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Blood Haze: Reborn
SMT-inspired JRPG with over 25 hours of content. Set in a dark fantasy world, where demonic corruption is spreading. *DEMO AVAILABLE*

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Blood Haze: Reborn

The above bug only happens with the "Wooden" type of armour/weapons (and weapon only Knuckles).

The whole reason why I even have to use the equipment cards instead of buying equipment like in any other RPG is because the engine makes duplicates of an item when you buy it directly from a store. Using an equipment card and having the engine add the item to your inventory using an event doesn't do that and makes seperate items.

The reason this is important is because of the Build-Up script, anytime you level up an item it would reflect on any other item of that same type if I made you buy items the normal way.
Reason why this still happens with the "Wooden" type items? Because Gesley starts out with them and the engine treats any "Wooden" type items like the items Gesley has equipped, if you never took off his gear until it was all lvl 5, all wooden type items bought afterwards would all be lvl 5 (and if you increased the stats on them, they would also all have the same extra stat).

You can now break the game if you really want to, enjoy getting max stats on any other item at any point in time instantly so long as you can afford to buy tons of the Wooden items. ;p

I could fix it by having Gesley start out with items the player has no way to ever get, maybe I still will. It's not high on my priorities list though.

Blood Haze: Reborn

I haven't played it, though I've heard good things about it's synth system from the review(s) I read.

I haven't really played many RM games in general though, in fact I've never completed one before. I've played about 2 hours of Star Stealing Prince and that one is pretty enjoyable but other things keep me busy so I never really think about playing it any further, maybe some day.

Blood Haze: Reborn

-Playing on easy does make Megido spam really viable, as you're dealing about 1.5 times normal damage against enemies while they also have 30% less HP or so. The SP cost doesn't even matter anymore in that case since fights are over in a flash and you can easily restore your SP outside of battles.
The only spell I did nerf before release was Megidolaon, I was dealing 6K+ hits with it and it just got insane to the point of making every other skill feel very weak in comparison. The SP and CP costs it has now along with a 33% damage reduction seems far better. (SP was 52 and CP cost was 9.6K before release)

-There are a lot more features (like adding elemental effects and stuff like that) to the script but I decided to not use it to stick with the somewhat basic style SMT has going.

-I agree that for about 50% of the game, synthing is pretty underwhelming, you replace gear fast and the stat increases are low.
It becomes better later on though, and post-game is all about this system in terms of being able to massively overpower yourself if you put in the time.

-Next project is something entirely different, though I do want to use the skill system of this project. Everything else including battle system will be different. Arena won't be in and neither will the synth system.
Gear in general will be vastly improved though, with on hit effects and other fun stuff that makes gear more than just "+x stat +x stat +x stat"

-I don't even know if I'll ever use the PTB battle system ever again, there are some things I have against it now after using it for a while. Main thing being there's either "First turn player phase, player destroys half the monster group before it can act" or "First turn enemy phase, enemy insta-gibs party or severely hurts you".
Middle ground is nice, but this battle system can't provide that unfortunately.



Blood Haze: Reborn

-It's a VERY SPECIAL desert! The real world has nothing on the one in this game!
I actually just didn't really think about the world the players are in too much before I started this project originally, so the explanation of the rain was added in at the last second/half-assed/not thought through enough.( I just wanted a desert with rain ;_; )
Definitely not the strongest point in this project but I'm actually pre-planning everything for my next one so it should all work out a bit better and be more coherent.

-Playing on harder difficulties is just for bragging rights (and frustration). Next project will have harder difficulties that reward you. Though it works a bit different in general, and I probably shouldn't talking too much about it yet.

-Unfortunately there isn't a way to sell synth spheres, the way everything is set up script-wise makes that impossible. Combining the orbs is a possibility to add in however.

-It's funny that the EXP/CP/Gold rewards in the arena is like 1/3 of a normal fight out in the open, then again you can rapidly do fights without having to find mobs so I guess it evens out in that regard.
Not to mention the battle chips you can use to get gear and other items.

-The quest leading up to Matador is given by the hooded person right outside Caspadul. You can do the quest whenever you want but Matador's Essences allow you to craft armour that grants +75% resist to one element, so it's worth doing as soon as you can. Null Wind is your friend ;)

-Nitpicking is fine, gotta have something to talk about after all and you bring up points I wouldn't have thought of otherwise :)

Blood Haze: Reborn

-There is no way to reset CP usage and it's also not something I'm considering adding in at this time. There really is no "wrong" way to spend it though, so long as you can cast every element at any given time, have a buff/debuff/healing spell + some passives you should be fine.

-I think I know the fight you're talking about, so I added a "preemptive" tag to that troop which I didn't do in this patch for some reason (why I don't even know). I might also consider getting rid of Megido on the Slither enemies. The chance for them to cast that is pretty low though, so having them cast it 2 times was just a stroke of REALLY bad luck, preemptive tag should help cause you can get rid of some of them on the first turn instead of getting insta-gibbed.

-There's no way to turn around the guard and item options, but you can however turn off the "Cursor memory" option so you at least know you need to press down two times for Guard and three times for Items at any point in time instead of having to remember on a character by character basis on where the cursor is.

-Tooltip fixed.

-Forgot to add a transfer event for "Chapter 2 start". Fixed now.

Thanks for the reports, feedback is always helpful in determining what needs to be changed :)

Blood Haze: Reborn

If you're playing Normal, there are (or should not be) any fights that require you to grind so long as you take good care of your character's equipment and skillset.

Hard mode is a different story, however. Though I didn't have to grind for more than 1-2 hours (total across the game) when I did my last runthrough on that mode.
Post-game is excluded (somewhat) from the above.

Blood Haze: Reborn

It drops off of rare mobs in Chapter 3 areas: Gharos Forest South-east and Tartarus.
There aren't that many of them though so it's pretty hard to get, I'll add a few more of them in the next patch to make it guaranteed that you get one, since 3 total is pretty darn low (and makes it so you can go through the whole chapter without even getting one, which is not my intention).

Anyways, those 3 mobs all appear pretty close to each other, and the locations are:

Gharos Forest South-East 1st part:
http://rpgmaker.net/media/content/users/23856/locker/Rare_Mob_route_1.png

Gharos Forest South-East 2nd part:
http://rpgmaker.net/media/content/users/23856/locker/Rare_mob_route_2.png

Tartarus 2F:
http://rpgmaker.net/media/content/users/23856/locker/Rare_Mob_route_3.png

So the route should be pretty obvious, go to Excavator's Guild to reset the rare mob switch, hope it doesn't land on switch 4 or 5 (which is hidden, unless you run the game through the editor and press F9 and look at the switches).
Then go to Gharos Forest South-East using the portal in the HQ. Look for the 2 rare mobs, if they aren't there make your way to Tartarus 2F and look if the mob is there. If it isn't you teleport back to the guild and try again.
There's a 60% chance you'll find a rare mob each time you do this, but I'll make it a 100% chance in the next patch.

EDIT: The patch is due for tomorrow.


Blood Haze: Reborn

Had one too many backsteps if you answered wrong, changed from 5 to 3 so it's fixed now as well.

Sometimes I wonder how I could not catch these myself lol, ah well.

Blood Haze: Reborn

Thanks for the report, it's fixed now. =)

Blood Haze: Reborn

Oh, you will meet bugs.

A big one, who will tear you apart...OH HOW I AM EVIL HAHAHAHAH!!
I'll probably begin putting in the final things for patch 1.04 tomorrow, then release it on Tuesdays.
Hopefully.