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Everlong is a FREE amateur fantasy game designed to capture the charm and cliche of the classic SNES JRPG. You are a Blackguard, a knight sworn to serve the Cirigoth Empire and trained in the dark arts, yet hunted by your imperial masters after turning renegade. Only through enlisting the aid of friends and allies can you escape pursuit and defeat the oppressive Cirigoth regime. Journey across the world's continents to forge a confederacy and fight for freedom in global war. Yet a more insidious plot looms in the shadows. A fallen god seeks to exploit civilization's folly and reclaim the dreams and nightmares of humanity.

The linear story of Everlong is accompanied by numerous side-quests. It also focuses heavily on puzzles, dialog, and battle strategy.

Feature List:
  • 80+ hours of gameplay
  • Nearly 1500 maps to explore; each full of puzzles, monsters, and treasures
  • Story Mode option allows players to experience the game without spending time fighting random monster encounters; also includes ability to skip mandatory boss fights and automatically adjust hero levels so that the player can toggle Story Mode at any time
  • Skill Shard system allows player to unlock and choose hero skills with unlimited reconfiguration
  • Over 150 skills to learn with custom animations, including secret skill scrolls to obtain; skills increase in power and gain new effects with custom magic and strength dependent algorithms
  • Choose between three difficulty levels, customize monster attributes, or allow the game to automatically balance enemies
  • Hero rebirth mechanism allows gaining additional levels beyond maximum; once reborn, switch heroes between single and dual weapon wield, which also alters available equipment
  • DynRPG plugins: vastly improved battle speed; enemy HP, AP, and turn bars; game clock; AP and statistics changes visible in battle; switch between window and gauge battle layout; extended damage cap limit
  • Quick hero info: single button press displays portraits, name, HP/MaxHP, AP/MaxAP in regular mode; expanded mode includes level/true level, skill shards/total shards, EXP to next level, STR, DEF, MAG, SPD, weapons, equipment, and accessory; portraits and text altered when hero afflicted with condition, low HP, or zero AP
  • Journal logs primary quest progress and discovered side quests
  • Puzzle Bonus system where players can choose to skip difficult puzzles
    or instead earn a reward for completion
  • Help Totems that aid the player in solving puzzles with hints or instructions
  • Realm of Purgatory where fallen heroes are resurrected after perishing in battle; allows the player to restart exactly where they left off with all experience, money, and items earned instead of having to reload their last save
  • Worldmap mini-map with trackers for hero and vehicle positions
  • Detailed navigation map with three modes: continent listing, waypoint
    listing, and continent zoom; shows next area to visit to forward the plot as well as location names; locations uncovered as you progress through the game
  • Finder Display pop-up reveals type and availability of secrets in player's current location
  • Forge System with 49 powerful and rare weapons, equipment, and items to create
  • Collector System where monster drops and boss tokens can be traded for various types and quantities of items at special merchants
  • Battle Arena with 38 challenges consisting of four consecutive battles each, 22 handicaps inflicted between battles to survive, and many rare prizes to earn
  • Boss Rush tests your endurance in consecutive battles against the game's boss monsters for treasure
  • Hunting mini-game with dynamic spawns, action based use of projectile and melee weapons for each hero, 10 hunting grounds, multiple random weather types, and 64 different prey and predators that both flee and attack; mini-map displays targets and items; item spawns adjust to player need
  • 6 optional bonus dungeons (one utilizing a double party system)
  • 14 recruitable NPCs that will offer useful services
  • NewGame+ and Continue+ option upon completing the game
  • Custom menu system for quick and easy access to both default commands and special game systems
  • Party Members chosen and player determined romance influence game dialogue, events, and ending scenes
  • Custom character battle sprites, animations, and weapon graphics for all 12 heroes and 187 weapons
  • Over 500 monsters to fight arranged in over 1400 battle formations
  • Over 800 items, medicine, weapons, armor, and accessories to acquire
  • Vehicle mini-Games that can be completed for special treasures and then replayed at the Battle Arena for prizes
  • Book mini-quest to reveal game secrets; 48 books in all to find and read
  • 7 Dragon Trials with puzzles and battles
  • 13 magical stones and summons to acquire
  • Blackjack and Single Draw card mini-games
  • Banking System to store your money and convert currency; earn interest on stored funds
  • Clue based Pirate Treasure Hunting mini-game
  • Jukebox with all music tracks for listening pleasure
  • 62 menu graphics to unlock and choose from
  • Statistics tracking and viewing system
  • GUI based party formation system
  • Memory Beacon Hunting that allows access to rare shops
  • 4 vehicles; two act as moving bases; one with upgradeable shops
  • Ship and Airship docking at port towns and to access remote locations
  • Custom glyphs detail weapon, equipment, item, and skill types
  • Battle encounter rates and experience rewards adjust to your team's average level; menu toggle to disable
  • Encounter rate indicator; colors communicate frequency of monster battles in current area
  • Hint arrows and dungeon maps as guides in certain confusing areas
  • GUI-based Options menu to set game preferences
  • Erect statues of your heroes and key story characters throughout the world
  • Utilization of the David/Goliath Patch allows for super enemies that break the normal engine limits
  • Scripted boss attacks that push the RM2k3 engine to new limits
  • Counter attack script where monsters retaliate against specific actions, amounts of damage received, or elemental type; rate manually adjustable and scales with difficulty level
  • Automatic experience adjustment keeps all characters at a similar level of combat ability
  • Autosave function preserves progress and protects against rare crash bugs
  • Detailed victory report including level up stat changes
  • Scan skill and Bestiary that reveals data for encountered monsters
  • Pop-up battle messages that telegraph enemy attacks, allowing players to anticipate and prepare
  • Overkill mechanic awarding extra experience when defeating an enemy with a powerful blow
  • OpenGL renderer for compatibility with modern systems, allowing higher resolutions and video filters
  • Siren item calls specific enemy battles based on location
  • Rare drops from certain monsters when encountered solo

Latest Blog

New Version 3.35

The downloads section has been updated with a new full version and patch. Mostly bug fixes, but the controller support is sweet for those of us using Xbox controllers with Windows (thanks to PepsiOtaku for that plugin). Here's the update notes:

Everlong v3.35 (2022.01.16):

Added controller / gamepad support with a DynRPG plugin
Shinryu skill Atomic Breath no longer scales with physical attack power; resulted in extreme damage when auto balance mode toggled ON
Restored conditions removal effect for certain healing skills on their final tier: Succor, Celerity, Chakra
Added message when recruiting Miyagi to explain EXP and Encounter scaling turns off
The first Altair battle no longer results in an instant victory if monster scaling is active; an HP reference was missing for this monster in the scaling code
Attempted to address boss battles being unintentionally skipped outside Story Mode if the control switch was somehow otherwise toggled
Attempted to restore possibly corrupted database value for Virtuoso items that prevented the player from equipping them
Corrected MAG+ value for Mystic Pendant accessory
Siren activated battle in Cerulean Silex and Ignis Castrum against Naga Archer no longer crashes due to null event page references
Keen Skill Scroll Blink now shows correct skill reference when queried with SHIFT
  • Completed
  • DJC
  • RPG Tsukuru 2003
  • Action Puzzle RPG
  • 11/10/2011 07:48 PM
  • 10/22/2023 11:42 AM
  • 11/12/2004
  • 563881
  • 93
  • 7357

Posts

I found a massive problem if you haven't beaten Kurgalaxes when you are at a lower level. Since I am in "Legendary" level; Kurgalaxe overpower skill will take away 25000HP - 30000HP. Since I only can heal at 9999, this boss is almost impossible to beat. You need to do something to fix this. MY recommendation is I think you should incorporate double, triple, quadruple, and so forth healing skills ONLY for each time you advance your character. That should solve this problem. It's sad that you get punished for level grinding when trying to fight a boss. It should do the opposite, make the boss easier, not become more impossible to beat. This probably would apply to other bosses as well but it should be more manageable since you have a party of four.

Note: I did not go into "custom" mode and play around with monsters stats. I have no idea if this will be the only way to beat him but I am pretty sure his overpower skill will still do 25k -30k damage and will only continue to increase as my character HP grows.

Please find a solution to this.
author=matski
I found a massive problem if you haven't beaten Kurgalaxes when you are at a lower level. Since I am in "Legendary" level; Kurgalaxe overpower skill will take away 25000HP - 30000HP. Since I only can heal at 9999, this boss is almost impossible to beat. You need to do something to fix this. MY recommendation is I think you should incorporate double, triple, quadruple, and so forth healing skills ONLY for each time you advance your character. That should solve this problem. It's sad that you get punished for level grinding when trying to fight a boss. It should do the opposite, make the boss easier, not become more impossible to beat. This probably would apply to other bosses as well but it should be more manageable since you have a party of four.

Note: I did not go into "custom" mode and play around with monsters stats. I have no idea if this will be the only way to beat him but I am pretty sure his overpower skill will still do 25k -30k damage and will only continue to increase as my character HP grows.

Please find a solution to this.

Overpower is affected by how much defense you have iirc. I think you have to be WAY, WAY higher level than you used to be in previous versions to beat a lot of the optional bosses. what do you have the difficulty on, default, hard, or auto? auto tends to increase monster stats as you level up. Oh, and lastly, check the help menu and go to tactics to see the damage formula of every move that's been used on you, that way you can confirm overpower's effect.
I'm guessing the "could not create stream" error is the result of a memory leak, possibly from a DynRPG plugin. Unfortunately it's impossible to track or recreate consistently, but thankfully the autosave functionality comes to the rescue.

Kalledemos is correct about Kurgalaxes and the Overpower enemy skill. Extra levels will help you survive in general, but some attacks damage based off percentages. If you're unsure how the skill calculates damage, follow Kalledemos' advice and check out the Help and Tactics section in the Options Menu. All special monster attacks you have seen in battle are listed with their damage algorithms. Overpower is based on a percentage of Max HP, but reduced significantly by DEF. You need to equip Drakeor with higher DEF armor, or use an item to boost it during battle. If your DEF is high enough, you'll laugh as Overpower inflicts no damage and you get a free turn. When you face Beomaust and some other bosses, you'll similarly need high DEF or Overpower will devastate your party.

Also it's not possible to have a single skill perform multiple times, like a double heal. Otherwise, I would have integrated this into the game.
author=kalledemos
author=matski
I found a massive problem if you haven't beaten Kurgalaxes when you are at a lower level. Since I am in "Legendary" level; Kurgalaxe overpower skill will take away 25000HP - 30000HP. Since I only can heal at 9999, this boss is almost impossible to beat. You need to do something to fix this. MY recommendation is I think you should incorporate double, triple, quadruple, and so forth healing skills ONLY for each time you advance your character. That should solve this problem. It's sad that you get punished for level grinding when trying to fight a boss. It should do the opposite, make the boss easier, not become more impossible to beat. This probably would apply to other bosses as well but it should be more manageable since you have a party of four.

Note: I did not go into "custom" mode and play around with monsters stats. I have no idea if this will be the only way to beat him but I am pretty sure his overpower skill will still do 25k -30k damage and will only continue to increase as my character HP grows.

Please find a solution to this.
Overpower is affected by how much defense you have iirc. I think you have to be WAY, WAY higher level than you used to be in previous versions to beat a lot of the optional bosses. what do you have the difficulty on, default, hard, or auto? auto tends to increase monster stats as you level up. Oh, and lastly, check the help menu and go to tactics to see the damage formula of every move that's been used on you, that way you can confirm overpower's effect.

I will argue you have a flaw in your formula. I dare you to level up all of your characters to the maximum and fight enemies that cast overpower. I bet they will do over 60k damage a pop. Fortunately you should be able to hit the enemies 99,999 x 2 by then. You will only be able to heal for 9999. Regardless, I cheated and dropped hp stat to 0.1% and I managed to beat him even though I don't think it did anything to his hp.

I also found a couple more observations:

- Somehow Meredeith inherited other people's skills. I don't know how she got them but it I noticed it after I switched party members.
- Revive will fully restore a characters hp outside of battle even if they are alive.
- I noticed in Dreaming forest battle arena battle music only plays during battle. Victory fanfare plays when you win.
- Keen knows a skill that where the game tries to load it, it will crash and take me to the title screen. I tried removing all of his skills and the game still crashes.
- I have found some bugs in the bonus dungeon.
** One has to deal with the monkey puzzle. I got continuous pop-up about a sound and it kept looping until I forced it closed.
**Another bug had to deal with equipping an item that allows you to breathe underwater and going there, leaving, unequipping it, and entering a different area that doesn't have water but plays the same background music as the water area. The timer appeared and started ticking down. Timer followed me to world map. When I went into an underwater area and left, the timer disappeared. IF you need more clarification let me know.
** One of the monsters that casted a spell that gives random stats "freeze" my character that had "conditions" amulet on.
** The boss gave one of my characters abilities from another character after he casted the spell that causes other characters to join battle. The character that received extra abilities stayed in battle.

I can't figure out how to get into Incultus Regnum Basement. Where do I start or has this been removed in the current version? Outside of all if this, I completed arena and I think I have completed this game (finally). Do you get anything special completing the game at 100%?
author=matski
I will argue you have a flaw in your formula. I dare you to level up all of your characters to the maximum and fight enemies that cast overpower. I bet they will do over 60k damage a pop. Fortunately you should be able to hit the enemies 99,999 x 2 by then. You will only be able to heal for 9999. Regardless, I cheated and dropped hp stat to 0.1% and I managed to beat him even though I don't think it did anything to his hp.

I also found a couple more observations:

- Somehow Meredeith inherited other people's skills. I don't know how she got them but it I noticed it after I switched party members.
- Revive will fully restore a characters hp outside of battle even if they are alive.
- I noticed in Dreaming forest battle arena battle music only plays during battle. Victory fanfare plays when you win.
- Keen knows a skill that where the game tries to load it, it will crash and take me to the title screen. I tried removing all of his skills and the game still crashes.
- I have found some bugs in the bonus dungeon.
** One has to deal with the monkey puzzle. I got continuous pop-up about a sound and it kept looping until I forced it closed.
**Another bug had to deal with equipping an item that allows you to breathe underwater and going there, leaving, unequipping it, and entering a different area that doesn't have water but plays the same background music as the water area. The timer appeared and started ticking down. Timer followed me to world map. When I went into an underwater area and left, the timer disappeared. IF you need more clarification let me know.
** One of the monsters that casted a spell that gives random stats "freeze" my character that had "conditions" amulet on.
** The boss gave one of my characters abilities from another character after he casted the spell that causes other characters to join battle. The character that received extra abilities stayed in battle.

I can't figure out how to get into Incultus Regnum Basement. Where do I start or has this been removed in the current version? Outside of all if this, I completed arena and I think I have completed this game (finally). Do you get anything special completing the game at 100%?


The Overpower formula doubles your DEF and subtracts it from the damage total. Let's say Drakeor has end game shield, armor, and helm equipped for a total of 4000 DEF. This would reduce damage by 8000. Now use Barkskin item or Protect enchantment equipment to double that. Use Beherits to purchase more Vitality Source items, use them on Drakeor, each is worth 100 DEF. Ten is another 2000 reduction. Beherits can be farmed from tough monsters like Behemoths and Red Dragons, which can be called in certain rooms using the Siren item. Use Crimson Beherits to add 50% to your DEF, a massive increase.

However, since this is a solo fight, and the Overpower skill is not meant to be a major obstacle in the battle, I'm reducing Kurgalaxes' multiplier. I'm also adding a special modifier if not in Hard Mode. The reduction will be multiplied by the ratio of current Max HP to the normal limit of 10000.

If you set the custom monster HP extremely low, bosses will automatically adjust to a certain minimum so they don't instantly die and require at least one hit. Otherwise, necessary scripts might not execute at the start of the battle. There was an error with the listing for Kurgalaxes true HP, it's not pulled directly from the database due to editor limitations. That may have something to do with why his HP didn't seem reduced.

I've seen the skill mix and invalid skill crash bugs once, but I still don't have any explanation other than an engine processing error or memory corruption. I'll add some code to try and prevent skills outside the database ID limits from being changed, but the engine should already check for this.

Same deal with command abilities swapping between heroes after Khaer Magnus uses Dimensional Vortex. The restoration of commands is hard coded to specific heroes, I didn't even use variables. If you still have your save file with these errors present, I'd like to take a look since these bugs are not reproducible. If they were, every time Skill Shards are refreshed (extremely often) or you fight a battle in ToKM these problems should occur.

Revive is meant to be a full heal in addition to removing the Fallen condition, hence the high cost and lack of any other full heal skill. It only works correctly in battle if the target is Fallen, however, another limitation of the break damage limit hack.

The battle arena music for DF and ToKM was not correct if you switched it in the jukebox due to an oversight on my part. These two areas were added to the arena in a recent version, and I forgot to add new cases for them.

The monkey sound effect was not playing for some reason in the ToKM monkey chase puzzle. I didn't receive an error message, but it was silent. Maybe the file was corrupted or encoded improperly. I tweaked the sampling and bit rate settings, and the new sound file worked for me. I'll include it in the next patch.

The Gills item was added long after the ToKM was first introduced, so I had to add some code, but forgot to make it not execute when not underwater.

If the skill that inflicted Frozen status on your hero with Soul Seal equipped was Epidemic, that's intentional. It bypasses any immunities, spreading conditions from the target to others. Actually it's due to an engine limitation where I couldn't implement the skill practically another way.

Achieving 100% in the statistics viewer is just meant to tell you when you've completed all challenges, and for anyone crazy enough to do timed speed runs. The Incultus Regnum Basement was removed from the game. It didn't serve much purpose and the quest was repurposed to salvaging the Inceptum.

Thanks again for reporting all these bugs. Let me know if I'm interpreting what you meant incorrectly in any cases. Any suggestions for significant issues that need to be addressed within the game?
author=DJC
author=matski
I will argue you have a flaw in your formula. I dare you to level up all of your characters to the maximum and fight enemies that cast overpower. I bet they will do over 60k damage a pop. Fortunately you should be able to hit the enemies 99,999 x 2 by then. You will only be able to heal for 9999. Regardless, I cheated and dropped hp stat to 0.1% and I managed to beat him even though I don't think it did anything to his hp.

I also found a couple more observations:

- Somehow Meredeith inherited other people's skills. I don't know how she got them but it I noticed it after I switched party members.
- Revive will fully restore a characters hp outside of battle even if they are alive.
- I noticed in Dreaming forest battle arena battle music only plays during battle. Victory fanfare plays when you win.
- Keen knows a skill that where the game tries to load it, it will crash and take me to the title screen. I tried removing all of his skills and the game still crashes.
- I have found some bugs in the bonus dungeon.
** One has to deal with the monkey puzzle. I got continuous pop-up about a sound and it kept looping until I forced it closed.
**Another bug had to deal with equipping an item that allows you to breathe underwater and going there, leaving, unequipping it, and entering a different area that doesn't have water but plays the same background music as the water area. The timer appeared and started ticking down. Timer followed me to world map. When I went into an underwater area and left, the timer disappeared. IF you need more clarification let me know.
** One of the monsters that casted a spell that gives random stats "freeze" my character that had "conditions" amulet on.
** The boss gave one of my characters abilities from another character after he casted the spell that causes other characters to join battle. The character that received extra abilities stayed in battle.

I can't figure out how to get into Incultus Regnum Basement. Where do I start or has this been removed in the current version? Outside of all if this, I completed arena and I think I have completed this game (finally). Do you get anything special completing the game at 100%?
The Overpower formula doubles your DEF and subtracts it from the damage total. Let's say Drakeor has end game shield, armor, and helm equipped for a total of 4000 DEF. This would reduce damage by 8000. Now use Barkskin item or Protect enchantment equipment to double that. Use Beherits to purchase more Vitality Source items, use them on Drakeor, each is worth 100 DEF. Ten is another 2000 reduction. Beherits can be farmed from tough monsters like Behemoths and Red Dragons, which can be called in certain rooms using the Siren item. Use Crimson Beherits to add 50% to your DEF, a massive increase.

However, since this is a solo fight, and the Overpower skill is not meant to be a major obstacle in the battle, I'm reducing Kurgalaxes' multiplier. I'm also adding a special modifier if not in Hard Mode. The reduction will be multiplied by the ratio of current Max HP to the normal limit of 10000.

If you set the custom monster HP extremely low, bosses will automatically adjust to a certain minimum so they don't instantly die and require at least one hit. Otherwise, necessary scripts might not execute at the start of the battle. There was an error with the listing for Kurgalaxes true HP, it's not pulled directly from the database due to editor limitations. That may have something to do with why his HP didn't seem reduced.

I've seen the skill mix and invalid skill crash bugs once, but I still don't have any explanation other than an engine processing error or memory corruption. I'll add some code to try and prevent skills outside the database ID limits from being changed, but the engine should already check for this.

Same deal with command abilities swapping between heroes after Khaer Magnus uses Dimensional Vortex. The restoration of commands is hard coded to specific heroes, I didn't even use variables. If you still have your save file with these errors present, I'd like to take a look since these bugs are not reproducible. If they were, every time Skill Shards are refreshed (extremely often) or you fight a battle in ToKM these problems should occur.

Revive is meant to be a full heal in addition to removing the Fallen condition, hence the high cost and lack of any other full heal skill. It only works correctly in battle if the target is Fallen, however, another limitation of the break damage limit hack.

The battle arena music for DF and ToKM was not correct if you switched it in the jukebox due to an oversight on my part. These two areas were added to the arena in a recent version, and I forgot to add new cases for them.

The monkey sound effect was not playing for some reason in the ToKM monkey chase puzzle. I didn't receive an error message, but it was silent. Maybe the file was corrupted or encoded improperly. I tweaked the sampling and bit rate settings, and the new sound file worked for me. I'll include it in the next patch.

The Gills item was added long after the ToKM was first introduced, so I had to add some code, but forgot to make it not execute when not underwater.

If the skill that inflicted Frozen status on your hero with Soul Seal equipped was Epidemic, that's intentional. It bypasses any immunities, spreading conditions from the target to others. Actually it's due to an engine limitation where I couldn't implement the skill practically another way.

Achieving 100% in the statistics viewer is just meant to tell you when you've completed all challenges, and for anyone crazy enough to do timed speed runs. The Incultus Regnum Basement was removed from the game. It didn't serve much purpose and the quest was repurposed to salvaging the Inceptum.

Thanks again for reporting all these bugs. Let me know if I'm interpreting what you meant incorrectly in any cases. Any suggestions for significant issues that need to be addressed within the game?

I'm not sure exactly what else you could do outside of the issues that occur when you level grind. However, I seriously would consider for each time you unlock another set of 99 levels, you should be able to heal more than once starting after the renew levels (2x, 3x, 4x, 5x, and so forth) but if you do try to experiment with that, cut the magic required down by the same amount of times the spell will be cast in a row. In my opinion, this would solve most of the problems that occur when you level grind and fight a boss that casts something that is % stat based and can't recover. Another solution to this problem is to cast regain because I bet at some point, I will recover 9999!
Another suggestion is to increase items you can carry to 999! You have so much treasure chests in the game that at some point you will get 99 of an item.
Personally, I am not a fan of being able to change boss/battle difficulty anytime during the game. I would suggest removing that feature to change game difficulty until you either unlocked new game+/continue+. I am also not a fan of games in which monsters get stronger as you level up. It did work in FFVIII but there are other RPG maker games in which didn't work well.
The frozen status on my character with soul seal was the condition I was talking about. I was underwater and shocked when it occurred. Speaking of underwater, my game moved a lot slower. A possible reason is that I played a game from a flash drive, not direct from a hard drive (so I can play it on different computers). I am not sure if that what caused it to slow down, or the map in general.
I also would see if you can add more mp3 to the game soundtrack instead of midi's. You could always offer an expansion pack or an option to people if they want to upgrade to mp3 or stick with the midi's.
You could also add an accessory in which the only enemies you encounter in an area are rare ones.
Outside of these suggestions, this is an impressive game! It would be interesting to see if a prequel would be made about the stories of the four legendary hero's. I don't think this game really explained why they didn't seal up the bad guy.
Hello!
First of all, Thank you for this wonderful game with a wonderful story so far, it's so long, I've spent many hours playing this game and it still has no end, just wow! I love the arena-battles with random handicap so much, really exciting and i have never seen something like this in an RPG-Maker Game! Love it!:D

But I have one big problem - The Black Dragon Puzzle.

- I just don't get how to light the torches in the 5-torches-room. There comes some white flash with every new order I try, but no door is opening. I tried making out the 2 torches in the hallway, where the both open the door to the 5-tourches room, or i made out the 2 lights in the first room with the 2 statuettes. But whatever I try, nothing happens.. :/
In which order do I have to light the torches in the 5-torches-room? And then what?
I really don't understand and nothing seems to work...
I hope someone can help me with this... :/
author=StarlitStorm
Hello!
First of all, Thank you for this wonderful game with a wonderful story so far, it's so long, I've spent many hours playing this game and it still has no end, just wow! I love the arena-battles with random handicap so much, really exciting and i have never seen something like this in an RPG-Maker Game! Love it!:D

But I have one big problem - The Black Dragon Puzzle.

- I just don't get how to light the torches in the 5-torches-room. There comes some white flash with every new order I try, but no door is opening. I tried making out the 2 torches in the hallway, where the both open the door to the 5-tourches room, or i made out the 2 lights in the first room with the 2 statuettes. But whatever I try, nothing happens.. :/
In which order do I have to light the torches in the 5-torches-room? And then what?
I really don't understand and nothing seems to work...
I hope someone can help me with this... :/

When I got stuck too, I searched "everlong black dragon trail" on my favorite search engine and I was able to find a you tube video of someone completing it. I think only two torches need to be lit. Bottom left and the upper right based on my memory but I could be wrong.
When I got stuck too, I searched "everlong black dragon trail" on my favorite search engine and I was able to find a you tube video of someone completing it. I think only two torches need to be lit. Bottom left and the upper right based on my memory but I could be wrong.


Oh, you're right, I didn't check YT, thank you for the quick answer
author=matski
I'm not sure exactly what else you could do outside of the issues that occur when you level grind. However, I seriously would consider for each time you unlock another set of 99 levels, you should be able to heal more than once starting after the renew levels (2x, 3x, 4x, 5x, and so forth) but if you do try to experiment with that, cut the magic required down by the same amount of times the spell will be cast in a row. In my opinion, this would solve most of the problems that occur when you level grind and fight a boss that casts something that is % stat based and can't recover. Another solution to this problem is to cast regain because I bet at some point, I will recover 9999!
Another suggestion is to increase items you can carry to 999! You have so much treasure chests in the game that at some point you will get 99 of an item.
Personally, I am not a fan of being able to change boss/battle difficulty anytime during the game. I would suggest removing that feature to change game difficulty until you either unlocked new game+/continue+. I am also not a fan of games in which monsters get stronger as you level up. It did work in FFVIII but there are other RPG maker games in which didn't work well.
The frozen status on my character with soul seal was the condition I was talking about. I was underwater and shocked when it occurred. Speaking of underwater, my game moved a lot slower. A possible reason is that I played a game from a flash drive, not direct from a hard drive (so I can play it on different computers). I am not sure if that what caused it to slow down, or the map in general.
I also would see if you can add more mp3 to the game soundtrack instead of midi's. You could always offer an expansion pack or an option to people if they want to upgrade to mp3 or stick with the midi's.
You could also add an accessory in which the only enemies you encounter in an area are rare ones.
Outside of these suggestions, this is an impressive game! It would be interesting to see if a prequel would be made about the stories of the four legendary hero's. I don't think this game really explained why they didn't seal up the bad guy.


Unfortunately engine limitations prevent more than 99 items, I've not seen a practical hack to address that. Same with healing skills in battle capped at 9999. There's no way to enable multiple castings of particular skills, nor reduce their cost based on that. I don't recall if items like Elixirs work properly in battle, since they are actually percentage based recovery. You're correct that Regen is an excellent healing solution later in the game, especially equipment that inflicts that enchantment. I'm considering a White Wind skill or a double cast item for White Wizards, but I'll have to think about the difficulty of implementing it.

I've made quality of life additions requested by players over the years to empower them to play the game as they wish, and have fun while doing so. That's why Story Mode can be toggled at any time, or difficulty adjusted. If a player wants to preserve challenge, they don't have to touch those options at all. The auto balance mode is specifically for players who want monsters that adjust in difficulty. If a player does not like that, they can remain on default difficulty, or their own custom setting. Auto balance mode also features some power creep. As heroes approach level 200, their STR and MAG grow faster than monster statistics adjust. Similarly, the dual wield penalty is negated over the course of gaining those levels. Most monster skills are fixed damage with minimal STR or MAG influence, so gaining more HP definitely helps against those attacks. Using source items to boost hero statistics is just as important as gaining levels in the end game. Grinding is never necessary with a good strategy in Everlong.

There's a special visual effect when underwater in the ToKM that the rm2k3 engine is terrible at rendering. That's probably the cause of the slow down.

Mp3s do not loop or playback properly in rm2k3, and there are file size restrictions to consider. This particular host would probably not allow a full soundtrack download. We're talking hundreds of MB extra, which is too bad since I did put significant effort into the soundtrack.

The Siren item is the best solution I could implement with regards to selecting rare encounters. Depending what location and room it's used in, you will call one or a number of specific encounters with rare monsters, or foes that drop rare items. There isn't an easy way to otherwise alter the random monster encounters as implemented in the editor.

I have considered a at least the story of a prequel focusing on the four legendary heroes. If I ever do more significant work, it would probably be a better use of time to remake Everlong in a modern engine as a commercial game. There's a number of plot holes or poorly explained story elements because so many character arcs and events were reduced or cut altogether. Welana (one of those four heroes) was in love with Expirius and couldn't bear to kill him. All four heroes were reluctant because he was their former liege and they were technically rebels. Also there was uncertainty if his spirit could even be destroyed so long as the fallen god Entropy was yet to conclude his pact with Expirius. None of that made it into the game, sadly.

If you have the time I'd really appreciate if you could write a review on this website to let other players know what you think of the game. Thanks again for all the feedback you provided, the bug fixes and changes I can make will be in the next update!
author=StarlitStorm
Hello!
First of all, Thank you for this wonderful game with a wonderful story so far, it's so long, I've spent many hours playing this game and it still has no end, just wow! I love the arena-battles with random handicap so much, really exciting and i have never seen something like this in an RPG-Maker Game! Love it!:D

But I have one big problem - The Black Dragon Puzzle.

- I just don't get how to light the torches in the 5-torches-room. There comes some white flash with every new order I try, but no door is opening. I tried making out the 2 torches in the hallway, where the both open the door to the 5-tourches room, or i made out the 2 lights in the first room with the 2 statuettes. But whatever I try, nothing happens.. :/
In which order do I have to light the torches in the 5-torches-room? And then what?
I really don't understand and nothing seems to work...
I hope someone can help me with this... :/


Glad to hear you're enjoying the game!

The Black Dragon Trial definitely has some of the most difficult puzzles in the game. What I think I'll do is add more dragon statues to each room in the first puzzle to help explain (in riddles) what lighting the torches accomplishes. That should hopefully clear up that different combinations, and sometimes dousing torches, is the solution to opening another door.
Hey Everyone,

Recently re-discovered this game after quite a long time (about 5 years ago with an early RM2k3 release). I was surprised to see that this game is still being updated so I decided to check it out, and I am amazed at how much has changed. It's still early into the game, but I already see a lot of new stuff and it feels surprisingly fresh.

I did discover some bugs though:
---
1) In Vanguard, a set of gray tiles (such as the ones surrounding the garden fountain) appear over the characters instead of under them.

2)Currently going through the Tower of Propugnaculum, and apparently I got hit with the skill mix bug. Justin suddenly got Prismatic Eye and Banishing Blade (Keen's skills if I remember correctly) as well as Arctica (from the animation, looks like Vixen's Ice summon). Since I recently got the new Lesser Shard accessory, I thought that was the cause of it and fiddled around with it along with the skill shard menu to try to fix it. However, all that did was also give Justin the Psyche ability as well.

I don't know if it's the Lesser Shard specifically, considering I initially equipped it on Meredith and she (along with Glen and Vetu) were unaffected. I do have a save before I started the series of dungeons (before Internus Vorago), so I can reload if things break really bad. It is strange how I do get access to skills from characters I haven't recruited yet, although hilariously does make Justin pretty powerful with his mix.

==Found a few more===

3) When talking to the merchant in the Airship Fleet battle with Glen's party, Sammy's and Keen's dialogue also pop up despite them not being in the party.

4) I was using the autosave feature at the beginning, but recently disabled it since I manually save after every little thing anyway, so I rather have the extra 2 save slots. However, during the first visit to Fhorestian, when I used Slot 14 to save, and the game changed Glen's name to (Autosave 1). This persisted into other saves and also during dialogue. Saving in Slot 15 changes his name to (Autosave 2).
---

I'll report if anything else strange happens. Despite the weirdness that happened, I am enjoying the game a lot. Thank you DJC, for making and maintaining Everlong. And I honestly won't mind paying for the game, for the amount of content, systems, and the interesting fights that happen later on that I can recall.
author=Missileboater
Hey Everyone,

Recently re-discovered this game after quite a long time (about 5 years ago with an early RM2k3 release). I was surprised to see that this game is still being updated so I decided to check it out, and I am amazed at how much has changed. It's still early into the game, but I already see a lot of new stuff and it feels surprisingly fresh.

I did discover some bugs though:
---
1) In Vanguard, a set of gray tiles (such as the ones surrounding the garden fountain) appear over the characters instead of under them.

2)Currently going through the Tower of Propugnaculum, and apparently I got hit with the skill mix bug. Justin suddenly got Prismatic Eye and Banishing Blade (Keen's skills if I remember correctly) as well as Arctica (from the animation, looks like Vixen's Ice summon). Since I recently got the new Lesser Shard accessory, I thought that was the cause of it and fiddled around with it along with the skill shard menu to try to fix it. However, all that did was also give Justin the Psyche ability as well.

I don't know if it's the Lesser Shard specifically, considering I initially equipped it on Meredith and she (along with Glen and Vetu) were unaffected. I do have a save before I started the series of dungeons (before Internus Vorago), so I can reload if things break really bad. It is strange how I do get access to skills from characters I haven't recruited yet, although hilariously does make Justin pretty powerful with his mix.

==Found a few more===

3) When talking to the merchant in the Airship Fleet battle with Glen's party, Sammy's and Keen's dialogue also pop up despite them not being in the party.

4) I was using the autosave feature at the beginning, but recently disabled it since I manually save after every little thing anyway, so I rather have the extra 2 save slots. However, during the first visit to Fhorestian, when I used Slot 14 to save, and the game changed Glen's name to (Autosave 1). This persisted into other saves and also during dialogue. Saving in Slot 15 changes his name to (Autosave 2).
---

I'll report if anything else strange happens. Despite the weirdness that happened, I am enjoying the game a lot. Thank you DJC, for making and maintaining Everlong. And I honestly won't mind paying for the game, for the amount of content, systems, and the interesting fights that happen later on that I can recall.


Glad to hear you're enjoying the current iteration of Everlong, and thanks for the bug reports.

I'm about to leave on vacation for two weeks, but when I return I'll take a close look at the skill swap bug and finish the next patch, including fixes for the other issues you mentioned. The name change bug is from a custom plugin. There's little chance of an update from the author, so I would suggest not using those slots. There is a fix in the current version that should reset the names. I STRONGLY recommend leaving auto save enabled! There are rare engine crash bugs I am unable to address and the auto save feature may save you hours of lost progress.

I also found a way to address matski's concerns about the healing skill cap. Conditions can heal (or damage) using percentages, and this does circumvent the limit. I'm going to make Blessing, Chakra, Celerity, etc. inflict a condition that expires immediately before the next turn. When the condition ends, the target is healed for the specified percentage. Hopefully that will resolve the outstanding issue of having to rely on healing items, rather than skills, when excessive HP totals are reached.
Thanks for the heads up on the autosave, might as well turn it on if the slots can't be used otherwise.

Right now, I'm having a problem with finding the Shankha summoning item. Apparently, it is located in the East Tower, but I've been searching there for a while and I still can't find it. Did manage to find the Bloodstone though, so I might be missing it.

==Nevermind, I found it in the Tower of Auctus instead. Apparently the book entry on Meridion is incorrect on the location of the Shankha.==
author=Missileboater
Thanks for the heads up on the autosave, might as well turn it on if the slots can't be used otherwise.

Right now, I'm having a problem with finding the Shankha summoning item. Apparently, it is located in the East Tower, but I've been searching there for a while and I still can't find it. Did manage to find the Bloodstone though, so I might be missing it.

==Nevermind, I found it in the Tower of Auctus instead. Apparently the book entry on Meridion is incorrect on the location of the Shankha.==


Thanks for reporting that error. An incorrect hint book is no use at all. The Shankha was moved when the Tower of Auctus became accessible again late in the game. Previously, I did not want players to miss such a crucial item, but those two summoning stones needed to be spaced out.

A new patch incorporating bug fixes for the issues you and other users have reported since the last update is now available. Let me know if any of the corrections fail, or if you discover more issues. I'm particularly interested in the skill swap error, and whether this patch will eliminate it.

Download it here.
Thanks for the update. I was planning to finish the game before posting, but the combination of being busy and getting the game-breaking skill-swap bug prevented that, so I'll post what I have so far on bugs:

----

1) I managed to pinpoint a location where the skill swap bug happens. Just installed the new patch and the problem is still there. To me, it happens in the first room where Trap Doors appear in Phoenix Cave. If you are within that room and you open/close/switch parties within the first menu, skill swap tends to happen. Opening and closing the first menu twice usually does it for me, with Keen in Party A or Vixen in Party B getting an error that causes my game to boot back to the title screen if I try scrolling to the bottom of their skill list.

The bug doesn't happen if I avoid the menu, since I can fight battles and open chests without it happening. However, it's a big issue in Phoenix Cave since you have to swap parties in that room, and multiple times from the little I played of it so far.

I have the save file before that room if you want to test it out yourself, and to make sure it isn't just me.

2) Keen's second skill scroll is lit up, but I cannot activate it. This is probably Dispel Slash, since it was around the time I picked up that scroll.

3) The Yellow Beret headgear item doesn't seem to prevent Paralyze, as my White Mage wearing it was paralyzed by Marowit's Luminare. Not sure about the Daze prevention, since lightning usually inflicts both and you can't see multiple statuses stacked on the same character.

4) In Nemus Aevum, past the first knight with the middle-left path taken, there's a chest on the far left up on high ground across a bridge that seems to be unreachable. I might've just missed a path, but the most obvious one seems like it's blocked by a flower.

5) Not too sure about this one, but it seems like Drakeor's Spear Rain's Piercing Resist reduction doesn't work with Keen's throwing consumable weapons. Could be that Pierce and Piercing are different damage types, or the bonus isn't significant enough to tell.

----

And here's some thoughts:
1) There are a few temples on the world map that haven't been updated, namely Mjollnir -> Vaethros, Lixandru -> Lixandra, Carbunkle -> Stellio.

2) Could be nice to know if a Dispel ability is Magic or Physical. Tried using Prismatic Eye on Marowit's Reflect to try to break it, but instead it was reflected back. Energy Collapse and Jump work well though.

3) The help totem in Pullus Unda says that the map gets revealed as I explore it, but it's shown fully at the start. Might just be a Normal mode thing, as I do remember having to explore on my own in the past.

4) In Nemus Aevum, Dragona says that Kuwadora is in the west, but he is actually to the east, unless left and right don't correspond to west and east, respectively.

5) Sammy seems very weak when he's reborn. This might be due to the fact that his weapons were originally balanced to deal about half damage each compared to others since he was the only one who dual-wielded, but he still gets hit with the penalty fully when reborn.

6) Drakeor and Vixen's special spells don't seem to scale all that well. For example, from the tooltip, Drakeor's Kurgalaxes deals about 3300 damage to all enemies at level 99, while Keen's Catastrophe deals about 7500 to all enemies in addition to causing status effects. Considering the effort it takes to get each of those, their skills just seem underwhelming in the damage department.
author=Missileboater
...


There's definitely something in that room of the Phoenix Cave you mentioned that is causing the menu to behave incorrectly. If you could link or email your save files before and after the bug, that would be helpful. I'm not able to reproduce the bug.

Keen's second skill scroll is now Blink, but was previously Dispel Slash. The visual display is incorrect, but the activation code functions. Easy fix.

Yellow Beret accidentally had Muddle prevention checked. Probably an errand mouse click, since Paralyze is directly adjacent in the list.

The Nemus Aevum chest you refer to must be the Dragonslayer. There is a hidden staircase beneath a tree, just barely partially visible. I don't want players to miss this chest, however, so I'm moving the tree to reveal the steps.

Some versions of Drakeor's Spear Rain did not have Piercing attribute despite the skill description. Hence any Piercing weapons, including Keen's throwing stars, weren't more effective. Likely an oversight from when the skill was changed to no longer require a spear and instead lower physical resistance.

The world map labels for those temples were corrected, but I forgot to also change the map system interface. Thanks for catching that.

Prismatic Eye should ignore and dispel Reflect similar to other dispel skills. This skill was somewhat recently changed to cause dispel, and I forgot to flag the Reflect exemption.

There's no help totem in Pullus Unda I recall, and the dialog doesn't mention having to reveal the map anymore. In the current version it's intended the player starts with the complete map, rather than wasting time searching every nook for missing heroes.

Guardian Dragona's incorrect dialog is probably a copy-paste I forgot to adjust. I suppose she's technically correct if you wrap around the entire world, but that doesn't help players.

You're absolutely right about Sammy feeling less powerful than other heroes in the period between rebirth and obtaining ultimate weapons that give him equal physical attacks. This previously occurred to me, which is why the Gospel and Stingray, weapons you acquire shortly after the airship, were buffed. I've decided to give Sammy a bigger boost, introducing some power creep for his Forgotten Continent weapons. The weapons you buy for him after the airship are also now equal to those of other heroes in ATK power and multipliers, since this is the anticipated moment the average player begins to rebirth heroes.

Drakeor's Kurgalaxes is the equal of Beomaust and Ultima, the most powerful spells in the game at 12500 base damage. He needs high magic to reach the upper tiers of damage. Remember, skills drastically increase in power as your STR and MAG go up. Keen's probably reached his full potential, but Drakeor needs 1800+ MAG to max out Kurgalaxes. It's also a Breath, Dragon, and Summon attack that lowers those resistances and has spell penetration on its final tier. It becomes a godly skill, you'll see.
Updated the patch download with fixes for today's reported bugs, and corrected a possible mistake I introduced that prevents skills from equipping.

I still need to test the skill swapping bug further with some player save files since I'm unable to reproduce it.
author=DJC
...

There's definitely something in that room of the Phoenix Cave you mentioned that is causing the menu to behave incorrectly. If you could link or email your save files before and after the bug, that would be helpful. I'm not able to reproduce the bug.

...
Here's my two saves, with 07 being before the room, and 09 being the point Vixen's skill page causes crashes:

https://rpgmaker.net/users/Missileboater/locker/Everlong_PhoenixCave_SkillSwap.zip

If you want my exact steps:
1) Start the game with 07.
2) Enter the room.
3) Open the menu then go into the main menu and check Vixen's skills. At this point she should have some swapping going on already.
5) Exit both menus.
6) Open the menu and go into the main menu again to check Vixen's skills. Now when I try to scroll all the way down, the game will kick back to the title screen.

Also, Keen's skill page is probably the most messed up of all the characters, but it's probably due to me using him the most. Does make scrolling down to his skills pretty annoying though.

Edit: Just installed version 3.31C. Whatever you did to fix the abnormal menu behavior fixed the issue. I'm trying my steps above in this version and skill mix isn't happening.

author=DJC
...

The Nemus Aevum chest you refer to must be the Dragonslayer. There is a hidden staircase beneath a tree, just barely partially visible. I don't want players to miss this chest, however, so I'm moving the tree to reveal the steps.

...

Just went back to to this and it's so clear now that you mentioned it. Definitely was a bit too much like a secret, I probably missed it since it wasn't mentioned in the Nemus Aevum book and I stopped looking for secrets after I found those.

author=DJC
...

There's no help totem in Pullus Unda I recall, and the dialog doesn't mention having to reveal the map anymore. In the current version it's intended the player starts with the complete map, rather than wasting time searching every nook for missing heroes.

...

I do remember there being some kind of help message. Maybe it was when you take control of your initial character after the Inceptum crashed.

author=DJC
...

Drakeor's Kurgalaxes is the equal of Beomaust and Ultima, the most powerful spells in the game at 12500 base damage. He needs high magic to reach the upper tiers of damage. Remember, skills drastically increase in power as your STR and MAG go up. Keen's probably reached his full potential, but Drakeor needs 1800+ MAG to max out Kurgalaxes. It's also a Breath, Dragon, and Summon attack that lowers those resistances and has spell penetration on its final tier. It becomes a godly skill, you'll see.

...

I switched out some of Drakeor's equipment and it actually did increase Kurgalaxes' damage to 7500. I was building him too much as a tank to take literally no damage from Overpower, but since he's my main Scarab Amulet user, guess I can buff up his offense a bit.

On a side note, I do like the increase in viable late-game accessories. In the past it was either status prevention or elemental resistance. Now there's also special attack resistance and speed to consider, really mixes things up in the customization.