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Everlong
author=iLikeRPGmakerGames
What the fek is up with those monsters immune to the normal/physical attacks and then having only 1 of 3 heroes with a spell that actually works against them?! Terrible!
These enemies are not that common. By the time you meet them you already should have a few sufficient ways to deal with them. If you can't... well, that's your problem actually. I'm guessing you are in the Void right now? Get Julia a Censure and Sammy Holy Wrath. Not a problem in the slightest.
Also, I'm sorry, I don't have much free time on my hands right now, so no feedback in nearest time. Simply no time for games... yet.
The walkthrough is being worked on though.
Everlong
Yeah, I see that practically all my suggestions made into the game. Thanks, DJC, for your hard work, I'm going to enjoy some Everlong this weekend then.
Also, yes, the work on the walkthrough is being done. I'll probably provide some feedback this Sunday too.
Also, yes, the work on the walkthrough is being done. I'll probably provide some feedback this Sunday too.
Everlong
author=DJC
I think there's 40+ locations, I have them in a spreadsheet along with Memory Beacon locations and anything else included in the Finder Display visual.
...Can I have this spreadsheet, please? Would make my work on this walkthrough much easier. As for Jack, I took some of the list from the old forums already, but I'm ready to compile the list by locations, if needed, even if I have to play for a while.
author=DJC
Once the player starts using the rebirth mechanic to gain levels past the normal limit, it's assumed this difficulty option will be turned on, hopefully restoring some challenge to these types of super enemies.
Yeah, that's what I mean. If the player wants a challenge, he can just toggle everything back and then fight the upgraded version of these super monsters. Along with...
author=DJC
The upgraded drop mechanic will only work for monsters encountered solo or with others of the same type, but this includes most foes I intend to adjust. Improved drops will probably consist of stat boosters and powerful medicine, but I might sneak some ores or other rarities in there with a low percentage to be selected as the item.
...new drops from these enemies, which will then have some rare items as you said. Now this will be a great motivation to try your luck against encounters and restore Monster Hunter Island to the glory it deserves. Those who want to enjoy the story or have enough of farming can simply skip it or toggle it off, no big deal.
author=DJC
The reading and exposition is far too excessive. I totally understand and forgive players who run out of patience and skip through the dialog. I'm still (pleasantly) surprised when some players talk about how seriously they considered the plot and characters. The JRPG cliches used to be much more numerous, but there's still a number produced by lazy or rushed development. Definitely breaks the narrative when juxtaposed with newer dialog and scenes. Fixing the Flidais and Return to Auctus scenes is much more realistic a goal than inserting the lost character arcs.
Eh, you actually shouldn't be surprised, in my opinion. Oldschool jRPGs strive on stories and characters, that is their main attraction. Nowadays more jap devs rush to compete with West. It came to the point when even almost blatant copying is acceptable. Since this game positions itself as a some sort of tribute to old games, people actually must be happy to see that things like plot are important.
As I said, I have some radical suggestions concerning the story in my mind, however, if it's too excessive and tiresome to you, you don't need to do it. I wish I knew about RPG Maker and programming stuff better to help you, but unfortunately, I too am a busy man. Changing some small scenes in order to imrove narration and dialogue flow is already pretty good, so thank you for your hard work.
author=DJC
There's plenty of Soul Seal items, and ways to acquire them. This would provide the item earlier, making battles against condition heavy foes easier, but not reducing the challenge to trivial. I was more concerned if the reward was enough motivation for a tedious quest.
That is true, but I think that between Comstock and Elves, for example, you can still acquire only two so far. So adding another one to help the party would actually be a tremendous help, since it protects THREE party members from status effects. It's still a large chunk of the game.
Or maybe you can place Prism Ring there. I think you can only find one before the Elves so far.
author=DJC
The Aegir battle is pretty early in the game to have Fusion, so I wouldn't expect most players to have access to that spell, but it's definitely superior as a non-elemental spell unlikely to trigger counter attacks.
Fusion isn't actually that hard to get. At worst, all Vetu skill shards would be just relocated to this skill. It doesn't matter much, since this is the only spell he will be using, though. Also, at this point of the game, this is the only way for Vetu to deal a considerable amount of damage without risking constant death.
author=DJC
Your heroes were definitely underleveled, but 95 is the upper adjust limit for Nemus Aevum. I checked the code and the logic is sound, but it's possible some other script is operating in parallel and causing issues. I made some modifications to prevent this, but if you have a save file from just before this error occurred, that would be extremely helpful in ensuring the error is eliminated. Otherwise, I'll have to try and recreate it.
Unfortunately, I don't have it anymore, since it was rewritten by another save, sorry. Nevertheless, I think it should have jumped from lvl 90 to 95 in this case, correct? If you already made some modifications, it should be fine.
I don't complain anyway, hahaha.
Raintown
Proxy Pattern
Everlong
author=DJC
If the last skill used against the Blob is type Magic (non-elemental): Plasma, Solar Beam, Dissolve, Mana Font, Exploder, Telekenesis, Quasar, Arcane Blast, Magnetron, Meteor, Ultima, and Caster's Folly. If the player equips Magic resistant armor, or casts the spell Shell, damage from these skills could be mitigated. No conditions to worry about either, and mostly single target
I see it clearly now. Well then, the strategy of dealing with this boss is cooked and ready to be served. The only problem with him were Reversal and Backfire skills, but since they are both getting fixed in the next update, everything will go just fine.
author=DJC
Currently Captain Jack chests only reward GP, but you raise a good point. It won't be difficult to include additional non-monetary treasures, similar to Memory Beacon hunting with Peregrine.
Nice. I found six or seven treasures on my past walkthroughs, this time I found five, three of which were new to me. Gonna be somewhat of a pain to compile them all, but I'll try.
author=DJC
I have an idea, however, that might work to upgrade the drops, but it will require some testing to make sure the DynRPG hack functions correctly.
I hope it will go fine. Things like Story Mode make this island quite obsolete, and even those who want a challenge might find these monsters too easy after getting a ship. So new drops would be great motivation.
author=DJC
Fungus Stump- several mushroom enemies, common to Meridion Caverns, Eridwell's Refuge, Nemus Aevum.
Ivory Horn - Meridion Caverns, enemy Hybrid.
Jelly Glob - Jellyfish in Progidium Nidus, bonus dungeon below Solus Insula, only accessible once Atlantis has risen.
Shark Fin - ship graveyard Sepulcrum Profundus, Shark enemy. Or find them in the beach hunting grounds.
Yep, found them. Very much thank you, time to make some of the most powerful armoures in the game.
author=DJC
I did some testing yesterday to confirm the game's current algorithm setup. For this bonus tier, I can make spells gain extra damage from the hero's Magic attribute while also ignoring the reduction from the target's Magic. This will help make spells more viable against bosses and super monsters.
Excellent, this is far more than I bargained for. It's a pity we can't make a some sort of magical crit, but if this is the only option, then casters will finally become great again.
author=DJC
Frankly, Flidais is an unnecessary battle that has no plot significance and was added so the dungeon has a boss. I have a few ideas to change her motivations while adding some backstory about the dying of the land and the extinction of her kind in the war of the legendary heroes.
Of course, but considering how the plot in this game is very significant AND dialogue heavy, a simple soul would try to read through all of it patiently and giving maximum attention. So, a typical japanese anime cliche out of nowhere, in my opinion, ruins the narration. It makes Flidais sound like a stupid bitch, honestly. Expanding her origins and motivations, however, will greatly improve the scene.
author=DJC
This is a new scene not necessarily meant to channel any prior works, but I can definitely understand any parallels. It replaced an old speech aboard the Inceptum after the failure at Auctus. I'll try to differentiate the scenes from when the artifacts are stolen to this moment, excising redundant dialog.
There is actually nothing wrong with parallels, the specific problem here lies in copy-pasting almost the same speech and characters' motivations. Let me see... how about we change it slightly? Start with Glen giving his usual speech, but THEN other characters remind him that he doesn't need to say all this crap. They already know, and they decided to follow him no matter what - like they said earlier in the Auctus Tower. Thus, nothing will break their resolve and by destorying the base, Expirius only approached his doom himself.
This way you will get parallels, plus a nice encouragement bonus for Glen and everyone - their team is as one. Something like that.
author=DJC
Glen had a further arc with his lost love, more flashbacks, dialog with Meredith during their scenario, receiving a sapling at the Dreaming Forest to plant at Kathryn's grave. Sammy's backstory would elaborate upon the Tyr-Anox occupation of Eridwell, what happened to his master and other students from the forest monastery, with a cleansing of his shame in the ruins of Eridwell Castle. Meredith's mother had dementia and lived in a sanitarium. Her wizard mentor would link her parentage to a dark past. These are a few examples, but I don't have the time to implement the scenarios and integrate them into the existing plot frame.
Wow, I have no words. This much content was cut? Damn... I understand that all this is entirely dependant on your free time, though. Still, a great regret passes before my eyes, as I imagine these scenes in the game. What a shame.
author=DJC
That's actually a difficult quest to complete since it's easy to forget or miss talking to the principal characters. It's the only quest that cannot be completed later. I'm not a fan of locking unique rewards behind plot dependent actions. I will change the reward, but will have to consider a suitable replacement. Perhaps early access to a Soul Seal.
Well then, I suppose those people who don't talk to principal characters simply only follow the main plot of the game. In this conjuction, Lunar Harp, as a reward from Arena, still can be won and delivered to musician, however. So it's not that catastrophic. Also, if the reward would be as you suggested, a Soul Seal, then players would have FAR more motivation to complete it, right?
author=DJC
Aegir is a boss I'm frequently asked to nerf by players. Currently, his HP is not that high above Liquid Flame or Dokkalfar, but perhaps I should lower their totals across the board slightly. Aegir's weakness to Bolt elemental attacks can be exploited to great effect with Glen's Thunder Slash and Vetu's magic if the player then follows with a low damage hit (ex: physical attack by Meredith) to mitigate the counter skill Retaliate. Maybe it's too early in the game for complex strategy.
I think the problem lies in the fact that he, while having not that high HP number than those two, still has a significant amount of it. Thus, the initial damage threshold can't hold againt him that easily at this point of the game. Like characters not having powerful skills yet in order to break it.
For example, I didn't have much problems dealing with Dokkalfar or Flame, but Aegir battle was SIGNIFICANTLY longer than those two. So I simply suggest lowering his HP specifically, because lowering HP across the board may result in too easy wins against Flame and Dokkalfar.
Also, casting Fusion instead of Bolt skills may be a better idea, since it doesn't trigger him.
author=DJC
If your levels changed exactly after using the Stone Knight to heal for free, there must be an error in the Story Mode level adjustment. What levels were your heroes prior to using the Stone Knight? Were you actually playing in Story Mode? Level 95 is the correct value heroes should adjust to in the second half of Nemus Aevum.
Indeed I was. I can't remember the exact number, but somewhere between 85-87, I think. It was just before going to White Shrine.
Everlong
author=DJC
These attacks have different likelihoods, but the regular attack is tied for most likely with 3 other skills. This also only accounts for the Blob's random turns. The boss pattern takes priority. The Blob only responds to the LAST action type before it takes a turn. If you attack with one hero, but then cast a spell with another, only the spell counts.
I see. Interesting indeed. But still, the probability of simple random attacks is pretty low, compared to the number of skills he has in disposal. Your party would of better prepare for these skills, instead of gambling, I think.
And what happens if he is constantly being hit with pure Magic attacks?
author=DJC
There's actually already a skill that trades HP and AP - Swap. Bosses sometimes employ this skill with AP drainage beforehand. Low or extinguished AP is swapped for HP. An AP of zero thus results in a dead target. Usually this is a single or double hit skill, but I think the Uber Daemon targets the entire party after casting Blackout for instant defeat unless the player restores AP between turns.
You are right, completely forgot about it. Saw it once or twice in the whole game, I think.
Well, then I suggest we go with your addition and simply rework the skill to the point it only dims the characters' HP to 1 if they are in full health. Still hard, but actually manageable.
author=DJC
Power Duel compares the caster's Attack against the target's value, much like Psi Duel with the Magic statistic. Damage is based on the difference, multiplied by a fixed fraction that varies by monster. If your hero's Attack is higher, the monster is damaged. This makes inflicting Atrophy a priority, to halve the foe's Attack value. Caster heroes can still achieve respectable Attack when dual wielding or enchanted with Might.
I understand. The thing is, you ofthen don't need to cast Migraine on target in order for Psi Duel to take it's effect. Usually, your Casters are already sufficient enough to reflect it back. While with Power Duel Atrophy is a must it seems.
But it's OK, it's still pretty manageable. Thanks for the explanation.
author=DJC
I'm happy to answer your questions, and will do so to the best of my ability (and memory)!
Okay, here's more then!
1) What's the deal with Captain Jack? Does he offer just some random gold numbers or is there something more to it in the end of the path? Because otherwise, it's more or less useless, since by this point in the game you already have enough gold, while his treasures are poor.
2) Is Monster Hunter Island good for something? I already killed a considerable amount of creatures there and while these cameos are entertaining, their drops are nothing to brag about.
3) Where can I find drops to trade with Isla del Sol Merchant, specifically the one who trades Maximillian, etc.?
author=DJC
My only idea was yet another skill tier, where reborn casters get a boosted damage version for each spell. That's just a static increase, however, which won't grow with the hero's Magic.
Do it. It's still miles better than leaving casters behind a huge wall of crits combined with Dual-Wielding. It will not put them on the same level, but at least it will make Vetu more viable. Goddamn engine limitations...
author=DJC
By the way, which story scenes do you think could use a rewrite the most? I was thinking about addressing the most egregious of these in the next update if I find the time.
This is a pretty serious question. Some players may not like the RADICAL changes I can propose, so I will go mildly at first:
1) The entire Driada sequence before Lupuson town. So she bombards us with insults, but after we kick her sorry ass she simply goes *B-b-but I was just testing you!* It's such an unnecessary and stupid cliche, seriously.
2) Glen's speech before venturing to Forgotten Continent. Was this a deliberate reference to Lord of the Rings? Anyway, he says almost literally the exact same thing in the Tower of Auctus not long ago. With other characters following. Yet here they are, doubting themselves again.
Also, some characters can REALLY use their own story arcs. For example, Sammy mentions Bishamon after Golem's Pass, but virtually has absolutely no reaction whatsoever when meeting him. Or is this a bug? I remember him having a different master.
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Sidequest Suggestion: Can we please remove Lunar Harp as a reward for Comstock Delivery Quest? I bet a big number of people just get it in the Arena at this point of the game. Seems arbitrary. Or we can remove it from the Arena alltogether.
Boss Suggestion: Can we please nerf Aegir's HP again during the first battle with him? It can go on and on for 20 freaking minutes straight or more, while spamming the same things.
Further Bug Notes: Nemus Aevum, last Stone Knight. Touched it, all my characters except Glen and random four are instant lvl 99. Glen and others are lvl 95. Touched it again. Random four are now lvl 99 too, while Glen, for some reason, is still lvl 95.
Sometimes, not often, an error -OUT OF RANGE- occurs, while you are trying to board your airship. In this case, it switches to Window Mode, then back to Title screen. After rebooting the game, it seems gone, at least for now.
Start Window Mode function does not work, if your Everlong folder changes destinations from the default one.
Everlong
author=DJC
In response to a last used skill of type Life, the Blob either casts Reversal, Pentagram, or Death. Players could actually try to exploit this counter by intentionally casting Life spells when HP is low so Reversal heals, but it's 1 /3 chance and Fatal protection is required.
The problem with this is by the time you meet enemies with Reversal skill your Magic stat is very high, so I noticed even Restore at this point of the game healing not 2500, but even up to almost 4000 damage per character. It's better to use simple items like Herb in order to be prepared for Reversal.
author=DJC
In response to a last used skill of type Summon, the Blob either casts Vulnerability, Demolish, Backfire, Disaster, or Pharaoh's Revenge. Therefore, using ANY summon spell by Vixen or Drakeor is a huge gamble best avoided.
Interesting. I never saw him casting Vulnerablility, Demolish or Revenge. I'll try to trigger them though.
author=DJC
Otherwise, the Blob only casts Backfire every 72x+12 turns (after HP affecting skill turn followed by Swallow), and Reversal every 36x+24 turns (one turn after Ultima followed by Swallow). That's still a really long pattern to deal with, but the complexity of the Blob battle is a huge outlier even among optional bosses.
It's the only enemy that always hits you with Backfire or Demolish three times, which is a guaranteed wipe without all four heroes alive. I'm going to change Backfire to two hits since it's part of the pattern and unavoidable.
Yes, that's what happened a few times. He casted Reversal after Ultima. Thanks for this info, I was totally unprepared for this.
Good idea, that way the party will have much better chances to survive this outcome.
author=DJC
The Blob's Overpower damage is 4/5 of maximum HP prior to reduction, but combined with Sammy's poor equipment selection for boosting defense and therefore lowering the damage, he's a hero that's going to suffer from this skill.
Heheh, my Sammy wore Tough Ring along with Golem Gear which made his Defense stat skyrocket. The problem was in his low health. I was preparing for Reversal, so everyone's health was relatively low. So when he unleashed Backfire, he simply eroded Sammy because of this. Maybe otherwise he would survived. Also Overpowered is a multi-hit skill, so yeah. Tough luck, I guess.
author=DJC
Physical or elemental attacks are probably a better choice against the Blob considering the skills this causes the enemy to then use. With the right equipment and spells, you can make the Blob heal you frequently with it's random attacks. Example: Drakeor with Water protect armor + casting Aura, or White Wizard spell Water Shell.
That's a nice idea, however, I NEVER saw him attacking with a simple random attack. All my 23 attempts so far. Watched Frag's walkthrough on YT, he does the same thing - always using skills.
I noticed him having Warrior's Bane attack, so I figured all-mage party would suffice. Aside from Reversal... it totally did.
author=DJC
If players think Reversal is too punishing a skill, I'm open to changing it's effect to reducing HP to 1 instead of instant death when the target has full health. Or perhaps I'll make that change only for Default and Easy difficulty levels.
Maybe... or maybe we can, actually, make it something different, yet still logical to it's name. I have an idea. Can we make it so it reverses your HP parameter with your AP? Now that would be interesting, I think. COmbine this with the item that protects against it I suggested in the review section, and battles become increasingly more fun, yet still challenging.
If you are going to add it, though, be warned that it should at least be in either Nemus Aevum or before it, so players can start using it with the first boss with this skill - Aquaron.
author=DJC
You're correct about the Golem Gear. Terror is the last condition on the list, so I just failed to check it along with everything else. I'll correct this bug in the next update, thanks! Let me know if you catch any other errors
Don't know is this a bug or not... but the mechanic behind the skill Power Duel seems odd to me. It's supposed to be some sort of antipode skill to Psi Duel, right? So Psi Duel works complete fine, Power Duel, however... still can oneshot any of my physical strong attackers even in the endgame, while it can ALSO do LESS damage to Casters than to Physical attackers. What gives?
author=DJC
Have fun writing your guide, I'm sure a current version would be much appreciated by other players. I hopefully won't implement any new major overhauls that will eventually make it obsolete similar to a few past efforts.
Thanks for your support, DJC, I will. I still will have you answer some of my questions, though, heh. Can you please tell me, where I can find Monster Drops, than can be exchanged for equipment on Triangle Base merchant?
Also, if it becomes obsolete, then I will simply rewrite the section to accomodate it to current standarts. I'm pretty dedicated.
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Regarding Vetu and his low damage in endgame, compared to physical fighters. Is there a way to add a special effect to his spells, like randomly doubling the damage? Combining this with Nucleus will boost him to the level with everyone else. Some sort of magical crit, maybe?
Everlong Review
author=Euphoniac
I apologize for having been rude
No problem, man. I too had this irritating feeling inside, when someone shits on the game I love. It's far too familiar.
I still stand my ground on gimmick skills, though.
author=kalledemos
You can quite easily disable the counterattack feature in the options menu of the latest version, and if you think that's too much of a cop out, you could just read the tactics section of the options menu: it will explain the damage formula of any attack used on the party.
FAKE EDIT: Actually, are you playing a recent version?
Yeah, I know about them. Problem is, you still can't defend against skills like Backfire (if it's used as a default, not counter skill) and Reversal. My main concern is with these. Anything else can be adapted or avoided.
I definitely am.
@DJC
How about implementing a special item that protects against Backfire or Reversal then? Like, nullifying their effect? There can be at least one in the game for such occasions. It will make battles more bearable.














