[PC][RPG] Legends of an Otherworld

Started by namida, September 14, 2013, 09:31:44 AM

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namida

I was meaning to add the note on where to get 3 -> 4 but must have forgotten. Though I was going to make it conditional on already reaching that point.

Spoiler
The NPC in the Taspia ability shop.

You should still be able to use the other upgrade anyways. It's more like two different +1s, rather than specifically 3 to 4 and 4 to 5.

Will look into the other two.
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namida

Quotes from Proxima's post
QuoteWith the NPC who offers to refund AP, if you hit Esc, she will react as if you selected someone.

Fixed.

QuoteOn loading an old save, the message should tell players where to get 3->4 ability slots, so they don't have to look over the whole world. (I know where to get 4->5, since we discussed it in chat, but it seems I have to get 3->4 first to unlock it....)

Done. Although this will only pop up for people who jump directly from V19 to V21 (or V20a if applicable). It will also point out that Vince doesn't need this upgrade, if the player is far enough in the game to have him.
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Nepster

Some more bug reports

1) Alicia's Bliss still does heal much more than just 999 HP (last time I checked, it was around 3000). Similarly her Faith does restore more than 99 MP (last time I checked, it was around 400).
2) In the Security part of the Cult base, I always get an error at the very end: Unable to find the graphic "Warbot". Then the game crashes.
3) In the Security part of the Cult base, you can move on top of the walls directly next to the entrance: Go to the main hall of the base, enter the Security zone, then move one step west, then one step south and then to the east and you move onto the wall.

namida

#63
Spoiler
1. If she has Ultra Damage equipped, that's why. It has the hidden effect of adding an extra digit to Bliss / Faith's damage cap, which is technically just like it does with most other attacks. Arguably, this is consistent for Bliss, but not for Faith. Not sure if I want to keep this permanently, but I want to leave it in a bit longer (until I decide for sure). Though even then, it should be a bit weaker than in previous versions. (EDIT: No, I've decided I want to change this.)

2 and 3. Will look into. 2 may be the "remove unused battler sprites" code having a bug. The cult base tileset is a bit buggy, though any issues of this kind are pretty easy to fix.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
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Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Patch for the game-breaking bug (as well as some of the more minor ones) is now uploaded. Same links; there will be an empty "V020A.txt" text file to identify the updated ZIP.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Some feedback on the recently added parts

Sysona Woods:
Very vast forest, that is not trivial to navigate at all. The random encounters vary very much in difficulty: The Dinosore is something to flee of (after trying to steal of course), the Trololos are pretty tough but managable while almost all other monsters are pretty weak.

Cult Temple:
Nice dungeon layout and nice idea to use cultists wandering around instead of random encounters. The Cult Assassins are too easy in my opinion. Whlle they have an instant-death attack, this is more annoying than dangerous.
SPECIMEN: Quite interesting fights. My strategy was to always keep it asleep, with magical attacks targeted at my member with the reflector, to bypass the monster's relector shield.
CULT TECHNICIAN: Excellent fight. One has to be really careful to keep the weakest member alive, while he has rather powerful attacks.
OBLEROST: Another boss that at the very end suddenly comes with an attack that kills the whole party: Atomic Blast, doing 4500 damage to everyone, which is more than some of my characters (around level 50) equipped with HP+100% have! And even Reflect doesn't protect againts this.
Up to this point the robot wasn't really a problem: The physical attack is managable, and reviving party members that got killed due to Thunderia wasn't a problem either.

Sysona Woods (again):
SHINRYU: One has to be slightly lucky not to get Shimmering Rain on the very first turn until one had the chance to cast Wall on at least one character. The next goal is get all important party members with Haste, Shield and Aura. After that Ivy's Blessing spell means that only the Erase ability is nasty any more.
MIA: With two white mages casting Revive and Haste this was easier that I suspected at first.

Cult Base:
The random encounters were quite easy at my level.
HYPERCUBE: Interesting mechnics. First wait for the cube to cast Hellspawn, then cast Hellspawn oneself and Regen on the cube. After that essentially only defend and revive fallen characters.
PHANTOM V: Extremely easy fight - it just exploded on its first turn!
AUTOMANIC: The first Atomic Blast came by surprise and this is probably the only dangerous attack it has. As it seems to do exactly MaxHP-1 damage, I let Harley cast Curona before every monster turn, to keep the Buffs on my party (though it would probably been easier to cast Regen instead). This way the fight was pretty easy.
LUNARION: Not that hard actually, once my two white mages hasted everyone and I equipped Dispelstrike to remove it's boosts faster than it could put them on. I never encountered for what it was storing its energy, because it went down before the next turn. Some of the moves were pretty useless: The Lunarpuffs tried time and again to put Zombie on Harley when he had Multiproof equipped and Lunarion used Curia on itself which regenerated only 186HP.
And I wodner what happened to the dead cultist after the Lunarion battle? Coda killed him just before the battle, and the body disappeared...

Optional bosses:
NEO CERBERUS: Not too hard with two White Magicians casting Haste and Wall on everyone. This way even a double-flare can be survived. And it wastes too many (of its rather few) turns with Curia. Plague or the Haste/Shield/Aura move are a lot more effective, but it almost never uses those.
TRANSIENT PLUS: I got there around level 55. The first two rounds (with a direct attack and a Pulse) were used to Wall everyone and use Vince and Alicia to buff the whole party. Then everyone defended for the first Trauma. The round after Trauma was used to haste everyone (with Ivy healing via Blessing). From now on I always had a few turns to do damage before everyone had to defend again, though it used mainly Pulso from now on.
ADRIOLL: My usual strategy works here, too: Use Harley and Leanna to give everyone Haste and Wall. Here, too, Vince buffed Spirit to be on the safe side, but after this the battle was essentially won.
I haven't seen Rollerblaster from it, so perhaps it should use it somewhat more regularly? And what is "Recalibrating it senses" doing?
PROTOLOCK: Extremely nasty boss! The arms are more annoying than anything else (at least after being slowed), but the Breaker Blast is comes to killing my whole party and removes all statuses and buffs. So I basically had Harley (with Auto-Haste), Ivy (with Auto-Regen) and Leanna (with Use White Magic) constantly healing the party while only Alicia did any damage. Even with that it would have killed my party if the main part just had a little bit more HP.

namida

Nepster's post
QuoteUp to this point the robot wasn't really a problem: The physical attack is managable, and reviving party members that got killed due to Thunderia wasn't a problem either.
I've made him more difficult for future updates. In fact, I think the latest update already includes this adjustment.

QuotePHANTOM V: Extremely easy fight - it just exploded on its first turn!
Yep. And if you want to see what happens if you defeat him before that, see Proxima's videos. ;)

QuoteLUNARION: Not that hard actually, once my two white mages hasted everyone and I equipped Dispelstrike to remove it's boosts faster than it could put them on. I never encountered for what it was storing its energy, because it went down before the next turn. Some of the moves were pretty useless: The Lunarpuffs tried time and again to put Zombie on Harley when he had Multiproof equipped and Lunarion used Curia on itself which regenerated only 186HP.
Nice idea using Dispelstrike. I relied on Reflecting him instead so he couldn't apply them in the first place - though during the Flare phase, he'll target himself with Flare if he's under Reflect, so it is important to keep an eye on this. (Note that rather than allowing his buff spells to reflect to your party, he simply won't cast them if he's under Reflect.)
Regarding Curia healing for so little - firstly, that's actually the Lunopuffs doing that, not Lunarion himself. But anyway, it should heal more; this is fixed for the next update.
Storing Energy comes before a particularly nasty Disaster spell, which will generally hit everyone for (sorry, couldn't resist) OVER NINE THOUSAAAAAAAND!

QuoteAnd [Neo Cerberus] wastes too many (of its rather few) turns with Curia. Plague or the Haste/Shield/Aura move are a lot more effective, but it almost never uses those.
Curia and Triple Howl both heal for 9999. Triple Howl has the advantages of potentially giving Haste / Shield / Aura, while Curia has the advantage that it can be used as one of the moves in his three-moves-in-a-row combos (Triple Howl on the other hand takes up the entire turn - as does Plague, for that matter).

QuoteTRANSIENT PLUS: I got there around level 55. The first two rounds (with a direct attack and a Pulse) were used to Wall everyone and use Vince and Alicia to buff the whole party. Then everyone defended for the first Trauma. The round after Trauma was used to haste everyone (with Ivy healing via Blessing). From now on I always had a few turns to do damage before everyone had to defend again, though it used mainly Pulso from now on.
His pattern is Attack > Pulse > Trauma > Trauma > Pulse, with any one of those three at random on his 6th turn. Then he repeats. He also uses Pulse as a counterattack to certain moves (damaging items is one case).

QuoteADRIOLL: My usual strategy works here, too: Use Harley and Leanna to give everyone Haste and Wall. Here, too, Vince buffed Spirit to be on the safe side, but after this the battle was essentially won.
I haven't seen Rollerblaster from it, so perhaps it should use it somewhat more regularly? And what is "Recalibrating it senses" doing?
The recalibrating has no actual effect. :P It's essentially just giving the player a free round.
What Adrioll uses is dependant on its HP. While above half, it's a 50/50 chance of physical or Flare; while under half, it's a 66/33 chance of Rollerblaster or Curia (with the recalibrating being a higher-priority, every X turns thing). So if you didn't see Rollerblaster, either it was due to luck, or because you got through the second half of his HP too quickly for him to ever use it.
Adrioll is meant to be a bit easier than the other new optional bosses, due to being accessible earlier in the game: Whereas the other new ones aren't accessible until after the Cult Factory; Adrioll is accessible after the Eastern Ranges.

QuotePROTOLOCK: Extremely nasty boss!
*laughs suspiciously*
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namida

#67
My plan for the next update is to include about half of the Mayae Ranges sidequest, as well as about half of the next dungeon. The last remaining "not yet accessible" area will probably come in the update after that, as will the rest of the next dungeon.

If anyone happens to have a save (that isn't from a low-level game or similar) from...
Spoiler
as close as possible to when you get the boat; at the latest, just after Alicia's flashback sequence, and ideally with Monster Hunter sidequest progress that, at most, goes as far as beating Electro Guy
...it'd be great if you can send that to me. If not, I'll just rely on testing with a somewhat "mockup" party at roughly the right levels for now, and leave in-depth testing until the game's content is more or less complete.

In terms of progress, so far the parts of the Mayae Ranges that I plan to include are 80% complete (just need to difficulty test with a party that's appropriately levelled for the point in the game where it becomes available; designing and event-testing is all done), and the parts of the next dungeon that I plan to include are either 0% complete or about 5% complete, depending on where exactly I decide to put a currently-WIP boss (in particular, there's another specific boss fight that I want in the second half of the dungeon, and I'm not sure if I want this WIP one to be before or after it. If I go with "before", this one will be the last boss in the first half of the dungeon).




Update:

Mayae Ranges still not balance-tested yet. I've been feeling in the mood to create stuff a lot the last few days, so I figure I'm better off saving testing until a time when I'm not in such a creative mood (or when all content I intend to include in the next update is done; whatever comes first).

In terms of the storyline dungeon that I'm planning to half-complete for the next update, I'd say it's about 60% done design-wise now, but has had very little testing so far (mostly just some testing of enemy AI).




Update again:

Most of this dungeon is done now. Still needs most of the testing to be done, though. There is one (non-optional) side section that I haven't started yet because I'm not sure yet what I want to do with it; I also need to come up with (both idea-wise and implementation-wise) a boss to put in this section too. Aside from this section and testing, the only remaining thing is to write the AI for the end boss of this segment.
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2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
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Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

I had been hoping to get the new update out before the weekend, but have been quite busy and tired the last couple of days. As such I haven't done much more progress since last time I mentioned where I was up to.

I probably won't have too much chance to work on it over the weekend, so ETA is now early next week, I'd say most likely around midday Monday UTC (but this still is not guaranteed; and for that matter, nor is it certian that it *won't* be sooner than this, just unlikely).
My projects
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Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

#69
As expected, didn't get anything done over the weekend. But just now, I've made the missing section (including the boss). I still need to test (edit: event testing done, but still need to do balance testing), and write the AI for the end boss of the segment.

I also found and fixed two bugs relating to Reflect status that I'm very surprised have gone unnoticed: Firstly that enemy counterattacks completely bypass reflect even when they shouldn't (not sure how this went unnoticed, though it may be that many (though not all) enemies that use reflectable counterattacks are also aware of reflect and will use something else (or target someone else) if their counterattack would have been reflected otherwise); and secondly was that auto-reflect doesn't always get restored after something is reflected by it - this appears to happen more often for party members, but can happen for enemies too.
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namida

Alright, the next part of the adventure is finally here! :) As well as more of the storyline, about half of the Mayae Ranges sidequest is also now playable.

V021:
Fresh download: https://www.dropbox.com/s/et4p6a73ozoffgj/LoaO_V021_Fresh.zip?dl=1
Upgrade: https://www.dropbox.com/s/7nbh7lsmrhhaf5g/LoaO_V021_Upgrade.zip?dl=1

Enjoy. :)
My projects
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Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

V022 update. This is fairly minor; it adds the rest of the Mayae Ranges sidequest, as well as a few AI tweaks to some of the new storyline bosses from V021 (no changes to their stats, just to their AI).

Please note that the upgrade link is only intended for use if you're currently on V021. If you're on anything earlier, please redownload the fresh install copy instead (don't worry, you'll still keep your save files as long as you just extract it over your existing copy).

Fresh download: https://www.dropbox.com/s/8zt79cmha0rfhuq/LoaO_V022_Fresh.zip?dl=1
Upgrade: https://www.dropbox.com/s/mqech49d89rfkxy/LoaO_V022_Upgrade.zip?dl=1 (from V021 only; otherwise please download the fresh copy)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

#73
I've just reached the point where all storyline content (excluding parts of the final-bosses / post-final-bosses cutscenes) has been made! :) Testing still remains to be done on it, though.

Some optional content still remains to create. Some of it will be available in the next update; other content will come in a further update (this "coming even later" content is intended to be post-game level content, so don't worry about being overlevelled).




At this point, remaining content for next update:

May contain spoilers for existing content; does not contain any *significant* spoilers about upcoming content
- Ending (post-final-boss) cutscenes still need to be made
- Remainder of final dungeon needs to be difficulty tested
- Rest of Monster Hunter bosses need to be added
- One more optional boss may be added

There's one more piece of optional content that remains to do after this, which is intended for a postgame party and will come in a later update.

Spoiler
I'm speaking of course about the strange building near Saria that doesn't do anything so far.
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Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Okay, all storyline content is now created! (Though none of the new stuff has been balance-tested, and the post-final-boss cutscene has not yet been event tested either.)

Aside from the testing, I still need to add some more Monster Hunter bosses before the update is ready for release.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)