• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
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
  • 563898
  • 93
  • 7357

Posts

author=ivoryjones
Hey DJC! I've just started replaying Everlong and was wondering if there's a patch for this bug I've encountered. My team met up with Sammy's team on the airship and about to fight the arms-thing Azrael summoned - then the screen just stays like that. No choice, no battle.

The battlescreen gets stuck and the messagebox where you're supposed to choose attack/def/etc is gone.

I mean I guess I could skip this battle but it'd be annoying. Was there a patch for this already? Thanks!


I just did a quick test of this event sequence and couldn't reproduce the bug you described. The battle initiated and was playable. I don't see anything wrong with the event or battle code either.

If you haven't updated to the latest version, I would definitely suggest applying the patch in the downloads section and see if that fixes the issue. If it does not, I might need you to share your save file for further testing.
Hey, I've added the patch but now it won't let me go into full screen and if I press alt + enter, instead of being fullscreened it just goes up to 2/3 of my screen size. Is there any way to fix this?

e: nvm i got it. i've chose properties, then override the DPI settings to system (enhanced).
Hi DJC, I've added the patch and it won't let me battle him, here's the save file:
The Imp troop that you get around Bridelveil Castle has a bug which crashes the game. It happens if an imp goes to use the skill Desparation. Unfortunately when the game crashes I get that annoying pop up from Windows saying I need an overlay to run the game which obscures the actual error message.

I have the latest patch.
Thanks
author=littlebro
The Imp troop that you get around Bridelveil Castle has a bug which crashes the game. It happens if an imp goes to use the skill Desparation. Unfortunately when the game crashes I get that annoying pop up from Windows saying I need an overlay to run the game which obscures the actual error message.

I have the latest patch.
Thanks


I was able to figure out this error. The new DynRPG based monster skill scaling was confused by skills (such as Desperation) that don't have a numerical effect rating. I'll correct this in the next mini-patch.

Before uploading a new patch, I want to take a closer look at the issue ivoryjones is experiencing. I've requested Google Drive permission to access the file you linked, ivoryjones.
Sorry, I thought the link would be clickable for anyone, here's the updated one:

author=djc
I'll correct this in the next mini-patch.

Thank you
Back again.
I thought that in order to initiate the drill quest, all I had to do was to speak to the workmen at the back of the Triangle Island base. However, all that happens is that one of them keeps repeating that he keeps asking for the drill, but it never comes.

What am I missing?
Thanks

EDIT (quite some time after the original post)
Actually, the above may be a redundant question as I am on the verge of giving up. I've probably put in close to 2 hours in total trying to do the boulder puzzles in the Gold Dragon challenge in Dragonoir, and all I've managed to complete is the left hand cave, which was pretty straightforward. The other 2 on this floor I've tried, and tried and... and, I suppose, there are more floors to go. I think I shall lose the will to live long before I reach the dragon.
Ok, new patch with a few hotfixes for the recently encountered issues: download v3.34D here.

@ivoryjones
The issue can be bypassed by turning off Story Mode. I believe the problem was the event code didn't have time to finish executing before the battle began. This caused the message box from the map to still be active and attempting to close, while the battle system simultaneously wanted to call it as the Azoth battle initialized. All I did was add a forced frame wait to prevent the freeze.

@littlebro
The drill quest does not exist in the current version, and hasn't for some time. It shouldn't be possible to even enter the unexpanded Triangle Island base map anymore. If you're playing an old version, but applied the most recent patch, things are going to be very haywire. The other possibility is the patch wasn't applied correctly and files didn't end up in the right folders.

In previous versions, I think you had to talk to King Thoth of Incultus Regnum to get the drill sent, but only after getting him the Technology Magazine. Then you have to wait, maybe until after you get the airship, for the excavation of the base to be complete and gain access to the new area.

As for the Dragon Trial puzzles, they can get REALLY difficult. I still like the mechanics and ideas, but I think I went way overboard with the solutions. So I've made lots of images of the solutions in the past to help players. Here's links to pictures of the two hard rooms for the Gold Trial that it sounds like are giving you trouble:
GOLD TRIAL ROOM #2
GOLD TRIAL ROOM #3

After these puzzle rooms you have a few regular battles before the Gold Dragon boss. Let me know if you need some more help!

And thanks to both of you for the bug reports. I'll continue to address them, though I will be on hiatus most of January.
Those diagrams have saved my sanity. Thank you.

author=djc
If you're playing an old version, but applied the most recent patch, things are going to be very haywire.

This may explain some other oddities.
The Swank quest is complete, but I can't find him on the ship.
Pirate Jack Pidgeon has been recruited, but I can't find him either.
Technology Monthly has been given to King Thoth. When I played this years ago, that got you the drill. Now that the drill quest no longer exists, I am stuck with him wanting to know what reward he should give you.
@littlebro
I've just finished going to the Triangle Base for the first time and recruited Pirate Jack and Swank and they're just on the right side of the ship, not underneath the ship like the others are.

As for the drill, I think maybe after either you defeat General Gerovitus or when you go to the Forgotten Continents to trigger him giving it to you, because I'm having the same issues as you too.

@DJC
Thanks, but I'm way past that part and I think not getting 1 Behirit isn't that bad. (...or is it?)

I do have a small bug again, in the Battle I think the arena map may have been at Bridelveil, a pop up says:

"Access violation in module 'DynTag.dll' in with address 66E433B2 and offset 00000044 of type Write occured." I've skimmed the previous posts and I think this was one of the bugs other players have encountered too."

It's not too big of a deal, I still have loads to do with the main storyline but a patch would be appreciated. No rush though!

Last question, I've only got around 30 new displays from Pixi(?), do I need to buy more dessert rose for her to unlock more?
@littlebro
If there was a mix up with applying the latest patch or using it with an old version, then unfortunately there's not much I can do to address the issues you might encounter. It wouldn't surprise me if the game is still playable, though.

@ivoryjones
I tried to reproduce the Battle Arena bug fighting through the Bridelveil region challenge, but encountered no issues. DynTag.dll is my own plugin that has an array of features not currently implemented in the game but still running in the background. I'd need technical specifics to take a closer look at why you received this error, such as the exact Bridelveil region battle out of the four possible, the handicaps you suffered from any previous battles during the challenge, and maybe even the party equipment.

Missing out on one Beherit isn't a big deal. You can always earn more from the Boss Rush at the Battle Arena after you've defeated all the story bosses. You can't use them until you recruit the Skull Knight NPC, and the rewards are rather overpowered.

Pixi will unlock 3 new message box designs for every additional Desert Rose you give her. Just keep purchasing them from the Battle Arena.
author=ivoryjones
Pirate Jack and Swank and they're just on the right side of the ship, not underneath the ship like the others are.


That is where I expected to find them, but sadly they are not there, only the characters not in the current battle party.

@djc
I'm sure it's the patch problem, and I'm not expecting/hoping that you'll be able to do anything about it. I only mentioned it as an aside.
Not sure about the bumping rule here, but as this is such a different question, and I don't know if djc has already seen the above, it has to be a new post to get a notification to him.

It's the numbers section of the Black Dragon in the Nexus of Ordeals. I got the combinations which enabled me to get through all the doors, leaving only the final -16 door to open. I, however, have only -6.

All the torches I have access to (the 2 rooms to the left) only have torches with positive numbers, so I cannot bring the total down any further. I've tried a lot of times now, and always end up at the same point. How is this supposed to be done?

Thanks.
author=littlebro
Not sure about the bumping rule here, but as this is such a different question, and I don't know if djc has already seen the above, it has to be a new post to get a notification to him.

It's the numbers section of the Black Dragon in the Nexus of Ordeals. I got the combinations which enabled me to get through all the doors, leaving only the final -16 door to open. I, however, have only -6.

All the torches I have access to (the 2 rooms to the left) only have torches with positive numbers, so I cannot bring the total down any further. I've tried a lot of times now, and always end up at the same point. How is this supposed to be done?

Thanks.


Definitely better to make a new post so when I log in, I see the notification and check.

I thought I had a visual solution for this last room of the Black Dragon Trial, but here's written directions for what is probably the most difficult puzzle in the game:

1. Once you enter the room take the only open door.
2. Light the +3 and +5 torches inside, making 8.
3. Take the 8 door that just opened at the room top.
4. Light the +2 and +4 torches inside the room the tunnel took you to, making 14.
5. Exit the 14+ door that just opened at the room bottom.
6. Return to the first room you visited, the second door from the left.
7. Light the -1 and -6 torches, making 7.
8. Exit the room from the bottom and then enter the first door from the left.
9. Light the +10 torch in the room center and put out the -6 torch, which adds 6 and makes 23.
10. Enter the tunnel above that you just opened in the same room.
11. Light the -3 and -2 torches and exit the room from the bottom.
12. If you did the last step correctly the fourth door from the left should now be open and you must enter it.
13. Put out the +4 and +2 torches and light the -4 torch to make 8 and open the tunnel above, taking it back to the second room from the left.
14. Put out the +3 and +5 torches and then light the -6 torch, making -6 and opening the first door from the left.
15. Enter the now open first room from the left and put out the +10 torch, making -16 and solving the puzzle.
16. Take the now opened middle door and get the heck out of this dang room.
I'd turned up to edit my previous post to say nvm, I've solved it. I'm more than relieved to see the back of this one.
Thank you, though, for posting the full solution. I expect someone else at some stage is going to need this.
I'm glad to see that this is the most difficult puzzle in the game. I couldn't bear the thought of them getting even more difficult.

EDIT
Having said that, the third White Dragon puzzle has me flummoxed. I can't even work out what I'm supposed to do! This is the one where tiles appear in the middle of the void. I can't reach them (stepping towards them just means I fall through), the blocks don't appear in either this or the previous room. So what's supposed to happen? It's not that I am unintelligent, it's the perennial danger of puzzles/mini-games. Unless the player has the same way of thinking as the dev, what is obvious to the dev is a blank wall to the player.
author=littlebro
I'd turned up to edit my previous post to say nvm, I've solved it. I'm more than relieved to see the back of this one.
Thank you, though, for posting the full solution. I expect someone else at some stage is going to need this.
I'm glad to see that this is the most difficult puzzle in the game. I couldn't bear the thought of them getting even more difficult.

EDIT
Having said that, the third White Dragon puzzle has me flummoxed. I can't even work out what I'm supposed to do! This is the one where tiles appear in the middle of the void. I can't reach them (stepping towards them just means I fall through), the blocks don't appear in either this or the previous room. So what's supposed to happen? It's not that I am unintelligent, it's the perennial danger of puzzles/mini-games. Unless the player has the same way of thinking as the dev, what is obvious to the dev is a blank wall to the player.


Sounds like you solved the first two puzzle rooms for the White Dragon Trial. The third room is just like the second room, except you cannot see the tiles you have to step on, they are hidden in the void, but will appear once touched by the hero. Just like the previous room, however, you have to step on the different tile shapes in a specific order. To reveal the order, the player can kick the tile with the blue circle around the room, in this case counter clockwise, until it passes over the dragon face tile. The solution will then display one tile group at a time, in order, before disappearing again. The player then has to step on those tile groups in the same sequence.

Here's a link to the image of the solution. You only have to step on one of the tiles for each block group to activate that shape in the sequence, but make sure you do it in order:
White Dragon trial Room #3 solution
That, for me, is so counter-intuitive. As I said above, I'd got the tile sequence to display in the void, but it never occured to me that I would have to walk on an 'open' tile to reach them - I assumed that because they didn't start at the edge I would fall through the void as I had when I'd experimented with what this space did.

Oh well, that will teach me not to make assumptions.

Thanks for your help.
Hey DJC, was wondering if triangle base has disappeared after you come back from the forgotten continent?

Cuz it seems like after I land my airship it just goes directly to the mountain path to the "monsters" and the base is gone.
author=ivoryjones
Hey DJC, was wondering if triangle base has disappeared after you come back from the forgotten continent?

Cuz it seems like after I land my airship it just goes directly to the mountain path to the "monsters" and the base is gone.


Correct. In current versions the base is destroyed after the final story sequence at the Tower of Auctus. After obtaining the airship, the mountain dungeon becomes accessible. I never got around to making the mini-dungeon where players could explore the rubble and collapsed tunnels.