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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.
Everlong
Wow, "Not Implemented," that's an error I've never encountered before. There might not be a way to code around this, but if you post your save file I can try advancing it for you, or attempt to replicate the error.
Find both the save .lsd and .dyn file in your main Everlong folder and upload them here, or send via email.
Find both the save .lsd and .dyn file in your main Everlong folder and upload them here, or send via email.
author=BlueOctober
Okay, so after applying the latest patch impatient mode gave me the option to skip the Justin/Praetor scene. So I skipped it and the screen went black and then the same error popped up. This makes me believe that the problem isn't with the scene but in (what I assume is a pretty badass fight) that comes after that scene. I'm stumped.
Everlong
I think the Skull Knight issue was brought to my attention previously and I forgot to address it. Thanks for reminding me.
That's also a good catch on the Khaer Magnus behavior. I'll make an exception for Shell triggering a counter attack. I was careful to consider the possibility of spamming a skill to control a monster's attacks, but there might be enemies with similar AI exploits I missed.
That's also a good catch on the Khaer Magnus behavior. I'll make an exception for Shell triggering a counter attack. I was careful to consider the possibility of spamming a skill to control a monster's attacks, but there might be enemies with similar AI exploits I missed.
author=Bugfragged
Now I found a really OP bug. Skull Knight can increase a base stat by 50% for the entire party at the cost of 3 Crimson Beherits, but for some reason, he's not removing any of them from my inventory (though he will remove them properly when buying Ultimate Equipment). This means players can pretty much power up continuously with no effort, as long as they have at least 3 Crimson Beherits.
Also, I figured out a way to exploit Khaer Magnus's AI. If you cast Shell, the boss will react by casting Hubris. However, shell doesn't actually count as a buff, so Hubris does nothing. This will force the boss to waste a lot of turns, though the downside is that it might cause him to use skills out of sequence, like if he used Reversal without using a skill that usually precedes it. Plus, even when a boss is angered, they still don't always use their skill right away.
Everlong
author=theshadow
I did not realise I could do that,monster stats were well above 100% so I have took them back to that and beaten her,THANKS to both of you. Btw I am playing 3.3 version,and cannot find drill quest so I will continue
OK, that's good news. There is no drill quest in the new version, it has been replaced. If you have already done parts of the new Royal Technology quest, the rest will become available later in the game. You will receive a journal update after you encounter the scene automatically.
Everlong
New patch for download here.
@OctoberBlue
I've changed the Impatient Mode skip for the Seraphia confrontation. It should now bypass the entire scene and never even fade in. Just takes you to the next scene. Let me know if you still experience crashes, or witness no change in function (which means patch not applied correctly).
@theshadow
If you're at the Valiantide Base or King Thoth and they're talking about a drill side quest, you must be playing an old version. The current version is 3.30, and you can check the lower right hand corner of your title screen to compare. If you are indeed playing an old version, it's going to be difficult to offer support since I can't keep the changes from the many updates straight in my head. Saves from old versions aren't truly compatible with the current version either, unfortunately.
@bugfragged and Zadok83
You're correct that the Battle Arena BP was overflowing, and there was an even nastier issue with the auto balance mode. Due to limitations of the monster scaling hack, I've had to set a limit of 2 million HP per boss in all balance modes to prevent overflow. It's frustratingly beyond my ability to address this further.
The intended strategy to deal with Bloodsong and Bloodlust is to let that character die intentionally. This will cause the enemy skill to end on its next move. You can then safely revive that hero.
@kalledemos
PepsiOtaku actually helped me with a previous DynRPG issue. I was loathe to bother him again, but there's nobody better to ask about plugin help, so I'll follow your recommendation and see what he thinks about the saving situation.
@OctoberBlue
I've changed the Impatient Mode skip for the Seraphia confrontation. It should now bypass the entire scene and never even fade in. Just takes you to the next scene. Let me know if you still experience crashes, or witness no change in function (which means patch not applied correctly).
@theshadow
If you're at the Valiantide Base or King Thoth and they're talking about a drill side quest, you must be playing an old version. The current version is 3.30, and you can check the lower right hand corner of your title screen to compare. If you are indeed playing an old version, it's going to be difficult to offer support since I can't keep the changes from the many updates straight in my head. Saves from old versions aren't truly compatible with the current version either, unfortunately.
@bugfragged and Zadok83
You're correct that the Battle Arena BP was overflowing, and there was an even nastier issue with the auto balance mode. Due to limitations of the monster scaling hack, I've had to set a limit of 2 million HP per boss in all balance modes to prevent overflow. It's frustratingly beyond my ability to address this further.
The intended strategy to deal with Bloodsong and Bloodlust is to let that character die intentionally. This will cause the enemy skill to end on its next move. You can then safely revive that hero.
@kalledemos
PepsiOtaku actually helped me with a previous DynRPG issue. I was loathe to bother him again, but there's nobody better to ask about plugin help, so I'll follow your recommendation and see what he thinks about the saving situation.
Everlong
author=BlueOctoberauthor=DJCI downloaded the patch and overwrote all the files, then loaded my save and set it to impatient mode but I still get the same error at the same part.author=BlueOctoberI've seen this bug before, but not recently. I thought I addressed it in a previous version by removing some arrow picture animations, but I've always suspected the large number of events that start moving simultaneously were also problematic.
So I just got Vetu and the Cirigoth are ready for battle. When they charge the gate the game stops and I get an error though. Is that fixable?
Today a new patch is available, and I've included a workaround for the crash. First download and install the update. Within the game, switch to IMPATIENT MODE in OPTIONS from the menu. Proceed with the story, you won't miss anything except the charge. When you regain menu access several scenes later, turn off IMPATIENT MODE unless you prefer it.
Let me know if you have any more problems with this sequence!
Did the scene play exactly as before, or was there less sound effects or a screen fadeout before the crash? I basically cut all the event commands after the last line of dialog when in impatient mode. Does the crash message say anything specific? And to confirm, this is the scene between Justin and Praetor with their armies outside Seraphim, correct?
Everlong
author=Zadok83
@DJC
Your latest patch works as intended with the Doomsday attack. However, I found another weird glitch.
When I tried to fight Uber Daemon with Monster Scaling on Auto, I got an insta-win. When I encountered him, the screen went black and his health bar appeared as it would normally. However, his name appeared in the Monster Box Menu while the screen was still black. When his body finally appeared, his death animation started and the battle was over, before he or my party made a single move. Post-battle, everything else carried out like I had won.
Of course I reloaded my save and put the scaling back on Default. Everything functioned properly when I did.
I didn't change any of the auto scale parameters this time around. I'll have to take a closer look at how the HP adjustment was set below the death threshold for this boss.
Everlong
author=Zadok83
I finally got back to where I was and beyond. I made it to the sand area of Atlantis and defeated Demogogue. A couple of fights later, it happened again. This time, I was prepared though. I had 3 identical saves (Slot 12, 13, 14) just in case.
Difference is this time, I reset (F12) the game and closed it out completely as soon as the music went off. I was able to reload, no harm no foul. So if anyone else runs into this bug, I would suggest they reset and close completely out of the game, unless they have a identical backup save.
I've uploaded a new patch that should fix the issues you had with Uber Daemon's Doomsday attack.
How long of stretches are you playing for? If the crash is caused by a slow memory leak, it would make sense if it occurs after long periods of play. During my testing I don't recall ever having the game running for more than a few hours, mostly because I had to constantly stop to fix bugs.
I've had an idea to address crashes, inspired by some commercial titles. Automatic saves in the background after X amount of time passes, or when certain functions are triggered. Preferably after every teleport and battle. These saves could hopefully not take up slots, but just exist in the main folder. If a crash occurs, they could simply be renamed and then appear for loading in game. This way a minimum amount of progress would ever be lost.
Unfortunately this is beyond the basic engine capabilities, and no DynRPG plugin exists that I know of. I don't have the expertise or time to make a plugin myself, but if there are any active DynRPG coders still out there, send me a message if this is possible or not.
Everlong
author=BlueOctober
So I just got Vetu and the Cirigoth are ready for battle. When they charge the gate the game stops and I get an error though. Is that fixable?
I've seen this bug before, but not recently. I thought I addressed it in a previous version by removing some arrow picture animations, but I've always suspected the large number of events that start moving simultaneously were also problematic.
Today a new patch is available, and I've included a workaround for the crash. First download and install the update. Within the game, switch to IMPATIENT MODE in OPTIONS from the menu. Proceed with the story, you won't miss anything except the charge. When you regain menu access several scenes later, turn off IMPATIENT MODE unless you prefer it.
Let me know if you have any more problems with this sequence!
Everlong
@ zadok83
Bugfragged is correct about the Uber Daemon's attack Doomsday. It should take the average maximum HP of your party heroes and damage for one less. It worked for my playthrough, but that was prior to the last update. I've got a few ideas I'll look into on this error.
Sorry about the save crash, I know it's extremely frustrating and disappointing. Unfortunately DynRPG introduced the potential for more errors, in addition to engine bugs I'm powerless to address. I've had the insufficient memory bug before, but it seems totally random, though I might know the responsible plugin. If you want to post your save I can readjust the levels at the very least. I don't think it's anything particular to the Atlantis dungeon or battles. This is a big reason I'm done with the RM2K3 engine. Behavior and crashes are inexplicable at times.
@ bugfragged
For bosses if a custom setting for HP is below death threshold, a new minimum is set, but it's supposed to remember the previous setting you chose and return to that, not default back to zero. For regular battles, the custom setting should never change. Did this behavior start after a particular boss battle? Or just any battle? I've got some testing to do, when I find time.
Bugfragged is correct about the Uber Daemon's attack Doomsday. It should take the average maximum HP of your party heroes and damage for one less. It worked for my playthrough, but that was prior to the last update. I've got a few ideas I'll look into on this error.
Sorry about the save crash, I know it's extremely frustrating and disappointing. Unfortunately DynRPG introduced the potential for more errors, in addition to engine bugs I'm powerless to address. I've had the insufficient memory bug before, but it seems totally random, though I might know the responsible plugin. If you want to post your save I can readjust the levels at the very least. I don't think it's anything particular to the Atlantis dungeon or battles. This is a big reason I'm done with the RM2K3 engine. Behavior and crashes are inexplicable at times.
@ bugfragged
For bosses if a custom setting for HP is below death threshold, a new minimum is set, but it's supposed to remember the previous setting you chose and return to that, not default back to zero. For regular battles, the custom setting should never change. Did this behavior start after a particular boss battle? Or just any battle? I've got some testing to do, when I find time.













