DARK GAIA'S PROFILE

I develop games and I write. I have a Bachelor of Arts in creative writing and journalism. I like writing speculative fiction, horror and literary fiction, sometimes all blended together. You can find elements of my writing in my games, because I consider my games to be stories just that happen to have gameplay.

I post updates on my Facebook and Twitter:
Facebook: http://www.facebook.com/pages/Dark-Gaia-Studios/365139189465
Twitter: https://twitter.com/#!/DRobertGrixti
Legionwood 2: Rise of th...
A sprawling J-RPG game and direct sequel to Legionwood: Tale of the Two Swords.

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Legionwood 2: Rise of the Eternal's Realm

Yeah, that's due to the 2 Handed system not working for Rogue classes yet. He isn't supposed to wield more than one 2 Handed weapon, but I haven't implemented that properly.

Class System

Wisdom decreases the effectiveness of healing spells as well as offensive ones. Seeing as how you have Cleric as Lionel's sub class rather than his main, his Intellect probably isn't high enough to bypass Marcus' high Wisdom. I generally get around this by having Marcus be a Cleric to heal himself.

Legionwood 2: Rise of the Eternal's Realm

@fathskie: In the current release of the game, there's a "<Remove Equipment>" option that appears in the equipment list when you adjust what's equipped in each slot.

@Rainen: I think I've stopped those errors occurring now, since I've disabled being able to hit escape to cycle through party members, but pressing F12 to reset the game now causes similar errors to happen in certain battles.

Legionwood: Tale Of The Two Swords

Hi Aurora,

I'm planning to port the game to VX Ace soon, and this will enable me to resolve the issue with Study Enemies. At the time Legionwood was made, there was no scan script that worked with the Tankentai battle system, and a pitfall of eventing this system means it can only be used once as it's based on switches. At the moment, I can't fix it, but I am working towards it.

As for running from battles, Agility determines whether you escape. Each time you fail to escape, the chances of successfully fleeing raise by 20%, but a high Agility stat is essential if you want to escape on the first try - you don't have to pump AP into Agility for all of the characters (one character with very high Agility should do) but having Agility values roughly on par with the enemies gives you decent chances of escaping. A good way to test if your Agility has been neglected is to keep track of the turn order when the round begins - do the enemies take their actions before your characters do?

RuinsShot.png

It's actually one of Ace's pre-made maps, I just edited it quite a bit and redid the tiles. I was testing to see what the recolour I'm working on would look like. Thanks for the compliment, though!

CC's Feedback

You're welcome, and thanks for the compliment. The Manual was created in response to a seemingly endless parade of emails asking for puzzle answers. If you get stuck, just take a look at it'll tell you how to solve each puzzle. It's not a walkthrough, though, so the best thing I can advise is keeping a notepad or something handy so that you can keep track of locations to use items/places of interest.

One Night 4

None at all - you have to run and hide from enemies.

CC's Feedback

Reckon you can try One Night: Full Circle (available here: http://rpgmaker.net/games/1577/? I recently released an overhauled version which I've yet to receive feedback on.

It ain't an RPG, but it's only about two or three hours long, and there are puzzle answers included in the Manual.

Official Trailer

Ha, really? I only made it in a few moments because I was bored. But thanks for the nice comment.

L2d.png

Great points, Craze. The faces are actually just placeholders until I can get some custom ones made. The face generator is admittedly horrible.

Once I get proper facesets, I'll be using them in the turn gauge, too :)