DARK GAIA'S PROFILE
Dark Gaia
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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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Legionwood 2: Rise of the Eternal's Realm
I'm still working on fixing those script issues. I'm not a scripter, so they allude me, but I'm going to have a scripter look at it for me. Hopefully we can get that fixed.
@bigtime: Ah, yes, I see. I have it set on 25% instead of 125%. I'll fix that immediately. Thanks.
@bigtime: Ah, yes, I see. I have it set on 25% instead of 125%. I'll fix that immediately. Thanks.
Legionwood 2: Rise of the Eternal's Realm
Legionwood 2: Rise of the Eternal's Realm
@Rainen: No, skipping the intro no longer causes problems. I think you just must have been unlucky! When I fought her, she only used one critical strike, and I don't think anyone else reported her as being difficult. Try again, and if it happens again, I'll nerf her a little.
@Crystalgate: Thank you immensely! I'll implement that right away!
@Crystalgate: Thank you immensely! I'll implement that right away!
Legionwood 2: Rise of the Eternal's Realm
Because if I don't implement some penalty for equipping a sub class, then using only a main class becomes a redundant option (why would you possibly only use one class if there's no penalty for using two?) - I want both using a main class on its own and equipping a sub class to be equally viable options.
If you don't get a penalty for equipping a sub class, everyone will equip one and nobody will consider using a main class only.
I don't want to encourage people to NOT use sub classes, I just want there to be a slight benefit from not using them, to offset the obvious benefit of using one.
EDIT: Ah, so that's why it was not ending. Forgive me, Ace has thrown me a little. Yes, it's fixed now, along with many other things you and others have reported.
EDIT 2: Basically, I thought I might not have explained myself properly, but with the classes, I want there to be two equally viable ways of playing: with a sub class, or without one. Each one has benefits and drawbacks (ie. with only a main class, your stats are uncompromised, but you only get one skillset, and with a sub class, you suffer a small 5% - 12% penalty but get an obvious advantage of having an extra skillset).
If you don't get a penalty for equipping a sub class, everyone will equip one and nobody will consider using a main class only.
I don't want to encourage people to NOT use sub classes, I just want there to be a slight benefit from not using them, to offset the obvious benefit of using one.
EDIT: Ah, so that's why it was not ending. Forgive me, Ace has thrown me a little. Yes, it's fixed now, along with many other things you and others have reported.
EDIT 2: Basically, I thought I might not have explained myself properly, but with the classes, I want there to be two equally viable ways of playing: with a sub class, or without one. Each one has benefits and drawbacks (ie. with only a main class, your stats are uncompromised, but you only get one skillset, and with a sub class, you suffer a small 5% - 12% penalty but get an obvious advantage of having an extra skillset).
Legionwood 2: Rise of the Eternal's Realm
There are a few revival items scattered around in that dungeon. Try updating the game; I nerfed the slimes a little. It turns out that, by default, Magic Defense really matters in Ace. Characters with low Wisdom will get one shotted, while those with average Wisdom barely take a scratch from that spell. I might have to adjust the formulas.
In the meantime, I've just reduced the strength of that spell by 50%. Please try again. You won't have to re-download the whole game, just get the Update Patch.
Throwing a whole new stat into the mix has really screwed with my balancing. My apologies.
In the meantime, I've just reduced the strength of that spell by 50%. Please try again. You won't have to re-download the whole game, just get the Update Patch.
Throwing a whole new stat into the mix has really screwed with my balancing. My apologies.
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
@NicoB: Completion of the first game shouldn't be neccesary. I'm trying to target a new crowd this time around. As for length, depending on your party setup and how difficult you find it, it'll be anywhere between 2 hours and 4 hours long (though as it's a Let's Try, you don't have to do all of it!)
Legionwood 2: Rise of the Eternal's Realm
Well, at the moment, the stat inheritance is set to 0.12, which means it's never more than 12%. I've been playing through on that setting and it still seems viable to equip a second class.
Your suggestion is the better alternative, of course. The problem is that I'd have to script it, and I'm not sure how I can do that (I could also probably make an event that checks if a sub class is equipped and then subtracts stats if that is so). Thus, in the meantime, the way it is now is how it will have to stay, at least until I can get it re-scripted for the next major update.
It's not a major penalty at the moment, anyway. At the most, you lose 12%, which isn't a huge disadvantage. I do however agree that the way it is currently set up seems to not make sense.
Your suggestion is the better alternative, of course. The problem is that I'd have to script it, and I'm not sure how I can do that (I could also probably make an event that checks if a sub class is equipped and then subtracts stats if that is so). Thus, in the meantime, the way it is now is how it will have to stay, at least until I can get it re-scripted for the next major update.
It's not a major penalty at the moment, anyway. At the most, you lose 12%, which isn't a huge disadvantage. I do however agree that the way it is currently set up seems to not make sense.
Legionwood 2: Rise of the Eternal's Realm
Hi Aurora,
The reason the Slime's Energy Bolt is so dangerous is because it deals damage that is checked against the target's Wisdom. Unfortunately, I can't really nerf it as an easy fix, and will have to actually fiddle around with rewriting the damage formula it uses, as while it can almost instantly kill someone with low Wisdom, if it hits someone with the Magus or Cleric class as a main class, it only deals something like 30 damage. Making it weaker would mean it deals almost nothing to these characters!
That said though, I generally like the difficulty myself; it plays to my suited style, and while test playing the game myself, I didn't seem to have too much trouble. Though, of course, I made it, so I should consider weakening the first dungeon a little.
Your suggestions about ModDB are noted. I don't really want to make a page there until this game has more completion to it, but I may eventually.
EDIT: As for original characters not appearing... don't lose hope yet! I have plans for *one* character from the first game to appear.
The reason the Slime's Energy Bolt is so dangerous is because it deals damage that is checked against the target's Wisdom. Unfortunately, I can't really nerf it as an easy fix, and will have to actually fiddle around with rewriting the damage formula it uses, as while it can almost instantly kill someone with low Wisdom, if it hits someone with the Magus or Cleric class as a main class, it only deals something like 30 damage. Making it weaker would mean it deals almost nothing to these characters!
That said though, I generally like the difficulty myself; it plays to my suited style, and while test playing the game myself, I didn't seem to have too much trouble. Though, of course, I made it, so I should consider weakening the first dungeon a little.
Your suggestions about ModDB are noted. I don't really want to make a page there until this game has more completion to it, but I may eventually.
EDIT: As for original characters not appearing... don't lose hope yet! I have plans for *one* character from the first game to appear.
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
Hi NicoB,
I released the first ever demo version of my latest game (Legionwood 2) this week, and I'd really love some feedback on it, so that I can improve it in later versions. Ace has thrown me off a little.
Do ye' think you can give it a whirl?
http://rpgmaker.net/games/3811/
I released the first ever demo version of my latest game (Legionwood 2) this week, and I'd really love some feedback on it, so that I can improve it in later versions. Ace has thrown me off a little.
Do ye' think you can give it a whirl?
http://rpgmaker.net/games/3811/
Legionwood 2: Rise of the Eternal's Realm
Hi 13th,
Thanks for the story feedback; it's what I'm most interested in.
I have begun reworking the opening a bit - now there's a small flashback before Clara dies and there's less dialogue in the scene. She collapses, he rushes up, a flashback plays, and then she dies, with it fading out with him calling her name.
I do intend to develop the backstory more via flashbacks. Chapter 2 begins with a flashback of Lionel's first training exercise with the Trevellian army, and some things about Clara are shown. More similar flashbacks will be interspersed throughout the game, though, as I said earlier, the focus comes off the characters in general and moves to the events happening in the background.
I won't change the use of the word 'lover' though. I think it's perfectly suitable. A 'lover' is anyone with whom you are in a romantic relationship with.
I also think it should be noted that Lionel and Clara do not really get touched on again in the story... It kind of fades out as the focus moves to other things (like in Legionwood 1 with Lann's parents) and the scene isn't exactly meant to be emotional, it's simply meant to "kick things off", so to speak. It's a catalyst and nothing more.
Everything said about Lionel has been noted. I intend to rework a lot later, as my emphasis with this version was getting the mechanics all sorted and I only basically went over a rough script for the story.
As for Aelia wearing a dress... It *is* a J-RPG inspired game.
Thanks for the story feedback; it's what I'm most interested in.
I have begun reworking the opening a bit - now there's a small flashback before Clara dies and there's less dialogue in the scene. She collapses, he rushes up, a flashback plays, and then she dies, with it fading out with him calling her name.
I do intend to develop the backstory more via flashbacks. Chapter 2 begins with a flashback of Lionel's first training exercise with the Trevellian army, and some things about Clara are shown. More similar flashbacks will be interspersed throughout the game, though, as I said earlier, the focus comes off the characters in general and moves to the events happening in the background.
I won't change the use of the word 'lover' though. I think it's perfectly suitable. A 'lover' is anyone with whom you are in a romantic relationship with.
I also think it should be noted that Lionel and Clara do not really get touched on again in the story... It kind of fades out as the focus moves to other things (like in Legionwood 1 with Lann's parents) and the scene isn't exactly meant to be emotional, it's simply meant to "kick things off", so to speak. It's a catalyst and nothing more.
Everything said about Lionel has been noted. I intend to rework a lot later, as my emphasis with this version was getting the mechanics all sorted and I only basically went over a rough script for the story.
As for Aelia wearing a dress... It *is* a J-RPG inspired game.













