SOOTY'S PROFILE
Sooty
0
Search
Filter
Ill Will
author=Craze
WELCOME TO ILL WILL
I just experienced the same thing. Are you telling me that the author of the game intends for us to watch a ~5 minute dialogue scene to repeat the first battle until, by chance, we survive? That's utterly ridiculous.
Edit: I'm done. Twoshotted again. Max HP 55. 37 damage each turn by the initial zombie, what a joke!
Edit2: This has to be a bug. I edited the zombie to suck and clipped out the initial conversation. After i beat the first zombie I gain levels to go from level 1 straight to level 7. It seems that the game throws me into a new game+ right away.
AAG is out!
Oh gosh! I said I'd help playtest, but I didn't think to check my mailbox. When I signed in to comment today, I have 15 messages from you Neok ;-; so sorry.
Anyway, definitely excited to try this out. Yay :D!
Edit: Loving the first secret entrance!
Edit2: First "bug"... The option to skipping cutscene shows the text "Skip Cutscene Indyand Erin"... missing a space there!
Anyway, definitely excited to try this out. Yay :D!
Edit: Loving the first secret entrance!
Edit2: First "bug"... The option to skipping cutscene shows the text "Skip Cutscene Indyand Erin"... missing a space there!
EpiQuest
Can I ask if there is any advantage to using a new archer rather than the archer dude you fight with in the first cave? I'll probably restart the game with the newest version when I do get there.
EpiQuest
Heya, I sorta took a break from it after reaching the academy thing and played other stuff for a bit. When I go back I'll continue posting bugs and suggestions :D but... meanwhile, I remember not being able to find the Farmer and Teenager classes in the academy place. Are they recruited there? ^^|
Edit: And sorry about the nitpicks :p I just provide all the feedback I can think of!
Edit: And sorry about the nitpicks :p I just provide all the feedback I can think of!
The Tiamat Sacrament
I've been able to replicate the sacrifice bug pretty consistently. All I need to do is to sacrifice, and then focus with Azuar/Kelburn, then end the battle without them attacking. Afterwards, Azuar gets 4 hits and Kelburn 3x4=12 permanently (until I reset the game, or if I use Focus). In fact... I abused this bug to beat the Arena with Azuar :X. Although I probably didn't have to, because I ended up using Reflect to easily beat the two manticores, and also to avoid being blinded. But it certainly made things easier. I had to try a few times, cut really close, but I beat it without having to focus (and therefore losing my x4 strikes).
Edit: Actually, only one of them gets the permanent bonus hits at anytime.
The Azuar facing thing gets resolved after beating Ry'Jin so I don't see it anymore anyway. As for the UP key bug, I had it again and I found out hitting 8 on the numpad (i.e. the up arrow on the numpad) with Numlock on fixes it. Not sure why...
Other bugs which I can remember are: When you observe in the first turn you get with Xandra and multiple opponents use their skills, sometimes you only learn the first one and you miss the others. The isn't the case later on, where I can just observe once and simply not make her do anything else and it still works. Also, maybe Azuar's model should be a little thinner? He 'clips' with the background sometimes.
I'm wondering if you might also post a tab in this page with tables as to the effects of different combinations of things? Particularly for the end-step evolutions, because it's most unlikely that people will replay the entire game just to experiment with THAT. I know I won't ><
Another suggestion regarding the lab? It's kinda odd to see that laboratory so clean after you release all the reavers on the huge mass of troops that were in your way. Which is actually also kinda odd when it happened in the cutscene because after Kelburn pushed the button, more half the troops disappeared! Maybe the rest were eaten up I guess. Blood and gore would be nice, maybe an optional boss to explain the disappearance of all the troops and bodies?
Also... any chance there's a way to make it so that Curse doesn't actually make Azuar look so sad and ill lol. It was quite funny to see Azuar confront Gyle as if he were powered up, and then when the battle begins he looks like he's about to vomit XD
Edit: ANother odd bug. After I chose Immunity to go with my Condemned, my Azuar begins battle with Exhale (with no breath). To fix it I had to inhale something, exhale, then I got back my fight command.
Edit: Actually, only one of them gets the permanent bonus hits at anytime.
The Azuar facing thing gets resolved after beating Ry'Jin so I don't see it anymore anyway. As for the UP key bug, I had it again and I found out hitting 8 on the numpad (i.e. the up arrow on the numpad) with Numlock on fixes it. Not sure why...
Other bugs which I can remember are: When you observe in the first turn you get with Xandra and multiple opponents use their skills, sometimes you only learn the first one and you miss the others. The isn't the case later on, where I can just observe once and simply not make her do anything else and it still works. Also, maybe Azuar's model should be a little thinner? He 'clips' with the background sometimes.
I'm wondering if you might also post a tab in this page with tables as to the effects of different combinations of things? Particularly for the end-step evolutions, because it's most unlikely that people will replay the entire game just to experiment with THAT. I know I won't ><
Another suggestion regarding the lab? It's kinda odd to see that laboratory so clean after you release all the reavers on the huge mass of troops that were in your way. Which is actually also kinda odd when it happened in the cutscene because after Kelburn pushed the button, more half the troops disappeared! Maybe the rest were eaten up I guess. Blood and gore would be nice, maybe an optional boss to explain the disappearance of all the troops and bodies?
Also... any chance there's a way to make it so that Curse doesn't actually make Azuar look so sad and ill lol. It was quite funny to see Azuar confront Gyle as if he were powered up, and then when the battle begins he looks like he's about to vomit XD
Edit: ANother odd bug. After I chose Immunity to go with my Condemned, my Azuar begins battle with Exhale (with no breath). To fix it I had to inhale something, exhale, then I got back my fight command.
The Tiamat Sacrament
Thought I'd give this a separate post because it's more of a request...
Any tips on how to beat Arena with a permanently cursed dragon? =(
Any tips on how to beat Arena with a permanently cursed dragon? =(
The Tiamat Sacrament
Oh gosh. I saw that cave the FIRST time I went through borderlands, but I never saw it again despite walking around in TestPlay mode. Creepy subconscious trying to protect me from mindless gaming!!!
Edit: Found more bugs. The Cleanse Body skill doesn't seem to learn probably. My Xandra has got to 200% learnt but it still won't be learnt!
Another annoying bug is sometimes the UP key seems to be stuck or something - and you can't press up in menus, and in the map you keep walking upwards. Hitting certain keys on the keyboard seem to solve that or something, I'm not sure how. But it seems potentially game breaking...
Edit: Sanctuaries are completely useless for me. I always accidentally use the one I have on hand because of the stupid popup message. :/
Edit: More bugs. At the ending Kelburn says he killed Ryjin while the other two just watched. He wasn't lying <_< A bug occured and I was able to strike 12 times in a round with Gyle's rune sword, so Azuar and Xandra were basically just focusing and giving haste/rage to Kelburn who did all the damage. Obviously... a bug with sacrifice.
Other bugs include - Azuar's model is bugged after the beam avoiding minigame. He permanently faces south. Also when Ryjin destroys your soul gems... it actually doesn;t seem like it because the game still shows you progressing towards the learning of the skills of the one you still have equipped! In the battle where you're trying to lure Gyle, an enemy agent took over one of my troops in a particular spot and then stopped moving, trapping Gyle who just moved back and forth. Fortunately... I still had leftover troops to make the blocking troop move by getting it to attack into another spot. Another bug is that Mithril equipment never appeared in the shops although Kaen said they were going to be there.
The later skills of Xandra take a little too long to learn via observe even with the relevant hat...
Edit: Oh wait.. There's postgame. And mithril equipment have appeared :D
Edit: Found more bugs. The Cleanse Body skill doesn't seem to learn probably. My Xandra has got to 200% learnt but it still won't be learnt!
Another annoying bug is sometimes the UP key seems to be stuck or something - and you can't press up in menus, and in the map you keep walking upwards. Hitting certain keys on the keyboard seem to solve that or something, I'm not sure how. But it seems potentially game breaking...
Edit: Sanctuaries are completely useless for me. I always accidentally use the one I have on hand because of the stupid popup message. :/
Edit: More bugs. At the ending Kelburn says he killed Ryjin while the other two just watched. He wasn't lying <_< A bug occured and I was able to strike 12 times in a round with Gyle's rune sword, so Azuar and Xandra were basically just focusing and giving haste/rage to Kelburn who did all the damage. Obviously... a bug with sacrifice.
Other bugs include - Azuar's model is bugged after the beam avoiding minigame. He permanently faces south. Also when Ryjin destroys your soul gems... it actually doesn;t seem like it because the game still shows you progressing towards the learning of the skills of the one you still have equipped! In the battle where you're trying to lure Gyle, an enemy agent took over one of my troops in a particular spot and then stopped moving, trapping Gyle who just moved back and forth. Fortunately... I still had leftover troops to make the blocking troop move by getting it to attack into another spot. Another bug is that Mithril equipment never appeared in the shops although Kaen said they were going to be there.
The later skills of Xandra take a little too long to learn via observe even with the relevant hat...
Edit: Oh wait.. There's postgame. And mithril equipment have appeared :D
EpiQuest
I'm trying this now, and I already found a pretty deadly bug! Pressing shift while viewing weapons in the armory causes a blank box to pop up. And then the game essentially hangs since I can't do anything anymore >_<
I'm going to just keep editing this post as I find bugs or things warrant suggestion until you reply!
-------------
Suggestion: Notebook is really hard to read because of all the overlapping words. Removing unecessary layers of text, or make them a LOT more transparent will be helpful.
Suggestion: Everytime it tells me there's a new entry in the notebook I strain to find it. Unread notes either need to be coloured differently, or you should put the latest entries at the bottom. And it wouldn't hurt to inform the player what the title of the new note is!
Writing: The note on Paralyzing has a weird second sentence that doesn't make grammatical sense. "It is better to regain energy then instead of DOING SO in a heated battle". X instead of Y, yes? :D
Bug: Or maybe it's a feature...? The enemy shades that you supposedly touch to trigger battles are not very precise. I guess it does add an element of suspense when there's no certainty you can get past troops, but well, your design decisions!
I'm going to just keep editing this post as I find bugs or things warrant suggestion until you reply!
-------------
Suggestion: Notebook is really hard to read because of all the overlapping words. Removing unecessary layers of text, or make them a LOT more transparent will be helpful.
Suggestion: Everytime it tells me there's a new entry in the notebook I strain to find it. Unread notes either need to be coloured differently, or you should put the latest entries at the bottom. And it wouldn't hurt to inform the player what the title of the new note is!
Writing: The note on Paralyzing has a weird second sentence that doesn't make grammatical sense. "It is better to regain energy then instead of DOING SO in a heated battle". X instead of Y, yes? :D
Bug: Or maybe it's a feature...? The enemy shades that you supposedly touch to trigger battles are not very precise. I guess it does add an element of suspense when there's no certainty you can get past troops, but well, your design decisions!
The Tiamat Sacrament
I feel dumb now, but I'm stuck in borderlands on trying to find the Duke's package. If the puzzle's something to do with the sign it's truly stumped me. I'll probably hit max level fighting borderlands enemies before I find out how to proceed on =(
Edit: I absolutely give up >_< will you tell me how to get past that quest
Edit: I absolutely give up >_< will you tell me how to get past that quest
10 / 10 / 10 - Mark your calenders
Hmm...
- Not sure if this is a bug or a feature, but characters gain AP before they use an attack rather than at the end of the round, or at the beginning. (i.e. Using an EX move now at 8/10 OR 10/10 puts my characters at 2/10 AP at the end). Feels a little odd, because the game functions as if the max AP is 8, and moves require X AP to initiate, but actually cost X-2 AP to use. Which makes increased AP/round effects a little less useful than if AP was awarded at the start or at the end of a turn.
- The 'boss not dying' bug I was talking about is actually not a boss bug, but a bug with the grenade items. After an item does lethal damage, the game continues for a while with them as alive, and they can even make a move before they die in some cases.
Edit: Another 2 more bugs
- Erin's Second Aid (the EX). I used it in the combat against the Rebel near the end of phase 2 while Jake was dead. She revived Jake, but didn't heal the team. Her EX was not deducted, but instead Jake's EX was deducted (he had 5 while he was dead)
- The equipment Pulsar doesn't seem to work correctly. I equipped it on Leon, so he starts with 3 EX, but when I try to use any moves that consume EX, he simply sits there and does nothing.
Edit:
NO!!! I finished the Demo! *cries*
---------------
Edit again! So some final thoughts before I start waiting for when you're ready to have people beta test your new version.
Bugs!
- There might be a bug (or feature?) with the sync that sets your damage to 500. Occasionally I would do less, or more damage. And my violet always dealt 1500 damage on her last hit rather than 500.
- There's a treasure chest beside the save point in the dam facility that begins empty? Actually I can't entirely be sure. What I remember is... I saw an empty treasure chest and I thought I had been there before, so I turned around and explored other area. Later discovered I made a mistake, and I should proceed past the point where I made a uturn thanks to the empty treasure chest.
- Other than the things that were mentioned earlier (like the un-equip all tip) that you might want to include in the tutorial or personal device help file...
---- Front row vs. Back row and how it affects Attack/Tech/Spells. I never tested it but I'm presuming it doesn't affect spell damage?
---- I'm not sure if I missed it, but there are no secret rooms in the very first level? After I saw the tutorial message about there being secret rooms I tried to press up/down on every unmarked door but I never found anything, and later on I just forgot about there being secret rooms at all. I would suggest putting a secret room near to where the tutorial first mentions there being the possibility of secret rooms so that people aren't discouraged from spending their time looking.
(On a side note, I found one... just one... secret room afterwards, which led to a weird glowing thingie that did nothing when I activated it lol)
- On enemies...
---- The enemy variety actually felt kinda poor, despite the presence of various types. I can't remember any field enemies that led me to doing anything other than attacking normally once/twice and then using the EX move which did most damage. Mostly... Leon's FOR/PSY move, Scott's Risky Shot and Violet's FOR/FRZ move (or later just her 3hitx500 normal attack). The only thing I really did as a result of various types of field enemies was to equip my characters to in general deal with the kind of troops in the area (e.g. if there are no humanoids I would just swap out force, and put in something else. This is sorta a repeat point from above I guess, since the stale field battles are essentially also the result of not having much choices in combat.
----- Then again, field battles are so sparse thanks to the encounter system so maybe it's not really a real problem. Perhaps the depth of the combat mechanic would be better explored in either your postgame content, arenas or bosses.
---- Boss fights have slightly more variety, although towards the end they didn't feel that interesting anymore because they were too easy. Perhaps I was overlevelled, or the fact that I was playing in Passive mode. I ended the demo with Leon at level 22. I'd love to see a few more gimmicky/puzzle-y bosses, although they might be stale if they're used as repeatable bosses.
- I love the level design! They are really believable, and the maze-like exploration is fun, never bordered on tedious. I'm personally not too fond of overly puzzly dungeon design myself, so I was glad to not see any overt puzzles. (The passcode puzzle at the bridge was nicely done though, thanks to the clues about it being an animal starting with the letter J. But I'm glad I went to look for Fred because he was hilarious.)
---- One aesthetic suggestion... there are a lot of broken ladders in the dam facility but the ground doesn't have ladder parts although it has other debris. Maybe you can add some ladder fragment graphics.
- On the story...
---- The plot is really interesting and dialogue rather well written. The cenematics are of course unparalleled. Haven't seen any other RPG here with such level of visual detail. Really impressed! I was really sad when the demo ended where it did ;-;
---- There's is one cinematic which was confusing to me, when Kugar and Sylvia first appeared. There was one particular scene where a bald guy was pointing a gun at a fallen guy with a girl standing in front, and for that particular frame I could not really tell which dialogue to match with which person.
---- May I suggest in cases where the bosses is not really defeated when you reduce them to 0 HP, that they don't also appear to die within combat? This includes Black, Ghost and Jake/Dread.
---- On that note, it would be nice to the bosses which don't already do so appear on screen before you enter into combat. This would apply to Ghost, the pair of wolf-like creatures, and the 3 bike-looking creatures.
- On skill balance...
---- The set your damage to 500 sync might be a tad bit too powerful at the stage it's available (on Violet).
---- Risky Shot just seems to outclass Focused Shot in damage as far as I can tell. So much for risk!
---- Jake's EX ability just seems awful based on that one battle I can use him. The description says freeze for 3 turns, but really what this means is that he gets 2 extra moves before everything starts moving again. And since he loses all EX, you can't really do any damage with him in that extra time.
---- Hawk looked interesting when I got him, but to have to use an ability which does nothing just to enable the one which did more damage than his regular attack made me pass him over, because it just meant he would kill enemies slower than other characters. Might want to take into consideration how fast field battles finish on the average - they are typically finished on the 3rd turn for most of my battles - in order to balance Hawk's usefulness.
So that's all I can think of/remember. There are definitely a lot of random aesthetic-y things I mentioned up there which aren't really all that essential to fix at all, so don't worry about not implementing them - I'm just too much of a perfectionist to not mention everything I could think of which I believed would make the game more polished.
Anyway, what are you moving on to? Another project? :D
- Not sure if this is a bug or a feature, but characters gain AP before they use an attack rather than at the end of the round, or at the beginning. (i.e. Using an EX move now at 8/10 OR 10/10 puts my characters at 2/10 AP at the end). Feels a little odd, because the game functions as if the max AP is 8, and moves require X AP to initiate, but actually cost X-2 AP to use. Which makes increased AP/round effects a little less useful than if AP was awarded at the start or at the end of a turn.
- The 'boss not dying' bug I was talking about is actually not a boss bug, but a bug with the grenade items. After an item does lethal damage, the game continues for a while with them as alive, and they can even make a move before they die in some cases.
Edit: Another 2 more bugs
- Erin's Second Aid (the EX). I used it in the combat against the Rebel near the end of phase 2 while Jake was dead. She revived Jake, but didn't heal the team. Her EX was not deducted, but instead Jake's EX was deducted (he had 5 while he was dead)
- The equipment Pulsar doesn't seem to work correctly. I equipped it on Leon, so he starts with 3 EX, but when I try to use any moves that consume EX, he simply sits there and does nothing.
Edit:
NO!!! I finished the Demo! *cries*
---------------
Edit again! So some final thoughts before I start waiting for when you're ready to have people beta test your new version.
Bugs!
- There might be a bug (or feature?) with the sync that sets your damage to 500. Occasionally I would do less, or more damage. And my violet always dealt 1500 damage on her last hit rather than 500.
- There's a treasure chest beside the save point in the dam facility that begins empty? Actually I can't entirely be sure. What I remember is... I saw an empty treasure chest and I thought I had been there before, so I turned around and explored other area. Later discovered I made a mistake, and I should proceed past the point where I made a uturn thanks to the empty treasure chest.
- Other than the things that were mentioned earlier (like the un-equip all tip) that you might want to include in the tutorial or personal device help file...
---- Front row vs. Back row and how it affects Attack/Tech/Spells. I never tested it but I'm presuming it doesn't affect spell damage?
---- I'm not sure if I missed it, but there are no secret rooms in the very first level? After I saw the tutorial message about there being secret rooms I tried to press up/down on every unmarked door but I never found anything, and later on I just forgot about there being secret rooms at all. I would suggest putting a secret room near to where the tutorial first mentions there being the possibility of secret rooms so that people aren't discouraged from spending their time looking.
(On a side note, I found one... just one... secret room afterwards, which led to a weird glowing thingie that did nothing when I activated it lol)
- On enemies...
---- The enemy variety actually felt kinda poor, despite the presence of various types. I can't remember any field enemies that led me to doing anything other than attacking normally once/twice and then using the EX move which did most damage. Mostly... Leon's FOR/PSY move, Scott's Risky Shot and Violet's FOR/FRZ move (or later just her 3hitx500 normal attack). The only thing I really did as a result of various types of field enemies was to equip my characters to in general deal with the kind of troops in the area (e.g. if there are no humanoids I would just swap out force, and put in something else. This is sorta a repeat point from above I guess, since the stale field battles are essentially also the result of not having much choices in combat.
----- Then again, field battles are so sparse thanks to the encounter system so maybe it's not really a real problem. Perhaps the depth of the combat mechanic would be better explored in either your postgame content, arenas or bosses.
---- Boss fights have slightly more variety, although towards the end they didn't feel that interesting anymore because they were too easy. Perhaps I was overlevelled, or the fact that I was playing in Passive mode. I ended the demo with Leon at level 22. I'd love to see a few more gimmicky/puzzle-y bosses, although they might be stale if they're used as repeatable bosses.
- I love the level design! They are really believable, and the maze-like exploration is fun, never bordered on tedious. I'm personally not too fond of overly puzzly dungeon design myself, so I was glad to not see any overt puzzles. (The passcode puzzle at the bridge was nicely done though, thanks to the clues about it being an animal starting with the letter J. But I'm glad I went to look for Fred because he was hilarious.)
---- One aesthetic suggestion... there are a lot of broken ladders in the dam facility but the ground doesn't have ladder parts although it has other debris. Maybe you can add some ladder fragment graphics.
- On the story...
---- The plot is really interesting and dialogue rather well written. The cenematics are of course unparalleled. Haven't seen any other RPG here with such level of visual detail. Really impressed! I was really sad when the demo ended where it did ;-;
---- There's is one cinematic which was confusing to me, when Kugar and Sylvia first appeared. There was one particular scene where a bald guy was pointing a gun at a fallen guy with a girl standing in front, and for that particular frame I could not really tell which dialogue to match with which person.
---- May I suggest in cases where the bosses is not really defeated when you reduce them to 0 HP, that they don't also appear to die within combat? This includes Black, Ghost and Jake/Dread.
---- On that note, it would be nice to the bosses which don't already do so appear on screen before you enter into combat. This would apply to Ghost, the pair of wolf-like creatures, and the 3 bike-looking creatures.
- On skill balance...
---- The set your damage to 500 sync might be a tad bit too powerful at the stage it's available (on Violet).
---- Risky Shot just seems to outclass Focused Shot in damage as far as I can tell. So much for risk!
---- Jake's EX ability just seems awful based on that one battle I can use him. The description says freeze for 3 turns, but really what this means is that he gets 2 extra moves before everything starts moving again. And since he loses all EX, you can't really do any damage with him in that extra time.
---- Hawk looked interesting when I got him, but to have to use an ability which does nothing just to enable the one which did more damage than his regular attack made me pass him over, because it just meant he would kill enemies slower than other characters. Might want to take into consideration how fast field battles finish on the average - they are typically finished on the 3rd turn for most of my battles - in order to balance Hawk's usefulness.
So that's all I can think of/remember. There are definitely a lot of random aesthetic-y things I mentioned up there which aren't really all that essential to fix at all, so don't worry about not implementing them - I'm just too much of a perfectionist to not mention everything I could think of which I believed would make the game more polished.
Anyway, what are you moving on to? Another project? :D