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Everlong

author=Ekoh
Update since my last post: I downloaded the 3.31e patch, and that allowed me to get that pesky chest in the Cascade caverns. The airship docking function is now straightforward and wonderful, I have to say. However, the characters still have the jumbled skillset, but the real problem is that now I canĀ“t use the healing spells outside of battle. Is that an unintended side-effect, or was it planned, DJC? Anyway, thanks for working so hard on patches and fixes all the time.


The healing skills not working outside of battle is an oversight on my part. The final tier of healing spells now inflict a condition to allow percentage based healing, thus restoring more than the 9,999 limit. I removed the old fixed amount of healing, but this prevents using these skills outside of battle. The Reprieve condition inflicting by final tier healing skills only works in battle, so I will restore the static healing functionality so these skills aren't useless in the field, even though it looks and operates in a clunky manner.

Everlong

Thanks for your thoughts and reports on the issues you encountered on the game, Ekoh! Most of the bugs you cited have been fixed in the latest patch, which I strongly recommend every player installs. The update is not on the old website, but you can find it here:

https://rpgmaker.net/games/3600/downloads/8419/

Extract the contents to your Everlong folder and overwrite previous files. This will change the airship dock functionality. This patch also eliminates the skill swap bug (probably caused by unintended parallel execution of events), the Cascade Cavern chest freeze, the Vetu level error on join, the Altair battle debug message, and the Nemus Aevum directions to Kuwadora.

The Crissaegrim was previously a two handed weapon that also attacked twice. All double swords are now single hand, and can be equipped single or dual wield. All weapons are also single attack, except the Tombstone for Willis, which can only be used when he's set to his single wield class, Sharpshooter. Otherwise, Willis could potentially exceed the boss death threshold, preventing key batle events from running.

You make a good point about returning to Ignis Castrum. I will add an additional teleport back to the castle, perhaps in the cave beneath Niveus adjacent to the airship teleport. This will necessitate blocking the player from repeating the Lava Tube mini-game to prevent money farming. I'll also add the teleport graphic inside the airship even when not docked, with an explanatory message when touched by the player.

The last choice at the Battle Arena, first page is indeed the Tomb of Khaer Magnus, which will not unlock until you complete that dungeon. It becomes available after you start a continue+ or new game+. You will receive a new journal entry directing the player to the world map location.

If you're continuing a save with the skill swap bug, you unfortunately probably have entries on your hero skill lists that reference invalid database numbers. This is what causes the crashing when scrolling down their skill lists. I'm not familiar with any rm2k3 save file utilities or hex editing that could remove these entries.

The colors for the text of damage or healing values is determined by the system graphic chosen. I generally left those unedited since the original graphic authors made the color scheme choices to match their backgrounds. Try a different system graphic and see if that improves visibility. I did have to replace the timer numbers in many of the graphics, so perhaps I should do the same for the HP and AP colors, though this might clash with the rest of the individual color schemes.

The freezing in the Uber Daemon battle is a rare engine bug I'm unable to address. I've tried tweaking the Dyn RPG plugin values for the Corti ATB modifier the project uses (you can also do so in the dynrpg.ini file in the main Everlong folder), but this freeze bug also happened with the default battle speed algorithm.

In addition to your experience with the "invisible monster" auto victory in Solus Insula, you may also notice that on rare occasions enemies begin a battle without their HP gauges full. This is the monster modifier plugin failing to execute before the battle initializes. It's another rare bug that I have no control over. The new patch should actually fix this for the Solus Insula enemies and any other minibosses since they are now intentionally adjusted after the battle begins, but random encounters with special death animations using the boss death threshold can still fail in this manner. Even bosses may experience this issue if you use a custom setting that lowers their HP to almost nothing, despite an algorithm I wrote to force a minimum.

I just tested casting Slow, and it appears to work correctly. Any enemy immune to the Cripple condition (1/2 Speed) will not be effected by Slow. This includes all bosses and minibosses. Many later, powerful enemies are also immune to Slow.

Thanks again for your input, and looking forward to a review of the current version!

Everlong

author=matski
Congrats on figuring out a way to heal over 9999! By the way, what is the max level? It keeps going and going. I think 4 of my characters HP max is either over 60,000 or 70,000; I can't remember off hand as it has been awhile.


There is no maximum level, the game will allow you to rebirth your heroes indefinitely. I suppose the variables will fail to track any levels beyond 9,999,999 since that is the engine limit.

I wasn't totally satisfied with the implementation of healing based on percentages. It's a little clunky having the heal occur after the cast just before the next turn, and not having the condition dissipate until another turn passes. Ugly, but functional. I'm thinking of removing the HP heal associated with healing skills of that tier to eliminate confusion on the spell's effect.

Everlong

author=Luthan
I recently started replaying this game from the beginning - latest version. Played it years ago but as far as I can remember I didn't finish it. I'm now at a part where I can change the party members and there is the option "unequip all".

I think this option somehow dropped some Paladin stuff (I think armor, shield, helmet) in my inventory. At least I can think of no other reason as to why it is there. Checked the inventory (while selling after unequipping and then re-equipping) and found it. Seems Sammy can equip it.

(I guess this is from the Cirus guy back in Eridwell that joined the fighting team for a few fights.)

There was also some item that prevents all conditions - only Sammy can equip it. And a sword I think "Tolerance". I guess because of the monk background story Sammy has the same "class" as the paladin guy that's why he can equip that stuff and it is a bug cause you shouldn't be able to have access already to them just by unequipping the other guy that isn't in the party anymore.


This bug is an oversight on my part when I created an initial dummy class for Sammy in a recent patch to ensure his dual-wield nature functioned correctly. I forgot to set the equipment and weapon database access for the new class.

Those particular equipment pieces are also dummy items, copies of actual weapons, armor, and accessories you obtain later in the game. The ones dumped in your inventory were "cursed" versions that cannot be manually removed. The Unequip All function called in Party Maker ignores that restriction. I'll fix this in the next patch.

Thank you for reporting this bug!

Everlong

author=Missileboater
Found out what the problem was. I decided to try and reinstall the game, since a fresh copy should have no problems. However, nothing changed when I started up the game. So, when I went into my save folder to upload save files (just in case they were messed up), I noticed that the save folder (located in C:\Users\\Appdata\Local\VirtualStore\Program Files (x86)\Everlong v3.31) also contained {.ini, .ldb, .lmt} files. The one that caught my eye was that the .ldb file was last modified in 1/7/2018. After updating those files from the ones in the main directory, suddenly things worked out fine. In addition to the final battle actually starting, my healing spells also have Reprieve now, which they didn't before. So yeah, I was stuck in V3.31A without realizing it.

Plus, I tested my Phoenix Cave save files and the Skill Shard system did immediately fix the skill mixing.

Anyway, here are the rest of the problems I found when going through the story (some might not be relevant now that I updated the game, but I'll put them up anyway):
---
1) In Smales' stat screen for the Arena, the top entry says "Battle Arena Incomplete", while it makes more sense it it says "Battle Arena Complete".

2) While in Default and Shield+ Mode, Sammy can wield weapons such as Staves and Whips, which I don't think he should be able to.

3) Right before the Altair boss battle in Atlantis beings, this happens:
https://rpgmaker.net/users/Missileboater/locker/Everlong_AltairDebug.png
---

That's all I have for bugs. Here's a few thoughts I had:
a) There are no book entries for the more recent additions to lineup of ultimate weapon guardians for Atlantis. It can help to have a small bit of information about their main gimmick, as I wasn't even sure if their attacks did anything (such as Parasite, didn't seem to do anything, might've been because I was wearing a Scarab Amulet). I recall that there used to be an NPC or something that gave you some information on how some enemy skills work. Couldn't hurt to append them to some of the existing books of the original four.

b) I liked the screen shake that happens when the final boss stores energy, makes it really obvious when not to attack. I remember this fight in the past, where I wasn't sure if he was still storing energy and attacked. Next thing I knew, my initial party was defeated and I had to use my backup. I also like how you get enough party members to fill out Team C now, instead of it being an inevitable defeat if victory wasn't achieved in a few hits.

c) Right after I finished the game, I realize how to activate Hard Mode now. I thought I was stuck in Normal Mode since that was the only option available when selecting a new game and it was only available after beating it. Kind of feel bad now since I didn't even feel threatened when fighting Uber Daemon before entering Atlantis. Will definitely do a New Game + Hard + Story Mode run when I replay the game in the future.


Glad to hear updating your database file worked and solved those issues.

The Battle Arena statistics page text read "Incomplete" until all challenges were finished, then changed to "Cleared", but I'll make the language less confusing.

Sammy intentionally wields staves, wands, etc. when changed to his Anchorite class, as it's intended as a caster option. This gives him access to weapons that boost relevant stats for magic and defense. There's little reason to change him from a dual wield offensive character, so I was trying to give the alternative more utility.

Thanks for catching that debug message before the Altair battle. I usually remember to remove those after testing, but in this case I forgot and nobody reported it.

The new weapon guardians in Atlantis were originally mandatory plot bosses that I repurposed. It's difficult to add books to the library, and these monsters didn't have any nasty gimmicks I felt required entries. The library does feel incomplete without them, I agree. I've considered adding more guardians for all the ultimate weapons, including a few other optional bosses and encounters, but never quite found the time to implement them.

The Parasite skill was actually bugged, I accidentally set a negative variable reference value. The Scarab Amulet does reduce damage, but not entirely. Like other special enemy skills, Parasite is listed in the Tactics section of the Option menu. As you witness these skills used in battle, you can look up their description and exact formulas.

Good to know the screen shake helps with bosses that change modes or have charging periods. I feared it might be excessive, but the effect doesn't occur too often, and a visual cue was needed.

Making three complete parties possible was part of the rationale behind returning Azrael and Cirus as playable character in the end-game. I wanted to do a three party bonus dungeon, but that was cut.

Hard Mode won't change the difficulty that much unless you start a fresh game. If you want an actual challenge after heroes are reborn you must enable auto balance mode. Monster database values are balanced for heroes at level 99 with a damage ceiling of 9,999 from the old version prior to DynRPG.

If you begin a Continue+ save, you'll have access to the bonus dungeon, the Tomb of Khaer Magnus. New enemies, items, puzzles, and a difficult boss.

Everlong

author=Missileboater
The fix doesn't seem to work for me. It still forces Sammy back into Dual Wielding when I load the save.

Edit: In the Abyss, right after selecting the three parties before battle, I get an error message "Event script referenced a common event that does not exist." when the screen fades to white.


I'm unable to duplicate either bug. Using your previous save files, I'm able to correct Sammy's equipment slots and execute the final battle event in the Abyss without error.

Looking at the code execution, and considering your skill lists did not clean up, I think your database file (RPG_RT.ldb) is not updating to the new version in the patches. Make certain this file in your main Everlong directory is not set to read only in the properties tab (right click, bottom of list, bottom of tab in attributes section). When you unzip the patch archive, locate just this file, extract it to the main Everlong directory and be positive to overwrite. Check the file's modified date. It should read "2018 01 23" if up to date.

That's about all I can suggest for ensuring the file updated, other than deleting your current version and extracting the new one from the patch archive. I'm almost certain this is the issue.

Everlong

The bug with Sammy's equipment slot results from a conflict between his hero and class data. The engine doesn't resolve the dual wield flag in the desired and previously assumed manner, but I created a duplicate initial class to bypass the issue.

Here's a link to a small patch update that should cause Sammy to function correctly. Let me know if there's more issues!

Everlong

It's possible I made a coding oversight for Sammy, since he's the only hero initially set to dual wield. The battle arena records stats and returns them at the end after the handicap manipulations. If there's a discrepancy, the code runs again, but to prevent infinite loops I inserted that choice box and warning message.

Everlong

Here's a link to your modified save files.

The skill lists were fixed immediately for me, so I'm not sure what the issue is. However, as long as there's no skill swapping in the future, there should be no problem.

Everlong

author=Missileboater
Manage to make my way through Phoenix Cave without any further issues with skill swap. There are probably other maps with the issue, such as the Tower of Propugnaculum, where the problem started for me, unless the fix is universal. In the former case, going to have to go through it again later to find them.

I have tried to mess around with the Skill Shard system, and the mixed skills are staying.


I'm hoping the skill swap fix is universal. The change of significance wasn't map related, but rather in the skill memorization code.

You shouldn't have to make any skill changes to restore your hero skill lists. Opening and closing the Skill Shard System causes code to run that removes ALL hero skills from every hero, then equips their activated skills. Any monster skills or invalid skills will not be removed.

I tested this fix yesterday successfully, and again just now with your Phoenix Cave save files. If you like, I can process your current save and return it to you.