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Like Legionwood? Check out the sequel! http://rpgmaker.net/games/3811/

In production since 2007, Legionwood: Tale of the Two Swords is an epic length traditional role playing game created in RPG Maker VX which was completed in late 2010.

Featuring accessible, familiar gameplay reminscent of the early Final Fantasy titles, Legionwood offers you a 20+ hour long quest set in a massive fantasy world filled with challenging enemies, involving quests and tons of character customisation options with the in depth AP Character System.

The world has been at peace since the Great War ended 1000 years ago. Now, an ancient antagonist is ready to set in motion a plan that has been in the making for centuries. Take control of Lann Northshire, an ordinary peasant who is unwillingly thrown into a conflict that will soon engulf the entire world. The fate of Legionwood hangs in the balance. Will you be able to restore peace to the land? With a thrilling story of love, revenge, war and peace, Legionwood is an adventure that you won't want to pass up!

Latest Blog

Legionwood: Mysteries of Dynastland DLC now available!

Wow, talk about not meeting deadlines, right? Some of you might remember that I annouced a Legionwood expansion pack, way back in late 2010. Although it ultimately ended up being cancelled due to hard drive failure, I managed to recover some of its assets a few months ago and, rather than doing the logical lazy thing and recycling them for Legionwood 2, I decided to piece them together and release the resulting mess.

So then, this is the Legionwood expansion I promised all those years ago but never actually delivered? Well, not really. But it's still a pretty cool addition to the Legionwood world.



Legionwood: Mysteries of Dynastland is an expansion pack/DLC for Legionwood: Tale of the Two Swords. Featuring a huge new story dungeon set in the midst of the game's chaotic fourth act, as well as a considerable number of all new optional endgame quests, a revised final dungeon and over a dozen new Techs to learn, it expands the original game's playtime by at least three hours and adds several long awaited features to game, including a graphical world map and quest journal.

The main addition in Mysteries of Dynastland is the titular Dynastland dungeon, which takes place between the Sealed Library and Lost City Crebt areas in Chapter 4. This sprawling dungeon crawl is filled with new enemies, puzzles and challenges to test your skills against, and also reveals the never-before-seen backstory of Zanthus and his long lost homeland as your party searches for the mythical Purity Crystal, an ancient Precursor artifact rumoured to be able to manipulate time itself.

Other notable additions to the game include 12 brand new Techs, including unique Techs exclusive to certain characters, a new set of powerful Dynastland equipment, a late-game "scavenger hunt" quest that will take you to the furthest corners of the world, a complete overhaul and rebalancing of all late game content and an expanded final dungeon with a new, harder version of Castoth to fight -- in both the normal and "true" varieties. Overall, it pretty much turns the final act of Legionwood into a completely new game, which was one of my main goals as I was always rather unhappy with how rushed that part of the game turned out.

Anyway, if you're itching for some new adventures, you can grab the DLC here. Simply point the installer to your Legionwood directory and extract, overwriting files when prompted. In order to experience the new content at the appropriate difficulty level, I recommend either starting a new game or loading a game that was saved before the Sealed Library, though most of the new content except for the Quest Journal can still be accessed otherwise.

Check out these screenshots to see some of the new locations in the game:









And with that, I'm off to work on Legionwood 2 again. Happy adventuring! :)
  • Completed
  • Dark Gaia
  • RPG Maker VX
  • RPG
  • 11/02/2008 11:38 PM
  • 01/03/2023 05:44 PM
  • 07/03/2011
  • 1583464
  • 170
  • 42780

Posts

I'm a published writer... Why would I need to buy your essays, spambot?
Oops, ummm.... Let's see.

Hawkshire's Techs:
Osmone

Bjorn's Techs:
Rage
Order of Death
Hypothetical Hit
Feebling Cantrip

Those are all I've found so far. I'd also like to note that Greenwood's techs become unavailable to purchase anywhere else once the story progresses, it would be nice if they were made available in Makir, at least. :/

The Stinger, which is supposed to be a battle use item, is not usable in battle. Minor though, since Dizzy Pollen tends to be a lot more potent. What can I say, poison is far more powerful in this game than others.

Besides the Orb of Origin crashing when I use it, there's nothing major I have to say.
Greenvale doesn't have a Tech store, so it doesn't matter if you can't get there anymore. Unless you mean Charn, in which case, you can purchase its Techs from Upperthorne or Hawkshire.

Thanks for the list of non working Techs. I'll fix them in the upcoming "Build 5".
It doesn't? Huh... I can't remember where I got the Healing Haze and Reviving Light techs from. I figured it was from Greenwood, from what my saves indicated... Let's see. Upperthorne, Charn, that one place in Aldegard, Hawkshire, Bjorn, Makir... what am I missing?
Aha!

Bjorn's Tech inventory shrinks between Chapter 3 and 4.

In Chapter 3, he sells Reviving Light, Concussion Hit, and two Techs, both called Feebling Cantrip. The one he stops selling is the the one that removes positive debuffs from an enemy. The one he continues to sell, and is unteachable, is the one that reduces an enemy's stats by 90%.

As for Concussion Hit, I'm not certain whether can be purchased or not, I didn't check. The techs listed above disappear from his inventory in Chapter 4.

Healing Haze is sold in Makir, so, never mind on that.

I also found a small bug. When on your ship, you can 'enter' right into areas located on the coast. Entering places like Charn, Ports Makir and Charn, as well as Klaim, results in the ship sprite being stuck in place in the entrance to these areas.
Oh his inventory shrinks? That's some bad switchwork on my part. Shall fix!
Yep, that's about all I have to report. I'll grind away in the Rift Monument for now, as I'd like to have access to the Zenith & Creation gear before I deal with the final boss. :P
Unfortunately you won't be able to get the gear unless you go into the Editor and get it, as the Orb Of Origin causes an error. You can beat Rift for the challenge if you wish, or if you wait a day or two for Build 5, you'll find that the ultimate equipment can be obtained.

Don't grind above 40 though - I implemented a level cap of 40 in Build 5 and I'm not sure what would happen if you loaded a save game above that level. It would probably just reduce you to level 40, but I'm not too sure.
post=208709
Unfortunately you won't be able to get the gear unless you go into the Editor and get it, as the Orb Of Origin causes an error. You can beat Rift for the challenge if you wish, or if you wait a day or two for Build 5, you'll find that the ultimate equipment can be obtained.

Don't grind above 40 though - I implemented a level cap of 40 in Build 5 and I'm not sure what would happen if you loaded a save game above that level. It would probably just reduce you to level 40, but I'm not too sure.


...I'm pretty sure Lann was at least in his mid 40s even before I killed the Rift Entity. This should be interesting.

Why the addition of a level cap all of a sudden?
I was around level 36 when I killed the final boss. I didn't grind, I simply fought every random encounter and I ended up as that. The Rift Entity and the final boss are designed to be challenged by a level 40 party. To counter it, I increased the EXP curve so it takes a bit longer to reach 40.
I was at one point considering writing a review for this game. However, I hesitated when I found out you intended to release an update that rebalanced the game and at this point my memory is less fresh, so I think I just post my thoughts here. Like I did once before, I'll use your feature list as a base for my criticism.

- A character driven story full of twists, turns and red herrings, and an intended gameplay time of
around 15 hours.

For most of the time I did not see the twist coming. I remember one red herring in particular being rather clever. There's one big exception though, a twist involving the main character and one another character which I could spot from miles due to very obvious foreshadowing.

- 6 playable characters, each one with a distinct personality, which you can mold into your own
custom character classes to suit your combat style.

Make it five characters, the last one you get is almost useless as a character (but not necessarily in combat). Even discounting Zanthus, the characters aren't that distinct. Take Alexis as an example. One of her traits is her loyalty to Ark. Each time that loyalty comes into play, she will distinct herself from the other characters. However, when her loyalty isn't relevant to the situation at hand, I find it hard to tell how she acts different from any other character. The same goes for the rest of the cast except for Zanthus and he is an exception in a bad way. In order for the characters to truly have distinct personalities, they have to think and act in a significantly different ways even when they are in the same situation.

The characters do differ from each other though, but I just wouldn't call it "distinct".

- Turn based combat with an emphasis on tough opponents and using skills, rather than
mashing "attack" over and over. Think, don't button mash!

For fighters, use Double Strike almost every turn. Switch to Y-something slash for the last dungeon. For mages, exploit elemental weakness until they have enough SP to comfortable use the expensive non-elemental spell at which point you use nothing but that. Heal as needed.

Nothing really new here. There was some thought needed on customizing the characters, but once battle actually started, everything is banal.

- A custom soundtrack, composed entirely of non comercial game music, some exclusive
to Legionwood.

The music is really good, especially the one for the last boss.

- Collect, raise and summon 6 elemental spirits to aid you in battle! Summon level up, learn skills
and fight just like your party members!

They never did anything useful for me other than being a warm body.

- Innovative Ability Point system by KGC allows you to choose which bonuses you gain in level ups,
so you're free to decide which role your characters fill in your battle plan.

The AP system is better balanced than in most other RPGs where you can control the stat distribution. There is no longer an obvious best way to spend the points as there used to be and I found that multiple builds were viable. Good job here.
Hi! Thanks for taking the time to compile this feedback. Build 5 is out now, but aside from a few battle rebalances, it doesn't address much of the stuff you posted (except maybe writing)

Out of curiosity, can I ask (putting it in spoiler tags of course) that you tell me what the "clever" red herring was and what the twist was that you saw coming? Mainly so I can focus on these in future rewrites.

Zanthus is a pretty shallow character. I originally did not intend to include him, but having 5 characters is rather finnicky (an active party of 4 and one reserve character) so I shoehorned him in. His writing is very basic, and I intend to flesh him out a bit more in future updates, though as you no doubt noticed, characterisation is really not my strong point. I'm a published writer but most of my stories are driven by the setting and not characters.

Why is everyone finding the battles easy? I wonder if I'm just bad at playing RPGs, because I actually found the game quite challenging.

I downloaded the build 5 and started a new game, I got around the beginning at the plains and the cave to Charn; the monsters HP are all 0, including the ogre! Is this suppose to happen? O.o
The battles got easy enough.... in the last 30% or so of the game. I felt like once you progressed past a certain point, future enemies stopped growing in power, they just took a little longer to kill.

Endgame I was spamming Yilane Slash, Energy Bomb (doh), and Healing Haze as necessary. I could afford to do so because of the SP I had, the equipment that cut SP use in half, and because I knew that when I leveled up, SP would replenish itself in the process. I would no longer require peptides or anything of the sort to support the excessive use of attack all abilities that grow more and more powerful with each level.

I also mentioned that poison is simply a killer to many tough foes and bosses. Since the amount of damage scales with HP, all I would need to do is focus on holding out, or force the enemy to waste their turn removing it, and then reapplying the poison. In addition, the usage of stat buff/debuff skills make a very noticeable difference. Say for instance I'm fighting something that's doing nearly a thousand damage to my mages. I just debuff their attack, and that damage falls to the single digits. You'd almost think you reduced their strength to nothing. In that sense I found attack debuff and intellect buff to be the most potent of those skills.

Well, time to see what Build 5 does to Lann and co.

Ah. Everyone has retained their post 40 levels, and can continue to level, but I'm still getting the error when I access the Orb of Origin :/
i found that just dualing kunai daggers worked better than the sword of lore on casoth. Especially if u put a lot of AP into attack or u farmed spices in the end.
The clever red herring was the swords not being what was advertised. It was clever because it makes sense to mislead Castoth. The twist I could see coming was Lann and Thyrra being Gaia and whatsherface reincarnated. That one I found obvious the first time they had a dream together. After seeing a plot twist where Ark is a reincarnated god, it's not hard to imagine a second reincarnated god.

As for battles being easy, I can say that I used the AP system to make my characters as powerful as possible instead of giving them their own builds. With the exception that mages had whatever points fighters spent on attack instead spent on intellect, all active characters had near identical builds. I did the same with equipment, I just slapped on whatever I thought optimal and paid no regard to style. Maybe my characters became more powerful than what the game was balanced for? In addition to that, Dual Wielding was overpowered for a long time. Both Double Strike and Power Crush gains two attacks if you dual wield and the latter skill also has two chances to apply it's stat downs. Finally, until the very last dungeon enemies didn't get much higher offense, I found myself surviving more and more blows. Enemies did get more durable, but that doesn't help much when I have four characters with multi target healing that restores more than 50% of each characters' max HP.
Craze
why would i heal when i could equip a morningstar
15170
New LT session completed!
I see... So it's the AP system that lets all you guys get overpowered.

@rubyrinx: Yeah, there was a dud script making the enemies all have 0 HP. I fixed it now and uploaded a new one.
LEECH
who am i and how did i get in here
2599
The game file is large... does it contain the rtp or something (i cant download more than 25mb or so currently.)
So I tried to access the revised build using the VX program, in an attempt to fix the Orb of Origin myself. I got this message: "The project was made from an older maker program and could not be opened."