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Warning: Legionwood 2 is for seasoned RPG players! This game is hard. We mean Final Fantasy III crossed with low level Dungeons and Dragons hard. Don't anger the dice gods.

Legionwood 2: Rise of the Eternal's Realm is a fantasy Role Playing Game (RPG) in the style of classics like Chrono Trigger and Dragon Quest and the long awaited sequel to Legionwood: Tale of the Two Swords.

Playing as an elite imperial soldier trying to protect their homeland, you'll get to explore a massive, fully detailed medieval empire filled with daring adventures, outlandish treasures and dramatic conflicts. Along the way, you'll have to contend with the likes of political corruption, zombie hordes, the onset of war and a game world that changes depending on your choices and actions. Will you be the one who saves Legionwood, or will you be the one who dooms it to an age of darkness?

Features
  • 15+ hours of classic RPG gameplay.

  • Dozens of minigames and sidequests to discover.

  • Hundreds of different character configurations.

  • Over 80 intelligent and dangerous foes.

  • Non-linear game that makes your choices count.

  • Six possible endings.

Legionwood 2 is an epic adventure spanning entire worlds and time itself for only $5.99! Purchase the game here.

Latest Blog

Legionwood 2 is finally on sale!

The day everyone a small group of hardcore fans has been waiting for is here: after almost four years of development, the full version of Legionwood 2 has finally been released. As of this very moment, the game is available to purchase from the Dark Gaia Studios website in all of its indie, SNES-style Role Playing Game glory.

As I’ve posted before, the game retails for $5.99 USD (even though I live in Australia it’s so much easier to handle online payments in American dollars) and you can pay for your copy via Paypal, credit card or wire transfer – it’s all handled securely through the game’s distributor. All purchased copies of Legionwood 2 are completely DRM-free and can be backed up on an external drive or transferred to other PCs with ease.

I’m also working on getting the game available through Desura and its associated portals. The Desura edition of Legionwood 2 is currently being evaluated and should be online within the next two weeks. By the end of March I’ll also hopefully have the game out on some of the larger RPG Maker portals such as Amaranth Games and RPG Maker Web as well.

I first started working on Legionwood 2 back in 2010 right after Legionwood 1’s release. After countless betas and even a complete rewrite in a new engine, I’m so excited that the game is finally complete and ready to be devoured by masses of hungry fans. It’s been an awesome ride working on this game and engaging with all the people who tested its various beta builds – without your feedback, it definitely wouldn’t be as good as it is today. I really hope that you enjoy Legionwood 2 and its epic continuation of the Legionwood canon.

You can start your adventure by purchasing the game or downloading the free demo here. Happy adventuring!

Posts

New bug found, skipping the intro also skips the part where the game gives you skills and items.
Request:can you make it 60+mb just like legionwood 1 because it takes time to download especially if you only using broadband just like me.
Thanks.
edchuy
You the practice of self-promotion
1624
DG,

I gave the fixed demo a try and found a couple of issues related to the Dryad quest. For some reason, the fight you are supposed to initiate by talking to hear appeared as a random fight elsewhere in the same level of the dungeon. I didn't go through with it, so I have no idea what would happen, choosing instead to get the fight as expected. Regarding that same fight, a couple of times I got this error:



Eventually, I was able to do the fight without having the game crashing. The other thing I have to report is related to fights, when you choose to Block, you can get a message for the next turn of that party member saying they're not covering the other allies. I don't believe I have seen this message in other games. I also did find that the screen went blank for a bit too long when resting at inns, although I didn't find anything similar with the bosses.

The one aspect of the game so far was being able to choose a main class and a subclass for all my characters. I went with Warrior/Cleric, Rogue/Warrior, Gunner/Magus, Magus/Cleric.

I found fight, for the most part, to be relatively easy, especially once you figured what the enemies could do and their weaknesses. I only had to use a few antibiotics to heal status ailments, but managed to not have to use salves nor peptides at all. BTW, even though one of my party members got silenced, I noticed that there were no Techs I couldn't use.

Things got much easier once I got the Running Shoes, since they allow the party member wearing them about two turns for each one of the rest of the party and the enemies. Probably you should consider reducing the boost they give, since the advantage they give is a bit too much.



Hi everyone!

@Crystalgate: I'll have a look into that. I don't know how it could be doing that, as it's meant to skip until *just before* that happens.

@Natsu-Luffy: Sorry, but I actually can't get it smaller than this. Ace's data files and RTP are much bigger than VX's in general. It was 250MB when I first compressed the game data. I managed to shave it down to what it is now by deleting unneeded files.

@edchuy: Hmm, it appears that the Dryad fight is set as a random encounter at one small area of that floor. I must have done that for testing purposes, then forgot to remove it.
I agree about the Running Shoes. I thought they might be too strong; was just waiting to see what others thought.
I'm considering limiting the sub-class system somehow; either removing it entirely or making it so that te sub-class only gives you skills. It also definitely appears that Silence is broken (again, must be an issue with working with a badly translated editor).
The bug you reported with battles... I actually haven't encountered this at all while playing? Can you try to reproduce this? I have no idea how it could be happening.

New version incoming soon.
'kay, so I've figured out how I'm going to balance the Sub Classes. Sub Classes now only grant you access to Techs and not equipment, and equipping them now incurs a small (10%-15%) stat penalty. This way, there's more incentive to only have a Main Class, but equipping a Sub Class is still a viable option.

New version (1.2) uploading now.
This version fixes the following errors that were present in Beta version 1.1:
- Vanishing characters issue is fixed.
- Skipping the intro no longer prevents your characters from getting skills and items.
- Sub Classes no longer provide you with additional equipment options.
- Equipping a Sub Class now incurs a small statistical penalty, to attempt to balance equipping it.
- The Shield Earring no longer grants Attack. It now only grants Defense and Wisdom like it was meant to.
- The Swift Shoes now increase Agility by 20 instead of 50.
- There are no longer squares in the battle text.
- Enemies have had their Attack, Wisdom and Defense increased by 10%.
- The Curse Dryad is no longer encounterable in random encounters.
- Silencing now prevents Magus, Cleric and Rogue Techs from being used.
I can see not letting sub classes grant equipment, that feature had some balance issues. You could choose Rogue as main class and then either warrior or gunner to get the heavy armor and that way almost bypass the durability issue the rogue has. However, the stat penalty is rather crippling and I found it hard to justify equipping a subclass.

You wrote that the stat penalty is 10%-15%, but you set the sub class inheritance bonus to -0,18. That's 18%, not 10% or 15%. Granted, this doesn't affect equipment bonuses, so the effect is often far less than those 18%, but for stats like HP, SP and agility, you usually end up losing all of those 18%. Further, the stat loss is based on the stats of the subclass and this makes the stat loss even more severe. For example, the warrior has a high attack and low intellect, so equipping it as a sub class means you lost a lot of attack and very little intellect. However, the warrior has mostly attack dependent skills and no intellect skill that I know off, so this is a horrible deal. The same goes for magus incurring a high intellect penalty, but very little attack penalty. As a rule, equipping a subclass makes you lose most of whatever stat that powers the skillset you get from it.
Hmm, good point. And blame the fact that I am terrible at maths for the fact that it is actually 18% rather than 15% as I said. When I tested out the penalty, it seemed to be roughly 15% to me.

Do you think that 5% or 10% would be a better option, or just scrapping the stat penalty entirely and simply nerfing the added equipment option?

I really opened up a can of worms with this class system XD
Legionwood 1 had just as many issues in its first few releases.

EDIT: I guess my intention for doing this is that I want there to be some benefit from only having a Main Class. Otherwise, there's no reason to not just equip a Sub and get two skillsets. I want something to happen to offset this.

EDIT 2: By the way, I really appreciate your feedback, as balancing really is a weakness of mine.
Haven't played yet, though I'm probably gonna download the public beta and give it a shot, but I'm suggesting that perhaps... make a multiclassed character level up/gain new abilities more slowly than a single-classed character? Or perhaps make a sub-class' abilities less powerful than their main-class equivalents?

Edit: Alright, then. Started to play through the game and the tutorial section, fighting barbarians in Corinthe... One little nitpick thing oticed so far, whenever Felix uses his speed-me-up ability the animation appears underneath the leftmost enemy, not near Felix's portrait or whatever.

Another minor bug. During the scene in the forum, the background music runs out after a while, doesn't start back up again until you go up the stairs to where the bandit chief is.

Okay, I see what people mean about the Lionel/Clara thing. First scene with her in it, etc., and it's playing out like a bad romance novel. In the next major update, I'm hoping you'll have changed the scene around a little to be not so melodramatic and a little more... genuine. Still, first version and all - just handing out my advice.

I think it would be a little more emotional if we got to see a little more of their relationship, maybe in flashback? Possibly at the point where you currently have the fade out to black and him calling her name. Right now, I'm not really feeling any tension between them except "I said I loved her, girl dies". His telling Aelia he wants revenge... just not feeling it. But, again, first draft, here.

Also, referring to Clara as his 'lover' just seems a little cold, but then again, it might be a cultural context thing. "Lover" to me refers to someone you're having intimate relations with, not someone you've had a relationship with for a long time. "My love", yes, "my lover", no, at least, not to me. Words you could use instead... girlfriend, future bride, one true love... all would work just a bit better. At least in my opinion.

Meanwhile, Aelia and Felix seem like much more real characters than Lionel, who's supposed to be the main protagonist. I think your attempt to give him some real internal conflict backfired a little bit, here, because it's jst serving to make him kinda more... stereotypical and cliche than actually conflicted. It would be better to leave him an enigma right now and develop his backstory later through flashbacks, at least in comparison to now.

I know, I'm giving more advice on story than gameplay, but story is what hooks me the most. I'll deliver anoter update when I've gotten a bit farther in, or the next time something hits me.

EditWhatever: Sorry, One more nitpicky thing. Aelia's the general of an army. Why is she wearing a dress?
Hi 13th,

Thanks for the story feedback; it's what I'm most interested in.
I have begun reworking the opening a bit - now there's a small flashback before Clara dies and there's less dialogue in the scene. She collapses, he rushes up, a flashback plays, and then she dies, with it fading out with him calling her name.

I do intend to develop the backstory more via flashbacks. Chapter 2 begins with a flashback of Lionel's first training exercise with the Trevellian army, and some things about Clara are shown. More similar flashbacks will be interspersed throughout the game, though, as I said earlier, the focus comes off the characters in general and moves to the events happening in the background.

I won't change the use of the word 'lover' though. I think it's perfectly suitable. A 'lover' is anyone with whom you are in a romantic relationship with.

I also think it should be noted that Lionel and Clara do not really get touched on again in the story... It kind of fades out as the focus moves to other things (like in Legionwood 1 with Lann's parents) and the scene isn't exactly meant to be emotional, it's simply meant to "kick things off", so to speak. It's a catalyst and nothing more.

Everything said about Lionel has been noted. I intend to rework a lot later, as my emphasis with this version was getting the mechanics all sorted and I only basically went over a rough script for the story.

As for Aelia wearing a dress... It *is* a J-RPG inspired game.
I'm working my way through the first dungeon at the moment (I beat it once before but forgot to save). However, the slime's energy ball attack needs to be nerfed a bit. It can easily one hit kill a character. Even if you are at nearly full health.

I've beaten Legionwood 1 and while it was difficult in the beginning it was beatable. While I do acknowledge that this is a beta release it seems a bit too easy to lose one of your characters. Maybe this is just my playing style. I haven't really used the sub class options.

I do believe that the sub class is a good idea. Near the end of the first Legionwood I mainly just spammed energy bomb and quick thinking to get through random encounters. The class system might take some tweaking but it will force players to use more strategy.

I would like to make another suggestion. I actually came across the first Legionwood on Moddb and eventually found my way here. You might want to make a page for Legionwood 2 on Moddb. Its a good way to draw players to this site which contains some very high quality RPGs.

It was pure accident that I even found Legionwood 2. It just happened to be one of the buzzing games on the home page. Glad I did though. Well I am slightly disappointed none of the original characters will make an appearance. I'm looking forward to the day when you finish the sequel.
Hi Aurora,

The reason the Slime's Energy Bolt is so dangerous is because it deals damage that is checked against the target's Wisdom. Unfortunately, I can't really nerf it as an easy fix, and will have to actually fiddle around with rewriting the damage formula it uses, as while it can almost instantly kill someone with low Wisdom, if it hits someone with the Magus or Cleric class as a main class, it only deals something like 30 damage. Making it weaker would mean it deals almost nothing to these characters!

That said though, I generally like the difficulty myself; it plays to my suited style, and while test playing the game myself, I didn't seem to have too much trouble. Though, of course, I made it, so I should consider weakening the first dungeon a little.

Your suggestions about ModDB are noted. I don't really want to make a page there until this game has more completion to it, but I may eventually.

EDIT: As for original characters not appearing... don't lose hope yet! I have plans for *one* character from the first game to appear.
author=Dark Gaia
Hmm, good point. And blame the fact that I am terrible at maths for the fact that it is actually 18% rather than 15% as I said. When I tested out the penalty, it seemed to be roughly 15% to me.

Do you think that 5% or 10% would be a better option, or just scrapping the stat penalty entirely and simply nerfing the added equipment option?

I really opened up a can of worms with this class system XD
Legionwood 1 had just as many issues in its first few releases.

EDIT: I guess my intention for doing this is that I want there to be some benefit from only having a Main Class. Otherwise, there's no reason to not just equip a Sub and get two skillsets. I want something to happen to offset this.

EDIT 2: By the way, I really appreciate your feedback, as balancing really is a weakness of mine.

If you want to use a stat penalty, make the character lose X% of whatever stats the main class has, do not base it on the sub class. So, if the penalty is 10% and a warrior with 50 attack equips a secondary class, he will lose 5 attack, regardless of whether the subclass is a berserker or a magus.

By basing the stat loss on the sub class, you inevitable end up losing most of whatever stats you need the most. It also looks rather funny if equipping a warrior incurs a large attack loss, but a low intellect loss while it's the opposite for the magus. That why I don't think you should handle this by simple giving sub classes a negative inheritance.

Personally though, I don't think it's as fun to play with only one class. If the penalty gets so large I can't motivate equipping a sub class, it will hamper my enjoyment of the game.
Well, at the moment, the stat inheritance is set to 0.12, which means it's never more than 12%. I've been playing through on that setting and it still seems viable to equip a second class.

Your suggestion is the better alternative, of course. The problem is that I'd have to script it, and I'm not sure how I can do that (I could also probably make an event that checks if a sub class is equipped and then subtracts stats if that is so). Thus, in the meantime, the way it is now is how it will have to stay, at least until I can get it re-scripted for the next major update.

It's not a major penalty at the moment, anyway. At the most, you lose 12%, which isn't a huge disadvantage. I do however agree that the way it is currently set up seems to not make sense.
benos
My mind is full of fuck.
624
Yeah, um, slimes shouldn't have to be that hard, no revive potions?
There are a few revival items scattered around in that dungeon. Try updating the game; I nerfed the slimes a little. It turns out that, by default, Magic Defense really matters in Ace. Characters with low Wisdom will get one shotted, while those with average Wisdom barely take a scratch from that spell. I might have to adjust the formulas.

In the meantime, I've just reduced the strength of that spell by 50%. Please try again. You won't have to re-download the whole game, just get the Update Patch.

Throwing a whole new stat into the mix has really screwed with my balancing. My apologies.
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
I have yet to understand why don't you just eliminate the penalty and make equipping a sub-class simply give you access to its skill subset. I don't see why you would encourage NOT using the sub-class system to the player. Care to elaborate on that?

EDIT: By the way, did you fix the "Stun" ailment? As I pointed out, it never wears off because the end condition is set to "Action End" instead of "Turn End". As a stunned battler never "Acts", the state remains until the end of battle.
Because if I don't implement some penalty for equipping a sub class, then using only a main class becomes a redundant option (why would you possibly only use one class if there's no penalty for using two?) - I want both using a main class on its own and equipping a sub class to be equally viable options.

If you don't get a penalty for equipping a sub class, everyone will equip one and nobody will consider using a main class only.

I don't want to encourage people to NOT use sub classes, I just want there to be a slight benefit from not using them, to offset the obvious benefit of using one.

EDIT: Ah, so that's why it was not ending. Forgive me, Ace has thrown me a little. Yes, it's fixed now, along with many other things you and others have reported.

EDIT 2: Basically, I thought I might not have explained myself properly, but with the classes, I want there to be two equally viable ways of playing: with a sub class, or without one. Each one has benefits and drawbacks (ie. with only a main class, your stats are uncompromised, but you only get one skillset, and with a sub class, you suffer a small 5% - 12% penalty but get an obvious advantage of having an extra skillset).
author=Dark Gaia
Well, at the moment, the stat inheritance is set to 0.12, which means it's never more than 12%. I've been playing through on that setting and it still seems viable to equip a second class.

Well, it's 12% of the sub class. So, if you use magus as the main class and rogue as the sub class, you will lose 12% of the rogue's agility, which is far more than 12% of the magus' agility. Overall, you will lose about 12% of the stats though.


author=Dark Gaia
Your suggestion is the better alternative, of course. The problem is that I'd have to script it, and I'm not sure how I can do that (I could also probably make an event that checks if a sub class is equipped and then subtracts stats if that is so). Thus, in the meantime, the way it is now is how it will have to stay, at least until I can get it re-scripted for the next major update.

In the Yanfly class system script, there will be a section which says following:

  alias game_actor_param_base_cs param_base

def param_base(param_id)
result = game_actor_param_base_cs(param_id)
unless subclass.nil?
subclass_rate = YEA::CLASS_SYSTEM::SUBCLASS_STAT_RATE
slevel = subclass_level
result += subclass.params[param_id, slevel] * subclass_rate
end
return result.to_i
end

Below "unless subclass.nil?" insert following line; "result -= result * X / 100" where you replace X with whatever percent of stats you want the character to lose. Not however that this means the loss is rounded down (a 10% loss of 29 will result in 27.) If you want the loss to be rounded up, instead insert "result -= result 0.xx" where xx is 10 for a 10% loss, 12 for a 12% loss and so on.
Not sure if anyone else had this problem but the barbarian boss seemed to be massively OP for the stage of the game that I fought her in. She killed the main in 2 shots from full hp and Felix died in a single shot after I healed him up to about 80%hp. I'm fairly certain she had 3 crit hits in a row as well....

Might have just been me being unlucky but since there wasn't any obvious save before I fought her I have to start over now.

I heard that skipping the intro caused bugs, is that still a problem?
@Rainen: No, skipping the intro no longer causes problems. I think you just must have been unlucky! When I fought her, she only used one critical strike, and I don't think anyone else reported her as being difficult. Try again, and if it happens again, I'll nerf her a little.

@Crystalgate: Thank you immensely! I'll implement that right away!