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Words to live by :D

Trials of MZ

author=Marrend
I actually don't mind using RTP, in case my plethora of games are any indication. However, I don't know if there is a system/function in place to only import the files from the RTP that are used, or if there's only an "include RTP" box that includes everything regardless of actual in-game use.


I might have gotten too used to using Tsukihime's resource-checker for Ace in this regard!

When deploying, there's an option to exclude unused assets, just like in MV.

Trials of MZ

"You can use scriptlets to call stuff - like a shortcut to commands, but not to add/remove stuff."

So, just to make sure, using script calls, like for example filling a variable with a random number, is ok?

Aremen's Prophecy - Community Game Sign up!

Name: Beregon

Portrait: B4

Personality: Wise, Tactician, Perseverant

Team: Team MX (MV and MZ)

Class: Support Staff

Stats:

- Strength: 0/10
- Intelligence: 10/10
- Vitality: 10/10
- Agility: 0/10

Rock, Papers, Scissors: Rock

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Ok, I just can't help myself :D

What this should say: Mages can use elemental spells that each deal mediocre damage with some minor effect added in. We can regenerate 5 MP per round, except during boss battles, when that's disabled most of the time. Our contribution there consists of lying on the floor with 0 HP while everyone else does the work for us. Please, pick Rogue instead."

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Agreed, good things come from limitations sometimes :)

Capital_City_Bad_Service.png

Was meant to be "backwards barbarian", but I couldn't manage to make it all fit in one textbox :D

World Map Simulator RPG

author=Addit
Whoa, this sounds like this could be a hell of a lot of fun and worth a couple of laughs. AWESOME idea for a single map event game.

How much longer until the release?
author=Addit
Whoa, this sounds like this could be a hell of a lot of fun and worth a couple of laughs. AWESOME idea for a single map event game.

How much longer until the release?

Glad you like it :)

Depends, but it shouldn't be that long.

Chronicles: Fate of a Princess Review

author=boos405
author=Beregon
author=boos405
author=Beregon
Pretty much every boss (except the General and he was so easy it didn't matter) had minions that had nasty attacks and had to be dealt with before you could actually damage the real boss. Hence Stun/Mass Stun being so great here. Stun and Mass Stun also inflicted the Distract status, so even if the bosses were immune to stunning, they still got 1000+ Backstab crits per round. Double it by 2 if the princess is a Rogue. The Rogues also had that Multiattack skill that melted random encounters.

The Mage is also pretty boring, most of its spells were basically the same, exccept with a minor effect thrown on top. And no idea why that level 2 skill even exists. The Worst designed class is probably the Warlock, whose playstyle doesn't work due to weak (and maybe bugged?) skills and wouldn't fit into the game with that boss debuff even if it was. But Warlock is actually very capable of surviving Boss Encounters due to a very large amount of HPO, so I still put them above Mage. But seriously, an AoE skill that does little damage to the enemy, but nearly wipes your whole party is worse than useless and I think that was one of the Warlock's high level skills. Even Mage doesn't have a skill as terrible as that.

Yeah, once you find the dream team, there's actually little reason to switch. I agree about the story reasons behind keeping the main character in the party, but along with the gameplay encounraging you to switch characters and making over half the classes actually very situational, it seriously detracts from the gameplay. That plugin you speak of could've worked well here, though not sure if it was around when the game was released. Class change could work wonders for this game.

I agree about the Main Character's scenes with the Rogue. Along with the Paladin, they were the best parts of the whole story. It's just that the main character seemed too passive. Her scenes with the Paladin and Rogue felt like they would lead to some character development, but the rushed ending kinda prevented any satisfying payoff.

Oh, I do agree that the developer was definitely on the right track and made a lot of good things here. Hence my high rating.

No problem :)
Yes, I actually forgot that Backstab did criticals but remember it did huge damage and helped KO stuff super fast (but forgot that was because of Stun). I agree with everything you are saying, I don't remember anything about the Mage, I must've used it a bit but can't remember anything. Did the Warlock class have HP Drain? Yes, I think Warlock class was meant to feel it had sacrifice skills. That particular useless skill would've worked a lot better if it was HP Cost on Warlock alone VS everything, and less damage to the Warlock than the enemy. With more damage the lower the Warlock HP was as well.

I think my end team was Rouge, Rouge, Paladin, Warrior or Ranger. I remember I choice to take Bard out. I liked her action turn buff and other buffs but something made me take her out of the party. Think that was a mistake reading this and I remember she did have a super helpful skill that increase action turn. That was funny on a Rouge that hits twice.

Yes I thought it was a really fun game even though some stuff was OP, but overall I'd describe my ending and overall whole experience as slightly above average, and I think now it might be that passive main character issue you mention that made me think that and lower my overall experience a little.

I see what you mean about the main character now, she was passive a lot I think she did have some action and "took the lead" sometimes but it felt passive because any other character would do more action than her in most scenes, so at the end almost each character had there turn to take over the action (and that would rotate between those characters and be 2-3 of them in a single scene sometimes) and it was way more than her overall. She sort of followed around during the first half of the game as well.

But I still enjoyed her relationship with the Rouge and those scenes a lot, and I agree the Paladin ones I thought were good too.
Bard was indeed super op! 2 actions per turn of the whole party lasting 5 turns made so much more possible. Not to mention that "everyone also guards this turn" ability. Even better w+hen you got that special dagger for her from the bonus dungeon. It raised Agility so much that she always went first. Made her a great support. :) I don't remember if Warlock had a HPO drain spell now, but the skills it was using didn't really do much more damage no matter the Warlock's HP. And their AoE skill didn't belong in a game where enemies have much higher HP and defenses than your party.
Yes, I felt two rouges were OP so if I kept the Bard that would have to been OP x2. I can't remember if I did the bonus dungeon or not, but I remember there was one. Making the AoE do double damage to enemy party only (not double damage to your party at all) if the enemy HP is below let's say 50% Max HP might've been fun to have. But it depends on the damage rate what amount would be fun to try. I get it still would needs to do less damage to the party too if nearly KO's the party as it is.

But yes agreed the Warlock AoE sounds really bad here. If I ever come back to this game I'll try and remember that and see what it's like.


The Bonus boss was the hardest boss in game. The stronger version of the final boss you could access if you manage to defeat the bonus boss was nothing compared to him. Tbh, I think that's the only part in the game where you need to minmax like this.

Warlock seemed unfinished. I don't know if the skills were set up by dealing bonus damage per % of HP missing or if they were supposed to get a damage bonus below a certain HP threshold, but I didn't notice any difference no matter what. So either it didn't work or the difference was so small that it didn't matter.

Scar of Shadows

author=Antilurker77
Okay, bit of a progress update. I redid the encounter rate of the entire game, reducing encounters significantly. I adjusted XP and gold to compensate for the less encounters, while also further increasing gold amounts from enemies and chests. Also been fixing some random bugs and typos I've found along the way.

I'm going to hold of releasing an update until I finish the rest of Act 1. Right now it's roughly 60% complete, I hope to have it ready in a month or two.


Great :)