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Subterranean Starfield

So can I get a list of all the monsters that drop special equipment that gives skills? Hope there's one with Auto-Provoke/Aggravate or any Auto-buff really. I checked the shops and they don't have new items so I assume there's no new chests either?

Boss drops are now working as intended. Before they remain grayed out if you used them instead of being reusable once per dungeon visit.

I still think Crawler's First Strike is underwhelming. You spend all that AP for a passive that deals a weak physical normal attack to one enemy once per battle. If it struck every turn and hit all enemies then it'd be worth getting.

Felicie's new passive is definitely better than her old one which only healed her if she took a critical hit. Gerhard, Tyrund, and Cirine haven't lost their best passives award because rather than healing HP/MP, theirs are skills/self-buffs.

Anyway, Transcending Drinks don't seem to give you Extra Step. Or rather, it only lasts one turn and so you can't double attack since you've only executed one move the turn you get it and it's gone the next turn. But seeing as you already updated the game, there's no need to release another patch so soon.

Subterranean Starfield

Have you tried F5?

Subterranean Starfield

I kind of gave up on exploring all of F17. Was there any other legendary equipment on that floor besides the Unlimited Power accessory? How do I get to the teleport "island" on F18, the teleport tile directly south-west of the stairs leading down?


??? was a difficult boss. This was where I learned Vital Rend is infinitely more useful for bosses/enemies 'cause they will definitely have more HP than your party members and thus deal double damage until they're near dead. Absolute Nova/Lightning/Zap also hurt.

For the most part, I didn't have to use Immunize 'cause ??? only ever inflicted Poison and once Pestilence. I had Randell set up Defense Up & Vanguard on everyone and then Aggravate to draw attacks. Sordis' role was to Power Crush for that very useful Attack Down and then SPP though ??? tended to use Immunize/Cure to ruin the combo. Felicie spent the whole battle not attacking and instead buffing the party's Attack with Charge Forward and giving them healing via Mass Heal Boost/Regeneration. I always have Tyrund set up Bullet Dance first turn, then Eagle Eye, and Power Burst on the same turn Sordis uses Focus Magia, then Extra Step/Double Markshot the following turn. Though for this battle, I picked up Virus/Chaos bullets to give his attacks the chance to inflict Sickness/Panic for 4 turns. Should have differentiated them though since they and Bullet Dance are all represented as a gun icon which makes it hard to tell which buff is active.

Anyway, defeated ??? and the background turned gray...at which point the boss revived due to the Star's Blessing it had equipped. Then, not satisfied with using just one "Player-exclusive" feature, it also Extra-Stepped. I have to say I didn't really feel sad when I killed ???, though that probably had to do with how you barely got to know ???. It was kind of obvious who the boss was going be, considering how they chose to enter the dungeon after all this time. EO is also fond of having an important NPC end up like this with something capable of destroying the world at the very bottom of the dungeon.

Nonetheless, this boss can really dish out damage so attack nerf/defense buffs are a must. When it uses Focus Magia, that's your cue to guard on the following turn. While it's not immune to status, it does however have the means to cure or immunize itself. Which is where a dispel skill like Void/Burst comes in handy, though it can also likewise do the same. I had Sordis and Randell equip the Star Shard accessory and the 30% chance to reflect magic did come in handy.

Its boss drop: the Star's Gift accessory is definitely what I like to get. You said the boss drops can be re-used once per dungeon visit but they remain grayed-out for me. Not that it matters since the Demon Rage became redundant now that I've unlocked and purchased Monster Ward. Still, that boss drop could be changed into an equip with a unique passive buff/gives a unique skill. Likewise, when you get the Malevolent Flame its torch function is unneeded (you've long cleared zone 2; F17 is permanently dark). It too would have been better as an equip like say "Gives the spell 'Foxfire' when equipped. Works like Thunderstorm/Bullet Dance but attack duration is infinite instead."


So F21 has tiles you slide across like you'd find in an ice area. The random encounters get a new battle theme which is nice and fitting since these are the strongest monsters in the game. I don't know if it's true for all of them, but the clouds at least get two attacks per turn. I like the black/red checker color scheme of the place. Can't say the same for the "fake" red chests that give store-bought items. Must be the lighting since when I open them, they turn brown (the color of chests which contain items buyable in the store). If there's one thing I learned from chests in this game, it's that I shouldn't buy too much equipment from the stores because I might find them for free in the dungeon and save money. F22 is the return of damage tiles except unlike zone 3's which you can walk through with impunity, these hurt a lot, aren't fire-element and thus can't be weakened/nulled by fire resist, and still do a little damage even with hazard shoes active. F23 adds tiles that can poison you which can be avoided if you use immunize outside of battle. You can also find randomly-generated Darkstar Beads on the ground which are one-use items that deal Absolute damage to all enemies which is nice if you don't have Natalie. Only problem is zone 4 & 5 enemies are resistant to Absolute.


Considering the Immunity accessory can be bought in the shop and the Immunize skill prevents all statuses and not just Sickness, I probably won't bother walking through all the floors to bring Nessiah to Rhyme even though Monster Ward would make it easy. Having Auto-Reflect or a Critical-booster is a better use of the slot anyway.

So Tired Cure says it cures Exhaust so is there a way for the player to inflict Exhaust? Crawler sub-class' Exhaust Gas just damages SP. I'm guessing Exhaust is the same as poison except for SP? An Exhaust status doesn't really matter anyway since Gas is enough really to neutralize their spell-casting.

I've seen enemies use Pandora's Box. I'm guessing it inflicts a random status effect? I've also seen one enemy cast Magic Mirror which is one turn of Magic Reflect. I'm gonna assume you gave the final boss that ability too which would make it interesting to fight and by interesting I mean: I use Focus Magia and cast a spell but it outspeeds me and reflects it and I kill myself. And if it can't use Magic Mirror/Counterattack, I hope you consider such a boss for a future game. Can Void/Burst dispel Magic Mirror or do they get reflected?


Okay, reached the Devourer. Was there any legendary item on F24? All I found were some store equips and a transcending drink. Actually, I haven't found a single legendary (green chest; unique, can't be bought in store) item yet in the Blackhole. Are there even any at all?

Timeless Blaze... So are you meant to equip Moon Shard and hope it reflects its spell back and OHKO itself? If so, that's anti-climatic. So anything new in New Game+ besides the black menu, keeping your party/levels/items, and higher level enemies? I noticed you can't select the difficulty by holding down shift 'since it gives you 10 Star's Prayers and doesn't have perma-death.

Though really, not much replay value except to play as the four other party members that you didn't get which sadly you can't do on a NG+.

Subterranean Starfield

Oops, accidentally submitted my post twice. How do I delete this?

Subterranean Starfield

Found the Unlimited Power accessory! -90% MP cost at the price of -90% healing. Though if you cast Heal Boost, you cancel out that penalty, hehe.

Navigating a dark maze with teleportation tiles is gonna be tough, even more so if I want to find all the green treasure chests with 'legendary' equipment like the aforementioned accessory.

What is that glittering tile at the bottom south-end of Floor 9?

Boss drops aren't re-usable for me even when I leave and re-enter the dungeon. Also, found a game-breaking bug where you can repeatedly increase your characters' AP by resetting their sub-class.


Soul Blade damages MP but do enemies even have MP? I guess it's hard to tell 'cause they don't have a gauge. That and you're likely to wipe out random encounters before they run out of MP. Bosses of course would have so much MP that you wouldn't even bother reducing it.

What does boosting Guard Rate do?

Is Critical Stance's Critical Charge buff different from Eagle Eye's Critical Hit rate buff? Also, I know crits normally do x2 damage and equipment/passives can raise it, I was just wondering if PB+1 did more than double your damage for a turn; it says +100% Power Boost which is the same as PB. Also, Smeeping Gas has a 60% inflict rate but Smeeping Gas+1 also says 60%; copy-paste error?

The Crawler sub-class has a passive called First Strike. It gives them a chance to strike a random enemy for normal attack damage at the start of battle. I don't really like it considering even maxed it's only a 60% activation rate. Not to mention it only activates once per battle. It'd be a different story if it could activate every turn. Better yet, a passive Thunderstorm or Bullet Dance-type skill rather than normal attack damage. I looovvveee Tyrund's Bullet Dance. It's like EO's Apollon skill (fires a powerful shot that lands two turns later) except better 'cause it hits each turn.


Randell's Slashdown instantly kills an enemy with less HP than him. So what does the +1 version do besides cost 20 more SP?

Randell's Divider does damage equal to 50% of the target's HP (except bosses obviously). So if used against an enemy weak to light, does it kill them (50% * 2 = 100%)?

His Bloodline Magia turned out to heal more than I thought. Well, still not that useful compared to a SP-healing potion. Plus it doesn't heal much early-game. Would have been better if it gave the entire party Focus Magia or even a unique magic-based buff just for Randell.

His Guardian Angel heals a random ally each turn for 4 turns. That makes it unreliable. Though if it were reliable, it'd just be a re-named Regeneration. Alternatively, it could work like Cover/Protect where Randell takes all the hits for the character who has the GA buff.

I still don't like Felicie, Randell, and Sordis's HP-healing passives. HP-healing is easily covered by cleric spells or potions after all.


Statuses. There's Panic, Smeep, Poison, Sickness. Is that all? Would Stun count as a status for the purposes of Abyss Cage? Would be tricky though to apply both Stun and Sleep on a monster at the same time and Cage it in the same turn...

Anyway, since I made separate save files before the 2nd and 3rd bosses, I decided to test out Abyss Cage on The Imprisoned One inflicted with Sickness, Poison, Sleep (all courtesy of Sordis), and Panic (from Tyrund's bullets 'cause Panic Gas doesn't exist). It only dealt about 700 damage. On the other hand, Pestilence, which deals more damage against poisoned enemies and requires less set-up, dealt 1400 damage. Though it was Ailment-element after all. Still, Abyss Cage being physical-element really ruined it since it doesn't benefit from Sickness doubling its damage. Even then, you can't spam Abyss Cage at full power each turn because the monster wakes up from Smeep if they take damage (even from the poison status) and attacks also have a chance to remove Panic (poison included and also from attacking themselves which is just silly) as well.

Hmm, now that I think about it, Pestilence is also magic-based which is very important since Sordis has higher magic atk. Plus it also means it can be powered up with Focus Magia. With an attack buff, Focus Magia, Sickness+Poison inflicted, and Element Master+4 (from Caster sub-class) increasing super-effective damage by +250%, Sordis can smite that demon for 6,600 damage (and that's not critical)! That takes out most of The Imprisoned's health in one hit. Extra Step, I find, is most useful when you've used Power Burst/Focus Magia on the previous turn. 'Cause then you get to smite your enemies with not one but TWO attacks at double damage!

So in conclusion, Abyss Cage is not worth its high AP price tag to learn. High Flow, the single-target ice spell, deals about 300 damage for 12 SP per cast. In comparison, Cage+1 does 700 damage (with 4 statuses inflicted) for 62 SP at level 18.

Oh, and Sordis is the ultimate demon-slayer! That's gonna be my head-canon now: Sordis kills The Imprisoned with two Focused Pestilences, leaving his party members stunned speechless. I like that statuses are actually useful in this game for boss battles. Most other games just make them immune to everything.

And for the Malevolent Flame, Sickness+Poison+Pestilence also reigns supreme, though ice spells (High Flow) aren't too far behind. With: Elemental Master+4, attack buff, and Focus Magia, my SPP combo dealt about 6,800 damage while High Flow did 5,900 (both at level 28). The fox isn't really much of a threat if you bought that cheap fire-resistant Dragon Guard shield for each of your characters. Plus if you found the Flame Sigil shield beforehand, the character you equip it to will be immune to fire. I gave it to Randell (my Defender) and had him use Protect to take Overdrive Bomb for everyone, hehe. I do love nine-tailed foxes though. Kitsune mask-wearing fox boys are the best.


That reminds me, the Etrian Odyssey series has a day/night mechanic which affects the type of monsters you can encounter since some are only active during during a certain time and asleep otherwise. Plus, the town at nighttime is so beautiful and magical. I'm just pointing this out 'cause it's always daytime in SubStar. In terms of EO classes, Sordis is a Dark Hunter/Hexer and Tyrund a Survivalist/Gunner.

Another feature the EO series is famous for is its FOEs, mini-bosses visible on the map that patrol their dungeons. Though that may not translate over well here since I don't think you can set enemies to only chase you if you're in their range.

A boss encounter with another adventurer party would be pretty interesting. I mean, you can't be the only one exploring the dungeon, right? EO has other guilds, some of which you do end up fighting. Of course, if you do end up making such a boss in the future, it'd be nice if defeating one member permanently powers up the remaining party (like enrage them). A lot of games don't do that which makes the battle easier once you get rid of one of them.

Also, took a look at your LiAr game. Love the character designs (Lou and Mark in particular) and the spooky laboratory setting. The video of the Behemoth boss had great battle music too. I'm excited to play it once you finish it!

World's Dawn

Woah. That is one sexy Hunter. Love the ripped-off sleeves, that hairstyle, and his charming smile. Now I'm excited to see what Sparrow will look like! Hey, are images going to be made of the main characters as well? Are the sprites gonna get a makeover too?

So... Winter is coming... (Hey, someone had to do it)
It's the most mystical season, what with the land blanketed in beautiful white snow. Oh. That means the characters will get new outfits to wear to stay warm and not get sick in the cold weather! Does that mean winter character portraits are gonna be made as well then? Swimming trunks/swimsuit portraits for the Summer Beach festival too? If so, that's something else to look forward to. Well, that and a possible snowball fight mini-game/event.

The collecting ingredients in bottles to blend into drinks aspect of the game gives me a compulsive desire to search all the villager's houses for fruit juice, spirits, etc. I like how no one bats an eye when I barge in and steal their stuff, heh. Would certainly be helpful if I could tell how many days it'll take before a resource becomes available again.

Fishing is quite simple though I feel like it shouldn't take 1 hour to get 1 fish. Maybe 30 minutes instead? As for mining, I hate how rare it is to get a diamond even from a gleaming stone. Plus the gold value of amber and opal aren't too far apart despite opal being a bit less common than amber. Actually, it'd be nice to see how much money each item you ship gets you, if possible.

Does watching that TV show (the one that costs an hour and some stamina) serve any purpose?

Does certain clothing have any special effects while worn? If so, could you list them? Can your dog only sniff out coins or can it sometimes be a slime instead?

One of the more time-consuming parts of the game is hunting down everyone to chat with them and give them their daily gift. Though I suppose this will become easier after I get a horse to ride around town faster. Also helps that most of them tend to congregate to the Bar in the evening. If I work part-time at the Carpentry's, does that give my relationship with Hunter a boost like how the Bakery does for Sparrow (at least I think that's what part-time jobs do)?

Subterranean Starfield

I've spent two days so far on Standard mode and am in the 4th zone. I have to say I really hate those black clouds with their Absolute-element divine lightning (not that those elemental fairies aren't nasty themselves). It's enough to OHKO me unless I got defense buffs/vanguard/or am guarding. Can your characters get equipment to resist it or is it like the Almighty-element in SMT games and only a few monsters resist it and none are weak to it? I know Natalie has Absolute spells but is there any equipment in the game that lets you use an Absolute spell while equipped? 'Cause Thunderstorm sounds like it'd be fun to use.


I'm on floor 17 where it's barely lit and a torch does nothing to fix that. So what does the time & space distortion do? Shift to a different map every time I hit a crossroads? If so, that'd be a worse nightmare than the dark maze in zone 2. The teleportation tiles in zone 4 are a pretty nice gimmick, the broken tiles in zone 3 made me fall so many times. I saved often in that zone so I could reload my game if I fell.


When it comes to treasure chests in games, I have a desire to explore entire floors to make sure I've found them all (which means floor 17 is gonna be a nightmare since it's permanently dark, a maze, and shifts every time I hit a crossroads). Especially the ones with "legendary" equipment. Could you maybe post a list of all the available treasures on each floor? And maybe any rare monster equipment drops? I've gotten Spiritwear from Sorrows, Ogre Logs from Ogres, Turtle Shells from Turtles, I'm wondering if there's any other useful loot I can get from monsters. Maybe include a bestiary with drops and weakness/resistance/immunity next time? And also some function that shows you how many chests are left to open on a floor.


In terms of boss difficulty, I have to say the 1st one wasn't too hard. ExCleared it and killed it before it used Garden of Razors on the 5th turn. The 2nd one was more troublesome 'cause it has passive Regeneration. I kept trying to debuff/dispel both that and its Rage buff (what does that do anyway?). I played around a little and reset Sordis and gave him Poison Gas + Acid Spit + Pestilence to see if the boss had a weakness to poison and it did! Or maybe that was Sickness' doing? I think that's what Sickness does; gives you a weakness to ailment (poison/Pestilence) damage and maybe doubles the duration of status effects? I dunno. You should probably include in-game descriptions of what each status does.


Personally, I feel that poison and Pestilence cost more MP to use but deal the same damage as elemental attacks which are cheaper. Also, how much damage does Abyss Cage gain for each status? It sounds awesome in theory but in practice you'll only ever use it against a boss and even then you'd need lots of MP, and Sordis would need another character to inflict stuff he doesn't have (like Panic). It would take a lot of setting up but is the payout worth it for one attack? It'd certainly help if Sordis/Crawler class had more status-inflicting passives or weapons with higher status-inflicting % rates.

On the topic of the unique character passives (not the subclass ones), I have to say most of them are either too situational or just not worth the investment. Felicie's Fighting Spirit healing her if she takes a critical, Pastelle healing MP if struck by ice damage, Randell healing the entire party if he kills an enemy. Though on flipside, Natalie regenerates MP if she kills an enemy (and unlike Randell, she's very likely to with her powerful spells and the passive basically pays for itself) and Gerhard makes for an impressive tank with passive Cover. Tyrund getting an attack boost on a critical is okay, though it would have been better as some other buff since it overlaps with party attack buff. Sordis drains HP from status-ed enemies yes but a cleric will make sure you're in good health anyway.


One thing I noticed is no sub-class has a skill that lets you equip Light-weight armor. Which made me sad because I couldn't put Cat Ears on Tyrund. I also didn't like how there were no magic atk-boosting weapons in the store besides the Strike-type which, of all the mage-leaning characters, only Pastelle can wield. And sub-classing a mage as a Berserker, which boosts your strength, would be silly just to be able to wield a magic atk-boosting Strike weapon.


I definitely like the Azure Blade since it gives me access to the High Flow spell while equipped even if my character hasn't learned it. Hopefully I'll find another skill/spell weapon in a chest in zone 4 somewhere. Though armor without any special effects has higher defenses, I prefer the ones that do have effects over taking less damage. Likewise, a plain weapon with no frills isn't very appealing. I like the Duodent weapon, though only for its double-hit effect. Maybe I'll find a legendary weapon with that effect. The status weapons have low-inflict rates though I understand for stun at least since it's a powerful effect. Something I found strange though is how there are a lot more spells/gun/sword skills than hammer/spear techs.


Does Provoke+/Aggravate+ get initiative? It'd be nice if your tank could aggro the faster monsters before they wail on your teammates. Randell's Bloodline Magia seems kind of pointless. He sets his HP to 1 just to give everyone +7 MP.

Is there any difference between Power Burst and Power Burst +1? PB cuts your health to 50% and gives you 100% Power Boost while PB+1 cuts it down further to 25%. So, PB+1 should give a bigger Boost or something, right? I mean, Focus Magia is the same thing except it doubles magic damage instead. FM's drawback is your spells cost +125% more for the turn and FM+1, the upgraded version, drops that cost to +80% to make it efficient. So it makes sense for PB+1 to be better than PB. Or maybe it wasn't coded correctly and is supposed to reduce your health to 75% rather than take 75% of your health? 'Cause otherwise, unless PB+1 gives more than 100% Power Boost, you're spending AP and more health for a downgrade.


I don't like how boss drops are single-use items. It's perfectly understandable for the full HP/MP healing one to be single-use at least. I suppose while it would be convenient to cancel wild encounters and have infinite torch/regeneration whenever you want, that would make the game too easy. Still, I don't like 'Too Awesome to Use' items. I guess I'm just used to bosses dropping a legendary piece of equipment like those you'd find in a gold/green treasure chest.


I love the art of the characters, though I wish there were more so I could play with an even bigger variety of classes. I'd have to say Tyrund and Sordis are my favorites; made them into Sniper and Caster respectively (though Sniper Tyrund is redundant since he doesn't get any skills he doesn't already have besides the passive that increases crit rate. Not sure if a different class gives the same stat bonuses). I like Ty's eye-patch and grin, and Sordis looks like he could be a vampire noble and also an alchemist with those potions strapped to his belts. Come to think of it, an alchemy function where you can mix herbs and other ingredients you find in the dungeon to make potions would be nice; like how Homework Salesman did it. I also thought it was neat that looking at the status screen of a character gave you a little snippet of info about them like how Randall dreams of saving a damsel in distress. That guard NPC who gives you a little background info on your party members was a nice touch too, though I didn't like that it was randomized. For me, he said Sordis and Tyrund's waaaaaaayyyyyy more than he mentioned Randell and Felicie's.


Besides the story missions that involve defeating the bosses, there weren't many side-quests in the game. There's the one where an Alchemist asks you for Rainleaf Flowers and gives you a much appreciated AP Potion and also the one where you have to find Rhyme and escort Nessiah to her. Though you get it right at the start of zone 1, you can't complete it until muuuuuucccch later. The game definitely did well in its large maps and mazes if it managed to get the creator lost all the way in the 4th zone (according to the images; haven't found her yet).

So yeah, more side-quests would be nice. That's part of what made the Etrian Odyssey series so great. Their side-quests that expand on the lore of the world and also give insight into the kind of people who live in the town/city.


Denzel, that little kid, sure is rude, disrespectful, and doesn't care how many bosses I kill. And quite arrogant too since he boasts how the dungeon and its inhabitants are weak--if it's so easy, why doesn't he clear it then? Gosh, I wish I could put that brat in his place.

All the NPCs besides Lady Tahari suffer from 'same dialogue forever syndrome'. The Alchemist guy gets a notable mention for still being surprised that I beat the 1st boss...even after I defeated the 2nd and 3rd bosses. Still, the great gameplay more than makes up for all this.


At first, I didn't notice the cemetery. I think it's neat that if any of your party members die, they'll be buried there and serve as a reminder so that you'll never forget. Though I don't think getting their replacement from level 1 to your other teammate's levels is fun which is why I reload the game whenever someone dies.

Seeing snippets of the other buildings/houses made me wish the rest of the town could be explored. Curse you insurmountable waist-high fences, cliffs, and walls!

Anyway, this game is quite fun, has a nice soundtrack, and wonderful art. I enjoyed thinking of what skills to spend my limited AP on to create the most effective build. I look forward to your future projects!