Eternal Dreamers | Battle-Focused RPG

MechScapeZH

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With this party you should be able to take it more or less easy. Natsume's Ice Shot can freeze the last enemy and allow you to rest to a certain extent. She has to use Focus every turn and will recover AP very slowly, but other party members can use focus and gain their AP back. If you do not recover and heal before the mid-boss you are going to have a hard time dealing with it.

Since enemies start getting tougher, you are supposed to start micro-managing your party resources as you go on, otherwise they will annihilate you (even if the toughest fight I had so far was the boss at the tower, lvl 35...it was VERY tough).
Currently, players generate a lot of money, so I wanted to give them another place to empty their pockets. Of course, if sympathy levels are too easily or strenuously acquired, I will make the necessary adjustments. It will likely take a couple of updates to get that just right.



Seems @Heirukichi has given you good advice already. Natsu's freeze ability can be very powerful against boss-type enemies. Additionally, if you feel you lack in defensive power, I would recommend substituting Monolith for the Captain. Monolith struggles in long stages due to the need to manage his HP, and his Waste ability can cause the boss to repeatedly cast Enrage and spam powerful abilities. Meanwhile, Forest will enhance your offense and defense both as well as ease your AP management. I think making this a fight of attrition might be the better call.
Thanks to both of you- I'll try it again later. :)
 

Finnuval

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Currently, players generate a lot of money, so I wanted to give them another place to empty their pockets. Of course, if sympathy levels are too easily or strenuously acquired, I will make the necessary adjustments. It will likely take a couple of updates to get that just right.
Yeah that's probably going to be a balancing act all on its own ;)
Perhaps one way to go about it is having standard gifts and personal ones, where the standard ones Will level up affinity only to a certain point and personal gifts actually take it to the next level? I dunno Just spouting ideas here haha im sure you'll figure it out in time :)
 

Biestmann

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Hey, everyone! Just a teeny-weeny update today. The next character in line to receive proper art treatment will be Reiketsu!
To help the artist, I always draw a rough sketch of the pose I'd like the respective character to take. Have a look!



This should give you a rough idea on what to expect, and also as to why I have to commission art from other people. Michelangelo, I am not!
So long!
 

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Their first meeting was in college. An absorbed Eucreta was working quietly and diligently on a paper not nearly due just yet. Alexandra, passing by, took a glance at Eucreta's material, spotting things of great interest and mystery to her. 'Excuse me', she said, 'What is it you are working on?'

Indeed Alexandra had always been a curious person, a quality that she had used to grow her knowledge but also as a person. But this curiousity could prove overbearing for some, and not really grasping why, Alexandra was left on her own many times over. Even Eucreta was left speechless at her brusque entry, but couldn't find it in her to be annoyed. Something saw her drawn to her then already, a bit mystified of those feelings.

To Eucreta, there was nothing that could not be explained by a set of rules, even if it meant breaking them and putting them back together. Pose a problem, she would find the solution. But those feelings then, she wouldn't be able to explain for some time to come. And so, a typically calm and collected Eucreta found herself a bit off-balance, for the first time in a while.

Following that day, Alexandra would keep dropping by the same place, and in time, they would discuss their classes, their aspirations, their dreams, and sometime along the way, fall in love.

Both graduating with honors, Alexandra and Eucreta went on to become accomplished researchers in the field of neural and network science and the field of biology respectively. Following the cases of mass faintings and subsequent comas, they were soon recruited by a company called Advent to head research of the phenomenon. Their team eventually discovered the existence of a dream shared by all victims.

Together, the two she succeeded in artificially recreating the comatose state suffered by the victims. This allowed them to send Advent's own researchers into the dream. Refusing to let others go ahead with what they started, Alexandra and Eucreta decided to follow their fellow researchers into the dream. There, they lead the expedition into the unknown.
 

Biestmann

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Hey, everyone!

Even though I originally intended to wait until all characters' artwork has been completed to make this change, I went ahead and updated the face art of four out of nine of the playable characters. Sure makes a difference on the eye, doesn't it!



Let me know what you think!
So long!
 

MechScapeZH

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Hey, everyone!

Even though I originally intended to wait until all characters' artwork has been completed to make this change, I went ahead and updated the face art of four out of nine of the playable characters. Sure makes a difference on the eye, doesn't it!



Let me know what you think!
So long!
I'll be 100% honest- I like these face graphics, but I don't really see any difference- I like both the new portraits and the old ones equally. Is it a different artist...? I just can't tell. Am I missing something?
 

Biestmann

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I'll be 100% honest- I like these face graphics, but I don't really see any difference- I like both the new portraits and the old ones equally. Is it a different artist...? I just can't tell. Am I missing something?
It's the same artist and the same drawings. I never actually implemented them into the battle UI or the message windows however. They were only visible in the status menu before.
 

Heirukichi

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I like the faces being displayed in the battle UI, however, I have to say that there is something that bugs me quite a lot: the padding used for the health bar and for images is different. Most likely a wrong padding has been set for those images because the top padding is different from the left padding as well, and each image is shifted by a few pixels to the left side.
It is of minor concern since it has no impact on the game-play at all, but it is still something worth mentioning in my opinion.
 

Biestmann

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@Heirukichi
You are right, the padding wasn't the same. I have made the necessary adjustments. Thanks for pointing that out! And while Forest's face still appears to be a bit further to the left than his HP bar, that actually is an optical illusion. I have also adjusted the height of the faces to display more of them than previously. I hope this makes for an improvement.

 

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@Heirukichi
Glad you like it! I have been excited for Reiketsu's artwork for a while now, but make sure to commission characters of a different sex subsequently from one another. That way, the drawing process stays fresh for our artist. That means there are only two options left for who comes next!
 

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I will be pushing the next update in the coming days. While the Rooms & Gifting feature will not yet be implemented, the patch will introduce two new Urgent Missions and make a number of QoL changes. On the topic of the latter, is there anything you guys would like to see?
 

MechScapeZH

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I will be pushing the next update in the coming days. While the Rooms & Gifting feature will not yet be implemented, the patch will introduce two new Urgent Missions and make a number of QoL changes. On the topic of the latter, is there anything you guys would like to see?
I'd love to have the option of playing the game in a window- as it is, I have to close the game and open it again every time I want to adjust the volume.
 

Biestmann

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I'd love to have the option of playing the game in a window- as it is, I have to close the game and open it again every time I want to adjust the volume.
That already is possible. Pressing F4 will exit fullscreen mode into a 1280x720 window mode. Likewise, pressing it again will reactivate fullscreen mode again.
 

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Today’s large-scale patch is filled to the brim with brand-new additions and quality of life. Let’s get right to it!

The story and lore of Eternal Dreamers has been greatly expanded upon with the addition of a televised broadcast straight from the real world, a new ending cinematic as well as two unlock cinematics that have been rewritten to feature the mysterious antagonist of the game for the first time.

At the center of Eternal Dreamers is of course the combat, and so the battle system sees a major visual overhaul, as the damage pop up has been drastically improved in terms of design and readability. Another highly requested quality of life improvement has finally been implemented as well, as consuming ability books, spirit eggs and Bo’s Treasure will no longer see you exit the menu screen. Additionally, the finalized character art for four out of nine playable characters has been fully implemented into the battle screen.

For those up to the challenge, two new Urgent Missions, Roar of the Steppe and Desert Rumble make their appearance. Fight powerful new opponents in Al Ghazur, the chimera driven violent, and the Desert Behemoth, a bulky creature you won’t take down so easily. To ensure players get to experience all Urgent Missions more frequently going forward, their appearance rate has been drastically increased on both available difficulty levels.

We went for even more accessibility by reducing the exchange rate of spirit eggs from 10x Dream Essences to a whooping 3x. Spirits add a layer of strategy and decision making to combat that had previously been gated by the difficulty of their acquisition. This drastic change will allow players to access this additional layer of combat much more quickly. Additionally, the Tower now will be available as soon as you unlock the Crater area. The Tower is intended as a long-term challenge, and the earlier unlock does not change that by any means. It does, however, lead to a better spread of content unlocks and fits better within the context of the story progression of the game.

And finally, players expressed concern that the Legend Summons feature cannot be accessed often enough due to the rarity of Goddess Fragments. Therefore, all rare equipment will now yield Goddess Fragments in large quantities if recycled. If you were to happen upon a duplicate of a rare item, that finding will no longer be in vain. While we intend for Legend Summons to be a welfare mechanic, we hope that this addition will allow players to summon forth new equipment more frequently.

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


  • Several visual improvements have been made to allow players an easier understanding of the events taking place in battle
    • A visual cue will show above each battler whenever a status effect is applied, removed or expires naturally
    • Attacks effective or weak on an enemy due to their element will display a pop-up during the damage phase indicating either
    • Recovery of HP will be displayed in green numbers
    • Recovery of AP will be displayed in blue numbers
  • Changed font used for damage pop up animations
  • The damage pop up animations are more lively

  • Added an ending cinematic
  • Rewrote the unlock cinematics for the Crater and Depths areas
    • ‘Death’ finally makes its appearance
  • Slightly altered appearance of the garden area
    • Added a television screen to the garden area. Tune in to keep up with new developments in the real world
  • Slightly altered appearance of the lobby area
  • Slightly altered appearance of the area select screen
  • Changed the area music in all parts of the hub

  • The tower-type quest will be unlocked together with the Crater area
  • Made small changes to the quest description of the tower-type quest

  • Added two new Urgent Missions
    • Roar of the Steppe
    • Desert Rumble
  • The chance of Urgent Missions appearing after clearing an Investigation-type quest has increased:
    • Normal mode: 2% -> 5%
    • Hard mode: 2.5% -> ~7.7%
  • In the event of an Urgent Missions being triggered, the player now will be notified of the fact by Eucreta upon their return to the hub area

  • The music NPC has been revamped. Interacting with the NPC now will cycle through and play select tracks in the casino permanently

  • You will no longer exit the item menu when consuming ability books, spirit eggs and Bo’s Treasure
  • Shortened and visually adjusted the process of opening spirit eggs
  • Shortened the process of opening Bo’s Treasure
  • Upped the star grade of all rare equipment by 1
  • Recycling rare equipment will yield additional rewards:
    • 10 stars: 40x Goddess Fragments
    • 11 stars: 70x Goddess Fragments
    • 12 stars: 100x Goddess Fragments
  • Changed the exchange cost of spirit eggs
    • Before: 10x Dream Essence
    • After: 3x Dream Essence
  • The spirit Dark Spirit no longer has varying values of AP. Instead, it provides a set amount of 2 AP to the character that has it equipped
  • Added three playtester-designed weapons to the Infection Fragment exchange shop:
    • HERO’S TEARS:
      Crystallized sword empowered by the hopes of those left behind. (11 stars, sword)
      • 10x Infection Fragments
    • 兵流吉:
      Occult weapon emanating a mysterious aura. (11 stars, katana)
      • 10x Infection Fragments
    • NECRONOMICON:
      An ancient tome that pulses with an eldritch power. (11 stars, tome)
      • 10x Infection Fragments


Elementalist
  • The gauge ability Blitzblade will cast instantly
Blood Driver
  • The gauge ability Bloody Ensemble will cast instantly
Assassin
  • The gauge ability Fatal Stab will cast instantly
Illuminon
  • Renamed the class Preacher -> Illuminon
    • We opted for this change as we felt the previous name did not match the skill set, design and personality of Faeris. It will take some getting used to, but we hope you will grow to like the new name for her class
    • Please feel free to suggest alternate names if you think you have good ideas
Practitioner
  • The gauge ability Resurrection will cast instantly

  • Reduced the attack values of the boss-type enemy Ooze on the normal mode difficulty

  • Abilities that cast ‘instantly’ without taking up a character’s turn will be marked as such in their description
  • The use of an ability increasing or decreasing the character’s charge level will be indicated more clearly through the use of icons in the ability’s description
  • Rewrote a select few ability descriptions

  • Updated face bust of Monolith
  • Updated art of Anna, Forest, Monolith and Sakia will be displayed in battle and dialogue windows
  • Anna’s backstory has been slightly altered, and she been promoted to being a doctor

  • Added a menu point for the ‘Coaching’ feature to the party menu screen
    • The feature remains deactivated and will be added in a future update
  • Character faces instead of character models will be displayed in the loading screen
  • Adjusted pitch of the BGM playing when fighting the Assault Leader/Assault Imperator
  • Made slight alterations to some segments of the manual
  • Updated Credits
  • Optimized performance in some areas of the game

  • Players will no longer be transported to the Medical Bay when successfully finishing a quest
  • Added missing background image to the appearance selection screen of the beauty salon
  • The river sound will no longer play when entering the lobby from the garden
  • Fixed incorrect positioning of the character artwork in the menu screen
  • Fixed a typo pertaining to Eucreta’s name

  • Removal of the Frozen state through combat has afflicted unable to move for an additional turn regardless

  • Room Feature -> Coaching Feature (Implementation Phase)
  • Nightmare Difficulty
Thank you for your support! Download the new version here!
 

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