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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
  • 565048
  • 93
  • 7366

Posts

author=Bugfragged
@DJC

Thanks. I managed to skip the death animation for Baaldread with yet another lucky crit


You've definitely applied the beta patch and overwritten both the DynRPG.ini and database?

Baaldread is only meant to have 105K HP, but if you defeated that boss without triggering the animation, you must have dealt 305K damage. The battle must have seemed ridiculously long.

I'll definitely have to do some more testing and track the boss threshold variable during battles to see if it's being set to an incorrect value.
Yes, I applied the patch.
http://i.imgur.com/vs5tZhu.png

However, I dealt 39339 damage to finish off the boss, which means it's probably still using the old 20k HP buffer and not 200k.

This is what the HP bar looked like before finishing the boss off on Hard.
http://i.imgur.com/14EjAXm.png
I'm starting to suspect some of the files in the archive are not the updated versions. I've had trouble before in Windows 10 with permissions causing this. I have no idea how loading the project in the editor always has a current database, but the file itself lists its last modification as months previous.

In short, the DynRPG.ini in the patch updated to break the damage limit, but the database is not, and still has the 20k HP death threshold. I'll figure this out and correct the patch files afterward.
The new patch v3.30b is available in the downloads section. This has the correctly updated files, including the database.

Windows 10 permissions prevented files from saving properly. I had to recreate the project in a separate disk location, then copy and paste various database tabs, which was not amusing. I still have zero explanation how the files in the original folder failed to update, yet loading the project in the editor preserved changes.

This should address all outstanding issues created by the faulty v3.30a patch, except for the Fracture Fist reportedly inflicting boons rather than removing them. The correct boxes are checked in the database. I don't recall an engine bug that prevents weapons from removing conditions, nor encountering such behavior myself, but that's the only alternate explanation I can think of if the error persists.
For some reason, Beomaust, Tonberry, Arma, and Magus have 0 AP on hard mode.

I think I figured out the reason. Hard mode doubles the AP amount, but it might be possible that some enemies have so much AP that it goes over some limit after doubling. If I set the AP rate back to 100%, the bosses mentioned above have AP again.

BTW, the 200K HP buffer seems to work now.

Out of curiosity, at what point would Auto mode become tougher than Hard mode?
author=Bugfragged
For some reason, Beomaust, Tonberry, Arma, and Magus have 0 AP on hard mode.

I think I figured out the reason. Hard mode doubles the AP amount, but it might be possible that some enemies have so much AP that it goes over some limit after doubling. If I set the AP rate back to 100%, the bosses mentioned above have AP again.

BTW, the 200K HP buffer seems to work now.

Out of curiosity, at what point would Auto mode become tougher than Hard mode?


You're probably right about the AP bug. The values are over flowing. I'll make an adjustment. I'm glad the other main changes are working now.

Hard mode only stays relevant if your heroes are at average level and equipment. Auto mode attempts to preserve challenge at all times, but I wouldn't say it increases difficulty like Hard Mode.
For some reason, Crissaegrim isn't showing up in my inventory even after I beat Keres.

As you can see, Crissaegrim doesn't show up alongside the other double bladed weapons.
http://i.imgur.com/5OQiGZN.jpg

My save:
https://drive.google.com/drive/folders/0BwJkVF_DAVDzVW1DY0Q4Ny1aekE?usp=sharing
Crissaegrim, and several other items, were added to the game after the inventory was initially finalized. You'll find it on the item list not with the other double blades, but below the equipment, accessories, and monster drops. If your heroes are dual wielding, they cannot equip Crissaegrim since it's a two handed weapon.
Thanks, I found it right between the monster drops and Crimson Beherit.
@DJC

What is up with Uber Daemon? He keeps wiping me out on the first turn. Each time I get stronger, his Doomsday attack gets that much stronger. When I met him, my highest HP was 18K and Doomsday was taking 20K. Now my highest HP is 21K and Doomsday is taking almost 23K.

I already tested it out on Default and Auto and it still does just enough damage to kill everybody. What am I missing here?
According to the update text file, Doomsday is supposed to deal average of party max HP - 1. This is strange, since in theory, it should leave the highest HP party member alive at bare minimum.

Also, I'm running into this bug where if I set the custom HP multiplier to any value, whether it be 100 or 200%, it gets set to 0% at the end of the battle. When fighting consecutive battles, like the second mandatory Atlantis boss, this sets the second battle's enemies' HP to the bare minimum. This doesn't happen if I use preset difficulties though.
And I'm pissed!!!

I just lost about 12hrs of gameplay due to some weird bug in Atlantis! I had just defeated Shinryu and made it to the green area. After going through the pitfall/teleporter maze and collecting plenty of treasure, I got into a normal battle (I don't remember the enemies names) and the music stopped after I won. I thought it was weird but I kept going and got into 2 more battles. Still no music. I decided to save (which I do very often), but when I tried to, I got a message saying "Insufficient memory" something or the other and the screen went black.

I've ran into several bugs throughout the game that causes it to randomly crash, so I didn't think it was a big deal. I thought I'd load and start back to where I last saved. Boy was I wrong! Slot 13 (the last slot I'd been using) was completely blank! The closest save I had to it was Slot 12, right before I fought Beomast. 12hrs right down the drain. I gotta go through the Lonely Island all over again, grind the "final" character again, and go through Atlantis again! All in all, lesson learned. From now on, I'll save in 2 separate slots at ALL times.
^ Well, you could keep the folder open and check if a new save has been made every time you save? ... But yeah, double slotting, if you check your previous save slot, makes sure that the previous save existed.

Also repeatedly saving instead of just saving and going. Like save multiple times in the same slot whenever you stop to save?
author=Malandy
^ Well, you could keep the folder open and check if a new save has been made every time you save? ... But yeah, double slotting, if you check your previous save slot, makes sure that the previous save existed.

Also repeatedly saving instead of just saving and going. Like save multiple times in the same slot whenever you stop to save?


I usually save once every 15 mins or so. I change slots when I advance the plot a bit, so that I can go back to certain moments, if I choose to do so. In this case, it was a bad idea.

Saving my data works fine normally and is working fine right now. I just made a save in Slot 15 and everything is ok. That still doesn't bring back the data from Slot 13 though. I'll just have to be more careful next time.
Oh! That "Important Moment" style of saving! Personally, I copy the saves and then name them something so I know what's so special about them. ... But, you might not have the space to do that?
author=Malandy
Oh! That "Important Moment" style of saving! Personally, I copy the saves and then name them something so I know what's so special about them. ... But, you might not have the space to do that?


I have over 78 gigs of free space on my hard drive. I'm sure that is enough to save several 75KB .lsd files. I know I have to come up with a better system for saving in the future though.
@ zadok83
Bugfragged is correct about the Uber Daemon's attack Doomsday. It should take the average maximum HP of your party heroes and damage for one less. It worked for my playthrough, but that was prior to the last update. I've got a few ideas I'll look into on this error.

Sorry about the save crash, I know it's extremely frustrating and disappointing. Unfortunately DynRPG introduced the potential for more errors, in addition to engine bugs I'm powerless to address. I've had the insufficient memory bug before, but it seems totally random, though I might know the responsible plugin. If you want to post your save I can readjust the levels at the very least. I don't think it's anything particular to the Atlantis dungeon or battles. This is a big reason I'm done with the RM2K3 engine. Behavior and crashes are inexplicable at times.

@ bugfragged
For bosses if a custom setting for HP is below death threshold, a new minimum is set, but it's supposed to remember the previous setting you chose and return to that, not default back to zero. For regular battles, the custom setting should never change. Did this behavior start after a particular boss battle? Or just any battle? I've got some testing to do, when I find time.
I first noticed the custom HP bug after I used custom mode for Beomaust, where I had AP at 100%, SPD at 120%, and everything else at 200% in an attempt to replicate hard mode. Every boss before that was always on hard mode. Also, this bug only happens after boss battles.
author=DJC
@ zadok83
Bugfragged is correct about the Uber Daemon's attack Doomsday. It should take the average maximum HP of your party heroes and damage for one less. It worked for my playthrough, but that was prior to the last update. I've got a few ideas I'll look into on this error.

Sorry about the save crash, I know it's extremely frustrating and disappointing. Unfortunately DynRPG introduced the potential for more errors, in addition to engine bugs I'm powerless to address. I've had the insufficient memory bug before, but it seems totally random, though I might know the responsible plugin. If you want to post your save I can readjust the levels at the very least. I don't think it's anything particular to the Atlantis dungeon or battles. This is a big reason I'm done with the RM2K3 engine. Behavior and crashes are inexplicable at times.

I appreciate the feedback. Thanks for the offer of adjusting my levels, but I don't want an unfair advantage in any of my battles, even if I've already proved I can overcome them before.

I'll just have to find the motivation to get back into the game (won't be anytime soon) and continue from that point. Maybe by then, the Doomsday bug will be fixed. It's nothing against the game itself (which is AWESOME!), but the bugs of the 2k3 engine can be really draining.
So I just got Vetu and the Cirigoth are ready for battle. When they charge the gate the game stops and I get an error though. Is that fixable?