RMMV Therassia

Calvynne

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No, you won't, your next encounter there is different. I'll take a look though and see what's triggering your issue though. (Hopefully it's just a switch/save issue)

Edit: This should fix your issue. I've confirmed in your save. (Others shouldn't encounter this and probably won't need this map.)
 

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Euphoniac

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Thanks again. I will let you know when I have reached that point.
 

Gianmher

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Hi there. I have some bugs for you.
- the tomb of high king have no event to get out
- some "touch events" of the gas attack to castle quen still remains in the main hall
- THE WIZARD has no battleground
- the pyramid west land zone it's a trap because you can get out of here only in the southern part
 
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Calvynne

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Thanks for the reports Gianmher.

- the tomb of high king have no event to get out (Fixed, how I missed that, not sure).
- some "touch events" of the gas attack to castle quen still remains in the main hall (I haven't encountered this, but found two events that might get skipped with the event reset. Hopefully these are the two that you found).
- THE WIZARD has no battleground (Oh, of course. I spent so long trying to get his tuning down that I never fixed that).
- the pyramid west land zone it's a trap because you can get out of here only in the southern part (Could you please give me a bit more detail about the pyramid issues? I realize I only put one exit in the main entrance map, but I've added more.)

The file here will have those fixes. The main file is re-uploading and should be ready for 8:00AM PST

I will be at work for the next 10 hours, so I won't be able to immediately assist with any issues that appear.
Again, I really appreciate your time!
 

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Euphoniac

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Thank you very much for the updated map. I thought this would be necessary, so I checked this thread and saw your edited post.

While the following two issues aren't in need of urgent fixing, it's always good to prevent sequence-breaking:

It's possible to visit Mount Yrggraliss without having gone to White Tower first. The cutscene there still plays out, featuring party members yet to be recruited. Even though I didn't advance further, I suspect the whole passage can be sequence-broken.

When the player has flown from White Tower to Darton, he isn't supposed to fly elsewhere with the airship at this point. When trying to take off, the airship lands and Eddy reminds the player of his task, but during the short timeframe between taking off and the message popping up, the player can move the airship. If the player manages to force the airship to fly above water/mountains (where it can't land), he will be able to control it freely afterwards (though he will be constantly interrupted by Eddy's reminder). Although I didn't fully explore all opportunities, it's clear that some serious sequence-breaking is possible this way (e.g. Caylan). Long story short, movement restriction is advised.

I'm really enjoying the game, and enjoying a game makes me want to try out all sorts of stupid things even more. :)
 

Calvynne

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Thanks for the reports Euphoniac. I'll update the Mt Yrggraliss sequence break asap.

I've tried to lock down the flying bug in the past, but it's proven to be more complicated than I'd like. I will try a few more solutions and see what breaks the least.

Edit: I've managed to lock the movement route when boarding the ship during that event sequence. I believe it solves the problem.
Mt Yrggraliss has a sequence check. Fixes are in the attached zip file.
 

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Euphoniac

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Great, but I'm careful now when it comes to applying these fixes. At least I shouldn't need them this time, since I'm already past that point, and I also know what to avoid.

Now that I have free (intended) control over the airship for the first time, I wonder if it's intended that I can land on the Black Tower isle and enter the Black Tower right away. Of course, I don't plan on going through with it, but what about the two McGuffins I'm supposed to find first? It shouldn't be possible to enter the Black Tower (story-wise) without them.

Furthermore, I don't think it's intended that I can land on the Eastern Isles. Entering the building there could once again lead to serious sequence-breaking (I didn't test it, just suspect it). See the following images for the landing spots:

Eastern Isles - secret landing spot 1.jpg Eastern Isles - secret landing spot 2.jpg Eastern Isles - secret landing spot 3.jpg Eastern Isles - secret landing spot 4.jpg
The last spot is harmless, because the player can't enter the building from behind, but entering the building from the first spot means losing the airship permanently. Well, I find ways to lose my airship permanently in almost every JRPG, so this was bound to happen. ;)

Edit: Also, taking the ship from the Eastern Isles to the Black Tower isle can get the player permanently stuck (or force him to enter the Black Tower prematurely) in case he doesn't have 1.000 Gold (shipping fee for the trip back).
 

Calvynne

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Very good points there.

Black Tower has an event to keep it locked, but I suspect a switch got dropped. I'll throw it back in place (fairly sure I removed it for testing, and never put it back).

As for the weird landing spots, I'll have to check the region restrictions, but those should not be there.

I'll remove the gold cost to return, good catch!

Edit: Here's the patch for the world map. As I suspected, I just blanked out an event for Black Tower. It should be fixed now.
I applied restrictions on the Airship that surround most of the other high mountain regions. This should prevent the issue of losing the airship and being stuck on the dock. If you find a way around it, let me know and I'll try to fix it.
 

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Euphoniac

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I appreciate your quick fixes, but don't stress yourself: Not many players try out every stupid thing they can think of.

Well, if you work on your game anyway: It's possible to visit and complete the Ancient Mine before triggering the events in Jastholme (if there are any - I didn't check -, but I strongly suspect there are some).
 

Calvynne

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The Ancient Mine... I could possibly see it being allowable as a sequence skip, but it doesn't make a huge amount of sense. I've patched it up so that you have to talk to at least one plot character in Jastholme.

As for working on it, well, I'm at work during the day, and on weekends I'm a single parent, so if I'm free to work on my games, I try to work as much as possible, as quickly as possible.
 

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Euphoniac

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That's admirable and all the more reason to receive some support from the players. :)

If you want to squeeze in another fix (for a game-breaking bug): Caylan Town Hall: Triggering the cutscene while walking as far left or right as possible freezes the game (the party's path is blocked by a NPC respectively).

I think I will load a previous save file before triggering this cutscene, since I can't recruit Mitta at this point yet even when following what your guide says. Triggering this cutscene now might prevent me from recruiting her later when I'm allowed/supposed to.
 

Calvynne

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I will investigate that issue in the morning ,and hopefully patch it in the afternoon.

You can observe the town hall meeting at any time, but shouldn't be able to recruit Mitta early. (needs another trigger which shouldn't fire until after black tower).

If you can, remnants of an alternative ending are still kicking around (somehow), and need to be cleaned up.
 

Calvynne

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I've fixed the Caylan Townhall collisions (the move route will now take you to the center automatically, should have done that from the beginning).

The fixed file is attached below, and the master is being uploaded with all fixes to date.

I've also included the most recent batch of data file changes into a zip file for anyone who needs a patch but isn't sure what's the most recent. It's in the main page download link, or available here:

https://drive.google.com/open?id=1RwalzIB4rpcSCD2iPgW1tEYHHOZdD9vy
 

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Gianmher

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Ok, this two bugs are huge:
after the events in Black Tower, you have the bridge and the Sandfall Waterway both collapsed; but you can easly bypass them:
the bridge is simply invisible but is still here and the cave still have the option "Skip dungeon?" that can teleport you on the other side
 

Calvynne

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Things are a bit too chaotic this morning for a quick patch before I get to work, so it will have to wait until this evening.

As a straw poll, the skip dungeon feature is one of the last features I worked on, and only partially implemented. Has anyone found the feature (even though it's partially obscured) useful, helpful, or enjoyable?

My intent behind the feature was to get players to a pre-black tower state, where they could then gather their party and figure out their route to the end of the game. (I had planned 3-4 viable routes, but for release only put the main plot route in).

A sub consideration was speed running. With the few skips currently in, and the cheat sword, it is possible to get a full clear in ~1.5 hours. Not a typical "feature" of most RPGs, so I was only developing it for testing plot branches.
 

Euphoniac

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I believe that I'm too much of a hardcore player to use a dungeon skip feature. :D

It's a useful feature for speedrunners and testing purposes, and I think no one will be bothered by it as long as the switches are invisible. Nevertheless, the feature is much less useful when - like in the beach area that connects Sandfall Village and Gruth - both hidden skip dungeon switches can only be used once. On the other hand, there probably isn't any need to use them more than once.

Since Gianmher mentioned the invisible bridges in said area: Taking the path to the NPC wearing a blue cap gets the player permanently stuck. If the player reaches the tile directly above this NPC, he won't be able to get back. By the way, this area even contains a "new" treasure chest (holding only an Adventure Cap, though).

Sandfall Waterway has a story of its own: The player can later (before acquiring the airship for the first time) return to the Sandfall Waterway and even jump down the waterfall. When doing this, Eddy's conversation with Det is triggered once again, even if Det has already left the party. Fortunately, jumping down the waterfall again doesn't seem to mess up story progression. After reacquiring the airship subsequent to the Black Tower events, though, this issue can be game-breaking. Landing the airship in the secluded mountain area between both parts of Sandfall Waterway and then jumping down the waterfall means that the airship is permanently lost (because the southern entrance of Sandfall Waterway is blocked), and without the airship the player can't finish the game. Thus, the waterfall jump should be one-time-only and disabled after that.

Tayra is plagued by two game-breaking bugs:

When triggering the throne room cutscene: Being able to move can get the player stuck if he walks upwards and blocks the door while the Chancellor tries to exit the palace.

Tayra: The player can attempt to trigger the throne room cutscene again (which shouldn't be possible), only this time the game freezes: The soldier can't go inside, because he's blocked by the Chancellor, who already stands behind him. I don't know if or how this is related, but I probably didn't do me a favor by clearing the Tomb of the High Kings before conquering Black Tower. Well, I got the bow (Det being the last man standing after the boss's final holy counter), so I did me favor after all. ;)

These issues are all potentially game-breaking, but let's be honest: The player has to aim at most of them in order to trigger them.

I'm still having a blast, so I'll continue my playthrough now. :)
 

Calvynne

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Thank you both again for all the reports and feedback.

I will get some fixes out tonight for all the issues and edit this post and the main post with the updates.
 

Gianmher

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The items seller in Shri Kallha is unreachable
 

Calvynne

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Ok, this two bugs are huge:
after the events in Black Tower, you have the bridge and the Sandfall Waterway both collapsed; but you can easly bypass them:
the bridge is simply invisible but is still here and the cave still have the option "Skip dungeon?" that can teleport you on the other side
Thanks! I've fixed these. The Invisible Bridge was a region event from a copied map. I've put a sequence check on the Skip Dungeon check in the Waterway.

I believe that I'm too much of a hardcore player to use a dungeon skip feature. :D

Since Gianmher mentioned the invisible bridges in said area: Taking the path to the NPC wearing a blue cap gets the player permanently stuck. If the player reaches the tile directly above this NPC, he won't be able to get back. By the way, this area even contains a "new" treasure chest (holding only an Adventure Cap, though).
This should be sealed off. So hopefully, no more getting stuck.

Sandfall Waterway has a story of its own: The player can later (before acquiring the airship for the first time) return to the Sandfall Waterway and even jump down the waterfall. When doing this, Eddy's conversation with Det is triggered once again, even if Det has already left the party. Fortunately, jumping down the waterfall again doesn't seem to mess up story progression. After reacquiring the airship subsequent to the Black Tower events, though, this issue can be game-breaking. Landing the airship in the secluded mountain area between both parts of Sandfall Waterway and then jumping down the waterfall means that the airship is permanently lost (because the southern entrance of Sandfall Waterway is blocked), and without the airship the player can't finish the game. Thus, the waterfall jump should be one-time-only and disabled after that.
Solid catches there, I've added sequence checks to hopefully block revisiting this particular dungeon, and jumping down the waterfall again.

Tayra is plagued by two game-breaking bugs:

When triggering the throne room cutscene: Being able to move can get the player stuck if he walks upwards and blocks the door while the Chancellor tries to exit the palace.

Tayra: The player can attempt to trigger the throne room cutscene again (which shouldn't be possible), only this time the game freezes: The soldier can't go inside, because he's blocked by the Chancellor, who already stands behind him. I don't know if or how this is related, but I probably didn't do me a favor by clearing the Tomb of the High Kings before conquering Black Tower. Well, I got the bow (Det being the last man standing after the boss's final holy counter), so I did me favor after all. ;)

These issues are all potentially game-breaking, but let's be honest: The player has to aim at most of them in order to trigger them.

I'm still having a blast, so I'll continue my playthrough now. :)
Yeah, Tayra was one of the last regions I added, and honestly I did not test it thoroughly enough. It's been the source of many embarrassing bugs. I believe I've locked the sequence down, you shouldn't be able to repeat the throne room sequence, and it should flow smoothly now.

Out of curiosity, how difficult was the Tomb of the High Kings with the gear available before Black Tower? It is supposed to be level 35-40+ but there are many accessory combinations that could let you get over some of hurdles.

The items seller in Shri Kallha is unreachable
He actually didn't have an inventory! Fixed! Thanks for the reports!

Everything should be fixed (I'm sketchy on the sandfall sequence breaking, I ran through it once, found a problem, fixed a problem, found a different problem, fixed that problem and then didn't see a problem.)

Updated data files attached.
 

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Euphoniac

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Thanks as always for the fixes. The Tomb of the High Kings at that point was by far the most difficult dungeon, but my party was properly equipped and leveled up (around level 40 if I remember correctly), so it was more a matter of patience than of life or death. I played Final Fantasy IV and smile at the many references, yet it really took me by surprise that you hid the "final ultima counter boss" in this dungeon of all things. :D
 

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