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BLOG MOVED!

RMN Blog: http://rpgmaker.net/games/5443/

Tumblr Blog: http://noxfuture.tumblr.com/

Much has changed in the years since the Old Gods have perished.

The world continues it's slow descent into oblivion, arbiters of the old order continue their struggle from the shadows, and the nations of the world, formerly oblivious to the Eldritch powers that bore this crisis, begin to harness it's potential for their own gain.

Nero, a man born from such strange powers is thrust into a world of ancient battles, New Gods, and an all powerful enigma who watches over all from his very subconscious.

The long awaited conclusion to the cult classic RPGmaker game; Demon Legacy.

- A note on character commands -

Each character has their own set of specific commands. Not all characters can use items but such characters can make up for this handicap in many ways.

FAQ:

Q: Is this the finished game? All of it?

A: Yes, this is done. There is no "Part I Part II" stuff here. It's done. Finished. Completed.

Q: What about part 1?

A: Disregard it. It's canned. I rewrote the whole thing, or rather reverted the story to what I had planned to do before the game was delayed by waiting for artwork that never panned out.

Q: Do I have to play Demon Legacy in order to understand this?

A: Not really. There are some nods to the first game but nothing that would ruin the experience for newcomers.

Latest Blog

Starting release "event"

www.twitch.tv/logothx

I'm starting. Come on in if you want to hear me talk to myself.
  • Completed
  • Nightblade
  • RPG Tsukuru 2003
  • RPG
  • 05/05/2008 02:17 PM
  • 08/24/2013 05:16 PM
  • 06/22/2011
  • 333254
  • 112
  • 0

Tags

Posts

Alex, violence isn't always the answer.
ah I worked it out now and I've finished the demo, it was pretty good, I look forward to the full game.
benos
My mind is full of fuck.
624
I fricken got bel aired by Malakai
DE
*click to edit*
1313
First impressions - I like the game, but the bosses suck. They deal lots of damage and I'm forced to relegate the hero to the medic role, which makes the battles seem like they're in permanent bullet-time (as in slooooow). Dungeons are cool, non-respawning enemies are... I'm on the fence on this. The party is like a perpetuum mobile - the hero (gah, his name escapes me) can restore own MP after every battle for free. If so why didn't you make the party refresh automatically after every battle to save the player's time?

EDIT: read your comment on this, it's still possible to make it restore the party to full after every battle - simply auto-activate a switch at the beginning of every encounter (in the database, of course) and make an auto-event that heals to full if the hero is in the party.

Oh, and I don't like the new prologue, the old one (with the Magus castle chipset) was miles better. Overall it seems strange you've remade the whole game because of... erm, why exactly? The old version was perfectly fine IMO.
author=DE
Oh, and I don't like the new prologue, the old one (with the Magus castle chipset) was miles better. Overall it seems strange you've remade the whole game because of... erm, why exactly? The old version was perfectly fine IMO.


Well, a lot of people I've talked to like the new one better.

I remade the whole thing because I didn't like the direction it was going it. The plot was turning too similar to the first game. The introduction changed because a lot of it was ripped off directly from Ninja Gaiden II: The Dark sword of Chaos.

As for the boss battles, other characters can heal too (via items), and its a lot quicker to use Nero to attack on occasion instead of just heal. Sometimes (like the last boss battle everyone has trouble with) it's necessary.
author=DE
Oh, and I don't like the new prologue, the old one (with the Magus castle chipset) was miles better.

This is how I feel too.
I liked the new prologue. It was less wordy and more straight to the point. Though at the same time not sure why you changed the mapping and stuff.
author=DE
Oh, and I don't like the new prologue, the old one (with the Magus castle chipset) was miles better.


In terms of atmosphere of the first area, I agree. Not sure why that was changed. But the largely wordless new intro is indeed wayyyyyy cooler.
DE
*click to edit*
1313
I wasn't talking about the intro proper, I was talking about the opening area. The old one was a creepy castle exuding mystery and danger - it was probably the best part of the old demo. The new one is... a generic castle with lots of dead soldiers, I guess. It's completely nondescript and the battles are boring and lifeless. It's like you took a complete U-turn. I don't like it. The story and game proper are much better, though, however revealing the nature of the protagonist at the very beginning might not be that good an idea. I don't know, I haven't finished the game yet, and neither did you, ha, ha ;D So we'll see.

The problem with the healing items is I have no way to get more, and I don't know how many and how strong bosses are up next, meaning I have to use as few as possible, preferably none, or I'll end up with none when against an even more powerful boss. A miss here.

Oh, and the fight against Shadar (?) in the prologue was so pointless... You couldn't have made it any more transparent that you're not supposed to win, could you? I mean, the guy overtly regenerates 999 HP every round and you deal less than that with your best attack. And he doesn't even move, so how do I know his true power? I don't know, maybe he's an immortal weakling. Make him obliterate the hero with some nasty limit breaks or something so we know he's the real deal, not some punk with god mode on.
author=DE
The problem with the healing items is I have no way to get more, and I don't know how many and how strong bosses are up next, meaning I have to use as few as possible, preferably none, or I'll end up with none when against an even more powerful boss. A miss here.

Azoth + Vitalize = Unlimited free healing.

I don't think there's ever an excuse to use a HP healing item outside of battle in this game :P
DE
*click to edit*
1313
If you had bothered to read the whole posts above you would know we were talking about boss fights where the boss deals so much damage the hero is constantly casting Healing, not attacking, and it makes the fights too long (IMO). During boss fights the medical items are really useful, so that the other character(s) can heal too when necessary. Outside of battles the party should recover to full automatically, otherwise the player is forced to go through several menus to do it manually after every fight, and it gets tedious, let me tell you.
The problem with the healing items is I have no way to get more, and I don't know how many and how strong bosses are up next, meaning I have to use as few as possible, preferably none, or I'll end up with none when against an even more powerful boss. A miss here.

Items are dirt cheap and are littered across dungeons and dropped by monsters constantly. I do wish I had went back and healed the party to full after every battle the encourage more skill use, but oh well.

Oh, and the fight against Shadar (?) in the prologue was so pointless... You couldn't have made it any more transparent that you're not supposed to win, could you? I mean, the guy overtly regenerates 999 HP every round and you deal less than that with your best attack. And he doesn't even move, so how do I know his true power? I don't know, maybe he's an immortal weakling. Make him obliterate the hero with some nasty limit breaks or something so we know he's the real deal, not some punk with god mode on.

Er... That's what he does? He hits you with a powerful attack and a status ailment that locks your HP to 1.

The new one is... a generic castle with lots of dead soldiers

...and a hidden alchemic laboratory infested with monstrous failed experiments.

and as a side note, enemies kind of DO respawn, but there are factors.

If the fight was unavoidable, the enemy will most likely not respawn (IE: If the enemy had a high movement speed).

If the fight was in an enclosed space and a bit hard to avoid, it might take a bit to respawn

If the fight was easily avoided, the time is a little shorter. This is to avoid forcing people to fight the same encounter over and over again when backtracking through dungeons but allow people to grind if they really want to.
DE
*click to edit*
1313
Items are not infinite and there's no way to replenish them unless I missed something and some monsters do in fact respawn.

I don't remember Shadar ever doing anything to me, the battle just ended abruptly. Maybe there's something wrong with your coding. Oh, and I'd drop that regen thing, it makes the battle less immersive and brings the mechanics to the forefront, which is generally a bad idea. Just give him 99.999 HP.

...and a hidden alchemic laboratory infested with monstrous failed experiments.

If this came from someone else I'd just shake my head and move on, but coming from a guy who made the previous demo and its awesome nocturnal gothic castle and then downgraded it to this... gray castle of boring... I don't know what to say, really. Don't get me wrong, it's your game, you can do whatever you please, but to me this change makes NO SENSE AT ALL. You made the opening part of the game, you know, the part when the player gets hooked on the game (hopefully), you made it WORSE on purpose because y-... eh, whatever, it's your game. It's just rare that I see someone make an awesome game and then change it for worse for no reason (Duke Nukem Forever notwithstanding).
author=Nightblade
Er... That's what he does? He hits you with a powerful attack and a status ailment that locks your HP to 1.


He didn't do that this time around for me either (unlike the beta). I thought maybe you removed it or something.
If this came from someone else I'd just shake my head and move on, but coming from a guy who made the previous demo and its awesome nocturnal gothic castle and then downgraded it to this... gray castle of boring... I don't know what to say, really. Don't get me wrong, it's your game, you can do whatever you please, but to me this change makes NO SENSE AT ALL


eh, whatever, it's your game. It's just rare that I see someone make an awesome game and then change it for worse for no reason

It had to be changed for story reasons, the story was revised and so the intro had to be as well. I also wanted to establish seamlessly where Nero came from as early as possible without directly telling the player what he was just yet. I think it works out to be much better than * Interesting castle! > Generic village > dungeon *

He didn't do that this time around for me either (unlike the beta). I thought maybe you removed it or something.

I tested that intro scene a lot. To the point where it was revised and cut down 6 times. I've never had that attack fail to occur. Very very weird.

If you're curious though, http://www.youtube.com/watch?v=GlYXC1vA5ZA Fast forward to 10:32 to see what was supposed to happen.

Im not angry, Im just trying to figure out why some prefer the sloppy old intro over this one. Was it just the setting?
chana
(Socrates would certainly not contadict me!)
1584
I definitely agree for the intro, nevertheless the graphics are really beautiful, i was impressed!
DE
*click to edit*
1313
I'm not evaluating the CONTENT of the prologue, the dialogue, scene direction, etc. I'm just saying the new opening dungeon is a lot worse than the old one. The gothic castle had a great ambience (the music was very fitting as was the palette), it was a lot more fun to explore, and the battles seemed less random and more logical; it was unique, and in a good way. The new one is dull, there's not a lot to do except going back and forth, its palette sucks, it's just so generic, forbidden alchemical experiments or not.

How you connect the opening dungeon with the rest of the game, let's be frank, is your problem; you're in a good position as you're not making an adaptation or a fan game, so you can change anything you want and it will still make sense. But, ultimately, it's just a single person's opinion on which dungeon is better (although I believe a few others are with me on this), what you do with it is your choice, you're the developer. If you think the new one is better for some reason, roll with it. If you can fit the old dungeon in and have it not adversely affect the rest of the game (from Nero's awakening onwards), I'd say do it, but it's your call.

I'm absolutely positive there were no demonic incantations cast in the battle with Shadar. The screen just randomly faded into black after a few turns, bam! end battle.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
@NightBlade,

The first time I played through the Shadar battle, he did do a big powerful attack, but then the game crashed due to an "Event Script Referenced an Item That Does Not Exist" error. (I think Leo and Leah had a similar issue.)

The second time, the event never triggered. I've had this issue with 2k3's DBS and it may be some bit of a priority issue with battle event preconditions. Perhaps you could procedurally check if the powerful attack occurred before the battle suddenly stops, and if it hadn't executed, maybe just quickly do the powerful attack and end the battle.
author=dragonheartman
@NightBlade,

The first time I played through the Shadar battle, he did do a big powerful attack, but then the game crashed due to an "Event Script Referenced an Item That Does Not Exist" error. (I think Leo and Leah had a similar issue.)

The second time, the event never triggered. I've had this issue with 2k3's DBS and it may be some bit of a priority issue with battle event preconditions. Perhaps you could procedurally check if the powerful attack occurred before the battle suddenly stops, and if it hadn't executed, maybe just quickly do the powerful attack and end the battle.


That's a good idea, but it's getting to the point where I'm getting annoyed with RPG maker. This isn't the first nonsensical bug I've encountered. Things occur for certain people for no reason (supposedly missing events mainly and animations), yet works fine for other people.
Ocean
Resident foodmonster
11991
author=NicoB
author=Nightblade
Er... That's what he does? He hits you with a powerful attack and a status ailment that locks your HP to 1.
He didn't do that this time around for me either (unlike the beta). I thought maybe you removed it or something.


I just looked at the YDS video and... that never happened to me either. I just kept trying to attack until the screen faded to black or something. It took some time but yeah I was never attacked.