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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.

Everlong

bugfragged is correct that many bosses, and some powerful regular enemies, often have extreme counters when hit with their weakness. Maybe too extreme in some cases, but the problem was elemental damage is way overpowered, especially early game for Glen and Vetu.

The idea is the player can still exploit these weaknesses, but at a high cost, so not likely every turn. Otherwise a number of bosses would be pathetic. I agree this is a poor design decision in some cases trying to cover an earlier design flaw, but unfortunately I've made mistakes that forced compromises over the years as changes radically unbalanced combat. I've considered relaxing the counter behavior some if it seems ridiculously frustrating, such as a percentage chance to counter rather than certainty.

Some of the counters and special skills are designed to promote strategy. Choosing the right time to attack and deal massive damage while poised to survive the backlash can be critical. Heroes will die frequently the more aggressive players are, but healing and revive spells and items are reasonably spammable to enable such tactics.

On another note, PepsiOtaku has graciously released an autosave DynRPG plugin I will start integrating and testing soon. Hopefully, this will save any players that experience crashes from losing much progress.

Everlong

author=matski
Has the following bug been fixed in arena where the lady from triangle island is there and says you can rescue a friend. When you rescue him, he joins your party, but when you speak with the lady again, you can repeat the quest?

In addition, after you reach reborn levels, does the game only allow 4 characters at a time to level or can they all level? My characters were only leveling my 4 active characters.


Yes, the Cirus quest bug with Dianyn was addressed in beta patch D.

Once a hero is reborn they will not continue to gain levels outside of the party as before reaching maximum level. This is due to the mechanics of the rebirth system, to control power creep acceleration, and to encourage switching heroes at end game.

Everlong

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.

Everlong

author=matski
Has anyone ever had a problem where first, the game music stops player, then when you try to save, you get an error message dealing with memory; places you into the title screen, and deletes your save game file? It just happened to me while I was level grinding so that I can battle the final boss. I'm quite annoyed I spend all this time on the game and the game just deletes my game file.

Does anyone have a game file they can send me that can give me new game +?


Actually had another player recently experience this exact same problem. I have no idea what is causing this bug, but suspect a DynRPG plugin memory leak. I thought about adding an auto save feature, so players never lost too much progress. My apologies that I don't have a save file for you to restart from, maybe another player could offer that, but I am going to message PepsiOtaku again and ask if he has the time to create a plugin that auto saves.

Everlong

Thanks for helping ryan7251, kalledemos!

By the way, if you've finished the latest version of the game, would it be possible to write a review on rpgmaker? Same request for any users who have played a significant amount of the current release. There are no reviews that describe the recent changes to the game.

The last beta patch seems to have eliminated most bugs and outstanding issues since I've stopped receiving reports from players. Soon I'll update the main installer to incorporate the damage limit break and all the fixes.

I did talk to PepsiOtaku about an autosave feature. It is possible with some effort on my part, but he never got back to me about possibly making such a DynRPG plugin.

Everlong

author=ryan7251
Hi i just got the ship and the wrold just really opened up and with that i wanted to ask are there big missables in this game i mean i don't care if i miss some things like 1 time use items or Equipment as long as it is not the best Equipment in the game. But i don't want to miss out on NPCs for my ship or summons do i need to worry?


The only significant thing you can miss is one particular quest, but you can obtain the same reward at the Arena. Or, you can do a new game+ to redo the quest get 100% completion percentage. There are a few chests during the War of the Eclipse that could be missed, but contain nothing special. Important things like NPCs, summons, and the best weapons and equipment are entirely available at the end of the game regardless of past actions. Just play, explore, and have fun without worrying!

Everlong

author=Malandy
author=DJC
I agree with you, it'd be ideal if physical skills scaled with your weapon damage, but unfortunately that's not how the algorithm s work in RM2K3.

I would say the skills themselves are one of the weakest game design aspects, but that's largely due to engine limitations.
Is there not some plugin or something to change those algorithms or something? Or am I misremembering something?


The divisors for skill damage can be changed, but not just for heroes. That means all monster attacks and skills would no longer be balanced. Seeing as there's 1500+ skills and 500 monsters, I can't justify the massive time investment that would require.