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Necropolis: Part I

author=narcodis
This game is incredibly fun and very impressive. Hats off to you, Jude.


Thanks. I am glad you were entertained.

Necropolis: Part I

author=Crystalgate
I downloaded and finished the new version. Things seem to work just fine now except the game said that I finished it at 0:00:00. I went by much faster this time, but certainly not that fast.


Ha. I killed the game clock but forgot to remove the display at the end, apparently. Not going to release an update just for that... Also found an additional bug which is very minor, affecting only SoulKeys and BoneDog for part one. Basically, my silence check for enemies that cast buffs/heals was referencing an incorrect switch allowing monster C to cast spells when silenced. As more enemies use buffs and heals in later content, I am noticing these things.

RPG maker 2003 command problem

I don't think that removes it from the battle commands, though. I could be wrong, as I have barely used the DBS.

"Hello there!" The Dialect of a Town NPC

author=TehGuy
As long as there isn't another "go to this place and kill this thing for no given reason what-so-ever" or "I AM ERROR"..


Yeah, but at least you remember who Error is when you're later instructed to ask him about the tomb in the graveyard.

Mr. Takashi Tokita is visiting us!

Do you prefer a highly customizable party as in Final Fantasy 3 (NES) and 4 Heroes of Light, or a predetermined party as in Final Fantasy 4?

Necropolis: Part I

author=Raionwolf
I just downloaded the updated version and started a new game. I was fighting two Skellies and they both dropped their heads. I attacked once, and then the game froze. I restarted the game, but every time I ran into two Skellies the same thing would happen.


My fault. An incorrect variable was getting set when Monster C is slowed (which is the status effect they are afflicted by when they drop their heads). Should be finished uploading when I hit the submit button for this post.

"Hello there!" The Dialect of a Town NPC

This is a very good article. I hate writing for NPCs with a passion and you've given me things to think about.

Necropolis: Part I

author=McBick
Was I the only one who killed the enemies to fast before you could get enough fury to heal yourself? Maybe I was over leveled? I basically used thrust on the armor guy, then lacerate on the second hardest enemy, then cleave to hit all of them and then my combo would hit all of them. The spiked armor would then finish them off if they didn't die already.

You may be over-leveled. Even one level means a lot in Necropolis since in addition to stats, you get new spells/abilities/perks. CryptKpr is tuned for Lv03, Digger for Lv05 (his stats are now relative to Lv04, however), Vicks for Lv06, and SoulKeys for Lv09. Also, Power Cloak and the Warrior perk are pretty nasty when combined, and will serve you for quite awhile if you took the time to find that cloak and are prioritizing the Power mastery. The cloak is something I am considering giving a nerf, since Marcus had less Fury when I first added that item. It is meant to be useful for the long haul, but got kind of ridiculous when it is giving you like 10-15 extra Attack in the early game.

Necropolis: Part I

Alright, I just uploaded what should be the first and final update to part one. Encounter mechanics -should- work this time. Gave it an 80% success rate. You may still get locked out of the menu semi-permanently, but I think I fixed that too. Though, it was rare to begin with and I never got any reports from players.

Massive problem was fixed, which makes turns play out as intended. Something got messed up when I made some big changes to it a few weeks ago, but I didn't notice it was broken until I was testing something in part two. As a result, Headbutt and MageSlyr are more effective and Marcus should act more frequently in general (unless facing opponents faster than him, then the opposite... but only a few are faster anyway).

Nerfed Slow a bit (both Marcus and the enemy), but I will probably give it a slight buff and meet halfway in part two.

WildVamp is now vulnerable to most negative status conditions. WildVamp's Attack was slightly buffed, but LifeSteal no longer penetrates armor.

Digger was slightly nerfed to have Lv04 stats as a band-aid... in the distant future of part two I will restructure this area to allow for a level up to naturally occur between him and CryptKpr (also changing his gimmick or finding a way to communicate it better, but for now he remains the same).

Fixed a fat-finger typo in Bleed damage resulting in a nerf (between NicoB's and Crystalgate's comments, I had to take another look--thanks).

Fixed a few skill descriptions so as not to reveal Marcus' name earlier than intended.

Slight reduction in EXP requirements per level. This might break your saved games... I am not sure how RM2K3 will handle somebody who magically levels up if they were near that threshold (i.e. you had 1100/1200 EXP when you saved and quit, but the new level curve only requires 1000/1000).

I nixed the game clock. It doesn't seem to be accurate enough to be worthwhile. I even tried having it count only minutes instead of seconds hoping it would work better, but not really. Too bad Enterbrain just never included one by default.

I think that is everything. If I somehow managed to break something catastrophically, I will fix that, but there will be no minor updates.

fracture

Totally throwback. Eager to see how this pans out for the contest. Good luck!