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Deltree
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Call for Testers, and a Status Update!

Happy Saturday! It's been a busy week, and I think I've finally gotten most of the major stuff narrowed down! I'll still be accepting feedback up until the 14th, though, so don't be shy!

I've uploaded Beta version 6. Here's what's new:
-Sea Crystals should now properly give Cold elemental essence.
-Allies should be less likely to get stuck when coming to the player's defense.
-Fixed an issue where boss creatures seemed to have random properties.
-Gaining enough essence to level up more than once will now cause those level-ups to kick in immediately instead of after the next kill.
-You should no longer be able to open the inventory mid-swing.
-Spells should now be learned at a much faster rate.
-Familiar characters should show up much more often on the overworld now.
-The graphic for the Dusk Stalker enemy has been adjusted.
-Traits that change the cost of spells should now be reflected correctly on the magic memorization screen.
-The "Air" bonus against flying enemies should no longer allow damage to break the 199 cap.

Call for Testers, and a Status Update!

Coincidence! I'll Youtube it later when I'm not on my phone.

And if you overwrote the folder from the demo, that's why. Delete the playlist file and the next time you play it'll make a fresh one with the new song.

Call for Testers, and a Status Update!

I knew I could count on you mellytan

Call for Testers, and a Status Update!

GOOD EVENING. I've uploaded version 5, which fixes one major (and spoilery) bit and a couple of little things. If you're nearing the end of the game, 'twould behoove you to download it. If not, you can probably get by with waiting for the next one which, knowing my luck, will be tomorrow!

Fixes:
-Fixed several issues with the final encounter.
-Miscellaneous typos fixed, as usual.
-If an enemy defeats an ally that another friendly would normally get angry about, that ally will no longer turn against YOU.

Things to look out for:
-Movement while a menu is opened shouldn't occur, but melee might. This will be fixed in a later update.
-Allies may have trouble pathing around one another in order to reach an enemy. Working on this!
-Getting more essence than the next level requires will cause your "next level" values to go negative. You'll level up again on the next kill, and it should return to a positive number. This will be fixed later, too.
-I'm really pressed for time this week, so thanks for your patience. I'm really focusing on getting the major crashes and flow control bugs fixed, as well as the small cosmetic stuff, while the non-game-breaking stuff buried deep within the processing will have to wait. Thanks for your help!

what are some awesome PS2 games i might have missed?

I will pre-empt everybody and say Persona 4, which is probably my favorite RPG of all time. However, if you have access to a Vita, you should play the Golden vrrsion on it instead, as it's so good, it makes the original feel incomplete.

Dark Cloud 2 is a close second for me.

Call for Testers, and a Status Update!

Against all odds, Version 4 is here! And here's what's changed, minus spoiler stuff!

Fixes:
-The experience curve has been graduated a little bit, and damage/defense values for higher tier enemies have been increased slightly. I'm still trying to peg down a decent challenge balance, so if you've got time, a fresh test on a new character would be helpful!
-Shock Bolt is no longer referred to as "Shockwave" in some places.
-Spells that inflict Confusion status have been toned down a bit.
-Arko's "Do No Harm" passive trait now causes healing spells to consume half their power cost as well as healing for twice their base power. Note that the full cost must still be met to cast one, but only half is consumed.
-Using a Defile spell on a "Mage's Fright" patch will no longer cause staircases to rain from the heavens.
-I am working on fixing the animations that get "stuck" on the screen. Please let me know if you see any more. This is a bit of weirdness with RPG Maker that is harmless but annoying (for both me and you).
-The Hunk of Shale item now has a small healing effect when used.
-I've implemented a catch to hopefully resolve the issue of being able to move while the inventory/spell management windows are open. Please let me know if this is still happening.
-Sugarleaf Sapling now has a Favor value.
-Fixed a crash bug when a certain high-level item spawned on the floor.
-Enemies will be more eager to fight allies now rather than skipping their turns when they can't get to you.
-Atmospheric effects normally add more damage-over-time counters as you go deeper into the dungeon. These numbers have been scaled back considerably.

Things to watch out for:
-A note on spell ranges! I've had a few reports about spells having the wrong range, but do remember: spells of your own element gain +1 range. This is not reflected on the spell setup menu, but I suppose it could be (there are a lot of modifiers from passive abilities to consider too, so I just went with showing the "natural" range, but I'll add it to the maybe-pile). If you do find a spell with an incorrect range, please let me know! Also, don't count diagonals, as the range is a cone, so a spell with range of 4 may still be able to reach a spot that's 5+ cursor movements away. Count straight out from your character instead!
-Had an instance where a friendly attacked an enemy that had just moved out of its range. I'm working on fixing that. Seems like a timing issue for how turns are processed.

Feedback Appreciated - Item Identification Methods

Nah, they're not - basically everything is unique in use and properties. I didn't really design anything with "families" of items in mind. That would have been an easy out!

Since we're here again, though, I would like to know what you guys think after having played the full game. Are you getting overwhelmed with unidentified items you only see once, or are things suitably challenging and not too reliant on guesswork?

Edit like whoa ninja reply - there are a handful of super-duper-rare items (and actually they may be naturally identified anyway), but other than enemy drops, there's nothing specifically unique to one run-through.

Call for Testers, and a Status Update!

"wtf" - me irl

At this point it can't be coincidence. Sigh. I'll try to have a fix up tonight!

(Edit) Fixed version is posted! Progress will probably slow down from now until Friday, but keep the reports rolling in in the meantime!

Call for Testers, and a Status Update!

Version 3 of the beta is now up! Nab it from the same link as before.

---FIXES---
-I am trying out a new method of pathfinding. The AI should be smarter about not getting stuck while trying to chase after the player. Please test this out (especially with one or more friendly characters involved)! There is still some roughness with multiple enemies close together that I am hammering out.
-Character portraits for Original Characters are now present. Portraits for secret characters are coming soon.
-You can now quicksave on staircases! This will store your save into a special "Quick" slot that will be deleted when you load. (Note than you can save into any slot as a quick slot, but for convenience, it always defaults to the last one in the list.)
-Enemies that get too far away from you will no longer be counted as "coming after" you. They will revert to a "ready to attack" state instead.
-Your targeting cursor will no longer snap to allies.
-The "Iron Spear" item should now correctly identify as such, and you can no longer swallow it.
-Fixed a bug involving Body/Mind/Soul cores.

Things to watch for:
-There seems to be an invisible null item on the loose! It might only happen on "grasslands" floors, but I can't quite narrow down what's causing it yet. If you see an errant " Pickup" prompt pop up on empty ground, please let me know your floor # and what floor "theme" you were on!

Call for Testers, and a Status Update!

Just a heads-up: Quick saving will be ready for the next uploaded version. I'll wait a few days for more bug reports/balance issues before I upload it.