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Announcement

Play Testing

Work on the new update is complete. Next I will play test the entire game prior to release. I'm not expecting major issues since I've been testing each new addition when implemented. This is a long game, however, so the play through will take some time. I'd anticipate mid to later May release.

Here's a giant wall of text listing the updates and bug fixes:


Everlong v3.30 (2016.05.xx):
*Title screen now has gratuitous lens flare!
*Plot and character development changes and additions, mostly prior to Eridwell's Refuge
*Replaced battle speed algorithm, resulting in significantly faster and smoother combat regardless of hero and enemy numbers
*Hero and enemy speed values are fixed
*Weapon and equipment speed boosts and weights reduced
*ATB toggle removed, enemies always WAIT while choosing commands
*Haste and Slow skills and conditions only double or halve speed
*Speed Sources removed
*Experience and encounter rates scale to expected level by default, but no longer reduce to zero; scaling can be turned OFF in options menu
*Hero statistics can increase beyond previous limits, true values display in menu, Profile shows maximums, unfortunately Equipment no longer displays potential stat increase or decrease from changes
*Azrael and Cirus now playable characters later in the game
*Enemy HP, AP, and time until turn now visible in battle
*Previously hidden HP, AP, and statistic changes now visible in battle
*Battle Layout toggles in Options menu; switch between Window, Alternative, and Gauge display; large, small, and transparent windows
*Game Clock on Main Menu screen
*EXP, GP, and items no longer won from Battle Arena monsters; entrance fees removed
*Skull Knight collector no longer maximizes Speed; only increases STR, DEF, or MAG statistics by 50% for all heroes; other rewards replaced or adjusted in price
*Forges display mix requirements next to each ingredient total in inventory
*All collectors now offer at least four trade items; removed redundant collectors from some locations; adjustments to trade requirements, particularly lower amounts for rare drops
*Heal attribute changes more effective
*Hero defense and equipment defense significantly increased; greater influence in damage algorithms
*Name change for Blackguard protagonist to Azrael
*Changed MP to AP (Ability Points)
*Various character, skill, item, monster, location, condition name changes
*Aeon stone graphic replacements to match name changes
*Auto battle option removed
*Row changes no longer cost a turn in battle
*Removed Seraphia "joke" guard on wall and several congressmen jokesters
*Added winch puzzle to Borealis
*Hero growth curves less linear; changes to individual hero statistics; Defense grows to significantly higher maximums
*Monster counter attack behavior now triggered by damage from specific attribute or particular skill or action; items do not trigger counters since the command fails to behave correctly
*Additional counter attacks for many monsters
*Counter attack trigger animation and explanation will display in any battle unless disabled in options menu
*Additional chests in final gargoyle room at Borealis Outpost; progressivvely rewarded
*Warning message if Drakeor not yet ready for further dragon trials, both when entering the Nexus of Ordeals and a specific trial
*Ray and Natalie letters quest changed to accomodate new story restrictions, with Ray now first appearing in Herbtown; dialog simplified; unique graphics for both characters

Skills
*Skills no longer cause both physical and magical damage; caused issues with attribute resistance
*Twister now Wind elemental only
*Dragon Crest and Dragon Force consolidated into Dragon Breath
*Whip, Whiplash, and Red Lash consolidated into Lash
*Borealis Wave and Rainbow Cast consolidated into Prism Veil
*Great Cleave consolidated into Cleave
*Dispel Slash consolidated into Dispatch
*Breath attacks no longer magical
*Antidote: now targets all allies
*Awaken: functionality changed to removing boons from single target, renamed Cleanse
*Dispel: now single target
*Blessing: no longer increases heal attribute
*Revitalize: only final tier of skill removes conditions
*Physical and Magic skill algorithm changes: Defense and Magic reduce skill damage, Strength and Magic increase skill damage, not level
*AP absorb or rasp skills adjusted to fit new algorithms
*Additional skills cause conditions, either regularly or at final tier
*Skill Quasar replaced Triforce
*New damage algorithms for enemy skills Overpower, Speed Burn, Mind Flux, Flak Cannon, and Meltdown due to equipment and hero statistic growth changes
*New skill scrolls Reflect and Blink; skill shard costs increased over replaced scrolls
*Altair's Masamune skills changed to Muramasa; now also HP absorb, but deal less damage; attack pattern lengthened slightly to compensate
*Doomsday now inflicts average of party maximum HP -1
*Caster's Folly now either remains at a maximum damage level or resets
*Schism and Humility formulas only apply half defense to compensate for hero attribute increases
*Lowered AP cost of Phoenix summon
*Changed skill shard costs of Boost line: Might (4000), Protect (1500), Focus (500), Haste (5000)
*Blessing skill shard cost reduced to 30000
*Sanguine Blade no longer requires a sword
*Ether Burn no longer requires a spear
*Banishing Blade no longer requires a sword; lowers physical resist

Conditions
*New condition Drown, disables magic skills, half defense, 15% HP drain each turn
*New condition Seizure, 50% hit chance, half defense, 1% HP drain each turn
*New condition Terror, 0% hit chance, prevents skill use, strength, defense, and magic halved
*Aneurysm no longer restricts hero actions
*Fury (formally Berserk) doubles strength, defense no longer halved, 75% hit chance
*Blind now 10% hit chance; removed eye iris color in battle animation
*Spin renamed Blink, evades attacks and physical skills
*Condition durations changed, most now eventually abate after X turns, more have a chance to end on physical damage
*Reflect only works against magic spells, some exclusions such as summons and other group damage skills
*New battle animations for Drown, Reflect, and Blink conditions; forced to consolidate Atrophy, Fragile, Miraine, and Cripple animations

Battle
*Skeleton Key chest in Tyr-Anon Island Caves now a battle against four skeletons
*Receive a Beherit each time defeating Gerovitus, and from other bosses that previously had no drop
*Monsters no longer have unlimited AP, except for bosses; additional behaviors for some enemies when AP depleted
*Counter attack message displays in all battles, not just bosses
*Replaced Cascade Caverns boss
*Replaced Incultus Regnum Castle prison boss and quest
*Monster graphic changed: Muspell, Lixandra, Coriolis, Arctica, Kurgalaxes, Veneficus, Wylderwyn, Entropy, Apollyon, Khali, Abaddon
*Battle backgroud changed: Arctica, Forgotten Continent Forest, Gargoyle Necromancer, Entropy, Wylderwyn, Khali, Dynamo, Kurgalaxes
*Skill animation changed: Arctica, Wylderwyn, Kurgalaxes, Coriolis

Items
*New item Panacea, equivalent to remedy on entire party, available for purchase at generic item shops and found in chests after Return to Auctus
*Tincture+50MP, Ether+150MP
*Tent restores 50%+1000 HP and removes all conditions, price adjusted
*Item descriptions displayed before forging, redeeming arena prizes, or trading with collectors; now possible to buy multiples in a single transaction for certain items
*Inventory total of purchase item and ingredients displayed before forging, reedeming arena prizes, or trading with collectors
*Consilated all swords, no seperate category for Justin
*Consolidated caps into single type, no separate category for Willis
*Changed Drakeor's gloves into Spaulders and Pauldrons, worn by multiple heroes
*All ultimate weapons identical statistics
*Removed most double attack single hand weapons; remaining use half normal multiplier
*All daggers single hand
*Two hand weapon multipliers increased
*Expanded weapon and equipment types worn by certain heroes, others reduced
*New Flyer slayer attribute unique to bows, guns, and projectiles
*Additional new slayer attributes for weapons: Fae, Humanoid, Beast, God, Machine
*Altered item description abbreviations to maximize available space
*Illumina changed, never correctly drained AP due to engine bug; now inflicts Seizure, lower critical %
*Dragoon equipment renamed Eldritch, available to more heroes
*Knuckles and Gloves now cause Blunt damage; adjusted animations, weightless
*Removed Fruit items and vendors
*Weapons that inflict Poison are now Toxic elemental; no longer deal physical damage
*Removed celestial equipment from game, unbalanced with introduction of ToKM
*Decreased drop rates of sources and apples, but increased gains
*Item description displayed upon obtaining
*Projectiles inflict various conditions
*Roast now heals entire party for 33% HP and removes conditions
*New potion Image inflicts Blink boon
*Speed Demon removed from Arena Prizes, several rare accessories added instead
*Rebalanced when particular weapons are available for purchase
*Tenebrosus Specus treasures upgraded
*War of the Eclipse cargo chests upgraded
*Every weapon now has a unique battle animation
*New accessories: Bell Collar (Encounter Rate+), Ancestral Ring (EXP+), Midas Ring (GP+), Lucky Charms (Treasure Drop+), Duplicator (Treasure x2), Whistle (Max Encounter Rate), Gills (No Underwater Timers)
*Adjusted rare restorative item prices to reflect cost of forging
*Aetherius item and accessory shops now superior when upgraded
*Keres guards the Crissaegrim in Atlantis; Archangel protects the Sentinel; optional battles
*All Equipment and Weapon chests in the Abyss include monster battles
*Isla del Sol inn complimentary items improve with story progress; requires minimum inn cost to prevent free farming
*Amber dagger now an ultimate weapon
*Nightmare sword now auotmatically acquired after defeating the Blackguard outside Mariner's Landing
*Altair now drops the Muramasa ultimate weapon upon defeating his mortal form; casts Drain at maximum level if used as item

Bugs
*Rewrote hero statistic restore code for Battle Arena again; informs player of failure rather than causing program to hang; choice to run again, return to title screen, or continue with flawed statistics
*Seraphia war charge should no longer cause systems to pause or hang
*Several engine bugs and crashes fixed via DynRPG patches
*All Arena Prizes now accessible after clearing game as intended
*Blessed condition lasted longer than intended
*Some versions of skill Chi Blast did not reduce physical resistance of target
*Skill Holy Wrath did not cause Daze as stated; now inflicts Seizure and Terror instead
*Erus Caminus Forge incorrectly checked inventory for Gladiator Belt instead of Gold Hairpin when forging Illustrious Shield (formerly Imperial Shield)
*Blessed Bangle at Watts Forge now requires Holy Crucifix instead of Third Eye
*Arena Prizes incorrectly checked inventory space for many items
*Peregrine (formerly Zephyrus) now randomly chooses from all 45 Memory Beacon hunts aboard the Aetherius; previously restricted to only the 42 locations within reach of the Inceptum
*Vixen's face graphic transparency corrected
*Backfire and Retaliate skills should now calculate damage correctly for all battles; no longer trigger after defeat if other enemies still alive
*Condition priorities changed to minimize untriggered abates
*Equilibrium skill functions for all heroes, previously only correct for Azrael
*All weapons and equipment now correctly memorized and restored when switching between separate scenario story lines
*Items found in hunting grounds should now increase inventory correctly; previously doubled or maximized erroneously in a special case
*Polaris (formerly Borealis) and Fons Moenia docks now function identical to other docks
*Selecting Story Mode Info in Options now correctly triggers a confirmation sound
*Parasite displays gestate animation on correct hero
*When returning from Abyss, music now stops correctly in Impatient Mode
*Fixed Skill Shard bug where Azrael, Vetu, Meredith, and Julia had incorrect shard cost subtractions upon reloading a page
*Tyr-Anon Caverns map and music errors corrected
*Attempted to address occasional "Subset out of range (-1)" engine bug when boarding the Aetherius; world map pauses briefly to load as a result, but updates faster and runs smoother
*Hunting grounds no longer spawn atop parked vehicles
*Corrected guide arrows in the Phoenix Cave pointing in the wrong direction
*Black Dragon Trial numbers puzzle display no longer erased by accessing menu
puzzle prevent menu/switch parties check, finish pc, other puzzles
*Finder Display errors fixed for several locations
*Hover pad puzzle room in Atlantis incorrectly had random encounters, while several other rooms did not
*All hunting grounds now reset animal and item position and weather upon return
*Fixed incorrect tiles on world map that prevented the airship from landing on particular grass terrain spots
*Skill Shard System tutorial skill names and shard cost values corrected
*Aegir's defeat correctly triggers in Four Fiends battle at Atlantis
*Power Duel and Psi Duel can no longer damage enemy caster beyond death threshold
*Hunting grounds projectiles correctly reset on hit, when reloading map, or after changing party
*Agony skill damages correctly when used by Gargoyle Lord
*Geyser Eruption totem in Cerulean Silex works correctly
*Black Dragon Trial and Occultus Gaza totems correctly appear
*Progidium Nidus region challenge displays correctly at Battle Arena
*Difficulty level of Chocobo Mini-game replays at Battle Arena now reset correctly upon failure or quit
*Finder Display no longer interferes with Bank Display

Miscellaneous
*Party Maker System written in lower right corner of screen when forming party, similar to Skill Shard System
*Phoenix Cave bridge timers slightly increased to reduce difficulty
*Properties of selected item viewable before forging
*Properties of chest treasure viewable upon acquire
*Icon changes: swords and caps consolidated, star for inflicting conditions, circle for immunity, X for ailment or restriction
*Removed two battle music tracks, Jukebox now contains all tracks, several were missing
*Funds deposited in banks now gain interest over time
*Simplified bank dialog, additional bankers: Twin Shores, Providence, Alveus, Herbtown, Argentum, Laurium, Mariner's Landing, Tiro Amicus, Cirigon, Navalis, Fons Moenia, Ora Domus, Leotini, Illac Salus, Occiduus
*Simplified Maona blessing dialog
*Black Dragon Trial numbered door puzzle shows numerical changes caused by torches and door requirements on adjacent floor tiles
*Experience rate and encounter rate adjustments can be toggled in options menu
*Menu immediately resets to new position when changed in options
*Waterfall of Seasons not accessible until after returning to Auctus
*New deep ocean tunnel connects Solus Insula and Progidium Nidus
*When switching parties in Phoenix Cave, lead hero of current party flashes to prevent confusion of controlled team
*Phoenix Cave timed spikes more difficult and damage hero, but follow a pattern
*Timed torch lighting puzzles display a timer and immediately reset upon fail
*Finder Display behavior unified for all maps; NPC Swank included; books, NPCs, and the three permanent memory beacons display as completed when obtained
*Aetherius teleports change color on toggle
*Borealis Outpost Gargoyle rooms no longer have encounters once cleared; chests appear gradually with each victory
*Rope to Cerulean Silex replaced with airship dock and teleport
*Hunting no longer requires equipped weapons
*Restored random encounters on Tyr-Anon Island during the invasion, and in Vanguard Forest after receiving the Inceptum
*Added encounter rate indicator to menu; purple=1 step, red=high, yellow=double, grey=normal, blue=half; no indicator in Story mode or safe zones without random encounters
*Abyss backround scrolls, increasing speed as player approaches core
*Boss battle music no longer plays in Abyss
*Credits additions and changes
*If a new game is accidently begun on the start menu, it is now possible to cancel back; the watch prelude choice can also be cancelled back to the parent menu
*Several new background sound effects
*Website link changed to RPGMaker.net game page; old website and forums defunct and removed
*Random opening and closing generic shop message; new style for Aetherius shops
*Keen Free-Style skill line changed to Illusion
*Heroes no longer heal when levels are automatically adjusted by the Party Maker System
*Vetu has several skills enabled by default in case the player forgets to set them before the boss battle with Gerovitus
*Skills that no longer require a weapon: Viper Strike, Dispel Slash, Enfeeble, Debilitate, Zealous Slash
*Invincible Four battle at Atlantis replaces second White Shrine boss
*Maleficent ultimate weapon guarded by Demagogue; previously second White Shrine boss
*Azrael Skill Shard page expanded to include more skills and scrolls
*Plague starts increasing countdowns earlier
*Death Sentence countdown numbers now displayed via plugin independent of normal conditions
*Rebirth mechanism where maximum level heroes restart at first level but keep all statistics, allowing them to gain even more levels for increased experience
*Title system changed to reflect number of rebiths
*Weapon style switching between single and dual wield; also changes class and available equipment; some weapon types excluded from dual wield
*NPC Master Miyagi moved behind Tyr-Anon City Waterfall, provides rebirth mechanism and switching between weapon styles for heroes above level 99
*Miyagi book replaces Incultus Regnum basement book
*All heroes can hunt; no weapon requirement; each hero has a unique hit box
*Hunting areas now include up to three predators that charge the player when in close proximity, and will initiate a battle upon contact; 64 types of predators; flying predators free to cross map boundaries; water predators cannot enter land; predators may respawn after defeat
*More types of prey in hunting areas; new animals: boar, squirrel, elk, fox, swan
*Prey and predators in hunting grounds may yield collector items in addition to meat if defeated outside battle
*Success sound effect when hunting ground cleared of prey and items
*Prey, predators, and weather no longer reset when returning to a hunting ground
*Period key toggles hunting grounds message stating number of prey, predators, items, and controls
*Hunting grounds minimap that displays hero and predators in red, items in cyan, prey in yellow; transparency adjusted with / key; size adjusted with + and - keys; toggle minimap with * key
*NPC Hammond replaced with Muldoon; moved to Alchiba; grants access to five new, larger hunting areas with an increased maximum prey count of ten, and prey cannot escape; also serves as a collector, offering rare items in exchange for monster drops, including new hunting accessories that manipulate the number of prey, predators, items, and harvest chance; harvest chance increased after recruiting Muldoon; one time bonus for defeating all prey or all predators
*World Map minimap responds to same controls as hunting minimap (size+-, opacity, toggle)
*Improved and increased ToKM vault treasures
*Doctor Odine now grants one of three battle bonuses: EXP+, GP+, Item Find+; switch bonuses any time, infinitely; bonus effectiveness increases with amount of special items given to Odine; also serves as a collector
*Skills Books removed from game
*GP and item chests randomly reward additional gem loot; type of gem and quantity scales by level
*Gem Hunter accessory increases number and value of gems found
*Gold Bar item worth maximum money value; convert between item and money at banks
*Millionare accessory; all gold chests reward Gold Bar
*Treasure vault added to Uber Daemon room; Abyss treasures moved to this location and replaced
*Treasure Hunter accessory randomizes generic chest loot
*Region experience and encounter thresholds increased; allows earlier levels gains
*Skill Shard pages for all heroes available at start of New Game+; Cirus recruitment in previous playthrough required; Cirus page available on first playthrough while in party
*Random encounters at White Shrine roof prior to Azrael battle
*Artifacts of the four legendary heroes can now be obtained; four new weapons and twelve equipment pieces; quest in journal once active
*Valiantide Base drill quest removed as part of plot alterations; old expansion area now regularly accessible
*Flowers in hunting grounds changed to unique graphics to set them apart
*Quest to restore the Inceptum, completed after returning from the Forgotten Continent; journal entry once active; appropriated Technology Monthly magazine quest
*Thoth only grants access to Incultus Regnum Castle vault after salvaging the Inceptum; treasures significantly improved
*Battle Arena Handicap Lucky 7's no longer effects Speed; HP increases to 77,777, all other statistics to 7,777
*Story mode can be toggled anywhere except uncleared bonus dungeons
*Help section in Options Menu; lists controls and topics that describe basic gameplay and tactics
*Fan Favorite accessory increase Battle Points won at the Arena; sound effect on increase
*Lesser Shard, Greater Shard, Grand Shard, and Gemini accessories increase the wearer's total available skill shards; if a shard boosting accessory is removed and skill shards are not immediately reconfigured, that hero's skills are removed and shard total reset
*Random encounters in last room of Tyr-Anox secret base at Mariner's Landing to allow players to level if necessary to defeat boss
*Removed random encounters from Dokkalfar's Lair
*Added free rest beds to the Inceptum, Tyr-Anon Castle during the invasion, Pons Pontus shack, Vanguard guest room, Golem's Pass thieves den, Seraphia Castle guest room, the Mirage after reaching the East Continent, Dragonoir elder's house, Vetu's house in Fhorestain, Vixen's Cabin, Occultus Gaza houses, Moogle Manor, Antiquus Fanum, Erus Caminus
*Monopolize accessory grants wearer quadruple EXP from battle; other party heroes receive none
*Nightshade cannot target heroes other than user; immediately fatal when drunk
*New default system graphic
*Totem display behavior unified; Impatient Mode grants faster load and close
*System sound effects changed, volumes normalized
*NPC Odine available in Purgatory; rearranged map
*All Battle Arena regions and statistics except optional dungeons are available on New Game+
*Uber Daemon and Khaer Magnus battles immediately repeatable on Continue+
*Special attacks by several end game and optional bosses increase in damage with hero maximum HP
*Brachiosaur encounter added to world map near Dreaming Forest
*Dreaming Forest dungeon before Dynamo boss; elven equipment treasures; twelve new dinosaur monsters
*Incultus Regnum Castle basement removed; treasures moved to Dreaming Forest dungeon
*Boulder puzzles connecting Niveus and Ignis Castrum moved to Dreaming Forest dungeon; only path to Ignis Castrum now through Cerulean Silex
*Persecutor sword upgraded to higher tier, inflicts Mute; now a treasure in Dreaming Forest dungeon; removed from shops
*Hero Info for party members displays along with their portraits when menu accessed; Name, HP/MaxHP, AP/MaxAP in regular mode; expanded mode includes level/true level, skill shards/total shards, STR, DEF, MAG, SPD, weapons, equipment, and accessory; modes can be toggled and display shut off; stand alone display outside menu is always expanded
*Dreaming Forest and the Tomb of Khaer Magnus added to Battle Arena as region challenges; when selecting a region, pages are now switched with the shift key
*Lava Tube mini-game now replayable at Battle Arena for BP along with a second difficulty level
*Chocobo mini-games become replayable as completed individually
*Controls page expanded
*Changed the random encounters on several islands and isolated areas to rare battles
*Option to scale monster difficulty; default, easy, and hard presets; or customize monster HP, AP, strength, defense, magic, and speed individually, ranging from 1% to 10,000% of default; auto balance option adjusts monsters for continuous challenge and rewards
*Boss Rush option at Battle Arena after clearing game and defeating all optional bosses; fight each boss in sequence; no menu access
*Banks now preset deposit and withdraw input to maximum possible
*Changes to scene when first meeting Vetu, and his dialog throughout the game
*Changes to scenes when first meeting Willis and Vixen and their Triangle Island dialog
*Nucleus accessory allows Vetu to double cast Black magic
*Impatient Mode skips boss death animations
*Shortened Dragonoir elevator ride
*Sprite Tail Collector quest completes when all tail types traded once
*Additional Smales Statistic tracking and viewing; 25 pages with jump menu; Completion percentage displayed at bottom
*Extra Mason statues completed based on play time elapsed, rather than entering the world map
*Temples remain opened on New Game+
*Options settings no longer reset on New Game+
*Chocobo mini-games remain completed on New Game+
*ToKM vault remains open on New Game+, but dungeon must be completed again
*Story Mode stops allowing automatic level adjustment prior to boss fights on New Game+, or if any heroes are reborn
*Completion percentage and time to defeat final boss displayed at end of credits for speed runners and collectors

Progress Report

Monster Scaling

New updates:

  • Controls page expanded. Now shows buttons for all modes, and shortcuts.

  • Changed the random encounters on several islands and isolated areas to rare battles
  • Option to scale monster difficulty; default, easy, and hard presets; or customize monster HP, AP, strength, defense, magic, and speed individually, ranging from 1% to 10,000% of default; auto balance option adjusts monsters for continuous challenge and rewards


  • Boss Rush option at Battle Arena after clearing game and defeating all optional bossess; fight each boss in sequence; no menu access
  • Banks now preset deposit and withdraw input to maximum possible
  • Changes to scene when first meeting Vetu


Auto monster scaling has some significant limitations. First, there's no way to universally adjust skill damage. I had to leave those formulas only marginally dependent on the user's STR and MAG. Second, scaling cannot be done on a per monster basis. Instead an average baseline for the current region is compared to an expected average. It should still make new game+, the boss rush, and playing with super powered heroes interesting, perhaps even challenging.

Progress Report

Dreaming Forest Dungeon & More

Here's the updates since the last blog post:

  • Random encounters in last room of Tyr-Anox secret base at Mariner's Landing to allow players to level if necessary to defeat boss
  • Removed random encounters from Dokkalfar's Lair
  • Added free rest beds to the Inceptum, Tyr-Anon Castle during the invasion, Pons Pontus shack, Vanguard guest room, Golem's Pass thieves den, Seraphia Castle guest room, the Mirage after reaching the East Continent, Draganoir elder's house, Vetu's house in Fhorestain, Vixen's Cabin, Occultus Gaza houses, Moogle Manor, Antiquus Fanum, Erus Caminus
  • Monopolize accessory grants wearer quadruple EXP from battle; other party heroes receive none
  • Nightshade cannot target heroes other than user; immediately fatal when drunk
  • New default system graphic
  • Totem display behavior unified; Impatient Mode grants faster load and close
  • System sound effects changed, volumes normalized
  • NPC Odine available in Purgatory; rearranged map
  • All Battle Arena regions and statistics except optional dungeons are available on New Game+
  • Uber Daemon and Khaer Magnus battles immediately repeatable on Continue+
  • Special attacks by several end game and optional bosses increase in damage with hero maximum HP
  • Brachiosaur encounter added to world map near Dreaming Forest
  • Dreaming Forest dungeon before Dynamo boss; elven equipment treasures; twelve new dinosaur monsters




  • Incultus Regnum Castle basement removed; treasures moved to Dreaming Forest dungeon
  • Boulder puzzles connecting Niveus and Ignis Castrum moved to Dreaming Forest dungeon; only path to Ignis Castrum now through Cerulean Silex
  • Persecutor sword upgraded to higher tier, inflicts Mute; now a treasure in Dreaming Forest dungeon; removed from shops
  • Hero Info for party members displays along with their portraits when menu accessed; Name, HP/MaxHP, AP/MaxAP in regular mode; expanded mode includes level/true level, skill shards/total shards, STR, DEF, MAG, SPD, weapons, equipment, and accessory; modes can be toggled and display shut off; stand alone display outside menu is always expanded



  • Dreaming Forest and the Tomb of Khaer Magnus added to Battle Arena as region challenges; when selecting a region, pages are now switched with the shift key
  • Lava Tube mini-game now replayable at Battle Arena for BP along with a second difficulty level
  • Chocobo mini-games become replayable as completed individually



Getting real close to the end of the list. Then play testing.

Progress Report

Help Section Finished

Finally finished the help section. Took much longer than I hoped, but that's usual.

  • Controls still lists the buttons used, but also includes hunting keys and skill shard shortcuts.
  • Basics lists topics that describe gameplay and mechanics, and special game systems for which players have requested clarification (ex: Finder Display). This was present in old rm2k version, but was removed from the game when updating to rm2k3.

  • Tactics replaces the recruitable NPC Miyagi's previous function, which had outdated information since previous versions. Monster categories are listed. When selected they describe the foes fitting that category, and their damage resistance and condition weaknesses and strengths.

  • Special monster skills are also listed, but are not revealed or selectable until the player has had that skill used against them in battle. Each skill is described and its damage or healing formula displayed.




Also in this update:

  • Story Mode can now be toggled anywhere at any time, except inside incomplete bonus dungeons.
  • Battle Arena Lucky 7 handicap boosts HP to 77,777 and other stats except speed to 7777.
  • Fan Favorite accessory boosts BP earned from each Arena victory
  • Lesser Shard, Greater Shard, Grand Shard, and Gemini accessories increase the wearer's total available skill shards.


Planning to get quite a bit of work done this next week, maybe even reaching play testing stage.

Progress Report

Inceptum Quest and Help Menu

Since the last update:

  • Players can now salvage the wreck of the Inceptum after returning from the Forgotten Continent. The quest appropriates the previous King Thoth technology quest. Access to the Incultus Regnum treasure vault is only granted after completing this quest. The chests hold vastly improved loot. This change necessitated that certain Chocobo Caves are only visible when riding a Chocobo, so that the Inceptum cannot be used to access them.
  • Help Menu nested in the options menu. It still has the controls, which are updated to reflect hunting, minimap, and skill shard additions. The two new selections are Basics and Tactics, which explain various game mechanics and list information about monsters, conditions, enchantments, etc.


The Help section is not yet finished. The DynText plugin by Kazesui is fantastic, but not great for writing paragraphs. It's extremely tedious without word wrap and due to some other limitations. Also much of the old help text was useless, having not been updated since the rm2k version over a decade ago, so I'm writing from scratch. There have been specific requests for help topics, however, so I committed to this addition. I'm glad I didn't attempt to redesign the journal using this plugin, though.



Progress Report

Legendary Artifacts, Dr. Odine, & More

Here's the work completed since the last update:

  • World Map minimap responds to same controls as hunting minimap (size+-, opacity, toggle)
  • Improved and increased ToKM vault treasures
  • Doctor Odine now grants one of three battle bonuses: EXP+, GP+, Item Find+; switch bonuses any time, infinitely; bonus effectiveness increases with amount of special items given to Odine; also serves as a collector
  • Skills Books removed from game
  • GP and item chests randomly reward additional gem loot; type of gem and quantity scales by level
  • Gem Hunter accessory increases number and value of gems found
  • Gold Bar item worth maximum money value; convert between item and money at banks
  • Millionare accessory; all gold chests reward Gold Bar
  • Treasure vault added to Uber Daemon room; Abyss treasures moved to this location and replaced
  • Treasure Hunter accessory randomizes generic chest loot
  • Region experience and encounter thresholds increased; allows earlier levels gains
  • Skill Shard pages for all heroes available at start of New Game+; Cirus recruitment in previous playthrough required; Cirus page available on first playthrough while in party
  • Random encounters at White Shrine roof prior to Azrael battle
  • Artifacts of the four legendary heroes can now be obtained; four new weapons and twelve equipment pieces; quest in journal once active
  • Valiantide Base drill quest removed as part of plot alterations; old expansion area now regularly accessible


The list grows shorter, and only a few remaining items might require significant time.

Progress Report

Hunting Additions

I was working on replacing the recruitable NPC Hammond with Muldoon when I got carried away and made some major updates to the hunting mini-game:

  • All heroes can now hunt; no weapon requirement; each hero has a unique hit box
  • Hunting areas now include up to three predators that charge the player when in close proximity, and will initiate a battle upon contact; 64 types of predators; flying predators free to cross map boundaries; water predators cannot enter land; predators may respawn after defeat
  • More types of prey in hunting areas; new animals: boar, squirrel, elk, fox, swan
  • Prey and predators in hunting grounds may yield collector items in addition to meat if defeated outside battle
  • Success sound effect when hunting ground cleared of prey and items
  • Prey, predators, and weather no longer reset when returning to a hunting ground
  • Period key toggles hunting grounds message stating number of prey, predators, items, and controls
  • Hunting grounds minimap that displays hero and predators in red, items in cyan, prey in yellow; transparency adjusted with / key; size adjusted with + and - keys; toggle minimap with * key
  • NPC Hammond replaced with Muldoon; moved to Alchiba; grants access to five new, larger hunting areas with an increased maximum prey count of ten, and prey cannot escape; also serves as a collector, offering rare items in exchange for monster drops, including new hunting accessories that manipulate the number of prey, predators, items, and harvest chance; harvest chance increased after recruiting Muldoon; one time bonus for defeating all prey or all predators
  • Fixed a bug with projectiles not correctly resetting






Big thanks to Kazesui for the minimap plugin. I've long considered adding the minimap to the entire game, but this would require editing and entering data for every map. In light of how much time this hunting update took, however, I've cut that feature along with a myriad of other time consuming additions. Hopefully this will allow me to get back on track for a release in the very near future.

Progress Report

Rebirth Mechanism

Players can now choose to have heroes that reach level 99 reborn. The hero restarts at level 1 with their current statistics, but can then gain even more levels for increased experience.

This works in conjunction with a patch that breaks the limits on hero statistics. For example, it is now possible for heroes to have 50,000 HP or 1,500 Strength. This complicates the menu and battle displays, requiring some sacrifices to fit all the numbers. Only current HP is visible unless "Profile" is selected from the main menu. In battle, AP amounts can become obscured. Additionally, the equipment screen no longer shows the difference between a currently equipped item and a selected one. Gauge mode now only displays percentages, rather than exact values.

Unfortunately the damage limit of 9,999 HP cannot be broken. Total damage per turn by heroes is limited below 20,000. This is necessary for some boss mechanics, such as the custom death animation, and for enemies fought consecutively during the same battle. I'm not aware of a patch to get around this.

Heroes can also now switch weapon styles, either a weapon and shield or wielding two weapons. This employs class changes that also expand or limit the equipment available to that hero. Not all weapons can be dual wielded, such as bows, staves, scepters, and double swords. The title system also now reflects the number of rebirths.

The recruitable NPC Master Miyagi now provides these services to heroes above level 99 instead of the outdated tactics section, which I hope to update and make accessible from the options menu.

I'd like to thank AubreyTheBard for his battle display plugin that vastly simplified the class change mechanic by allowing the display of conditions separate from regular animations. Previously duplicate classes where used to display the Death Sentence numbers, since the number of conditions in the game exceeds the editor animation allowance.

Progress Report

New Ending

The ending has been rewritten to include scenes for both Azrael and Cirus, if the player recruits the latter. Existing scenes were also changed to reflect plot adjustments or to tighten language. The final scene concludes on a more bleak note as befits the story's intended overall tone, but still takes into account the romance decisions taken throughout the game.

This concludes the necessary event changes, but I have a couple more in mind besides the remaining game design additions that I might quickly add.

Progress Report

Invincible Four Battle

As part of the story changes making Brad a playable character at the end of the game, the second White Shrine boss battle has been removed and replaced with an epic battle against the Invincible Four at Atlantis. All four are fought, one after another, during a single battle.

The old Marowit battle at the White Shrine has been changed to an optional boss fight guarding an ultimate weapon in Atlantis. The original idea was for all ultimate weapons to be guarded by a boss, but there's just too many for that to be a productive use of time currently.