decay' all the time, which I suspect must be more powerful than any other skill or attack that they have.
 

West Mains

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I'll help you out with the Orc since you can't find him. Enter the bottom door which is closest to the long set of stairs on the right. It will lead you into a room that has a red box in it, if you see the box, you've got the right one. It's also marked by footprints.

As for Decayers. I'm scratching my head. If you've got the Titanite Blade and a level 8 Kirk, I'm astounded. Perhaps you're relying on Kateri too much? You do realise that Decayers have a severely good defense against all dark magic, right? Your Bestiary should have a note of this too.

Also recommend saving Carmach's TP to make use of his Unique Skills. His cheapest one boost his TP charge rate, his more expensive one boost the TP charge rate for the entire party. It may come in handy. 

EDIT:

It's a small note but remember that Carmach can dual wield. It isn't a huuuge bonus, but I like to give him the Skysword just to fill his off-hand slot. Might help.

EDIT 2:

Are Nephi's attacks registering as Criticals as often for you as they are for me?

PS. don't use her Flurry attack, it's currently broken as it has a small reliance on Luck skill which was debuffed too hard in a way earlier version. Save up for Ed Firi and stuff like that.
 
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Kes

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I'll have another go with the Decayers later, going out in a minute.  Nephi's attacks haven't struck me as being particularly heavy with criticals, but I've not been watching out for that.

As for the orc, if you mean the little room with a red chest that you access via a couple of ropes, been in and out of there several times. No orc.  But maybe that's not the room you mean.
 

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No, it's a different room. You'll know it when you see it. I believe the entrance to that room is close to the one that leads to the Orc, though.

This is the door I'm talking about:

[IMG]http://imagizer.imageshack.us/v2/800x600q90/543/a8il.jpg[/IMG]
 

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Ah that one - same passability issue with the footprints, so I could never get in there.  I thought the path was just a teaser.
 

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Yeah, I noticed that was being blocked which was why I rushed out that quick update yesterday.
 

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then I shall download it.

btw, am I right in assuming that the demo ends on the cliff bit north of the forest?  I get there ("there" = cliff-type environment, with a signpost with no text on it) and there is what looks like an exit on the north edge, but no transfer event on it.

EDIT

Used a convenient early save and got the orc.  Now done your survey.
 
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West Mains

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then I shall download it.

btw, am I right in assuming that the demo ends on the cliff bit north of the forest?  I get there ("there" = cliff-type environment, with a signpost with no text on it) and there is what looks like an exit on the north edge, but no transfer event on it.

EDIT

Now done your survey.
There is a transfer event there, but it wasn't set to Player Touch.

Go into the bit that looks like the exit and press space, it should give the correct prompts at that point. 

EDIT:

Thanks for taking the survey! You're one of... Two people who did!

Also, the transfer event should work as normal after the initial contact with it. It's just it's first page (where it asks you if you want to save) that was not Player Touch, the actual transfer commands page were, however.
 
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Kes

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Had already tried space bar with that exit which I why I thought it was the end.  Just tried again now, and still not working for me.  Sure it's not accidentally set to 'below character' or something?
 

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Just tested it and it definitely works.

In the little exit bit, make sure it's the first tile not the second one. So, basically one tile up in the middle of the dead trees.

Space bar, boom works. 

If it doesn't, well, I'm uploading a demo update later in the day.
 

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Done, and works.  It think it's counter-intuitive for the player to click one space before the end.  I think most will go to the end of the passage and, like me, think that's where it's supposed to be.
 

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Done, and works.  It think it's counter-intuitive for the player to click one space before the end.  I think most will go to the end of the passage and, like me, think that's where it's supposed to be.
Of course it's counter-intuitive. It's a bug! haha
 

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If you're uploading a new demo, you might want to know about these before you do.

the dialogue "that wall looks like a cave, we have no choice" is triggered the first time you pass the area, while the wall is still acrack, rather than after the explosion (?) which opens it up.

 - what causes the change? At the moment it's a bit deus ex machina.

In the cave you still have characters as followers, so talking to them as separate sprites is a bit surrealistic.  Just use 'change followers' in the event command menu.

If you choose 'Press' with Carmach you can get the same dialogue sequence about Rose at least twice.

Now just trying to get out the damn cave.  The exit doesn't work, and that crack is yielding no clues.  Hmm.

EDIT

forgot to mention, there are no battlebacks for this new area, just default swirly pattern.
 
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West Mains

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 - what causes the change? At the moment it's a bit deus ex machina.
That is an excellent question, isn't it?

[ominous evil laughter]

As for the other stuff, I've hopefully got it corrected now. You might be surprised to know you're the first person to go beyond the Kirian Forest, let alone into the Bluffs, which is why there's so many problems there that were before now unknown.

Thanking you for your excellent help. :D
 

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Glad to be of help.  

As a 'thank you' could you tell me how to get out of this !!@?! cave?
 

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Spoken to everyone at least 6 or 7 times, and the bed is impassable, and clicking at it does nothing.
 
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Spoken to everyone at least 6 or 7 times, and the bed is impassable, and clicking at it does nothing.
I see what the problem is.

It's set to Below Players but I suppose because the tile is impassible, it still blocks movement. I figured having it on below would be enough.

It's solved now.

Uploading and processing the new demo version, so check back in about an hour.
 

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New demo version is live:

Patch notes:

- Tutorial Monster has been renamed. Attacks should now only rarely miss against it. It's health has also been lowered.

- Fixed Rain volume in Mayor's (Kiria) house.

- Fixed typo in Meditation Tutorial

- Stairs in Kirk's house no longer retain direction.

- States info book has been slightly modified.

- Was unable to fix problem with screen tinting after intro.

- Blue Death's Petal's Ice Attack will now inflict Frozen Status

- Footsteps in Kirk's basement are now passable.

- Nephi's 'Flurry' skill should now actually do damage, as a result it now costs 30TP.

- Added new Lantern system to Kiria mines to tell players how many of the Mini-Bosses they have killed. When all Lanterns are lit a special reward is unlocked.

- Decay now requires only 100 steps to remove and now only debuffs MaxHP for 4 turns.

- Decay should no longer be quite as devastating.

- Fixed Water Brews.

- Fixed exit into Kiria Bluffs which caused the transfer event to require action button being pressed to trigger.

- Events being able to trigger early in Kirian Bluffs should now be fixed.

- Carmach's speech tree should now be fixed.

- Added something to Kiria Bluffs.

- Fixed impassibility with beds in Kirian Bluff-Cave.


 
 
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