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"Would you stake your life on a world that cannot be saved?"

Version 1.07 - Released May 4th, 2012

-Strategic turn-based battles reward careful positioning and smart actions over brute force.
-No typical HP/MP drudgery - Instead, battlers have Body, Mind, and Soul ratings that serve as both health and fuel for special abilities. Knocking any of them to zero means defeat, so heroes beware!
-No level grinding or money hoarding!
-Diverse elemental and weapon-versus-armor system for all sorts of exploitative goodness.
-Structured mission-based gameplay means you'll never have to wander around figuring out where to go next.
-Oh, and no random encounters either, because, seriously.
-Over a dozen colorful characters to recruit and train.
-20+ hours of adventure - multiple secrets, sidequests, and endings!

TV Tropes Page available here! Here be spoilers!

Unofficial Official Wiki available here! Here be spoilers too!

Fanfiction here! Spoilers?! You better believe it!

A play-by-play commentary at Dragon Quill! - Spoilers, slowly but surely!

Text of the entire in-game glossary! Note: Link is working again as of 4/11/14.

Latest Blog

Featured in the RPG Maker Bundle #1!

~RISE FROM YOUR GRAVE~

The Reconstruction was featured alongside a few really great games on the RPG Maker Web main site! Here is the link: http://forums.rpgmakerweb.com/index.php?/topic/23772-rpg-maker-free-game-bundle/

If you're reading this, you probably already played it ages ago, but I want to express my gratitude regardless! So, thanks for the positive buzz and whatnot that made this possible!
  • Completed
  • Deltree
  • RPG Maker XP
  • Tactics Strategy RPG
  • 09/02/2009 05:06 PM
  • 06/07/2015 01:39 PM
  • 09/03/2009
  • 384156
  • 70
  • 10472

Posts

Deltree
doesn't live here anymore
4556
Yeah, that's about par for the course for my endings.
I just watch the Ending Scene video of the Drop. It seems if I play it, it will only leave more unanswered questions without answering anything.
Deltree
doesn't live here anymore
4556
Wow, that was fast! I had no idea what I was doing with RPG Maker when I made TR - I did the entire thing using events and built-in components - so it wasn't my most efficient effort, from a technical standpoint.

I'm actually glad to hear your reaction after playing them out-of-order; pretty much all of the feedback I've received was from folks who played this one first and IMTS second. I didn't make TR with a prequel in mind, initially; that came about as a result of the response I got, so I had to kind of wing it when I wrote IMTS. I'm glad it mostly worked out.

Good luck with The Drop, if you decide to try it! It's a real time sink, and there isn't a whole lot of story, so feel free to just watch the ending video that shows the main story-relevant scenes if you get burned out on it.
I just finished The Reconstruction (after IMtS, of course).
Despite a few pathing bug and a whole lot of un-smooth-ness in the UI; I really liked the story and the gameplay like I did with IMtS.
Spoiler
The Ending I got seems less saddening than IMtS, only Kul died of old age and everyone else that I-might-not-care-about (except Mahk) die off-screen. But it still left me with unsettling feeling...
...WTH? The whole things in this game are just something happen DURING the ending of IMtS; and both games end at the same point of time, huh? Time Dilation is sure scary.
Also, I somehow was able to predict who the final boss would be the moment he show-off the thing I identified as an emitter.

I'd rather play this game first, which would sure leave me with a lot of unanswered questions, then play IMtS to get the answers to those questions.
Deltree
doesn't live here anymore
4556
I think it was just a math-typo on my part, since I know where the other four ought to be. When I got to the jettisoning scene at the very end of IMTS 3 years later, I was thinking "five" in total, so that's what I put in the dialog box.
Hm, double post months apart. It's been quiet here.

Anyway, while I was going over my review series (which is finally finishing next month), I noticed something. Maybe this is better suited to the I Miss the Sunrise page, but:


Tezkhra counts the emitter in the Watchers' room as one of the five he dropped on the planet, which strikes me as odd. It seems very clearly to be something the administrators placed there for the Watchers, not something the Watchers salvaged from the surface. It seems far more likely that there are still two emitters at large (possibly three, he never did check to see if the one in the crater was successfully destroyed), not just one. Is this an intentional discrepancy to be addressed in How Far, or have I stumbled over a plot hole?
Correct me if I'm wrong, but isnt Essence individual for each (surviving) character (as well as half of it for currently recruited ones)? The Prologue Characters are never Part of the active team, I can't see which the point would be either way.
Yeah, the prologue's full of lots of ifs and buts like that. I probably should have kept my explanation simpler, but I have a bad tendency to overcomplicate things. :< I honestly feel the prologue's very poorly designed; I guess Deltree intended it to be a simple no-consequence sandbox where people could get used to the mechanics, but the end result is way too complicated and it goes against the grain of many seasoned RPGer tactics (like the "keep everyone alive to preserve exp" thing) without giving you any reason to suspect you're supposed to take it easy. Just making it so you don't get essence at all, to make it clearer that this is an offshoot thing with no bearing on the main game, would have been a wiser choice. Cutting "Peaceful Approach" might have been a good idea too.

(As with many things, I feel IMTS did this better -- exp isn't split, you don't work with throwaway characters before getting the main cast, and you're exposed to mechanics gradually instead of getting everything dumped on you at once.)

By the way, if you ever get stuck on the other bosses, I've outlined some basic strategies in my running review series. Don't look at them until you've reached that point in the story though, I'm pretty liberal with spoilers: boss 1, boss 2, boss 3, chapter 4's optional boss, boss 4, and a certain chapter 2 quest I would have really appreciated some help on my first time through.
author=argh
You do get essence in the prologue, but you don't level up automatically, they're spent at in a special menu you only get access to afterwards. So you can't level up during the mission itself.

i actually kept reloading when it became apparant i was gonna get stomped
Nooo, never give up! The show's not over until you see that game over screen! That battle in particular is fast-paced and your healer is almost guaranteed to go down, but the boss isn't terribly sturdy either. You can take him down with only a few casts of Fiery Raid.

Correct me if I'm wrong, but isnt Essence individual for each (surviving) character (as well as half of it for currently recruited ones)?

The Prologue Characters are never Part of the active team, I can't see which the point would be either way.

I beat him on my third try, being obsessive about it I managed to barely keep everyone alive, because I wanted everyone to have the essence. I even got all the side-quests (Peaceful Approach, the other ones are automatic if I remember correctly) which had no effect on my favor, because the story didn't yet begin. Am I wrong?

Final note @ Omnion: Yes, reload rather than use the essence-stealing retry, but argh is right that you shouldn't give up before the end of it.
You do get essence in the prologue, but you don't level up automatically, they're spent at in a special menu you only get access to afterwards. So you can't level up during the mission itself.

i actually kept reloading when it became apparant i was gonna get stomped

Nooo, never give up! The show's not over until you see that game over screen! That battle in particular is fast-paced and your healer is almost guaranteed to go down, but the boss isn't terribly sturdy either. You can take him down with only a few casts of Fiery Raid.
so i dont get essences? :/ well ill try again i actually kept reloading when it became apparant i was gonna get stomped (when i only ha one guy left)
Murdering your way through the prologue doesn't do anything, since you can't level up. If anything it will only weaken you between battles. The boss is difficult no matter what, though you do get a second chance if you fail.
ah, so i should have murder hoboed my way through so i dont get rofl stomped at the boss
Deltree
doesn't live here anymore
4556
In the prologue, nothing but bragging rights. Later, you will get bonus guild favor which can give bonuses.
so do the bonus objectives do anything...like have actual benefit, (money/character progression) or do they exist for bragging rights only. im having a fuckton of trouble with the very first boss fight, because i avoided fighting anything grabbed the powder and telescope, and made it there in less than a minute. so im wondering if i should have just killed everything?
author=Deltree
The single-character vantage is a very good point, and I'm glad you're tackling it. I assume movement is on a 2-dimensional plane as opposed to 1D like it is in TR; what happens if two characters or enemies are on the same space? Is that even possible? If not, it sounds like it could get crowded or easy to get boxed in accidentally. Six PCs and 6 enemies in one battle is almost half of the entire board.


2D, you can move in all four directions. It should look similar to chess.
There can be multiple people on the same space, but I will probably limit it to 3 or 4 to prevent cluttering.

author=Deltree
This will also do interesting things to the Enchant mechanic, should you choose to maintain that!


I still don't know what to do with rush/chain/enchantments, but I will probably implement all three.
Rush will be similar to morale in The Last Remnant, it will shift as you exploit weaknesses and other similar things.
Chain is tricky, I will probably make it individual if I implement it.
I think I'm gonna let every character enchant their own or adjacent square with their elemental. There will also be abilities that let you enchant an area or use enchantment of another elemental.

author=Deltree
Also, I hope the math isn't too overwhelming. Personally, I would have divorced it from Initiative entirely and just had a static "move" stat for each character (2 for most; faster/frailer characters get 3) and one action per turn. But, if that level of simplification isn't necessary, then go for it!


Well, since initiative is pretty fixed you just need to calculate the movement cost when you are making your character, it is pretty much just another number on your sheet. I like the idea that faster characters move more quickly.
The math shouldn't be too much, since most of it will be DM's obligation.
Deltree
doesn't live here anymore
4556
The single-character vantage is a very good point, and I'm glad you're tackling it. I assume movement is on a 2-dimensional plane as opposed to 1D like it is in TR; what happens if two characters or enemies are on the same space? Is that even possible? If not, it sounds like it could get crowded or easy to get boxed in accidentally. Six PCs and 6 enemies in one battle is almost half of the entire board.

This will also do interesting things to the Enchant mechanic, should you choose to maintain that!

Also, I hope the math isn't too overwhelming. Personally, I would have divorced it from Initiative entirely and just had a static "move" stat for each character (2 for most; faster/frailer characters get 3) and one action per turn. But, if that level of simplification isn't necessary, then go for it!
Positioning and engagement
This is something I was thinking about this for some time. The battlefield is divided in 25 fields, using a 5x5 grid. Each field represents a small area. Moving to an adjacent field costs the amount of initiative points equal to 36-initiative value. Classes with high initiative move faster.
Engaging an enemy costs 15 initiative points, and it can be a side effect of some attacks. You can only engage an enemy in the same field. Engaging an enemy is basically focusing on that enemy allowing you to intercept any attack that the enemy performs. This interception costs 10 initiative points.
This is very different from the original, but I think it still keeps the same "feel". The main reason for this is because in a tabletop you only control one character, so the original system wouldn't work well without some serious strategical planing, and if your individuality is severely limited that kills the fun.
Thoughts?
And Sun Priest is done. At least for now. You might think that it is very different than the Sun Priest you get in the game, and you would be right. I love Yfus, he is my favorite character, but he sucks. I made Sun Priest more defensive and buffing, with Blessed Corps being a lot more squishy, with more offensive capabilities.
Pretty much. You get x initiative points every round, and it takes 40 to perform an action. Every class has different initiative, ranging from the slow but powerful Trudge Knight (did I get that right?) who will probably have 18 initiative to speedsters like WhiteWind (did I get that one right?) that will probably have 23. On one hand it is small difference, but on the other it is still important enough.
Deltree
doesn't live here anymore
4556
Oh neat! So initiative damage is essentially the same as subtracting from the Wait counter?