JUDE'S PROFILE

Search

Filter

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.

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.

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.

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.

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.

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.