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Dragon Warrior: Begin a New Quest
author=bahamutkai
Thank you so much ^^ I like this game very much.
Oh, my pleasure. I'm glad you're enjoying it! Let me know if you're having trouble with anything else and I'll do my best to help you out. Good luck! :)
Dragon Warrior: Begin a New Quest
Hey Moocow, that really sucks. They DO come as enemy drops, late in the game: Winged Demons, Dark Mages, and Barogs all drop them (infrequently), but those are options for you. I might have hid another one in a treasure chest too, but I doubt it. BUT, it is still possible for you to progress if you're lucky.
Bahamut: If you head to the top floor of Clarissa's mansion, a slime there will give you a hint. You have to "talk" to the bookshelves in the basement from left to right, and a secret way should open. Good luck!
Bahamut: If you head to the top floor of Clarissa's mansion, a slime there will give you a hint. You have to "talk" to the bookshelves in the basement from left to right, and a secret way should open. Good luck!
Dragon Warrior: Begin a New Quest
Cool, perfect. The next version won't be up until May or June, likely, so don't expect anything for at least a little while. Exams and end-of-semester details to deal with first! I appreciate it, Firefly. :)
Dragon Warrior: Begin a New Quest
Firefly, you are absolutely welcome to write a Walkthrough - you'd be doing me a huge favour, really. If you need any information to help in the process (for example, enemy stats, drops, Monster Entry locations, or really anything else), don't hesitate to ask.
Dragon Warrior: Begin a New Quest
Thank you so much for this huge list of helpful suggestions and amazing catches. "Miles" as the default for the post-game rematch... is a pretty insanely particular detail for you to notice. I appreciate your patience!
Some last adjustments and information for you:
You're the second person to have issues with the Golden Claw. One of my best friends and first playtesters wandered the world with a terrible encounter rate for hours without at all realizing why - and this wasn't really my intent at all. Looking at it now, I agree that it's too easy to stumble upon the Claw without having read the one book in the world that warns you against it. The Golden Claw is found on a pedestal in the Dark Cave, and I've inserted an automatic message when you approach it for the first time:
"Ye who would take this treasure of olde, be
forewarned. Monsters crave the item within and
shall be drawn to whomever would dare to
remove it from this place.
To wander the world, forever to fight, never
an end to this plight until the moment it is
finally given up. Such is the curse of the
Golden Claw."
This seems like at least a reasonable compromise and serves as a heads-up, at least.
I have updated the dialogue for a couple of characters, based on what you noticed about Hammy! That girl now hints that Hammy finds items more effectively after battle, and then also hints that the special monsters at Elderwood may drop rare items.
It's a good point about that choice you mentioned above and the level thing might be a preference: Originally, one choice was really meant to be a "challenge" route over the "canon" route of forging on with the more familiar party. I will consider this going forward. I also modified that room so that the Outside spell automatically re-enables when you leave through either door, neither of which you can access until "That Scene" is through.
I just verified - Demonite Prodigy has a 1/8 chance of dropping a Brimstone Marble, which by that point is only really useful for selling. It also has a 1/8 chance of dropping Mystic Acorns. It is likely that you were unlucky here, unless I'm missing something obvious (which is quite possible).
Great catch on Rubiss' explosive attack, which is now classified as an Explosive attack rather than a non-elemental attack. This was certainly not intended to be non-elemental.
Fantastic. On top of all of this, I have a couple of tweaks that I made to the Return spell, which I modified and then accidentally broke (and I think I've repaired now). I'm sort of in the midst of a final playthrough to catch anything else, and will probably release a Version 1.01 sometime in the spring, updating the download link. I've been so impressed by your feedback and suggestions that I will be mentioning you in my updated credits. Thank you so much.
In the end, I'm really glad that you enjoyed it! It's just a collection of DW-inspired ideas but it means a lot that you took so much time. Even one person enjoying it thoroughly makes the effort worth it. Certainly, feel free to share it with friends and consider writing a review!
Some last adjustments and information for you:
You're the second person to have issues with the Golden Claw. One of my best friends and first playtesters wandered the world with a terrible encounter rate for hours without at all realizing why - and this wasn't really my intent at all. Looking at it now, I agree that it's too easy to stumble upon the Claw without having read the one book in the world that warns you against it. The Golden Claw is found on a pedestal in the Dark Cave, and I've inserted an automatic message when you approach it for the first time:
"Ye who would take this treasure of olde, be
forewarned. Monsters crave the item within and
shall be drawn to whomever would dare to
remove it from this place.
To wander the world, forever to fight, never
an end to this plight until the moment it is
finally given up. Such is the curse of the
Golden Claw."
This seems like at least a reasonable compromise and serves as a heads-up, at least.
I have updated the dialogue for a couple of characters, based on what you noticed about Hammy! That girl now hints that Hammy finds items more effectively after battle, and then also hints that the special monsters at Elderwood may drop rare items.
It's a good point about that choice you mentioned above and the level thing might be a preference: Originally, one choice was really meant to be a "challenge" route over the "canon" route of forging on with the more familiar party.
That being said, it genuinely surprised me how many of my playtesters took his final request to heart. (That is, EVERY ONE of my playtesters except for one, decided to go with Ramona, which I found astonishing.)
I just verified - Demonite Prodigy has a 1/8 chance of dropping a Brimstone Marble, which by that point is only really useful for selling. It also has a 1/8 chance of dropping Mystic Acorns. It is likely that you were unlucky here, unless I'm missing something obvious (which is quite possible).
Great catch on Rubiss' explosive attack, which is now classified as an Explosive attack rather than a non-elemental attack. This was certainly not intended to be non-elemental.
Fantastic. On top of all of this, I have a couple of tweaks that I made to the Return spell, which I modified and then accidentally broke (and I think I've repaired now). I'm sort of in the midst of a final playthrough to catch anything else, and will probably release a Version 1.01 sometime in the spring, updating the download link. I've been so impressed by your feedback and suggestions that I will be mentioning you in my updated credits. Thank you so much.
In the end, I'm really glad that you enjoyed it! It's just a collection of DW-inspired ideas but it means a lot that you took so much time. Even one person enjoying it thoroughly makes the effort worth it. Certainly, feel free to share it with friends and consider writing a review!
Dragon Warrior: Begin a New Quest
Ahh, no kidding. That's an easy fix too, so thanks!!
It's really funny you ask that question, because this thought crossed my mind for a moment. No, generally these kinds of pots and chests aren't accessible. The thing is that in the postgame, Hammy the dwarf is recruitable, and I originally had fleeting ideas to allow him to gain field abilities to do things like steal from NPCs and get into shops. But a) I was pretty done with RPG Making at that point; b) I was worried that very few people would bother to pick him up, so the effort wouldn't be worth it; and c) then I was worried that it was getting away from a traditional Dragon Warrior feel. So I quickly put the thoughts away and gave him some fun unique battle abilities instead. :)
It's really funny you ask that question, because this thought crossed my mind for a moment. No, generally these kinds of pots and chests aren't accessible. The thing is that in the postgame, Hammy the dwarf is recruitable, and I originally had fleeting ideas to allow him to gain field abilities to do things like steal from NPCs and get into shops. But a) I was pretty done with RPG Making at that point; b) I was worried that very few people would bother to pick him up, so the effort wouldn't be worth it; and c) then I was worried that it was getting away from a traditional Dragon Warrior feel. So I quickly put the thoughts away and gave him some fun unique battle abilities instead. :)
Dragon Warrior: Begin a New Quest
The entry is for Dreadstaff, and it's in Balghast's Castle on the 3rd floor. Take the centre door (the one that heads toward the final boss's room) and look at the barriers on the east side of the room, once the room widens out. It will be inconspicuous, but it should be on the rightmost tile of the diagonal barriers.
In the final castle, there are two things you could call secrets: A hidden staircase in the southwest tower, in the northwest part of the 2F room (you can easily see a passageway on the west side of the room in the floor below that would appear to be inaccessible, but with stairs that lead to nowhere. Search where the "nowhere" would go above). There is also the "wall of darkness" in the courtyard, where there are two different exits to find.
There is nothing in the throne room at the end -- I don't remember where the reference to this is, off-hand, and it's honestly been awhile. :) It might have been that I intended it ironically, since there is always a "passageway behind the throne" in Dragon Quest games, but I couldn't tell you off-hand, to be brutally honest. If you can point me to where I inserted the reference, I could tell you if this was intentional or something that I forgot to remove. It might seem weird that I don't exactly remember, but there are just so many layers of dialogue, foreshadowing, lore that I inserted in waves (and a few things I removed or changed in terms of dialogue) over 2+ years of creating this game.
All in all, I'm really glad you've enjoyed it! I put a lot of love into this. Given how incredibly thorough you've been, I wouldn't doubt for a moment that you could stumble upon some interesting bugs in the less-tested postgame material. I don't feel so bad, though, after having Final Fantasy 15 bug out/soft lock on me more than once during my recent playthrough... I'm only one guy, and they're a ginormous team. ;)
In the final castle, there are two things you could call secrets: A hidden staircase in the southwest tower, in the northwest part of the 2F room (you can easily see a passageway on the west side of the room in the floor below that would appear to be inaccessible, but with stairs that lead to nowhere. Search where the "nowhere" would go above). There is also the "wall of darkness" in the courtyard, where there are two different exits to find.
There is nothing in the throne room at the end -- I don't remember where the reference to this is, off-hand, and it's honestly been awhile. :) It might have been that I intended it ironically, since there is always a "passageway behind the throne" in Dragon Quest games, but I couldn't tell you off-hand, to be brutally honest. If you can point me to where I inserted the reference, I could tell you if this was intentional or something that I forgot to remove. It might seem weird that I don't exactly remember, but there are just so many layers of dialogue, foreshadowing, lore that I inserted in waves (and a few things I removed or changed in terms of dialogue) over 2+ years of creating this game.
All in all, I'm really glad you've enjoyed it! I put a lot of love into this. Given how incredibly thorough you've been, I wouldn't doubt for a moment that you could stumble upon some interesting bugs in the less-tested postgame material. I don't feel so bad, though, after having Final Fantasy 15 bug out/soft lock on me more than once during my recent playthrough... I'm only one guy, and they're a ginormous team. ;)
Dragon Warrior: Begin a New Quest
It's totally there on purpose! I don't like the idea of limiting the player by inconvenient road closures, etc, and I want the player to feel like they have the freedom to explore to level up if they like. Have fun with your nuke!
Dragon Warrior: Begin a New Quest
Ha, amazing! Basically, you're so thoroughly finding things that have never been tested: I certainly never made it to 99 myself, but I'm not sure what to do about the overflow. Parsing the script I'm using for customized required exp levels, I can't find an easy fix. For now, consider it a most surprising and disappointing reward for having dedicated so much time in.
The Dire Goopi is totally an unintentional omission: Every battle group that has enemies which can "call for help" has a couple of commands that are (or should be) executed in the first line. I didn't reset a variable for that single battle that was meant to be reset.
Hexatona: I actually did use an 8-bit font originally, and tried a couple over time, but found that there were some major issues with automatic resizing and scaling that seemed very difficult to overcome without a lot of extra work. Ultimately, I cut my losses and used (what I consider to be) a nice meaty-lettered fun-looking font. Thanks for the feedback, though. :)
Also Animebryan: Sorry, yeah, I understand why you might be irked that I didn't look into it earlier. You know - when something happens once, it COULD just statistically be a quirk. I'm a math prof - back in February was mid-semester! So, really busy at the time, I only looked briefly into it, found that Common Event that I explained above I assumed I was using, and it didn't look like anything was wrong with it. So, I dropped it! But, repeated evidence makes it more likely that something is truly up. Since I have a bit more time at this point in the semester, I looked into the matter a little more thoroughly now and found the hidden issue - whoops. :)
Thanks again guys!
The Dire Goopi is totally an unintentional omission: Every battle group that has enemies which can "call for help" has a couple of commands that are (or should be) executed in the first line. I didn't reset a variable for that single battle that was meant to be reset.
Hexatona: I actually did use an 8-bit font originally, and tried a couple over time, but found that there were some major issues with automatic resizing and scaling that seemed very difficult to overcome without a lot of extra work. Ultimately, I cut my losses and used (what I consider to be) a nice meaty-lettered fun-looking font. Thanks for the feedback, though. :)
Also Animebryan: Sorry, yeah, I understand why you might be irked that I didn't look into it earlier. You know - when something happens once, it COULD just statistically be a quirk. I'm a math prof - back in February was mid-semester! So, really busy at the time, I only looked briefly into it, found that Common Event that I explained above I assumed I was using, and it didn't look like anything was wrong with it. So, I dropped it! But, repeated evidence makes it more likely that something is truly up. Since I have a bit more time at this point in the semester, I looked into the matter a little more thoroughly now and found the hidden issue - whoops. :)
Thanks again guys!
Dragon Warrior: Begin a New Quest
Wow, great catches. Thank you very much. As a matter of fact, with regards to the door, that's a total oversight: I wanted the world to be as "open" as possible, and what probably happened was that I copy/pasted a door from before I'd implemented that spell. I will look into it for sure.
I've also checked into the Wizard's Ring, and I discovered that you guys are, of course, right! To be honest with you, there's a story there: it was originally an equippable item for most of the time I spent working on the game, but I had issues with implementing the usability of the item as a special ability WHILE allowing for the possibility of crumbling. So, I changed the item in the last couple of months of production. First, I added an "Old-Fashioned Wizard's Ring" as an additional item that is the current item you're using, and made a common event for that to experiment with making it work the way I wanted -- and then later dropped the original one altogether and fashioned a simpler event. The problem is that I forgot about this two-step process and have been looking at the wrong common event to "fix" things, by mistake. Well, I caught it! "Choose a random number between 11 and 11" rather than "between 1 and 11." Whoops. Long story short, thanks for pointing it out. :)
As for the Slime Crown, etc: There are actually bonus characters that are recruitable in the post-game! Those items are equippable by them, so their presence is nothing more than a cute underhanded hint that there is "more to come" for those who are really into it.
I really appreciate the feedback! There are a few things that I will hopefully iron out for one last release, before I start investing time in my new project, so these things will be addressed. Have fun. :)
I've also checked into the Wizard's Ring, and I discovered that you guys are, of course, right! To be honest with you, there's a story there: it was originally an equippable item for most of the time I spent working on the game, but I had issues with implementing the usability of the item as a special ability WHILE allowing for the possibility of crumbling. So, I changed the item in the last couple of months of production. First, I added an "Old-Fashioned Wizard's Ring" as an additional item that is the current item you're using, and made a common event for that to experiment with making it work the way I wanted -- and then later dropped the original one altogether and fashioned a simpler event. The problem is that I forgot about this two-step process and have been looking at the wrong common event to "fix" things, by mistake. Well, I caught it! "Choose a random number between 11 and 11" rather than "between 1 and 11." Whoops. Long story short, thanks for pointing it out. :)
As for the Slime Crown, etc: There are actually bonus characters that are recruitable in the post-game! Those items are equippable by them, so their presence is nothing more than a cute underhanded hint that there is "more to come" for those who are really into it.
I really appreciate the feedback! There are a few things that I will hopefully iron out for one last release, before I start investing time in my new project, so these things will be addressed. Have fun. :)













