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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
  • 196102
  • 47
  • 436

Posts

Gibmaker
I hate RPG Maker because of what it has done to me
9274
Feedback!

And I found bugs!

-"Okay, fine. There aren't really a dozen archers in the trees." Is that always the line the game started on, or did some dialog get skipped?

-BRACKET #TypeError: cannot convert String into Integer BRACKET

Script 'Game_Actor1' line 68: TypeError occured

Game crash.

This happened at the end of the scene on the road, just as the game was transitioning to watermill rock.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Thank you for such a big report. Fixed.
All big reports, all the time.

Okay, back to playtesting.

-New summon and conjure spells look nice, although I'm not convinced the conjures will provide enough damage to be worth the summon. I'll try to test this out during play.

-No training points gained for level 2. Is that supposed to happen?

-No training points on level 3 either. Did something get bugged here?

-On the plus side, conjure weapon damage is a substantial bump from starting gear, so I am optimistic about its performance into the mid-game.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Fixed. Plz redownload.

Thank you for your notes so far. You might consider starting over to get the training points that you missed D:
No worries. The writing is stellar, so I legit do not mind replaying the same content a bunch. Plus, that's ultimately what testing boils down to.

I might not be able to test too much this week, since I've got a writing project heading into layout and a few other responsibilities I desperately need to catch up on, but I will power through more as soon as I can.

Edit: Feedback:

-Shalk sometimes don't act in combat. Not entirely sure why this is.

-New skill layout is really good. Scaling skill point costs still means there isn't too much room for build experimentation, but it still feels like there's a lot of freedom and all the skills feel useful.

-Birds, shalks, and hornworms drop drastically in threat the minute you get a shield. They go from 20 hp hits to 0.

-I feel like Darxyll's name gets dropped a lot more. Has that been changed from previous versions?

-Did the underwater cave get removed from the beach where you meet torchie? I searched the whole place on a grid and didn't find it.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
I'm hoping to compensate for scaling skill costs by giving out more skill points. Once you're about level 6 you'll start getting 2 points with each new level and around 16 in the teens you'll start to get 3.

Bah I hate the way RMXP calculates damage, it's really janky and hard to predict. I guess good for u for having a shield then it's the secret way to win.

The underwater cave is at a different beach.

Shalks purposely don't act sometimes because they are weak enemies. & Darx has not been namedropped more than before. I think. Don't remember how long ago I last edited this.
Man, I think the underwater cave is on that first beach every time.

And I'm super glad to hear the skill points scale up too. I think that'll almost make the skill system perfect, since it becomes dramatically easier to invest in new skills at higher levels, which definitely encourages more build experimentation.

That last sentence about shalks I read as being about sharks and was very impressed with your personal toughness vs. sharks.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Sharks know better than to mess around with me.
More feedback!

-Does skill point growth scaling happen every other level, starting at 5? People seem to be getting 2 SP some of the time, but not all of the time, starting at level 5.

-Combat balance feels shifted from previous builds. Or maybe I've gotten better at knowing the game's damage formulas, but birds and prairie dogs feel way speedbumpier than before.

-Sky, while on fire at the end of a battle: "This is great!"

-Overall, still excellent. And the mapping remains gorgeous. I'll keep playing forward and posting feedback as I go.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Skill point scaling happens on a kind of "curve" where you start by only getting 1 point at the time, then you get 2 occasionally and then more and more often, then you get 3 occasionally and then more and more often etc.

What does speedbumpier mean? At this point I don't really care if battles seem too easy, too easy is better than too hard.

Haven't you ever been on fire before. It's great.

Hugs.
The battles feel easy, at least until the big compound battle at the very end of the woods. That I'm getting murdered on because I didn't invest in multi-target fire magic, but I'm super glad the challenge has picked up a bit.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Oh no, murlderls :C

I hope it doesn't take too many tries to beat the birds. But for random mook battles while you're exploring an area, I think it's best to err on the side of being easy, especially at the beginning of the game.
More Feedback:

-Boss battle against the Hellkites feels really good. Having a win condition that's not straight-up DPS-based works really well for both balance and game-feel and the individual kites are tough enough that you have to actually try in order to kill them. I'm glad I tried a build for Vigil where I don't just napalm everything, since it made the encounter way more interesting.

-Spadetails hit really hard when you first encounter them. 130 damage, and they go first unless you've built pretty aggressively for speed and/or damage reduction. Their low HP doesn't really offset this, since they can kill most of a two-person party before that party can act.

-BUG: Encountered a fish that spawned on land on the third screen of Shell Beach. Battle takes place in the water.

-BUG: Southeastern most cliffside map, southeastern most palm tree, the tree trunk can be walked through by both lizardpeople and crabs

-NITPICK: In 'Bolete blue" the Blue isn't capitalized. In all the other dyes, both words are capitalized.

-I had Ironwood Brown made as a reward for getting the spring water. I used it, but it does not show up under Boosts on the status page. I'm pretty sure it was factored in, and the game said its effects would be permanent, but does this imply the bonuses from Boosts are temporary? They won't carry over into the next Watermill Rock chapter?

-Silver ore respawns at the burrow. Is this supposed to happen?

-Of the three Bretons that attack Reed at the notice board, the one at the top walks away sideways.

-Small bonus dungeon still not implemented in the crypt?

-BUG: Random battle wolf teleports across the map to attack the players. Escaping the battle causes the wolf to keep moving for a bit, then suddenly stop and spin like it's been successfully escaped from.

-Linegard's estate is screen-tear-a-palooza

-CRASHY THE CRASHBUG: Using a healing potion in the 'battle' with the beggar blocking the road produces the following:

NoMethodError: undefined method 'summoned_weapon_equippable_by?' for nil:NilClass

Script ' Arrow_Actor_SummonWeapon' line 19: NoMethodError occurred.

Also, I remember there was supposed to be a way to pay the beggar to leave, but that doesn't seem to be an option. You can only wait or attack and his dialog just loops.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Thank you for yet more notes. I will have to work on this when I can. I remember discussing how I thought about putting in an alternate ending to the beggar battle where you give money but I decided it was too much work.
More feedback:

-CRASHBUG: using a potion of healing in the chase to catch up with the wagon while in a battle with wolves causes a no method error "summon_weapon_equippable_by"

-"A pattering of adaedric footfall" should be 'a daedric footfall'

-Boosts stack between chapters aww yessssssssss

-In the chapter 3 map where you meet Melody you can walk into the bush on the top right and just vanish. It's kind of magical.

-I really like that the contents of the underwater cave on shell beach carries over from the first chapter. The netch is still there, guarding an empty chest. Hopefully this means I can get the treacle from the jar in the village and actually make the lightning wand this time around.

-Wait. No. Has the treacle pot moved on to more treacle-y pastures?!

-BUG: I've gotten everyone together to talk about what happened, and my goal is to check out the arboretum, but when I try to leave the village via the east exit of the screen with the big pond, the message I get is "we've got to get everyone together to talk about what happened". Leaving via the south exit works fine.

-I think I wasn't as tuned-in to it last time I played through chapter 2, because the little flourishes are much more subtle there, but the writing in this is consistently amazing, and I'm really digging the opening to chapter 3 so far.

EDIT: More stuff

-A Shalk lit me on fire somehow. Not sure quite how that happened.

-It's interesting that all the encounters on watermill rock ch3 are scaled to the same level as they were in ch1. I mean, it makes sense that an entire ecosystem wouldn't just upgrade to match the Argonians, but it makes random battles feel a little weird.

-Aaaaand I found a Dreugh

-Wait a second. The driftwood stick and treated silver didn't even stay in my inventory between chapters. Was it supposed to?

-Only two of the books in the writing spot are still examinable

-Crit chance values add weirdly. I've got 3 Bolette Blue bonuses (+15), Bladesman lv2 (+15), and Leather Mempo (+5). The game tells me the total is +20. Is there a maximum ceiling on crit chance? I don't think getting higher crit values is broken, since DPS from 1hand weapons is really low.

-Pleioshell dropped in two Power Attack 3's from Torchie. Total of around 1.4k damage? It felt like he folded really easily.

-That noise the fox makes is...unsettling.

-Whoah, the armor-crafting menu is awesome.

-The "We've got to gather everyone together to see what happened" text is permanently locked on that eastern exit out of the village pond area

-The puzzle box part where you're supposed to walk the grid in the opposite direction for the first time might be busted. I had my other two party members off the grid, facing in the correct direction, and traced the correct route and variations on that route just in case, and nothing.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Oh, a backlog of bugs D:
I guess I must get back to it soon.

If you miss getting the Thunderstricken staff in chapter 1 it's GONE FOREVER ;_;. This is partly due to the fact that if you can complete the steps any time, the scene of Vigil getting struck by lightning might not be tonally appropriate for later parts in the game ... Also Vigil's appearance changes in this chapter (which perhaps you've encountered already) so there would have to be alternate versions of all his poses for that scene, and there would inevitably be bugs and broken things as the same areas get reused in later chapters and it would have just been a big headache. One of the big decisions I made in fact was that going forward there will be no more "side-quest"-type stuff as it's just too much work to fully support complicated optional side activities that you might complete in any order ... bleh. So if you don't get the Thunderstricken staff by the end of chapter 1 all the related items just disappear for simplicity.

Speaking of which, I'm surprised you even found the grid game D: I thought maybe it was hidden too obscurely. And I've considered stripping it out entirely. Which puzzle are you at?

The fox noises are taken from real fox videos. 100% authentic foxfoxes.

I didn't plan to "scale up" older areas, instead you're just going to eventually find new areas that are scaled up. On that note, the shalks only start shooting flames after you reach a certain level.

I'm glad you're playing this and giving feedback. Thank you ;_;
The grid game's pretty cool. I'm at the puzzle where there's an arrow pointing left and, no occupied square, and the line goes from right to left.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
The idea at this point is you're supposed to position other characters in squares so they "block" the arrows from "hitting" the character that is walking along the path.
Oh. Oh man. That did not read at all, and I don't think I would've figured that out on my own.