RMMV Therassia

Calvynne

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therassialogo.png

Welcome to Therassia

Our World of Therassia finds itself upon interesting times.
Her story, familiar, one retold throughout the ages.
The Gods are quiet, still.
Have they abandoned their people?
Have they forsaken this world?
Kings and Queens struggle for power.
Empires rise.
Tyrants are born.
Heroes die.
Upon the world stage, one Captain, of the Kingdom of Darton, rises.
Will his star shine brightly in the dark?
But who is Captain Edward Lleroich?
And what future awaits him?
SECTION A: SYNOPSIS
Therassia is based on the idea of adaptation from previous works. Like Shakespearian plays, video games of old have a cultural and social impact that rolls through the modern gaming age. Therassia is an homage to Final Fantasy IV. The world is similar, the plot beats are similar, the gameplay is similar, however like all adaptations, there are major structural changes to the mechanics, the story, and the game play.

Therassia is also part of a larger narrative work. Again, pulling from the concept of how the Final Fantasy series pulls names, places, spells, items, and plot points from their previous works, and remixes them into their current. Therassia pulls themes from a greater body of yet to be released work. It is specifically intended to be presented as the first encounter to this world, these themes, and the overall story.

There are some adult themes involving life, death, love, politics, and tragedy. There is some minor adult/suggestive language.

Features:
  • ATB Battle System
  • A plethora of accessories to mix and match
  • 8 - 12 hours of story in the main plot
  • Side Quests
  • Light Crafting
  • 16 total characters, with different strengths and abilities
  • Nearly no grinding required
  • Shortcuts and content skips available
  • Ultra-high-speed dialogue skip (PgDown)


IMAGES/SCREENSHOTS
Therassia_1.png Therassia_2.png Therassia_3.png Therassia_4.png

DOWNLOAD LINK
The main file, updated frequently. Current Version: 1.15
https://drive.google.com/open?id=1ZrnmhMZ0rRh6nsh9i1_kETb2_Ywl7Dvo

Data file patches: Up to 1.15
https://drive.google.com/open?id=1uZhCCOu6grNCK3r5VYgcLhGR8yvF7djT
I will try to have all recent data files uploaded with frequency for those who don't want to hunt for a specific patch.

If you downloaded a version prior to 1.10 you will need to update to 1.10, then update 1.15.
https://drive.google.com/open?id=11odRRyhFfOSK8pDCskEyCpCO0z4YTigH
You will know you have a version prior to 1.10 if the weapons all have the stock weapon sprites.

CHARACTERS
  • Eddy: A Captain in the Darton Navy. A man ignoring his past, looking only to the future.
  • Haden: Eddy's second in command. A loyal and dedicated member of the Darton Navy.
  • Serena: The Princess of Darton. Naive to the troubles of the world around her.
  • Ekedy: A young girl from Eddy's hometown, and by circumstance, his ward.
  • Det: The once mighty, and feared, head of Blacktower, an infamous order of mages.
  • Volgos: The royal entertainer for the Kingdom of Gruth and its royal family.
  • Beth: The determined Monk Commander of Quen. Fiercely loyal to her Queen and Kingdom.
  • Tanren: Darton's chief mechanic, engineer, tinkerer and inventor. Trusted by Eddy.

STATUS EFFECTS
There are many possible status effects that you will inflict, or be afflicted by. Many are serious detriments, and should be removed immediately.
  • Poison: Deals damage based on the damage source. Scales with level, or deals a flat % of health. Most poisons are removed at the end of battle.
  • Blind: Reduces accuracy by 90%. Removed at the end of battle.
  • Silence: Seals all skills. Removed at the end of battle.
  • Constrict: Seals all skills. 1-2 turns. Removed at the end of battle.
  • Rage: Forces auto-attacks, prevent skill usage, increases ATB speed by 25%. Removed at the end of battle.
  • Charm/Confusion/Fascination: These force attacks to random allies (rarely enemies). Removed at the end of battle.
  • Sleep: Stops ATB and reduces evasion by 100 for 3 to 5 turns. Removed by damage and at the end of battle.
  • Paralyze: Stops ATB for 4 turns. Removed at the end of battle.
  • Slow: Sets Agility to 25% of its base for 5 turns. Doesn't stack. Removed at the end of battle.
  • Stop: Stops ATB for 5 turns. Removed at the end of battle.
  • Aged: Reduces Attack, Defense, and Agility by 25%. Increases physical damage taken by 25%. Removed at the end of battle.
  • Condemn: Kills the target in 3-6 turns. Removed at the end of battle.
  • Vanquished: An instant death state. When removed, the character has the health they had before entering the state.
  • Oil/Drenched/Charged: Increases Fire/Ice/Thunder damage taken by 50%. Removed at the end of battle.
  • Sap: Increases the damage over time received with every application. Removed at the end of battle.

DEVELOPER COMMENTS
First, thank you for playing.

This is a project that has been a long time in the making. The game is playable from start to finish, but there are many things that I would like to add as polish. There are some bugs, and some character balance issues to hammer out, some database clean up to be done, but the game is stable and can be completed.

You will find a Spoiler-Free walkthrough, and a Spoiler-Filled walkthrough in the main directory. The spoiler-filled walkthrough has solutions to most encounters, while the spoiler-free walkthrough has more generic information, and some character specific strategies for equipment.

You can save ANYWHERE that is not a battle. Please save liberally. Content is gated for the first 1/3rd of the game, but once the world opens up, it is VERY possible to go somewhere you may not be prepared for. Save in dungeons, save a few steps away from the boss, save in towns. Save your game often.

You can use tents anywhere except in combat.

Pressing the cancel button allows you to skip the introduction sequence and first 10-15 minutes of play. You will miss major plot elements if you skip the intro.

There is a world map available very early on, you can access it in your key-items inventory once you find it.

There are accessories hidden everywhere. Almost every zone has at least 1 accessory hidden in it. Accessories greatly increase your durability and your damage output. So much so, that you may find that some content is trivial (particularly early in the game) if you have your characters equipped to their maximums.
If you want to particularly challenge yourself, limit yourself to only 1 or 2 accessories per character. All fights were balanced around 1 accessory being equipped (the best accessory for that character, or the best accessory to block the fight's debuff).

Most hidden items, not obviously in a chest, are hidden in a terrain feature. Statues, waterfalls, trees at the end of paths, stray logs, pots and barrels.

I welcome your feedback, I really hope you enjoy the game.
 
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Baconleaf

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Your game looks promising. Just finished downloading the hefty half-a-gig file and I'm giving it a whirl. So far, though, I do love the font and world map.
 

Calvynne

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Thanks for giving it a try!

I use a lot of different music, and unfortunately that takes up a substantial amount of space.
For those curious, I left all of the data files un-encrypted if you want to see how I did things.
 

Gianmher

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I'm not able to go on. In "Deployment" window, stay away from the option "exclude unused files", because sometimes exclude even used files
bug.PNG
 

Calvynne

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Grand, I thought I had tested everything but I guess my last export over wrote my directory. I will upload a patch with the particle files as soon as I get home.

Sorry for the bug and thank you for your patience.
 

Baconleaf

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Gianmher, I made a "quick fix" for this as I'm still enjoying Therassia and there are a few instances of this (mainly boss encounters). Luckily the creator, Calvynne, left the game unencrypted so I was able to use my vast knowledge of all things computer and just copy a PNG in the sv_enemies folder (I picked a bubble looking enemy because....particles). With a copy of whatever png, even just a blank photo, name it the whatever file you're missing. In your case: Particles_1D (remember case sensitivity).
-Follow the location of the photo in the game's folder (img/sv_enemies/Particles_1D)
-If you don't whatever missing photo you can make a fraud
-It's a cheap hacky way of making do, but you can enjoy the rest of the game in the meantime.
 
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I really like the look of the enemy battlers in this title (and the font ties in with them too) but none of the other visuals in the game really work with them, it makes the game look very visually imbalanced. I really wish that aesthetic carried over into the other elements of the game. :(
 

Calvynne

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Here is the quick file with all the particles. Please unzip it into sv_enemies, and a corrected master file is being uploaded now. Edit: I checked the other area I was concerned about, and it's SFX file was included, so there hopefully are no other problems with missing files. Edit of Edit: Found another batch of files that were missing from the same folder. All included in the sv_enemies.zip below.

Re: Graphics: "R d" is an amazing pixel artist, and I really wish I could build everything in his style. My long term goal is to convert all the graphics, tilesets and animations into something akin to Time Fantasy, but that's for a far future release.

Much thanks to those playing, and my sincere apologies for the missing files. Thank you all for your patience.
 

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Gianmher

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You can reach DrakeFall Mountains before go back to the oasis
 

Calvynne

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That's a pretty glaring oversight in my part! I will patch that up.

Thanks for the report and for playing!

Edit: This should fix the world map to prevent that bit of sequence breaking. I really appreciate the report! (Master file will be updated over the weekend.)
 

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Euphoniac

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This game looks very promising. Does the ATB battle system feature a wait function and if so, which kind (automatic, press Enter or only when browsing sub menus)?
 

Calvynne

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It's a full wait system. When a character's turn arrives, the system pauses until an action is taken. It's yanfly's atb system, with a very few modifications.
 

Euphoniac

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Great, many thanks! I'm looking forward to playing your game as soon as the updated master file download is available.
 

Calvynne

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Great, many thanks! I'm looking forward to playing your game as soon as the updated master file download is available.
The updated master file is available now with fixes for all the reported bugs thus far.
Thanks for your interest, and I hope you enjoy the game.
 

Euphoniac

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Thanks for the update's swift release. I think I will have a lot of fun playing this game. In order to thank you, I will document all bugs, mapping errors and spelling mistakes I encounter during my playthrough, and inform you of them here after I've completed the game - with the exception of game-breaking bugs, which I will post here immediately.

Speaking of which: I've found a game-breaking one, but it needs a "stupid" player (or an experienced bug hunter like me) to be triggered. In Sandfall Village in the cleric's house, the cleric in the back makes way for the party after having been talked to. If the player leaves the house now without advancing the story (examining Serena), upon his return the cleric permanently blocks the way (leading to Serena), leaving the player unable to advance the story (Det blocks the passage in Sandfall Waterway until the player examines Serena and triggers the cutscene - just talking to the cleric isn't enough to proceed). This bug doesn't need an emergency fix, yet people interested in playing this game should at least be warned for now.
 

Calvynne

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Thanks a lot for the report.
"Unoptimal Play" is an aspect that I have a lot of trouble testing for. It's hard to think of all the things a player might do, and then attempt to have course corrections for them.

I've fixed that map, so it should be working now. You'll find it attached, and it can be placed into the data files. I'll update the master file as well, so it should be finished uploading by 8:00AM PST. Edit: Found a new bug with my script change, uploaded a new fix.
 

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Euphoniac

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I'm afraid the last update improved this map for the worse (which is partly my fault, because I encouraged you). While I can't say if the initial issue has been resolved, the update could now lead to a game-breaking bug for every player (though it is possible that players who begin a new save file using the latest build aren't affected).

When returning to the cleric's house in Sandfall village after having obtained the Sandwyrm MacGuffin, there are now two clerics in the back room: the one from the first visit and the one that is supposed to be there at this point. The one from the first visit still makes way for the party after having been talked to, but he can't finish his walk, because his destination is blocked by the other cleric, which freezes the game. In other words: The cleric from the first visit must disappear.

Sorry, I have to ask you for one more update. Also, I uploaded my save file in case that (only) it must be fixed. It's bedtime for me now, anyway, so don't rush things on my behalf. Thanks in advance for your help.
 

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Calvynne

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Thanks Euphoniac, please see if this fixes your issue.

I think its because I changed the "flow" of that sequence while you were mid-quest. So it should work normally for anyone else, but if someone was 50% of the way through when applying that map fix, this should correct it.

Let me know if not, I'm actively working on fixes and suggestions right now.
 

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Euphoniac

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It worked like a charm, thank you very much for your swift response. :)
 

Euphoniac

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Sorry for the double post. When I return to the cleric's house in Sandfall Village, there are still two clerics in the back room. Since I don't need to speak to the right cleric again to advance the story, I can probably ignore that the issue persists for me. Hopefully, I don't need to speak to him with regard to a side quest or something similar later on.
 

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