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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
  • 565054
  • 93
  • 7366

Posts

author=Corfaisus
author=rebel1223
Oof. Gonna have to take a break from this for a while. Just had a save error in the East Tower...my next closest save is right before Willis and Vixen join up.
What kind of save error? Is it something that DJC can address or is it a case of not making frequent backups?


Not sure. I went to save, and it popped up an error that said something like no memory to allocate, sent me to the title screen, and the save is just gone. :(
author=rebel1223
author=Corfaisus
author=rebel1223
Oof. Gonna have to take a break from this for a while. Just had a save error in the East Tower...my next closest save is right before Willis and Vixen join up.
What kind of save error? Is it something that DJC can address or is it a case of not making frequent backups?
Not sure. I went to save, and it popped up an error that said something like no memory to allocate, sent me to the title screen, and the save is just gone. :(
oh dear, that sounds like the super rare rpgmaker 2003 bug that corrupts your save data. the bug is native to the engine and can't be fixed AFAIK, but maybe DJC can create approximate a save if you remember what point your at; but he can't right now though since he's on vacation. for what it's worth, the story areas/dungeons go by A LOT faster the second time around, if only because you can speed through the dialogue and have prior knowledge of chest locations.

FAKE EDIT: jeez, forgot this was the internet.That means I can share things.

I've got a save before the west tower if you want it. *CLICK HERE* & *HERE* and put both files in your Everlong v3.30 folder, which should be in your program files.

Be warned though, I've over-leveled my characters a bit... If you specifically choose sammy,julia,willis, and vixen to be in a party, I THINK they'll be closer to the appropriate levels: I dunno if the other party members' levels still scale without the overleveled characters in the party. I should also mention that I already gave the ancient sword to Watts for the upgrade :(

P.S.: make sure you save more often, and in multiple slots. I just got flashbacks of this happening to me when I played a version of everlong from 2011... euuugggh
Thanks for the saves. I actually restarted a bit (so maybe "take a break" was premature...lol! I was going to take a break, but got bored) and am in Tyr-Anon again, so that's pretty close to the save. Think I may just keep going. The nice thing about this version (well, one of many nice things) is the scaling options makes it harder to tell what "overleveled" is.

As for parties, I tend to use Willis, Meredith, Vetu, and a rotating fourth. Usually Draekor, Sammy, or Keen.
oh, good to hear you're almost caught up to that point.

jeez, I'm a mess with my party: I constantly rotate between Sammy,Glen & Justin for physical attacking; Keen & Willis for debuffs; Vetu, Drakeor, & Vixen for exploiting elemental weakness. I always use Meredith for healing though, especially since in this version I think her strength growth is way higher than Julia's.definitely can't wait to wreck shop with-
Cirrus and Azrael during the endgame though.
See, I gave Willis the Vigor Armband (from rescuing a certain number of people) for +500 strength, then have Draekor lower Pierce resist with Spear Rain and Willis lower defense with Hot Shot, then just auto attack with him for 5000+ damage per hit, pre-critical. Works out pretty well. Especially with Draekor with a spear and Meredith with a bow. She definitely seems to have a much higher attack than Julia, gives her something to do when no one needs healing or buffs.
author=rebel1223
See, I gave Willis the Vigor Armband (from rescuing a certain number of people) for +500 strength, then have Draekor lower Pierce resist with Spear Rain and Willis lower defense with Hot Shot, then just auto attack with him for 5000+ damage per hit, pre-critical. Works out pretty well. Especially with Draekor with a spear and Meredith with a bow. She definitely seems to have a much higher attack than Julia, gives her something to do when no one needs healing or buffs.

Oh snap, that's the party combo I always used to have in the old version: Drakeor, Willis, & Meredith! I was trying to figure it out before your post but the dots weren't connecting.
I've encountered a similar memory message while saving. I've noticed the longer I play the game in one sitting the worse the game runs, especially in areas with a map visible(hunting,world map,searching for party members after crashing on the forgotten continent). After playing several hours in one go, the music cut out during a cutscene and when I had control I tried to save getting a message that there was no memory to allocate, booting me to the title screen, and deleting the save in the slot I tried to save to. Luckily, I had a backup save. I can consistently recreate the issue by playing a long while and everything is fine as long as I don't wait too long after the music stops to save and completely exit the game, before continuing. I hope this long winded explanation helps in some way.
Try using backwards compatibility, and set it to windows XP (any service pack). when I did that, I never ran into the bug again.
author=ryan7251
Umm does anyone know if there is a way to turn off the little gauges over enemy heads? I mean it's not game breaking but still not a fan of them :)


Yes, these bars can be turned off, though not from within the game. I requested that feature from the plugin author, but to my knowledge there is no updated release.

Go to your Everlong folder. Locate the file "DynRPG.ini" and open it with notepad. Scroll down to the third section labeled "CortiMonsterHud" and CHANGE the following three lines as follows:

ShowLife=1 -> ShowLife=0
ShowMana=1 -> ShowMana=0
ShowAtb=1 -> ShowAtb=0

Setting these values to zero and saving the file should make the bars disappear from battle.
author=whacker
I've encountered a similar memory message while saving. I've noticed the longer I play the game in one sitting the worse the game runs, especially in areas with a map visible(hunting,world map,searching for party members after crashing on the forgotten continent). After playing several hours in one go, the music cut out during a cutscene and when I had control I tried to save getting a message that there was no memory to allocate, booting me to the title screen, and deleting the save in the slot I tried to save to. Luckily, I had a backup save. I can consistently recreate the issue by playing a long while and everything is fine as long as I don't wait too long after the music stops to save and completely exit the game, before continuing. I hope this long winded explanation helps in some way.


What operating system are you using if you've experienced these crash bugs? Is a specific file mentioned during the crash, or just a memory allocation error message? Let me know if running any compatibility options as suggested by kalledemos helps.

In the 84+ hours I test played on Windows 7, I only had two crashes I couldn't account for, both by specific DynRPG plugins. It's possible there's a memory leak in one of these plugins, but that would be up to individual authors to investigate.

I know there's a parsing mistake in the MessageExtender.dll PepsiOtaku created for me, but that will cause a script error, not a crash on save.
I'm posting a small batch of revisions here:
https://rpgmaker.net/games/3600/downloads/8419/

This will fix Chocobo Search, Pixi's Hut teleport, Borealis Outpost battle background gravel tile, and hunting grounds money chests.

Unfortunately Windows 10 does not play nice with RPG Maker 2009. Files are not having their modification dates changed when overwritten. This will make patching difficult. I'm keeping fixes to a minimum, periodically updating this one file.
Compatibilty options didn't help. I'm using Windows 7. The memory allocation save/music stopping problem is no big deal for me since I know how to work around it and I generally don't play long enough for it to be an issue. The one constant annoyance throughout my playthrough has been the choppiness and bad slowdown present whenever there is extra info on the screen, usually a map or counter(the only exception has been the chocobo mini games and battles). I'm currently in the black dragon trial doing the +- torch puzzle and the slideshow framerate is making it very difficult and tedious. In any other area without a map, counter, etc the game runs perfectly. I played this game before the most recent big update about a year or two ago on the same laptop and didn't have any of these problems.
author=whacker
Compatibilty options didn't help. I'm using Windows 7. The memory allocation save/music stopping problem is no big deal for me since I know how to work around it and I generally don't play long enough for it to be an issue. The one constant annoyance throughout my playthrough has been the choppiness and bad slowdown present whenever theirs extra info on the screen, usually a map or counter(the only exception has been the chocobo mini games and battles). I'm currently in the black dragon trial doing the +- torch puzzle and the slideshow framerate is making it very difficult and tedious. In any other area without a map, counter, etc the game runs perfectly. I played this game before the most recent big update about a year or two ago on the same pc and didn't have any of these problems.


The method of display for the Black Dragon Trial and similar counters or maps was not changed in the new version. The engine is calling the same standard functions for drawing pictures. Perhaps DynRPG hooking into the executable memory locations is causing these problems for you, but that's beyond my ability to investigate or address. Unfortunately, DynRPG is critical to the new version.

I'm actually getting poor performance and graphics artifacts on Windows 10 in full screen that I did not experience in Windows 7, but windowed mode performs better if you're yet to try that. PepsiOtaku was working on some DynRPG modification to make the drawing methods more efficient, but to my knowledge it was never publicly release in full.
The latest small batch of fixes doesn't fix the chocobo search minigame, as for the others I haven't checked.

I've tried windowed mode and it didn't help. Other rpgmaker games using DynRPG have worked fine for me, so who knows.

I'm also getting a lot of error subscript out of range(-1) messages when boarding, trying to enter, or land the airship.
I just updated the fixes download to make sure it had the updated maps to correct the Chocobo Search bug. It's working when I test the mini-game. Double check the files were overwritten I suppose.

Maybe a DynRPG plugin specific to Everlong but absent in the other games you've played is causing the issue. I don't know enough to investigate, and will have to see what other players report.

That's extremely disappointing about the subscript out of range errors. I worked hard to rewrite the vehicle code to squash this bug. After eliminating occurrences during my play through, I was confident the problem was solved. At this point I can only assume it's an engine bug beyond my control. I never could reproduce the bug consistently, and it only happened with the airship, despite the regular ship having identical code.
I've downloaded the updated fix and made absolutely sure the files were overwritten. Ran the game in and out of compatibility mode and with/without administrator privileges and the chocobo search game still doesn't work. Upon entering the game the three chocobos just stand there frozen, never spreading out into a flock, and trapping me in the cave.
Whacker, try uploading your broken save (the .lsd and .dyn files of it) to your locker and link DJC to it, maybe that'll help
DJC I have two questions from a new player, one gameplay related and one writing related

Gameplay: Is there a way to break the damage limit? After the Forbidden Continent all of my party were hitting for 9999 on the regular (My party was Vixen, Meredith, Draekor, and Willis)

Writing: What was the reason you decided to use the passive voice so much? Was it just a "sound different than the way people talk in real life" kind of thing?
Here is my uploaded save near the chocobo search minigame. Hopefully it will help pinpoint a problem if there even is one that isn't on my end. If not no big deal I'm about to beat the game.
Your text to link here...
Your text to link here...
author=rebel1223
DJC I have two questions from a new player, one gameplay related and one writing related

Gameplay: Is there a way to break the damage limit? After the Forbidden Continent all of my party were hitting for 9999 on the regular (My party was Vixen, Meredith, Draekor, and Willis)

Writing: What was the reason you decided to use the passive voice so much? Was it just a "sound different than the way people talk in real life" kind of thing?


It is possible to break the damage limit with a DynRPG patch. In fact, if you look in the Everlong folder and open DynRPG.ini, toward the bottom you will see several lines that have been commented out which would remove the damage cap. This will break the game, however, and I abandoned the mechanic.

Instead, I suggest turning on the automatic monster balance feature in the options menu. Or you can adjust the monsters manually if you still want a challenge after gaining levels beyond what your current position in the game is balanced for. Once you reach maximum level and start having your heroes reborn, automatic balancing is necessary.

As for the over usage of passive voice, that's mainly poor writing on my part. Using active verbs is considered easier to read and more engaging. If you're specifically referring to the style of dialog for particular characters, that is intentional differentiation. Those of noble birth (Meredith, Julia, Justin, Drakeor) employ sophisticated grammar and verbose sentences, whereas uneducated heroes (Keen, Willis) tend to use slang, contractions, and simple grammar. Others are between the extremes (Glen, Sammy).