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Shattered Hourglass
Hello there, this is that time of the year where I redownload the game and have another blast at it :P
About fishing there's a couple of things I have to point out:
1) The firefly lure does not count the rod's percentage to not use the lure. For example, the deluxe rod should have a 50% chance to not consume the lure while fishing, but the firefly lure is always consumed. I tested this thoroughly, it sounds like a bug.
2) Where do I find Redfish, Salmon and the final fish (bottom right on collection)? I fished everywhere, tried every single lure (dozens of time) in every single spot from lumberjack camp to Qual's tropical island. Nothing, these three fishes don't ever appear. Maybe there's a bug that prevents them from popping up?
Thanks again for making this great game. Always a blast to play it!
About fishing there's a couple of things I have to point out:
1) The firefly lure does not count the rod's percentage to not use the lure. For example, the deluxe rod should have a 50% chance to not consume the lure while fishing, but the firefly lure is always consumed. I tested this thoroughly, it sounds like a bug.
2) Where do I find Redfish, Salmon and the final fish (bottom right on collection)? I fished everywhere, tried every single lure (dozens of time) in every single spot from lumberjack camp to Qual's tropical island. Nothing, these three fishes don't ever appear. Maybe there's a bug that prevents them from popping up?
Thanks again for making this great game. Always a blast to play it!
Shattered Hourglass
I took the liberty of making a guide for silver token locations.
If you want, you can add it to the game file in next version or in a separate download in this page (or both).
The file is a 8 MB .PDF
Enjoy: https://www.dropbox.com/s/z781ahsh1ennaic/Silver%20Token%20Guide.pdf?dl=0
If you want, you can add it to the game file in next version or in a separate download in this page (or both).
The file is a 8 MB .PDF
Enjoy: https://www.dropbox.com/s/z781ahsh1ennaic/Silver%20Token%20Guide.pdf?dl=0
Final Fantasy Blackmoon Prophecy II
author=kennsure
It's in Mystic Mysidia, an unlabeled house on the west side of it.
Found it, thank you very much.
Final Fantasy Blackmoon Prophecy II
Hello there, thanks for the great game, I'm really enjoying it so far, however I am currently stumped as I cannot find the Mhysidian Archives (where Unicorn should be).
I checked the world map, can't find it.
I checked Mystic Mhysidia, can't find it.
I checked Mhysidia's district in Alexandria, can't find it.
Could anyone tell me the exact location of this dungeon? It's the last of Odin's wardens that I'm missing and I've been banging my head at this for over one hour now.
I checked the world map, can't find it.
I checked Mystic Mhysidia, can't find it.
I checked Mhysidia's district in Alexandria, can't find it.
Could anyone tell me the exact location of this dungeon? It's the last of Odin's wardens that I'm missing and I've been banging my head at this for over one hour now.
Shattered Hourglass
Thank you for the update and for mentioning me on it.
One more thing I felt the need to mention:
In the Fire Lord Castle, if you finish the battle with the 4 servants too fast, you lose Suan permanently and he won't join back, he just disappears.
One more thing I felt the need to mention:
In the Fire Lord Castle, if you finish the battle with the 4 servants too fast, you lose Suan permanently and he won't join back, he just disappears.
Shattered Hourglass
More feedback for this awesome game that keeps making me come back again and again.
First of all, I really like all the additions you made recently, I was a bit shocked at the portraits at first, but I got used to it fast.
1) The Scan Crash bug still happened once when I used the scan ability to see the weaknesses of the opponents. I suppose it's the script that brings up the window with the stats that causes some sort of trouble during the normal flow of combat.
2) There is still a (very old) bug that crashes the game in SandDock to the east of Qual Village. If you examine the chair to the right of the guy that gives you the boat remote plus, you will pop up a message that says "za", after that the game crashes and gives an error message about a "derp" story image book file missing.
3) Duran's Poison Cut 4 hits all enemies 4 times. Is this intended? From the description it's not really mentioned, and, looking at the MP Cost (it's 99), this ability appears to be VERY strong and it resolves 99% of random battles on its own.
My instinct tells me that this was an oversight, but is it? This is more of a question than a request of nerf, by the way. Just keep in mind that, right now Poison Cut 4 is Better than Flaming Weapon II in every possible way, even against fire weak enemies.
About balance feedback:
Due to curiosity, and lots of free time, I decided to farm character of my Good path game (Treephop, Juliet, Suan and Zulwhern) to 35 in every job, with Suan hitting 40 in all his 3 jobs.
First of all, Level 40 giving nothing (no mastery, no ability, just a small stat boost) was underwhelming. I was kinda expecting something awesome at that level :P
Second, many of the "masteries" unlocked are either redundant or simply useless.
Zulwhern gets Light Armor Mastery... but he can wear Light Armor in all his jobs!
Also, the masteries that grant the ability to equip certain stuff, do not really compare to masteries that allow you to use entire skillsets across different classes. This is even more evident with the new accessories that allow to wear different equipment, why use Bow Mastery when you could just equip a Magic Quiver instead?
I don't know if it's possible, but I'd review this system to separate one "slot" for skill-related masteries and another "slot" for equipment related ones. So you can have Laquerarii Mastery AND Hammer Mastery at the same time, for example.
First of all, I really like all the additions you made recently, I was a bit shocked at the portraits at first, but I got used to it fast.
1) The Scan Crash bug still happened once when I used the scan ability to see the weaknesses of the opponents. I suppose it's the script that brings up the window with the stats that causes some sort of trouble during the normal flow of combat.
2) There is still a (very old) bug that crashes the game in SandDock to the east of Qual Village. If you examine the chair to the right of the guy that gives you the boat remote plus, you will pop up a message that says "za", after that the game crashes and gives an error message about a "derp" story image book file missing.
3) Duran's Poison Cut 4 hits all enemies 4 times. Is this intended? From the description it's not really mentioned, and, looking at the MP Cost (it's 99), this ability appears to be VERY strong and it resolves 99% of random battles on its own.
My instinct tells me that this was an oversight, but is it? This is more of a question than a request of nerf, by the way. Just keep in mind that, right now Poison Cut 4 is Better than Flaming Weapon II in every possible way, even against fire weak enemies.
About balance feedback:
Due to curiosity, and lots of free time, I decided to farm character of my Good path game (Treephop, Juliet, Suan and Zulwhern) to 35 in every job, with Suan hitting 40 in all his 3 jobs.
First of all, Level 40 giving nothing (no mastery, no ability, just a small stat boost) was underwhelming. I was kinda expecting something awesome at that level :P
Second, many of the "masteries" unlocked are either redundant or simply useless.
Zulwhern gets Light Armor Mastery... but he can wear Light Armor in all his jobs!
Also, the masteries that grant the ability to equip certain stuff, do not really compare to masteries that allow you to use entire skillsets across different classes. This is even more evident with the new accessories that allow to wear different equipment, why use Bow Mastery when you could just equip a Magic Quiver instead?
I don't know if it's possible, but I'd review this system to separate one "slot" for skill-related masteries and another "slot" for equipment related ones. So you can have Laquerarii Mastery AND Hammer Mastery at the same time, for example.
Shattered Hourglass
Just wanted to chime in as I managed to defeat the final boss of chapter 1, since you're supposed to lose this battle. The game is stuck forever when he has 1 HP because he stops acting and he's flagged immortal, damaging him further (i hit him with Burst for 400+) won't kill him, so the game is stuck on a sort of loop there, you can't win and you can't lose.
Kinda underwhelming, I felt like I needed a pat in the back there (ie uber exp/gold/item rewards =D)

Kinda underwhelming, I felt like I needed a pat in the back there (ie uber exp/gold/item rewards =D)

Shattered Hourglass
I downloaded the latest version and gave it a restart for a little while. I just noticed that the "digimon" mini-bosses do not evolve to their adult form during the battles. So they end up giving 0 exp, 0 gold, no drops and no database entry, I suspect this is not intended.
Aelwyn's Journey
Played it, finished it and liked it. I wish it was longer. I also wish it continued after Aelwyn reaches the other elves. Oh well, it was still enjoyable to play, so thank you for making this game. What I liked the most was the HP and MP regen after every battle. That aspect always annoys me in RPGs and is only a useless time-waster that prolongs grinding and adds no strategic depth to combat, so well done on that decision.
The encounter rate was very high, but at least escape chance seemed to be 100% so I suppose that was an acceptable compromise.
My suggestions to improve it (if you still care about it):
1) Exp cap is hit too soon, I was max level by the time I fought the dragon. And he gives lots of exp and elixir of secrets. Too bad they're useless by then. Perhaps the level cap should be raised to 20 (since there's still plenty battles after that) and secret potions and elixirs could be reworked into something else, like permanent stats increases for secret elixirs and temporary in-battle stat boosters (long duration or lasting for the whole battle) for secret potions.
2) A traveling merchant should be added before the final battle (maybe selling secret potions with the aforementioned changes plus other consumables and gear), so all the gold can be actually used for something. I had over 2000 gold not used anywhere, I had already bought everything I could at the village (including from chest game.)
3) Balance issues. Enrage and Final Strike are overpowered, they need to be toned down. This is just a matter of numbers, even a cut of 50% in their effectivness would probably bring them in line with everything else. The elemental damage spell (fire, ice, bolt) become almost immediately useless. By the time The Wall joined I had stopped using them since attack power was quickly overtaking magic power, even if we consider elemental weaknesses.
4) No incentive to play on harder difficulty. Considering there's also stealing involved on bosses (and they give good stuff) Easy difficulty seems to be the path of least resistance just to be outfitted. Stealing can take a few turns and sitting duck (waiting to steal everything) on higher difficulties against bosses is just a no-go. Maybe there should be an exp/gold modifier and additional drops for higher difficulties.
The encounter rate was very high, but at least escape chance seemed to be 100% so I suppose that was an acceptable compromise.
My suggestions to improve it (if you still care about it):
1) Exp cap is hit too soon, I was max level by the time I fought the dragon. And he gives lots of exp and elixir of secrets. Too bad they're useless by then. Perhaps the level cap should be raised to 20 (since there's still plenty battles after that) and secret potions and elixirs could be reworked into something else, like permanent stats increases for secret elixirs and temporary in-battle stat boosters (long duration or lasting for the whole battle) for secret potions.
2) A traveling merchant should be added before the final battle (maybe selling secret potions with the aforementioned changes plus other consumables and gear), so all the gold can be actually used for something. I had over 2000 gold not used anywhere, I had already bought everything I could at the village (including from chest game.)
3) Balance issues. Enrage and Final Strike are overpowered, they need to be toned down. This is just a matter of numbers, even a cut of 50% in their effectivness would probably bring them in line with everything else. The elemental damage spell (fire, ice, bolt) become almost immediately useless. By the time The Wall joined I had stopped using them since attack power was quickly overtaking magic power, even if we consider elemental weaknesses.
4) No incentive to play on harder difficulty. Considering there's also stealing involved on bosses (and they give good stuff) Easy difficulty seems to be the path of least resistance just to be outfitted. Stealing can take a few turns and sitting duck (waiting to steal everything) on higher difficulties against bosses is just a no-go. Maybe there should be an exp/gold modifier and additional drops for higher difficulties.
Dragon Quest: Legacy of the Lost
Hello there, great game so far, kept me entertained for lots of hours, well done.
One question: Where do I find the Bane Ring for Melody's Arcane Benison? The guide does not mention it anywhere.
Also in the guide some monster combos are missing. for example, Dracolord can also be made with Hargon + Protomech. I'm kinda undecided about monsters since I can't really tell which ones are the best, I thought that BOSS breeds would be, but the stats of Hargon aren't really higher than the White King, and the White King can equip the Agonizer, can BOSSes equip those legendary accessories?
EDIT: Nevermind I found out that bane ring is crafted with Brass Ring + Black gem, I had totally forgot about that shop in Lindebourg.
EDIT 2: Nevermind, I reached the post-game final monsters from the arena sidequest. I guess whatever you breed doesn't really matter in the end, considered how overpowered that final monster is.
One question: Where do I find the Bane Ring for Melody's Arcane Benison? The guide does not mention it anywhere.
Also in the guide some monster combos are missing. for example, Dracolord can also be made with Hargon + Protomech. I'm kinda undecided about monsters since I can't really tell which ones are the best, I thought that BOSS breeds would be, but the stats of Hargon aren't really higher than the White King, and the White King can equip the Agonizer, can BOSSes equip those legendary accessories?
EDIT: Nevermind I found out that bane ring is crafted with Brass Ring + Black gem, I had totally forgot about that shop in Lindebourg.
EDIT 2: Nevermind, I reached the post-game final monsters from the arena sidequest. I guess whatever you breed doesn't really matter in the end, considered how overpowered that final monster is.













