RMMV Eternal Dreamers | Battle-Focused RPG | Update January 20th

Biestmann

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Cool. This is the update I've been waiting for. Looking forward to finding some bugs in this.
Hard mode is unlocked upon clearing the first difficulty mode. Have you done that? If not, I could always update the cheat NPC.
 

MMMm

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Sure, updating the NPC would be great.

I'd rather just play the game in hard mode from the start. It seems like that's the intended difficulty.
 

Biestmann

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Sure, updating the NPC would be great.

I'd rather just play the game in hard mode from the start. It seems like that's the intended difficulty.
It's not quite like that. The first area of hard mode will be about as difficult as the last area of normal mode. It's a linear progression up to that point. So unless you can beat normal mode on your own terms, hard mode might prove a challenge, alright. But I will provide the option for an unlock via the NPC, why not.
 

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Today's update once again is focused on balancing and reworking existing classes. This time around, we took another look at the Blood Driver and Ranger, both arguably the strongest two classes in the game.

The Blood Driver not only boosted outrageous combat abilities, but also incredible defensive potential thanks to its life steal abilities. We are shifting the class a tiny wee bit more towards the defensive side of things, while still retaining - though reining-in a little - its deadly combat potential.

The Ranger remains strong, but gains more combat utility thanks to newely introduced abilities. While efficiency was never a problem for the class, there were hardly any options to utilize, making it a stale class to play and use. This should no longer be the case, as the class now offers tons of new options and no more stance restrictions.

Additional changes as well as bug fixes can be found in the patch notes below:


Changelog v0.89

Areas
  • Quest modes now are seperated in the map selection screen.
    • Investigation: Find and stop the source of the infection!
    • Spirit Hunt: TBA
    • Tower: Ascend and reach the top of the Tower!
  • Spirit Hunt may already be unlocked, however, will only be made accessible in a future update
  • Seperated the Tower area and made it its own quest type
Items
  • Curer also heals 'Stunned', 'Silenced', 'Bound' and 'Bleeding' status effects
Classes


Blood Driver
  • Replaced Weakspot Cut with the new ability Razing Edge
    • Razing Edge (3AP) → Attacks and causes bleed on the targeted enemy; casts instantly, cannot miss
  • Bloody Harvest will reduce the user's charge level by one
  • Reaper Drive's aggro effect changed from +25% → +75%


Preacher
  • Cure also heals 'Stunned', 'Silenced', 'Bound' and 'Bleeding' status effects


Ranger
  • Added new abilities
    • Flame Round (3AP) → Burns the targeted enemy; casts instantly, cannot miss
    • Ice Round (3AP) → Freezes the targeted enemy; casts instantly, cannot miss
    • Shock Round (3AP) → Shocks the targeted enemy; casts instantly, cannot miss
  • Aim Mode hit rate has been changed from +100% → +20%
    • Aim Mode no longer removes Eagle Eye status effect when activated
  • Renamed Rapid Fire Mode → Rapid Mode
    • Rapid Mode now solely grants +20% critical rate
    • Rapid Mode no longer binds the user to his or her charge level at the time of activation
  • Bulletrain no longer requires Rapid Mode to be active
    • Bulletrain now can miss
  • Renamed Crippling Shot → Crippling Round
    • Crippling Round now casts instantly
    • Crippling Round can no longer miss
  • Eagle Eye effect changed from +66% hit rate → +15% attack
    • Eagle Eye no longer requires Rapid Mode to be active
    • Eagle Eye no longer blocks Aim Mode from use
Status Effects
  • Added new status effect 'Bleeding' → Unable to be healed by item or skill effects (2-3 turns)
Bug Fixes
  • The slot machine minigame in the casino now stretches across the whole screen

If you are interested in following the game more closely, take a look at our new Twitter or join our Discord server!
Thank you for your support!
 

Biestmann

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Dev: Hey, everyone! Today I want to give a small update on how v0.90 is coming along and the features and changes it will introduce to the game.

New Content

Hard Mode
The introduction of a new difficulty setting for all Investigation-type quests. Enemies will be stronger and yield new, rare equipment.

Spirit Hunt
An all-new quest type in which you challenge the might of elemental spirits. Eight difficulty settings will be available per spirit, raising the odds for rare elemental resistance units to drop the mightier the opponent.

Reworked Content

Battle System
In accordance with feedback I have received, the amount of active party members will be raised from 3 to 4 members. This will allow more options for party compositions and a more varied battle experience.

Tower
The difficulty of the Tower-type quest will be reworked to span from Normal to Hard to Nightmare difficulty. Climbing the Tower will be the grueling challenge now it was intended to be.

Release Date

As of now, all outlined content has been implemented. Next, extensive balancing and the tuning of values begins. December remains the planned release window for the update.

Dev: I hope you are looking forward to update 0.90v. It's been a long time coming, and will greatly diversify the content available in Eternal Dreamers. So long!
 

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Thank you very much! :D really enjoyed working on the logo for you.
 

Biestmann

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Hey, guys! A little update on the hard mode difficulty update: while I know I promised the update by the end of December, I have been adding a lot more things than anticipated to eliminate the need of many or any follow-up updates only a couple of days later. That way, nobody will have to download multiple versions and can enjoy something better right off the bat. I really should stop giving out dates, but I am close to satisfied with the upcoming release. Any day now!

In other news, I have begun to upgrade the art of all party members to fully drawn portraits with the help of an amazing artist. Below, you'll find the rough sketch for Sakia, our Manipulator! So long!

 

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Patch – February 12th

It is finally time! Today we are introducing the long-promised Hard Mode difficulty! But that is not all! The Spirit Hunt is on, pitting our heroes against the spirits of the elements! Coming with this update are many more quality of life changes and overall balance adjustments, ranging from classes to enemies to status effects and even the battle system itself.

Hard Mode is an all-new difficulty mode unlocked upon clearing the Normal Mode difficulty. Enemies have grown more ferocious and bigger in numbers, and will require powerful tools to overcome! Hence the introduction of rare equipment, all-powerful gear with unique special abilities dropping randomly from each and every enemy in this new difficulty mode. Will you be fortunate and make its power your own?

Moving on, the release of the Spirit Hunt marks the introduction of an all-new quest type! The cult of Zanasu and Ephalia – once your enemies – has come to offer its aid in your battle against the darkness. They believe that defeating evil will require the might of all of the elements. And so, they offer to summon forth powerful elemental spirits for you to defeat and gain their powers!

Additional changes as well as bug fixes can be found in the patch notes below:


  • Removed custom character creator as a satisfactory implementation of the system has proven too difficult
  • The created character will no longer be part of the party, however, remain as the player’s avatar
  • Added four templates for both sexes to choose from

  • Changed max amount of active party members from 3 -> 4
  • Adjusted party gauge gain, possibly subject to further changes
    • Take HP damage: 5
    • Deal HP damage: 5
    • Heal HP: 5
    • Take AP damage: 5
    • Deal AP damage: 5
    • Recover AP: 5
    • Killed party member: 50
  • Total hit rate is calculated by deducting the evasion rate of the target from the hit rate of the attacker
  • Evacuating from battle is now possible. When evacuating, all experience and item drops earned in battle will be kept

  • Added Hard Mode to all Investigation quest type areas
  • Added new quest type: Spirit Hunt
  • Slightly altered appearance of the Communications and the Garden area within the Hub
  • Adjusted the color of some elements of the Communications, Laboratory and Shelter area within the Hub
  • The teleporter in the Garden area is accessible without the need of pressing a button
  • Changed music of the Shelter area

  • Spirits can be summoned in 8 tiers using Spirit Fragments
    • Spirit Fragments will only be consumed upon successfully defeating the summoned spirit
  • Spirits drop elemental fragments and elemental resistance units of their own respective element

  • Rebalanced the difficulty of the Tower-type quest
    • Floor 1-25: Normal difficulty
    • Floor 26-50: Hard difficulty
    • Floor 50-60: Nightmare difficulty
  • Adjusted enemy droptable for floor 26-60
    • Enemies on floor 50-60 will drop Level II abilities until higher ability levels have been introduced

  • Spirit Fragments can no longer be exchanged for Play Token

  • Re-enabled Legend Summons
    • 24 items currently available
  • Graphically updated the Legend Summons screen

  • Removed Fashion category in response to the on-going update of the game’s character art
    • All Fashion items previously received from campaigns or milestone rewards have been removed
  • Armor no longer reduces actor speed. Instead, it lowers actor evasion by -10%
  • Renamed Boss Fragment → Spirit Fragment
  • Renamed Summoning Fragment → Goddess Fragment
  • Spirit Fragments and Goddess Fragments now drop in increased amounts the higher the difficulty of the area
    • Normal Mode: 1-12
    • Hard Mode: 7-24
    • Nightmare Mode: 23-36


General

  • Drastically reduced starting HP of all classes as well as HP growth potential
  • All classes have the same base chance to be targeted by enemy attacks
    • Total aggro rate of each character will be displayed in the status menu
  • Increased amount of EXP needed for a level-up

Hero
  • Justice Strike deals earth damage
  • Multislash deals earth damage
  • Shield Bash deals neutral damage

Blood Driver
  • Changed effect of the gauge ability Bloody Ensemble from Draw blood from one enemy on the field to recover 50% of the user’s own HP -> Draw blood from one enemy on the field to recover 25% of the user’s own HP
  • Bloody Harvest will no longer absorb dealt damage as HP
    • Reduced cost of Bloody Harvest from 6AP -> 4AP

Captain
  • Renamed Rally -> Inspiration
    • Changed the effect of the gauge ability Inspiration from Increase your party members’ charge level to maximum -> Every party member gains 1AP
  • Renamed Inspiration -> Rally
    • Changed the effect of Rally from Recovers 2AP of every actor within the party -> Increase an ally’s charge level by one and have them recover xAP
    • Reduced cost of Rally from 5AP -> 2AP
  • Removed the Rush ability

Manipulator
  • Changed effect of the gauge ability Polarizer from Increased effectiveness of healing items and abilities of all party members by 50% for three turns -> Increase duration of all common status effects inflicted on the target by one turn
    • Ability gauge cost reduced from 4 -> 3 gauge bar segments
  • Changed the effect of Power Charge from Charge your gauntlet to increase your attack and crit rate for 3 turns. Removes DEF buffs if applied -> Charge your gauntlet to increase your attack and crit rate for 3 turns. Removes Defense Charge if applied
  • Changed the effect of Defense Charge from Your gauntlet restores 25% HP of its user and raises defenses for 3 turns. Removes attack and crit buffs if applied -> Your gauntlet restores 25% HP of its user and raises defenses for 3 turns. Removes Power Charge if applied
  • Power Charge and Defense Charge can not be reapplied while the respective status effect is in effect

Assassin
  • The gauge ability Fatal Stab no longer has a hidden 33% chance to inflict Fearstruck on its target
    • Ability gauge cost raised from 5 -> 6 gauge bar segments

Preacher
  • Heal recovers 25% of the target at level I
  • Raised natural physical attack value

Practitioner
  • Reduced cost of Discourage from 4AP -> 3AP
  • Reduced cost of Fear from 4AP -> 3AP
  • Reduced cost of Soul Drain from 5AP -> 4AP
  • Raised natural physical attack value

  • Boss-type enemies can suffer status effects
    • Souldrain remains ineffective
  • Boss-type enemies no longer drop elemental fragments
  • Altered stat values and attacks of various enemies

  • Added Level II for 25 select abilities
  • Level II abilities are not available for the following abilities:
    • Counter, Fire Stance, Ice Stance, Ice Armor, Lightning Stance, Standby Drive, Reaper Drive, Encourage, Feartake, Shadow Cloak, SE Deductor, SE Redirect, Bind Hold, Magic Barrier, Aim Mode, Rapid Mode, Crippling Round, Flame Round, Ice Round, Shock Round, Discourage, Fear, Soul Drain

  • Added Manipulator-exclusiver Power Charge I-MAX and Defense Charge I-MAX status effects
    • Power Charge: ATK and MATK increased by 2X% & Critical rate increased by 15%
    • Defense Charge: Incoming damage reduced by 2X%
  • Status ailments e.g. Poison and Burned can reduce HP to 0
  • Raised the effect duration of Ablaze from 1-2 -> 2 turns
    • Changed the effect of Ablaze from -25% HP -> -5% HP
  • Raised the effect duration of Frozen from 1-2 -> 2 turns
  • Lowered the effect duration of Shocked from 2-3 -> 2 turns
  • Lowered the effect duration of Poisoned from 4-5 -> 2 turns
    • Changed the effect of Poisoned from -15% HP + -20% atk/matk -> Increased damage the longer the state remains applied
  • Raised the effect duration of Bound from 1-2 -> 2 turns
  • Lowered the effect duration of Bleeding from 2-3 -> 2 turns
  • Buffs and debuffs can be applied to an actor simultaneously now (e.g. Encouraged + Discouraged)
  • Lowered the effect duration of Encouraged from 3 -> 2 turns
    • Raised the attack and magic attack buff of Encouraged from 25% -> 35%
  • Lowered the effect duration of Fearless from 3 -> 2 turns
  • Lowered the effect duration of Lucky from 4 -> 2 turns
    • Changed the effect of Lucky from 25% crit rate + 15% hit -> 25% crit rate
  • Lowered the effect duration of Discouraged from 3 -> 2 turns
    • Raised the attack and magic attack debuff of Discouraged from -15% -> -35%
  • Lowered the effect duration of Fearstruck from 3 -> 2 turns
  • Lowered the effect duration of Unlucky from 3 -> 2 turns
    • Changed the effect of Unlucky from -25% crit rate + -15% hit -> -25% crit rate
  • Lowered the effect duration of Inner Warmth from 3 -> 2 turns
  • Changed the effect of Bloodrush from This characters may attack twice & critical rate increased by 25% -> 50% of physical damage is absorbed as HP
  • Changed the effect of Zombified from Character alive until the end of battle & max HP capped at 50% & poison immunity & 33% chance to use Strike[Dark] -> Character alive for two turns & poison immunity & use Strike[Dark]

  • Updated face bust of Sakia, Marlon and Anna
  • Slightly changed dialogue of Alexandra in the opening segment of the game
  • Changed dialogue of Eucreta when you talk to her for the first time
  • Updated dialogue of the Network attendant
  • Overhead dialogue of the store manager will disappear when accessing any store or deciding to talk to her in person
  • Overhead dialogue of Alexandra in the opening segment of the game will disappear when deciding to talk to her in person
  • Added more dialogue to when you first enter battle

  • Overhaul of the battle status screen
  • Overhaul of the battle results screen
    • Items found and experience gained will now be displayed on the same screen
  • Overhaul of the party display screens within the menu
  • Overhaul of the party management screen
  • Updated introductory Danger graphic for boss-type enemy spawns
  • Added new introductory Danger graphic for boss-type enemy spawns within the Tower-type quest
  • Added and rearranged music tracks
    • Added menu music
    • Updated the music player in the casino
    • Removed and replaced old quest select music
  • The Network counter now allows you to access the official website as well as connect to the Discord server
  • Adjusted size of the status and ability screen in the menu in accordance with the increased amount of active party members
  • Graphical overhaul of the character creation process
  • Overhaul of the story summary before the character creation process
  • General overhaul of the title screen
    • Removed social media buttons on the title screen
  • Windows no longer are transparent. Instead, they now appear solid
  • Updated several icons of items and status effects
  • Updated Credits
  • Updated the logo of the game
  • Updated the icon of the game
  • The game will start in fullscreen mode now
  • The game’s version number will no longer be displayed

  • Play Token no longer are consumable
  • Clouds now will show in the Hub area after the death screen
  • Autosave after death now occurs after Eucreta’s message, not before
  • Fixed position of Reiketsu not updating immediately after the use of Shadow Strike
  • Fixed collision issues in the garden area of the hub
  • Fixed various typos

  • The starting party has 3 active party members instead of 4. Please be sure to add a fourth before starting the first quest

  • Adding the Nightmare Difficulty
  • Adding additional story and lore sequences as well as dialogue
  • Further updates of character art

If you are interested in following the game more closely, take a look at our new Twitter or join our Discord server! Thank you for your support!


Download the newest version here!
 

Biestmann

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Patch – February 13th

Hey, everyone! Today we have just a very minor follow-up patch to yesterday’s large one! Upon death, you will now respawn in the medical center.


  • Added medical center to the Hub area
  • Slightly altered appearance of the Garden area within the Hub

  • Placed a friendly nurse in the medical center

  • Upon death, the player will respawn in the medical center

If you are interested in following the game more closely, take a look at our new Twitter or join our Discord server! Thank you for your support!


Download the newest version here!
 

MMMm

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Alright, I finished the game and unlocked hard mode. It was much tougher this time around, so good job with the balancing.

There's a handful of typos and bugs:

During the conversation with Alexandra, she says

"Please come back safe. Should things get bad, we'll warp you out immediatly."


There's a typo there.

In the dialogue with the matchup attendant, she says you'll "win a price" rather than "prize."

If you enter the elevator on the third floor, the shopping mall is misspelled as shopping "mile."


The Captain's encourage still lists it as working for 3 turns rather than 2.

Were the party members meant to have updated dialogue after you clear the city? They still had the same lines after the volcano was unlocked.

If you learn an ability, it unequips all of the player party's items for the people who learned new skills. I've also had equipment unequip on all my characters while shopping but I can't reliably duplicate it.


I got a profile error when opening the game. It said my profile can't be used because it's from a newer version of NW.js. et bug.png

The sniper doesn't use her gun in the animations for her bullet techniques.


A few plugin suggestions:

Here's a Japanese version of a character part creator. It's in Japanese but it seems to have ears parts selectable.

https://forum.tkool.jp/index.php?threads/プラグイン-キャラクターメイク.326/

Here's a plugin below you might like. It lets the player hold enter and fast forward during battles. It saves a lot of time during fights and makes gameplay go quicker.

http://mvplugins.com/plugin/Shoichiro/SSEP BattleSpeedUp


Yanfly battle ai core will let you make the battle AI for enemies who buff and heal their allies smarter. The fairies for example frequently cast heal on themselves when they're at full HP or buff their attack while it's already buffed. There's also a setting in the battle ai core to force the enemies to always attack party members who are at low HP, which would completely change how this game is played. It would let you give your bosses some allies who only ever buff and heal the boss and not themselves and make the regular enemies coordinate to take down the party.


A few thoughts on gameplay strategy and some ideas:



Being able to run from fights is really nice. There were a few times that I loaded the game and my characters sword was unequipped, but I was able to run, equip my gear and then go back into the fight.

The fact that enemies have elemental weaknesses makes the characters who use elements even more valuable.

I like that the characters all have means of dealing damage without needed to be in the front row. In the previous versions you'd spend a lot of time attacking, stepping back and then using an ability and repeating the process.

If I had known how valuable Lumen were, I'd have spent hours farming them. I always wondered why I never seemed to gather any Dream Essence. I ended the game with 3 of them. Well, Lumen drop it, and killing a few dozen of them will make things much, much easier for you.

In the end I never used the upgrade feature to improve weapons and armor as I always held off until I got to the next tier of gear. Higher tier gear can use better addons, such as silvers, as well as having extra slots and better stats. But I finished the game at level 15 so I didn't even see all the really good stuff.

If you spent the max amount of attack increases on raising the power of your weapons, then you could clear enemies much quicker, but upgrading low tier weapons means you miss out on the improved upgrades of the future weapons. Is there a way to salvage or remove weapon/armor upgrades? I'm under the impression that it's impossible. If I did this a second time, I'd have just farmed Lumens and then maxed out a set of tier 6 weapons and armor.


I did one spirit hunt but questioned what the point was. The only thing available to buy as a reward was those elemental boost earrings. Am I meant to grind on encounters to get 10 points to fight the spirit, then I'm meant to fight this same guy 5 times just to buy 1 earring? The spirit is way too powerful to justify that.

I preferred the spirit eggs in the previous versions over this current incarnation. The spirits don't immediately give stat bonuses anymore and their powers are really weak. I think I did less than 200 points of damage with the lightning spirit's attack, and it cost 10 gauge points.


The level requirements take a lot of the fun out of getting rare drops. I don't really care at all if I loot a powerful weapon since I know I'll have to grind the character to meet the requirements anyways to equip it. Added to the fact that characters you aren't using in battle don't gain EXP, it means you have to work pretty hard to train anyone you haven't touched yet and that means bringing them into tough areas where they don't have high quality gear or levels.

I liked being able to create a custom character. Perhaps instead of having the player avatar be unable to fight, they'll be allowed to play a custom mimic class? You could be given the ability to learn any class' abilities and use a special shape shifting weapon, but you're limited to only learning a set number of abilities and thus can't copy all of them.


This will enable the player to have something special about them while not taking away from the other classes or replacing them. There could be a shop next to the beauty salon where the player avatar learns their skills in exchange for ability fragments. It would give a reason why the player is unique and they're leading the expedition rather than just having you play as one of the other characters.




Because finishing a "round" of enemies and starting the next wave doesn't give your party the +2 AP that they get from everyone having a turn in a fight, you're heavily encouraged to use cheap, low cost attacks to finish off enemies and conserve points. It means expensive and orange attacks have a much higher cost than they seem. The cost to use an orange attack is -2 AP from needing to attack, + having to then use the attack. After that, your character is in the back row and probably doesn't have enough AP to attack or use any abilities, so they're forced to focus.

Meanwhile, you earn +2 AP on the end of every round and you could just keep attacking basically for free. Also, if you finish a round with 0 AP, the enemies will all get free strikes on your characters while you have to focus up so you can fight back. Not to mention you'll deal more damage in the long run with basic attacks than you will for having used expensive orange attacks. The orange moves aren't balanced with this in mind, so there are some with weak effects that don't match up to multiple basic attacks.

So the criteria that I choose characters is based on a strategy where I want useful abilities at low costs that help end rounds with my characters having mostly full AP and which are strong in boss battles.

Here's my thoughts on all the characters and a few suggestions about them.


Monolith is the greatest character in this game. He's got offense, he's got defense. Since you need to waste a turn attacking to get back to the front row after each cast of the orange dark magics, they won't see as much use, but the spells are pretty effective. The HP cost can easily be mitigated by keeping a healer/having someone toss items.

Perhaps Soul Drain could instead just do a large amount of damage to a boss? There's never a good time to use this technique since every boss resists it. The cost is pretty high too so usually in regular battles you could just use waste a couple of times on an enemy and kill them. It's really the only one of Monolith's attacks that isn't any good.


The Hero class is okay, he just suffers from the fact that his skills are balanced around a play style where you always have his gauge ability activated. It means less gauge points to go around and there's better things to spend it on. If you play the hero, you base your whole strategy around him. It gives him less synergy with other classes that have good gauge abilities because you won't use them both in the same party.

The Elementalist is the best class in the game. His entire strategy is based around giving himself enhanced strikes and his healing power is top notch. So it doesn't matter if you use up his AP with elemental dances, because all he's meant to do is just hit people anyways. My only complaint is that using basic attacks every turn is boring and it would be nice if he had more variety in his attacks, but he's very solid as is.

The elementalist could really use some more attacks. The class' gameplay is basically basic attacking a lot and then occasionally using an expensive ability. All the other classes get to do something interesting every few turns but really the best way to play this guy is to save up all your AP, attack a lot and then heal if needed.



The preacher suffered in this class rebalance a bit. She's most useful for being able to cast attack magic at a low cost. Her healing abilities are essentially just the cheapest items in the game but they cost AP instead. Besides her gauge ability and the light magic, she could be replaced by anyone for very little cost. Anyone can use healer 1s and curers and they don't consume any AP to do so. She would benefit from her healing powers not using up her turn, as that's something items can't do.

Or if her healing was 25% + magic attack x (x amount), so her stats matter for something other than using light magic. Or if her healing provided a "barrier" effect where it'll give you temporary health to block damage from future attacks. She gets less and less useful as the game goes on. There are some basic enemies who can kill a character in 2 or 3 hits and her healing can't keep up with that.


The Assassin has always been pretty mediocre, mainly because her skills are very expensive for little payoff. Her poison seems to have been over nerfed to the point where it's useless against non bosses. I've seen it do as little as 25 points of damage on regular enemies and testing it against a boss in the forest it did 100.

Poison has a bit more use against bosses but it still deals very little damage and overall you don't want to waste time poisoning basic enemies. This is because your characters can easily kill basic monsters AND the monsters hit so hard that a stall strategy will hurt you more than ending them fast. You might as well save all of your AP for when it matters most, the last fight.

There's never a situation where you want to hide, because the enemies hit so hard that the only thing preventing the party from being KOed is everyone equally being a target. If you have a 1 in 4 chance of being hit, that spreads the damage out equally to all of your party members unless you get bad RNG and the enemies randomly focus on the same person. If one person is selfish, the other characters WILL get hit more and likely die. Even in a situation where you're injured, a healer 2 only costs 250 coins and heals a party member for 50% of their health.

Her double attack ability has some potential but at 8 points? Realistically you won't get much use out of that, especially since it's an orange attack. She has a stun which can skip a target's turn, but the Manipulator can do that cheaper and more reliably. The poison slash is another orange attack that could be good, but then the Hero and Monolith are both better at the hit everyone at once game for more damage and a better payoff. The poison stab is the best ability. It has a fair cost and a balanced effect, though poison could stand to be stronger.

All in all, this character would greatly benefit from the use of Yanfly's auto passive states plugin. You could give her a passive ability that gives her an excellent damage bonus against poisoned/targets suffering from a status ailment. It gives her synergy with the other status causing classes. Or maybe as an assassin, she could have a random chance to cause instant death to targets when she hits them. If the effect activates on a boss, it could just do a critical hit. Perhaps even a coup de grace attack that auto criticals/kills electrified/frozen enemies.

The Sniper had a rebalance and instead of being a burst damage class is now an excellent tool to cause status ailments. Well balanced and has excellent effects. The attacks all being blue makes this class very viable. The expense of bullet rain makes it not especially useful for the cost so I always just use strikes.

As far as expanding the class, maybe the sniper could learn abilities that give them special bonuses against certain enemy types? Or some more debuffs, like a spotter ability that points out an enemy's weakness and causes the next attack against them to be a critical. The class itself just serves to debuff and attack occasionally now so it would be good for them to have more stuff to do in a fight.

Captain would be much better if he got a power boost from the amount of people he's buffing or his buffs lasted longer + hit multiple targets. He could even get the ability to intercept attacks for allies. Or if his attack power got greater the lower his health becomes. Anything to give his class some personality. Or if he had a healing power. He's totally not worth using as is.

Buffs that last for only 2 turns aren't nearly valuable enough to cost 4 points, especially compared to Monolith's ability to debuff an enemy for 2 turns. Debuffing an enemy's defense is basically the same thing as boosting the entire party's attack power. I never used the Captain because of this. His defense buff is even worse since a party member only has a 1 in 4 chance of being attacked so you'll either get very little use out of the buff and it'll expire before you get attacked, or you'll very rarely get to use it.

And his buffs are mechanically the same as the defense/attack boost items. But you don't spend 4 AP using one of those. Granted he can cast 2 buffs in 1 turn, but instead of taking a guy who only has the power to enhance other people, I could just use someone who deals damage on his own.

On a side note, a major weakness of buffs in this battle system is that slow characters who use them are heavily punished. At the end of the "round" all statuses proc and count down. For example having the preacher use an attack boost on the Elementalist who has already had a turn means that the buff now only has 1 turn left on it after preacher ends her turn. For this reason, the Captain needs to be balanced to be the fastest character in the game, otherwise you're better off just throwing buff items on the Assassin, because Captain's too slow to get the full benefit out of buffing faster characters than himself.

The Manipulator just sorta exists. The other classes are more flashy but it has some unique effects. Negative status effects don't last long enough to be worth curing in most cases. She's notable for being better at self buffing than the Captain is, at a lower cost and with special effects Captain doesn't get. The magic barrier is really sweet. The fact that it doesn't expire until you get hit by magic is fantastic.


Perhaps she would be more useful if her status absorbing power took ailments from all allies and then she could redirect them to all enemies? You really don't care about debuffing or statusing basic enemies anyways when you could just be killing them. Or if absorbing a status ailment gave her a positive benefit.

IE, Absorb poison and get health regen. Absorb a lightning effect and now you resist lightning and perform lightning attacks.

Would really make the Manipulator want to absorb status ailments. This character is still way better than the assassin and the captain.


Blood Driver could benefit from Reaper Drive having a guaranteed enemy attack chance. Granted it's already a 75% chance, but as it is you're just hoping your enemies actually strike the character for the cost of losing out on 1 AP. It's gambling. Meanwhile the other abilities allow you to deal guaranteed damage and you power them with AP. This attack might be more worth using if it offered some extra self buffing benefits but as it stands you have to depends on luck.

Granted, with the AP regen addon you can negate the negative side effect, but you don't come upon those very easily. And if one does drop, it's going to be from a Lumen, but you won't be able to use it until you have Tier 5 armor, as it's a silver, not a bronze.


Razing edge is a nice and gimmicky ability, letting you attack 3 times in 1 turn. Bloody Harvest is nice and I only wish it lasted longer. It is pretty nice that there are multiple ways to regain HP with this class. If bleeding did percentile damage over time, then I'd play this character. Otherwise, I just don't have room for her on the team with other characters being better.




All in all your game is fun. Thanks for making it. I enjoyed playing it.
 

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Alright, I finished the game and unlocked hard mode. It was much tougher this time around, so good job with the balancing.
First of, thank you so much for taking your time once again to play through the game. I really, really appreciate it. And I am happy to see you struggled more this time around despite having an additional party member at your disposal.

Being the first person to reach the final boss, how would you rate the difficulty of the fight?

There's a handful of typos and bugs:

During the conversation with Alexandra, she says

"Please come back safe. Should things get bad, we'll warp you out immediatly."

There's a typo there.

In the dialogue with the matchup attendant, she says you'll "win a price" rather than "prize."

If you enter the elevator on the third floor, the shopping mall is misspelled as shopping "mile."

The Captain's encourage still lists it as working for 3 turns rather than 2.
Good eye! I will correct all the typos.

Were the party members meant to have updated dialogue after you clear the city? They still had the same lines after the volcano was unlocked.
As of now, no new dialogue unlocks when you unlock the volcano. However, I will be adding more dialogue for everyone as a focus of the next few updates.

If you learn an ability, it unequips all of the player party's items for the people who learned new skills. I've also had equipment unequip on all my characters while shopping but I can't reliably duplicate it.

I got a profile error when opening the game. It said my profile can't be used because it's from a newer version of NW.js. View attachment 109677
These two are really grave bugs, and I cannot say I ever encountered either during playtesting. So this is strange and concerning for me to hear. It will take some time looking into for me to figure out what happens there for you and why. In the meantime, I apologize for the annoyance the bugs must have caused you.

The sniper doesn't use her gun in the animations for her bullet techniques.
I will fix this for the next update.

A few plugin suggestions:

Here's a Japanese version of a character part creator. It's in Japanese but it seems to have ears parts selectable.

https://forum.tkool.jp/index.php?threads/プラグイン-キャラクターメイク.326/

Here's a plugin below you might like. It lets the player hold enter and fast forward during battles. It saves a lot of time during fights and makes gameplay go quicker.

http://mvplugins.com/plugin/Shoichiro/SSEP BattleSpeedUp


Yanfly battle ai core will let you make the battle AI for enemies who buff and heal their allies smarter. The fairies for example frequently cast heal on themselves when they're at full HP or buff their attack while it's already buffed. There's also a setting in the battle ai core to force the enemies to always attack party members who are at low HP, which would completely change how this game is played. It would let you give your bosses some allies who only ever buff and heal the boss and not themselves and make the regular enemies coordinate to take down the party.
Thank you for taking the time to look into suitable plugins for the game! I will check out the speed up plugin, and look further into Yanfly's battle ai core. Regarding the character creator, however, I share my thoughts below.

A few thoughts on gameplay strategy and some ideas:

Being able to run from fights is really nice. There were a few times that I loaded the game and my characters sword was unequipped, but I was able to run, equip my gear and then go back into the fight.

The fact that enemies have elemental weaknesses makes the characters who use elements even more valuable.

I like that the characters all have means of dealing damage without needed to be in the front row. In the previous versions you'd spend a lot of time attacking, stepping back and then using an ability and repeating the process.

If I had known how valuable Lumen were, I'd have spent hours farming them. I always wondered why I never seemed to gather any Dream Essence. I ended the game with 3 of them. Well, Lumen drop it, and killing a few dozen of them will make things much, much easier for you.

In the end I never used the upgrade feature to improve weapons and armor as I always held off until I got to the next tier of gear. Higher tier gear can use better addons, such as silvers, as well as having extra slots and better stats. But I finished the game at level 15 so I didn't even see all the really good stuff

If you spent the max amount of attack increases on raising the power of your weapons, then you could clear enemies much quicker, but upgrading low tier weapons means you miss out on the improved upgrades of the future weapons. Is there a way to salvage or remove weapon/armor upgrades? I'm under the impression that it's impossible. If I did this a second time, I'd have just farmed Lumens and then maxed out a set of tier 6 weapons and armor.
Great to hear your thought process while going through the game! Lumen are indeed very valuable, but very hard to come by. So farming them could go either way. You mention later you found an AP/Regen+, which I can say is incredibly lucky knowing the drop rate for it.

As of now, there is no way to remove amplifiers from a piece of gear. So that investment is permanent. However, you can recycle the item and hope to get some of it back. Generally, you are meant to recycle items you find in order to keep up with your upgrades.


I did one spirit hunt but questioned what the point was. The only thing available to buy as a reward was those elemental boost earrings. Am I meant to grind on encounters to get 10 points to fight the spirit, then I'm meant to fight this same guy 5 times just to buy 1 earring? The spirit is way too powerful to justify that.
Being a new system, I expected it to be very rough around the edges. So getting feedback like this is very important. Fighting spirits is something you are meant to do every now and then whenever you have gathered enough Spirit Fragments. They drop pieces for the earrings, but also elemental resist units. Using both of these tools will make encounters quite a bit easier, especially later on. I understand that spirits are too difficult to defeat right now, but given the option of multiple difficulty settings, and that Spirit Fragments are not consumed on loss, I would like to keep the difficulty in tact. Right now, I am thinking of drastically reducing their HP on the other hand. That way, it will stay a challening, but become a much shorter fight.


I preferred the spirit eggs in the previous versions over this current incarnation. The spirits don't immediately give stat bonuses anymore and their powers are really weak. I think I did less than 200 points of damage with the lightning spirit's attack, and it cost 10 gauge points.
Yes, spirits have lost a lot of value since the introduction of gauge abilities for all classes. Therefore, I am likely to remove the gauge cost for spirit attacks entirely, and have them come with a once-per-battle use instead.

The level requirements take a lot of the fun out of getting rare drops. I don't really care at all if I loot a powerful weapon since I know I'll have to grind the character to meet the requirements anyways to equip it. Added to the fact that characters you aren't using in battle don't gain EXP, it means you have to work pretty hard to train anyone you haven't touched yet and that means bringing them into tough areas where they don't have high quality gear or levels.
I agree with you. While I introduced the level requirement to make gear more wholesome, I don't want it to take away from the joy of finding new gear. So therefore, I will be removing level requirements with the next update.

I liked being able to create a custom character. Perhaps instead of having the player avatar be unable to fight, they'll be allowed to play a custom mimic class? You could be given the ability to learn any class' abilities and use a special shape shifting weapon, but you're limited to only learning a set number of abilities and thus can't copy all of them.

This will enable the player to have something special about them while not taking away from the other classes or replacing them. There could be a shop next to the beauty salon where the player avatar learns their skills in exchange for ability fragments. It would give a reason why the player is unique and they're leading the expedition rather than just having you play as one of the other characters.
The decision to remove the character creator wasn't an easy one to make. After all, I had poured a lot of time into it. However, with the introduction of drawn portraits, the allure of having your own character dwindles without one. Coupled with a lot of compatibility and other issues, I sadly have decided not to have the system return. Instead, the character options I provided will receive their own portraits and therefore gain a lot of personality in the process.

Because finishing a "round" of enemies and starting the next wave doesn't give your party the +2 AP that they get from everyone having a turn in a fight, you're heavily encouraged to use cheap, low cost attacks to finish off enemies and conserve points. It means expensive and orange attacks have a much higher cost than they seem. The cost to use an orange attack is -2 AP from needing to attack, + having to then use the attack. After that, your character is in the back row and probably doesn't have enough AP to attack or use any abilities, so they're forced to focus.

Meanwhile, you earn +2 AP on the end of every round and you could just keep attacking basically for free. Also, if you finish a round with 0 AP, the enemies will all get free strikes on your characters while you have to focus up so you can fight back. Not to mention you'll deal more damage in the long run with basic attacks than you will for having used expensive orange attacks. The orange moves aren't balanced with this in mind, so there are some with weak effects that don't match up to multiple basic attacks.

So the criteria that I choose characters is based on a strategy where I want useful abilities at low costs that help end rounds with my characters having mostly full AP and which are strong in boss battles.
That's very interesting, and gives me something to think about. Generally, would you prefer orange abilities to have lower costs, or more powerful effects to make their high costs worthwhile?

Here's my thoughts on all the characters and a few suggestions about them.
As a before, it's always so interesting to see other people's takes on classes. Personally, I would never have arrived at some of the following conclusions while playing through the game myself, simply because everyone plays games differently.

Monolith is the greatest character in this game. He's got offense, he's got defense. Since you need to waste a turn attacking to get back to the front row after each cast of the orange dark magics, they won't see as much use, but the spells are pretty effective. The HP cost can easily be mitigated by keeping a healer/having someone toss items.

Perhaps Soul Drain could instead just do a large amount of damage to a boss? There's never a good time to use this technique since every boss resists it. The cost is pretty high too so usually in regular battles you could just use waste a couple of times on an enemy and kill them. It's really the only one of Monolith's attacks that isn't any good.
I am glad to hear Monolith is satisfying to use now. I struggled a lot designing and balancing the class around the HP costs of its abilities. Even so, it is true that Soul Drain in its current incarnation doesn't see many opportunities to be used. How about making it an ability that works exclusively on bosses? That way, Monolith would gain some additional surviveability when most needed.

The Hero class is okay, he just suffers from the fact that his skills are balanced around a play style where you always have his gauge ability activated. It means less gauge points to go around and there's better things to spend it on. If you play the hero, you base your whole strategy around him. It gives him less synergy with other classes that have good gauge abilities because you won't use them both in the same party.
I designed the Hero to be a very straightforward class, which is reflected in its gauge ability. He's a bit plain, but I probably won't tinker too much with him going forward.

The Elementalist is the best class in the game. His entire strategy is based around giving himself enhanced strikes and his healing power is top notch. So it doesn't matter if you use up his AP with elemental dances, because all he's meant to do is just hit people anyways. My only complaint is that using basic attacks every turn is boring and it would be nice if he had more variety in his attacks, but he's very solid as is.

The elementalist could really use some more attacks. The class' gameplay is basically basic attacking a lot and then occasionally using an expensive ability. All the other classes get to do something interesting every few turns but really the best way to play this guy is to save up all your AP, attack a lot and then heal if needed.
Despite its many combat options, it is true the Elementalist can feel a bit boring to play. I completely agree with you on that. It has been difficult to balance him while giving him a satisfying amount of options. I was thinking of reworking its gauge ability to be something other than a powerful attack, but I am not sure. This one's always a struggle!

The preacher suffered in this class rebalance a bit. She's most useful for being able to cast attack magic at a low cost. Her healing abilities are essentially just the cheapest items in the game but they cost AP instead. Besides her gauge ability and the light magic, she could be replaced by anyone for very little cost. Anyone can use healer 1s and curers and they don't consume any AP to do so. She would benefit from her healing powers not using up her turn, as that's something items can't do.

Or if her healing was 25% + magic attack x (x amount), so her stats matter for something other than using light magic. Or if her healing provided a "barrier" effect where it'll give you temporary health to block damage from future attacks. She gets less and less useful as the game goes on. There are some basic enemies who can kill a character in 2 or 3 hits and her healing can't keep up with that.
Good points, so I think I will go ahead and make Heal as well as Cure not use up a turn on use, coupled with a potential reduction in cost. Her Heal and even Cure become more powerful on higher ability levels, mind. So for now I will make that change, and see how that changes the usefulness of the class.

The Assassin has always been pretty mediocre, mainly because her skills are very expensive for little payoff. Her poison seems to have been over nerfed to the point where it's useless against non bosses. I've seen it do as little as 25 points of damage on regular enemies and testing it against a boss in the forest it did 100.

Poison has a bit more use against bosses but it still deals very little damage and overall you don't want to waste time poisoning basic enemies. This is because your characters can easily kill basic monsters AND the monsters hit so hard that a stall strategy will hurt you more than ending them fast. You might as well save all of your AP for when it matters most, the last fight.

There's never a situation where you want to hide, because the enemies hit so hard that the only thing preventing the party from being KOed is everyone equally being a target. If you have a 1 in 4 chance of being hit, that spreads the damage out equally to all of your party members unless you get bad RNG and the enemies randomly focus on the same person. If one person is selfish, the other characters WILL get hit more and likely die. Even in a situation where you're injured, a healer 2 only costs 250 coins and heals a party member for 50% of their health.

Her double attack ability has some potential but at 8 points? Realistically you won't get much use out of that, especially since it's an orange attack. She has a stun which can skip a target's turn, but the Manipulator can do that cheaper and more reliably. The poison slash is another orange attack that could be good, but then the Hero and Monolith are both better at the hit everyone at once game for more damage and a better payoff. The poison stab is the best ability. It has a fair cost and a balanced effect, though poison could stand to be stronger.

All in all, this character would greatly benefit from the use of Yanfly's auto passive states plugin. You could give her a passive ability that gives her an excellent damage bonus against poisoned/targets suffering from a status ailment. It gives her synergy with the other status causing classes. Or maybe as an assassin, she could have a random chance to cause instant death to targets when she hits them. If the effect activates on a boss, it could just do a critical hit. Perhaps even a coup de grace attack that auto criticals/kills electrified/frozen enemies.
That's a lot of feedback on the Assassin, and I am mindful of everything you said. I might rethink my approach to the class, although it is too early for me to comment on what changes will be made. On note of the poison status, I want to point out that the Manipulator's Polarizer ability is capable of extending its duration. Doing so on bosses can cause massive damage over the span of a few turns, as the damage will keep on rising exponentially.

The Sniper had a rebalance and instead of being a burst damage class is now an excellent tool to cause status ailments. Well balanced and has excellent effects. The attacks all being blue makes this class very viable. The expense of bullet rain makes it not especially useful for the cost so I always just use strikes.

As far as expanding the class, maybe the sniper could learn abilities that give them special bonuses against certain enemy types? Or some more debuffs, like a spotter ability that points out an enemy's weakness and causes the next attack against them to be a critical. The class itself just serves to debuff and attack occasionally now so it would be good for them to have more stuff to do in a fight.
While I think the Ranger is serviceable right now, I know what you mean. I will think about ways to expand on its options in combat.

Captain would be much better if he got a power boost from the amount of people he's buffing or his buffs lasted longer + hit multiple targets. He could even get the ability to intercept attacks for allies. Or if his attack power got greater the lower his health becomes. Anything to give his class some personality. Or if he had a healing power. He's totally not worth using as is.

Buffs that last for only 2 turns aren't nearly valuable enough to cost 4 points, especially compared to Monolith's ability to debuff an enemy for 2 turns. Debuffing an enemy's defense is basically the same thing as boosting the entire party's attack power. I never used the Captain because of this. His defense buff is even worse since a party member only has a 1 in 4 chance of being attacked so you'll either get very little use out of the buff and it'll expire before you get attacked, or you'll very rarely get to use it.

And his buffs are mechanically the same as the defense/attack boost items. But you don't spend 4 AP using one of those. Granted he can cast 2 buffs in 1 turn, but instead of taking a guy who only has the power to enhance other people, I could just use someone who deals damage on his own.

On a side note, a major weakness of buffs in this battle system is that slow characters who use them are heavily punished. At the end of the "round" all statuses proc and count down. For example having the preacher use an attack boost on the Elementalist who has already had a turn means that the buff now only has 1 turn left on it after preacher ends her turn. For this reason, the Captain needs to be balanced to be the fastest character in the game, otherwise you're better off just throwing buff items on the Assassin, because Captain's too slow to get the full benefit out of buffing faster characters than himself.
Thank you for the lengthy introspective into the Captain class. I am dedicated to having it stay true to its supportive nature, so I think making all its buffs party-wide will be a good start, coupled with the increase in speed that you rightfully ask for.

The Manipulator just sorta exists. The other classes are more flashy but it has some unique effects. Negative status effects don't last long enough to be worth curing in most cases. She's notable for being better at self buffing than the Captain is, at a lower cost and with special effects Captain doesn't get. The magic barrier is really sweet. The fact that it doesn't expire until you get hit by magic is fantastic.

Perhaps she would be more useful if her status absorbing power took ailments from all allies and then she could redirect them to all enemies? You really don't care about debuffing or statusing basic enemies anyways when you could just be killing them. Or if absorbing a status ailment gave her a positive benefit.

IE, Absorb poison and get health regen. Absorb a lightning effect and now you resist lightning and perform lightning attacks.

Would really make the Manipulator want to absorb status ailments. This character is still way better than the assassin and the captain.
Your ideas for the Manipulator are very intriguing. Honestly, I don't know if my abilities in the coding department are good enough to pull them off. I'll see what I can do. In the meantime, I like the idea of SE Redirect targeting all enemies. I will look into that change and see how it pans out. My only concern is that it would be too powerful, especially if used on effects like stun.

Blood Driver could benefit from Reaper Drive having a guaranteed enemy attack chance. Granted it's already a 75% chance, but as it is you're just hoping your enemies actually strike the character for the cost of losing out on 1 AP. It's gambling. Meanwhile the other abilities allow you to deal guaranteed damage and you power them with AP. This attack might be more worth using if it offered some extra self buffing benefits but as it stands you have to depends on luck.

Granted, with the AP regen addon you can negate the negative side effect, but you don't come upon those very easily. And if one does drop, it's going to be from a Lumen, but you won't be able to use it until you have Tier 5 armor, as it's a silver, not a bronze.

Razing edge is a nice and gimmicky ability, letting you attack 3 times in 1 turn. Bloody Harvest is nice and I only wish it lasted longer. It is pretty nice that there are multiple ways to regain HP with this class. If bleeding did percentile damage over time, then I'd play this character. Otherwise, I just don't have room for her on the team with other characters being better.
It seems the Blood Driver is close to being perfected then, which is a relief. Her rework took a lot of thinking and tinkering on my part. I will address your concerns and buff the Reaper Drive and Bloody Harvest with the next update.

All in all your game is fun. Thanks for making it. I enjoyed playing it.
Thank you for the praise! I will work hard to make the game even more enjoyable. In the next few months, I will be adding the Nightmare difficulty, expand on the story and lore of the game, and make it easier on the eye with several pieces of art and so forth. I hope you will be along for the ride.

Thank you so much!
 

Biestmann

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@MMMm

I had other people playtest the demo, and none encountered the profile error you did. Of course, that didn't precisely help me figure out the root of the issue. After some further research, it turned out players of other RPGMaker games face the same issue occasionally. Another developer provided the following explanation and fix for the issue:
Yes this error is not related to the game actually at all, so it won't impact the game. The issue runs far deeper than this game actually.

This is due to your NW JS version having been changed at one point and then changed again after that. This is actually on your system and reinstalling/deleting the game won't fix it as the problem persists in your appdata, especially if you play multiple RPG Maker games by multiple people it may cause this if people play around with NW JS files. That said I'll fix this in the next patch, because this sort of a problem shouldn't even rise to begin with.


For now, to fix this error click your file explorer and type in

%LOCALAPPDATA%/ (You can also go to users/*your user name*/Appdata/Local to achieve same effect)

Then go into KADOKAWA\RPGMV\User Data\Default

and delete both Web Data and Web Data-journal. After this the NW JS gets updated when the game is ran again and the error will dissapear.
Furthermore, I strongly suspect that the involuntary unequipping of gear that troubled you is caused by the above error messing with the level requirement plugin. Either way, none of the other playtesters had the issue occur.
 

MMMm

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Another developer provided the following explanation and fix for the issue:
Ah, I see. I'll try that. Thank you for the information.

I'm doing another play through of your game and compiling my thoughts. I'll have a response for the questions you asked before when I finish.
 

Biestmann

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A little update on the upcoming patch:

  • A slight retooling of the Assassin class is currently in progress. No definite changes yet, however, it is likely Shadow Cloak will be removed and the stealth status effect be applied after the use of an existing or new offensive ability. The exact effect of stealth may also change to make it more appealing
  • There is a bug that transports the player to the medical center after clearing a mission successfully. This is not intended, and I hope to find the source of the issue in time for the next release
  • Anna's character bust needs a bit more time in the oven

So long!
 

Biestmann

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Hey, everyone! Anna is fully colored and ready for action! This time around, I would like to show off the different bust variations that will be used to convey specific emotions during conversations with the NPC. Anna is in a good mood! Anna is sad? Anna is... wait... stay away from me!



Next up, Monolith...
 

Sauteed_Onion

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Hehe, that 3rd one looks like she's ready to slam dunk ala Michael Jordan style!
P.S.

FREAKING AMAZING ART!
 

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