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Everlong

Hey there, SimonTheDigger,

Swank actually cannot be missed permanently. If the player fails to talk to him at any location in the story chain, he'll still appear in a different spot later in the game as a recruitable NPC.

The only thing that can be missed in a single play through is the Letters quest, but the reward is not unique, and can be completed on a new game+ if 100% finish is desired.

Let me know if you find any significant bugs or balance issues in the current version. Enjoy!

Everlong

Hey there Mayfly, and welcome back to the new version of Everlong.

I do appreciate the feedback, and while I'll definitely make those dialog fixes, I don't recommend wasting too much of your time reporting all the spelling and grammatical errors you come across considering their multitude. At this point I'm not going to release updates often for minor issues.

I agree with your comments about the Shadow enemies in the Void. I will make them half susceptible to physical damage rather than immune. There may be some silver weapons that can hurt them, but they are either found later in the dungeon, or are available from shops the player cannot access in the Void. The other characters besides Julia do have some skills to damage the Shadows, but they are expensive or not necessarily acquired yet depending on level.

Everlong

author=Dennis
How do you activate skills like Ensuna ? Thanks anyone !!


You activate skill scrolls the same as any other skills, but you cannot do so until you have obtained the item itself. You will only find skill scrolls in specific chests, as listed in a post above. Once in your inventory, if the selected hero can activate the skill, it will now be possible when chosen on their skill shard page if you have the requisite number of shards. Each hero has access to different skill scrolls, just as their regular skills are unique, though there is sharing. Not all heroes can use Esuna, but several may. The skill must activated for each hero you want to use it.

Everlong

Are you able to recall when Vixen first started having a significantly higher damage output than other heroes? I'm assuming she is the only hero of the twelve with exceedingly high stats. I'll try to recreate the bug, but it would help if I could narrow the scope of my search and testing.

Justin's development would have been significantly altered. His fiancee wouldn't be a damsel in distress, but a political player who betrays the west and sides with the Cirigoth, attempting to seize the throne of Bridelveil from her inept father before the cult of Expirius double crosses her and Justin's rescue at Mt. Asper fails. I would have to check my story notes, but the relationship between Justin and Vixen later in the game would not involve courtship. Justin would be torn between grief and anger, mostly unreceptive to her inexperienced approaches until he's able to reconcile his emotions.

I would absolutely agree that the story remains conflicted and incoherent given all the incomplete changes spanning years. I don't think a few more line changes will make a difference. A total rewrite would be required to create a consistent plot and character development. I'm comfortable letting the gameplay drive and hold the game together, while conceding the story is serviceable at best.

Revirdok was meant to be a large, populated city. A plot change would have involved Glen restoring the team after the Eclipse, recruiting each hero one at a time. Keen would have voluntarily surrendered to the Revirdok authorities, and a quest involving the Thieves Guild to get him out of jail would have ensued following meeting Vixen and Willis. This was all cut, along with the city.

The silver mines in Seraphia were originally just world building to explain the country's economy, but I had ideas for a mining mini-game or mechanic where ores were discovered in various caves and weapons or items could be created by smiths.

Captain Diego was going to replace the character of Cid who pilots your ship and airship, with a cameo during the War of the Eclipse and perhaps other instances.

The modern technology, such as the airship and memory becomes, survived from previous eras, built by ancient civilizations long gone as the world is reborn every age. Everlong is entirely a fantasy world.

Everlong

Did you get a chance to compare Vixen's STR and level to the other heroes in your party? If those are not the factors contributing to her damage output discrepency, there might be a bug or incorrect database entry I'm unaware of.

The high critical multiplier is mostly for monsters, particularly end game bosses so their physical attacks deal significant damage if the player does not wear equipment that blocks critical hits. Hero critical strikes are rarer, except for specific weapons, and I could reduce those if you think that would improve balance.

In earlier versions, the Invincible Four where not the enslaved souls of the four legendary heroes. They were just servants of Expirius. I couldn't change the location of the bosses without balancing the battles again. Nergal (Mandros Tyranus) should have been at West Tower in Tyr-Anon. Marowit (Val Veritas) at Occultus Gaza, and more of a fighter than pure mage. Laverna (Phoebe Seraphim) is in the correct location, but Valkyrie (Welana Eridwell) belongs at East Tower as a caster only.

The voice that speaks and attempts to control Azrael is Expirius. Azrael was chosen to host the Abyssal Lords as his soul was already stained and corrupted as a Blackguard. The infestation allows Expirius to communicate with Azrael from his prison. I don't entirely recall the justification for waiting a millennia, it's lost in my story notes, but I believe Altair was dispatched by the four heroes and it took time for him to reconstitute a physical form and engineer his master's plans, such as finding a suitable vessel for the Abyssal Lords, who were still free in the world of men but incorporeal and powerless. There have been so many character and plot changes over the course of more than a decade it's difficult to keep plot strands cohesive.

If I had completed the story rewrite, the motives of Expirius would have been entirely different than invoking the eclipse and destroying the seals to return and obtain power from Entropy. Expirius was going to be a tragic villain betrayed by the supposed four legendary heroes, stuck in a time loop by the fallen god Entropy until he managed to fulfill their bargain, which he made to save his kingdom rather than selfish gain. Azrael would be a conduit across time who would eventually absorb the knowledge of Expirius as they traded thoughts. Expirius was trying to break the cycle by guiding the game's heroes along the only path that could break the loop, after countless iterations and failures.

That's a good point about how cruel and tasteless you can choose to make Glen's responses. Suffice to say, those choices have an enormous impact on the affection rating, but I don't like them and I planned to remove the entire romance mechanic. Glen and Meredith would have had a chance to bond, with additional scenes during their scenario and afterward. Vixen would have become an initially unrequited romance for Justin, the reveal of her true character changing this dynamic.

The game used to be much more lighthearted. Introducing character complexity took the tone in a different direction, and some players have voiced their disappointment and displeasure with the changes. I feel the story and characters are the weakest aspect of the game because of the rewrites and massive cuts to backstory and personal development.

Ask as many questions as you like! I'll do my best to answer from what I remember is in the game and was intended.

author=Ekoh
Just read your reply, DJC. So critical hits amount to triple damage? Wow, that puts things in perspective. As I said, knowing that balance in battle is a really difficult objective, I understand you deciding not to overhaul the system and instead going for careful tinkering here and there.
Your reasoning about not displaying the total number of treasures and preserving fun for all players is very interesting, besides the fact that the amount of chests varies each time as you stated. Thank you for explaining.

I had a few questions about plot points, if that´s okay. First, about the Invincible Four aka the 4 heroes of old. From what we´re told at different points, it´s clear that Laverna (the one with the wings)=Seraph=founder of Seraphia=we fight her at Vanguard, it all checks. Idem with Marowit (the enchantress)=Welana Eridwell=founder of Eridwell=we fight her at the East Tower.
But I´m a bit confused about the other two, Valkyrie and Nergal, because we´re told that Val Veritas (the hero with a beard) founded the North Kingdom near Occultus Gaza, and yet at that location, we fight Nergal, who is entirely clad in armor, which looks more like the one we´re told founded Tyr-Anon? So is Valkyrie meant to be Val Veritas, or is it Nergal?

Also, now that I´m replaying the game, it´s not quite clear to me what´s the deal with the voice that helps Azrael break out of his cell at the beginning of the story. We know that Altair engineers his escape from the Tyr-Anox, so does that mean the voice is Entropy´s? Is it Expirius´s? Given that they´re both sealed in the Void at first, how are they intervening if it´s them, and for that matter, how did they make Azrael a conduit for the Abyss lords, why him, and why wait 1000 years later if Altair´s been around all that time (since we know he was a fool at Expirius´s court)?

Sorry if that seems like a lot of questions, but I´m always interested in understanding the intricacies of a plot! You wrote in other comments that due to time constraints, you had had to cut a lot of moments linked to that and also character development, so I thought I´d ask you here.

When it comes to character development, precisely, I wanted to tell you that I have to say that some of Glen´s interactions with Meredith and Vixen bothered me, because some of his answers are really awful (at one point he derogatorily goes on about Vixen "spreading her legs", quote), and between that, her frequently being insulted as a "harlot", and also the several mentions of rape, it´s relatively offputting.

Everlong

Dispel is a common skill scroll to several heroes so everyone has such a skill. The ability to remove positive enchantments from enemies is a crucial ability in some battles. You don't need to count the skill scrolls yourself. The stats tracker checks your inventory for the scroll items to determine the total count.

The "missing" battles are probably the first two against Dynamo where he escapes. Any battles that end in "Perished" should count as losses. I'm relying on the engine counter for these to be accurate.

The amount of treasures is not tracked out of a set total for a few reasons. The number of chests is variable, as some bonus treasures can be earned infinitely (Puzzles, hunting, etc.), and there's no distinction between bonus and fixed chests. Some chests can be missed, such as during the War of the Eclipse. I'm also not sure if the number of generic treasures are the same in the three Tyr-Anon Invasion dungeons. On a New Game+, most chests reset, but not all, reducing the potential total on replays. The most important justification, however, is I didn't want players stressing over a perfect chest count, even in a 100% run. Given there are so many chests, many that are hard to find or not skip accidentally, I didn't consider such a requirement fair. I don't want to encourage players to waste excessive time grinding for a meaningless objective, they should be having fun and always making rewarding progress.

Battle Scars has a maximum limit of 9,998 until heroes are reborn. Then the maximum limit is the average maximum HP of party heroes minus one. The damage can be reduced by the Scarab Amulet. The description in the Tactics Help section currently fails to mention the limit.

For weapons, ATK is not as important as the multiplier. The ultimate weapons increase base damage by ten times. Once you have the best weapons, raising the total of STR + ATK becomes your main source of increasing physical damage. Might is a quick way to double that total. If you're mathematically inclined, the formula for regular attack damage is:

* Weapon Multiplier * Magic Multipliers

There's nothing special about Vixen's combat abilities. Her STR curve is lower than a melee focused hero like Drakeor or Glen, but significantly higher than other casters. If she's dealing that much more damage, her STR must be much higher than the rest of your party. Total level can also have an impact on damage, as the dual wield penalty decreases as you approach 200. Critical hits will always be insane at higher damage because they triple the amount.

Monsters automatically balance according to the average stats of your heroes. If Vixen has higher STR she will pull the mean in her direction, but not enough that encounters are truly balanced. It's hard to actually employ a better algorithm using statistics given the limited mathematics the engine is capable of.

As for Kurgalaxes, Beomaust, and Ultima, these spells deal the highest damage of any hero skills, and they also make all targets receive double damage with subsequent castings. I'm hesitant to weaken these skills, as casters need to compete with ridiculous physical attacks in the end game as you've noticed.

It just occurred to me I could make the Might condition only last a few turns, requiring constant reapplication, but this wouldn't address equipment that automatically inflicts the enchantment. At some point it will also be reduced to a nuisance not worth maintaining, which is not the goal.

Everlong

Thanks for the great feedback, and I apologize again for the skill swap crash bug. I'm planning to update the full package download soon, so no more players should inadvertently experience this error by not having the latest version.

The Dispel skill shard is in the Tomb of Khaer Magnus, but the others are in dungeons already accessible to you. I agree there's too many random treasure chests, and it's easy to miss some. I wanted to drastically reduce the number of chests, and replace them with more world appropriate objects, such as plants that harvest for medicine, or skeletal remains of dead adventurers bearing weapons or armor. Those changes were cut due to time constraints. Here's an updated list of skill shard locations:

  • Esuna - Aditus Grotto
  • Regen - Viridis Mons
  • Enfeeble - Nemus Aevum
  • Zealous Blades - Meridion Caverns
  • Surge - Cerulean Silex
  • Freeze - Ship Graveyard
  • Detonator - Silentium Tumulus
  • Entrust - Triangle Mountain
  • Blink - Triangle Mountain exit after completion
  • Verve - Phoenix Cave
  • Singularity - Atlantis
  • Debilitate - Atlantis
  • Viper Strike - West Tower
  • Dispel Slash - East Tower
  • Reflect - Progidium Nidus after completion
  • Dispel - Tomb of Khaer Magnus


The rebirth system was a later addition to the game. No encounters are balanced for it. Unless players activate the automatic monster balance mode, there won't be much challenge after gaining additional levels or switching to dual wield. In the latest version, ultimate weapon critical hit rates are significantly lowered and spells received a boost in the form of spell penetration for the final tier, which ignores enemy magic reducing damage. Vetu also has the Nucleus accessory for double casting. I also introduced a dual wield penalty, where STR is lowered by a percentage when dual wielding. A shield+ mechanic also exists that boosts DEF when single wield, an important stat later in the game against bosses that spam Overpower. I could further lower critical hit rates, or increase the dual wield penalty if physical attacks still seem unbalanced.

The Might spell is one of the biggest balance issues that I've grappled with. This spell previously cost percentage based AP. Players complained skills like this made increasing maximum AP useless, but I'm considering reverting this change for a select few skills. That doesn't address the many equipment pieces that inflict Might automatically, though. As you've noticed, later bosses employ skills that dispel positive enchantments, or penalize for them. There was significant player backlash against giving enemies too many direct counters that discouraged or prevented exploiting weaknesses and these mechanics, however, so I did not pursue this approach as aggressively as planned. This is why Might Makes Wrong and Hubris are less seldom seen than simple dispel skills, or don't deal more damage.

That's a great point about Miracles and other powerful medicines you can create at the forge allowing players to spam and forget. I think I will change the formula to require rare items the player cannot farm, perhaps a type of monster drop. There's still plenty of opportunities to obtain these medicines through other means, but not in large quantities quickly. Some players desperately need these items to have any chance at certain bonus bosses, however, so I don't want to make them too scarce.

I definitely want to keep battles interesting and challenging in all situations, and for as many players of differing ability as possible. That's why there are so many monster balance options. I do have to be careful, however, as some players can become quite frustrated with battles that others breeze through without difficulty. For example, the Scarab Amulet accessory was introduced by player request for the singular purpose of nerfing special enemy attacks that some players vehemently insisted were unfairly punishing. It's a fine line, but I like your ideas, and would love to hear any other suggestions.

Archangel should not be immune to physical attacks. He begins with 50% resistance, which you can lower to normal. His Squall spells inflicts Blink, however, which evades all physical attacks and you must Dispel. Some enemies will also remove Fragile once inflicted, returning to their regular resistance. Others increase their resistances, and you must continue counteracting their actions. In the Tomb of Khaer Magnus, you'll also encounter the Adamant Golem, who is immune to physical attacks until reducing defense to increase offense.

The Vanir weapon sound effects are using some of the default rm2k3 RTP sounds, and I agree an ultimate weapon should instead be a pleasure to hear every time it strikes. I will update the animation in the next patch.

Tyr-Anon Castle is one of the earliest game areas, some of my first mapping attempts in the old rm2k engine almost two decades ago. I agree it is a ridiculous labyrinth of poor design, which is why there are guide arrows when completing plot events. On the player's first visit, the areas are restricted since I would consider such a large area far too overwhelming that early in the game. Upon returning to the castle, there's really only the chests in the secret room mentioned in a library book that matter. The only reasonable solution would be to redo all the maps and simplify the castle, but I admit nostalgia and historical reasons as well as time required discourage me from doing so.

The Tyr-Anon Invasion event with three outpost choices does feature different dungeons and monsters, but the treasures are the same so don't worry about missing anything! The music is starting to become rather dated as modern systems don't support MIDI well. I had another player recently request a higher quality soundtrack. The biggest obstacle is hosting, as this would drastically boost the file size. It would also take significant time remastering each track with the most appropriate sound font. The Battle Arena penalty system is modeled after Final Fantasy 7, so I can't take too much credit for that. That's awesome to hear the lead up to the Pandemonium battle evoked the emotions I was trying for. That sequence was inspired by the Death Marshes in Turok 2 and the appearance of the Balrog in LotR. One of my favorite scenes is when you first acquire the Aetherius and Cid pilots it to the surface, but that's also heavily influenced by Final Fantasy 6 and 10. Hard to be entirely original, especially considering this project was initially begun as a Final Fantasy fan game.

Let me know if you have any other feedback or questions. It's great to hear from an enthusiastic player with good ideas that can help improve the game, though I'm not willing or able to commit significantly more time to this project.

Everlong

author=Ekoh
Thanks for your reply, DJC. I had indeed noticed that some enemies in random encounters begin the battle not at full strength, but it´s not been too bad so far. As for the lava tubes not being replayable in Cerulean Silex, given that it´s available in the battle arena, I don´t think this would negatively affect anyone.
As for the 3.31e patch, as I mentioned in my last post, I finally installed it, and it did fix the skill swap issue for most characters. It´s made the game crashes worse when accessing the skill menu outside of battle, however. I can´t enter Willis´ or Keen´s page at all outside of battle, and crashes also occur when perusing the skills of characters who naturally have more than one page (so Drakeor is fine, but the white mages and Vixen´s pages cause crashes if I´m not careful not to go too low).


Once the skill swap bug has added invalid skill entries to hero skill lists, there's no way for them to be removed via executing engine code since they cannot be detected. This should never have been possible, but the engine programmers apparently did not add a catch error exception for this situation. Unfortunately, I do not know how to hex edit rm2k3 save files, as that would likely be the only way to remedy your saves. The best I can do is provide an alternate save file approximate to where you are in the game, or advise that you try to continue as best as possible. The new code in the patch does fix the valid skill cross over, but this shortens the lists to their true length, exacerbating the bug. Sorry that I cannot offer a better solution, especially when you're so near the end.

Everlong

author=Ekoh
Update since my last post: I downloaded the 3.31e patch, and that allowed me to get that pesky chest in the Cascade caverns. The airship docking function is now straightforward and wonderful, I have to say. However, the characters still have the jumbled skillset, but the real problem is that now I can´t use the healing spells outside of battle. Is that an unintended side-effect, or was it planned, DJC? Anyway, thanks for working so hard on patches and fixes all the time.


The healing skills not working outside of battle is an oversight on my part. The final tier of healing spells now inflict a condition to allow percentage based healing, thus restoring more than the 9,999 limit. I removed the old fixed amount of healing, but this prevents using these skills outside of battle. The Reprieve condition inflicting by final tier healing skills only works in battle, so I will restore the static healing functionality so these skills aren't useless in the field, even though it looks and operates in a clunky manner.

Everlong

Thanks for your thoughts and reports on the issues you encountered on the game, Ekoh! Most of the bugs you cited have been fixed in the latest patch, which I strongly recommend every player installs. The update is not on the old website, but you can find it here:

https://rpgmaker.net/games/3600/downloads/8419/

Extract the contents to your Everlong folder and overwrite previous files. This will change the airship dock functionality. This patch also eliminates the skill swap bug (probably caused by unintended parallel execution of events), the Cascade Cavern chest freeze, the Vetu level error on join, the Altair battle debug message, and the Nemus Aevum directions to Kuwadora.

The Crissaegrim was previously a two handed weapon that also attacked twice. All double swords are now single hand, and can be equipped single or dual wield. All weapons are also single attack, except the Tombstone for Willis, which can only be used when he's set to his single wield class, Sharpshooter. Otherwise, Willis could potentially exceed the boss death threshold, preventing key batle events from running.

You make a good point about returning to Ignis Castrum. I will add an additional teleport back to the castle, perhaps in the cave beneath Niveus adjacent to the airship teleport. This will necessitate blocking the player from repeating the Lava Tube mini-game to prevent money farming. I'll also add the teleport graphic inside the airship even when not docked, with an explanatory message when touched by the player.

The last choice at the Battle Arena, first page is indeed the Tomb of Khaer Magnus, which will not unlock until you complete that dungeon. It becomes available after you start a continue+ or new game+. You will receive a new journal entry directing the player to the world map location.

If you're continuing a save with the skill swap bug, you unfortunately probably have entries on your hero skill lists that reference invalid database numbers. This is what causes the crashing when scrolling down their skill lists. I'm not familiar with any rm2k3 save file utilities or hex editing that could remove these entries.

The colors for the text of damage or healing values is determined by the system graphic chosen. I generally left those unedited since the original graphic authors made the color scheme choices to match their backgrounds. Try a different system graphic and see if that improves visibility. I did have to replace the timer numbers in many of the graphics, so perhaps I should do the same for the HP and AP colors, though this might clash with the rest of the individual color schemes.

The freezing in the Uber Daemon battle is a rare engine bug I'm unable to address. I've tried tweaking the Dyn RPG plugin values for the Corti ATB modifier the project uses (you can also do so in the dynrpg.ini file in the main Everlong folder), but this freeze bug also happened with the default battle speed algorithm.

In addition to your experience with the "invisible monster" auto victory in Solus Insula, you may also notice that on rare occasions enemies begin a battle without their HP gauges full. This is the monster modifier plugin failing to execute before the battle initializes. It's another rare bug that I have no control over. The new patch should actually fix this for the Solus Insula enemies and any other minibosses since they are now intentionally adjusted after the battle begins, but random encounters with special death animations using the boss death threshold can still fail in this manner. Even bosses may experience this issue if you use a custom setting that lowers their HP to almost nothing, despite an algorithm I wrote to force a minimum.

I just tested casting Slow, and it appears to work correctly. Any enemy immune to the Cripple condition (1/2 Speed) will not be effected by Slow. This includes all bosses and minibosses. Many later, powerful enemies are also immune to Slow.

Thanks again for your input, and looking forward to a review of the current version!