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A dreaded warlord who died sixty years ago rises from its grave thanks to the efforts of the necromancer Damian. It now must seek its nine artifacts, scattered across the world, to regain its power and free itself from the domination of the necromancer.

The game is an attempt to create a highly nonlinear experience while still maintaining a story-heavy focus. Each of the nine artifacts can be retrieved in any order. The scenarios surrounding each artifact evolve both as time goes on and based on your own actions elsewhere. Each of the twenty-five party members have their own distinct set of skills, personality, and personal goals. Recruiting one may cause others to despise you. Your current party members will contribute deeply to the events unfolding in front of you, and have their own unique detailed dialogue. Your actions and your words ultimately determine how the world views you; a forgotten pinnacle of justice, a sinner seeking redemption, a rogue spirit acting on its own whims, a tyrannical abomination bent on world domination, or something entirely else.

-A nonlinear, open-ended game with a focus on story and characterization.
-The world and remaining dungeons radically change based on your decisions, actions, and inactions.
-Recruit twenty-five different party members, each with their own personality and specialties.
-Unique strategy-oriented Battle System (that STILL isn't quite 100% finished yet.)
-Determined Encounter system allows you to steadily progress through a region and lessen its monsters.
-Day/Night system with dynamic NPCs that have their own routines.
-Everything culminates; even sidequests have an effect on the world, though you may not immediately see it.
-Essentially everything (sans some music) is custom and was personally made from the ground up.

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So instead of testing the big scary things I was supposed to, I've gone and dealt with several less scary changes and additions.

Dorrum Mine finally has its third boss variation. The Wuzeer Ruins bosses had their stats significantly changed, mostly in the 'low Defense, high resiliences' form that other bosses have also received to make weak allies able to contribute. That boss can now properly change their resilences mid-fight, and also negates attempts to scry on their weakness.

Ailments have been retweaked, typically downwards, especially in the cases of Damage+Ailment moves. Silence, in contrast, was actually strengthed; it needs high inflictions to be remotely dangerous at all. A couple strong spells with downsides were significantly weakened or changed wholly (primarily self-binding Absolute Zero and self-harming Hellfire, which is now a multihit spell). A major aspect of forging was overlooked; Steel Ingots existed in the game, but weren't accessible. They're now made by fusing multiple inferior Iron and Silver Ore.

The most important one is getting to formalizing sidequests, both in the Progress Log, and that they can be received properly from both local questgivers (usually barkeeps) and from Dorrum's Merc Guild. Things actually look somewhat bad right now, as most of those lists are littered with empty or permanently unavailable options, but it's still a big step forward. I could make it prettier now, but I'm working at a 'just focus on what the complete version's gonna look like' mindset. About five new sidequests have been finished, and while they're all pretty simple, basic stuff, one has meaningful aftermath (Estaria gets its own mid-tier blacksmith, making use of that earlier mentioned Steel bit), and it's, again, some form of visible progress.

I'm honestly at a pretty funny place right now. My playthrough is at 28 hours (though lots is probably idling, changing typos or whatever), and its at the point where most of these new changes are inaccessible or pointless to bother with. Or, more like, I'm picking these things up WAAAAAAY later than I normally would, which can plausibly happen, but are really unlikely in normal game flow.

I've pretty much come to the conclusion that I'll need to do another full, complete playthrough before I could hope to call the next version stable. Nevermind that the last playthrough has taken a like full year and counting to finish. Originally, I wanted 0.9.0 to be the 'complete game', just with loads of minor bugs and animations and East/West sprites for 80% of the cast missing, and other, you know, hugely important graphical things to be appealing to an outsider, but mechanically irrelevant, but I don't think that's in the cards at this rate. Maybe it still is. It's just a stupid number, I suppose. But this right now is another confirmation that DR is too big for me to reasonably debug and balance on my own.

I suppose I can still swing exactly that. 0.8.8'll hopefully be cleaned up enough for a July release, and, like I said for 0.8.7, it'll be of the 'okay, it's fine until a late enough or obscure enough point and then it'll die hard' variant. 0.8.9 just has to tie up all of that late game fluff (and by fluff I mean like six events all marginally larger than the 'Seventh Hell' I'm currently avoiding), and 0.9.0 might be dubiously slim in the refinement department, and missing sidequests, but assuming DR is miraculously a bug-free game (it isn't), I'm actually remarkably close to the end. An end. Again, I feel I can't call the initial completed version 1.0 because DR is just too huge a game for me to call it stable after a measly one playthrough. After all, the whole point was to make a game where you simply CAN'T do a majority of the main events, just by how the game naturally progress and events evolve. Still, that's enough putting the cart before the horse for now.

Hopefully with some of that easier stuff brushed aside, I can motivate myself to dive into the big, scary, probably horrifically buggy important part I should be working on. If not, it's not like more sidequests are a bad thing. It's hard to truly say much about the game's difficulty from my current angle, but I'm still feeling the money drought pretty hard. Hopefully sidequests should lessen that, but not overly so. There's just so many worthwhile things to throw your money at. It's honestly one of the aspects I'm most proud of, silly though that may seem.


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Oh hey it's Acradaunt :D Nice to see you here too~
Nice to see some people workin wit toolkit! looks nice keep up the good work!
This game looks pretty cool. *subscribed*
Conquest is made from the ashes of one's enemies.
See, there is a reason we added RPG Toolkit as a supported maker. Good to have you here. I'm not as familiar with the new versions of RPG Toolkit but I've toyed around with the older versions dating back to its second release.
I remember trying RPG Toolkit back around 2003~2004 or so? I didn't really like it, but that was a little less than a decade ago.
Perhaps so, but I still don't really feel like I belong here. Maybe the feeling will pass with enough time.

As for the Toolkit itself, it's pretty much been in decline ever since the jump to TK3. Though, to be honest, not that much ever changed. Regardless, ever since then, most people have been in the habit of simply putting off doing any work until the next update. There's also the fact that the default menu and battle system went from bad to completely unusable, meaning everyone has to do a lot of hard programming. Furthermore, rips are abhorred, so every project pretty much is built from the ground up. That's probably a good thing in its own way, but makes it horribly unfriendly to new users. It's currently at 3.1, developed by Colin Fitzpatrick (of ShoddyBattle fame) and Delano, both who pretty much left wholesale after completing it. That was about 2007. Since then, it's stayed there until recently, as a single member is trying to completely redesign the thing, making it incompatible with previous versions. It's not finished yet, but I can feel it's going to create a schism, which, again, is largely my reason for moving here ahead of time.

The entirety of the Toolkit sees maybe one or two releases a year, with maybe a couple of demos on the side. Most of which aren't RPGs at all, but cute little puzzle games or platformers made using the engine. Most of which are made by the same person (Grindalf). So it's not exactly bustling. There's still a community of sorts around, but very few actually use the Toolkit in any way.

As for why I use it, well, I suppose it's largely due to finding it first and getting entrenched in it. At some point in time, it was certainly more flexible than RPGMaker, but I doubt that's entirely true nowadays. I've wondered a number of times if I shouldn't find a program that actually has a future ahead of itself, but it'd be too much of a pain to change now.
Well, worry less about the maker behind the game and focus on creation of the game itself. If your game is good enough, it might inadvertently create more interest in the maker or propel the developers to improve further.
Besides. I want to play an interesting looking game. Not try an RPGToolkit demo.
FYI, it looks like I don't need the RPGToolkit to play it.

I'm getting a glitch at the camp though :(. I'm in the main outdoor area and the only place I can go is inside the weapon shop (can't seem to buy anything). Every time I try to go somewhere else, I get "RPGCode Error Line 0 : Syntax Error". Maybe the error is telling me I do need the Toolkit.

Beside that, I'm really digging the atmosphere :D
I've heard of this problem before. It usually happens if the install folder is too deeply nested or something. If the full filename for a program is too long (I THINK 128 characters), it'll just cut it off midway and end up doing nothing. Try moving the whole folder up a few levels. That should fix the problem.

The one other tester I've heard from said something about the rat in the very first encounter being utterly unkillable (more precisely, saying it was taking damage, but never actually dying, and was apparently unable to see its health at the top) but not on subsequent battles or attempts to re-create the issue. I think it might be some kind of cache-related oversight of mine. Did you experience something like that?

Yeah, I've never gotten around to designing the inventory, so there's no shop system, either. There's probably other obvious things missing that I should have mentioned, but after nearly two years of them not being finished, you tend to forget about it. >_>

One thing I may have forgotten to mention is that the Toolkit is known to HATE operating systems that aren't XP. How exactly this tends to factor in, I don't know. But just a fair warning. Apparently, running as administrator in compatibility mode helps.
someone in high command is a big fan
I always like that games that have a unique visual style.
I always like that games that have a unique visual style.

and lots of effort put into it...alone 'u')//
Speaking of that, my former musician told me I can go fuck myself and that whatever I release isn't even worth opening. But it's not like he hasn't been relentlessly criticizing everything I do since, like, forever. I still for the life of me don't know why he even did any music at all, let alone four of them. ...Probably as a way to show off.

So, um, if anyone is volunteering to do music for me (and I guess sound effects), I'd be greatly thankful. I don't expect for a single second to get anyone, but figure I may as well ask while I'm on about it.

EDIT: I should probably also mention that I'm working on fixing some of the more glaring holes that are around in this version, as well as a few additions (mostly making the battle system not so completely bland). I admittedly put it up a bit earlier than I'm comfortable with. In part because someone asked to see it now (and then changed their minds and said they didn't care anymore), in part because I was too sick of bug testing myself, and lastly because I figured it would slip by unnoticed. Now that I'm on the frontpage again, I'm a bit flustered by these issues, and am working on it as quickly as I can. It'll probably be another week or two before I put some kind of patch up, though; hopefully, I'll have some feedback by then to considering tweaking for.
Your musician sounds like a nice guy.
What's his alias? Just so I can ignore him in the future when I'm talent scouting...
Okay, so, apparently, on RMN, I've gotten over 150 downloads in the past two or so days. Yet, when I check the file itself on MediaFire, I can see that it's still floating around 60 actual downloads (about a dozen of which I know didn't originate from here). Who's lame idea of a joke is this?
<_<well it reall y wasnt me you were right though its something t totally woudl do ~_~ <#

also get on irc sometime we(i) misd you
Resident Nonexistence
Okay, so, apparently, on RMN, I've gotten over 150 downloads in the past two or so days. Yet, when I check the file itself on MediaFire, I can see that it's still floating around 60 actual downloads (about a dozen of which I know didn't originate from here). Who's lame idea of a joke is this?

I think it means that 150 people clicked the download button on the game page. I assume this happens with any download that's hosted off-site

Speaking of that, my former musician told me I can go fuck myself and that whatever I release isn't even worth opening. But it's not like he hasn't been relentlessly criticizing everything I do since, like, forever

He can say that to the 10k page views
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