Eternal Dreamers | Free Battle RPG | Full Release

Biestmann

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Well, if I may say, I love your project and have been playing it... well pretty much since I posted that. It's addicting and fun. With that in mind, if you want I am more than happy to map for your game. I have a fair amount of experience in mapping and I would be honored to be part of your project. Just send me a PM on here if you'd like my help and I can send you sample stuff I've done.

I have shot you a PM.
 

Biestmann

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I am happy to announce that @Latefallen has joined the team and will be in charge of the mapping. This aspect of the game has been a common concern of those who have played it, and her expertise will ensure it will not be anymore.
 

Latefallen

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I am happy to announce that @Latefallen has joined the team and will be in charge of the mapping. This aspect of the game has been a common concern of those who have played it, and her expertise will ensure it will not be anymore.

Thank you so much, I really appreciate the opportunity. I really fell in love with this project when I played and am so glad to be a part of this.
 

Biestmann

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It's time for a very little update on the upcoming Hard mode difficulty!

As promised, this new difficulty will reward players with better equipment than ever, raising the rarity from 4 stars to go to 5 stars and beyond. In addition to this, rare equipment will make its debut with 9 star weapons and armor, as well as new sockets!

Rare equipment is just that. Gear that will drop at insanely low odds, sometimes only from equally rare bosses. This type of gear is tailored to grant the player unique boons and effects. The rarity of gear affects a number of things, as I will explain below.

MyuZH3q.png


For the first time, players will be able to get their hands on 5 star equipment and beyond. As can be noted in the above picture, 5 star armor is the first to be granted a silver socket slot. Unlike a bronze slot, a silver slot is able to socket both a bronze and a silver socket depending on your preference. That makes it a superior slot in every way.

iuQUAXL.png


Moving up, 6 star armor retains the same amount of sockets as its 5 star equivalent, but brings with it higher defensive stats as well as higher odds to recycle for an Armor Amplifier.

P2xbRu0.png


And finally, the new 9 star armor shown here boasts various unique properties. Easily recognizable, this rare piece of gear is marked through its unique color scheme and colored name. Compared to the 6 star armor pictured above, this armor gains three additional gold socket slots to use. Gold slots are able to socket bronze, silver and gold sockets, making it the best of all slot types. Furthermore, unlike inferior gear, this rare piece of equipment can be recycled at a guaranteed rate to obtain a Dream Armor Amplifier, the best type of armor amplifier in the game.

Because rare equipment can be obtained beginning at the same time as 5 star gear, their defensive stats will be similar as well. Finding a rare piece of equipment thus will help the player overcome current and approaching challenges, but not trivialize the tasks ahead either.

Moving on from the general properties of 9 star gear and beyond, let us talk about the unique properties of the PROTOVEST pictured above. According to its description, this vest boosts regenerative abilities. Indeed, this piece of armor boosts the effectiveness of healing abilities and items on its wearer. This is only one of many unique effects rare gear will provide.

To ensure players have the options to create their very own dream team, multiple pieces of rare equipment will exist for every rarity level of 9 star and beyond. This means the PROTOVEST is only one of many 9 star armor pieces available.

Hard mode will be arriving in early September, and I hope you are excited for the new challenges and rewards awaiting you! So long!
 

Biestmann

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Today's patch takes a closer look at the Manipulator. Previously, the class found itself outmatched by classes able to deal high amounts of damage. Despite its vast array of support capabilities, the class often failed to meaningfully contribute to combat. Following today's patch, the Manipulator will be able to offer more support more quickly, all while keeping up an offense of its own.

Changelog v0.85.4

Classes

w2DLq50.png

Assassin

  • Shadow Cloak will cast instantly and not take up a turn (class-only)

myUvgxv.png

Manipulator

  • Cost of SE Deductor reduced from 5AP -> 2AP
    • SE Deductor will cast instantly and not take up a turn (class-only)
  • Cost of SE Redirect reduced from 3AP -> 2AP
    • SE Redirect will cast instantly and not take up a turn (class-only)
  • Cost of Bind Hold reduced from 5AP -> 3AP
    • Bind Hold will cast instantly and not take up a turn (class-only)
  • Cost of Magic Barrier reduced from 6AP -> 4AP
    • Magic Barrier will cast instantly and not take up a turn (class-only)
  • Power Charge will cast instantly and not take up a turn (class-only)
  • Defense Charge will cast instantly and not take up a turn (class-only)
Legend Summons
  • Temporarily disabled Legend Summons to work on a proper implementation

Thank you for your support!
 

MMMm

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Much better changes. This gives the Manipulator a niche as being the most efficient means of curing status ailments in the game.
 

Biestmann

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Much better changes. This gives the Manipulator a niche as being the most efficient means of curing status ailments in the game.

Yeah. Initially, I thought I had to up its ability to deal damage to compete with other classes, but then I realized I should have it build on its own strengths instead.

The next patch will be adding new animations for attacks, abilities, items and status effects, and introduce your much-requested feature to skip the introduction scene with Alexandra. It's pretty much done, but I want to take another day or two to tinker with the new animations. Stay tuned!
 

Biestmann

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Today's patch marks a major makeover for the aesthetic of Eternal Dreamers. Most combat animations have been replaced or readjusted, ranging from abilities to items to status effects. As usual, these animations will be subject to further adjustments to ensure they simply feel right in battle. To that end, your feedback is very appreciated.

Furthermore, minor balance adjustments see the Hero able to cast Flameball instantly in battle, allowing it to surge to charge level 2 with ease in order to start off its offence. This small adjustment will allow the Hero to deal more damage on the spot, but punish players recklessly spending their AP. Meanwhile, the Blood Driver's Reaper Drive will now increase the odds of enemies attacking said class while it is applied, and the effect of the Ranger's Eagle Eye ability has been shortened to be more in line with the ultimate abilities of other classes.

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


Changelog v0.86

Classes

C1xjF22.png

Hero

  • Flameball will cast instantly and not take up a turn (class-only)

HW91eKo.png

Blood Driver

  • Reaper Drive will additionally attract enemies at 125% the original aggro rate

35pEGVg.png

Ranger

  • Duration of Eagle Eye effect decreased from 5 -> 3 turns
System
  • Added and replaced a vast amount of attack, ability, item and status effect animations
  • Replaced icon of the status effect Polarized
  • The initial introduction now consists of regular text instead of a scrolling text wall
  • The introduction scene with Alexandra can now be skipped if so wished
  • Updated and rearranged credits
Bug Fixes
  • Fixed stance skills not locking usage of themselves as intended (For example: While the Elementalist has its Fire Stance applied, the repeated use of the Fire Stance ability is prohibited)

Thank you for your support!
 

Biestmann

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Is this game still being worked on?

Of course! Things have been progressing slower than I had hoped this month, but the project is well underway. While Hard mode will take a little while longer to arrive, the next update among other things will see revisions to all Hub areas, and a general overhaul of the casino. The latter requires some fine-tuning on my end, but I hope to push out the next update by the end of next week the latest.

Meanwhile, thank you for your patience, and also your continued interest!
 

Biestmann

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Today's update introduces visual revisions of all hub areas as well as a major overhaul of the casino area. There now are more options to play, more prizes to win, and the gamble is more addictive than ever!

To minimize the risk of corrupting your previous save file, please ensure the last autosave occured outside of the casino.

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

Changelog v0.87

Hub
  • Redesigned and updated the following areas to differing degrees:
    • Garden
    • Shopping Mall
    • Laboratory
    • Casino
    • Communications
  • Lightning in the Garden area will now change depending on the time of day
  • Temporarily disabled the Dream Tree watering mechanic in the Garden area
Items
  • Removed the item Dream Dust from the game
    • Enemies will no longer drop Dream Dust as they perish
    • Item recycling no longer will yield Dream Dust
    • Dream Dust can no longer be exchanged for Play Token
    • Amount of Dream Dust owned will no longer appear in the menu
  • Experience Charm will be sold in the Item Shop for 250 gold each
  • Bo's Treasure will yield 50000 → 25000 gold at most
Enemies
  • Adjusted HP, attack, exp and drop values of enemies within the Tower area
  • Added more attacks to the boss-type enemy Entropia
Status Effects
  • Meal Buffs will last 30 turns
Characters
  • Added party dialogue available after unlocking certain new areas
    • Reiketsu and Forest will receive their new dialogue in a future update
Casino
  • Added new NPC and Shop: Tokens
  • Updated exchange costs of Play Token and prizes
    • Shop: Tokens
      • Play Token: 100 Gold
      • Play Token: 1x Boss Fragment
    • Shop: Prizes
      • Meal Ticket: 10x Play Token
      • Reviver: 100x Play Token
      • Summoning Fragment: 100x Play Token
      • Gold: 1000x Play Token
      • KING'S NEW CLOTHES: 10000x Play Token
  • Slot Machines now are playable in three variants
    • 1x
    • 10x
    • 100x
  • Roulette now is playable in four variants
    • 10 Token Fee
      • [Healer I – 20% ; Healer II – 20% ; Healer III – 20% ; Defense Boost – 10% ; Weapon Amplifier – 10% ; Armor Amplifier – 10% ; 50x Play Token – 10%]
    • 50 Token Fee
      • [Healer II – 20% ; Healer III – 20% ; Attack Boost – 10% ; Weapon Amplifier – 20% ; Armor Amplifier – 20% ; 250x Play Token – 10%]
    • 100 Token Fee
      • [Healer I – 20% ; Healer II – 20% ; Healer III – 20% ; Defense Boost – 10% ; Strong Weapon Amplifier – 10% ; Strong Armor Amplifier – 10% ; 500x Play Token – 10%]
    • 500 Token Fee
      • [Healer II – 20% ; Healer III – 20% ; Attack Boost – 10% ; Strong Weapon Amplifier – 20% ; Strong Armor Amplifier – 20% ; 2500x Play Token – 10%]
  • Match-Up prize line-up has changed
    • [3 Imps – 1x Summoning Fragment ; 3 Remains – 10x Ability Fragment ; 3 Fairies – 1x Bo's Treasure ; 3 Slimes – 5x Play Token]
  • Games are started by interacting with the respective table or machine
  • Game explanations are given by the respective game's attendant
  • Prize listings and odds for the respective roulette can be displayed when interacting with the assigned roulette table
System
  • Changed the developer logo in the mainscreen intro cinematic

Thank you for your support!
 

Biestmann

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I was made aware of a bug concerning the EXP Charm. Currently, the item is unusable. This will be corrected in the next patch. Other changes pushed will be class markings for ability books, e.g.
Justice Strike I, and the respective skill description showing for them. That will make it easier for the player to choose skills early on.

Due to mild frustrations caused by infamiliarity with the game's unique battle system, I have decided to focus on creating an in-game manual. For now, it will explain battle mechanics as well as items and equipment, and more information might be added later on. I hope to include the manual in this next patch.

The maps in your screenshot section look a little empty and big to me. It may be more visually appealing if they shrank in size or had more detail on them, if that's possible.

There is a lot of nice space to navigate on but it just seems a little long and empty right now.

Hey there! You voiced concern regarding the map design a while ago. Since all maps have been visually updated as of the latest patch, I was curious to know what you think of them now. You can find new screenshots in the first post. Thank you!
 
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Mephala

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I played v0.87 [09.26.18]

I guess I am pretty impressed with the character creator, few RPGM games do this well I think. It is a bit of a shame it doesn't extend into class change.

I like the idea behind a simple, short loot run RPGMaker game and honestly it plays pretty well in this. However currently it doesn't feel particularly rewarding in that I am indifferent to the loot I see. I am still early game and I could have found some awesome item but the game is not giving me any real information on it. I need to use it then test it to discover its use.

Perhaps a system to send a party out to cleared dungeons for autorun loot/exp would be useful. % chance to fail and inability to use these party members while they are out.

Class balance is a bit off with some classes kind of not very useful until you get more skills while others will simply floor the enemy in a single turn. Skill and skill books desperately need descriptions, I wasted my hard earned skill book money on Rush for ccaptain thinking it was an attack skill only to discover it is anotehr charge buff skill.

In this version, the exp item isn't working.

The game is pretty fun to play and I look forward to playing it again once some of the nitty gritty details and quality of life stuff gets some polish.

I haven't unlocked casino yet so I can't really comment on that. Will post more if I get to it.
 

Biestmann

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I played v0.87 [09.26.18]

I guess I am pretty impressed with the character creator, few RPGM games do this well I think. It is a bit of a shame it doesn't extend into class change.

Thank you for trying out my game's demo, Mephala!

Class change is something I have been looking into, but at this time, it is likely better to only see your character as an extension of the cast. As your character does not have be part of the active party, I recommend you try out other classes and party compositions.

I like the idea behind a simple, short loot run RPGMaker game and honestly it plays pretty well in this. However currently it doesn't feel particularly rewarding in that I am indifferent to the loot I see. I am still early game and I could have found some awesome item but the game is not giving me any real information on it. I need to use it then test it to discover its use.

I want the thrill of discovery to be part of this game, but I do see your concern. I will keep it in mind.

Perhaps a system to send a party out to cleared dungeons for autorun loot/exp would be useful. % chance to fail and inability to use these party members while they are out.

That's a fun system idea! I'll look into possibilities!

Class balance is a bit off with some classes kind of not very useful until you get more skills while others will simply floor the enemy in a single turn. Skill and skill books desperately need descriptions, I wasted my hard earned skill book money on Rush for ccaptain thinking it was an attack skill only to discover it is anotehr charge buff skill.

I fully agree, and following your feedback, have reworked the icons of ability books to reflect their respective class. Furthermore, ability books will now describe the skill they teach. The cost of ability books will also be reduced to make it easier for new players to test out different playstyles. All of these changes will be implemented with the coming update. I hope they please you!

fydOZfi.png


In this version, the exp item isn't working.

You are right, and this bug will be fixed in the upcoming update.

The game is pretty fun to play and I look forward to playing it again once some of the nitty gritty details and quality of life stuff gets some polish.

I haven't unlocked casino yet so I can't really comment on that. Will post more if I get to it.

I am glad you enjoyed the game, and will do my best to further enhance the experience. Thank you for all of your feedback, it has been invaluable!
 

Biestmann

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Today's quality of life update marks the addition of an in-game manual detailing various combat mechanics as well as equipment categories. Furthermore, ability books now display their own class, detail the skills they teach and are cheaper to acquire in the ability shop.

On the class side of things, the Blood Driver's Bloody Ensemble ability proved too strong and had to have its effectiveness reduced. On the other hand, the Preacher's Holy Veil was rarely used, and thus received a little healing touch. On a general note, support abilities now are unable to miss, making them a lot more reliable.

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


Changelog v0.88

Items
  • Stats of multiple spirits have been adjusted
    • Fire Spirit: 15 atk, 15 matk → 15 atk, 15 matk
    • Ice Spirit: 10 def, 10 mdef, 50 HP → 15 def, 15 mdef
    • Lightning Spirit: 1 agility → 1 agility
    • Earth Spirit: 15 def, 15 mdef → 200 HP
    • Light Spirit: 150 HP → 5 atk, 5 matk, 5 def, 5 mdef, 100 HP
    • Dark Spirit: 1 AP → 2 AP
  • Ability Books now have class-specific icons
  • Ability Books now show skill descriptions in their tooltip
  • Price of Ability Books has been adjusted
    • 10x Ability Fragments + 10 gold → 5x Ability Fragments
Classes

HW91eKo.png

Blood Driver
  • Absorbption rate of Bloody Ensemble increased from 25% → 50% of the actor's max HP per target
    • Target scope of Bloody Ensemble has changed from all enemies → one enemy

0615rod.png

Captain
  • Encourage can no longer miss
  • Feartake can no longer miss

hnnqGQ4.png

Preacher
  • Effect of Holy Veil changed from +40% elemental resistance → +25% elemental resistance and +10% HP regeneration
    • Holy Veil can no longer miss

dbkvoch.png

Practitioner
  • Discourage can no longer miss
  • Fear can no longer miss
Status Effects
  • Only one meal buff may be active at a time
Characters
  • Slightly changed dialogue of Alexandra in the opening segment of the game
System
  • Added a manual to the device that allows you to manage the party composition
    • Combat
    • Equipment
    • More categories may be added if player demand exists
  • Experience gain of active party members will be displayed after a battle run
  • Changed music playing during the battle results screen
  • The save menu screen will now display amount of Play Token, Meal Tickets, Summoning Fragments and Dream Drops owned
    • Amount of gold owned and playtime will no longer be displayed
Bug Fixes
  • Experience Charm now works as intended

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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I am currently looking for playtesters for Eternal Dreamers. Everyone that participates will be entered into the credits and have the opportunity to help name and design a weapon or armor piece of their choice. Should you be interested, please let me know in either thread. Thank you!
 

Biestmann

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Hey, everyone! Version 0.89 will be the final stepping stone towards the release of Hard Mode in December! The Blood Driver and Ranger classes will see an overhaul, and I will be implementing a few bug fixes. I hope to release version 0.89 sometime this weekend! So long!
 

MMMm

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Cool. This is the update I've been waiting for. Looking forward to finding some bugs in this.
 

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ps. the animation isn't as "wonky" in RL, stupid recording -.-

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