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The big list of recent changes (current and upcoming).

I did! I agonized for a while over whether I wanted to armor or weapon, then finally decided on the weapon. It was definitely a nice upgrade!

The biggest problem with her abilities I had, that the increase in gold will almost certainly solve, is the cost of the scrolls. Sure at one point I had 10000 extra gold and could have picked up 20 of them...but then I decided that buying ethers, potions, and status cures was a better use of the gold.

The big list of recent changes (current and upcoming).

Yeah, I was able to take out most encounters in one round, after finally giving Carina tomes. It was pretty great. I can see myself using Silas, and maybe Sapphire too after she gets better equipment. I remember not being too hot on Nobumasa at first, too, and then he became the cornerstone of my endgame party haha.

The big list of recent changes (current and upcoming).

I used Zephyr, Hautley, Carina, and Jasmine/Trigger. Usually Jasmine for bosses and Trigger for random fights. Love the ability to change your party on the fly, BTW.

The big list of recent changes (current and upcoming).

Haha, I didn't even know Edric had a healing ability! I should really try going through with the characters I didn't use much (Edric, Reiner, Sapphire, and Bolt mainly. Bolt's new skills at least will definitely make him someone to try out!)

The big list of recent changes (current and upcoming).

As for Fenrir, I got him my first try, so it wasn't like, obscenely difficult or anything, but it was definitely the hardest fight in the game (so far, at least) and a lot of that was the fact that he was getting about two attacks for every one of Carina's. And that was with her decked out in +speed stuff so I could see him getting 2.5-3 attacks for someone that has her in +Magic gear.

edit: Actually, thinking on it, Carbunkle's difficulty was right around where I think Fenrir should have been. It was challenging, but not in an "Oh my god you're going again!?" way.

As for Leviathan, my biggest issue with him was that it was really easy to get him stuck to the "Fire!? You'll pay for that!" attack, which was pretty weak. I never even saw his other attacks, actually. I'd suggest either making that one a counter (if possible) or upping the damage on it.

The big list of recent changes (current and upcoming).

I'm replaying the game since some script changes made old saves incompatible and unreadable. I'll be tinkering with damage values as I go, since I personally feel that Bolt, Carina and Hautley can die fairly easily in some situations. If there are any particular encounters that felt way too intense with far too great of a damage output, I'd love to know!

Personally, the only fight I felt was a bit too much so far was Fenrir. He is crazy fast, and with all of his AoE attacks, I had a tough time keeping up.

On the other hand, I found Leviathan far too easy.

despite my own worries regarding making some items/skills redundant and lesser skilled players possibly abusing this sort of feature, is there support on RMN for Brandon's idea?

Yes. Yes yes yes yes yes. (If I say yes multiple times it counts as multiple votes, right?) I can understand your concerns, but missing things like drops and DNA strands is, ultimately, on the player.

Final Fantasy Blackmoon Prophecy II

author=UPRC
Where does the encounter rate feel too high? I haven't heard this mentioned too much. I felt like I was being generous allowing them to be bypassed on the world map and by setting the encounter rate between 40-50 for most dungeons. Do you feel it's too high across the board, or was it just select locations that seemed bothersome to you?
It's just a general "too much fighting in dungeons" thing, but I'm willing to accept it's just me if no one else has said anything.

The crafting tokens were originally there for something else that ended up not working and I never thought to do anything about them after the old crafting system was removed. This is a fair point that I agree with. Nobody else has ever had an issue with it, but everything would probably be better off without crafting tokens.

I wouldn't say I have an issue with them, they just kind of confused me lol!

Nega was an escaped prisoner from Lindblum Castle. There are LOTS of little things going on in the world if the player checks everything out thoroughly. If you check the Lindblum Castle dungeon as soon as you get there, Nega is confined to a cell and the guard mentions something about him being an escape artist. If you come back a little later, the cell is empty and the guard panics about Nega escaping somehow. You then run into him in the Old Armory. He's sort of like FF6's Lone Wolf, only you actually fight him. The only recurring bosses at the moment are Gilgamesh (entirely optional) and Razz (sometimes optional).
Yeah, I saw all the scenes with him. I guess that my point was his being in the armory was random, not that he himself was random. Maybe if an NPC somewhere said something like "He's been spotted in the area!" or even if he was moved to another location (the area where Bolt joins for example, as there's an NPC that says "despite the security, we get all kinds of lowlifes sneaking through here")

I haven't heard anyone else mention that the Great Lindblum Reef is too dark, but of course we're all playing on different monitors with different brightness and contrast settings. I thought that it was easy to get around in, but I'll take a look at it again when I play through the area (which I have to do, since old saves are now no longer supported by the game at all so I'm replaying through the game).
Yeah, this one may just be on my end, and that's totally okay. It wasn't impossible to navigate or anything, but I just made a note of it while playing through just in case you know?

17-18 was the intended range I had hoped people would finish at, so I'm glad to hear it! And remember, even though I half called the latest download a demo, it's not quite that. I'm treating the game more like the early access games on Steam. I'm basically just uploading what I've done in the game at any given time and inviting people to play and help develop the game via criticism and feedback. Another way to look at it would be to say that I'm doing public testing as opposed to private testing with a small team of testers. I do still have a main tester (Brandon, my awesome composer), but a lot of it is you guys now, because I want issues with the game to be out in the wild so that they're easier to find. It's much better to have the masses find various things wrong with a game than just a select few in private.

It turns out I wasn't actually done with the...demo? build? whatever we wanna call it haha. A note popped up after
Keren's funeral
so I thought I was finished, then it turned out I wasn't. I'm at the Citadel Ruins right now, which I think is the actual end? So I'll probably be 19-20, although I blame my Cockatrice DNA hunting for my being overleveled.

I do have another question/suggestion though! Is Bolt's learning magic tied into his plot in any way? I understand if you don't want to answer for fear of spoilers haha, but if it's not then maybe you could change his ability list? Something like Zidane's Skills from FFIX...you could even call it Superheorics! or something similar. Right now he just feels like an inferior Zephyr in terms of combat, and an inferior Hautley in terms of abilities.

DNA Strand/Summon Changes

Achievements will be cool! Especially if it's possible to make it so the achievements actually give in game bonuses. Nothing game-changing, but like "Killed 1000 monsters - EXP +5%!" or something.

Final Fantasy Blackmoon Prophecy II

Just finished the demo. It looks really good so far! Definitely looking forward to more. I have some questions/comments/feedback/whatever you wanna call it. I'm going to put them under the spoiler bars for both length and to avoid spoiling anyone reading this before finishing.

In no specific order:

- I'm not sure if this is intentional or not, but currently Blitz and Gunner (and maybe Gallant I'm not sure as I didn't really use Edric much) can miss. Personally, I don't like this much, especially with Gunner as Trigger really doesn't have much MP at all so every shot counts.

- Please take a look at the random encounter rate. It really feels much too high. I'd even suggest looking into putting in a system like Bravely Default. In that game, you can adjust pretty much everything about random encounters. You can scale it from 0% (the baseline encounter rate) to +/- 100% so everyone can fight as much or as little as they want.

- If it's possible to adjust the volume of sound effects on your end, I'd suggest looking at Trigger's basic attack and the shield blocking SFX. I have the SFX volume at 20%, which makes everything sound really good, and then those two effects play and it is absurdly loud.

- Maybe tweak gold gains just a bit? A 10-15% increase even would be good.

- I'm...honestly not sure of the point of crafting tokens? If crafting weapons took crafting tokens instead of gold, I guess it'd make a bit more sense, but as it is now, I have to pay for these items so that I can pay to make a weapon? Why not just increase the cost?

- The Nega fight in the abandoned armory came out of nowhere. Unless he's going to show up more later in the game, I'm not really sure what the point of that was.

- This never actually comes up in the demo, since you don't have to go to this location, but there is a dungeon that uses the "Sand Prison" background music, but the file in the BGM folder is named "Sand_Prison" which causes the game to crash when you try to enter it.

- There were two items I found, a Lava Rock and a Charged Scale that I could use from the menu, but didn't seem to do anything? Were they from an older build when blue magic/summons were learned from items or is there something I'm missing?

- Additionally, the Charged Scale item doesn't have an icon associated with it in the menu.

- I don't know if this is on my end or not, but the Reef dungeon (A+ work on the diving helm sprites BTW, would lol again) may be a touch too dark. I navigated basically by following the crabs, as I couldn't see any path.

- Would it be possible to make an X-Magic command for the mages? It's convenient having them in the same list, but I found myself having to scroll back and forth and back and forth to get to the spell I wanted.

- I avoided using tomes for a while because I remember in the first game the spells they gave cost more and were slightly less effective than the actual magic, which doesn't seem to be the case in this one? Maybe add an NPC in the training schools that says something like "Thanks to further magical research, anyone can cast a spell as effectively as a Black Mage after studying the proper tome." or something else that indicates there isn't an increase in cost/decrease in power from tome-based magic.

- I admit I'm not sure how I feel about the Auger arena, but probably it will be more entertaining once I have a monster that isn't a Bleary.


That's all I can think of for now. Again, great work on everything so far. Took about 11 hours to get through the demo, ended on level 17-18 for everyone except Trigger and Bolt.

DNA Strand/Summon Changes

So you'll only need one strand to learn the ability in the next download. Drop rate will be improved to 1/3 or 1/4 for most strands, as opposed to the 1/4 to 1/8 drop rate that is currently in place.


You are a prince among men.

I have a question though! Does this mean that Zephyr and Reiner now have the exact same skill list, outside of Sunbathe/Sonic Dive and limits? Or will it be set up so that once one person learns a summon, the other can't?

Also, I'd suggest (if this is possible) to change the selling price for DNA strands from 50% to 25% (or even 10%) of the cost, once you increase their cost in the arena. Selling them for 500 each when they drop more often and we'll only need one/two of each could trivialize gold.