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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.

Everlong

author=ryan7251
Hi i did want to bring up one thing that i don't really understand and that is is it normal for skills to not scale with your weapon damage?
I mean damaging magic seems fine for the most part but things like gash and namely the first few starting single hit skills for justin and Glen seem to kind of be pointless since a normal attack that takes no AP does the same if not more damage and the chance of a status element never really seems worth it.
Anyway just wanting to know if that is normal truth be told it would be fine if the AP did not scale but since it does i thought maybe the skills are still supposed to deal a ok amount more damage then normal attacks.
Sorry if i seem rude i still like the game :)


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. Instead, there's a system that equips more powerful versions of skills as your Attack or Magic attributes increase. In this way your weapon does influence skill damage indirectly.

Skills tend to cut through defenses better than normal attacks. Combined with the conditions inflicted, that's the justification for AP costs. Many skills are situational, however, and without a Scan ability it takes an investment to figure out enemy vulnerabilities. I would say the skills themselves are one of the weakest game design aspects, but that's largely due to engine limitations.

Everlong

author=ryan7251
Oh the bug lets see if i can remaber it was after a just got justin and i i had the horses but i wanted to explore the castle in the forest(forget it's name but the one where you get justin) to get some sweet loot i may have missed :) anyway i went to the area you can go to sleep and the you just went to sleep sound effect played right when i entered anyway i went to leave the forest and i got the cutscene were justin talks to the soldiers at the camp like normal however the bug is the fact i had already had that scene anyway nothing else happened so it may have been just a small hicup :)

HOWEVER i have just ran into a error that is getting on my nerves :)
You know in the witch tower how you have that game where you need to dodge the ghost on the 2ed one if i fail and say i do not wish to skip the puzzle it crashes if you want i can tell you what the error says but you may know of this error for all i know :)


Good catch on the Vanguard story sequence bug, I never would have caught that testing. Returning to the guest room automatically triggered an old scene that reset a variable, causing the military camp scene to repeat.

As to the witch chase puzzle, I know what you're referring to, but in testing I never encountered a crash error despite failing multiple times, and I see no problem with the event code. I'll still take steps to address the issue in the next beta patch. Let me know if you absolutely cannot proceed past this room.

Everlong

author=ryan7251
...it seems you may have ran into the death spell trap so many old rpgs seem to do namely making it next to never work :) i don't know what decide's if it works (Hell maybe it's something you can not change) but most enemies i tried to use it on just missed like all the time.
I think people do this to try and balance the game however what most fail to think about is if you make only weak enemies able to be killed by it it kind of makes the spell not very useful :)
Anyway like i said loving the game did run into a odd bug but it did not break the game :)

All monsters have fixed percentage vulnerabilities to conditions, like Poison, Confuse, or Death. This ranges from certain to inflict to immune. For heroes it's either fifty percent or unavoidable. I would have liked a caster's magic to increase the likelihood of condition success, but while maybe technically possible with DynRPG plugins, it's not practical to implement. Without a scan skill (also impractical), condition inflicting is not as useful as it could be.

Death does work on quite a few enemies, but as you say is the case with most games, it's only reliable against certain foes, usually the weak. This is a balance issue. If it takes a melee fighter several turns to defeat an enemy, but a caster can kill it instantly, attacking becomes obsolete. Death inflicting skills are meant to be used situationally, and that's why they aren't costly or difficult to unlock like high damage dealing skills. If I could, however, I'd allow high level casters with high magic advantage over their target to significantly increase the chance of death, excepting only immune targets like bosses. Perhaps your experience also has to do with the part of the game you're at, which is filled with undead monsters and spirits, all immune to death.

By the way, what was the odd bug you uncovered? I'm always looking to fix what I can.

Everlong

author=GuestieWestie
DJC, may I recommend that you change the sound effect of opening chests that contain Heals, zeals, Renewals, Rebirths, etc? Because just watching Fragbug's play through of Everlong, shows that sound is unpleasant, since it hurts my ears... and it's a common sound too.


That's interesting, I've never had much comment on specific sound effects before, negative or positive. The item acquire sound is actually a standard RPG Maker RTP file, lots of games have used it over the years. I think it actually wouldn't be that difficult to replace the sound for the majority of uses. I'll think about it, and would like to hear if other players have an opinion on the matter.