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Request

[2k3] Seeking mappers~

As always, I am seeking anyone who can help with mapping for Touhou Fantasy. Anyone proficient in mapping in RPG Maker 2k3 at least halfway decently would be highly helpful for me. In terms of style of mapping, please refer to these videos:





It doesn't have to be EXACTLY as you see here, but this is the absolute highest in quality that I would expect. As long as the mapping isn't like how it currently is in my game. ^^;;


If you are interested, feel free to PM me or leave a message in this blog post. Note: I cannot pay, so there is no money involved in this. To anyone that is willing to help speed up the process of this game to get it finished, I appreciate the help. Thank you, and I hope to hear from anyone soon. ^^

Game Design

More Changes and Updates to Touhou Fantasy

And now, time for even MORE new stuff! Taken from the Read Me so you can get all of the data for each new thing. Also trying a different formatting here, so let me know if this works for ya'll or if you think something else works. Trying to make it a bit easier to read these kinds of updates. ^^;


ABILITIES (COMMANDS/SECONDARY COMMANDS/PASSIVES):


Reimu:

*Secondary Command Upgrades: Bless (Restores 20% Max HP to party and cures Poison, Blind, Silence, Sleep, and Sap. 50% chance to fail, but will still use Pray normally.)


Meiling

*New Secondary Command: Sentinel (Any non-fatal damage taken is restored for the next 5 turns. Replaces the Defend command).
*Secondary Command Upgrades: Chakra Level 3 (Heals other party members equal to Meiling's current HP divided by the number of other party members, cures Blind, Poison, Silence and Sap. Only occurs while equipped with the Star Breaker.)


Momiji:

*New Secondary Command: Sentinel (Any non-fatal damage taken is restored for the next 5 turns. Replaces the Defend command).


Reisen:

*New Battle Passive: Disinfectant (If a party member is inflicted with a negative status, status level is halved. Only works if Reisen is not KO'd.


Komachi:

*Battle Passive Upgrades: Ransom (Every time non-fatal damage is taken, pay yen equal to damage instead of taking damage, and then recover damage taken.)


Yuuka:

*New Secondary Command: Threaten (Forces all enemies whose level are not more than 3/4 of Yuuka's level to flee from the battle. Gain 10% of each monster's EXP and Yen values that flee, as well as double the chance to gain that monster's Item drop before they flee. (I.E. if Yuuka's level was 100, all enemies less than level 75 would flee).)


Remilia:

*Secondary Command Upgrades: Amok (Sacrifice all but 1 HP to inflict an equal amount of damage to all enemies. Will not kill Remilia if continuously used at 1 HP.)


Mokou:

*Secondary Command Upgrades: Sacrifice Level 3 (Restores HP/MP of everyone in the party and recovers from Blind, Poison, Petrify, Silence, Berserk, Confusion, Sap, Sleep, Slow, Stop, and Freeze. Drains Mokou's HP/MP and removes her from the battle. )


Hope:

*New Secondary Command: Revive (Revives all KO'd party members with 1 HP.)


Yumemi:

*Updates to Secondary Command: Bluff (Chance to force the enemy to use "Observe Battle" or "No Action" if successful. After using the command, Yumemi must wait 20 turns before the command becomes available again. If used during a spellcard declaration, nullifies the spellcard declaration if successful. After each succesful Bluff, the Bluff's success rate is halved. Success rates go as follows: 100 -> 50 -> 25 -> 12 -> 6 -> 3 -> 1 -> and eventually 0.)


Suwako:

*New Overworld Ability: Find Pits (Activate pits before falling into them without activating their effects. Effects can still be triggered if stepped in however.)
*Overwordl Ability Upgrades: Find Passages (Hidden passages are marked with a sparkling spot. Only usable while Suwako is equipped with one of her exclusive armors.)


Advent Cirno:

*New Battle Passive: Restore MP (While in critical HP, restores 5% Max MP each turn.)


Yuugi:

*New Secondary Command: Berserk (Uses the Attack command between 1-8 times. Requires Yuugi to be under Bravery status to work.


Lunasa:

*New Secondary Command: Bardsong (Randomly play a song. Lunasa cannot perform any other actions until X turns have passed. The amount of turns required to pass depends on the skill used. When songs end, any statuses given by the song will also end.)

Silent Verse: While playing the song, enemies are under Silence. (20 turns)
Life's Anthem: While playing the song, party has Regen. (20 turns)
Hero's Rime: While playing the song, party has Bravery, Protect, and Faith. (20 turns)
Romeo's Ballad: While playing the song, enemies are under Stop. (10 turns)
Hastemarch: While playing the song, party has Haste. (10 turns)
Seraph Song: While playing the song, the party's HP is restored equal to 10% of Lunasa's Max HP each turn. (30 turns)
Magic Ballad: While playing the song, the party's MP is restored equal to 10% of Lunasa's Max MP each turn. (30 turns)


Hina:

*New Secondary Command: Misfortune (Inflicts unblockable non-elemental damage to one enemy equal to the total amount of damage Hina has substained before using the command. Damage is reset after using the command, or when inflicted with Death, Venom, Stop, or Petrify. Damage accumulates a turn later from when damage was dealt.)


Shizuha/Minoriko:

*New Secondary Command: Synchro (Can only work while Minoriko and Shizuha are alive, if both have the MP required to use the skills, and both are able to act when the ability activates. Uses one of 5 abilities at random. If used when Shizuha cannot act, will instead sacrifice all of Minoriko's remaining MP to restore MP to all other party members equal to x10 the MP sacrificed.

*Autumn Wind: Moderate non-elemental damage to all enemies. 30% chance to occur. Costs 20 MP.
*Sorrow Harvest: Moderate non-elemental damage to all enemies and 40% chance of Sap. 30% chance to occur, costs 20 MP.
*Blessing of Fall: Grants party Bubble status. 15% chance to occur. Costs 50 MP.
*Whisperwind: Deals damage to one target and restore party's HP evenly to the damage dealt. 20% chance to occur. Costs 26 MP.
*Fall United: Deals 9999 damage to all enemies. 5% chance to occur. Costs 99 MP.
NOTE!!!! Not finished, as I have nothing for Shizuha when she's alone


Nazrin:

*New Secondary Command: Steal Yen (Steals a random amount of Yen from target equal to a number between 0 and Nazrin's Level * Target's Level, then damages target with a regular attack.)


Wriggle:

*New Secondary Command: Swarm (Summon a random animal for various effects. Effects depend on a random number between 0 and Wriggle's Level.)

*Level 0: Nothing happens
*Level 1: Bee: Low damage to one target, 20% chance of Poison.
*Level 5: Stag Beetle: Low to moderate damage to one target, 20% chance of inflict Deprotect.
*Level 10: Bee Swarm: Damage is based on level of the target(s)
*Level 20: Scorpion: Moderate damage to one target and 20% chance of Venom.
*Level 30: Firefly: Grants Bubble status to party.
*Level 40: Hornet: Damages one target equal to 1/4 of target's current HP.
*Level 50: Rolypoly: Damages one target based on target's Defense.
*Level 60: Gigapede: Major damage to all targets. May remove targets from battle.


Tewi:

*New Secondary Command: Bribe (Bribe (Attempt to force enemy to leave battle by giving them yen. If amount of yen is equal to or greater than x1.5 the target's Max HP, the enemy will leave the battle, giving its EXP, Yen, and item drop as well as giving free items. If the enemy does not take the bribe, the yen is not wasted and still remains until battle ends or enemy takes the bribe)


Yorihime:

*Subcommand: Deathblow (Low % chance to inflict 25% Max HP worth of damage to target)


Shou:

*New Secondary Command: Lancet (Drains HP and MP from one target. MP drain is equal to 1/16th of the HP drain. Damage formula for Lancet is as follows:)

Damage = (Shou's ATK * 12) /5 - Target's Defense
Variance for the damage is equal to between half the damage of the above formula to double the damage of the above formula.


Alice:

*New Secondary Command: Grimoire (Levels up skills during battle, up to max level, until after battle. After each use, the command will disappear and takes time to recharge depending on the level of skills. Level 1 skills makes the command require 5 turns to recharge, while level 5 skills makes the command require 25 turns to recharge. After all skills have been maxed out, the command will always require 25 turns to recharge and will instead .)


Rinnosuke:

*Main Command: Pandora (Uses the power of Pandora and the Kusanagi to unleash powerful attacks. Requires the Kusanagi to be equipped in order to use skills marked with *)
Judgment Blade*
Duskblade*
Shadowblade*
Cosmic Liner*
Auto-Life*
*
*
Ragnarok*
Pandora's Box*
Odyssey*
*New Secondary Command: Bribe (Bribe (Attempt to force enemy to leave battle by giving them yen. If amount of yen is equal to or greater than x1.5 the target's Max HP, the enemy will leave the battle, giving its EXP, Yen, and item drop as well as giving free items. If the enemy does not take the bribe, the yen is not wasted and still remains until battle ends or enemy takes the bribe)


Shinki:

*New Secondary Command: Finisher (31.25% chance to fail, 37.5% chance for Critical Hit, 31.25% chance for 9999 damage.


Youki:

*New Secondary Commands: Bushido (Only appears after using Focus at least once, replacing Attack. Depending on Focus level, will perform one of 8 different attacks.)

Level 1: Inflicts physical damage to target, increasing in power as HP lowers.
Level 2: Performs one counterattack whenever damaged by any source to one random target. Damage dealt is equal to 10% of the damage taken.
Level 3: Halves the HP of one target and inflicts Sap.
Level 4: Inflicts non-elemental damage and cancels pending action of target.
Level 5: Performs one counterattack whenever damaged by any source to one random target. Damage dealt is equal to 33% of the damage taken.
Level 6: Deals non-elemental damage and inflicts Stop on all enemies.
Level 7: Performs one counterattack whenever damaged by any source to one random target. Damage dealt is equal to the damage taken.
Level 8: Inflicts Instant Death with 100% accuracy on all enemies not immune to Instant Death.


Focus (Changes Attack to Bushido after one use, and adds +1 to the Focus charge per use, up to a maximum of 8 charges. Affects the outcome of the Bushido command.)


Tenshi:

*New Secondary Command: Sentinel (Any non-fatal damage taken is restored for the next 5 turns. Replaces the Defend command).


Chaos:

*New Secondary Command: Awaken (Fully restores HP, MP, and statuses, triples Chaos's Speed, and grants all buffs. After using the command, it will be removed from the command list until the timer expires. Once 20 turns has passed, Awaken will return to the command list, and Chaos's Speed will return to normal as well as be reduced to 1 HP.)


Eirin:

*New Secondary Command: Treatment (Cures all negative statuses.)


Shikieiki:

*New Secondary Commands: Condemn (Various effects for Shikieiki. Takes 5 turns to occur after using the command.)

Cleansing: Moderate to major non-elemental damage (800-2000 damage) to all enemies.
Blessing: Restores moderate to major HP (1000-2000 HP recovery) to all allies.
Pestilence: Extreme non-elemental damage to party. (1000-2500 damage)
Starfall: Inflicts minor to major non-elemental damage (0-1500 damage) to all enemies and allies as well as Instant Death.
Divine Judgment: Inflicts moderate to major non-elemental damage (1000-3000 damage) to all enemies and restores major HP (1000-2000 HP recovery) to all allies.
Healing Wind: Restores major HP (1500-3000 HP recovery) to all allies as well as removing negative statuses.
X-Zone: Removes all enemies from battle at 100% rate. Does not work on bosses.
Roulette: Randomly KO one target, friend of foe. Fails on bosses.


Doom (Inflicts a countdown to instant death one target with 80% accuracy. No target is immune to Doom, but each target has its own individual timer (targets resistant to Doom such as most bosses will have their timer set to 999 turns).




SKILLS:

Reisen:
Poison Smoke Curtain: Now Poison-elemental (starting at base 50 damage, adding 75 damage per skill level, to a maximum of base 725 damage at max level). MP costs have been adjusted accordingly (2 > 5 > 8 > 11 > 14 > 17 > 20 > 23 > 26 > 29). Can inflict "Poison: 5" on bosses. Now inflicts "Boss Poison: 5 turns" on all levels. Adds "Sap: 5 turns" per skill level, up to "Sap: oo turns" at max level.

Suwako:
*Amnesia: Renamed to Ribbon. Now prevents all status effects for a brief time, at the cost of 99 MP.

Koishi:
*Flare Star: No longer deals Fire-elemental damage to all enemies. Now deals damage equal to each enemy's Level * 40.

Hope:
*Return: Revive Excluded party members who did not willingly remove themselves (such as Mokou and Utsuho).

Yumemi:
Green Gear: No longer has a 50% chance to inflict Poison on all enemies or all allies. Now deals non-elemental damage on all enemies and allies with a level that is a multiple of last digit of the party's current yen.
Gold Battery: No longer has a 50% chance to restore 10% Max MP to either all enemies or all allies. Now does one of the following for each character alive:
**Restore all HP (20%)
**Restore all MP (20%)
**Restore all HP and MP (10%)
**Reduce HP to 1 (15%)
**Reduce MP to 1 (15%)
**Reduce HP and MP to 1 (20%)
Black Ingot: No longer has a 50% chance to inflict Fear on all enemies or all allies. Now does one of the following for each enemy and ally in battle.
**20% for 1 damage
**20% for 10% Max HP
**20% for 25% Max HP
**15% for 50% Max HP
**15% for 75% Max HP
**10% for 96% Max HP



Still looking for more ideas for ability upgrades as well as secondary commands for the following:



Mystia
Letty
Iku
Mima
Chen
Daiyousei
Medicine
Kyouko
Koakuma




The following are still missing a battle passive:


Suwako
Sanae
Keine
Rinnosuke
Alice

Progress Report

Current Changelog

This is all of the changes made so far to Touhou Fantasy within the past 2 months or so. Any ideas for ability upgrades, abilities in general, and so on and so forth is highly welcomed.


============================================
TABLE OF CONTENTS
============================================
I. Characters
II. Enemies
III. Equipment
IV. Items
V. Map
VI. Skills
VII. Statuses
VIII. System


============================================
I. CHARACTERS:
============================================

*Reimu:
**New Battle Passive: Purification (Removes all negative statuses excluding Death after battle ends to Reimu. During battle, 10% chance each turn to remove all negative statuses from Reimu.)

*Marisa:
** New Battle Passive: Auto-Collect (5% chance each turn in battle for Marisa to find a random generic item or money. Item/money depends on encounter fought. Will not occur if Marisa is inflicted with Death, Paralyze, Sleep, Venom, Petrify, Stop, Freeze, Confusion, or Berserk.)
**Upgrades: Mug (Deals damage and then attempsts to steal), Bandit (Doubles Steal% rate), Master Thief (upgrades quality of item being stolen by one level)
**New Overworld Passive: Kleptomania (If in the party when opening a chest, 50% chance to obtain extra items. Items obtained are determined by difficulty level of dungeons.)

*Cirno:
**New Battle Passive: Eternal Bond (If Cirno is inflicted with a status that prevents her from acting (Confusion, Charm, Berserk, Sleep, Venom, Petrify, Stop, Heat, Paralyze, and Disable), Daiyousei will restore 10% Max HP to the party and remove all negative statuses to the party except Death. Occurs only once per battle)
**New Overworld Passive: Provocation (Doubles Encounter rate)

*Aya:
**New Battle Passive: Tengu's Initiative (Enemies speed is halved for 4 turns at the start of battle)

*Meiling:
**New Battle Passive: Restore HP (10% chance to restore HP back to 25% each turn when in critical status)

*Patchouli:
**New Battle Passive: Doublecast (10% chance to use chosen skill twice in a row. If MP is less than required MP needed to cast skill for second casting, MP is reduced to 0 as the cost)
**New Overworld Passive: Mana Reserves (Restores 10% Max MP to Patchouli after every 25 steps taken)

*Reisen:
**New Sub Command: Insanity (Absorbs all negative statuses except Death from allies and gives them to Reisen)
**New Overworld Field Ability: Apothecary (When resting in a Tent, 25% chance that Reisen creates a random HP, MP, or status healing item. The higher Reisen's level, the more items she can make, but the less the chance of getting a specific item made. Two additional items are added every 5 levels Reisen gains.)

*Sakuya:
**New Battle Passive: Critical: Haste (Automatically in Haste while in Critical)

*Momiji:
**New Battle Passive: Last Stand (While in critical, damage from physicals is reduced)

*Nitori:
**New Battle Passive: Scavenger (5% chance each turn in battle for Nitori to find a random synthesis item. Item depends on encounter fought. Will not occur if Nitori is inflicted with Death, Paralyze, Sleep, Venom, Petrify, Stop, Freeze, Confusion, or Berserk.)
**Upgrades: Mirror Items (Reverses all effects of Stock command, so healing items deals damage to enemies, and status recovery items inflicts statuses to enemy), Chemist (Doubles effects of Stock and Mirror Items abilities)
**New Overworld Passive: Dowsing (Reveal hidden treasures on field)

*Youmu:
**New Battle Passive: Bonecrusher (10% chance to deal damage equal to own Max HP when in Critical and using the Attack command. Bonecrusher works with any level of Focus as well.)

*Komachi:
**New Battle Passive: Return Damage (When damaged, 25% of the damage received is returned back to target's party.)
**Upgrade: Money Talks (Pay 1000 yen to deal damage equal to 1% of the amount of money the player has)
**New Overworld Field Ability: Ferry Service (Escape from dungeons at the cost of X% of each character's current HP, where X equals 100 - the character's level)

*Yuuka:
**New Battle Passive: Photosynthesis (Depending on terrain fought on, may have Auto-Regen and Auto-MP Regen. Only works in areas with dirt or sunlight, and will never work in areas that are manmade or inside)
**New Overworld Passive: Intimidation (Halves encounter rates)

*Mokou
**New Overworld Passive: Immortality (Removes death status from Mokou, and revives her with X% HP, where X equals Mokou's Level/2)

*Remilia
** New Battle Passive: Photosensitivity (When fighting in sunny areas, will be under constant Sap status)

*Hope:
**New Battle Passive: Unscarred (Grants Auto-Bravery, Auto-Faith, and Auto-Protect if HP is at full.)

*Yumemi:
**New Sub Command: Bluff (Chance to force the enemy to use "Observe Battle" or "No Action" if successful. After using the command, Yumemi must wait 20 turns before the command becomes available again. If used during a spellcard declaration, nullifies the spellcard declaration if successful. After each succesful Bluff, the Bluff's success rate is halved. Success rates go as follows: 100 -> 50 -> 25 -> 12 -> 6 -> 3 -> 1 -> and eventually 0)
**New Overworld Field Ability: Repair (After resting in a Tent, 50% chance to fix Broken equipment into random pieces of appropriate equipment)

*Sanae:
**New Overworld Passive: Recover (After battles, restore 5% Max HP and Max MP to the party)

*Advent Cirno:
*Main Command: Limit (Powerful command that appears after Advent Cirno fills a hidden Limit Gauge. The amount needed for it to appear is equal to 150% of Advent's Max HP, and is cumulative. Once a Limit skill has been used, the command is locked agian. If Advent is KO'd at any time, the gauge is reset to 0.)
**New Sub Command: Boost (Increases Limit Gauge by 20%)

*Keine:
**New Sub Command: Hakutaku (Switches to EX Keine, who is AI-controlled and only has access to Fight and History. EX Keine has x1.5 Attack, Defense, Magic, and Speed than Keine, and double Max HP and Max MP than Keine, and when using command, Keine will restore all HP, MP, and statuses)

*Koishi:
**New Battle Passive: MP Shield (20% of damage received is converted into 20% MP damage instead. Will not work if the damage kills Koishi.)

*Utsuho:
**New Sub Command: Kamikaze (Removes Utsuho from battle and kills her at the cost of dealing damage to one enemy equal to x8 her Max HP)
**New Battle Passive: Absorb Damage (10% of damage received is regained as HP)

*Nue
**New Battle Passive: ???? (20% chance that Attack randomly inflicts damage based on number of times party has fought battles - number of times party has ran from battles, divided by 3)

*Yukari:
**New Sub Command: Banish (Consumes 10% Max HP to remove all enemies from battle. No rewards for enemies removed in this manner. 45% hit rate)
*New Overworld Passive: Checkpoint (If reach a save point, if dungeon is left via Komachi's ability or Emergency Stairway, return to save point last touched).

**Tenshi:
**New Battle Passive: Absorb Damage (10% of damage received is regained as HP)


============================================
II. ENEMIES:
============================================

*Eirin will now only use Hourai Elixir once throughout the entire fight.
*Omega Weapon will now lose 1200 HP each turn and absorbs all elements/nullifies all non-elements.


============================================
III. EQUIPMENT:
============================================

SHIELDS:

*Maple Shield: While equipped, Momiji can use Protect.
*Heavy Shield: While equipped, Momiji can use Barrier.
*Diamond Shield: While equipped, Momiji can use Protectga.
*Dragon Shield: While equipped, Momiji can use Shield Wall.
*Hero's Shield: While equipped, Momiji can use Protect, Barrier, Protectga, and Shield Wall.


ACCESORIES:

*Devil's Wrist: No longer prevents Instant Death, Blind, and Silence. Now prevents Cursed and Fear.
*Memory Earrings: No longer prevents Amnesia. Now prevents Lock and Disable.
*Critical Seal: No longer prevents Critical Hits. Now prevents Mental Restriction statuses (Poison, Blind, Silence, Berserk, Confusion, Sleep, Fear, Debrave, Defaith, Deprotect, Cursed, Lock, and Disable)


============================================
IV. ITEMS:
============================================

*Faith can only be used through Sanae's Miracle command.
*Tents now cost 2000 yen.
*Demon Repellent and Demon Bell should now reduce encounters to 0 and double encounter rates properly, respectively.


============================================
V. MAP:
============================================

The following maps have been updated:

*Bamboo Forest of the Lost
*Winter Forest (Both outside and inside, barring Icicle Caves)
*Hakugyokurou - Yojana Gardens
*Insect Forest
*Blazing Fires of Hell (Not including the second half visited in beta4)
*Underschool Caves
*Poltergeist Mansion
*Forest of Magic
*Kourindou (Currently in development)
*Eientei (Currently in development. Only the entrance has been redone)
*Scarlet Devil Mansion (Mostly reskinned. Voile has been changed and basement has been fully changed).
*Higan


The following has been added:

*Alice's House (only outside is accessible right now)


Other map related things:


*The doll found at Forest of Magic - Clearing has been moved to Underschool.
*Maps now have hidden passages that the player may go through to find alternate paths or treasures.
*Maps now have working overpasses/underpasses.

============================================
VI. SKILLS:
============================================

REIMU:
*Yin-Yang Jade:
**Level 1 - Increases Absorb resistances.
**Level 2 - Increases Absorb & Poison resistances.
**Level 3 - Increases Absorb, Poison, & Gravity resistances.
**Level 4 - Increases Absorb, Poison, Gravity, and Mystic resistances.
*Youkai Buster: Now Holy-elemental instead of Exorcist.
*Cautionary Border: Now 100% accuracy. Grants "Blink: 5 turns" per skill level, up to "Blink: 50 turns" at max level.
*Permanent Border: Cures all levels of listed statuses (for instance, cures level 1-10 Poison). Max level now cures Cursed as well.
*Persuasion Needle: Now fixed 80% accuracy per level, and adds "Berserk: 5 turns" per skill level, up to "Berserk: oo" at max level.
*Binding Border: Now fixed 80% accuracy per level, and adds "Paralyze: 5 turns" per skill level, up to "Paralyze: 50 turns" at max level.
*Duplex Great Barrier: No longer increases Exorcism resistance. Now adds "Absorb Damage: 5%" per skill level, up to "Absorb Damage: 20%" at max level.
*Demon Binding Circle: No longer increases Ghost and Exorcism resistances. Now adds "Return Damage: 5%" per skill level, up to "Return Damage: 20%" at max level.


MARISA:
*Master Spark: All levels now have a flat 40% Max MP cost.
*Green Spread: Now single-target and has fixed 80% accuracy per level. Adds "Confusion: 5 turns" per skill level, up to "Confusion" at max level.


CIRNO:
*Minus K/Perfect Freeze: Now fixed 80% accuracy and adds "Freeze: 5 turns" per skill level, up to "Freeze: 50 turns" at max level.


AYA:
*Wind Sickle Veiling: Now fixed 100% accuracy per level. Grants "Blink: 10 turns" per level, and at level 2, will grant "Regen: 10 turns" per level.
*Demonic Kemono: No longer increases physical resistance, grants Regen/Protect, or targets only Aya. Now single-targets one ally and grants "Evade Up: 10 turns" per skill level, up to a maximum of "Evade Up: 40 turns" at max level.


PATCHOULI:
*Satellite Sunflower: Now fixed 80% accuracy. No longer inflicts Poison and Sleep. Adds "Sap: 5 turns" and "MP Sap: 5 turns" per skill level, up to "Sap" and "MP Sap" at max level.


REISEN:
*All status curing skills will cure all levels of statuses (for instance, Ultraviolet Field will cure level 1-10 Poison).


SAKUYA:
*Luna Dial: Now fixed 80% accuracy. Adds "Slow: 5 turns" per skill level, up to "Slow: 20 turns" at max level.
*Private Square: Now fixed 60% accuracy. Adds "Slow: 5 turns" per skill level, up to "Slow: 20 turns" at max level.
*Special Stopwatch: Now fixed 70% accuracy. Adds "Stop: 5 turns" per skill level, up to "Stop: 20 turns" at max level.
*Sakuya's World: Now fixed 50% accuracy. Adds "Stop: 40 turns".


NITORI:
*All Armor Elemental Bless skills are now party-wide instead of single-target.
*All status-healing Stock skills cure all levels of specific statuses (for instance, Antidote cures Level 1-10 Poison and Level 1-10 Venom).
*Mini Hammer and EX Mini Hammer cures Lock instead of Amnesia.
*Optical Camouflage: All levels now grant "Blink: 50 turns".
**Level 8 - Elemental/Poison Resist Up.
**Level 9 - Elemental/Poison/Gravity Resist Up.
**Level 10 - Elemental/Poison/Gravity/Physical Resist Up.


KOMACHI:
*Spirits of the Firm, Earthbound Souls, Spirit Amulet, Hatred Sign, Bondage Soul, and Lazy Wandering Spirit are now all AoE.
*Spirits of the Firm: Now fixed 80% accuracy. MP costs have been adjusted accordingly (14 MP > 20 MP > 26 MP > 32 MP > 38 MP > 44 MP > 50 MP > 56 MP > 62 MP > 68 MP). Adds "Poison: 5 turns" per skill level, up to "Poison" at max level. Adds 150 Poison-elemental damage per skill level, up to 1400 Poison-elemental damage at max level.
*Earthbound Souls: Now fixed 80% accuracy. Adds "Blind: 5 turns" per skill level, up to "Blind: oo" at max level. MP costs have been adjusted accordingly (5 MP > 10 MP > 15 MP > 20 MP > 25 MP > 30 MP > 35 MP > 40 MP > 45 MP > 50 MP).
*Spirit Amulet: Now fixed 80% accuracy. Adds "Silence: 5 turns" per skill level, up to "Silence: oo" at max level. MP costs have been adjusted accordingly (5 MP > 10 MP > 15 MP > 20 MP > 25 MP > 30 MP > 35 MP > 40 MP > 45 MP > 50 MP).
*Bondage Soul: Now fixed 80% accuracy. Adds "Confusion: 5 turns" per skill level, up to "Confusion: oo" at max level. MP costs have been adjusted accordingly (5 MP > 10 MP > 15 MP > 20 MP > 25 MP > 30 MP > 35 MP > 40 MP > 45 MP > 50 MP).
*Lazy Wandering Spirit: Now fixed 80% accuracy. Adds "Sleep: 5 turns" per skill level, up to "Sleep: 50 turns" at max level. MP costs have been adjusted accordingly (5 MP > 10 MP > 15 MP > 20 MP > 25 MP > 30 MP > 35 MP > 40 MP > 45 MP > 50 MP).
*Hatred Sign: Now fixed 80% accuracy. Adds "Paralyze: 5 turns" per skill level, up to "Paralyze: 50 turns" at max level. MP costs have been adjusted accordingly (5 MP > 10 MP > 15 MP > 20 MP > 25 MP > 30 MP > 35 MP > 40 MP > 45 MP > 50 MP).
*Requiem Fog: Now fixed 70% accuracy. Adds "Petrify: 5 turns" per skill level, up to "Petrify: oo" at max level. MP costs have been adjusted accordingly (24 MP > 27 MP > 30 MP > 34 MP > 38 MP > 42 MP > 48 MP > 54 MP > 60 MP > 66 MP).
*The Endless Way: Now fixed 70% accuracy. Adds "Slow: 5 turns" per skill level, up to "Slow: oo" at max level. MP costs have been adjusted accordingly (24 MP > 27 MP > 30 MP > 34 MP > 38 MP > 42 MP > 48 MP > 54 MP > 60 MP > 66 MP).
*Confines of Avici: Now fixed 70% accuracy. Adds "Stop: 5 turns" per skill level, up to "Stop: oo" at max level. MP costs have been adjusted accordingly (24 MP > 27 MP > 30 MP > 34 MP > 38 MP > 42 MP > 48 MP > 54 MP > 60 MP > 66 MP).
*Change Fate: Now fixed 80% accuracy. Adds "Poison: 5 turns", "Blind: 5 turns", and "Silence: 5 turns" per skill level, up to "Poison: 40 turns", "Blind: 40 turns", and "Silence: 40 turns" at max level. Change Fate will now become Poor Fate at level 5. MP costs have been adjusted accordingly (13 MP > 20 MP > 27 MP > 34 MP > 41 MP > 48 MP > 55 MP > 62 MP).


YUUKA:
*Envenom: Now fixed 70% accuracy. Adds "Venom: 5 turns" per skill level, up to "Venom: 20 turns" at max level.
*Intimidate: No longer inflicts Amnesia. Now fixed 70% accuracy. Adds "Fear : 5 turns" per skill level, up to "Fear: 20 turns" at max level.


MOKOU:
*Imperishable Shooting: Now Holy-elemental instead of Exorcist.
*Phoenix Rebirth: Now fixed 100% accuracy. Restores different HP per skill level (100 > 300 > 600 > 1000 HP).


YUMEMI:
*Yumemi now has one additional skill per weapon, being: Fireshot, Iceshot, Boltshot, Scattershot, Protect Cannon, Ether Cannon, and Quarter Pounder.


SANAE:
*Sky Serpent: Now Wind-elemental instead of Exorcist.
*Falling Stars: Now Mystic-elemental instead of Exorcist.
*Nine Syllable Stabs: Now Mystic-elemental instead of Exorcist.


SUWAKO:
*Ancient Jade: Now fixed 50% accuracy. Adds "Random Status: Level X" per skill level, where "Level X" is equal to the skill level.
*Amnesia: Renamed to Ribbon. Now prevents all status effects for a brief time, at the cost of 99 MP.


ADVENT CIRNO:
*Death Sanction: No longer inflicts Instant Death.
*Doomsday Blade: No longer inflicts Instant Death.
*Ice Blossom: Renamed to Chilly Blossom. Now inflicts "Slow: oo".


KOISHI:
*Release of the Id: Now fixed 60% accuracy. Adds "Mental Restriction Level X" per skill level, where "Level X" is equal to the skill level. Statuses include: Poison, Blind, Silence, Berserk, Confusion, Sleep, Fear, Debrave, Defaith, and Deprotect.


HOPE:
*Can now switch modes freely on maps. Reverse's coding is fully functional. Lost the Charm spell from the Pestilence skillset.


============================================
VII. STATUSES:
============================================

*Every debuff status now has 10 levels, which are dedicated towards enemies only. All buff statuses also has 10 levels. The levels dictate how long statuses last, how strong they are, etc. Level 1 statuses lasts 5 turns, and gain +5 turns every level, up to level 9 where it stops at 45 turns. Level 10 varies per status (some will go to 50 turns, others will go to 0 turns and will not disappear until cured).


*Blind: Merged with Amnesia. Blind now reduces accuracy by 70% as well as preventing physical skills from being used.
*Bubble status has now been added to the game. Bubble doubles Max HP while the status is on, and restores HP equal to current HP once.
*Charm, Disease, and Amnesia were removed.

============================================
VIII. SYSTEM:
============================================

*Skill descriptions have been updated with information.
*Jellyfish Princess Lv1 and Lv2 are fixed. They originally reduced Defense instead of inflicting damage to HP.
*Keine's leader theme now works properly.
*Music has been trimmed down in filesize a bit and some songs have been outright removed. Please see the Music document for what to change.
*After any battle, there is 10 steps before random encounters are turned back on again.
*Damage on various elements and skills have been adjusted accordingly.
*Physical, Magical, Tetra, Omni, Mystic, and Evade Up are now in place.
*Equipment that gave +% stat boosts are now fixed so that they don't permanently boost stats are incorrectly boost stats.

Request

Requesting help with rebalancing skills!

So yeah....I'm looking for help with rebalancing the skills in my games for my playable characters, mostly due to how there's a big lopsidedness with how skills are in relation to one another. For those curious, the skills in my game go by levels. You start with level 1 skills, and have to use skillbooks (or sometimes complete a sidequest or a main storyline segment) to level up skills. The skills have to be leveled up in order, from level 1 to 2 to 3 (you can't skip from level 1 to level 5 just like that). This is to help with rebalancing the game some more.


Some things that need relooked at in rebalancing are:

1) MP costs in relation to damages, as well as in relation to the characters. This may mean completely redoing the MP costs and/or damage formulas for every skills that a character has.
2) Looking at and fixing some problematic skills (Master Spark for Marisa is one such skill. Other skills may include Meiling's Red Energy Release series of attacks, Sakuya's Soul Scripture, Utsuho's Petit Flare series of attacks, and so on and so forth).

Some skills will be changed as well (for instance, Reimu's Ghost, Exorcist, and Ghost/Exorcist buffs will be changed later).


I will post the document here...


http://xenomic.freehostia.com/Text/Player%20Skills%20Document.txt


If anyone can help, that'd be great! If you require further information, feel free to message me here or in PM. ^^;

Announcement

Update Patch 1.1000

http://www.mediafire.com/?xxv9swvs5lw5s9l
http://www.mediafire.com/?f1ifxwib7phr55z



First link is for the update patch. Second link is for the update music.



That should fix some of the issues. Warning though, there might be some bugs here and there due to well..updated maps and whatnot. Do let me know if there's any issues in various areas. I'll list them here so you don't spoil yourself in the Changelog, since I do believe there's spoilers in there:



MAP:

The following maps have been updated:

*Bamboo Forest of the Lost
*Winter Forest (Both outside and inside, barring Icicle Caves)
*Hakugyokurou - Yojana Gardens
*Insect Forest
*Blazing Fires of Hell (Not including the second half visited in beta4)
*Underschool Caves
*Poltergeist Mansion (Not the basements yet)
*Forest of Magic
*Kourindou (Currently in development)
*Eientei (Currently in development. Only the entrance has been redone)
*Scarlet Devil Mansion (Mostly reskinned. Voile has been changed and basement has been fully changed).
*Higan


The following has been added:

*Alice's House (only outside is accessible right now)



Do not listen to the Changelog saying to refer to the Music document, as I stupidly forgot to upload the right document with it. Instead, this is what you should pay attention to for music changes:


A Flower-Studded Sake Dish on Mt. Ooe -> A Flower-Studded Sake Dish on Mt. Ooe (Nazz-can)
Be of Good Cheer! -> Be of good cheer! (Nazz-can)
The Locked Girl - Patchouli Boss Theme -> Locked Girl ~ The Girls Secret Room (Concealed the Conclusion)
Native Faith -> Native Faith (dBu)
Invisible Full Moon 3 -> Lunatic Eyes ~ Invisible Full Moon (dBu)
thc05 -> U.N. Owen Was Her (CtC)
Nuclear Fusion -> Nuclear Fusion (Neutral)
Love-colored Master Spark -> Love-colored Master Spark (dBu)
05. Shanghai Alice of Meiji 17 (Meiling's Theme) -> Shanghai Alice of Meiji 17 (dBu)
03 - Green-Eyed Jealousy -> Green-Eyed Jealousy (Neutral)
The Girl who Played with People's Shapes -> Doll Judgment ~ The girl who played with people's shapes (Demetori2)
08. Lunar Dial (Sakuya's Theme) -> Lunar Clock ~ Luna Dial (dBu)
02 - Lost Place -> The Sealed-Away Youkai ~ Lost Place (Neutral)
Eternal Nocturne -> Reach for the Moon, Immortal Smoke (dBu)
02. Devil's Go Through the Night (Rumia's Theme) -> Apparitions Stalk the Night (dBu)
Deaf to all but the song -> Deaf to all but the song (dBu)
Dark Side of Fate -> Dark Side of Fate (dBu)
Lunate Elf -> Lunate Elf (EastNewSound)
The Last Judgement (Dreaming to Return Again) -> The Last Judgement (maritumix)
Locked Girl ~ The Girls Secret Room (Sound Sepher) -> Locked Girl ~ The Girls Secret Room (Jun.A)
G Free Ultimate Dream -> G-Free ~ Ultimate Dream (Concealed the Conclusion)
G Free Final Dream -> G-Free ~ Final Dream (Concealed the Conclusion)
Forsaken Doll -> Poison Body ~ Forsaken Doll (Sound Sepher)
Faith is for the Transient People (Jun. A) -> Faith is for the Transient People (Sound Sepher)
RD -> Eternal Shrine Maiden (RD-Sounds)
Emotional Skyscraper ~ Cosmic Mind -> Emotional Skyscraper ~ Cosmic Mind (Sound Sepher)
Pure in Asia -> Plain Asia (dBu)
The Maid and the Pocket Watch of Blood 2 -> The Maid and the Pocket Watch of Blood (Nightmare of Sleeping Girl - Assault Super Flash!)
dBu - Suwa Foughten Field -> The Venerable Ancient Battlefield ~ Suwa Foughten Field (Fantasy Maiden Wars Mystic)
Sleeping Terror (dBu) -> Sleeping Terror (Fantasy Maiden Wars Scarlet)
Flowering Night (Final Fantasy IV Soundfont) -> Flowering Night (Fantasy Maiden Wars Mystic)



Other things changed was Nitori's battle theme, Border of Life (the theme used for the first Yuyuko boss fight), and Kanako's theme.



Bamboo Forest was not uploaded in this pack, as it is not even close to being done, nor has Kourindou or Eientei. Every other area has been pretty much fixed up (SDM needs more done to it methinks though). There may also be some errors regarding other things, so do let me know on that bit.


I really didn't want to have to upload a new update patch this early without everything being done as originally planned, but since the Yuuka thing is a game-halting bug, I have no choice but to upload this now. Again, if anymore bugs occur, do let me know so that I may fix them.

Request

Character Abilities Brainstorming Needed!

This is an updated version of the older one. Abilities marked with an * at the end are those not implemented yet but heavily considered or will be added in for characters. What I need to know is A) Are these suitable for the characters, B) Are they too underpowered/overpowered, and C) Are these possible to do at all (such as in the case of Auto-Med and Auto-P)? Do let me know! Further ideas are at the bottom. In addition, I am also looking for anyone who can help fill in the blanks for what I don't have. ^^;


Reimu:
*Main Command: Divinity
*Sub Command: Pray (Restores 10% Max HP to party)
*Battle Passive:
*Overworld Passive: Purification (Cleanses all negative statuses excluding Death after battle ends to Reimu)*
*Overworld Field Ability: Intuition (Hint system to solve dilemmas)*


Marisa:
*Main Command: Magic
*Sub Command: Steal
*Battle Passive:
*Overworld Passive: Kleptomania (If in the party when opening a chest, obtain extra items sometimes. If open a chest with more than one item as a choice, obtain all items instead)*
*Overworld Field Ability: Skeleton Key (Unlocks locked chests and doors that do not require a special key or switch)*


Cirno:
*Main Command: Ice
*Sub Command: Call
*Battle Passive:
*Overworld Passive: Provocation (Doubles Encounter rate)
*Overworld Field Ability:


Aya:
*Main Command: Wind
*Sub Command: Intel (Scans enemy for HP/MP/Elemental resistances/Drop/Steal/Morph/Information)
*Battle Passive:
*Overworld Passive: Sneak Attack (Increased Initiative)*
*Overworld Field Ability: Sight (Can view current map of dungeon)*


Meiling:
*Main Command: Invoke Chi
*Sub Command: Chakra (Restores 10% Max HP/MP to Meiling)
*Battle Passive: Restore HP (Restores a small amount of HP to the character when they enter critical status)*
*Overworld Passive:
*Overworld Field Ability:


Patchouli:
*Main Command: Elemental
*Sub Command: Weapon Bless (Grants elements to weapons for Attack command)
*Battle Passive:
*Overworld Passive: MP Stroll
*Overworld Field Ability:


Reisen:
*Main Command: Lunatic
*Sub Command: Insanity (Gives all enemies statuses that Reisen herself has)
*Battle Passive: Auto-Med (Automatically use healing items on inflicted character with status)*
*Overworld Passive: Reveal Traps (Show all hidden traps on the map. Costs 5% Max MP to use.)*
*Overworld Field Ability:


Sakuya:
*Main Command: Time
*Sub Command: Time Stop (Flee from battles with a 100% rate)
*Battle Passive: Critical: Haste (Automatically in Haste while in Critical)
*Overworld Passive: Sprint (Doubles overworld walking speed)
*Overworld Field Ability:


Momiji:
*Main Command: Sword Tech
*Sub Command: Mad Rush (Grants Berserk/Haste/Protect to party)
*Battle Passive: Last Stand (While in critical, damage from physicals is reduced)*
*Overworld Passive: Awareness (No Back Attack/Pincer Attack)*
*Overworld Field Ability:


Nitori:
*Main Command: Water
*Sub Command: Stock, Armor Elemental Bless (Grants elemental resistances to armor temporarily)
*Battle Passive: Auto-P (Automatically use healing items, from lowest to highest, when a character is damaged in battle)*
*Overworld Passive: Dowsing (Reveal hidden treasures on field)*
*Overworld Field Ability: Repair (After resting at an Inn or Tent, % chance to fix Broken equipment into random pieces of appropriate equipment)*


Youmu:
*Main Command: Sword Tech
*Sub Command: Focus (Increases number of times Attack is used, up to 8 times max)
*Battle Passive: Bonecrusher (Deals damage equal to own Max HP when in Critical)*
*Overworld Passive:
*Overworld Field Ability:


Komachi:
*Main Command: Shinigami
*Sub Command: Yen Toss (Throws yen to deal damage to all enemies)
*Battle Passive: Soulbind (Split any damage taken with the opponent who inflicted it.)*
*Overworld Passive:
*Overworld Field Ability: Ferry Service (Pay X yen to auto-escape dungeons (if possible), though the further in you are, the more it would cost to get out.)*


Yuuka:
*Main Command: Flower
*Sub Command: Threaten*
*Battle Passive:
*Overworld Passive: Intimidation (Halves encounter rates)
*Overworld Field Ability:


Remilia:
*Main Command: Red Magic
*Sub Command: Souleater (Sacrifice 33% Max HP to deal equal amount of damage to all enemies. Can KO Remilia).
*Battle Passive:
*Overworld Passive: Charisma (Gather more information from NPCs while in party)*
*Overworld Field Ability: Regenerate (Absorb bats from field to restore HP)*


Advent Cirno:
*Main Command: Sword Tech
*Sub Command:
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Mokou:
*Main Command: Phoenix
*Sub Command: Sacrifice (Kill Mokou to revive all KO'd allies and restores HP equal to 1/3rd the amount of Mokou's Max HP).
*Battle Passive: Auto-Revive
*Overworld Passive: Immortality (Removes death status after a battle, or heals to full after a battle)*
*Overworld Field Ability:


Byakuren:
*Main Command: Mystic
*Sub Command: Weapon Bless (Grants elements to weapons for Attack command)
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Yumemi:
*Main Command: Machina
*Sub Command:
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Sanae:
*Main Command: Divinity
*Sub Command: Miracle (Uses a Faith on the party. If no Faiths are remaining, instead restores 10% Max MP to party)
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Suwako:
*Main Command: Water
*Sub Command: Armor Status Bless (Grants temporary status resistance)
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Keine:
*Main Command: History
*Sub Command: Hakutaku*
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Utsuho:
*Main Command: Nuclear
*Sub Command: Overcharge*
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Koishi:
*Main Command: Memory (Both normal abilities and Blue Magic)
*Sub Command:
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Alice:
*Main Command: Magic
*Sub Command: Grimoire (Levels up skills during battle, up to max level, until after battle)*
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Yukari:
*Main Command: Boundary
*Sub Command:
*Battle Passive:
*Overworld Passive: Checkpoint (If reach a save point, if dungeon is left via Komachi's ability or Emergency Stairway, return to save point last touched).*
*Overworld Field Ability:


Hope:
*Main Command: Pandora
*Sub Command:
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:


Nue:
*Main Command: Unknown
*Sub Command: Morph (Transform enemy into an item if enemy's HP is 10% or less of their Max HP)
*Battle Passive: ???? (Attack randomly inflicts damage based on number of times party has fought battles - number of times party has ran from battles)*
*Overworld Passive:
*Overworld Field Ability:


Rinnosuke:
*Main Command: Pandora
*Sub Command: Magic
*Battle Passive:
*Overworld Passive:
*Overworld Field Ability:




===================================================
IDEAS
===================================================

Killing World: Prevents all healing effects.
Killer World: Increases Instant KO effects.
Suction World: Increases potency of HP draining moves.
Empty World: Removes field abilities.
One MP Cost (On accessory and field ability)
Chameleon Camouflage: Reduces elemental damage
Shield Wall: Physical Resist Up for a limited time
Critical Up: Doubles Critical % of weapons.
Piercing Sight: Ignores Evasion for brief time.
Target All: Allows attacking all enemies.
Return: Resets battles to beginning of battle exactly.
Extend: Resets duration of status effects on target.
Mute: Perma-Silence on all targets for remainder of battle. Fails on targets immune to Silence.
Doublecast (Yumemi):
Overcharge (Utsuho command): Sacrifice all of Utsuho's MP and 75% Max HP to deal damage to all enemies and allies (excluding Utsuho) equal to x15 MP.
Death skillset: Give Hope Killer abilities, which will deal x2/x4 damage to appropriate enemy types, but normal damage to everything else.
Bless: Grants MP Regen to party.



Yesterday's Money: Deal damage to party based on money party has / some number.


NEW BLUE MAGIC LIST FOR KOISHI


Angel Whisper (FFVII version)
Magic Hammer (FFVII or FFV version)
Night (Sleep on all targets in battle)
Angelsong (Regen on all allies)
Destroyer (Increases ATK/DEF/MAG)
Traveler (FFXII version)
Matra Magic (FFIX version. When skill is learned, set a variable for it, so that when battle event is made, can do battle event for it based on that. May need one for characters and one for enemies though.).



FOR SKILLS

Leave current skill system in, but also implement learning skills accordingly to highest level skillbook in inventory.



Sanae's Fortune Slips: Make each level have a chance to be a specific heal (for instance, Great Misfortune is high chance of Great Misfortune, while Great Fortune is high chance of Great Fortune. Having specific equipment on (i.e. Omikuji Onusa) boosts chance of better heals by +1 slot



PASSIVES/OVERWORLD ABILITIES:


Light Step: Take no damage from damage floors.
Magic Shell: Automatically increases Magic resistance while HP is in Critical.
Reflex: Allows characters to avoid attacks easier. (Sakuya or Aya)
Added Cut: Follows up usage of command(s) with a physical attack.
Final Attack: If user is KO'd, use special ability upon death.
Kamikaze: Sacrifice user for rest of battle to inflict HP damage equal to user's HP x8.
SOS Abilities (SOS Regen, SOS Protect, SOS Haste, SOS MP Regen, SOS Spellspring, SOS Omni, SOS Tetra, SOS Berserk)
Spellspring: Reduces MP cost to 0.
Counter
Cover
Absorb Damage: Gain HP equal to 10% of the damage taken. (Give to Tenshi?)
Cup of Life (When HP is restored, distribute any excess among one's allies.)*


EQUIPMENT ABILITIES

Bandit: Doubles Steal rates (for Marisa).
Steal Yen: Steals yen along with items (for Marisa).
Mug: Deals damage while attempting to Steal (for Marisa).
Master Thief: Increases chances of stealing rare items (for Marisa).
Chemist: Doubles potency of Stock command (for Nitori).
Absorb MP: When character has no MP, gains some MP when struck by an enemy's spell.

Game Design

Important Details concerning Touhou Fantasy

Just a little blog for those who don't know the inner workings of some of the things I do. Particularly dungeons in mind.

ENCOUNTERS AND DUNGEONS:

1) Encounter rate for all dungeons are generally 70-80. There is an armor that one can win from an enemy which cuts random encounter rates in half (so in essence, makes the encounter rate 160 instead), there is an item that reduces random encounters to 0 for 30 seconds, and an accessory (can only be used by one character whom you won't have during the part you get the accessory) that acts as the Moogle Charm (reduces all encounters to 0). In addition, there is an item that double encounters (encounter rate becomes 40 I believe instead).

2) Point #1 is why some of the maps are as large as they are. The other point they're so big is due to my terrible mapping skills, and as such I overcompensate for how much I really need. I am not the greatest mapper in the world, and even with my improved mapping right now, I still am not that great. I can only try so much, so please keep this in mind! In addition, I do try to stick to the original designs a bit, whether I shrink the maps down or not. So while a 50x50 or 60x60 map may seem big to ya'll, please do keep in mind that encounter rates are generally not THAT high, which comes to the next couple points.

3) One particular character, Sakuya, has an overworld passive ability which allows the player to walk at one speed higher than they normally do (this is around speed 5 I guess? I have speed set to default for the game). In addition, Sakuya can later learn an ability that allows her to reduce random encounters to 0 for 30 seconds, much like the item, though it costs I believe 20 or 50 MP to do so each casting.

4) Several maps ARE meant to be big in general. For instance, Voile and Pandaemonium (granted, Pandaemonium could be cut down in size but...). Some of the sizes, in the case of Pandaemonium and Scarlet Devil Mansion, was to make up for the fact that at some point the player will have to deal with overworld enemies (enemies moving on the map), and I didn't want the hallways to be too narrow (there's also an anti-grinding tool in Scarlet Devil Mansion. Think Barbatos from the Tales of series here).


With that said, that's generally how my mindset goes with mapping. It does take into account the player's speed and random encounters the most, but again, it's also influenced by well...being claustrophobic about having maps too small, especially when one of the main points is fighting enemies. Money is tight for most of the game (you can get plenty of money yes, but you're going to be spending a LOT of money), the vast majority of this being because of skills.



SKILLS:

The skill system tries to follow Final Fantasy II's level up system to a degree. Skills are generally learned by buying and using a skillbook, in order of level (you cannot use a level 5 skillbook if the skill is at level 1). I am thinking of setting it so that you don't HAVE to use the books and instead it auto-teaches the skills when you get said books, but I'm not sure on how to do that without screwing up my current system. If anyone knows how to do this, I'd appreciate the help on it.

However, not EVERY character can buy their skills, and not every character USES or LEARNS skills from books. Advent Cirno and Keine are two characters who must either win, find, steal, or morph for their skillbooks. Yumemi and Rinnosuke depends on their weapons to use their skills. Hope requires beating specific bosses to learn hers, and for Hope, she has to change mode to use various skills. SO there's some diversity with the skills and how they're used as well. I tried to keep everyone in a specific "class", so to speak (i.e. Sanae is more of a White Mage, Patchouli a Black Mage, Youmu a Samurai, etc.), which wasn't exactly easy. Reimu is generally the "jack-of-all-trades" without having a specific class, but she's not particularly super at anything aside from Holy damage (a couple skills from other characters can outrank some of hers). This was to try to keep everyone balanced, as there's generally 28 playable characters in the game, about 8 of them being optional. This goes into the next section.



CHARACTERS:

One of the things that I noticed people bringing up time and again in various places is why are there so many characters? There are roughly 20 playable characters, 8 optional characters, and roughly 20-24 temporary characters, bringing the cast up to about a whopping 52 characters. Why so many characters? Can't I just cut out some and have the story work out just fine? Not really, because of the way I'm having the story told. I COULD have some things happen off-screen sure, but I have them in the story for more dramatic effect and all that jazz. I do need to spice up some of the story segments so that the player would feel a bit more attached to some of the temporaries, but that'll be for later.

So, do the characters get any development then at all if there's 20 of them (the 8 optional characters don't count as they're there, but technically not part of the party)? Yes and no. Yes as in the story does dive into characters in arcs at points, and characters do develop more personality, but also no as most of the characters already have personalities from the get-go. The game is aimed mostly at the Touhou community, which having knowledge already of the Touhou cast, but I did try to make it so when the player meets a character for the first time, they can get a hint as to how the character is like (i.e. Reimu is kinda mean, Meiling is a sleepy gatekeeper who can't keep Reimu and co. out like ever, etc.). So there's that!



MONSTERS AND BATTLES:

Ah this part...the game does feature a CRAPTON of monsters and bosses (keep in mind, beta5 will be featuring roughly 76 bosses...yikes!), most of which players who's played the Final Fantasy series would be familiar with (and of course, there's some Touhou enemies such as the fairies and kedamas). Monsters generally use whatever though...it just depends WHEN they use some moves over others. There's no real pre-set AI for any of them, even though I believe I know how to make one now. I haven't heard too many complaints about the monsters or battles (save for the opening fight in the intro) or a couple key bosses that are meant to be hard.

Battles are typical FF-style really. Default 2k3 engine and all. Every character comes with Attack, Defend, Row, and Escape. Everyone except Nitori comes with the Item command (Nitori is special due to that she has the Stock command, which uses MP to use the item's effect instead). All characters come with one primary command (Reimu has Divinity, Marisa has Magic, Mokou has Phoenix, etc.), and most characters (aiming for all of them at some point) have a secondary command that suits what "class" I was aiming for with characters, as well as the character's abilities/personalities (i.e. Marisa has Steal, which both suits her personality and further augments that she's meant to be a Thief type character, while Sakuya has the Time Stop command which is a 100% Flee command, suiting her ability to manipulate time and how I wanted her to be a form of Time Mage). There are still some characters without a secondary ability, which I could use some brainstorming with if at all possible. ^^;



FINAL FANTASY AND TOUHOU REFERENCES:

One of the things that was brought up in a DeviantArt review (which wasn't much of a review as the person didn't play the game and only based it off of videos) was if the game was supposed to be an actual mix of Final Fantasy and Touhou. Yes and no. Yes as in it does borrow elements from both series (Touhou is obvious, Final Fantasy has spells, abilities, monsters, and the like borrowed). No as in it doesn't have things like Cloud, Sephiroth, Cid, Biggs and Wedge, Chocobos, or the like as this isn't a fusion of Final Fantasy and Touhou. It's just Touhou with Final Fantasy elements in it. So please, don't think it's meant to be that way if you don't see the more notable Final Fantasy elements (don't worry, Gilgamesh will actually be around, and he's the only main FF character that will be at that).

Yes, the game does reference a crapton of other things outside of the two series though: Harry Potter, Namco X Capcom, Tales of, Valkyrie Profile, Super Mario RPG, Legend of Zelda, Pokemon, and many more. However, that's all they are are references. They don't play a part of the plot or character development at all.



I hope this blog helps you all understand the game's concept a bit more, and to a bit of my inner workings with the game. ^^

Announcement

Reuploading game~

So, I've finally gotten around to dealing with the music, as mentioned below. The game right now will run about 500 MB instead of 1 GB, with 1 rar for the main game, and 3 rars for the vanilla music. There will still be the extended pack (which right now is only 1 rar for beta1-5 music) and will be extra packs for beta5+ music. Do let me know if this works better for you guys or not.


On Music:

The normal battles I try to keep unique in that every playable character has their own battle theme. That's definitely something I don't want to change.

As for bosses, in the vanilla version the only boss themes there are: G Free ~ Final Dream (for regular bosses), Chaos (for the guardians of Pandora), Gensoumaroku's OUT!!! (for the fragments of Pandora), and the FFMQ Battle remix (for special fights such as Kisume, which are mini-bosses I suppose). Some bosses get to keep their unique boss themes, being: Eirin, Kanako, Tenshi, Saigyou Yuyuko, Mima, Elis, Rikako, Kana, Marisa, Alice , Suika, and PC-98 Yuuka. The reason for them keeping their theme is they're more plot-important, so why not?


As it stands right now, there are ~128 songs now for the vanilla version (beta1-5, or what there is for beta5). Which runs to about 500 MB for music now. Better than 1 GB. I have also put in options for switching between music at save points and at the Human Village, for those that get the extended pack, and bosses have been tuned to go with this as well.

Game Design

Beta5 Enemies/Bosses Spoilers

WARNING!!! MASSIVE SPOILERS AHEAD! DO NOT READ SPOILERS IF YOU DON'T WANT TO BE SPOILED!!!


So here are the dungeons and enemies/bosses that I have thus far for beta5. For those who want to help with figuring out what enemies should be where, feel free to! If you wish to discuss the enemies and bosses, you may do so, but leave the bosses in spoilers so that others don't get spoiled by them! Note, this isn't final...I'm just having issues putting in enemies at the current time!

Also for those curious, as of right now without adding any new sprites, I have 269 unique enemy/boss sprites...yeah, that's a lot. @_@;



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Hollowed Caverns (1st Trip):
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(NO ENEMIES)
Yuugenmagan (Boss)
*Tenshi Hinanawi
*Yamame Kurodani
*Medicine Melancholy

*Only fought on overworld, either fought alone, with one another, or all three at once.


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Dimensional Rift - Hollowed Caverns:
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(NO ENEMIES)
Omega
*Luize (Boss)
Spirit Magic Stone (Boss)

*Two-part fight.


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Pandaemonium - Fields:
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Bakebake
Tonberry
Bomb
Bloodbones
Chaos Knight
Dante
*Inferno (Boss)

*Can change between forms during battle.


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Cave (while as Rinnosuke):
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Blood Bat
Black Flan
Red Mousse
Dust Mousse
Flan Princess
Green Cell
Purple Bavarois
White Mousse
Yellow Jelly
Hieda no Akyuu (Boss)
Meimu (Boss)


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Valley of Corpses:
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Lamia
Lilith
Ahriman
Bio Golem
Blood Flower
Coeurl
Necrodium
Mindflayer
Malboro (Notorious)
Yuugenmagan (Boss)
Lich (Boss)
Tiamat (Boss)


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Dimensional Rift - Valley of Corpses:
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Mover
PC-98 Marisa (Boss)
Fire Magic Stone (Boss)


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Frozen Fields:
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Fire Elemental
Fire Gigas
Yuugenmagan (Boss)
Yuki (Boss)
Mai (Boss)

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Dimensional Rift - Frozen Fields:
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(NO ENEMIES)
Gilgamesh (Boss)
Kotohime (Boss)
Earth Magic Stone (Boss)


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Hollowed Caverns (2nd Trip):
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Succubus
Steel Golem
Tunneler
Vampire Bat
Vampiress
Mimic
Curse Dragon (Boss)


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Path to Ruins of Vina:
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Poison Fairy
Malboro
Malboro Menace
Hellhound
Treant
Flower Tank (Boss)
Ice Behemoth (Boss)
King Behemoth (Boss)


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Ruins of Vina:
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Carbuncle
Magic Pot
Tonberry
Yuugenmagan (Boss)
Evil Eye Sigma (Boss)
Elis (Boss)


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Dimensional Rift - Ruins of Vina:
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VIVIT-r
Erich (Boss)
VIVIT (Boss)
Water Magic Stone (Boss)


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Fallen Shrine:
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High Flayer
Zodiark (Boss)
Death (Boss)


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Dimensional Rift - Fallen Shrine:
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Holy Magic Stone (Boss)


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Reimaden:
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Water Fairy
Wind Fairy
Mystic Fairy
Gravity Fairy
Suikima
Yuugenmagan (Boss)
Tenshi Hinanawi (Boss)
Phantom Mima (Boss)
The Five Magic Stones (Boss)
Pestilence (Boss)


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Sealed Cave:
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Catoblepas
Demon Wall
Red Oni (Boss)
Blue Oni (Boss)


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Pandaemonium:
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Yumeko (Boss)
Shinki (Boss)


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Silent Shrine:
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Clockwork Dragon
Clockwork Soldier
Beam Cannon
Rika (Boss)
Warmech (Boss)
Meira (Boss)
Gengetsu (Boss)


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Pandaemonium:
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(NO ENEMIES)
Nazrin (Boss)
Shou Toramaru (Boss)


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Myouren Temple:
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Karakasa
Karakasa Bake
Kogasa Tatara (Boss)


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Palanquin Ship:
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Ichirin Kumoi (Boss)
Murasa Minamitsu (Boss)


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Hokkai:
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Nue Houjuu (Boss)
Kikuri (Boss)
Elis (Boss)
Meimu (Boss)
Order (Boss)
Sariel (Boss)



I can post up to beta8 that I have thus far, but one at a time!

Game Design

Beta5 Dungeon Ideas and a Request

For those curious, here's the gimmicks of beta5's dungeons and where they're at. Note that not everything is set in stone, and if you think that any of these are bad ideas, feel free to chime in and come up with something more suitable:


Hollowed Caverns: Maze-like dungeon, has three floors with the final room being on the sole area on the third floor. Player must navigate around dungeon through tunnels and ascending/descending floors to get there. Plenty of deadends and a couple areas that spit players back at the start. The MAIN area, which is the first visit, has no random encounters, but has its own gimmick with a specific group of encounters for each room, depending on a variable. There is a door puzzle (don't worry, it's not as bad as Eientei) that will either be the 3rd to last room for the main area, or the room that's required to get to the second part of the dungeon, which houses a key item needed to go through another dungeon.


Valley of Corpses: Items is disabled (more like items are completely removed from inventory until the player leaves the dungeon), and there are no items to pick up in said dungeon. Call Shop will also be disabled. Secondary gimmick involves there being status tiles strewn about the dungeon. I'm not THAT mean however, so there will be a couple recovery pots for the player to use. Oh, and for those that so loved the Fairy Maids/Tewis that roamed on the map, there are Malboros that roam around on this map, which are the notorious monsters for the area. The area is meant to use Reisen and Nitori to their fullest (and possibly Hope), mostly for curing statuses and in Nitori's case, her Stock command since that bypasses the No Item gimmick.


Frozen Fields: Puzzles involving using Yuki and Mai to progress through the dungeon. They each have limited charges, and charges can be restored at various points, but anything frozen/melted will be undone if the player leaves the screen.


Pathway to Ruins of Vina: If the player comes here without the key item from Hollowed Cavern, they will instantly die. Yes, it's a thing from FFIII. However, with the key item, the player is given a set time limit before they are constantly taking damage from the miasma. Once they leave the dungeon the completely right way, I haven't decided if the gimmick will stay or not.


Ruins of Vina: "No Magic" I believe is in effect, meaning the party is under perma-Silence status until they leave. There's also some switch puzzles involved and whatnot.


Fallen Shrine: Items must be placed throughout various areas in the dungeon in order to proceed (taken from the Paper Mario series). In addition, I forget if No Physicals is set here or not...


Reimaiden: All gimmicks from beta5 up to this point are found here, and are randomized. In addition, there is one floor where the player has to avoid having 0 yen to avoid an instant game over, and various traps will cause the player to lose yen. There is also a shop where players will be able to specifically sell items to get more money. I originally had planned to make it so that the player can still use things that are forbidden (such as items and such), but by doing so, the character that broke the rule will be subjected to being ejected from the party. This would have been taken from Final Fantasy Tactics Advance, but I don't know about this one yet...


Pandaemonium: There's really no real gimmick here that I can think of. Just a normal, straightforward dungeon for once. Might model it a bit after Gensoumaroku's version, haven't decided.


Sealed Cave: Either No Physical or No Magic is set here. I forget which.


Silent Shrine: No gimmick here. Just straightforward dungeon.


Myouren Temple: Based completely off of Final Fantasy III's Tower of Owen pretty much.


Palanquin Ship: No gimmicks here really.


Hokkai: No real gimmick here either.




So yeah, there's all of that. I was attempting to make beta5's dungeons utilize other characters more often than not, but we'll see how that works. In addition, I might try to implement a Cover system for Momiji, since I'd really like for her to be more of the Knight character like she's supposed to be...


In addition, I am looking for anyone who is willing to either help brainstorm ideas for the game and/or are good at coming up with concept designs for dungeons. If anyone is interested in helping out, do let me know~