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Everlong

author=matski
Congrats on figuring out a way to heal over 9999! By the way, what is the max level? It keeps going and going. I think 4 of my characters HP max is either over 60,000 or 70,000; I can't remember off hand as it has been awhile.


There is no maximum level, the game will allow you to rebirth your heroes indefinitely. I suppose the variables will fail to track any levels beyond 9,999,999 since that is the engine limit.

I wasn't totally satisfied with the implementation of healing based on percentages. It's a little clunky having the heal occur after the cast just before the next turn, and not having the condition dissipate until another turn passes. Ugly, but functional. I'm thinking of removing the HP heal associated with healing skills of that tier to eliminate confusion on the spell's effect.

Everlong

author=Luthan
I recently started replaying this game from the beginning - latest version. Played it years ago but as far as I can remember I didn't finish it. I'm now at a part where I can change the party members and there is the option "unequip all".

I think this option somehow dropped some Paladin stuff (I think armor, shield, helmet) in my inventory. At least I can think of no other reason as to why it is there. Checked the inventory (while selling after unequipping and then re-equipping) and found it. Seems Sammy can equip it.

(I guess this is from the Cirus guy back in Eridwell that joined the fighting team for a few fights.)

There was also some item that prevents all conditions - only Sammy can equip it. And a sword I think "Tolerance". I guess because of the monk background story Sammy has the same "class" as the paladin guy that's why he can equip that stuff and it is a bug cause you shouldn't be able to have access already to them just by unequipping the other guy that isn't in the party anymore.


This bug is an oversight on my part when I created an initial dummy class for Sammy in a recent patch to ensure his dual-wield nature functioned correctly. I forgot to set the equipment and weapon database access for the new class.

Those particular equipment pieces are also dummy items, copies of actual weapons, armor, and accessories you obtain later in the game. The ones dumped in your inventory were "cursed" versions that cannot be manually removed. The Unequip All function called in Party Maker ignores that restriction. I'll fix this in the next patch.

Thank you for reporting this bug!

Everlong

author=Missileboater
Found out what the problem was. I decided to try and reinstall the game, since a fresh copy should have no problems. However, nothing changed when I started up the game. So, when I went into my save folder to upload save files (just in case they were messed up), I noticed that the save folder (located in C:\Users\\Appdata\Local\VirtualStore\Program Files (x86)\Everlong v3.31) also contained {.ini, .ldb, .lmt} files. The one that caught my eye was that the .ldb file was last modified in 1/7/2018. After updating those files from the ones in the main directory, suddenly things worked out fine. In addition to the final battle actually starting, my healing spells also have Reprieve now, which they didn't before. So yeah, I was stuck in V3.31A without realizing it.

Plus, I tested my Phoenix Cave save files and the Skill Shard system did immediately fix the skill mixing.

Anyway, here are the rest of the problems I found when going through the story (some might not be relevant now that I updated the game, but I'll put them up anyway):
---
1) In Smales' stat screen for the Arena, the top entry says "Battle Arena Incomplete", while it makes more sense it it says "Battle Arena Complete".

2) While in Default and Shield+ Mode, Sammy can wield weapons such as Staves and Whips, which I don't think he should be able to.

3) Right before the Altair boss battle in Atlantis beings, this happens:
https://rpgmaker.net/users/Missileboater/locker/Everlong_AltairDebug.png
---

That's all I have for bugs. Here's a few thoughts I had:
a) There are no book entries for the more recent additions to lineup of ultimate weapon guardians for Atlantis. It can help to have a small bit of information about their main gimmick, as I wasn't even sure if their attacks did anything (such as Parasite, didn't seem to do anything, might've been because I was wearing a Scarab Amulet). I recall that there used to be an NPC or something that gave you some information on how some enemy skills work. Couldn't hurt to append them to some of the existing books of the original four.

b) I liked the screen shake that happens when the final boss stores energy, makes it really obvious when not to attack. I remember this fight in the past, where I wasn't sure if he was still storing energy and attacked. Next thing I knew, my initial party was defeated and I had to use my backup. I also like how you get enough party members to fill out Team C now, instead of it being an inevitable defeat if victory wasn't achieved in a few hits.

c) Right after I finished the game, I realize how to activate Hard Mode now. I thought I was stuck in Normal Mode since that was the only option available when selecting a new game and it was only available after beating it. Kind of feel bad now since I didn't even feel threatened when fighting Uber Daemon before entering Atlantis. Will definitely do a New Game + Hard + Story Mode run when I replay the game in the future.


Glad to hear updating your database file worked and solved those issues.

The Battle Arena statistics page text read "Incomplete" until all challenges were finished, then changed to "Cleared", but I'll make the language less confusing.

Sammy intentionally wields staves, wands, etc. when changed to his Anchorite class, as it's intended as a caster option. This gives him access to weapons that boost relevant stats for magic and defense. There's little reason to change him from a dual wield offensive character, so I was trying to give the alternative more utility.

Thanks for catching that debug message before the Altair battle. I usually remember to remove those after testing, but in this case I forgot and nobody reported it.

The new weapon guardians in Atlantis were originally mandatory plot bosses that I repurposed. It's difficult to add books to the library, and these monsters didn't have any nasty gimmicks I felt required entries. The library does feel incomplete without them, I agree. I've considered adding more guardians for all the ultimate weapons, including a few other optional bosses and encounters, but never quite found the time to implement them.

The Parasite skill was actually bugged, I accidentally set a negative variable reference value. The Scarab Amulet does reduce damage, but not entirely. Like other special enemy skills, Parasite is listed in the Tactics section of the Option menu. As you witness these skills used in battle, you can look up their description and exact formulas.

Good to know the screen shake helps with bosses that change modes or have charging periods. I feared it might be excessive, but the effect doesn't occur too often, and a visual cue was needed.

Making three complete parties possible was part of the rationale behind returning Azrael and Cirus as playable character in the end-game. I wanted to do a three party bonus dungeon, but that was cut.

Hard Mode won't change the difficulty that much unless you start a fresh game. If you want an actual challenge after heroes are reborn you must enable auto balance mode. Monster database values are balanced for heroes at level 99 with a damage ceiling of 9,999 from the old version prior to DynRPG.

If you begin a Continue+ save, you'll have access to the bonus dungeon, the Tomb of Khaer Magnus. New enemies, items, puzzles, and a difficult boss.

Everlong

author=Missileboater
The fix doesn't seem to work for me. It still forces Sammy back into Dual Wielding when I load the save.

Edit: In the Abyss, right after selecting the three parties before battle, I get an error message "Event script referenced a common event that does not exist." when the screen fades to white.


I'm unable to duplicate either bug. Using your previous save files, I'm able to correct Sammy's equipment slots and execute the final battle event in the Abyss without error.

Looking at the code execution, and considering your skill lists did not clean up, I think your database file (RPG_RT.ldb) is not updating to the new version in the patches. Make certain this file in your main Everlong directory is not set to read only in the properties tab (right click, bottom of list, bottom of tab in attributes section). When you unzip the patch archive, locate just this file, extract it to the main Everlong directory and be positive to overwrite. Check the file's modified date. It should read "2018 01 23" if up to date.

That's about all I can suggest for ensuring the file updated, other than deleting your current version and extracting the new one from the patch archive. I'm almost certain this is the issue.

Everlong

The bug with Sammy's equipment slot results from a conflict between his hero and class data. The engine doesn't resolve the dual wield flag in the desired and previously assumed manner, but I created a duplicate initial class to bypass the issue.

Here's a link to a small patch update that should cause Sammy to function correctly. Let me know if there's more issues!

Everlong

It's possible I made a coding oversight for Sammy, since he's the only hero initially set to dual wield. The battle arena records stats and returns them at the end after the handicap manipulations. If there's a discrepancy, the code runs again, but to prevent infinite loops I inserted that choice box and warning message.

Everlong

Here's a link to your modified save files.

The skill lists were fixed immediately for me, so I'm not sure what the issue is. However, as long as there's no skill swapping in the future, there should be no problem.

Everlong

author=Missileboater
Manage to make my way through Phoenix Cave without any further issues with skill swap. There are probably other maps with the issue, such as the Tower of Propugnaculum, where the problem started for me, unless the fix is universal. In the former case, going to have to go through it again later to find them.

I have tried to mess around with the Skill Shard system, and the mixed skills are staying.


I'm hoping the skill swap fix is universal. The change of significance wasn't map related, but rather in the skill memorization code.

You shouldn't have to make any skill changes to restore your hero skill lists. Opening and closing the Skill Shard System causes code to run that removes ALL hero skills from every hero, then equips their activated skills. Any monster skills or invalid skills will not be removed.

I tested this fix yesterday successfully, and again just now with your Phoenix Cave save files. If you like, I can process your current save and return it to you.

Everlong

@Missileboater

Thanks for uploading the save files. I tested as you instructed and did not duplicate the bug, just as you are now experiencing. Adding some forced frame waits to the menu and skill equip code seems to have remedied the issue. Hopefully this error is fixed, but keep me posted.

The new code will also clean up hero skill lists if you load and exit the Skill Shard System. For example, Keen will no longer have multiple copies of Desperado, a skill that is not even on his list. Unfortunately, any heroes that have invalid skills on their lists (negative values or numbers beyond the database limit) cannot be fixed and still crash the game. The code should prevent this from occurring in the future.

Upon further inspection, the primary quest journal entry mentions mapping out Pullus Unda, but I'm going to leave it since the language is not particularly confusing, and it's a pain to edit journal entries since they're static pictures.

Checking your Phoenix Cave save file, Drakeor's MAG statistic is low. Equipping Paladin armor boosted his Kurgalaxes skill to near maximum power. As you gain more levels and feed Drakeor Magic Sources, he'll naturally have enough MAG.

I planned even more late-game accessories and effects using DynRPG plugins. For example, the Mermaid Tear would absorb Water but cause weakness to Bolt and immunity to Fire. The Pharaoh Scepter would make Fatal attacks 100% effective, except against immune enemies. The Snowflake Scepter would boost all Ice damage. The Genji Shield would increase STR by 10%, rather than a fixed value. The code is there, but the plugins do not function correctly in battle. I had to scrap the functionality.

Everlong

Updated the patch download with fixes for today's reported bugs, and corrected a possible mistake I introduced that prevents skills from equipping.

I still need to test the skill swapping bug further with some player save files since I'm unable to reproduce it.