DARK GAIA'S PROFILE
Dark Gaia
3474
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
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.
A sprawling J-RPG game and direct sequel to Legionwood: Tale of the Two Swords.
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Class System
This is a great guide, Crystalgate! I'll make a separate page for it so that more people see it. The CTB change on skills is out in the next beta, by the way, so players will have no choice but to not use the bug. The only ability that will work in this way is Debilitating Shot, which will work like Delay Attack in FFX.
EDIT: I should point out that it actually has been fixed in the latest available download, so to those reading, do NOT open the game in the editor and delete the ctb change commands -- they're on the correct Techs now.
Also, I hope that the next beta, with its introduction of two new classes, will stir things up a bit. I've also implemented more Techs that directly control Evasion, Hit Rate and Threat, which should add some tactical options to battles. The Ranger is a class that (sort of) combines elements of a Rogue and a Gunner, while the Barbarian is a more offensive version of the Warrior. I'm also going to be making Clerics more versatile.
EDIT: I should point out that it actually has been fixed in the latest available download, so to those reading, do NOT open the game in the editor and delete the ctb change commands -- they're on the correct Techs now.
Also, I hope that the next beta, with its introduction of two new classes, will stir things up a bit. I've also implemented more Techs that directly control Evasion, Hit Rate and Threat, which should add some tactical options to battles. The Ranger is a class that (sort of) combines elements of a Rogue and a Gunner, while the Barbarian is a more offensive version of the Warrior. I'm also going to be making Clerics more versatile.
One Night
Chapter Two Progress News!
Keep in mind that when I say "20+ Techs" that some of these Techs are the ones for the two new classes, and a fair few of them are Ranger Techs, which are learned from enemies and not bought in shops. The existing classes (at the moment) seem to get anywhere between 3 and 5 new Techs each.
Class System
I think that would be a great idea! Crystalgate has played around with different builds far more than anyone else who has played the game.
Cancellation and Apologies
Hmm, it's cancelled for now, but I'm keeping the files on my computer, and not deleting them. Perhaps one day, I'll have the time to finish the game. It probably won't be a One Night game, though.
One Night 2: The Beyond
Legionwood 2: Rise of the Eternal's Realm
Hmm, I'm not sure why Study Enemies stops working. It's handled by a Yanfly script, and isn't evented, so there aren't any switches or anything that should be interfering with it. I'll look over the script and see if there are any monster ideas that are being blocked from being scanned or something.
Nah, the Melee element is designed in a specific way. I'm well aware of what you described, but my intention with those weapons was just to not have them work on normal enemies with a physical attack. I decided to still have skills work, because people I spoke to about it said that having their skills disabled would completely null any point of using the weapon. The special enemy weapons in Legionwood 1 worked in much the same way as this game. Hence, the Melee element (also the scan script only shows elements and not physical attack values, and so I had to make Melee an element to show resistance to it).
There isn't actually any one handed or two handed states for weapons in Legionwood 2. It's purely slot based. However, I will disable bows for dual wielding.
Yes, the Barbarian Axe is quite powerful. I won't change it though; it is fairly easy to miss if you don't steal from bosses, and a lot of people have missed it. I intended it to be quite a lot more powerful than any other weapons available at the time. That was the intention with it.
I'll definitely be tweaking the Cursed Circlet, though. I want it to be more dangerous to use (at least until you get the purified version in the next chapter).
Eh, I'm kind of happy with the game as it is now. It does have a lot of strategic depth, but not so much tactical depth. I'd like it to, but at the moment it's not any worse than any other J-RPG which falls in line with my intentions with the game, so...
Nah, the Melee element is designed in a specific way. I'm well aware of what you described, but my intention with those weapons was just to not have them work on normal enemies with a physical attack. I decided to still have skills work, because people I spoke to about it said that having their skills disabled would completely null any point of using the weapon. The special enemy weapons in Legionwood 1 worked in much the same way as this game. Hence, the Melee element (also the scan script only shows elements and not physical attack values, and so I had to make Melee an element to show resistance to it).
There isn't actually any one handed or two handed states for weapons in Legionwood 2. It's purely slot based. However, I will disable bows for dual wielding.
Yes, the Barbarian Axe is quite powerful. I won't change it though; it is fairly easy to miss if you don't steal from bosses, and a lot of people have missed it. I intended it to be quite a lot more powerful than any other weapons available at the time. That was the intention with it.
I'll definitely be tweaking the Cursed Circlet, though. I want it to be more dangerous to use (at least until you get the purified version in the next chapter).
Eh, I'm kind of happy with the game as it is now. It does have a lot of strategic depth, but not so much tactical depth. I'd like it to, but at the moment it's not any worse than any other J-RPG which falls in line with my intentions with the game, so...
One Night 4
@saix99: There's no battle system at all in this one, actually. There's only one enemy in the game, and he appears in scripted chase scenes only. It's reminiscent of Silent Hill Shattered Memories.
@Sana: This will take a lot less time to develop than Legionwood 2, so as soon as I'm done wrapping up my novel (a week or two from now) it will be full speed ahead on this game.
@chana: Thank you. I decided not to continue the story of the previous games.
@Sana: This will take a lot less time to develop than Legionwood 2, so as soon as I'm done wrapping up my novel (a week or two from now) it will be full speed ahead on this game.
@chana: Thank you. I decided not to continue the story of the previous games.
ON4c.png
I probably will make it brighter though. In all honesty, I have just started working on the game. In this case, consensus is that it's too dark, so I probably will increase it.
@Sana: The first two One Night games were actually quite a bit brighter, compared to this. I'll probably increase the brightness here to that level.
@Sana: The first two One Night games were actually quite a bit brighter, compared to this. I'll probably increase the brightness here to that level.













