Thanks for this fantastic game, I just completed my playthrough. Story and its execution, dialogue, scope, exploration incentives, dungeon design, battle system, Final Fantasy IV references: Therassia is top-notch in every respect and much better than most of the (commerical) RPG Maker JRPGs I've played so far. If it's just about RPG Maker MV JRPGs, Therassia is easily the best among them.
The ultimate weapons are really easy to miss, but I got them all in the end.
While the following list of remaining bugs (beginning with the game-breaking ones) might seem intimidating and disappointing, I can't stress enough that most of the issues are minor and don't harm the player's enjoyment. When a single developer makes a game of this length, this amount of bugs is within expectations. Fixing them is just part of the final polish. Let's get started (potential bugs and improvement suggestions):
The Lavastrider - and thus the only chance to complete the game - will be permanently lost if the player enters the demon merchant tent or the underground lava path cave (only the upper one on the same island) while riding the Lavastrider, because both of them feature different entry and exit points respectively.
Lokengraav: If the player has completed this dungeon already and returns to the Dark Hold, the later part of the cutscene is repeated and the player is teleported out once again, but then there's only a black screen and the player is forced to reload a previously saved file.
If the player enters and leaves Lunar Prison Isolation Chamber, he won't be able to return and thus can't complete the game!
It shouldn't be possible to use/activate the following skills outside of battle (* = unless intended, granting the opportunity to buff up the party before boss fights):
Aldren: Crippling Arrow, Heart Strike, Mighty Arrow
Det: Enhance*, Sleep
Eddy: Enhance*, Fast*, Shield Strike, Shield Wall*, Slow
Ekedy: Sleep
Haden: Crater, Giant Killer, Impale, Jump
Mitta: Armor Punch, Barrage, Ethereal Shot, Kill Shot, Meltdown, Rapid Fire, Ricochet, Snap Shot, Void Rift
Serena: Blink*, Distort, Enhance*, Fast*, Haste*, Slow
Tanren: Cannon, Firewall*, Frozen Barrier*, Thunder Guard*
The description of Eddy's True Aim skill (contrary to Serena's) lacks the part that this skill also cures Blind.
When casting Lannie's magic skill Enhance, the player has to select a target, so the player could think for a moment this skill is a single-target skill despite its description. Other multi-target skills correctly show "all allies" as the only available option when activated.
It seems one of the effects of Lannie's skill Disperse remains permanently after battle (until a certain condition is fulfilled, e.g. switching accessories).
When having the Sword of the Ancient Pharaoh or the Axe of Shimmering Sand equipped, is the respective party member only able to equip a shield later (I found them before the Black Tower events and noticed this potential issue thereafter)?
Either the Blackblade Sword or the Glitterstone Dagger is able to inflict weak, but the weapon in question doesn't mention this ability in the description.
Is it intended that Jeanna can equip the Dysteel Shield as a "weapon" (only second weapon slot)? Dysteel Shield is also the only Dysteel equipment that can be sold.
The tent's and cabin's descriptions are misleading (sanctuary), since they can be used anywhere inside a dungeon.
Does the Brilliant Lantern prevent random encounters completely instead of just dramatically reducing them?
The Bag of Duplication doesn't seem to work.
It's possible to trigger a random encounter while taking off with the airship; this battle then features a ship background.
Darton Castle: I think the cutscene in West Tower F3 should be triggered immediately upon entering, since it's possible (though not very likely) to bypass this cutscene (which means some players could wonder how to advance the story).
Darton, Cecilia's/Tanren's house: Contrary to what Cecilia says, there isn't any tent to be found.
Beach that connects Sandfall Village and Gruth: Is this monster holding a trident really supposed to be a pirate?
When entering Drakefall Mountains, the location name that appears on the screen should probably be exactly that instead of DrakeFall Mountains.
I don't know if it's intended: Drakefall Mountains' eastern outdoor area doesn't seem to feature random encounters.
Quendara: When opening a bigger door (i.e. when entering the inn or the item shop), the opening animation shows that there is a smaller door behind the bigger door.
Quen castle during
: All three tiles trigger the same fight, but after the fight the other two tiles still trigger the same scene (though not the fight again). Bottommost fight only.
It is (but shouldn't be) possible to leave White Tower during the cutscene that triggers upon entering for the first time. Fortunately, by doing this and reentering, the cutscene is triggered again.
White Tower General Store: The outside entry (left side) and the inside exit (center) don't match up.
The name of the second map of Mount Yrggraliss appears as Mount Yrggraliss1 on-screen.
Mount Yrggraliss: If the player tries to bypass the boss fight trigger tile via the right side, he will be redirected a few tiles downwards. This could be handled better by cutting of the right side passage.
Mystvale (later): When entering from the south, the player should probably be placed on the left edge of the screen. It doesn't make sense that the player starts on the right edge, no matter if he enters from the south or from the east.
Darton: After having defeated the guards (outer area), a few of the NPCs are in need of updated dialogue (they still assume the guards are present) a bit earlier.
Darton, Cecilia's/Tanren's house: The message concerning the Frying Pan can be triggered indefinitely (at least the player receives the Frying Pan only once).
After Tanren has joined the party, the player can backtrack (via Darton Waterway) and then enter Darton Castle via the front door, and at this point at the latest (not only after taking the teleporter) he should also be able to leave Darton Castle via the front door.
When returning to previously visited cities, sometimes Eddy is shown wearing his old clothes (e.g. in the cleric's house in Sandfall Village when examining the statues).
I don't know if this is intended: When reentering the waterfall cave, there's one corpse missing.
Jastholme Castle: After having spoken to the King, it's probably the exact same soldier that guards the door to the Royal Court (Main Floor) and at the same time keeps watch inside the East Tower (F1).
Jastholme Castle: Is there any point in finding the artifact room? I don't see any purpose story- and otherwise without the artifact being there and without any loot on the way there (if there was loot, I either missed or forgot about it).
Since the player can take the ship on the Black Tower Isle to the Eastern isles immediately (at least in the unpatched version), he can also start the Cecilia/Deleron side quest prematurely. When triggering this side quest at that point, Cecilia can still (also) be found at home in Darton.
Black Tower: The 5th floor is incorrectly labeled as 6th floor (location logo on-screen).
Way back to Darton: It would be better if the player had to check both inaccessible routes first before being able to go through the Sealed Gates.
Haden's House: The player learns that Haden had two daughters, but the events at Black Tower gave me the impression he only had one daughter.
White Tower: Shouldn't Helen have something to say when the player returns later with her daughters in tow? Helen disappears later; maybe she should just disappear sooner.
Caylan: It's possible to enter the town hall and trigger the cutscene before the message about the meeting appears. In this case the message about the meeting is played when the meeting is already over (the meeting isn't repeated this way, though).
Caylan: After the message about the meeting has appeared: If the player doesn't immediately enter the town hall and trigger the cutscene, he will be able to find out that Mitta stays at two locations at the same time (her house and the town hall). It seems the player isn't supposed to examine Mitta's house until later, so Mitta's house could just be locked until the town hall cutscene has been triggered.
Caylan: The white seer script could be updated, since the dialogues don't make sense anymore if the player has already completed the related quests.
Tayra: The player can easily bypass the first cutscene.
Tomb of the High Kings: The entry point for floor B4 seems a bit odd; the same applies to the two staircases leading to the same point on floor B3 where the player came from (are these supposed to be circular stairs?).
This probably isn't intended: There is still one airship landing spot each on the two temple isles east of the Eastern Isles - the temples themselves!
First underground lava path: The player might be tempted into thinking that he isn't able to revisit this location. When he exits the dungeon and tries to go back in, he finds himself back inside the building in Shri Kallha, and if he immediately takes the stairs there, he is teleported back to the world map where the demon merchant's (Dysteel Bar) tent is located. This issue can only be resolved by leaving the building in Shri Kallha before reentering and taking the stairs there.
Site X-51: The whole boss fight (Lost Guardian) and cutscene sequence can be repeated, and it even must be repeated if the player - right after having acquired the Lavastrider - accidentally returns to Site X-51 by going one tile up.
The second (last) Dysteel Bar purchase (demon merchant tent) is bugged: Not only can the player "purchase" as many copies as he wants, he doesn't even need money. The Dysteel Bar only costs 100000 Gold if the player carries 100000 or more Gold. If he carries less, it (only) costs his remaining Gold, but this Dysteel Bar can even be "purchased" while having 0 Gold! This basically means: 99 Dysteel Bars in exchange for all of one's Gold. Although this could be intended, since it would otherwise be extremely tedious or downright impossible to get full Dysteel equipment sets for all party members.
Burnt's Dysteel Bar selection: Pressing Esc gets the player a helm (and probably the "I don't run a charity" dialogue without sufficient funds), though doing this should trigger the option Nothing.
The Merchant: Is it intended that everything (despite generating a new batch or buying a Clover or Lost Feather) costs 0 Gold? Furthermore, the mechanics at work here can be abused. To be more precise: Each time when viewing an old batch once again (after having left and reopened the selection screen), five new accessories are "for sale", added at the bottom of the list (though these new accessories can be duplicates of the ones that are already available). Since this procedure can be repeated endlessly, there isn't any need to pay for new batches.
The cutscene at the beginning of Lunar Prison Core B1 can be triggered an indefinite number of times.
Credits: "Adventurer" is misspelled at least three times ("Advenuturer").
That's enough nitpicking. Thanks again for this very entertaining game.
Edit: By the way, I also sent you a message with regard to the few spelling mistakes and mapping errors I found.