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Legionwood: Tale Of The Two Swords

14 on my file that's right before the final battle.

Legionwood: Tale Of The Two Swords

Finally beat the game. The final boss fell to the might of dual crossbow wielding.

Legionwood: Tale Of The Two Swords

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.

Legionwood: Tale Of The Two Swords

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.

Mapping Standards and Commercial Games

I have noticed that commercial RPGs rarely bother with good mapping, but good platformers does so. When it comes to RPGs, it's common that those made with the RPG maker has better mapping than commercial ones. However, when looking at classic platformers like Super Mario World and Super Metroid and comparing them to ROM hacks, the commercial games are vastly superior in mapping.

I had noticed that maps in RPGs were dull even before working with the RPG maker. For example, when "infiltrating" Matilda castle in Suikoden II I was annoyed by moving trough nothing but hallways and identical rooms arranged in the most non-functional fashion.

I think the problem is that terrain in RPGs barely have any function. All it need is to provide enough steps for the heroes to encounter enough enemies and maybe host some chests that are placed a few feet out of the way in dead ends. Platformers have you fight in the terrain and the terrain is often an obstacle by itself, so the designers are forced to give it some thought. RPGs takes you to a separate battle screen to fight and the terrain barely provides any more indept obstacle than the door or rubble that you have to clear by first going to another room and pick up an item or throw a switch.

HeroEngine Selling Seats!

post=202572
I think you're looking in the wrong demographic, bud.

I think bud is a spambot.

The dumbest idea you ever tried to make

post=202334
Making an ambitious product when you're a one man army.

That would probably be the dumbest mistake I did. I planned a game that would be 20+ hours long, needed a Final Fantasy X like battle system and a lot of custom graphics.

Using Status Effects Well

I have to disagree with the numbers for the poison status. I have never bothered to heal poison during battle if it does anything less than 20% max HP in damage. If I'm in a random encounter, it will be over soon enough anyway and I can cure afterwards. If it's a boss battle the boss is likely to just re-inflict the poison anyway, which makes curing it a temporary solution meaning I may as well just heal instead since that temporary solution will not only heal the damage the poison did, it will also heal damage from other sources as well. Unless the poison deals damage fast enough to actually threaten you, there's little to no reason to actually care about it. I'll just ignore it during battle and then open the menu once I've won, something that hardly adds anything to strategy.

~~Community Project~~

post=200817
Or the Villain can just have an inside man in the Hero's camp, who takes the arm willingly by both parties and delivers it to the villain. That's the problem with going roundabout to cater to a "post-death accomplishment"; it makes the plot somewhat unworkable.

That requires him to actually find that inside man whom the hero is willing to designate as the new user. But yes, my idea is a bit convoluted. There are indeed a lot of difficulties in figuring out a plan that requires you to be killed by someone specific to work.

~~Community Project~~

The opening of the game has a group of heroes slay the a villain. As per custom, the villain has a death speech. During that speech the villain says something to the effect of "You fools. Now that I have died, there is nothing left to stop the incoming catastrophe!" Game fades to black. The player is taken back in time, in control of the villain, tasked to set up The Grand Scheme That Will Work Especially if the Villain Dies. In other words, I think it would be great if the game presented a fiend so amazingly calculating that he/she takes his/her defeat into consideration.


I may have an idea about how getting killed may actually help the villain.

The idea is that the hero has a legendary magical arm, probably a sword, which the villain need. The problem however is that whoever created the sword didn't want it to be possible to just kill the owner and take it. To make robbing the sword impossible, the weapon's enchantment will only work for one person, for anyone else the weapon will be no better than a common non-magical arm. The only way someone else can get access to the weapon's power is if the current wielder chooses to pass the power over to someone else. If the wielder dies, the sword is lost forever. To make things worse, the creator accounted for obvious methods such as torture and threats. The villain doesn't know what other security spells there are in the arm, the creator didn't want people to know about it so they could device ways to bypass those safety measurements and only revealed that those measurements does exist, not exactly what they are. So, any attempt from the villain to force the hero to transfer ownership could instead result into the arm being rendered useless forever.

The villain need the hero to voluntarily hand the magical arm over. To accomplish that he sets himself up as an immortal being who can only be permanently defeated by sealing him with a . The villain also sets up for someone to give the hero misleading information bout how to seal someone. He has to 1) kill the villain, 2) plunge the magical arm into him, 3) perform a special sealing ritual and 4) leave the magical arm stuck in him. The sealing ritual is described as close the one used to transfer ownership of the magical arm with some minor differences. Those minor differences however are inconsequential, the hero is not doing anything else than choosing the villain as the new owner.

Of course, now the villain is dead so the question is how he could benefit from being considered the owner of a legendary weapon. I can think of two answers for now.

1) The magical arm will actually revive him once he's the owner. He could have begun a ritual to become an immortal lich and the magical arm is the final ingredient needed.

2) He is soulbound to another entity which will become the new owner in lieu the former villain.