Sarretth

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Azshura Update 1.0 Patch Notes
A little earlier than expected. Here's the run-down on the changes planned for the update release on July 25th. Please feel free to make comments.

NOTE
: (There are probably changes made that I missed on the list, or that someone mentioned that I also forgot to put on the list).

Regular Monster Buffs:
- 5% increase in damage to all monsters
- 10% increased MHP to all monsters.
- 3% increase to AGI to all monsters.
- 3% damage increase
- -5% exp rate

Maps:
Forest of Doom:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.
- Reduced lagg issues within the Forest of Doom 3 area where the pedestals are pushed. Kind of hard for me to discern as it runs perfectly on my system.

Ruins (Forest of Doom):
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.

Burrows ("Nall" Prestige Dungeon):
- "Luena" no longer disappears from the party after exiting the dungeon. @Lady_JJ

Hunter's House:
- Fixed blood spatches in the Hunter's house to now be below the player.
- The player should now be able to return here without getting stuck. @Spermidine

Mercellus Kingdom:
- Fixed a tree that wasn't complete (Bottom right corner of map).
- Changed grave names so that weren't all "Lisa Vinlou".
- Fixed inaccessible areas that should be other-wise accessible due to story-line constraints (i.e. all areas except the inn are closed and inaccessible after the "Demon King Wyn" fight).
- Removed the "informant" from bar when he should other-wise not be there.
- Changed the Count Duncan fight to abort after turn 4.
- Arena is now available (Super-Boss).
- Casino vendor available. (uses currency earned from the Arena)
- Stepping on tiles at the southern entrance where the guards used to be after Fenix's Pyramid no longer teleport the player outside Mercellus.
- Updated NPC dialogue after Fenix Pyramid/Mercellus Kingdom Event.
- Mercellus Castle is now locked after Fenix Pyramid/Mercellus Kingdom Event.

Sewers:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.

Lezul Cavern:
- IMPORTANT: Fixed game breaking bug that would other-wise place you into the open water upon exiting through the south. (@Lady_JJ)
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.

Pengrant:
- "Lyna" the item shopkeeper is no longer replaced. @Spermidine

Dryad Forest:
- Now properly removes "Sheryl" from showing up when the map is returned to at a later point. @Spermidine @Lady_JJ
- The "Burnt Note" is now properly removed when exchanged for the "Rabbit's Circlet". @Spermidine

Osiris Pass:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.

Mount Vulcanus:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.
- Fixed map error that would otherwise cause the player to get stuck upon exit.
- Fixed obstruction mapping that would allow the player to walk north over the edge where the sword relic was. @Spermidine

Underground Pass:
- Players may now press the [Shift Key] to restart the puzzle to prevent getting stuck.

Tower of Abanzul:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.
- When reentering upon completion, it no longer spawns the party directly inside Sig's Foundry.

Sig's Foundry:
- The chest on the first floor can no longer be opened from the ground floor.

Serpent's Cove:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.
- Increased first-form serpent damage and changed the serpent encounter to abort after turn 3. (@Lady_JJ)

Fenix's Pyramid:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.
- Gems/stone rewards should now be properly received upon entering the portal.

Shu'sen Village:
- No longer returns to original state upon returning here later on with the party.

Embrak Village:
- "Layn" now has proper dialogue and her quest now shows up in the Quest Log. She also properly rewards the player upon completion.

Talamar Castle:
- Fae at the gate are no longer static.
- Increased dialogue from NPC's.
- No longer sells "Scourge Guard" at 0 gold.

Treant Dungeon:
- Now has random encounters.
- Increased alloted time on the puzzle, from 60 seconds to 120 seconds.
Puzzle can be reset at anytime by using the action key.
- Implemented dialogue/story.
- Mega-boss encounter now available.
- Fixed campfire issue that would otherwise change the music and play old story-line content.

Yule Mountains:
- Added monster encounters, items, side-quest.

Arvine:
- The town is now accessible in its entirety (i.e. new Sigil shop, side-quests/character dialogue, NPC's)

Overworld:
- Encounter Rate: Decreased the rate, but it's still possible to get bad RNG.
- Fixed certain music issues created by vehicle map transitions.
- The whirlpool north of "Embrak Village" has been removed.

Class Changes:
o All Classes
- Auto attack damage up 5%.

o Blood Knight/Dark Paladin
- Lowered Leech amounts on all weapons
Skill Changes:
- (Life Leech/Mass Life Steal) now deals more damage but leeches less life.
- (Grand Requisition) now lasts for the entire encounter after use. (Lowered the percentages... down from 125% to 115%)
- (New Move: Triple Strike) costs 40 TP. Learned at level 48.
- (New Move: Siphon) uses hp to steal hp (10% leech per hit). Hits 3 times. Costs 5% hp. Learned at level 39.

o Green Mage/Green Sage
- Slightly increased damage on most abilities.
- Now has curative abilities for party diversity.
Skill Changes:
- (Elemental Shot) now now deals 10% more damage. (now costs 4% mp... up from 3%)
- (Wind Spirit) now deals 5% more damage.
- (Water Spirit) now deals 7% more damage.
- Corrected tool tip of Spirit Sync to now properly display its effect.
- (New Spell: Ice Spirit)
- (New Spell: Light Spirit)
- (New Spell: Dark Spirit)
- (New Spell: Cure Wounds), learned at level 15.
- (New Spell: Heavy Restore), learned at level 40.

o Martial Artist/Monk
Skill Changes:
- (Flicker Strike) is no longer usuable in the Menu.

o Lancer/Astion
- Increase to its magic potency.
Skill Changes:
- (Swift Gale) now deals more damage.
- (Ready Attack) now restores 20TP, up from 15.
- (Crescent Wind) now deals more damage.
- (Elliot Strikes) now deals slightly more damage.
- (Pivot/Veracious Pierce) now costs 55 TP, up from 50.

o Exorcist/Evocator
Skill Changes:
- (Raise) increased mp cost from 12% to 15%.
- (New Spell: Raise All) costs 25% mana, revives everyone back at full HP.

o Thief/Rogue
- Increase to its magic potency.
Skill Changes:
- (Thunderbolt) now deals more damage.
- (Lightning Arc) now deals more damage.
- (Slice n' Dice) now deals more damage at higher levels.
- (Fan of Knives) now deals slightly less damage earlier on.
- (Critical Slay) now costs 55 TP, up from 50.

o Fighter/Hero
Skill Changes:
- (Heavy Swing) now deals more damage at higher levels.
- (Maim) now can last up to 7 turns. (up from 5).
- (Evyonic End) now deals more damage.
- (Crusader's Last Dance) now deals more damage.

Item Changes:
- Hand mirror now has a proper description of its use.
- Fixed some issues with "Luena's Ocarina".

Quest Log:
- Quest log now supports the entire content of the storyline. (previously stopped at Fenix's Pyramid)
- All class prestiges besides the main characters now show up as side-quests. (as they are optional)

New System:
- Sigil system, another equipment piece that boosts stats and has other effects. (Unavailable until later parts of the game). (Prestige classes only).

Spelling Errors:
- All mentioned by: @Lady_JJ
- Other noticeable spelling errors throughout the storyline.

Other Changes:
- All 18 endings now play correctly without error.
- A few notable vehicle fixes (i.e. landing in errors that should otherwise not be allowed/vice-versa).
- Some weapons were not in the game that otherwise should have been. These weapons are now located within chests at certain points in the game.
- When switching between the party members while browsing the menu's skill/equip/status sections, the Q key (for switching from right to left) now works properly. @Spermidine
- "Edgar" now properly receives the title the player chose after "Sig's Foundry". @Spermidine

IMPORTANT NOTES/USEFUL INFORMATION:
- Pressing F4 while the game window is open will toggle full-screen.
- Pressing the left arrow/ "A" on the key-board while in combat will give a list of options to change FORMATION, or ESCAPE.
- Escape is 100% effective when applicable (i.e. not during boss encounters)
- "Titles" can be changed under the skills tab of the menu.
- Pressing the right arrow or "D" on the keyboard while in combat will skip a characters turn. (i.e. wait)
"Waiting" holds onto an allies turn so they may acts sooner for their next action.
- Mousing over icons in battle will display their effects.
- "Fighter" is the default class, as no other character can become this class.
 
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Lady_JJ

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@Sarretth - Wow, you've been busy! You have my admiration for being so responsive to your playtesters. :kaosalute:

Looks like I missed something early on with Sheryl (that's Marik's deceased girlfriend, yes?) so I'm going to pay close attention to that on my replay. First I want to finish the game 'as is' to get a better handle on how to prepare better for that repeat play.

Thanks for increasing the time for the Treant puzzle. I think (though I'm not sure) I figured out the logic but it 's sure going to help to have some more time to think it through.

I love that more dialogue has been added to some of the NPC's later in the story. It did seem as though your appetite for creating casual dialogue seemed to wane a bit towards the end.

I noticed far fewer glaring spelling/grammatical errors in the latter half of the game. When I do the replay I'll start again from where I left off in case you ever do another update.

It's definitely a fun game to play! Thanks for creating and sharing. :rhappy:
 

Sarretth

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@Lady_JJ - Thank you for such a heart felt response. I'm glad you're enjoying it. Since this is a hefty update, it will most likely be impossible to carry over a save file. That being said, for future updates it will just be minor changes that will not require one.

Marik is one of those character that just doesn't talk much. So, I can see how that was easily missed.

The Treant puzzle is a little daunting. I wanted to make something that was just purely difficult. Perhaps I can add in a skip if a player really is just having too much trouble on it?

As far as dialogue is concerned. Sometimes I have a really good idea and it just flows really well with where I want to go with the plot. Other times, it feels a bit forced so it comes out generic. To be fair, there's a lot of long nights where I'm just really tired; hence the spelling errors, lol.

In the end, there's so much more I'd like to do, but I feel like stretching the content too much further is just taking away from the game. Quality is just better than quantity in this case.
 

Lady_JJ

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In the end, there's so much more I'd like to do, but I feel like stretching the content too much further is just taking away from the game. Quality is just better than quantity in this case.
One of the bona fide veterans here (unlike me who got a 'veteran' status not because I know anything but because I talk a lot), has a signature that says something like "You know you're doing a good job when you start taking things away from your game instead of adding to it." So I think you made a really good decision here. :) [I'm a bit embarrassed that I don't remember whose signature it is, but when I see it again, I'll come back and edit this with the proper credit.]
Edit-Aha! I knew it was someone I respected. It's by @TheoAllen and the exact quote is "You're doing it right when you start cutting features from your game rather than adding more of it."
So, yeah, Sarretth, you've got a good game here. :)
 
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kimo

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@Lady_JJ
I agree with you about the game's quality. Now you know why I told you about it. That Treant puzzle was not like what I prefer in puzzles, but I finished it ... finally. And you know how much I like timed puzzles. :eek:

I'm going to work on a lot more notes including character stuff this next time around.

I am also going to choose the fighter class this next time for El, if just to find out what's possible that no one else can do. Hopefully the fighter will be able to equip almost all weapons.


@Sarretth
Thanks for getting this out within the time frame I hoped for. It's going to be a joy to start from the beginning now that I kind of what to expect from the game.

I read all your planned changes and I grudgingly agree with what you have done. It's just that I planned TP around 2@ 50TP guaranteed hits with that killer sword that everyone can equip later in the game.
 
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Sarretth

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@Lady_JJ - I like that. Well said. Just hoping the update goes off without a hitch.
@kimo Yeah, I didn't want the ultimate moves to be used consecutively. I'd definitely appreciate any notes you'd provide!
 

Sarretth

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Doing some finishing touches should be ~2 hours.

Edit:
Azshura 1.0
is now ready and available for download Zip/7-Zip!

7-Zip Download:

Zip Download:

Download files are also updated in original post.

NOTE: Please let me know if you have any issues. I shall address them as promptly as I can.

Some more things I found/fixed:
- Fixed many areas that would otherwise cause "Luena's Ocarina" to be unusable.
- (Tavern - Backroom) is now always accessible after the Fenix Pyramid/Mercellus Kingdom Event (no longer required to be nighttime)
- Fixed the transfer from the stairs in the hidden room (attaches to relic room) to now properly transfer to the steps below.
- Castle throne room no longer causes the screen to black out when returned to after the Fenix pyramid/Mercellus kingdom event.
- Replaced Regen with Regen All, now costs 10% up from 8%.
- Fixed a treasure chest in the second part of the forest of doom that would move left if opened from below it.
- Fixed a bug where paralysis would last forever.
 
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kimo

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I am seriously impressed that you released this as promised and even told us you were a few hours behind.

I never found secret rooms. How many are there?

Thank you soooooo much for such a great game. I will start my second playthrough tomorrow with El as a fighter.

Mahalo nui loa,
kimo
 

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I need to replay it, get delayed alot and with some RL requests.
but I give it a run as soon as I can and when possible.
 

Sarretth

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I am seriously impressed that you released this as promised and even told us you were a few hours behind.

I never found secret rooms. How many are there?

Thank you soooooo much for such a great game. I will start my second playthrough tomorrow with El as a fighter.

Mahalo nui loa,
kimo
@kimo -
I was referring to the secret passage to the relic room that the king shows you. But, there actually used to be more in the game. I can think of 2-3 in the game as of now.

Thank you for playing! Let me know how it goes.
 

kimo

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The Life Root quest "Legend Within the Forest" is not updating as being complete, even after getting reward. Prior version worked, though.

After the scene where El met his father in the volcano, there is a textbox with the Nall's name when it should be Gin.
NallsNameInBox_ElsFatherScene.png

Immediately after the party meets Luena, Sheryl and Merik misspell Dryad 2 times in 2 different ways after a change in party.

I'm taking notes for you and will get back to you in a couple of days if it stays at 100 degrees in the afternoon here.
 

Sarretth

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The Life Root quest "Legend Within the Forest" is not updating as being complete, even after getting reward. Prior version worked, though.

After the scene where El met his father in the volcano, there is a textbox with the Nall's name when it should be Gin.

Immediately after the party meets Luena, Sheryl and Merik misspell Dryad 2 times in 2 different ways after a change in party.

I'm taking notes for you and will get back to you in a couple of days if it stays at 100 degrees in the afternoon here.

The Life Root quest "Legend Within the Forest" is not updating as being complete, even after getting reward. Prior version worked, though.
- That's odd. I didn't change anything with this NPC for the update. Also, I can't seem to replicate this. The quest complete updates at the end, regardless of reward.

After the scene where El met his father in the volcano, there is a textbox with the Nall's name when it should be Gin.
- Fixed for next update, thank you.

I'm taking notes for you and will get back to you in a couple of days if it stays at 100 degrees in the afternoon here.
- Much obliged!
 

Lady_JJ

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The Life Root quest "Legend Within the Forest" is not updating as being complete, even after getting reward. Prior version worked, though.
It might be a timing thing, because I have an issue as well. I took the quest and got the Life Root, but then I forgot to give it to Edward before heading out to Marcellus Kingdom. I went back and gave him the Life Root and got my reward. When I interact with him again, he just says 'Thanks again.' Yet, if I look at my Quest Log, it lists it as Failed. :( Maybe it has to be completed before you cross the bridge? Even so, I'd say that the player should have been told it was too late to complete.
 

Sarretth

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@Lady_JJ - I was aware of the quest being failed, that's just because if you progress too far in the story I wanted "Edward's" dialogue to change. For that to happen, the quest needed to either be unable to pick up later on/or it needed to fail. Basically, the event is set up so that as long as you accepted his quest before you received the "Mercellus Kingdom Pass", then you're good to go.

I'll have to look at it more. Possibly setting up a common event to make this more accessible/un-able to fail.
 

kimo

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Strange issue with Serpent Battle. If you 1) use 10,000 fists skill, 2) use 50% HP potion, 3) use 10,000 fists skill; you get the text as if you had won even though the serpent is still there and moving. AND it freezes the game. I was able to replicate the situation 2x.

However, if you just lose the battle in 2 rounds, you hear the voice and can continue in the "supercharged" mode winning the battle and the Serpent disappears as it should.

I have no idea how this can happen, but I am sure someone else will try to win this battle besides me.

AfterSerpentBattle.png

@Lady_JJ
That explains why the quest in question had no problems the first time I played. I'm one of those people who just does things out of order. Let me know if you can get to that blue chest in the Dryad Forest. I can get into the secret passage area, but I have tried every combo after travelling to the right side of the chest and am only 1-2 spaces away. Arrrggggh!

I think someone's been taking Indi classes.
 

Sarretth

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@kimo
*Ugh*, it seems I had inputted the wrong Serpent battle for the update. That was a playtest version I had and I had forgotten to replace it with the actual one. >.<

If you go to the Azshura Folder > data

then replace Map132.json with the one in this folder, that should fix it.

The battle is meant to abort after 3 turns and then continue as if you lost.
 

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Sarretth

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Dryad Forest Chest
Map063.png
 

kimo

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@Sarretth
Thanks for the Serpent map update and the Dryad forest info. I found that loop in my first game, but this time I walked clockwise all the way around the area and got stuck. Maybe I should have had some wine?
 

Sarretth

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@kimo
No problem! And yeah, that always helps, lol.
 

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I liked that the encounter rate was decreased but it did make some of the later battles a bit more difficult as I wasn't as developed as I was the first build. Well, that is, until the arena. That chicken.... Yeah, that's all I'm saying about that! :)

Quests - I didn't see the snowman / carrot quest show up in the quest log. What is the secret to the Stray Cat quest? I tried escaping from battle and also just guarding, but I never could figure out how to follow the cat.

Going to send you a pm about typos and spelling/grammatical errors.
 

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