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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
  • 1581366
  • 170
  • 42777

Posts

I'll just avoid going there... or is it unavoidable?
post=203262
I'll just avoid going there... or is it unavoidable?


It's avoidable, though you can't use any spells or combat abilities.

The version with the tech shop fix can also be found here: http://www.megaupload.com/?d=SX6M5YZV
The Stack Level errors only occur if you press F12 at any point in the game. I have no idea how to fix them aside from simply avoiding pressing F12.

As for that missing music track... Hmm... I was sure I'd changed that scene. Oh well, for now, just rename "Adventure Awaits" to "BR - Adventure" and I'll upload a new version later.

I've had a request from kken to change her name in the credits so I'm gonna need to reupload anyway.
Those stack errors from F12 are caused by a RGSS glitch when dealing with "alias" in scripts. To fix it add a "unless $@" to the end of all alias lines that don't already have it.

Example:
"alias setup setup_original unless $@"
Okay, I'll try that. Thanks GRS.

Though in the meantime, anyone playing the game, DO NOT press F12 ever.
I have no clue what causes the stack error on the ship specifically, twice I've encountered it and twice I didn't (I tend to do a lot of backtracking in case I think I missed something), but trying again after a crash allows me to progress. It's very strange, I have encountered the error before, but never in this fashion.

Also, does double strike work as intended? I know the damage is variable, but I feel like normal attacks do a little more damage than when I use that tech.
Unfortunately they've been around in Legionwood for years. I never manage to encounter them personally, though I don't ever press F12.

Aside from the ship scene, it will also occur after the Bone Dragon boss fight in chapter two if you've triggered the stack errors already. Luckily, loading the game after they've occured does somehow stop them. Best thing, don't press F12 ever; I left a message about this in the game too.
I wonder if I'm very under leveled. I'm level 14, attempting to cross the mountains, but monsters are using their hit all attacks rather frequently, I keep having to back off and revive the dead, if I'm not killed off by a barrage of attacks in one round.
As a rule, if you've fought the enemies you encounter instead of running away, you're at sufficient level. You may also have spent AP unwisely. Generally, you want to spend maybe 40% or so on defense and the rest on attack or intellect. Later you can sink some occasional points into agility and accuracy/SP for fighters/magi. Spending on HP instead of defense may also work.

Anyway, a bug report. I'm at the desert town and the skill-trainer there crashes the game every time I ask her to teach me some skills.
Good tips Crystalgate. (Although I would suggest for new players to pump some major accuracy points up at the very beginning because neither of my characters were hitting anything)
Does the defense stat work against magic type attacks? I figured the only way to deal with those are through elemental defense accessories, or just pumping points into HP.

Tested. Defense does nothing to lower the damage from special attacks, if anything, if I could survive the special attacks, it'd take longer to kill the monsters as I had to pull points from agility, evasion, intelligence, accuracy, and luck to pump up defense. Guess I'll head back a dungeon and grind out a few more levels.
theres a stack error when glamis charges into the bandit hideout. It works again after you start he game up again. but yea :3
post=204072
Does the defense stat work against magic type attacks? I figured the only way to deal with those are through elemental defense accessories, or just pumping points into HP.

Tested. Defense does nothing to lower the damage from special attacks, if anything, if I could survive the special attacks, it'd take longer to kill the monsters as I had to pull points from agility, evasion, intelligence, accuracy, and luck to pump up defense. Guess I'll head back a dungeon and grind out a few more levels.

Defense will work against a lot of special attacks. Unless they are magical or flagged as defense ignoring, defense will work against it.

My tests shows that it takes less points to halve the damage you take from physical attacks than to increase HP to even 150%. Even though there are attacks that bypass defense, most of them won't. I even tested with a new character and had him enter a battle without spending any points into defense. The results were ugly, he took a ridiculous amount of damage. Still, I may have overestimated the impact of defense. Maybe spending 25% will be enough.

Anyway, when it comes to accuracy, I suggest going for weapons with a high accuracy rather than pumping the accuracy stat. Knives have an accuracy of 95% and an agility bonus as well. Their attack is relative low, but you can compensate by pumping attack. You should save points that way compared to picking swords and then pumping both accuracy and agility. Maybe later when the diminishing return of the system starts to kick in is will be more economic to raise accuracy and agility instead of just attack, but to begin with having only one stat to spend points into is better than having two of them.

If you want magic defense, I'd recommend you also give fighters mage armor. Compared to the heavy armor, they have no agility penalty and a intellect bonus meaning two stats improves for the cost of defense. Then raise defense to compensate for the defense loss. Again, just raising one stat should be better than raising two of them. For me that has been enough to keep the fighters alive against magic attacks, they didn't need to spend any points on intellect.
You've been busy Crystalgate! Well Defense protects you from any physically based special attacks... To defend against magic attacks, your Intellect is what is required. Either that or a Runecraft that grants elemental defense.

@Antarctic Tiger: Also, you can unspend AP by highlighting a stat and hitting left. You'll get back the last AP you spent on it, and you can spend it again. This way it's impossible to spend it unwisely.

As for the Tech Store in the desert not working... Not sure why that is happening. However, I entered that event and (if you have RMVX you can do this too instead of downloading again) in the Scene= SkillShop.new script call, in the list of numbers, I removed 65 and the very last number was being cut off at the end of the line. Removing 65 gave it room be not be cut off, and then the script worked!

Just the same, I'll reupload again... Sorry about that. These things all worked when I tested the game.

@phatkookiez: Stop pressing F12 to reset the game and they won't occur.
It's just hard to differentiate what's considered physical and what's considered magical at times. Normally I'd look at the database if I had access to it. I had an inkling that intellect might provide some defense against it (I think that carries over from previous RPGmaker mechanics), but it still feels like Liara took as much damage as everyone else. Also knew about the AP removing, but thanks anyways.

I wish the Beast Book also contained elemental/attack weaknesses. :/ Guessing the weaknesses of the monsters in the ruins wasn't too bad, but I imagine that won't be the only time when Study Enemy will be worthless.
No, I got lazy several times as far as Study Enemies goes, but as a rule of thumb, you can guess the elemental weakness of a monster by the attacks they use. For example, if you encounter a monster that favours wind attacks, use earth on it. It goes like this essentially;

Fire - Use water or ice
Ice - Use fire or earth
Thunder - Use Earth or wind
Water - Use thunder
Earth - use wind
Wind - Use earth
Dark - use holy
Holy - Use dark

There are exceptions of course, so remember this - all undead things are weak against fire, and all robots are weak against thunder. Similarly, anything you encounter in a desert will be weak against water.

And also, to differentiate the attacks, it's quite simple. Physically based attacks, when used, do not have a casting animation and the enemy will move close to you to attack. Magic based ones have a casting animation and the enemy sprite remains stationary.

I'm working on adding elemental attributes to the Beast Book for the sequel.

P.S generally in the areas where Study Enemies doesn't work, I did make the enemies really easy to identify (example; in Chapter Four you pass through a volcano)
The download menu still doesnt work,and you just puted it,bugs...
Yeah, that's because I've reuploaded again (to fix the Hawkshire Tech shop) and RMN hasn't accepted it yet.
Oh i see.Hope everthing gets sorted out soon.Just that i din't knew(ops).
I'm still playing the first version so I can't use the tech shops :P
I don't have money to spend on techs right now anyway though