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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
  • 573672
  • 93
  • 7438

Posts

@Missileboater

Thanks for uploading the save files. I tested as you instructed and did not duplicate the bug, just as you are now experiencing. Adding some forced frame waits to the menu and skill equip code seems to have remedied the issue. Hopefully this error is fixed, but keep me posted.

The new code will also clean up hero skill lists if you load and exit the Skill Shard System. For example, Keen will no longer have multiple copies of Desperado, a skill that is not even on his list. Unfortunately, any heroes that have invalid skills on their lists (negative values or numbers beyond the database limit) cannot be fixed and still crash the game. The code should prevent this from occurring in the future.

Upon further inspection, the primary quest journal entry mentions mapping out Pullus Unda, but I'm going to leave it since the language is not particularly confusing, and it's a pain to edit journal entries since they're static pictures.

Checking your Phoenix Cave save file, Drakeor's MAG statistic is low. Equipping Paladin armor boosted his Kurgalaxes skill to near maximum power. As you gain more levels and feed Drakeor Magic Sources, he'll naturally have enough MAG.

I planned even more late-game accessories and effects using DynRPG plugins. For example, the Mermaid Tear would absorb Water but cause weakness to Bolt and immunity to Fire. The Pharaoh Scepter would make Fatal attacks 100% effective, except against immune enemies. The Snowflake Scepter would boost all Ice damage. The Genji Shield would increase STR by 10%, rather than a fixed value. The code is there, but the plugins do not function correctly in battle. I had to scrap the functionality.
author=DJC
@Missileboater

Thanks for uploading the save files. I tested as you instructed and did not duplicate the bug, just as you are now experiencing. Adding some forced frame waits to the menu and skill equip code seems to have remedied the issue. Hopefully this error is fixed, but keep me posted.

The new code will also clean up hero skill lists if you load and exit the Skill Shard System. For example, Keen will no longer have multiple copies of Desperado, a skill that is not even on his list. Unfortunately, any heroes that have invalid skills on their lists (negative values or numbers beyond the database limit) cannot be fixed and still crash the game. The code should prevent this from occurring in the future.

...


Manage to make my way through Phoenix Cave without any further issues with skill swap. There are probably other maps with the issue, such as the Tower of Propugnaculum, where the problem started for me, unless the fix is universal. In the former case, going to have to go through it again later to find them.

I have tried to mess around with the Skill Shard system, and the mixed skills are staying.
author=Missileboater
Manage to make my way through Phoenix Cave without any further issues with skill swap. There are probably other maps with the issue, such as the Tower of Propugnaculum, where the problem started for me, unless the fix is universal. In the former case, going to have to go through it again later to find them.

I have tried to mess around with the Skill Shard system, and the mixed skills are staying.


I'm hoping the skill swap fix is universal. The change of significance wasn't map related, but rather in the skill memorization code.

You shouldn't have to make any skill changes to restore your hero skill lists. Opening and closing the Skill Shard System causes code to run that removes ALL hero skills from every hero, then equips their activated skills. Any monster skills or invalid skills will not be removed.

I tested this fix yesterday successfully, and again just now with your Phoenix Cave save files. If you like, I can process your current save and return it to you.
I'll appreciate it if you can fix my saves. It is strange how it doesn't seem to be working for me.

https://rpgmaker.net/users/Missileboater/locker/Everlong_Current_Save.zip
Here's a link to your modified save files.

The skill lists were fixed immediately for me, so I'm not sure what the issue is. However, as long as there's no skill swapping in the future, there should be no problem.
Thanks for the saves. It is strange how I no longer experience skill mixing, but the seemingly simple fix using the Skill Shard system doesn't work. Could just be something about my device. I'll report if anything out of the ordinary happens.

Edit:
Well, something strange did happen. I was doing some Phoenix Cave Battle Arena, and I came across this screen after the last battle:
https://rpgmaker.net/users/Missileboater/locker/Everlong_EquipBug.png

After trying the first option a few times with nothing happening, I used the third option. Checking the equipment of my heroes got me to this:
https://rpgmaker.net/users/Missileboater/locker/Everlong_SammyWrongWeapons.png

Sammy originally had a Ziedrich equipped in the Arm slot. Strangely enough, this bug stuck with the previous save file I had, but seems to fix itself once I changed Sammy's style back to Dual -> Default -> Shield+.
The game really doesn't like Sammy having anything but Dual Wield. In both Default and Shield+, if I load the game back up, Sammy's Weapon/Arm slot becomes the second picture above. It's a shame since no other hero really fits my strategy as well as he does, but I'll continue on without him for most of it.
It's possible I made a coding oversight for Sammy, since he's the only hero initially set to dual wield. The battle arena records stats and returns them at the end after the handicap manipulations. If there's a discrepancy, the code runs again, but to prevent infinite loops I inserted that choice box and warning message.
The bug with Sammy's equipment slot results from a conflict between his hero and class data. The engine doesn't resolve the dual wield flag in the desired and previously assumed manner, but I created a duplicate initial class to bypass the issue.

Here's a link to a small patch update that should cause Sammy to function correctly. Let me know if there's more issues!
author=DJC
The bug with Sammy's equipment slot results from a conflict between his hero and class data. The engine doesn't resolve the dual wield flag in the desired and previously assumed manner, but I created a duplicate initial class to bypass the issue.

Here's a link to a small patch update that should cause Sammy to function correctly. Let me know if there's more issues!

The fix doesn't seem to work for me. It still forces Sammy back into Dual Wielding when I load the save.

Edit: In the Abyss, right after selecting the three parties before battle, I get an error message "Event script referenced a common event that does not exist." when the screen fades to white.
author=Missileboater
The fix doesn't seem to work for me. It still forces Sammy back into Dual Wielding when I load the save.

Edit: In the Abyss, right after selecting the three parties before battle, I get an error message "Event script referenced a common event that does not exist." when the screen fades to white.


I'm unable to duplicate either bug. Using your previous save files, I'm able to correct Sammy's equipment slots and execute the final battle event in the Abyss without error.

Looking at the code execution, and considering your skill lists did not clean up, I think your database file (RPG_RT.ldb) is not updating to the new version in the patches. Make certain this file in your main Everlong directory is not set to read only in the properties tab (right click, bottom of list, bottom of tab in attributes section). When you unzip the patch archive, locate just this file, extract it to the main Everlong directory and be positive to overwrite. Check the file's modified date. It should read "2018 01 23" if up to date.

That's about all I can suggest for ensuring the file updated, other than deleting your current version and extracting the new one from the patch archive. I'm almost certain this is the issue.
Found out what the problem was. I decided to try and reinstall the game, since a fresh copy should have no problems. However, nothing changed when I started up the game. So, when I went into my save folder to upload save files (just in case they were messed up), I noticed that the save folder (located in C:\Users\\Appdata\Local\VirtualStore\Program Files (x86)\Everlong v3.31) also contained {.ini, .ldb, .lmt} files. The one that caught my eye was that the .ldb file was last modified in 1/7/2018. After updating those files from the ones in the main directory, suddenly things worked out fine. In addition to the final battle actually starting, my healing spells also have Reprieve now, which they didn't before. So yeah, I was stuck in V3.31A without realizing it.

Plus, I tested my Phoenix Cave save files and the Skill Shard system did immediately fix the skill mixing.

Anyway, here are the rest of the problems I found when going through the story (some might not be relevant now that I updated the game, but I'll put them up anyway):
---
1) In Smales' stat screen for the Arena, the top entry says "Battle Arena Incomplete", while it makes more sense it it says "Battle Arena Complete".

2) While in Default and Shield+ Mode, Sammy can wield weapons such as Staves and Whips, which I don't think he should be able to.

3) Right before the Altair boss battle in Atlantis beings, this happens:
https://rpgmaker.net/users/Missileboater/locker/Everlong_AltairDebug.png
---

That's all I have for bugs. Here's a few thoughts I had:
a) There are no book entries for the more recent additions to lineup of ultimate weapon guardians for Atlantis. It can help to have a small bit of information about their main gimmick, as I wasn't even sure if their attacks did anything (such as Parasite, didn't seem to do anything, might've been because I was wearing a Scarab Amulet). I recall that there used to be an NPC or something that gave you some information on how some enemy skills work. Couldn't hurt to append them to some of the existing books of the original four.

b) I liked the screen shake that happens when the final boss stores energy, makes it really obvious when not to attack. I remember this fight in the past, where I wasn't sure if he was still storing energy and attacked. Next thing I knew, my initial party was defeated and I had to use my backup. I also like how you get enough party members to fill out Team C now, instead of it being an inevitable defeat if victory wasn't achieved in a few hits.

c) Right after I finished the game, I realize how to activate Hard Mode now. I thought I was stuck in Normal Mode since that was the only option available when selecting a new game and it was only available after beating it. Kind of feel bad now since I didn't even feel threatened when fighting Uber Daemon before entering Atlantis. Will definitely do a New Game + Hard + Story Mode run when I replay the game in the future.
author=Missileboater
Found out what the problem was. I decided to try and reinstall the game, since a fresh copy should have no problems. However, nothing changed when I started up the game. So, when I went into my save folder to upload save files (just in case they were messed up), I noticed that the save folder (located in C:\Users\\Appdata\Local\VirtualStore\Program Files (x86)\Everlong v3.31) also contained {.ini, .ldb, .lmt} files. The one that caught my eye was that the .ldb file was last modified in 1/7/2018. After updating those files from the ones in the main directory, suddenly things worked out fine. In addition to the final battle actually starting, my healing spells also have Reprieve now, which they didn't before. So yeah, I was stuck in V3.31A without realizing it.

Plus, I tested my Phoenix Cave save files and the Skill Shard system did immediately fix the skill mixing.

Anyway, here are the rest of the problems I found when going through the story (some might not be relevant now that I updated the game, but I'll put them up anyway):
---
1) In Smales' stat screen for the Arena, the top entry says "Battle Arena Incomplete", while it makes more sense it it says "Battle Arena Complete".

2) While in Default and Shield+ Mode, Sammy can wield weapons such as Staves and Whips, which I don't think he should be able to.

3) Right before the Altair boss battle in Atlantis beings, this happens:
https://rpgmaker.net/users/Missileboater/locker/Everlong_AltairDebug.png
---

That's all I have for bugs. Here's a few thoughts I had:
a) There are no book entries for the more recent additions to lineup of ultimate weapon guardians for Atlantis. It can help to have a small bit of information about their main gimmick, as I wasn't even sure if their attacks did anything (such as Parasite, didn't seem to do anything, might've been because I was wearing a Scarab Amulet). I recall that there used to be an NPC or something that gave you some information on how some enemy skills work. Couldn't hurt to append them to some of the existing books of the original four.

b) I liked the screen shake that happens when the final boss stores energy, makes it really obvious when not to attack. I remember this fight in the past, where I wasn't sure if he was still storing energy and attacked. Next thing I knew, my initial party was defeated and I had to use my backup. I also like how you get enough party members to fill out Team C now, instead of it being an inevitable defeat if victory wasn't achieved in a few hits.

c) Right after I finished the game, I realize how to activate Hard Mode now. I thought I was stuck in Normal Mode since that was the only option available when selecting a new game and it was only available after beating it. Kind of feel bad now since I didn't even feel threatened when fighting Uber Daemon before entering Atlantis. Will definitely do a New Game + Hard + Story Mode run when I replay the game in the future.


Glad to hear updating your database file worked and solved those issues.

The Battle Arena statistics page text read "Incomplete" until all challenges were finished, then changed to "Cleared", but I'll make the language less confusing.

Sammy intentionally wields staves, wands, etc. when changed to his Anchorite class, as it's intended as a caster option. This gives him access to weapons that boost relevant stats for magic and defense. There's little reason to change him from a dual wield offensive character, so I was trying to give the alternative more utility.

Thanks for catching that debug message before the Altair battle. I usually remember to remove those after testing, but in this case I forgot and nobody reported it.

The new weapon guardians in Atlantis were originally mandatory plot bosses that I repurposed. It's difficult to add books to the library, and these monsters didn't have any nasty gimmicks I felt required entries. The library does feel incomplete without them, I agree. I've considered adding more guardians for all the ultimate weapons, including a few other optional bosses and encounters, but never quite found the time to implement them.

The Parasite skill was actually bugged, I accidentally set a negative variable reference value. The Scarab Amulet does reduce damage, but not entirely. Like other special enemy skills, Parasite is listed in the Tactics section of the Option menu. As you witness these skills used in battle, you can look up their description and exact formulas.

Good to know the screen shake helps with bosses that change modes or have charging periods. I feared it might be excessive, but the effect doesn't occur too often, and a visual cue was needed.

Making three complete parties possible was part of the rationale behind returning Azrael and Cirus as playable character in the end-game. I wanted to do a three party bonus dungeon, but that was cut.

Hard Mode won't change the difficulty that much unless you start a fresh game. If you want an actual challenge after heroes are reborn you must enable auto balance mode. Monster database values are balanced for heroes at level 99 with a damage ceiling of 9,999 from the old version prior to DynRPG.

If you begin a Continue+ save, you'll have access to the bonus dungeon, the Tomb of Khaer Magnus. New enemies, items, puzzles, and a difficult boss.
I recently started replaying this game from the beginning - latest version. Played it years ago but as far as I can remember I didn't finish it. I'm now at a part where I can change the party members and there is the option "unequip all".

I think this option somehow dropped some Paladin stuff (I think armor, shield, helmet) in my inventory. At least I can think of no other reason as to why it is there. Checked the inventory (while selling after unequipping and then re-equipping) and found it. Seems Sammy can equip it.

(I guess this is from the Cirus guy back in Eridwell that joined the fighting team for a few fights.)

There was also some item that prevents all conditions - only Sammy can equip it. And a sword I think "Tolerance". I guess because of the monk background story Sammy has the same "class" as the paladin guy that's why he can equip that stuff and it is a bug cause you shouldn't be able to have access already to them just by unequipping the other guy that isn't in the party anymore.
author=Luthan
I recently started replaying this game from the beginning - latest version. Played it years ago but as far as I can remember I didn't finish it. I'm now at a part where I can change the party members and there is the option "unequip all".

I think this option somehow dropped some Paladin stuff (I think armor, shield, helmet) in my inventory. At least I can think of no other reason as to why it is there. Checked the inventory (while selling after unequipping and then re-equipping) and found it. Seems Sammy can equip it.

(I guess this is from the Cirus guy back in Eridwell that joined the fighting team for a few fights.)

There was also some item that prevents all conditions - only Sammy can equip it. And a sword I think "Tolerance". I guess because of the monk background story Sammy has the same "class" as the paladin guy that's why he can equip that stuff and it is a bug cause you shouldn't be able to have access already to them just by unequipping the other guy that isn't in the party anymore.


This bug is an oversight on my part when I created an initial dummy class for Sammy in a recent patch to ensure his dual-wield nature functioned correctly. I forgot to set the equipment and weapon database access for the new class.

Those particular equipment pieces are also dummy items, copies of actual weapons, armor, and accessories you obtain later in the game. The ones dumped in your inventory were "cursed" versions that cannot be manually removed. The Unequip All function called in Party Maker ignores that restriction. I'll fix this in the next patch.

Thank you for reporting this bug!
Congrats on figuring out a way to heal over 9999! By the way, what is the max level? It keeps going and going. I think 4 of my characters HP max is either over 60,000 or 70,000; I can't remember off hand as it has been awhile.
author=matski
Congrats on figuring out a way to heal over 9999! By the way, what is the max level? It keeps going and going. I think 4 of my characters HP max is either over 60,000 or 70,000; I can't remember off hand as it has been awhile.


There is no maximum level, the game will allow you to rebirth your heroes indefinitely. I suppose the variables will fail to track any levels beyond 9,999,999 since that is the engine limit.

I wasn't totally satisfied with the implementation of healing based on percentages. It's a little clunky having the heal occur after the cast just before the next turn, and not having the condition dissipate until another turn passes. Ugly, but functional. I'm thinking of removing the HP heal associated with healing skills of that tier to eliminate confusion on the spell's effect.
I recently discovered this game, and I have had a lot of fun playing it. Thank you for creating it and constantly working on it, DJC. Before reviewing it (which I'll do once I finish it), I wanted to ask a few questions and report a few bugs I´ve seen. For context, this is my first time ever playing it, and I downloaded the 3.31 version from the official website on the 18th of February, so it should be the latest version, with all the fixes you´ve outlined on the blog, I think? I had very few issues, which were:

-that chest in the Cascade caverns which makes the game crash.

-Vetu´s level when he joins the party being aroud 60

-the airship docking function is a mess. I read you´ve decided to change that into having mere proximity trigger the docking option, and I definitely agree with that choice. It took me hours to figure it out, because unless I approached the dock from the right direction (different between locations) and put it on exactly the right tile, it didn´t offer me the option to dock. Another issue is that I had no idea where the teleportation tile inside the airship was at first, because it´s not visible until you dock and activate it. All in all, it was very frustrating. May I suggest having a visual marker for the teleportation tile even when the airship is not docked so new players aren´t lost?

-I got the debug message before Altair´s battle.

-Crissaegrim is, from what I read, a double-handed weapon, so it makes sense dual wielding characters can´t equip it, but single wielding characters can equip it and yet retain their arm equipment?

-Dragona´s directions for Kuwadora were wrong.

-after leaving Ignis Castrum down the lava tubes, no direct path between Niveus and the dwarf castle opened up, which means I had to redo the entire Cerulean Silex so I could go back and recruit Peregrine after reforging the Pumice. Is that normal? Given that the 4 aspects of power are said to be doable in any order, I would have preferred knowing that it was best to do the Cerulean Silex after completing Triangle Island and the Phoenix Cave, which is where I found the two Pumice pieces, if I´m remembering correctly. As it stands, Ignis Castrum is the only settlement in the game you can´t reach quickly once you have the airship, necessitating redoing an entire dungeon.

-at one point, about 80% into successfully battling Uber Daemon, the game froze. No crash, but the speed gauges weren´t moving, so the game was stuck. I had to close it, which was a bit frustrating, as you can imagine. I have no idea what caused it, and it´s the only battle where that´s happened.

-the skill swap issue others have commented on. I am pretty sure I noticed it after applying the rebirth option, although I am not 100% certain it´s what caused it (I´ve done the Phoenix cave, and from what someone else wrote, it´s also a possible culprit). So right now, that means only Meredith, Drakeor and Sammy retain their original skills. The other 9 have an interesting mixture, from Azrael having only a few of Vetu´s spells to Julia, Vixen and Vetu having the entire arsenal of another 4 characters, sometimes in duplicate. The reason I think it might have something to do with the rebirth is that the skills I acquired after level 99 were not transferred to other characters (Phoenix for Vixen and Kurgalaxes for Drakeor. Something bizarre happened with Beomaust, because it appeared on the list even before I had defeated it, but I could not really conjure it). Anyway, if it helps, DJC, I can try and remember more details about the way this skill swap is configurated.

-ever since the skill swap issue occurred, if I peruse a character´s skills during battle and mistakenly try to go below the last skill, the game crashes. This happens with Willis and Keen in particular.

-I don´t know if it´s possible, but is there a way to highlight the difference in color between hits that heal and hits that hurt the enemy? This was only an issue during the Kurgalaxes battle, but if I hadn´t read your strategy tips online, I wouldn´t have noticed that hits in his chrysalis state heal him. That light green looks a lot like the normal light blue, maybe especially because of the starlit background.


So going by the latest comments and announcements, since I have the autosave feature and the Scarab amulet, I definitely have at least the 3.30f version, but the fixes that were implemented since the 3.31a version aren´t there for me, despite the recent date of my download. Does that mean the official site doesn´t have the latest version and that I do need to download the latest patch?

Anyway, these are all the technical problems I´ve encountered until now, as far as I can remember (I still haven´t done the Abyss, last place left!). You´ve done a fantastic job, DJC. There are obviously a lot more things to be said about a game this huge! I just thought I would first get the bugs out of the way, and leave other observations for another post.

Oh, and just to get confirmation, the last slot at the bottom of the first page of Battle Arena is for Khaer Magnus, right? Which I can´t get until I do a new Game+ (or was it Continue+)?
Thanks again.

ETA: I had a few more bugs today. First, in Solus Insula, on the way down a battle started, but there was no visible enemy and I was immediately told I was victorious. Secondly, another battle with Uber Daemon got stuck (no movement on the speed gauges). This time, I noticed what sequence caused it. It was putting the Protect spell on a character that already had Might. It looks like the high values involved in this battle might be problematic.
Oh, and something else I´ve noticed: casting Slow on ennemies never seems to work. I´m always told the spell missed, even against regular enemies, whereas casting Haste on my own party members works just fine. Is there something I´m not doing correctly?
Update since my last post: I downloaded the 3.31e patch, and that allowed me to get that pesky chest in the Cascade caverns. The airship docking function is now straightforward and wonderful, I have to say. However, the characters still have the jumbled skillset, but the real problem is that now I can´t use the healing spells outside of battle. Is that an unintended side-effect, or was it planned, DJC? Anyway, thanks for working so hard on patches and fixes all the time.
Thanks for your thoughts and reports on the issues you encountered on the game, Ekoh! Most of the bugs you cited have been fixed in the latest patch, which I strongly recommend every player installs. The update is not on the old website, but you can find it here:

https://rpgmaker.net/games/3600/downloads/8419/

Extract the contents to your Everlong folder and overwrite previous files. This will change the airship dock functionality. This patch also eliminates the skill swap bug (probably caused by unintended parallel execution of events), the Cascade Cavern chest freeze, the Vetu level error on join, the Altair battle debug message, and the Nemus Aevum directions to Kuwadora.

The Crissaegrim was previously a two handed weapon that also attacked twice. All double swords are now single hand, and can be equipped single or dual wield. All weapons are also single attack, except the Tombstone for Willis, which can only be used when he's set to his single wield class, Sharpshooter. Otherwise, Willis could potentially exceed the boss death threshold, preventing key batle events from running.

You make a good point about returning to Ignis Castrum. I will add an additional teleport back to the castle, perhaps in the cave beneath Niveus adjacent to the airship teleport. This will necessitate blocking the player from repeating the Lava Tube mini-game to prevent money farming. I'll also add the teleport graphic inside the airship even when not docked, with an explanatory message when touched by the player.

The last choice at the Battle Arena, first page is indeed the Tomb of Khaer Magnus, which will not unlock until you complete that dungeon. It becomes available after you start a continue+ or new game+. You will receive a new journal entry directing the player to the world map location.

If you're continuing a save with the skill swap bug, you unfortunately probably have entries on your hero skill lists that reference invalid database numbers. This is what causes the crashing when scrolling down their skill lists. I'm not familiar with any rm2k3 save file utilities or hex editing that could remove these entries.

The colors for the text of damage or healing values is determined by the system graphic chosen. I generally left those unedited since the original graphic authors made the color scheme choices to match their backgrounds. Try a different system graphic and see if that improves visibility. I did have to replace the timer numbers in many of the graphics, so perhaps I should do the same for the HP and AP colors, though this might clash with the rest of the individual color schemes.

The freezing in the Uber Daemon battle is a rare engine bug I'm unable to address. I've tried tweaking the Dyn RPG plugin values for the Corti ATB modifier the project uses (you can also do so in the dynrpg.ini file in the main Everlong folder), but this freeze bug also happened with the default battle speed algorithm.

In addition to your experience with the "invisible monster" auto victory in Solus Insula, you may also notice that on rare occasions enemies begin a battle without their HP gauges full. This is the monster modifier plugin failing to execute before the battle initializes. It's another rare bug that I have no control over. The new patch should actually fix this for the Solus Insula enemies and any other minibosses since they are now intentionally adjusted after the battle begins, but random encounters with special death animations using the boss death threshold can still fail in this manner. Even bosses may experience this issue if you use a custom setting that lowers their HP to almost nothing, despite an algorithm I wrote to force a minimum.

I just tested casting Slow, and it appears to work correctly. Any enemy immune to the Cripple condition (1/2 Speed) will not be effected by Slow. This includes all bosses and minibosses. Many later, powerful enemies are also immune to Slow.

Thanks again for your input, and looking forward to a review of the current version!