Eternal Dreamers | Battle-Focused RPG | On Steam's Early Access

Biestmann

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Eternal Dreamers is a battle-focused RPG offering deep tactical combat action. With a wide selection of classes and equipment pieces, the game puts much emphasis on customizability and player choice. This game is for all of you that cannot get enough of the high finding the next piece of shiny loot.

Fight your way through two story episodes for a total of 9 areas, conquer optional quest modes by finding the ideal party composition, and gamble your soul away in the casino. There is no shortage of things one can do.








Character Busts Standard Variation



Following the outbreak of a mysterious illness, people fall into an unending coma from which there is no awakening. After months of loss, researchers at the Advent conglomerate discover that victims share the same dream, and succeed in creating a bridge to their new reality. What they find is a world between worlds, connected to many more than our own. And inside this world, the race to end the Sudden Coma Phenomenon begins.



  • 8 playable classes for a total of 70 unique party combinations
  • A unique and tactical combat system
  • 4 quest types, 9 areas across 2 story episodes
  • Over 100 weapons, armors and other items
  • Get hooked on the gamble in an elaborate casino
  • Relationship system (Coaching)









Addrossi
Janice Bosters
Platy
Vanessa
Atreyo Ray
Bobstah
DreamX
Fallen Angel Olivia
G.A.M. Kertopermono
Galv
HimeWorks
Hudell
Jeremy Cannady
Lecode
mjshi
Moghunter
Moogle_X
Mr. Trivel
Nekoyoubi
Sabi
Sasuke KANNAZUKI
Takeya Kimura
Yanfly Engine Plugins
Zalerinian
 
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Biestmann

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72-hour bump to announce the upload of a new version of the demo.

Changelog v0.61
  • Added scrolling text detailing the premise of the game before the player is prompted to create a character
  • Fixed a collision issue in the hub area
  • Reworked Alexandra's dialogue at the beginning of the game
  • Spirits now have descriptions
  • Amplifiers now have descriptions
  • Changed game's icon

Thank you for your support!
 

Biestmann

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Changelog v0.65

  • Removed the item Escaper
  • Added an Escape function to the menu to fulfill Escaper's role henceforth
  • Installed Code Input and a News section accessible through the party screen in the hub
  • Decreased the amount of available savestates
  • Removed the manual save feature and installed an autosave feature in its stead. Autosave will activate upon entering respective parts of the hub area, critical game events and the opening of RNG-bound item boxes. Due to this change, copies of the same character savesfile can no longer be created.
  • Added a saving notification
  • Increased size of the area Ruins I
  • Added enviromental hazard to the area Ruins II
  • Increased the HP of the enemy Minosta
  • Renamed the item Infected Fragment -> Summoning Fragment
  • Renamed the spirit skill Despair Hour -> Darkest Hour
  • Fixed incorrect spirit skill costs
 

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Changelog v0.81 + item campaign



Areas
  • Renamed Ruins -> Mountains
  • Slightly revamped appearance of the area Forest II
  • Slightly revamped appearance of the area Mountains I
Casino
  • Added slot machines to the line-up of casino games
  • Replaced matchup card graphics and renamed matchup card types
Items
  • Earring, Spirit and Fashion equipment will now be displayed within its own respective category only
  • Fashion equipment stacks
  • Dream Dust has been recategorized as a valuable
  • Item drops will be more visual in battle
  • Skill discs for the starting skills will not drop anymore
Classes
  • Reverted a change that had classes start out without abilities. They will begin the game with their first ability again
  • Reduced critical damage from 300% -> 200%
Enemies
  • Renamed a boss-type enemy
  • Reduced critical damage from 300% -> 200%
Skills
  • Reduced damage of Justice Strike
Characters
  • Altered looks of Sakia
Audio
  • Added a unique music track to the casino
  • Changed descriptions for some of the music tracks
System
  • Added a visual turn implication
  • Marked targets will stand out more in battle
  • Changed the way asset loading works
  • Reorganized enemy listings
Bug Fixes
  • Fixed an issue where the game would crash upon failing to load an image
  • Fixed an issue that caused the roulette's prize icons to be invisible
  • Fixed an issue that had Alexandra appear at two places at the same time
  • Fixed an issue where Aim Mode was not usable on charge level one
  • Fixed a collision glitch in Forest I
  • Fixed an issue of a campaign gifting too many items
  • Fixed some typos
Changelog v0.80
Areas
  • Added new explorable area to the hub, the onsen. The onsen is accessible through the hub elevator
  • Altered appearance of the follow-up areas to the Crater and Depths
  • Changed unlock conditions of the Depths
Casino
  • The bar in the casino can now be accessed to exchange Meal Tickets for timed buffs. Meal Tickets are part to the prize pool of the Matchup game and purchasable through the prize counter
  • You can now exchange Boss Fragments for Play Token
  • Increased the price for Play Token if bought via Dream Dust
  • The casino henceforth can be accessed after clearing the first area
Items
  • Added Fashion equipment
  • Added Ability drops to the loot table of all enemies except bosses
  • Removed Enemy Fragments
  • Reduced the effects of amplifier-type items
Classes
  • Added Fashion equipment category to all characters. Acquire Fashion items to change the appearance of your party members. Your own character cannot equip Fashion equipment
  • All classes will start the game without skills available for use
  • Reduced maximum defense and magic defense, resulting in a slower increase of either stat through leveling
  • Balanced various class skills
Enemies
  • Replaced a boss-type enemy
  • Bosses now have an ability called "Enrage". Enrage can only be used if a boss possesses 0 charge levels. Once used, the boss will be moved back to 2 charge levels immediately
  • Redistributed enemy skills
  • Adjusted HP values of a small number of enemies
Status Effects
  • Added meal buffs. This new type of status effect wears off through battling and walking, and is not removed on knockout
  • Reduced damage increase from Weak Spot from 50% -> 30%
  • Changed duration of Weak Spot from 1-2 turns -> 2 turns
Characters
  • Viktor's role as the ability teacher has been revised
  • Slightly altered faces of Anna, Reiketsu and Saltoro
  • Changed dialogue for certain cutscenes
  • Changed dialogue of Alexandra in places
  • Slightly changed dialogue of the shopping mile attendant, Kyrlia
  • Added dialogue to the first interaction with the Casino Attendant
  • Added dialogue from Eucreta to every first time visit of a new area
Audio
  • Replaced a small number of music tracks
  • Changed the pitch of a small number of music tracks
System
  • Revamped the Ability system. Abilities now have multiple levels, that being five in total. However, select abilities retain only one level. Abilities are learnt through acquisation and use of Ability items that drop through battle and other means.
  • Added multiple new icons for new items and skills
  • Slightly changed text displayed in the intro and character creation process
Bug Fixes
  • Fixed an issue that had party members' charge level update late
  • Fixed an issue where Dream Armor Amplifier could be gained by opening a specific treasure chest
  • Fixed an issue where wrong music would play after accessing the Network counter or beauty salon

Changelog v0.70
Areas
  • Added new explorable area to the hub, the casino. The casino is accessible through the hub elevator
  • Added follow-up areas to every boss fight
  • Renamed Crumbled City -> Forsaken City
  • Slightly revamped layout of the area Ruins I
  • Increased size of the area Forest I
  • Increased size of the area Crumbled City I
  • Increased size of the area Crumbled City II
Items
  • Added various new items via the casino
  • Added new socket add-on, Auto/Battle, through the Dream Drop exchange. This add-on allows battlers to fight autonomously if equipped.
  • Removed all synthesis-related items
Classes
  • Renamed Berserker -> Blood Driver
  • Reworked Blood Driver to have a more intuitive playstyle
  • Balanced various class skills
Enemies
  • Added new boss-type enemy
  • Adjusted HP and attack values of a large number of enemies
Audio
  • Replaced various music tracks
System
  • Changed the way drops are distributed following boss encounters; henceforth, the player will be warped to a follow-up area with the chance to receive various items from boxes
  • Removed synthesis from the game as the mechanic did not meet expectations. As such, all synthesis-related items have also been removed from the drop table for the time being
  • Added a menu window displaying your held amount of casino Play Token and Summoning Fragments
  • Added cutscenes for area unlocks to provide context
  • Added credits to the main menu and following the current final boss encounter
  • Slightly revamped the status, party and save screen
  • Changed the icon that appears when the game is autosaving
  • Reduced loading times across the board
  • Revamped and expanded upon the character creator
Bug Fixes
  • Fixed an issue where the game would allow you to create save states past the set limit
  • Fixed incorrect prices for socket-type items in the armor shop

Thank you for your support!
 

Biestmann

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Changelog v0.85

Areas
  • Any area but the hub area is no longer traversable. Combat will instead be triggered through the area select screen in a mission-based setup to allow for a better and direct flow of action
  • Removed the onsen from the hub area
  • Added Tower area
  • Time of day will now visibly change within the hub area
Casino
  • Added Experience Charm to the line-up of exchangeable prices
Items
  • Amount of Play Token, Meal Tickets, Summoning Fragments and Dream Essence owned is now displayed upon opening the menu
  • Subsequently removed inventory section Valuable
  • Rarity of items is displayed through stars within item descriptions
  • Added descriptions to a large amount of items
  • Items that can be recycled can no longer be discarded
  • Weapons and Armor now have level restrictions imposed on them
  • Weapons and Armor will no longer display which amplifiers have been used on them in the item's information screen
  • Added new items to Eucreta's exchange shop line-up that unlock upon clearing the newly introduced Tower area on any difficulty
  • Earrings will now be sold in the same window as other armor from the armor vendor
Classes
  • The player character is no longer locked as the first party member and can be replaced by any of the others
  • Experience is now gained individually per actor
  • Classes now begin the game with their respective gauge ability. This new type of ability can be activated through the use of gauge points accumulated in battle
  • Adjusted exp curve
Enemies
  • Added various new enemies
  • Added new boss-type enemies
  • Adjusted HP and attack values of a large number of enemies
  • Added graphic indicating a boss battle starting

Skills
  • Removed charge level 3
  • Abilities previously tied to charge level 3 will be activated using gauge points instead. Gauge points are accumulated through attacks, defending and other means
  • Added new abilities
  • Modified certain abilities
  • Removed screen flash effects from attack and skill animations

Status Effects
  • Added status effect "Stunned". The status effect keeps the actor immobile for the remainder of the turn it was applied
  • Frozen now is removed through any damage dealt to the afflicted actor
Characters
  • Dialogue now will display the name of the character currently speaking
  • Adjusted NPC dialogue
  • Added new NPC character, Leticia
  • Replaced Meji with Marlon
  • Replaced Saltoro with Faeris
  • Slightly altered looks of Monolith
  • Slightly altered looks of Alexandra
Legend Summons
  • Reworked the Legend Summons system to resemble a gacha-styled experience. Rather than summoning enemies, the gacha roll will determine which of various rare items the player will receive
  • Subject to further tweaking, one pull will cost 50x Summoning Fragments for the time being
System
  • Added new element "Earth"
  • Changed text font
  • Changed various graphics
  • Using the News function of the Network Counter now opens the website through your system's standard browser
  • Heavily reduced file size of the game
  • Made various changes for optimization
Bug Fixes
  • Skills that require charge level 2 will now change the user's charge level correctly after use
  • The player character will now be displayed properly in the turn order indicator
  • The area select screen will now loop properly for difficulty selection
  • Fixed the removal rate of the status effect Ice Armor
  • Fixed some typos

Thank you for your support!




 

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This game looks super sweet! I'll give it a try and post feedback.

Scrolling text openings were played out back when Star Wars did it.

The character creation is pretty cool. I notice the eyes and mouths are all female options. I ended up being a bald black guy who wears sunglasses. I'd have worn a suit, but there was no coloring options for your clothes and I'd rather wear black than gray.

A small typo in the intro text. She tells you that there IS other people like you, not are.

You have a cool idea with using promo codes to get items. It's unique for RPG Maker games.

The sound track is pretty nice too. I like the battle theme in the forest.

The battles would be more engaging if the enemies had more varied attacks. For example, you could rename their "strike" to be something else, like the werewolves could maul you.

The action sequencing for fights is a little basic too. Would be nice to see more elaborate animations when attacking.

The forest king dropped 2 blank items when I killed him.

Pretty cool that there's a casino. A pity that the world's greatest game of chance, black jack, isn't included.
 
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Scrolling text openings were played out back when Star Wars did it.
I will brainstorm about more exciting ways to play the short intro. Perhaps using more images related to the events described would make it easier to stay interested.

The character creation is pretty cool. I notice the eyes and mouths are all female options. I ended up being a bald black guy who wears sunglasses. I'd have worn a suit, but there was no coloring options for your clothes and I'd rather wear black than gray.
More options will be added for the creator, male parts in particular. Additionally, the parts will be properly divided between male and female sex, something which unfortunately requires a bit of effort I did not yet have the time to invest.

A small typo in the intro text. She tells you that there IS other people like you, not are.
Oops! And fixed, thank you!

You have a cool idea with using promo codes to get items. It's unique for RPG Maker games.
This concept is used in many MMOs, and I thought promotions like these would be a nice way to say thank you to the players.

The sound track is pretty nice too. I like the battle theme in the forest.
Glad you like the soundtrack of the game. If you want to listen to its entirety, the Music NPC in the casino can play all of the tracks. For battle themes, they vary between bosses only; regular battles as well as mini-bosses share the same track across areas, the Tower being the exception.

The battles would be more engaging if the enemies had more varied attacks. For example, you could rename their "strike" to be something else, like the werewolves could maul you.
In the charge system I created for the game, "Strike" is the attack that has you gain one charge level. It's a very basic attack for that purpose. While I would like to keep that attack in place, I am open to adding unique attack animations for each enemy. I think that is a good idea.

As for attack variety: enemies have more varied attacks further into the game as well as on higher difficulties, something I thought would allow for easier fights early on when people are yet to become familiar with the systems in place. For example, the wolves on Hard difficulty and up can debuff the party with a howling cry and so forth, something which they cannot on Normal.

The action sequencing for fights is a little basic too. Would be nice to see more elaborate animations when attacking.
Noted and will be something I address. It has admittedly been low on my list of priorities, but the game is using too many default animations as of now.

The forest king dropped 2 blank items when I killed him.
That's not intended, so I am glad you forward that information to me. I will be push a hotfix to address the issue today or tomorrow.

Pretty cool that there's a casino. A pity that the world's greatest game of chance, black jack, isn't included.
I'm always on the lookout for more games to add, so I will be keeping this in mind!

I edited my post with my thoughts. Thanks for making this game.
Thank you for playing my game and giving me such extensive feedback. I will be sure to add you to the credits as a contributor, if that is okay with you!
 

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Sure. I'll be playing through the rest of the game and posting any bugs I find.

Question. I made my main character a Manipulator. Would one of the other characters have had their class changed to something else so we don't have 2 people with the same skill set?
 

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Sure. I'll be playing through the rest of the game and posting any bugs I find.

Question. I made my main character a Manipulator. Would one of the other characters have had their class changed to something else so we don't have 2 people with the same skill set?
Whichever class you choose at the beginning means the NPC sharing it does not exist. In your case, the original Manipulator, Sakia, is not part of the party.
 

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Changelog v0.85 - Hotpatch

Bug Fixes
  • Removed an invisible item drop from the game. Those affected by the bug should see the item disappear from their inventory when opening and closing the menu once
  • Fixed missing drops from a small number of bosses

Thank you for your support!
 

MMMm

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Very interesting.

The gunners can still miss even when they have 100% accuracy. The enemies have an evasion stat, then?

There's a typo when the lady tells you to go to the volcano immediately.

The game crashed when I unequipped an ice spirit from my main character. Type Error: Cannot Read Property 'equipRequirements' of undefined

I've played up to the dragon boss and feel I should have gone for a damage class rather than a status class like Manipulator. I carried the frozen status from healing an ally and tried using it on the dragon, but it failed. If my status attacks don't work on bosses, it just makes my guy dead weight.


If I have the choice between doing some damage, which ends the battle when the enemy has 0 HP, or causing a status effect, then I need the chances of causing a status to be 100%, otherwise it's always better to just deal damage.

Maybe the opening could be improved by showing the player what a few sample skills the classes use are? Helps you make a more informed decision.


I'd probably have picked Captain if I could class change. Beneficial buffs are strong in this game and you can spread the attack bonus around.

I stopped using the healer because high damage characters can kill the enemies so quickly that you don't need healing. Their damage output is pretty low too. You don't really have much else to spend money on in this game, so buying healing items (or getting them by accident while gambling) isn't that big of a deal.

My favorite so far is the gunner class. Great damage output. The chain saw one is pretty good too. I'd suggest the reaper ability have some kind of attracting enemy attention effect, or allow them to cover allies and take hits for them. Usually it's just a waste of AP and it doesn't provide any extra benefits besides recoil.


I experimented with the other characters and I believe Captain is the best one to round out the group. The elementalist has a lot of abilities, but most are duplicates with different elemental effects. The hero has some damage skills, but the chainsaw user has more utility.
 

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Very interesting.

The gunners can still miss even when they have 100% accuracy. The enemies have an evasion stat, then?
That is correct. A small one of 5%, so you weren't exactly lucky!

There's a typo when the lady tells you to go to the volcano immediately.
Thanks, I will look into it!

The game crashed when I unequipped an ice spirit from my main character. Type Error: Cannot Read Property 'equipRequirements' of undefined
The spirits do not possess a level requirement, so I'll have some investigating to do on that end. Would the crash always occur?

Maybe the opening could be improved by showing the player what a few sample skills the classes use are? Helps you make a more informed decision.
Absolutely, and I will add one large picture detailing class functions in more detail for the creation process.

I've played up to the dragon boss and feel I should have gone for a damage class rather than a status class like Manipulator. I carried the frozen status from healing an ally and tried using it on the dragon, but it failed. If my status attacks don't work on bosses, it just makes my guy dead weight.

If I have the choice between doing some damage, which ends the battle when the enemy has 0 HP, or causing a status effect, then I need the chances of causing a status to be 100%, otherwise it's always better to just deal damage.
I'd probably have picked Captain if I could class change. Beneficial buffs are strong in this game and you can spread the attack bonus around.

I stopped using the healer because high damage characters can kill the enemies so quickly that you don't need healing. Their damage output is pretty low too. You don't really have much else to spend money on in this game, so buying healing items (or getting them by accident while gambling) isn't that big of a deal.

My favorite so far is the gunner class. Great damage output. The chain saw one is pretty good too. I'd suggest the reaper ability have some kind of attracting enemy attention effect, or allow them to cover allies and take hits for them. Usually it's just a waste of AP and it doesn't provide any extra benefits besides recoil.

I experimented with the other characters and I believe Captain is the best one to round out the group. The elementalist has a lot of abilities, but most are duplicates with different elemental effects. The hero has some damage skills, but the chainsaw user has more utility.
It's great to hear you experiment so much, that's just how it was intended! I'm taking all of your class complaints to heart, hoping I can create enough reasons to use either of them.

The Manipulator is a highly technical class, and perhaps doesn't shine much on Normal difficulty. Once status effects become more prevalent, the class should become much more useful. I agree that boss immunity to SEs is not exactly a boon to it.

The Preacher is in a similar spot, and should shine more once the difficulty ramps up. Your concern about their regular attack damage is valid. I did this for both the Preacher and Practitioner for reasons of logic, but from a gameplay perspective, it limits their damage output considerably. I will look into ways of increasing their DPS, perhaps by reducing AP required to use their respective abilities to allow for more ability use versus depending on Focus to replenish AP.

The Captain is interesting, because it really does not seem appealing on its own. I am glad you found the class to be a valuable addition to the party. Among the classes, the Captain is probably the one I am concerned about most, mainly for a lack of skills. If you have an idea what kind of skill would suit the class still, I am very open for suggestions.

The Elementalist is in a weird spot, but don't sleep on its abilities as they hit multiple enemies at once and inflict SEs at a high rate too. Since those attacks require constant charge levels, that limits the class' usability, but the Captain might be able to solve that problem with its Rally skill.

The Hero is a very basic class and that is by design. Using its Limit Break, its damage output becomes very consistent. It's a bit plain, but I think that's alright.

The Berserker's Reaper ability having a hate effect is a great idea that I think I will implement. Other than that, the class is quite strong and able to hold its own effortlessly due to its HP regeneration. I'm not surprised you are fond of it.

Likewise, the Gunner is very versatile and its damage output ridiculous. I might have to nerf them after all!

On a more general note, how enjoyable would you say the game is? Is the combat fun (if easy), is the gameplay loop satisfying enough? Thank you for everything you've done. Your help has been invaluable, and I am very grateful.
 
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I think the game play is fine. It's only going to get better once you can form bonds with the other characters and get to know their stories. The town could be filled out a little, too. maybe there could be a training area where you can spend money to train a character's special attributes.

So enough cash could give you a counter chance%, health regeneration or raise your accuracy. It provides something to sink your money into that isn't items or gear. To balance it, you can cap the number of times this training can be bought for one character, so nobody gives themselves 100% regen. It adds an extra level of customization.


That tree you pour dream dust could sure use an option to dump multiples on it at once though. You have to click it over and over again.



And yeah, it always crashes when I remove my ice spirit. I can't do it without the game crashing. I can provide a save if that'll help you.

Something that could add to the complexity would be passive abilities for the various characters. They could drop just like techniques/skills and be equipped in a slot. There could be 3 for each character and you can only use 1 at a time. They'd be tailored to fit the classes playing styles. So for example, a passive ability for the Captain could be one that lets him survive with 1 HP when he'd normally die. Or one that causes The Reaper to gain an attribute boost when he strikes a killing blow on an enemy.

As far as the Captain goes, you could make it unique in that every one of it skills could be used instantly and you can continue your turn. So buffing the whole party and then attacking or focusing could be a thing. Currently Captain spends a turn buffing someone, then does it again, then focuses and tries to stay alive long enough to use the other abilities.

As for more powers, I'd say an ability that guarantees an ally a critical hit + extra accuracy would be good. One that grants an ally another turn. One that gives them extra attacks. Something that grants more max AP. A power that lets him take hits for weaker allies. An ability that gifts his current AP+ 2 to his ally, but sets his AP to 0. A final attack that fully heals and revives all allies, but kills him and removes him from the battlefield in an ultimate sacrifice.

I think the damage output on the gunner is fine, it's just that they're so much more consistent than everyone else.

The Preacher could use lower costs for healing, for sure.
 

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I think the game play is fine. It's only going to get better once you can form bonds with the other characters and get to know their stories.
That's such a relief. Thank you so much!

The town could be filled out a little, too. maybe there could be a training area where you can spend money to train a character's special attributes.

So enough cash could give you a counter chance%, health regeneration or raise your accuracy. It provides something to sink your money into that isn't items or gear. To balance it, you can cap the number of times this training can be bought for one character, so nobody gives themselves 100% regen. It adds an extra level of customization.
That's a great idea in concept, but sadly clashes with the socket system in place that provides similar boons at a high amount of freedom. I am unsure how many you found on your current playthrough, but their impact will be increasingly felt the better your equipment. Socket slots are increased the higher the rarity of the equipment, and rare equipment comes with the highest grade of sockets available (Gold) to allow for a multitude of boni to be stacked. That includes HP, AP, ATK, DEF, CRIT, HP Regen, AP Regen, elemental attributes, a mix of some and others. There's a lot of options!

That tree you pour dream dust could sure use an option to dump multiples on it at once though. You have to click it over and over again.
I didn't think someone would dump in a lot at once, but you're right I should give the option. I'll implement a way to fertilize the tree using more than one count of Dream Dust at once.

And yeah, it always crashes when I remove my ice spirit. I can't do it without the game crashing. I can provide a save if that'll help you.
I appreciate that, but I think I will be able to replicate the error on my own. The cause for the error is likely to be fairly straightforward if unexpected.

Something that could add to the complexity would be passive abilities for the various characters. They could drop just like techniques/skills and be equipped in a slot. There could be 3 for each character and you can only use 1 at a time. They'd be tailored to fit the classes playing styles. So for example, a passive ability for the Captain could be one that lets him survive with 1 HP when he'd normally die. Or one that causes The Reaper to gain an attribute boost when he strikes a killing blow on an enemy.
That's a neat idea, and I'll brainstorm possible passives!

As far as the Captain goes, you could make it unique in that every one of it skills could be used instantly and you can continue your turn. So buffing the whole party and then attacking or focusing could be a thing. Currently Captain spends a turn buffing someone, then does it again, then focuses and tries to stay alive long enough to use the other abilities.

As for more powers, I'd say an ability that guarantees an ally a critical hit + extra accuracy would be good. One that grants an ally another turn. One that gives them extra attacks. Something that grants more max AP. A power that lets him take hits for weaker allies. An ability that gifts his current AP+ 2 to his ally, but sets his AP to 0. A final attack that fully heals and revives all allies, but kills him and removes him from the battlefield in an ultimate sacrifice.
Letting the Captain use multiple buffs at once is one option I have. Another is increasing the amount of buff targets through the skill, either flat-out or at higher skill levels. All the skills you possess right now are at level 1, but higher level skills can be found and will increase the effect of each respective skill. Sadly, the higher skill levels are not part of the demo as of now.

I think the damage output on the gunner is fine, it's just that they're so much more consistent than everyone else.
That's true, although it's that consistency that has me wonder if it is too good.

The Preacher could use lower costs for healing, for sure.
Yes, you're right. I'll lower the cost of healing, as it is secondary in need to attacking. Lowering the cost of healing will also allow the Preacher to attack more often using its abilities.

Thank you for your extensive thoughts again! You really have been invaluable!
 

Biestmann

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Changelog v0.85.1

Classes


Preacher

  • Cost of Heal I-V reduced from 6AP -> 4AP
  • Cost of Cure I-V reduced from 4AP -> 3AP
System
  • The option to remove equipment will now show text rather than an empty box
  • Changed default animation speed from 1 -> 3
  • Improved optimization
  • Updated Credit section
Bug Fixes
  • Fixed the issue causing the game to crash upon equipment removal
  • Fixed incorrect skill images of Spirits

Thank you for your support!
 

MMMm

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You could safely eliminate the Practitioner's AP costs for techniques. The game has the Elementalist for when you want elemental magic and the Preacher for when you want holy/light magic.

This makes it the only caster who consumes TWO resources AND has high AP costs. If we're talking about dealing damage, the Hero, the Assassin and the Blood Driver can all do that better.

If they did have magic that's unique in not using any AP and instead costs HP, then they could get a spell that converts all their AP into HP. It makes it into even more of a glass cannon class as currently you're limited in the amount of spells you can cast, but you'd do so more often (and be more likely to get killed by a monster) otherwise.

Also, a typo in Poison Stab's description. It misspells poisonous as "poisoneous". Same thing for Poison Slash.
 

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You had made it to the Dragon the last time, have you made it in any further?

Edit: I found a critical bug removing state necessity for skills, so I cannot recommend downloading the current version. I'll fix the issue in a Hotpatch and implement the Pracitioner changes while at it.

You could safely eliminate the Practitioner's AP costs for techniques. The game has the Elementalist for when you want elemental magic and the Preacher for when you want holy/light magic.

This makes it the only caster who consumes TWO resources AND has high AP costs. If we're talking about dealing damage, the Hero, the Assassin and the Blood Driver can all do that better.

If they did have magic that's unique in not using any AP and instead costs HP, then they could get a spell that converts all their AP into HP. It makes it into even more of a glass cannon class as currently you're limited in the amount of spells you can cast, but you'd do so more often (and be more likely to get killed by a monster) otherwise.
The real kicker with the Practitioner's abilities are their unique attribute to take one charge level off the enemy. Doing so keeps them from using orange-tier skills, which will become ever more frequent on the Hard and Nightmare difficulty.

I'm intrigued by your suggestion, I think it is great! I My only concern is that the charge level removal will render single enemies defenseless on repeated Waste and Devour spam. Bosses possess an ability called Enrage, which automatically triggers when they are pushed to charge level 0 and brings it back to level 2, but common enemies do not have that luxury.

So ultimately, it comes down to a question of balance. Of course, having the class be underwhelming compared to its peers isn't ideal either, so I'll ponder on this and try to strike a good balance.

Also, a typo in Poison Stab's description. It misspells poisonous as "poisoneous". Same thing for Poison Slash.
Fixed, thank you!
 
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MMMm

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Hi. I haven't fought the dragon again. I'm training my other characters to see who I should use now. The elementalist seems really good for damage output. I'm comparing his strength to the Hero and seeing who should make up my final party. I'll be sure to test the Practitioner in the update, too.

The spam strategy would require having a dedicated character only healing the Practitioner the whole time. So that's someone who just sits back and uses items, or a Preacher who is tied up restoring one character. So it's not really much different from the usual strategy of having everyone attack and healing when needed.

Thanks for the hot patch. I downloaded the new version but now I'll wait until your patch to play more.
 

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have another character sheet! ill probably add some more details before i make my thread for this project
Every time the official RMWeb account makes a post, I think it's @Eliaquim writing it!

It's driving me crazy, but it's also wonderfully hilarious.
// Looks at Elfkisser, realizes he'd have to either install Windows 10 or compile it for Linux
// Didn't install Elfkisser.
Too much effort for a curiosity. :popcorn:
I was just high-fiving myself for all I've learnt in the engine, and how far I've come, only to forget to remove the Immortal state from a semi-scripted battle. Now the enemy never dies and I feel so smart >.>
Playtest your stuff. Always playtest.

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