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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
  • 03/30/2024 11:25 PM
  • 11/12/2004
  • 573623
  • 93
  • 7438

Posts

@DJC

It's a shame about the volume controls and other limitations to the sound mechanics. But I get used to it after playing for a while. I mispoke about the sound of opening chests, by the way. They're very pleasent. It's navigating through the menus and especially giving items to the party members (like Herb) that produces an irritating high-pitched sound. If they could be changed to something more soft/grave similar to the sound of opening chests it would be nice, but sound effects like these are fairly common in JRPGs anyway. It's really a minor issue.

If I could give one criticism it would be the victory screen because of the different background colors for the party members. I don't know if it's just me, but it gets a little confusing with all those colors thrown around, like the screen is too cluttered. It's especially aggravating with characters that have bright color backgrounds like Sammy or Keen, because it's not as easy to make out the number on increased stats on level up. I feel like all those old people NPCs complaining about their sight in-game lol

It would be nice to have the option to just stick with black backgrounds during the victory screen. I would rather have black backgrounds even for common dialogues, it's easier on the eyes, but that's just preference. A good middle-term solution would be to have their colors as a thin or thick line around their frame in the victory screen, while having black backgrounds. It would differentiate them fairly well without compromising information visibility. Also, HP and AP stats have a "m" in front of them in victory screen for every character. I don't know if it serves a purpose, but no other stat have that.

And I'm SO glad I'm still at the beggining of the story! Whenever I'm enjoying a game this much I never want it to end. And NVM Sammy, I just met this Keen guy who's SO cute and also have that bad boy attitude, my new best boyfriend 4ever; it's like he was meant for Azrael lmao I also enjoyed Vetu a lot, he's got that gloomy mood as a mature clairvoyant child and he's definetely got a permanent spot in my main party. And I love how the story is so much more mature than your average JRPG!

About the remaster, you know more than anyone that would take a lot of effort and time, but I did love what I saw with your demo video! As it is the game's already classic material though. I think it would be worth it to go through all the trouble if you intended to add more things like places, equips, maybe more story and romance archs, and then sell the remaster version on Steam/GOG, though I think some things might have to be changed for that, like Vetu's appearence because of copyright stuff; there's a lot of easter eggs and throwbacks to classics which's great for classic lovers, but the corporations who hold their IP are always looking for an easy profit unfortunately.

This post is getting too long, but there's one last thing I'd like to report: whilst I'm finding the writing to be stellar, there are a couple of typos I've come across as I play the game. I don't know if you can find dialogue entries just by Ctrl-F, but if you can, I've been screenshotting them to make it easy to find and edit them. I'll post them with a spoiler tag since there's story elements:


1) I believe this girl running around in the second village we visit meant "it" instead of the current "is" here.
Screenshot: https://ibb.co/84tWGkf

2) There's a repeated "the" in this NPC dialogue.
Screenshot: https://ibb.co/Lg1CMY4

3) I'm not sure if there's text missing or just a period missing here.
Screenshot: https://ibb.co/sQgmg9M

4) I think the word "fugitive" here should be in the plural.
Screenshot: https://ibb.co/QbnXWmq

5) I think the sentence here should end with "them." instead of the current "the", or maybe there's text missing.
Screenshot: https://ibb.co/rM5FCHq

6) In this Glen's dialogue it should be "were" instead of the current "where".
Screenshot: https://ibb.co/DC5QDcp

7) Very minor thing, there seems to be an extra space between "know" and "if" in this NPC dialogue.
Screenshot: https://ibb.co/5j869mm

8) I believe it should be "its" instead of the current "it's" here.
Screenshot: https://ibb.co/xDXBc5J

9) Not sure about this one, but "as of to" has a strange ring to it. I'd think it should be "as to whom" here instead, but I might just be overthinking this.
Screenshot: https://ibb.co/qRTBYNg

10) In this Aurora's dialogue I believe the correct spelling is "forewarned" instead of the current "forwarned".
Screenshot: https://ibb.co/nDYCP05

11) There's a "Y" missing at the end of the "betra" here.
Screenshot: https://ibb.co/n3k8fJF

12) There's a "D" missing at the end of the "an" here.
Screenshot: https://ibb.co/QYkGBxg

13) Very minor, just a period missing (I'm poiting the lack of these because every dialogue has them, so without one it feels like there's text missing).
Screenshot: https://ibb.co/JpHhx7Z

14) The correct spelling is "barbarians" instead of the current "barbarions".
Screenshot: https://ibb.co/2q0pG0t

15) I believe the correct spelling here is "meant" instead of the current "mean".
Screenshot: https://ibb.co/bBsMys8

16) It should be "its" instead of the current "it's" here.
Screenshot: https://ibb.co/qWvx7Mg

17) The word "Landing" in incomplete in this Meredith's dialogue.
Screenshot: https://ibb.co/56bZ6vp

18) I believe it should be "yet to hear" instead of the current "yet hear" here.
Screenshot: https://ibb.co/RYx0wkx

19) There's a "T" missing at the end of the "figh" here.
Screenshot: https://ibb.co/xhZfNBQ

20) It might be me not interpreting this correctly, but I don't understand the "too dear" here. Maybe it's meant to be "too late"?
Screenshot: https://ibb.co/CWDnCVC

21) I think the correct spelling here is "resorted" instead of the current "restorted".
Screenshot: https://ibb.co/wgmLnyc

22) The dialogue here ends abruptly. I believe the complete final word is "Landing." though.
Screenshot: https://ibb.co/1QNBwFQ

23) There's a "t" that should probably be deleted after "water" in this dialogue. Edit: there's also an "R" missing from "resevoir", it should be "reservoir".
Screenshot: https://ibb.co/G7Fsbtb

24) It should be "her" instead of the current "here" in this Glen's dialogue.
Screenshot: https://ibb.co/0KzKwVN

25) There's a missing "E" at the end of the "I'v" in this Sammy's dialogue.
Screenshot: https://ibb.co/Z1vgPMn

26) It should be "we must convince" instead of the current "we must needs convince" here.
Screenshot: https://ibb.co/PtpVrZy

27) There's a strange behavior with the weapon shopkeeper at Tiro Amicus town. Whenever you're done with the shopping and click to leave the screen, he says the usual farewell words and then says "welcome to the weapons shop." again before you regain control of the party. Doesn't look like intended behavior, so I'm mentioning just in case.

28) My mind might be playing tricks on me, but I'm almost certain I saw an apostrophe wrongly placed before an N and was too sleepy to save the screenshot. I don't remember the word, but it would be something like "could'nt" instead of "couldn't", so if you can Ctrl+F for "'nt" you should find it.


That's it! Sorry for pointing out minor things like spacing and periods. I'm a librarian, so I kind of have an OCD with standardization lol I hardly ever skip a dialogue or don't talk with an NPC, so the first part of the game should be close to 100% proofread now. I'll keep screenshotting typos as I see them. Happy holidays!
author=Nighthearted
@DJC

It's a shame about the volume controls and other limitations to the sound mechanics. But I get used to it after playing for a while. I mispoke about the sound of opening chests, by the way. They're very pleasent. It's navigating through the menus and especially giving items to the party members (like Herb) that produces an irritating high-pitched sound. If they could be changed to something more soft/grave similar to the sound of opening chests it would be nice, but sound effects like these are fairly common in JRPGs anyway. It's really a minor issue.


I would've liked to enable multiple system sound sets, unlocked by the same NPC that changes menu graphics. If it's truly bothersome, you can replace the sound files in you Everlong/Sound folder with other .wav files you would prefer. The two main system menu sounds to replace are ff7move.wav and ff7cancel.wav, and you want to delete them, then replace them with different sound files of the exact same name.

If I could give one criticism it would be the victory screen because of the different background colors for the party members. I don't know if it's just me, but it gets a little confusing with all those colors thrown around, like the screen is too cluttered. It's especially aggravating with characters that have bright color backgrounds like Sammy or Keen, because it's not as easy to make out the number on increased stats on level up. I feel like all those old people NPCs complaining about their sight in-game lol

It would be nice to have the option to just stick with black backgrounds during the victory screen. I would rather have black backgrounds even for common dialogues, it's easier on the eyes, but that's just preference. A good middle-term solution would be to have their colors as a thin or thick line around their frame in the victory screen, while having black backgrounds. It would differentiate them fairly well without compromising information visibility. Also, HP and AP stats have a "m" in front of them in victory screen for every character. I don't know if it serves a purpose, but no other stat have that.


You can disable the color backgrounds on the victory screen if you go into your main Everlong folder, and edit the DynRPG.ini file. There's many options in this file, most you don't want to change, but if you scroll down to the DynTag section, the sixth line controls the victory background color. By default:
victoryInfoBackgroundColor = 1
but if you change this value to 0
victoryInfoBackgroundColor = 0
and then save the file, the victory backgrounds will be black with some transparency. This was originally going to be in an expanded options menu.

Later in the game, once you obtain the sailing ship, you can recruit the NPC that changes system backgrounds, and choose a more suitable option for your preferences. It would be a good idea to have a high contrast mode available as a toggle, though.

About the remaster, you know more than anyone that would take a lot of effort and time, but I did love what I saw with your demo video! As it is the game's already classic material though. I think it would be worth it to go through all the trouble if you intended to add more things like places, equips, maybe more story and romance archs, and then sell the remaster version on Steam/GOG, though I think some things might have to be changed for that, like Vetu's appearence because of copyright stuff; there's a lot of easter eggs and throwbacks to classics which's great for classic lovers, but the corporations who hold their IP are always looking for an easy profit unfortunately.


Yes, there would have to be significant changes in a remaster to all art assets for copyright purposes. I've already decided on a direction I'd take with Vetu's redesign. The cut plot points and character development would be part of the selling point. I'm not convinced the 3D route is the way to go, it's far too time consuming to map and frustratingly limited. While it does provide a unique look, atmosphere, and exploration, I'm concerned it actually makes the game less playable, and certainly it defeats the purpose of using RPG Maker to quickly generate content. The traditional sprite approach is what I'm now leaning toward, though I'm still disappointed in the character generator options in RMMV.

While I do appreciate all the time you took documenting the spelling and grammatical errors, I would encourage you to just enjoy the game and do your best to ignore them. Most of that dialog was meant to be rewritten, which is why so much wasn't proofread or fixed. The chances I'll get around to editing it now is close to zero. I'm really trying to only spend time patching bugs and critical issues.
author=DJC
You can replace the sound files in you Everlong/Sound folder with other .wav files you would prefer. The two main system menu sounds to replace are ff7move.wav and ff7cancel.wav, and you want to delete them, then replace them with different sound files of the exact same name.

Hey, thanks! I didn't realize it was so intuitive to change them. I'll probably use sounds of piano or classic guitar notes :)

author=DJC
You can disable the color backgrounds on the victory screen if you go into your main Everlong folder, and edit the DynRPG.ini file. Later in the game, once you obtain the sailing ship, you can recruit the NPC that changes system backgrounds, and choose a more suitable option for your preferences. It would be a good idea to have a high contrast mode available as a toggle, though.

Thank you so much! I changed the setting to 0 and it looks PERFECT! <3 To know that I'll be able to further change the color of the menus later in the game is the cherry on top! Can't wait. And as someone who's all for more options, I agree on the high contrast and expanded options menu thoughts. Maybe in the remaster they'll be there from the get-go!

author=DJC
Yes, there would have to be significant changes in a remaster to all art assets for copyright purposes. I've already decided on a direction I'd take with Vetu's redesign. The cut plot points and character development would be part of the selling point. I'm not convinced the 3D route is the way to go, it's far too time consuming to map and frustratingly limited. While it does provide a unique look, atmosphere, and exploration, I'm concerned it actually makes the game less playable, and certainly it defeats the purpose of using RPG Maker to quickly generate content. The traditional sprite approach is what I'm now leaning toward, though I'm still disappointed in the character generator options in RMMV.

To be honest I believe continuing with the traditional sprite style is the wisest choice even commercially because 1) People who buy the game for the 3D aspect are still gonna complain it doesn't look good enough (for some reason it's a common complaint nowadays even for current gen releases); 2) There is a niche public for 8/16-bit pixel art games that is ever growing in the last years since Stardew Valley came about. Keeping the game's artstyle will allow you to capitalize on both the people that enjoy these graphics and the nostalgic folk. It will also allow you to create more mechanical and narrative content for the game in the time you'd spend just building the skeleton of one map in 3D. To The Moon, Ara Fell: Enhanced Edition (nice graphics on this one!), Lisa, Echoes of Aetheria, Aveyond (series) are just some examples of titles that have been succesful and I even play some obscure ones like The Amber Throne, so the target public is definetely there. Just talking about all the juicy new things in the remaster makes me want to grab it already!

author=DJC
While I do appreciate all the time you took documenting the spelling and grammatical errors, I would encourage you to just enjoy the game and do your best to ignore them. Most of that dialog was meant to be rewritten, which is why so much wasn't proofread or fixed. The chances I'll get around to editing it now is close to zero. I'm really trying to only spend time patching bugs and critical issues.

Ah, I see. I thought it'd be as easy as opening a wordpad file and editing them to replace the texts, so it'd give a nice final wrap-up on this platform version of the game should you ever release a final version/patch. Especially considering that this will serve as "demo" material if you keep it up after releasing the remaster (some people will try a little of this first to know what the game's about because it's free). But if it's troublesome to edit or if much will be rewritten and changed and then proofread in the remaster, then it's fine the way it is here because there aren't many typos for the quantity of text in the game at all! And don't mention it, I kind of enjoy spotting those (even have a second batch already lol), so it was no problem. But not being actively looking for them will allow me to enjoy the game with more ease of mind, yeah :P

Talking about bugs, the only problem I remember besides the reported crash was inside the tower of the witch who enjoys young men and exotic girls (hehe). In some floors, there are invisible triggers that either spawn a light that chases you, or images of the witch that also chase you. The FPS dips so low in these areas that the game becomes a slide-show. I died a bunch of times and almost gave up on the puzzles (I'm glad the option was there). When the lights/witch images are out chasing me, the game runs as usual, and when they disappear it's again slow. However, I'm 99% sure it's a ticking script for those triggers in the area being a hog on the poor dual core here (I'm stuck with a really old laptop until next year). So nevermind this if you can't replicate the slowdowns, it's a hardware issue on my part.

Oh and since I'm here, I would trouble you with two questions if I may:

1) I've been seeing a lot of locked doors throughout the game (including some tempting ones that should lead to a castle treasure vault). Will there be a key for some of these doors? It's making me a little paranoid that I didn't take a note of some locked places and might not find my way back to them if there's any non-plot critical doors to open when I have access to free roam.

2) Forge is mentioned in the description of the game here and upon reading the Forge help in the options in-game, I couldn't find a mention of what materials I'm gonna need to forge the items/equipments. In turn, I haven't been trading any of the monster drops with the collectable merchants, and I haven't been selling equips/weapons that aren't useful anymore, and I also haven't been selling any precious stones. All because I'm scared that I'm gonna need some of these items when I have access to this forge. I've been grinding to make money, but selling those items would help a lot and would de-clutter my inventory lol are those safe to sell when it comes to Forge ingredients, won't I need them in the future?

Thanks in advance!
author=Nighthearted
Talking about bugs, the only problem I remember besides the reported crash was inside the tower of the witch who enjoys young men and exotic girls (hehe). In some floors, there are invisible triggers that either spawn a light that chases you, or images of the witch that also chase you. The FPS dips so low in these areas that the game becomes a slide-show. I died a bunch of times and almost gave up on the puzzles (I'm glad the option was there). When the lights/witch images are out chasing me, the game runs as usual, and when they disappear it's again slow. However, I'm 99% sure it's a ticking script for those triggers in the area being a hog on the poor dual core here (I'm stuck with a really old laptop until next year). So nevermind this if you can't replicate the slowdowns, it's a hardware issue on my part.


Not able to reproduce the slowdown for these puzzles on my current hardware, and haven't in the past with lesser specs. There's honestly not that much executing for these events, and there's generous wait times for the collision detection. Unfortunately there's not much I can change here to address this.

Oh and since I'm here, I would trouble you with two questions if I may:

1) I've been seeing a lot of locked doors throughout the game (including some tempting ones that should lead to a castle treasure vault). Will there be a key for some of these doors? It's making me a little paranoid that I didn't take a note of some locked places and might not find my way back to them if there's any non-plot critical doors to open when I have access to free roam.


The only special locked doors you can open are in Occultus Gaza, and require Keen in the party. It was planned that each character would have specific map abilities for interacting with the world, in both towns and dungeons, but this was cut.

2) Forge is mentioned in the description of the game here and upon reading the Forge help in the options in-game, I couldn't find a mention of what materials I'm gonna need to forge the items/equipments. In turn, I haven't been trading any of the monster drops with the collectable merchants, and I haven't been selling equips/weapons that aren't useful anymore, and I also haven't been selling any precious stones. All because I'm scared that I'm gonna need some of these items when I have access to this forge. I've been grinding to make money, but selling those items would help a lot and would de-clutter my inventory lol are those safe to sell when it comes to Forge ingredients, won't I need them in the future?


There are two forges in the game. The first is at Isla del Sol and requires the sailing ship to reach. Forging does require old weapon and armor components. Saving them instead of selling can prevent you from having to track down merchants and buy new copies later. I think the city of Revirdok has shops that will sell old equipment necessary for forging if the player sold their old weapons and armor. This hoarding of materials is something I don't like as a game mechanic, and would completely change forging in a remaster to only require specialty materials.
@DJC

Thanks for the infos. I just finished a Continue+ game and here are the last of my reports.

1) In the last battle against Altair, his sprite won't spawn. This causes the battle to be immediately won. His second form spawns correctly and the battle is normal, it just happens with his human form. Earlier in the game, during the first time we face him aboard the ship, it spawns correctly.
Screenshot: https://ibb.co/F89N76K

2) When the party is after one of the aspects of power on the snowy mountain to the Dwarves' dwelling, a snake-woman monster may appear if we use the item Siren. Whenever it does, an "event script" error message appears and the game is immediately sent back to the title screen. She also appears in normal random battles and in the Battle Arena, but then she's always with other monsters around and this script error does not occur. Only when she spawns alone by using the Siren item this happens. Note: using Siren inside the room where we get the aspect of power in the dwarves' castle will also spawn her in a grassy battle screen. I imagine that wasn't intended. The same error occurs this way.
Screenshot: https://ibb.co/YN3cNdk

3) One of Keen's scroll skills is called "Blink", but when checking the skill, the description points to the skill "Dispel Slash" instead.
Screenshot: https://ibb.co/sJZxgxs

4) In the bonus dungeon, the pillars used in some puzzles sometimes would change locations after I left them in the right spot and came back to cross the way. Sometimes they would even get stuck in unreachable places, like walls. I screenshotted 2 of these occurrences. I imagine it might be on my end because my controller has a Turbo Mode I usually leave on to avoid fatigue. Maybe the engine is interpreting each trigger as a push and sending the pillars way ahead, even though it only shows visually after I leave the screen. But the only objects in which that has happened to in the entire game were these pillars.
Screenshot¹: https://ibb.co/4SYd3JW
Screenshot²: https://ibb.co/6gg3LDT

5) After getting some Crimson Beherits with Battle Arena points, I bought 2 packs of the Ultimate Equipments from the Knight of Skulls. I can see the set of equips called Virtuoso in my inventory just fine, but I cannot equip any of the characters with them. They simply won't show up in the equipping screen. No one mentioned any other steps to be able to equip them besides buying, so I don't know what's happening. I went to the Forge Master after acquiring them, nothing. I thought I might need a higher title to wear them and took Azrael to Mythic, but they still won't show up in the equipping screen. Do I need an even higher title or is it a bug? I want to equip them for a New Game+ to save more Valiantide troops and see what the other rewards for that are.

That's it. About the story...
One of the biggest letdowns for me was how we lose Azrael at the beginning of the game and only get him back at the very end. I got too attached to him and kept expecting he'd rejoin the party at every turn. And his ending, staying in a hell-like dimension because of events forced upon him before his very birth, wasn't fair. I wish we could do things differently in a new game+. Some battles are all but unbeatable, but with better levels and equips maybe it could be scripted to allow him time to escape that ship if we could stall Altair long enough before losing. The "prophecy" didn't sum up to anything anyway, 'cause after the third fight we just managed to avoid the portal thanks to the joined aspects of power.

Glen and Julia were the characters I least liked. The guy has the charisma of a door and the girl was annoying as hell. Both seemed like they didn't want to be part of the quest at all and the rest of the group shouldn't have forced them. Dyanin could've joined the party instead. Azrael, Meredith, Sammy and Vetu were my favorites. They felt very organic and mature, and I resonated a lot with their stories.

Lastly, the Entropy guy... his arc felt a little schizophrenic. Aurora says when they were going to take him back he was too far gone, which led me to believe the entity had gone mad. Throughout the game we know him to be corrupting people to kill, sacrifice, raise an army of demons, etc. Through Expirius' actions, sure, but mostly thanks to the corruption. The Invincible Four themselves said Entropy made them do terrible things for such a long time. And they didn't even get to go to the Abyss, so how did Entropy's temptation got to them anyway? Then with a little sanity the characters didn't fall for the obvious illusions and Entropy is like: "Oh you don't want a world invented by me with everlasting life and love, and instead want the world invented by the All-Father with desease and death and bound to cease existing altogether? Magnificent! You can go now, we're cool". That doesn't sound coherent when he just lied to Expirius about the pact's conclusion, turning him into a grotesque creature that can only suffer in agony. Also, this god gave up his thousand-year-long plot to be free for something he already knows, because he says humanity's resolve continues to amaze him. I was like "Erm, um.. apparently Entropy is a chill guy?". lol

It was also never explained what caused him to be banished in the first place - apparently it was him trying to interfere too much with mortals, but Leviathan killed an entire civilization and the other gods didn't make a beep... I thought at the end he was gonna say he lied about letting us go and would try to kill us, but the 13 would protect us. But their powers are limited in his domain, so we'd have a countdown to run to the portal before it closes permanently whilst Entropy throws monsters at us to do unescapable battles. That would've been intense lol

I'm brainstorming at this point though, but a lot of the plots could use more expanding, although I remember you saying a lot was cut due to time constraints. Just a person's take on a story that got me completely hooked anyway :P

That was some of the most entertaining 100+ free hours I've spent on a game in a long time. Commercial-tier material, such a gem! I'll be there for whatever you bring next if you ever release a remaster or a new game. Thank you for the experience DJC! <3
Apologies for the late reply. I've been on vacation.

author=Nighthearted
@DJC

1) In the last battle against Altair, his sprite won't spawn. This causes the battle to be immediately won. His second form spawns correctly and the battle is normal, it just happens with his human form. Earlier in the game, during the first time we face him aboard the ship, it spawns correctly.
Screenshot: https://ibb.co/F89N76K


This bug was previously reported and fixed. I never entered any information for this boss in the auto balance code, causing an adjustment to zero HP and immediate victory. I should have made the code default to 100% HP if no data was found. In any future remaster, I would not implement an auto balance for monsters. The feature was an experiment to improve challenge for high level parties, but I'm not convinced it succeeded.

2) When the party is after one of the aspects of power on the snowy mountain to the Dwarves' dwelling, a snake-woman monster may appear if we use the item Siren. Whenever it does, an "event script" error message appears and the game is immediately sent back to the title screen. She also appears in normal random battles and in the Battle Arena, but then she's always with other monsters around and this script error does not occur. Only when she spawns alone by using the Siren item this happens. Note: using Siren inside the room where we get the aspect of power in the dwarves' castle will also spawn her in a grassy battle screen. I imagine that wasn't intended. The same error occurs this way.
Screenshot: https://ibb.co/YN3cNdk


This crash is a result of copy and pasting without checking on my part. The battle event scripts were references to monsters from another troop that don't exist when fighting the single Naga Archer. I'm not sure about the grassy field background when using a Siren in the Ignis Castrum treasure hold. That battle should be against a Damphir, the code is clearly using the Calbrenda battle background, and I wasn't able to recreate any fault in this scenario.

3) One of Keen's scroll skills is called "Blink", but when checking the skill, the description points to the skill "Dispel Slash" instead.
Screenshot: https://ibb.co/sJZxgxs


This is another oversight ony my part, where Keen use to have Dispel Slash, but this was changed to Blink. I corrected the rest of the display information, but not the skill reference.

4) In the bonus dungeon, the pillars used in some puzzles sometimes would change locations after I left them in the right spot and came back to cross the way. Sometimes they would even get stuck in unreachable places, like walls. I screenshotted 2 of these occurrences. I imagine it might be on my end because my controller has a Turbo Mode I usually leave on to avoid fatigue. Maybe the engine is interpreting each trigger as a push and sending the pillars way ahead, even though it only shows visually after I leave the screen. But the only objects in which that has happened to in the entire game were these pillars.
Screenshot¹: https://ibb.co/4SYd3JW
Screenshot²: https://ibb.co/6gg3LDT


I'm in agreement with your suspicion that the turbo controller mode is the culprit here. I've otherwise never seen this behavior before, nor am able to replicate it. The engine may also be to blame for poor input detection and processing.

5) After getting some Crimson Beherits with Battle Arena points, I bought 2 packs of the Ultimate Equipments from the Knight of Skulls. I can see the set of equips called Virtuoso in my inventory just fine, but I cannot equip any of the characters with them. They simply won't show up in the equipping screen. No one mentioned any other steps to be able to equip them besides buying, so I don't know what's happening. I went to the Forge Master after acquiring them, nothing. I thought I might need a higher title to wear them and took Azrael to Mythic, but they still won't show up in the equipping screen. Do I need an even higher title or is it a bug? I want to equip them for a New Game+ to save more Valiantide troops and see what the other rewards for that are.


Another player previously found this bug, and I just haven't patched it yet. I've seen strange behavior where sometimes database values get corrupted and just don't work correctly in game. Adjusting the values and overwriting the database fixes the issue, so the game reads the items as equipment again.

Thanks to your help and that of other players, I think I'll release an updated patch with these fixes.

That's it. About the story...


I have thought about allowing the player to acquire Azrael earlier, upon first reaching the White Shrine. He is meant to be a fake-out protagonist that becomes an antagonist. Unfortunately, if a player likes this character, they'll naturally be disappointed he leaves the party for the majority of the game.

Azrael's ending would have been different if the main plot points behind Expirius' motivations weren't totally changed, but he still would not have returned with the party to the normal world, not after what he's seen and done. I actually very much dislike the current ending for all the characters. The meeting and aftermath of the battle with Entropy would have been entirely different.

Significant story changes in a new game+ aren't feasible. It becomes like making a second game, and then why not do that instead? I've also lost enthusiasm in player choices directing certain story beats. In a remaster I would remove the affection system, for example, and make writing much simplified. Players lose some replay value, but they also don't have to feel like they are missing story points, character development, or dialog because of their choices. I also find it hard to make player choices actually impactful. It's too much of a gimmick in modern games, even failing to create the illusion that player choice matters.

None of the characters have much of a development arc, because most of that content was cut, especially for Julia. It's entirely understandable that those characters are unlikeable without their backstory and actual personal growth. I intended for Dianyn to have a slightly larger role in the quest to regain Cirus, and you'd be able to fight her at the Battle Arena, but all that was cut.

The Entropy plotline and Expirius motivations are definitely incoherent at best, again due to cut content, so I tied it up together haphazardly with vague plot magic, and the result is obviously not good. Too many fantasy tropes and hand waving explanations. The story and character developments are two aspects of the game I'd really like to improve in a remaster, along with the skills themselves and world interaction and town/NPC development.

Thank you for the kind words and all the feedback. I'm glad you got so much enjoyment out of the game. I've done some preliminary work looking at RPG Maker MZ recently, and the resources/plugins necessary to attempt a remaster in that engine. It would be a massive amount of work that I might not ever have time for, but it's on my mind.
Hey DJC, I'm having some issues with the game.

So when I try to battle Beomaust, it won't let me...as far as I know I need to have the Ambrosia and be lvl 99. I still am not be able to battle him.

Mr. Miagy also will not come with me even though I have level 99.

I'm clueless in the Phoenix cave as there seems to be a dead end since the start, is there any tutorial for it?

Lastly, I can't get the heroes of the old equipment. Not sure how much more I'm supposed to wait for it to be 'energised'.

I hope you will answer, I'm really stuck. Thank you for your time and this game! It's the 4th time I'm replaying it :)
Hey Trixi! Really cool to see people are still enjoying the game!

1) To initiate the Beomaust battle, I believe you need to possess the Ambrosia, have Vixen in the party, AND have defeated ALL the other Aeons.

2) To recruit Miyagi, EVERY character needs to be level 99, including Azrael and Cirus if they are recruited.

3) I'm not finding or recalling a complete guide for the Phoenix Cave. There are several player written walkthroughs, but they gloss over the exact puzzles. Somebody did record themselves doing the entire dungeon and posted it on Youtube, so that will be the greatest help.

4) To restore the artifacts of the four heroes, you return to the Tower of Auctus after getting the airship to obtain each piece in the room where Cirus is turned to stone. These artifacts must be left to recharge at the top of the White Shrine after Azrael rejoins the party. If you leave the artifacts there as soon as possible, they will be restored once you gain access to the Rift Core. If you place them later, you'll have to wait until you start a New Game+ or Continue+ to retrieve them. They are essentially extra ultimate weapons and overpowered equipment.

Let me know if you have more questions or need help!

author=Trixi
Hey DJC, I'm having some issues with the game.

So when I try to battle Beomaust, it won't let me...as far as I know I need to have the Ambrosia and be lvl 99. I still am not be able to battle him.

Mr. Miagy also will not come with me even though I have level 99.

I'm clueless in the Phoenix cave as there seems to be a dead end since the start, is there any tutorial for it?

Lastly, I can't get the heroes of the old equipment. Not sure how much more I'm supposed to wait for it to be 'energised'.

I hope you will answer, I'm really stuck. Thank you for your time and this game! It's the 4th time I'm replaying it :)
For the 1), I have all of that yet I still cannot manage to engage with Beomaust which is quite frustrating. I have the feeling that my game might be bugged or something...

2) Even if they are not in the party? Like, actively participating? Even if they are not in the party? Like, actively participating? Or if let's say, they're reborn and back to level 1 even though they have level 99 stats?

3) Yyay!!

4) I'd like to get them before battling Expirius :( I don't remember turning back to the tower of Auctus instantly but they are at the top of the tower charging right now. What was the rift core? I don't remember things by name haha

Ty for answering! Are you ever thinking of making a new game? I've enjoyed this one very much!!

P.S: What is the easiest way to level up everyone when they're back to level 1 after being reborn?
For the 1), I have all of that yet I still cannot manage to engage with Beomaust which is quite frustrating. I have the feeling that my game might be bugged or something...

2) Even if they are not in the party? Like, actively participating? Or if let's say, they're reborn and back to level 1 even though they have level 99 stats?

3) Yyay!!

4) I'd like to get them before battling Expirius :( I don't remember turning back to the tower of Auctus instantly but they are at the top of the tower charging right now. What was the rift core? I don't remember things by name haha

Ty for answering! Are you ever thinking of making a new game? I've enjoyed this one very much!!
The twelve Aeons you must have defeated before Beomaust are: Aestus, Arctica, Gygax, Vaethros, Coriolis, Diablos, Lixandra, Tyr, Meridion, Aurora, and Phoenix. If you haven't completed the Phoenix Cave yet, then that is the summon you are likely missing.

You shouldn't have any "Reborn" characters yet if you were unable to recruit Miyagi. Only he can rebirth a current level 99 hero. All heroes, regardless of whether they are in your current four person party, must reach level 99 for the first time to recruit Miyagi and have him available as an NPC aboard your ship or airship. This includes Azrael and Cirus if they are selectable characters for you. If you haven't taken some heroes in your party recently, you may want to double check their levels.

When your characters are reborn, their stats do not reset to level 1 amounts. They keep their current HP, strength, magic, etc. but are now able to gain even more through additional levels. You do not have to grind them back up to power. There are several accessories you can use to boost experience gains. Atlantis, the Rift Core, and the bonus dungeon Tomb of Khaer Magnus are some of the best places to gain EXP for more levels.

The earliest you can possibly get the legendary hero equipment is just prior to the final battle. The Rift Core is the final mini-dungeon just after Atlantis. Once you get there, check back on the charging equipment. If it's not ready, you'll have to finish the game and start a New Game+ or Continue+ to get them.

I'm not currently working on any other games. I don't have the time. I did some preliminary work for a remastered version of Everlong in RPG Maker MZ, and a 3D proof of concept, but these were just experiments. I'm glad players can still enjoy the rm2k3 version of Everlong, even if I never finished all the cut content and features I would have liked to.
Hey, DJC, it's been a long time, hasn't it? I know I promised you a walkthrough... but the real life kicked in, then the whole world basically went to hell.
Anyway, I managed to survive through all this and pleased to announce that I actually returned AND working on a walkthrough with a fresh install. I already compiled the list of traders, enemies, drops and rare drops up until Tiro Amicus, still progressing through Imperial Continent for now.
It's a tedious task, but I love this game, so I will try to percevere. It's a shame that so much content was cut, and the story crumbles in later chapters, however. If you, by chance, will have even a modicum of free time in the future to work on remake, know, that you can definitely count on me for the help, cause I also studied a lot and improved my narrative and design skills to the point I will attempt applying them professionally in the industry.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=SiegfriedCalibur
It's a shame that so much content was cut, and the story crumbles in later chapters, however.


It's been a while since I last played Everlong in earnest. Can you tell me more about this?
author=Corfaisus
It's been a while since I last played Everlong in earnest. Can you tell me more about this?


Some bits I remember from what Doug told in this forum...

1) Eve was supposed to play a larger role with her betraying the king and working with the cultists, who then will backstab her. It plays on emotional side of Justin and lingers towards his Vixen relationship.
2) Revirdok was explorable, it was a large city with it's own Thieves Guild, wo played a big role in Keen development. Originally, Willis and Vixen were supposed to be recruitable through this questline.
3) A whole big quest for Sammy and his relationship to Eridwell, including exploring the ruins of Eridwell castle.
4) THe romance bits were supposed to be fleshed out more, gradually growing through the game and through important events.
5) You could visit Seraphia mines and get some materials via a minigame.

That's all I can remember, but once you start digging, you can definitely notice some unfinished content with naked eyes. Storage rooms in Alveus, White Gate actual exploration, Cirigoth City, etc. It's obvious he had to cut a lot of stuff or compromise on other things, unfortunately.
I sinserely hope we will see Everlong in it's full glory one day.
Help! I'm finally back playing, and I can't get past the Demon Wall going back to Tyr-Anon. Any advice?
author=ilsepants
Help! I'm finally back playing, and I can't get past the Demon Wall going back to Tyr-Anon. Any advice?


Hey islepants,

Demon Wall does have a few weaknesses you can exploit, such as Holy elemental attacks, and any weapons effective against demons or spirits.

You do have to finish this boss quickly once it gets low on HP, or it will start to repeatedly Crush party members without pausing. Physical attacks will also not be useful until it turns off its defense (11th turn). Protection against Petrify will help with Fossilize. Fire, Ice, and Bolt elemental protection helps with Delta Attack. High defense will reduce damage from Overpower. There's not much you can do about Revenge, other than prepare to take the hit.

Hope that helps! You can always gain some more levels in the Tyr-Anon Caverns, turning off auto encounter rate adjust.
I feel like this is a little bit of a long shot, but you seem to still be active after these years, so--
Firstly, thank you for making this! I had heaps of fun with it years ago and the whole game was one of the highlights of my RPGMaker days!
Second, I've been wondering this for years and never thought to just come and ask-- where is the music that plays in Senium Forest from?? It's possibly my favourite track in the game. Was it custom made, or did it get borrowed from another place?
Keep safe out there, and thanks!
Salrith
author=Salrith
I feel like this is a little bit of a long shot, but you seem to still be active after these years, so--
Firstly, thank you for making this! I had heaps of fun with it years ago and the whole game was one of the highlights of my RPGMaker days!
Second, I've been wondering this for years and never thought to just come and ask-- where is the music that plays in Senium Forest from?? It's possibly my favourite track in the game. Was it custom made, or did it get borrowed from another place?
Keep safe out there, and thanks!
Salrith

Hello Salrith!

I do still check my account on rpgmaker.net occasionally to see if there are any player questions, or game breaking bugs that have somehow escaped me all these years. I'm glad to hear you enjoyed the game, dated as it is!

I'm trying really hard to wrack my brain and recall where the Senium Forest music is from. The midi file has been stripped of its meta data, probably from when I processed it. It's not custom made specifically for Everlong, but I don't believe it's a cover from a different game. I want to say it was part of a pack created by RPG Maker community musicians, along with dozens of other tracks, made available for public use. This is generally the case for the entire soundtrack. Sometimes there were Japanese authors, and the composer name data was horribly mangled into meaningless symbols when translated to a system using western characters. There are a few commercial game covers or rips.

I experimented with releasing an HD soundtrack version, but it was rather difficult to convert all the midi files. Some tracks only sounded reasonable with specific sound fonts. Also, most of the game music is at 2x speed, originally to save disk space, but this reduces the sample rate by half, and sounds awful. It would have been a monumental task to change every music call in the game back to normal playback.
Hello, I'm trying to conquer this game yet again! Thankfully, this time I have my notes nearby...

Anyway, I have a question.
In Golem Pass there is an enemy called Harpy. When I played the game earlier this year, I managed to drop some Red Berets from them, which is supposed to be a late-game equipment, yes? But this time, going through an area, they dropped only Rapiers, aside from their usual stuff.
So my question is, is there a trigger, that determines their loot pool? Or was I just unlucky this time? Or was this actually a bug?
author=SiegfriedCalibur
Hello, I'm trying to conquer this game yet again! Thankfully, this time I have my notes nearby...

Anyway, I have a question.
In Golem Pass there is an enemy called Harpy. When I played the game earlier this year, I managed to drop some Red Berets from them, which is supposed to be a late-game equipment, yes? But this time, going through an area, they dropped only Rapiers, aside from their usual stuff.
So my question is, is there a trigger, that determines their loot pool? Or was I just unlucky this time? Or was this actually a bug?


Hey Siegfried,

I'm looking at the loot database right now, and the default drop for the Harpy enemy in Golem's Pass is a Feather Wing 15%. There are certain accessories if worn that can cause rare drops, or randomize loot. That's only for specific enemies, and I definitely don't see or think the Harpy would be on that list being an early game foe. If you received a rare item drop, that would probably be a bug. The change in the loot table is a hack patch that may not work consistently.