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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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What initially started as a quick check on how two characters are recruited has spiraled wildly out of control. In short, changed the recruitment methods for one, with a new option being available, Damian has been completely reworked, and an event around seven artifacts has been scrapped and replaced with a completely new version that combines ideas from the old version and merges it with the aftermath of a new sidequest. Most of these are finished writing, but almost none of which are fully implemented within the game just yet.

In significantly more words, those two characters, Leon and Allen, are mutually exclusive, and feature somewhat similar movesets and roles. But there’s almost zero story correlation between getting one and not getting the other. They can make decent excuses AFTERwards, but not warn beforehand that there’ll be consequences to recruiting them. Further, complications arising from additions to Damian’s events has pushed Leon, the one with far more demanding requirements, to later in the game (used to be available at three+ artifacts, now only makes sense at fifth or later), while Allen has almost zero requirements (he’s desperate to find anyone to train him after a certain event), and is now available sooner (three artifacts).

Leon is definitely a sort of secret character, and that’s fine, but that bumbling into Allen is fairly easy and stops you from getting Leon isn’t really fair in any way, especially as Leon’s fate can be a major sticking point when it comes to lategame Memory events. I guess this is my own fault for making such a tight situation around the two of them, something I should’ve obviously thought more about before making Allen this way in the first place. I considered briefly WHY they can’t both be available, and my main excuse is a mechanics one; they’re both fighting for second-billing when it comes to info about Fire tomes (Chizuru is first). Incredibly petty, I know, but it’s enough to not make me budge. It already happens with the secondary poison-users, but they have reason to HATE each other and be mutually exclusive.

The best solution I can find is to write a loophole that makes Leon more easily available (and earlier) under a new specific circumstance. This makes getting him the old way fairly unlikely, but hey, this is the best way I can figure to deal with it. In simplest terms, if you stumble into that circumstance before meeting Allen (~1/6 chances), you’ll probably get Leon. If not, you’ll probably get Allen. Unless you’re not very chatty with random NPCs, because nobody really points Allen out very hard (or at all, really), while Leon is thrown dead into your face if the conditions are met. So if you miss that 1/6 chance, and just ignore Allen, and haven’t pissed Damian off, Leon is a likely sell. Writing that out... kind of makes it sound more fair. It’s definitely one of the more esoteric parts of DR, but hey. A lot of it comes down to the whims of Damian’s mood, so in that way it makes sense a lot of the outcome here is out of your direct hands. You have the option to say no to both, of course, but who ever ACTUALLY says no to free stuff, without knowing some secret reason behind it? Something I can’t see any way to hint at.

From there, Damian needed a complete rewrite. Being one of the very first things I ever worked on in Draug’s Resurrection, it was kind of a rocky base to begin with, and I only just piled crap on top of that unstable base. He was prone to constantly moving around, and had three entirely sets of dialogue trees, based on his location, with two of those being basically abandoned nothings since like 2011. He’ll now always been in his room if there’s an artifact to give him, so you won’t have to wait around until he’s in there. And he’ll actually respond normally when not in his chambers, instead of basically ignoring you. He also now has lines related to every single artifact scenario, instead of having none at all and just staring blankly at you if try to talk to him about what you’ve been up to.

Seeing as Damian’s ‘loyalty’ to you (how much he likes you) is incredibly important to Leon’s recruitment (and almost all of the true endgames), I next went to iron out the two big sidequests related to that. The first is fairly uneventful, if a bit lighthearted and silly, but it’s something that’s been planned since almost day one. It’s done and tested. The other is probably the single most important sidequest in the game, and it’s a bit of a moral conundrum, something I’m aware the game needs more of, so I’m happy to have it in. There need to be consequences for not doing it, and so I chose to lace that outcome with an incredibly messy and needlessly complex event that takes place at seven artifacts. I essentially scrapped the old version, being about 20 pages of writing, with unfinished hooks still in there. The new one is written, but not fully evented out yet; but it sits at just over 40 pages and is essentially six totally different versions with a total of 17 different outcomes, with both decision splits and reactive splits. That number is much higher if you count the different characters who might show, and might die as a result, as different permutations. And that's where the real trickery lies; making it seem like having NPCs die when you're not explicitly being an asshole as something that's worth letting happen.

Despite that, it’s easier to understand and has more impact and makes Damian seem less unhinged. Maybe good, maybe bad. I’m pretty pleased with this turn of events, as it’s a firm payoff for something set up earlier, and this change makes several simple things more complex, and eases the stress on a complex thing. Said complex thing is tied to ANOTHER third party member. So yes, the recruitment methods of three whole characters has been affected.

On forward progress, this does technically count as such, as said seventh event was a major stumbling block on the road to the true endgames. I’m just as happy that I scrapped the old version. This might take longer to fully implement, but I think it makes things flow better, and it’s at a time where it’s both influenced by events that happened and affects those yet to come.


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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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