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Everlong

Crissaegrim, and several other items, were added to the game after the inventory was initially finalized. You'll find it on the item list not with the other double blades, but below the equipment, accessories, and monster drops. If your heroes are dual wielding, they cannot equip Crissaegrim since it's a two handed weapon.

Everlong

author=Bugfragged
For some reason, Beomaust, Tonberry, Arma, and Magus have 0 AP on hard mode.

I think I figured out the reason. Hard mode doubles the AP amount, but it might be possible that some enemies have so much AP that it goes over some limit after doubling. If I set the AP rate back to 100%, the bosses mentioned above have AP again.

BTW, the 200K HP buffer seems to work now.

Out of curiosity, at what point would Auto mode become tougher than Hard mode?


You're probably right about the AP bug. The values are over flowing. I'll make an adjustment. I'm glad the other main changes are working now.

Hard mode only stays relevant if your heroes are at average level and equipment. Auto mode attempts to preserve challenge at all times, but I wouldn't say it increases difficulty like Hard Mode.

Beta Patch v3.30b

IMPORTANT: version 3.30a was faulty, any players who installed it need to overwrite with the current update.

Everlong

The new patch v3.30b is available in the downloads section. This has the correctly updated files, including the database.

Windows 10 permissions prevented files from saving properly. I had to recreate the project in a separate disk location, then copy and paste various database tabs, which was not amusing. I still have zero explanation how the files in the original folder failed to update, yet loading the project in the editor preserved changes.

This should address all outstanding issues created by the faulty v3.30a patch, except for the Fracture Fist reportedly inflicting boons rather than removing them. The correct boxes are checked in the database. I don't recall an engine bug that prevents weapons from removing conditions, nor encountering such behavior myself, but that's the only alternate explanation I can think of if the error persists.

Everlong

I'm starting to suspect some of the files in the archive are not the updated versions. I've had trouble before in Windows 10 with permissions causing this. I have no idea how loading the project in the editor always has a current database, but the file itself lists its last modification as months previous.

In short, the DynRPG.ini in the patch updated to break the damage limit, but the database is not, and still has the 20k HP death threshold. I'll figure this out and correct the patch files afterward.

Everlong

author=Bugfragged
@DJC

Thanks. I managed to skip the death animation for Baaldread with yet another lucky crit


You've definitely applied the beta patch and overwritten both the DynRPG.ini and database?

Baaldread is only meant to have 105K HP, but if you defeated that boss without triggering the animation, you must have dealt 305K damage. The battle must have seemed ridiculously long.

I'll definitely have to do some more testing and track the boss threshold variable during battles to see if it's being set to an incorrect value.

Everlong

author=Bugfragged
When I got 4 characters to level 99 and switch to a non-level capped party, I couldn't gain any experience even after switching EXP off in the Rate Adjust option. After rebirthing the maxed level heroes, experience gain returned to normal.

Also, either Fracture Fist or Dragon (Sammy's weapon) can cause an enemy to gain buffs like reflect and regen.

Edit: How do I restore the Inceptum? I have no clue how to even start this quest, even though I already delivered the tech magazine.

Edit2: There seems to be a tenth ??? minigame at the arena. Do I have to beat all the chocobo minigames again to unlock it?


Thanks for those two bugs, I've added them to the list. Let me know if you encounter any more errors with bosses dying without the animation.

The quest to restore the Inceptum is automatically triggered toward the end of the Ship Graveyard (Sepulcrum Profundus). If you're yet to complete that dungeon, you cannot finish this quest yet, but King Thoth will remember you've already given him the magazine, and the Journal entry will update to remind you to revisit him when appropriate.

The tenth replayable mini-game at the Battle Arena is the Lava Tube slide. It will automatically unlock after you play it for the first time. Access it via the quick exit from Ignis Castrum, the dwarf castle underground later in the game.

Everlong

author=Zadok83
@DJC

Great game so far! I'm in Occultus Gaza right now, running around picking locks. I'm somewhat of a video game music connoisseur and one track has been haunting me (in a good way) so much that I have to get my hands on it.

The music inside the Thirteen temples is really nice. I went to the Music folder only to find a sped up midi of the track. I understand that Zack Parrish is the author? I've been on his Soundcloud and Bandcamp pages, but to no avail have I been able to find this one track. Do you happen to know the original name of the track, which would really help me hunt it down?


Here's a link to an old version of the entire soundtrack, but it should have the track you're looking for at regular speed in midi format. Some of the newest tracks might not be included in that archive, though.

Everlong

author=Bugfragged
Thanks, now I can rest at ease knowing I covered all the dungeons I possibly could at this point.

For the 3.30a beta patch, the boss battles on story mode only prompt for skipping, but not level adjustment like mentioned in the patch notes. The only time it prompts for level adjustment is right before the summon and dragon trial bosses, since those always heal the player first.

Also, thanks to a lucky crit, I managed to deal 30000+ damage to Kali and skip her death animation.


I'll have to take a closer look at the boss story mode prompt.

The beta patch should allow players to deal 99,999 damage in one hit, and bosses should last until 200k HP, then trigger their death animation. Maybe Khali is a case I missed, but I will do some checking.

Everlong

author=Bugfragged
In the arena, I'm missing the region between Tyr-Anon depths and the West Tower. Is this a new dungeon or is it the optional Meridion Caverns?


I think this is the bonus dungeon, Tomb of Khaer Magnus. Last region on the first page at the bottom of its own row, correct? This region cannot be unlocked until you've completed the game, and finished the jade mosaic that unlocks the tomb door in the aforementioned dungeon.

I would have put this dungeon at the end of the region selection, but this was a quick addition in the latest version. I had to make room for ToKM and the Dreaming Forest dungeon. They took up the old Prior Page and Next Page slots as a matter of convenience to save time.