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Everlong
Full installation package updated with all current bug fixes, including:
*Entering and exiting the Phoenix Cave with Impatient Mode ON works correctly
*Hunting Grounds Predator HP significantly reduced; some prey HP reduced
*Muldoon Forest Hunting Ground giant tree permanently transparent
*Corrected Shankha library book location
As always, my thanks to the players for reporting these errors.
*Entering and exiting the Phoenix Cave with Impatient Mode ON works correctly
*Hunting Grounds Predator HP significantly reduced; some prey HP reduced
*Muldoon Forest Hunting Ground giant tree permanently transparent
*Corrected Shankha library book location
As always, my thanks to the players for reporting these errors.
Everlong
I'll put the Phoenix Cave Impatient Mode glitch on the list. I rarely play with that mode enabled, so I likely missed many such bugs.
I debated whether to even include hunting predators as part of the game completion percentage since I knew it would be rather tedious. I'm leaning towards significantly reducing the number of hits to defeat predators. Players could acquire some rare drops easily that way, but the predator that spawns is random chance and later in the game there are better ways to acquire most of those rewards.
The speed issues with predators and prey are actually the result of buggy code that just doesn't execute consistently. I gave up trying to perfect that, and preventing predators from getting stuck in phasing mode, where they can pass through any tiles, even if they're not supposed to.
As for Beomaust, that's probably the third most difficult battle in the game now. You need extremely high defense, fortified with Protect if possible, to survive Overpower. Breath resistance equipment, high defense, Protect, and using the Defend command will help heroes reduce damage from Ultima Breath, which can also be reflected if only a single hero has the Reflect Condition. It's tempting to use Regen for healing, but this will get you into trouble when Beomaust casts Reversal just before Ultima Breath unless you remove it with Cleanse first. You want low HP or fallen heroes just before Reversal, but don't gamble too much since Beomaust can deal heavy damage every turn. Items are the best way to heal or grant boons. Casting life magic will get you Demolished. Casting healing magic will either get you Demolished or maybe Gravija. Demolish will either kill all but one party member, or the last remaining hero if you're down to one.
I debated whether to even include hunting predators as part of the game completion percentage since I knew it would be rather tedious. I'm leaning towards significantly reducing the number of hits to defeat predators. Players could acquire some rare drops easily that way, but the predator that spawns is random chance and later in the game there are better ways to acquire most of those rewards.
The speed issues with predators and prey are actually the result of buggy code that just doesn't execute consistently. I gave up trying to perfect that, and preventing predators from getting stuck in phasing mode, where they can pass through any tiles, even if they're not supposed to.
As for Beomaust, that's probably the third most difficult battle in the game now. You need extremely high defense, fortified with Protect if possible, to survive Overpower. Breath resistance equipment, high defense, Protect, and using the Defend command will help heroes reduce damage from Ultima Breath, which can also be reflected if only a single hero has the Reflect Condition. It's tempting to use Regen for healing, but this will get you into trouble when Beomaust casts Reversal just before Ultima Breath unless you remove it with Cleanse first. You want low HP or fallen heroes just before Reversal, but don't gamble too much since Beomaust can deal heavy damage every turn. Items are the best way to heal or grant boons. Casting life magic will get you Demolished. Casting healing magic will either get you Demolished or maybe Gravija. Demolish will either kill all but one party member, or the last remaining hero if you're down to one.
Everlong
Thanks whacker. I apologize for the patch failing to work previously. This is exactly what I worried would happen after upgrading to Windows 10, which is why I was desperate to finish the release candidate beforehand.
I'll be on vacation again for another week, but please report any more errors or issues encountered and I'll address them upon my return. Hopefully players are still having fun with the game.
I'll be on vacation again for another week, but please report any more errors or issues encountered and I'll address them upon my return. Hopefully players are still having fun with the game.
Everlong
author=Andreo
I remember playing this great game many years ago (and almost crying when I encountered the bug in the trial of dragons, however after I finished it). Now I have began to play it again and I'm at the first boss, i use default settings and... how many hp it has? I remember killing him with around 15 hits now I'm over 50!!
Kraken normally has 1200 HP, but there's a hidden 20K extra. Double that for 42400 on Hard difficulty, and you had to deal 22400 damage for victory, beyond excessive. With the new patch and multiplier, it's only ~6500, about five times regular. Much more reasonable.
Everlong
Ok, Windows 10 is finally showing me when files were last modified, so I've updated the patch and the files should be current and work this time.
Boss AP should start at maximum now, allowing these enemies to use their skills. My guess is the Hard difficulty setting multiplied the monster AP setting to values beyond what the engine can store, causing an overflow to negative values, or just reverting to zero.
This latest update also includes a fix for Hard difficulty boss HP. All enemies had their hit points doubled on this setting, when there should have been a reduced case for bosses.
The problem with the HP bar and bosses stems from my implementation of boss fight conclusions. All bosses have an extra 20K HP, making the gauge wildly inaccurate for bosses with little regular HP. It's an unfortunate work around that also makes it difficult to scale boss HP. There's an entire separate auto balance algorithm for that alone.
Boss AP should start at maximum now, allowing these enemies to use their skills. My guess is the Hard difficulty setting multiplied the monster AP setting to values beyond what the engine can store, causing an overflow to negative values, or just reverting to zero.
This latest update also includes a fix for Hard difficulty boss HP. All enemies had their hit points doubled on this setting, when there should have been a reduced case for bosses.
The problem with the HP bar and bosses stems from my implementation of boss fight conclusions. All bosses have an extra 20K HP, making the gauge wildly inaccurate for bosses with little regular HP. It's an unfortunate work around that also makes it difficult to scale boss HP. There's an entire separate auto balance algorithm for that alone.
Everlong
I'll see if I can do something to alleviate the lag in Pullus Unda. Could be a result of the special map that displays to help the player find missing party members.
Edit: Ok, got a fix up for the Pullus Unda lag. The custom map should only refresh when necessary, not continuously. Let me know if you run into any more of these situations, kalledemos. Many of the custom displays run on a similar constant refresh premise, which could be the source of whacker's issues.
Edit: Ok, got a fix up for the Pullus Unda lag. The custom map should only refresh when necessary, not continuously. Let me know if you run into any more of these situations, kalledemos. Many of the custom displays run on a similar constant refresh premise, which could be the source of whacker's issues.
Everlong
author=whacker
Here is my uploaded save near the chocobo search minigame. Hopefully it will help pinpoint a problem if there even is one that isn't on my end. If not no big deal I'm about to beat the game.
Your text to link here...
Your text to link here...
I tested your save file and Chocobo Search is working when I load it on my computer.
Edit: I think it's on my end compiling the patch. I'm having difficulty verifying updated files since Windows 10 has serious permission issues and won't change the last modified date for any of my game files. As a result, I'm just adding ALL maps and the database to the fixes download. Try it one more time, and hopefully it should work.
Everlong
author=rebel1223
DJC I have two questions from a new player, one gameplay related and one writing related
Gameplay: Is there a way to break the damage limit? After the Forbidden Continent all of my party were hitting for 9999 on the regular (My party was Vixen, Meredith, Draekor, and Willis)
Writing: What was the reason you decided to use the passive voice so much? Was it just a "sound different than the way people talk in real life" kind of thing?
It is possible to break the damage limit with a DynRPG patch. In fact, if you look in the Everlong folder and open DynRPG.ini, toward the bottom you will see several lines that have been commented out which would remove the damage cap. This will break the game, however, and I abandoned the mechanic.
Instead, I suggest turning on the automatic monster balance feature in the options menu. Or you can adjust the monsters manually if you still want a challenge after gaining levels beyond what your current position in the game is balanced for. Once you reach maximum level and start having your heroes reborn, automatic balancing is necessary.
As for the over usage of passive voice, that's mainly poor writing on my part. Using active verbs is considered easier to read and more engaging. If you're specifically referring to the style of dialog for particular characters, that is intentional differentiation. Those of noble birth (Meredith, Julia, Justin, Drakeor) employ sophisticated grammar and verbose sentences, whereas uneducated heroes (Keen, Willis) tend to use slang, contractions, and simple grammar. Others are between the extremes (Glen, Sammy).
Everlong
I just updated the fixes download to make sure it had the updated maps to correct the Chocobo Search bug. It's working when I test the mini-game. Double check the files were overwritten I suppose.
Maybe a DynRPG plugin specific to Everlong but absent in the other games you've played is causing the issue. I don't know enough to investigate, and will have to see what other players report.
That's extremely disappointing about the subscript out of range errors. I worked hard to rewrite the vehicle code to squash this bug. After eliminating occurrences during my play through, I was confident the problem was solved. At this point I can only assume it's an engine bug beyond my control. I never could reproduce the bug consistently, and it only happened with the airship, despite the regular ship having identical code.
Maybe a DynRPG plugin specific to Everlong but absent in the other games you've played is causing the issue. I don't know enough to investigate, and will have to see what other players report.
That's extremely disappointing about the subscript out of range errors. I worked hard to rewrite the vehicle code to squash this bug. After eliminating occurrences during my play through, I was confident the problem was solved. At this point I can only assume it's an engine bug beyond my control. I never could reproduce the bug consistently, and it only happened with the airship, despite the regular ship having identical code.
Everlong
author=whacker
Compatibilty options didn't help. I'm using Windows 7. The memory allocation save/music stopping problem is no big deal for me since I know how to work around it and I generally don't play long enough for it to be an issue. The one constant annoyance throughout my playthrough has been the choppiness and bad slowdown present whenever theirs extra info on the screen, usually a map or counter(the only exception has been the chocobo mini games and battles). I'm currently in the black dragon trial doing the +- torch puzzle and the slideshow framerate is making it very difficult and tedious. In any other area without a map, counter, etc the game runs perfectly. I played this game before the most recent big update about a year or two ago on the same pc and didn't have any of these problems.
The method of display for the Black Dragon Trial and similar counters or maps was not changed in the new version. The engine is calling the same standard functions for drawing pictures. Perhaps DynRPG hooking into the executable memory locations is causing these problems for you, but that's beyond my ability to investigate or address. Unfortunately, DynRPG is critical to the new version.
I'm actually getting poor performance and graphics artifacts on Windows 10 in full screen that I did not experience in Windows 7, but windowed mode performs better if you're yet to try that. PepsiOtaku was working on some DynRPG modification to make the drawing methods more efficient, but to my knowledge it was never publicly release in full.













