• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Fixing it Up ~ Plans for TCS Improvement

  • Craze
  • 11/07/2013 12:14 AM
  • 1659 views


Hey, so, I plan on putting out two more versions of TCS in the future: a fixed-up, patched-up "post-contest" release in a week or two, then in a few months(ish) after my project with LouisCyphre is done, a biggerer, betterer, revamped(ed?) version, sort of like what Karsuman and I did with the V&V Overhaul.

Here's what bugs I know exist, that will be fixed immediately:
  • Berserk doesn't force attacks on the turn you inflict it
  • Poison/Burning deal damage from the correct stat (Water/Fire) but don't apply the target's resistance
  • Entry to the final dungeon is wonky
  • Equip menu has a weird window
  • Certain encounters (I know of the Witchery Cap/Gold Phalanx battles on the world map, and two spiders in Czarina's Fortress) are accidentally duplicated instead of calling the correct battle
  • There's a typo during the second chat bubble in the Kyberos Den


Things I want to work on for the TCS v1.1 release soon:
  • Add in axed dungeons (Lair of the Serpent, Tomb of the Fallen, The Void, Aries Chamber)
  • Expand the final dungeon into a proper dungeon
  • Add speed controls in the System menu, so you can walk at whatever pace you like (also will add a caterpillar on/off toggle)
  • Add a resistance window to the Character menu so you can see elemental and state resistances
  • Adjust some animations to be faster in battle
  • Increase the difficulty of "late-game" dungeons (biggest offenders are Czarina's Fortress and Dragon's Feast; you can get the top-tier spells and equipment there with a fresh-out-of-the-Den party by simply abusing Hypnosis and Bitter Ramble)
  • Adjust most, if not all, CC-inflicting spells. Hypnosis will likely stay the same. Area CC will be nerfed, and most importantly, Hold Resist will be part of every CC -- an enemy that is Stunned cannot easily be Berserked before "Hold Resist" itself is applied, for example, which is currently an extremely abusable mechanic
  • Early-game equipment will be slightly buffed in order to be more rewarding if you sequence break
  • "Boss Clear" count added to the main menu, so that you can easily see how much of the non-final dungeon game you have completed
  • Possible addition of more mid-tier spells, and teeny-tiny dungeons guarding them, so that you can have earlier access to better Fire and Water magic than Pyre Call/Bubble/Tundra for a good while


If you have any ideas, please, please share them! I'm very open to criticisms and your general thoughts. Thanks. =)

Posts

Pages: 1
Hm, this is a few months old. Has this plan been put on hold?

If you're still collecting bug reports, then I found two: If you take the long way around (go west then north), it's possible to access the Shrine of the Four from the back and get the costume reward before beating the boss there. I'm not sure if this is an intentional sequence break thing or not.

Also, the squid monster thing near the volcano dungeon isn't blocking anything, it's just standing in the middle of nowhere. I presume it was meant to block either the volcano or the Shrine of the Four, but was misplaced?

Possible addition of more mid-tier spells, and teeny-tiny dungeons guarding them, so that you can have earlier access to better Fire and Water magic than Pyre Call/Bubble/Tundra for a good while

Oh please yes. Kranz and Rebecca flounder a lot in the early game because there aren't really any better spells to give them. In general having multiple abilities of the same type/element is a big gamechanger, because you can swap spells around instead of feeling like you need to stick your only copy on the person most suited to it because how else will they be any good? It also means someone else can take over their normal battle role so they have more freedom to act in a pinch (this is quite noticeable with Minna -- she was casting Cleanse every round until I got Tune-Up, at which point she could suddenly be something other than a healbot).

This game is really fun, by the way! I think I'm about halfway through it but I'm enjoying it thoroughly. It reminds me a lot of Wine & Roses, but has enough mechanics and tone differences to feel distinct. Keep being awesome, Craze.

Edit: Oh, since you asked for more suggestions: a way to review fairy tips would be helpful. Just like how in Wine & Roses, a lot of objects had gameplay tips attached to them, but if you forgot or glossed over them, you can't ever go back to refresh your memory. Something like maybe getting a scroll that gives you the essence of what was said (maybe just copying Grant's final summation) would be nice.

Edit edit: There's a fatal error somewhere. In the rightmost spider battle in the Darkblade Tower, I used Normalize to fix the ailments inflicted by Dark Whorl, and got this:
Script 'command' line 1022: NoMethodError occurred.

undefined method 'valid?' for nil:NilClass
Then the game crashed.
Craze
why would i heal when i could equip a morningstar
15170
oof. no idea what caused the error.

and yeah my life is on hold. or rather, most of my life, because i'm employed now XD

thanks for enjoying it, though! it was fun to make, even if it didn't turn out to be perfect.
Pages: 1