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Necropolis: Part I

Eh... I found a huge bug. Working it out right now, followed by testing, followed by uploading. The bug was making the game a bit harder than intended.

The Question, Mr. Kenton Anderson, the Question...

Nothing, really. I don't put a whole lot of thought into it because I don't have any stories to tell. For Necropolis, I had an idea for a battle system and then decided to turn it into an 8-bit and Castlevania homage since it needed graphics and a story as well.

Necropolis: Part I

author=Bonehead11
2:50:something

Just two words, want more. Game is just awesome, perfect, nothing to complain about, only about two things, title screen has little tiling problem in lower left, where the mountains are and that exclamation mark system was a little buggy, but better buggy than random encounters all the way.

author=Jude
They are also vulnerable to Slow and Exposed, though their low armor makes the latter less-than-useful. While immune to Bleed they can be Poisoned, so you may want to use a Titan Sword instead of the Bloodlet Sword.

I fought the soul piano, tried to slow down and poison those melodies, but nothing, they were immune.


Thanks. And you just made me double check, but the Melodies are definitely vulnerable to Slow and Poison. The SoulKeys itself is immune to everything and doesn't even perform any actions (at one point, it could randomize the Melodies but I decided I didn't want to disrupt the player's plans that much, since timing abilities/finishers to exploit their element takes enough forethought as it is). Melodies -are- immune to Weak however, like every monster that uses armor-piercing elemental spells (SkullMage, Ghost).

Necropolis: Part I

author=Crystalgate
I did not wear Nimble Boots or Spike Armor, so I guess I could have made the fight a lot easier than I did. In any case, there sure are a lot of strategies that work against that boss.

Chance is it's my fault my tactics became less diverse on hard enemies. I think I have to give this game at least a second go some time.

I try to account for the fact that not every player will have the same specialization by making it so you have different options for defeating some of the bosses. I worry a lot about over-tuning a boss for an optimal strategy and making somebody bang their head against a wall because they are missing one element to their strategy and losing. By the way, try the CryptKpr boss without the Hellgard Shield or using the AquaShot finisher. While more difficult, you can still edge him by using EyeGouge to completely mitigate his physical attacks, saving Fury to cast Blind when he summons RotGhouls (if they miss, you can't be poisoned), and hopefully having enough for Heal right before a Calm (not always because summoning RotGhouls has some variance in its pattern).

One downside of keeping the different strategies fairly open is it can turn battles that aren't meant to be tank-and-spank into brutal tank-and-spank attrition (like you had vs Digger and Mitsuhide had against SoulKeys). I am not sure how to always find that sweet spot. In the case of the Digger, I think the gimmick/strategy just doesn't click in a player's mind, so this is something I will think about down the road (any updates to part one will not address him).

On the subject of the Digger, the option I wanted players to discover was debuffing his Flask. Everybody will have Blind by then at a minimum, which has a higher Fury-cost then ones like Weak or Exposed that you may have if you achieved Lv05. If you are short on Fury you have some options depending on spec. If you have Cleave, the Purge finisher (B->P->F) can take care of the AttackUp buff the Digger receives when you break his Flask. If you have Rend, you should do just enough damage to not break the Flask and inflict it with Bleed (I know, a Flask can not normally bleed...). If you have Thrust... well, too bad, because I couldn't think of anything so you will have to just debuff the Flask with spells. Basically, you are turning his Flask into a poison, so instead of healing him he becomes afflicted by whatever debuffs the Flask suffers from. Between a gimmick that isn't panning out with players and the fact that most people end up facing him at Lv04 when he's tuned for Lv05 (Lv05 means only a 2/2/1 won't have Purge, but will have Rend), he is a boss battle I will have to revisit. I was worried enough about the gimmick not standing out that I added that small Ridley cutscene before entering his chamber.

The Nimble Boots definitely come in handy vs the Ghosts as well, since I used them to introduce the IceBlast spell... Mitigating the slow there should ease the difficulty of the monsters there. Rend or Thrust do wonders against shield monsters (BoneLord/RedBaron) instead of waiting for them to use their stun (ShieldSlam) spell, and also just TriDrill via Headbutt spamming. The vampires are what I consider to be the enemy that requires attention on my part, though. I think they hit too hard and being immune to most spells seems to be forcing most players into a defensive slow burn, which I don't consider to be a fun play style. I will either reduce their attack power or change LifeSteal so it doesn't ignore armor, along with opening them up to debuffs like Weak, Slow, and Exposed. I haven't settled on that yet. Keep in mind that while I want this game to be challenging enough so that it rewards using your abilities, spells and finishers effectively, I in no way want it to be brutally difficult.

Anyway, tonight or tomorrow I will upload an update to include some minor changes, primarily an encounter fix. It will be inconsequential for those who've completed the game and have no intention of replaying it, so you can pretty much ignore it as no new content or sweeping changes will be made. My next blog post will cover interface features that have not been implemented for part one because they are incomplete (slight change to the battle system menu and a progression tree, mostly).

Necropolis: Part I

Thanks. Depending what spec you are, you will should have access to at least one elemental finisher that hits all. You can synch and time your finishers to exploit the elemental weaknesses of the Melody. If you use the JawBreak finisher, you have a 2/3 chance of it landing on one of the Melodies, which are vulnerable to silence. They are also vulnerable to Slow and Exposed, though their low armor makes the latter less-than-useful. While immune to Bleed they can be Poisoned, so you may want to use a Titan Sword instead of the Bloodlet Sword. Nimble Boots take a minor speed hit but make you Slow-immune, so you can still use the Aquagard Shield which is preferable anyway because it increases Fury by a lot compare to Hellgard (except for abilities like TriSlash which require 200 Brave to get another point). If you are deep into Finesse, you have the Disarm ability which can interrupt spellcasting. Otherwie, Obstruct will interrupt an entire group and since Melody casts something more or less every turn, you will be able to land it frequently. Since Melody spell damage penetrates armor, Spiked Armor's small damage reflection outweighs the armor bonus you would get from wearing Steel Armor. There are a numbeer of things you can do to make the fight against SoulKeys more manageable.

Necropolis: Part I

author=Crystalgate
I liked the game overall. It captured the 8-bit feel, but still had enjoyable environments. The plot isn't spectacular, but interesting enough and do raises some questions that I'm curious about. The combat system is also fun.

However, I noticed that the harder battles are, the less diverse my tactic becomes. The firs boss was easy, but I toke advantage of both skills and a certain finisher to beat him. The second boss was much harder and I barely did anything else than Slash and heal. I noticed a similar trend to hard standard enemies as well, although standard enemies were at least more vulnerable to status effects, which allowed for more tactics.


The first boss is pretty easy and I use him primarily as an introduction to choosing appropriate finishers but sllowing breathing room for otherr strategies. I think the second boss could benefit by allowing more time for a level up and by communicating his weakness better. The gimmick is to cast debuffs on his flask, but I don't think it really works out. Vicks is straightforward enough. I think it was a bad decision for me to put two status-immune monsters in one area (ghost and vampire). I only plan on putting out one update before moving on to the last half of the game, primarily because the encounter mechanics were more bugged than I had thought. It is already fixed but there are some other tweaks I want to make before uploading.

Unsupported PNG file error - not a graphics problem

It is also possible you inadvertently editted the RTP, but it sounds like yoy fixed it. Strange though, because that is an engine error and not a database one.

Necropolis: Part I

author=narcodis
Am I supposed to be able to use combos I haven't 'found' yet?

EDIT: I ask because I was able to use Gut Wound or whatever it's called before I ever found an 'item' for it. I mean, might be working as intended, just curious.
You can use any finisher you are capable of stringing the correct combination of sbilities for. Having the guide is a reference, primmarily.

Necropolis: Part I

author=DFalcon
I saw the exclamation point once before my very first random encounter and never again (only up through Crypt Keeper so far, but I did explore the catacombs thoroughly). Fighting everything got to be wearisome.

If you've just finished a combo, is there any benefit to starting the next one in the stance you comboed into? Seems to me like you might reset all the stances to red "ok" bars after a finisher.


It maintains your combo chain for the XP bonus, and the Momentum finisher also grows in strength based on you current chain.

The Screenshot Topic Returns

I had too much FF6 once. I had to go to rehab.