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Everlong

author=ephraim683
where is the water leviathan (?) ( is this even his name on the new version ) couldnt find the summoner stone on east tower was it moved?
and diablos im missing that guy as well


Meridion is the revised name for the water god. His summon stone, Shankha, was moved from East Tower to the Tower of Auctus. It's difficult to miss, with two chances to open the chest along the main path. The room is just before the giant torch puzzle. Players can also return to the Tower of Auctus later in the game if necessary, after acquiring the airship. Meridion's Temple is accessed either quickly via the airship, or through the Waterfall of Seasons near the beginning of Golem's Pass, followed by a dungeon. The Waterfall of Seasons cannot be passed until after the War of the Eclipse.

The Temple of Diablos is on the Imperial Continent, near Fons Moenia and the east entrance of Terra Cavus. It's listed on the map in continent view. The Grimoire needed to open the temple is located within Vanguard on the upper floors. Top right room on this map.

Hope that helps!

Everlong

Small updates to the current Beta Patch E archive available for download.

*Fixed incorrect Stellio name reference during battle
*Weapons that inflicted Dispel changed due to dual wield engine bug that caused them to instead inflict all positive enchantments; Tolerance, Fracture Fist, and Monolith now inflict Fragile
*Fixed error where a particular randomly spawned hunting grounds item caused another active item to disappear under certain conditions

@Gezelschaft

Thanks for the thorough bug reports! You're correct about the Dreaming Forest walkway bug, though it's not resetting via F12, but reloading a save in any manner that was the culprit. Apparently save files do not store map tileset changes, which I utilized to engineer the multiple floors. This might be intended behavior, but it required yet another work around.

Great catch on the Stellio name error. I cannot believe that was missed for so long, but when I first read your post this morning I still failed to identify the error! I used a special program to parse all map files and make name changes, but this is a battle event stored in the database and was not affected.

Another player reported issues with a weapon inflicting enchantments, but I didn't quite understand it at the time or identify the cause. Thanks for connecting this error to a dual wield engine bug I was ignorant of. I'm afraid the only solution was the removal and replacement of the Dispel effect on all weapons.

The hunting grounds item bug actually existed in every hunting instance. It's the result of too much copying and pasting of events without double checking.

The pink prey Razorback (actually a Pokemon rip) has always had 6 HP. No changes were made in the last update to prey or predator hunt values. The only adjustment I ever made was to drastically reduce the HP of the tougher targets. Cirus deals double damage, but it is more difficult for him to hit certain targets, and he's a "secret" character.

As for the options menu error, your screenshot clearly shows certain files were not updated despite installing the patch. Specifically the files that belong in the Pictures folder. I have confirmed the archive contains these files, so there must be an issue with whatever unpacking program you're using. Make sure your program is set to follow the directory (folder) paths. Or you could only extract the contents of the archive Pictures folder to the Pictures folder in your Everlong directory. Do the same for the other folders or else you will have issues with the patch.

Everlong

New beta patch with autosave functionality is up. I'm certain I broke something, so let me know about any bugs you encounter!

Download the update here.

@Gezelschaft
Let me know if you still have trouble with your replacement save files after installing this patch.

Everlong

author=Gezelschaft
author=DJC
I wasn't able to find anything wrong with your save file. Did you find yourself stuck on the walkway? I actually just fixed a bug in the Dreaming Forest areas yesterday where if the player was on a suspended walkway and left the map and returned via Skill Shards or Purgatory, the hero became stuck due to the tile set not resetting. Does this sound like what happened to you? Until I release the next patch (hopefully soon) this Dreaming Forest bug will persist, so be careful not to duplicate it again and save.

Here's a link to your save file moved off the suspended walkway. The zip contains both the .lsd and .dyn files. Usually both belong in your main Everlong folder, but if you are running in a compatibility mode that is changing the directory, make sure you place them to overwrite the previous versions wherever they are.
http://nealien.com/Everlong/Files/Save06_Gezelschaft.zip

Thanks for narrowing down where the problem chest in Aditus Grotto was located. I went through every chest in Meridion Caverns yesterday and couldn't find any incorrect chest events, so that's a relief it's in another area.
No problem, I'm glad to be any sort of help! :D

Anyway yeah, I'm stuck within 4 tiles (just as my first pic shown). Well, I did die and visit Purgatory for the very first time here, but I was died on the land (at the beginning of the forest due to unexpectedly strong bunch of dinosaurs). And while roaming the forest I abused F12 all the time for various reasons, the problem occurred during last puzzle where you can push the barrel/something to block the boulders from squashing you and I pressed F12.

As for the save files the names are different so I can't overwrite the previous files.
So I renamed your files to match the regular names and overwrite my files but when I tried to load the file, this is what happened..


Pressing F12 to reset the game should never cause any problems when reloading your last save. After being sent to Purgatory and returning, you should have returned to exactly where your party perished. Do you recall how you became stuck on the walkway? Was it immediately after reloading a save? Or did you access the Map or Skill Shards?

I was afraid you might encounter an error when attempting to load your save. My game files are updated as I've been working on the new patch, and the save files reflect changes your install doesn't contain. I'm going to try and release another beta patch either tonight or in the next few days. That should allow those files to work, if you're able to wait.

Everlong

author=Gezelschaft
author=Euphoniac
Have you tried to click on "Compatibility files" (as can be seen on your screenshot), Gezelschaft? Save files of RPG Maker games are often times "hidden" there.
Woot!!! U saved my life Euphoniac, thanks a bunch!!
So, here's my troubled save file :D

I wasn't able to find anything wrong with your save file. Did you find yourself stuck on the walkway? I actually just fixed a bug in the Dreaming Forest areas yesterday where if the player was on a suspended walkway and left the map and returned via Skill Shards or Purgatory, the hero became stuck due to the tile set not resetting. Does this sound like what happened to you? Until I release the next patch (hopefully soon) this Dreaming Forest bug will persist, so be careful not to duplicate it again and save.

Here's a link to your save file moved off the suspended walkway. The zip contains both the .lsd and .dyn files. Usually both belong in your main Everlong folder, but if you are running in a compatibility mode that is changing the directory, make sure you place them to overwrite the previous versions wherever they are.
http://nealien.com/Everlong/Files/Save06_Gezelschaft.zip

Thanks for narrowing down where the problem chest in Aditus Grotto was located. I went through every chest in Meridion Caverns yesterday and couldn't find any incorrect chest events, so that's a relief it's in another area.

Everlong

F12 resets the game, so I'm confused how you then managed to get stuck in the Dreaming Forest after reloading your save file. Your save file is in your main Everlong folder, named "save01.lsd" or whatever slot you've been saving your game to. You can upload it here and link it or send it to my email and I'll help get you unstuck.

I'll take a look at the Meridion Cavern chest exploit, thanks for pointing that out!

The Dianyn quest bug was previously documented, and should be fixed either with the current beta patch, or the work I'm currently completing but am yet to release.

Everlong

Auto save is in the works, I just have to go through EVERY map and make brief event code changes to implement the feature. Check out the new blog post for more information on auto save and enemy counter changes!

Any story events containing battles players are expected to lose should proceed the same even if victorious. At Polaris, Altair immediately uses Omnislash to hit the entire party for their maximum HP, so that fight is not winnable without hacking.

Everlong

author=matski
author=DJC
It's definitely not your computer, the game engine or plugins are causing the crash. I have had another player experience the save crash when level grinding.

The infinite respawn during the last battle is a bug, but I found the cause. It should be fixed in the last beta patch. I don't believe I'm sitting on any unreleased updates.
What is the current version? My title says 3.30.

Also, when will the level grinding/game crashing issue be addressed (adding auto save)?


I don't think the beta patches change the version number on the title screen. Go to the download section and the available beta patch will be the latest one with the current fixes.

I'm hoping to start implementing the auto save this week, but I don't know if I'll have a release soon. I also wanted to create a counter percentage system the player could control, and that varies based on difficulty setting. That way, if players dislike the counter mechanic they can just disable it.

Everlong

author=CCM
That's really interesting, thanks for the in-depth explanation and I totally get where you're coming from re: wanting more interesting interaction with mechanics in the game. If those are indeed mechanics implemented in the game, I would have really liked some sort of indicator that they were happening, because a lot of them just seemed like powerful attacks that came out at random. I'll have a more exhaustive list when I finish the game and draft out my review, but even just something like naming it "Counter Pentagram," or having the boss call out the first time you use ice and make fun of you for using an obvious strategy; some kind of signposting.

(The fiend of wind was extremely tedious when I fought her, as Draekor had a two handed weapon at the time and I ended up having to restart and do the fight over with a spear because it was just implausible to do it without the single dispel the party has access to.)


There is an animation that plays every time a counter is triggered. The first time a counter is ever triggered, your current heroes give a brief explanation of the mechanics during battle. The animation can be toggled in the Options menu. Perhaps you have it set to OFF. I'm unsure if it is ON by default. I do like the idea of the skill message being more explicit about a counter move, but there isn't an easy way to change that unfortunately.

That's a good point about the wind fiend battle. I should make some other heroes have early skills wit Dispel, maybe Keen. I really wanted to be able to call the equip menu in battle, but that's just not happening in rm2k3. Annoyingly this makes the player have to reload and change equipment, rather than adapt during battle on the fly.

Everlong

author=CCM
Thank you for responding, I appreciate the insight into the development process. I disagree that it promotes strategy (why would you bother taking huge counters if you can much more safely, if tediously, win the fight by just using neutral element damage?) but it makes sense that it would be a compromise over years of development and many changes.


Not so much early in the game, but allowing later boss fights to lengthen by playing defensively/safely can prove unwise. Certain special attacks deal higher damage as the number of actions taken during battle increases (Warrior's Bane), or more damage is received (Agony). Longer fights means you'll see the monster's full pattern several times, having to survive powerful attacks. As HP decreases, monsters also tend to use powerful attacks more frequently, or the same attack may hit multiple times. This is especially true when bosses are near death. Aggressive, risky tactics mitigate these threats, whereas playing it safe exposes the party to them.

Successfully exploiting weaknesses also has to do with timing. For example, against the earth fiend Woekantol, I would do exactly as you did giving Meredith protection against Fatal attacks to ensure the healer survives. Then, wait until a soft part of the boss attack pattern, get HP high, and remove all ailments. Then on a single turn risk casting a high power Ice spell with Vetu and Ice Slash with Glen for extreme damage. I'd pay for it when the boss counters, but I'm in a good position to survive and recover, and managed to score some big hits.

When you advance in the story and have access to 8-12 heroes, you'll have more freedom to play aggressively or safely by choosing your party members. For example you can have two White Wizards for plenty of healing and reviving. Or you can rely on potions, or heroes with supplemental healing (Sammy) or self-healing (Drakeor) while focusing on offense.

That was the idea anyway, and it's definitely different than the classic approach to counters and exploiting weaknesses in RPGs. I would have liked more control, such as where you could break an enemy's resistance temporarily and then they wouldn't counter for a period of time. There's a few bosses only vulnerable to their weakness for X turns, but they won't counter during that time. Using weaknesses should be worthwhile, but require more strategy than spamming one skill.