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The Elders brought us to Watermill Rock to escape the terror of Narsis following the Oblivion Crisis. Ten years past they set off on a journey to bring us treasure and comforts. They bade us take care of each other and respect the bounty of this island which is to be our new home. They charged me, the oldest, in particular ...

The turbuluent first century of the Fourth Era is almost at an end. A party of Bretons is striving in vain to turn the desolate military stopover of Gorrister into a legitimate city. The Gorrister miners have finally acted on their threats to organize against their incompetent lawbringers, threatening to plunge the nacent city into chaos. Into this town wanders Tallest-Reed, an old Saxhleel woman with only one ambition: to find Watermill Rock, the island of her youth, which seems to have vanished off the face of Nirn like a dream.

Scavenging for valuables, she finds an artefact that seems to bridge the past and present: an Aldmeri calendar wheel that once played a pivotal role in her youth. Could this be the object that finally leads her home?

An Elder Scrolls fan-game, featuring an improved battle and skill system, set shortly after the events of the Oblivion crisis, both in High Rock and on the enigmatic island of Watermill Rock.

Features

Improved battle system
Enemies are visible on maps, and will pursue you with complex behaviour
Craft items with ingredients scavenged from the field and fallen enemies
Interactive overworld map with random encounters
Spend skill points to purchase new skills for characters

Progress

Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6

Latest Blog

Yet another bugfix

There is a blocking bug in the Fly-Off Peak area. Just uploaded a new version to the Main Download to fix it. How are you?
  • Cancelled
  • 3 of 6 episodes complete
  • Gibmaker
  • Fidchell (Sprite Artist)
    Roden (Graphics)
  • RPG Maker XP
  • RPG
  • 11/12/2015 04:28 AM
  • 11/13/2023 02:52 PM
  • N/A
  • 196339
  • 47
  • 439

Posts

Gibmaker
I hate RPG Maker because of what it has done to me
9274
Oh right.
Something gave me the idea that amethysts were blue.
I have a few sidequest spoiler-ish questions. By pure coincidence, I randomly found this item in Leaping Shallows;


Reed says there was something written about this in "that one book". So I checked the Green Book, which mentions a piece of lumber that needs to be combined with pieces of Acid-Cured Silver by using a "sticky substance like tar". And once it's finished, you need to hold this construction up to the northern horizon.

Question 1) Can this sidequest already be completed in this chapter?
Question 2) I think this is what I'm supposed to do; with the use of a sticky substance, I have to combine the Driftwood with Acid-Cured Silver (which Fen can craft) and then use the completed item at the Overlook Point (or so I'm guessing).
The only thing I have no clue about is; where can I find this "sticky substance"? (And why does this question sound terribly wrong? D: Lolz...)

Anyone know anything about this? Or perhaps the dear creator is willing to give a hint? :D

<edit> Nvm, I figured it out on my own. ^^
I noticed in the final crafting menus that there were a lot of reagents that I had never seen before, including the other part of the recipe for acid-cured silver. I figured they weren't accessible in this chapter, but now I'm not sure.

Has anybody tried going back to the forest and using track? Some of those missing items looked nature-y.
author=kumada
I noticed in the final crafting menus that there were a lot of reagents that I had never seen before, including the other part of the recipe for acid-cured silver. I figured they weren't accessible in this chapter, but now I'm not sure.
Well, it's definitely possible to get Acid-Cured Silver, because I was able to craft one (I'm guessing I'm gonna need more than one, though). Unfortunately I have no idea where I got the needed ingredients. :/ I think at least one of the ingredients is dropped by a certain monster, but I'm not 100% sure (nor do I remember which monster).

I'm, like, totally not being helpful here. D:
But yeah, it's possible to get Acid-Cured Silver, that much I do know.

<edit> I've found the tar! It's in
the upper right hut in the Village, Reed will describe it as a "jar of treacle" if you examine it. And you can use the Driftwood with it, at which point Reed will automatically combine the Acid-Cured Silver with it (apparently one is enough).

I'm gonna go to the Overlook Point and see if I can use it there! :D

<edit #2> It worked, yay! You get a very nice reward for doing this sidequest;
A new weapon for Vigil, the Thunderstricken Staff.

Awesome! 8]
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Rennet is dropped by boars!
The Track skill is just for leading you to your goals in the forest, it doesn't work for ingredients.
As for sticky stuff
it's somewhere in the Village.


<edit>Once again I take too long typing up these comments so that the OPs invalidate my replies before I even post them. But good work. :)
I'm doing a replay because I want my end team to be better developed than the crappy end team I have now. Mainly because I didn't know what each character's style of fighting was, thus giving them useless skills during the earlier parts - an example of this is when I gave someone who doesn't even have a bow an archer skill... <_<

However, there are a few things I didn't find during my 1st playthrough, more specifically;

author=kumada
-Defeating the Netch does not remove its sprite from the underwater cave.

author=kumada
-Digging up the buried treasure in grass hill causes a game crash.

author=kumada
-Finding buried treasure does not remove soggy map item. Inventory clog.

These 3 things I know nothing about. Any hints as to where I should be keeping an eye out for an underwater cave with a "Netch" or that treasure map?

And I just realized I haven't installed the newest version/patch yet, I should probably do that first. ^~^;
Rushing Shallows, I think it was called. When you're heading to the east end of the island for the first time, it's the zone you have to pass through to get to the cave.

edit: it's super worth doing. The item you get changes the ending a little bit.
^ Oh, sounds interesting! Thanks for the info. ^^
Gibmaker
I hate RPG Maker because of what it has done to me
9274
It's in the second map of Shell Beach, coming from the left. Dive under the water.

In terms of giving characters access to skills from different tiers, is there any point to that, or do you think that you're likely to just keep everybody with the same type of weapon they started with?
author=Gibmaker
In terms of giving characters access to skills from different tiers, is there any point to that, or do you think that you're likely to just keep everybody with the same type of weapon they started with?

Well, I didn't feel there was much of an opportunity to try different skills for your characters if they aren't linked to their starting equipment because... maybe I just missed half of the stuff you can find in this game, but I only had 1 two-handed weapon and 1 bow, so there's not much point in letting anyone else learn two-handed or archer skills, you know? D:
(Which is why I'm not too happy about accidentally giving an archer skill to someone who doesn't even have a bow or giving a shield skill to the one character who by the end of the game was the only one who was left without a shield...)

In any case, my replay is on hold now because I have to finish doing some proofreading for someone else first.
(Speaking of proofreading, I keep bumping into the same kind of typo in your games; you spell "already" as "all ready", but the latter has a different meaning from "already"... ^^; has no-one ever mentioned this before?)
author=Gibmaker
It's in the second map of Shell Beach, coming from the left. Dive under the water.

In terms of giving characters access to skills from different tiers, is there any point to that, or do you think that you're likely to just keep everybody with the same type of weapon they started with?


If there are interesting passives from other skillsets, maybe make those accessible, but otherwise I kind of saw the other skillsets as a place to accidentally waste SP.
So, 2 hours on this already and enjoying this alot.

But after the (already quite intense) triple boss fight with random angry people then birds then suddenly-a-troll (the whole thing depleted roughly all my potions), it seems like every new enemy is simply impossible to beat except by spamming 60-sp skills, and I actually feel so much weaker than at the start of the game.
A little too much mowing through endless wildlife for me so I'm making a pause, will pick up the game again later.

Still, absolutely loved the little bits of narration everywhere and during battles, in particular it really made the fishing part far more enjoyable than your baseline "go fetch X things" MMO quest. Dialogues are brilliantly written, even if they made me hate most of the characters :D The lack of a strong thread (the hero mostly reacting to other characters being generally bullheaded or downright suicidal) didn't help get me through the increasingly battle-centric experience though.

Anyway, I complain a lot because I was sad to have to put this down for a moment, but clearly it has its audience as is, and the parts that I liked I really liked. Glad to see you making such great stuff!
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Oh no, you hate the characters and the balancing.
Not sure what to do about it since I don't want to go about just making battles easier and easier. I made character level only affect MaxHP and MaxSP because one of the things I hate about RPGs is tons of confusing statistics that you don't even know what they're doing, so stuff like attack power etc. is only affected by equipment.

Perhaps more weapons? I was planning to be restrained in throwing new weapons at you but maybe it's necessary.
Haha don't worry about the characters, I just love to hate them :P No seriously though, most of them are flawed in interesting ways, it's just that I would never put up with them the way Reed does. But perhaps this is justified down the line!

As for the balancing, I had moments of desperation like this when playing Star-Stealing Prince and I did finish it in the end, so don't put too much weight in my ramblings. I maybe just overdosed on battles in the forest and need some rest (it's a personal thing, I'm not much into games where battle tactics are straightforward and the difficulty comes from attrition; could never play a dungeon crawler for long for instance)

The usual cop-out would be to have an Easy mode for people who'd like to know the rest of the story (which I absolutely do) without becoming the nemesis of the WWF, but yeah maybe gaining some kind of equipment after that three-part fight would help, since everything became more powerful except my guys.
Alternatively, some way of reattributing skill points in case one gets trapped like kumada and I? I need to spend at the very least 200-250 SP on each random battle I get in, or I get mauled, and I don't get two weak sorcery potions out of it - so apart from grinding or avoiding all fights, I feel like I might be screwed, but it might be because I upgraded my Power attacks too soon?
More sidequests, more weapons, and some cross-class passives would solve both the "I put SP into the wrong class and now I will never be optimized" problem and the "suddenly the world is made of only boars and dying" problem, but that might be a lot of work that could be circumvented by locking in the classes and offering an easy mode that hands you some stat buff items right out of the gate.

I did not personally find the overall game difficulty to be a problem, and the only reason I backed myself into the boar corner was because the random encounters were only dropping treasure 1 out of 3 times due to the bug. If they'd been letting me open treasure chests 3/3 times, I would've been swimming in heals and lockpicks.

edit: Hasvers, the solution to late-game battles is really just to pick one special for each character and build it. There may be more complicated strategies later/with more weapons, but the method that worked for me was to get some special 2/special 3 options that could kill in a hit and then cheese them in every fight.

2nd edit: you'll end up spending a lot of healing, but that's what crafting food is for. On a boar, I'd probably spend about 60 SP to hit it with fire 3, and then after a couple of battles Vigil would chug some aloe tea (oh god that's a carcinogen why would you do that) and get over it.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Well putting in an "easy mode" isn't a real solution.
Many people are complaining about losing the lower level power attacks, but I like my minimalist spell-choosing scheme. Eh
Hmm, I dunno, but with the current battle mechanics, I don't think I would like having to cycle through dozens of skills just to find the one I need. Mainly because you can't choose your skills from a separate window with all the available skills, but instead you have to cycle through them one by one, which is... much... slower..... I mean, imagine when in later chapters you have to cycle through Special Attack #1 v.1/2/3/4/5, then Special Attack #2 v.1/2/3/4/5, to finally reach Special Attack #3 v.1/2 and oh, there it is, Special Attack #3 v.3! :D ... *barf* ._.

So yeah, I think I like the current system better compared to that, but that's just me.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Suppose there is a super secret hidden keypress that will cycle through the different levels of whatever skill you have highlighted.
I just finished the game and although I don't feel capable of writing a review, I must say I'm quite impressed with your work. I'm a TES fan and I enjoyed how you took bits of inspiration of its lore, but didn't overwhelmed the game with it. I was a little disappointed with the story, but I supposed it's just a warm up to the next chapters.
The scenery and all the "visual" work is beautifully done, without any signs of laziness in it.
As for the weak points, I think I would enjoy it better if I could see the future skills I can acquire, even if it is only in a walkthrough/guide. It becomes a little boring having to wait so you can distribute the points strategically, specially when there's no new weapons (even though it makes sense in the context of an isolated village). Also, the game crashes when i press pgdn on the items menu.
Looking forward to chapter 2! :)
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Perhaps I'll put up a skills page here. Personally I like "discoverability" with skill trees. Thanks for the feedback :)