[PC][RPG] Legends of an Otherworld

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

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namida

Been playing too much Crash Bandicoot the last few days, so haven't made any further progress with testing since what I mentioned in chat the other day (which is a bit further than I've mentioned in this topic; storyline-wise, only the last two bosses and the cutscene after them remain untested, and the bosses only need difficulty testing, their AI testing is completed).
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

Where did Ivy's BP meter go? And how will she use Blue Magic without it (or will she be able to at all)? Well, you'll get to find out when you complete the Monster Hunter sidequest, which will be possible in the next update. ;)

(The incorrect background for this battle has nothing to do with any new stuff; it's just because this screenshot was taken in battle test mode.)
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

So - as I mentioned in chat - the storyline is now 100% complete and tested!

There's still some sidequest stuff I want to implement before the next update, though. This is just some Monster Hunter bosses, so shouldn't be a particularly time-consuming task, once I get a chance where I'm in the right mindset for it (and have the time to do so). As I've mentioned, the sidequest relating to that building near Saria will come in a later update - it's intended for very-high-level parties, so don't worry about overlevelling if you're planning on playing it.
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

#78
At this stage, all that remains is a little bit of testing and a few bugfixes - the remaining Monster Hunter bosses have now been created. :) All going well, I should have it ready sometime today, at last. Probably tomorrow at the latest.

EDIT: All tested now! But there are a couple more minor things I need to implement or test (relating to some minor rebalancing, mostly) before releasing.
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

Okay, you've waited long enough. :P

Here is the V023 update, which now allows you to play through the entire storyline, as well as all but one of the sidequests (which will come in the V024 update).

Fresh download: https://www.dropbox.com/s/ny26x1yyb589v63/LoaO_V023_Fresh.zip?dl=1
Upgrade: https://www.dropbox.com/s/jdlvk8tpk181pju/LoaO_V023_Upgrade.zip?dl=1 (from V021 or higher only; otherwise please download the fresh copy)

Changelog
NEW CONTENT
-----------
The entire storyline is now playable
The remainder of the Monster Hunter sidequest is now playable
Four new equippable abilities have been added, though one is currently inaccessible

CHANGES
-------
Multi Resist and Multiproof now include Virus and Slow (but still not Death)
Multiproof is no longer buyable; most shops that had it now offer Multi Resist (if they didn't already)
Ultra Damage is no longer obtainable in the Sysona Forest
The Ability Shop in Nyatta gains a few extra abilities once the events in Yuvia are completed
Some enemies that previously had no steal items, now do

FIXED BUGS
----------
(I don't necceserially take note of every bug as I fix it, so there may be more than this)
When regular physicals are used as a counterattack, the animation is not displayed
A certain Water-elemental optional boss takes normal damage from Water instead of absorbing it
Fighting a few battles inbetween Monster Hunter bosses becoming available isn't required
Some optional bosses became available later than intended
Half BP Cost does nothing
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

#80
Here are some bugs

1) After Yauwe/Tamiku, if you use one switch and then pass to the other party, the other half has no way to get to a yellow star to switch again. So it has to teleport back to the beginning, but as some pathways are missing in the middle, one has no other recourse than to recall the other half of the party, too. This is very annoying!
2) Go to the chamber after Yauwe/Tamiku where you hear Xeon and then go back upstairs. Now you can no longer go down again.
3) When I went down the long path from the central hub, I got the message "You need the Gold Medal to pass". Then I went there after the Yauwe/Tamika fight, and I could pass until "When nothing else prevents you" (directly before the end) - even without having the Gold Medal.
4) If you combine "Use Black Magic", "MP Direct" and "One MP Cost", the Black Magic spells are completely free!
5) I certainly think that "MP Direct", "One MP Cost" giving the ability to cast Glory in one turn just for 1 MP is far too overpowered.
6) I can cast "Smokescreen" and "Crippling Strike" via the character menu. This doesn't make any sense.
7) Getting though the splitting part was fun once, but it's now becoming tedious to check back on the hunting club or to transform some of my Turbo Boosts, ... into Auto abilities in Sysona. Perhaps disable the party splitting and add all platforms after defeating Yauwe/Tamiku?
8) Triumph does heal first, then removes statuses. So when a player has Virus, it doesn't heal at all and just removes the infection. This might be intended, but it feels a bit weak for such a costly and high-end spell.
9) Immunify doesn't prevent infections by virus. Not sure whether this is intended or not.

And one remark regarding the Mayae ranges

When you encounter this part for the first time, you are not given any information to as to which flames should get extinguished. But apart from three flames that don't matter, there seems to be a unique set of flames that have to be extinguished in order to get to the central temple. This combination makes it very unlikely that anyone (even being careful) will reach the choice-chest at the end without it being already empty. So one has to revert to a previous save in order to even see what one has missed there...
I am all in favor of rewarding clever players, but missing an extremely valuable items like Multiproof or Auto-Regen simply due to bad luck doesn't seem fair to me.

EDIT & EDIT 2: Added two more bugs.

namida

Re: Bugs
1) The potential for this kind of situation is precisely why the Warp Sphere was added, even though I wasn't aware of any specific setup that would lead to one - I just thought assuming it was impossible was a bad idea, and seems that was a good judgement on my part. Actually, once you leave the Master Chamber via the rear exit, it adds the option to teleport to *that* side too. But I'll add some switch tiles, most likely in the rooms where Yauwe and Tamiku were fought, to address this.

2) Will look into it.

3) Will look into this too. This one is particularly important, because the optional boss at the end of that is not even meant to be revealed yet, and is (obviously) in a very incomplete state. It should actually require another item too that isn't yet accessible, as well. I also have no idea why defeating Yauwe and Tamiku would affect this.

4) And this one.

5) Yeah, I should make One MP Cost not affect Blue Magic when MP Direct is in effect.

6) Will look into it.

7) See response to #1.

8) I actually added specific code to avoid this for Zombie; but seems I forgot to do the same for Virus.

9) Virus has often been excluded from general "all statuses" stuff - Multiproof didn't cover it either until the latest update. So it isn't a bug, but it might be something I want to change.

Re: Mayae Ranges
Keep in mind that the Mayae Ranges are available very early (relatively). It *should* be hard, and require either experimentation (and the foresight to keep a spare save) or luck to get these high-tier items from it, in my opinion. If it was easier, I probably would not want to put a Multiproof there (Auto-Regen would still probably be okay).
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

Bugs and comments on namida's reply

1) Please let Aisha tell the party that you can teleport to the far side now. I went through there a few times and never noticed this.
3) This is actually worse: Now that I have defeated all Monster Hut bosses and have the Gold Medal, I can reach this optinal boss (an get wiped out by its Atomic Blast).
10) When starting Xeon, the status effects from Auto-Abilities are not there. They are only put on after the first move.
11) While Judgement deals around 50000-70000 damage, Zanmato only gives about 3000-5000 damage (both in Ivy's hands against end-game bosses). The first seems a bit high (at least for the cost of 1MP), while the second one is pretty low. This might be due to the specific bosses' resistances, but it certainly seemed odd...
12) I sometimes saw Aisha in the "next characters" bar of Xeon's fight, but she never seemed to do anything.

Comments on bosses till the very end

SLUDGEON: After realizing that the Sludgeon counter-attacks, this was pretty easy.
RELICA: In the beginning I put Wall and a double Spirit buff on everyone. Then Alicia equipped Silencetouch and tried to Silence Relica, while everyone got Hasted. In hasted state I could do more damage to the Ankh than it could cure and finally Alicia succeeded in silencing Relica. Thus I didn't even get to see Triumph at the end...
I know that the fight would have been easier by putting Infection on Relica, but I *hate* infection and try to avoid it whenever possible.
ANCIENT OBBIE: Pretty easy.
ANCIENT TRANSIENT: Very long fight, but not overly hard. Walls prevent Trauma-damage pretty well and Faith restores the lost MP. All other attacks are not really problematic at level 55-57.
MINACELL: Extremely long fight. Even hasted I managed only two or three hits on the boss per respawning round. The second-hardest boss in the final dungeon.
GRALLIET II: After testing a little bit, I realized that it was harmed by healing spells. So two Full-Cures took care of it.
C&B V: This was surprisingly managable. Brianna was occupied with Tara's Dispelstrike and Slowstrike and casted Haste on a lot of her turns. My two white mages casted Wall and Haste on everyone while Alicia buffed them. This way I could withstand their (now infrequent) attacks. Finally I slowly switched in Ivy and Amanda (and buffed them). Ivy's crippling strike was surpringly effective while Amanda (equipped with Deathproof) casted Flare on Craig. Having learned from the previous fight, I tried to reduce the health of both simutanously, so that a second improved phase wouldn't last long. But this didn't seem to be necessary this time.
PHANTOM VI: Again the first task was preparing for the nasty Plague and Disaster attacks: Two white mages casting Haste and Wall, Alicia casting buffs and Ivy casting Plague to Slow the Phantom and then Immunizing everyone against Plague. This way the attacks were at least survivable. Then I casted Reflect on everyone to prepare for Disaster - and now the Phantom did 140000 damage to itself! :P
YAUWE: After surviving the first Hellspawn, it got a lot easier, because Holy did far less damage.
TAMIKU: The main problem here was dealing enough damage, as my main damage dealers were in the other party and Aisha's Flare didn't do as much as I expected (compared to Amanda's Flare).
CODA: That Virus+Trauma combination is nasty, though only the beginning is very difficult. Once a few characters are buffed up, things became easier with a hasted Ivy's Triumph healing the infections.
CORELOCK: The beginning was pretty easy and arms were pretty easy due to Judgement. With three Auto-Walls the remaining part wasn't that bad either... The Corelock fell apart on one of my turns. Does this mean I whittled down all its HP or did I just survive long enough? It seemed to last only very, very few rounds once its arms have been defeated.
LUNARIS: Argh! Again this possession! So I had to move Vince in to have him possessed, because he is the least dangerous. The rest was a rather long fight. Especially annoying was the combo of first reducing everyone to 1HP and then putting all the status buffs on. I always killed the possessed Vince in between and then had none to remove all these buffs... By far the hardest battle in the final dungeon.
XEON: The first four incarnations were trivially done each with two Judgements. The next four needed slightly more, but never got close to actually hurting my party which was by now fully buffed up. This was actually a pretty disappointing fight.

WARBUGS: Nice bumping ability. But a hasted Tara with Sleepstrike kept the bugs so busy bumping themselves that they almost never attacked.
FLUCKSHINT: Fortunately one can silence this thing... After that the party can survive its attacks.

Some general comments

1) At the end of the game I was around levels 64-67.
2) I played through the final dungeon with only one Multiproof, the one Ultra-Damage one gets from C&B there and no use of 1MP-Glory. But I made liberal use of the high-damage Judgement, Virus-healing Triumph and Solidity, each for 1MP.
3) The Nuisancer is a real nuisance!
4) I like the Malcantore with the Trauma-Virus combo. This is nicely challenging (and a good training for Coda).
5) Only at the final dungeon I noticed how useful Split Attack, Static resp. G-Force are for random encounters. 
6) It is very fortunate that hardly any monster can remove the player's Wall and Haste. This gave me such a good advantage, that this was my standard approach for all boss fights. On the other hand such positive statuses didn't last long on monsters due to the excellent ability Dispelstrike.
7) Can we have the music of the C&B V fight more often? I like it even better than the random battle and the boss battle music.

namida

Bugs (from earlier post)
Quote1) After Yauwe/Tamiku, if you use one switch and then pass to the other party, the other half has no way to get to a yellow star to switch again. So it has to teleport back to the beginning, but as some pathways are missing in the middle, one has no other recourse than to recall the other half of the party, too. This is very annoying!
Added switch stars in the rooms where Yauwe and Tamiku were.

Quote2) Go to the chamber after Yauwe/Tamiku where you hear Xeon and then go back upstairs. Now you can no longer go down again.
This is another case of "It works, it's just slightly buggy". If you stand on the ladder and press Enter (or any key with the equivalent function), you'll be warped back downstairs - it's just configured not to automatically activate the event. Fixed for next update, either way.

Quote3) When I went down the long path from the central hub, I got the message "You need the Gold Medal to pass". Then I went there after the Yauwe/Tamika fight, and I could pass until "When nothing else prevents you" (directly before the end) - even without having the Gold Medal.
As I thought, Yauwe / Tamiku had nothing to do with it. Rather, defeating the final fight against Phantom is what triggers this - there's one tile that's meant to check for Proof of Persistance. However, the ones that say Gold Medal and Champion's Decree (the latter of which is not yet obtainable in the current version), also check for Proof of Persistance, instead of the item they're meant to. Fixed for next update; might dummy out the event at the end too just in case (since I'll probably release a bugfix update).

Quote4) If you combine "Use Black Magic", "MP Direct" and "One MP Cost", the Black Magic spells are completely free!
Fixed. The cause of this was that the game checks "Does the character have MP Direct equipped? If so, replace the skill's MP cost with double its BP cost." Completely overlooking the existance of skills that have zero BP costs, which is most of them. :P Actually, this would apply to everything that requires MP, not just Black Magic (nor is the respective Use ____ ability needed; you could just set this up on a character that knows the skill type naturally).

Quote5) I certainly think that "MP Direct", "One MP Cost" giving the ability to cast Glory in one turn just for 1 MP is far too overpowered.
Agreed. I've made a modification to how MP Direct and One MP Cost interact; the BP cost is now added to the MP cost* after the effects of Half/One MP Cost are applied. (And no, you can't just substitute One BP Cost, even ignoring the fact that One BP Cost and MP Direct are mutually exclusively obtainable - MP Direct is not affected by the BP Cost abilities either.)
* In practice, any skill that has a nonzero MP cost has a zero BP cost and vice versa; but theoretically one that costs both could exist.

Quote6) I can cast "Smokescreen" and "Crippling Strike" via the character menu. This doesn't make any sense.
Fixed.

Quote7) Getting though the splitting part was fun once, but it's now becoming tedious to check back on the hunting club or to transform some of my Turbo Boosts, ... into Auto abilities in Sysona. Perhaps disable the party splitting and add all platforms after defeating Yauwe/Tamiku?
Rather than this, I'll tie it to the cutscene afterwards. But anyway, I've added something like this; it doesn't outright prevent splitting but now asks the player if they'd like to split rather than forcing it. No change is made to anything in the puzzle.

Quote8) Triumph does heal first, then removes statuses. So when a player has Virus, it doesn't heal at all and just removes the infection. This might be intended, but it feels a bit weak for such a costly and high-end spell.
Fixed for Virus. As mentioned, Triumph already has no problem handling Zombie.

Quote9) Immunify doesn't prevent infections by virus. Not sure whether this is intended or not.
I've added immunity to Virus to it.

More-recent post
Quote1) Please let Aisha tell the party that you can teleport to the far side now. I went through there a few times and never noticed this.
Not quite Aisha saying it, but I have added a message that will alert the player to this ability.

Quote10) When starting Xeon, the status effects from Auto-Abilities are not there. They are only put on after the first move.
Will need to look into why. I also notice this happens with Lunaris too (but NOT with Corelock).

Quote11) While Judgement deals around 50000-70000 damage, Zanmato only gives about 3000-5000 damage (both in Ivy's hands against end-game bosses). The first seems a bit high (at least for the cost of 1MP), while the second one is pretty low. This might be due to the specific bosses' resistances, but it certainly seemed odd...
Won't be doable for 1MP anymore. At any rate, a big reason for this is because Zanmato is a physical attack, and Ivy's strength is MUCH lower than her magic. This is also why Trauma seems quite pathetic in her hands, especially in the early-game; it's also physical. Another very significant reason is that Judgement isn't affected by Spirit; whereas Zanmato is affected by Defence. Compare against a target with Weaken (Meltdown doesn't matter) for more accurate comparisons. (Now on the other hand, Zanmato in Alicia's hands...)

Quote12) I sometimes saw Aisha in the "next characters" bar of Xeon's fight, but she never seemed to do anything.
Similar to how Xeon invisibly provides support for Yauwe, Tamiku, Coda and Lunaris; in this battle Aisha invisibly provides support for you. She'll heal (Curona or Full-Cure depending on the situation), revive and remove status effects. She can only do this a certain number of times though - but she deals some very major damage to Xeon as her final move.

Some responses to boss feedback
QuoteMINACELL: Extremely long fight. Even hasted I managed only two or three hits on the boss per respawning round. The second-hardest boss in the final dungeon.
If he only has to revive one Mindrette, his next turn comes pretty fast. If he has to revive all three, it comes relatively slowly. And yes, two gives an inbetween result.

QuoteYAUWE: After surviving the first Hellspawn, it got a lot easier, because Holy did far less damage.
I may need to take another look at his AI. He's certianly supposed to cast Hellspawn more times throughout the fight.

QuoteCORELOCK: The beginning was pretty easy and arms were pretty easy due to Judgement. With three Auto-Walls the remaining part wasn't that bad either... The Corelock fell apart on one of my turns. Does this mean I whittled down all its HP or did I just survive long enough? It seemed to last only very, very few rounds once its arms have been defeated.
You have to get rid of all its HP to destroy it. Surviving long enough doesn't outright kill it; it just disables its main attack (and instead, it uses the weak laser that it used as a counterattack during earlier phases). The catch is that if you wait this long, you don't get the 2500 AP.

QuoteLUNARIS: Argh! Again this possession! So I had to move Vince in to have him possessed, because he is the least dangerous. The rest was a rather long fight. Especially annoying was the combo of first reducing everyone to 1HP and then putting all the status buffs on. I always killed the possessed Vince in between and then had none to remove all these buffs... By far the hardest battle in the final dungeon.
I'm considering one small change - making him not use Zanmato (which is also the trigger for the dialogue and changing music) until a certain way through the fight. Probably not half way, but maybe something like 2/3rds or even 3/4s.

QuoteXEON: The first four incarnations were trivially done each with two Judgements. The next four needed slightly more, but never got close to actually hurting my party which was by now fully buffed up. This was actually a pretty disappointing fight.
I think the conclusion to be drawn here: Judgement is too powerful. I might get rid of its ability to ignore the Spirit stat, although this would likely need its power to be increased a bit (otherwise, it'd just be a clone of Disaster and Atomic Blast). However, given that the whole game is focused on "we gotta defeat Lunaris", I did want him to be the biggest challenge - Xeon is meant to be a bit easier.

EDIT: No, it seems Judgement is not quite identical to those two apart from ignoring Spirit. It's actually slightly more powerful than them - and in turn, Disaster is actually more powerful than Atomic Blast.
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

#84
Re-responses to boss feedback
Quote
QuoteYAUWE: After surviving the first Hellspawn, it got a lot easier, because Holy did far less damage.
I may need to take another look at his AI. He's certianly supposed to cast Hellspawn more times throughout the fight.

I took a look. Theoretically, he can cast it again. But he only even considers doing so every 6th turn, and at best (if no one is zombied) the chance is 50%. I've changed this to check every 3rd turn and with much better odds.

Quote
QuoteCORELOCK: The beginning was pretty easy and arms were pretty easy due to Judgement. With three Auto-Walls the remaining part wasn't that bad either... The Corelock fell apart on one of my turns. Does this mean I whittled down all its HP or did I just survive long enough? It seemed to last only very, very few rounds once its arms have been defeated.
You have to get rid of all its HP to destroy it. Surviving long enough doesn't outright kill it; it just disables its main attack (and instead, it uses the weak laser that it used as a counterattack during earlier phases). The catch is that if you wait this long, you don't get the 2500 AP.

I think nerfing Judgement will almost be enough here, but I'm going to slightly increase all parts' HP as well.

Quote
QuoteLUNARIS: Argh! Again this possession! So I had to move Vince in to have him possessed, because he is the least dangerous. The rest was a rather long fight. Especially annoying was the combo of first reducing everyone to 1HP and then putting all the status buffs on. I always killed the possessed Vince in between and then had none to remove all these buffs... By far the hardest battle in the final dungeon.
I'm considering one small change - making him not use Zanmato (which is also the trigger for the dialogue and changing music) until a certain way through the fight. Probably not half way, but maybe something like 2/3rds or even 3/4s.
I decided to go ahead with this change, but I think this fight is fine otherwise.

Quote
QuoteXEON: The first four incarnations were trivially done each with two Judgements. The next four needed slightly more, but never got close to actually hurting my party which was by now fully buffed up. This was actually a pretty disappointing fight.
I think the conclusion to be drawn here: Judgement is too powerful. I might get rid of its ability to ignore the Spirit stat, although this would likely need its power to be increased a bit (otherwise, it'd just be a clone of Disaster and Atomic Blast). However, given that the whole game is focused on "we gotta defeat Lunaris", I did want him to be the biggest challenge - Xeon is meant to be a bit easier.

EDIT: No, it seems Judgement is not quite identical to those two apart from ignoring Spirit. It's actually slightly more powerful than them - and in turn, Disaster is actually more powerful than Atomic Blast.
I've made a few minor tweaks to her stats, but I think mostly this fight should remain as-is. It shouldn't make a huge difference.

Re-feedback to bugs
I'm having some difficulty even finding the cause of, let alone fixing, the Lunaris / Xeon auto-state bug. I tried rewriting the code for auto-states in a way that shouldn't be vunerable to this... which did work, but introduced even more other bugs. I'll keep trying though, since this is pretty critical. I have noticed this bug doesn't seem to occur in battle test mode, only when I actually face them in game. But, there's nothing unusual about starting those battles compared to any other boss; the only boss that has anything even remotely unusual in relation to how the fight is started is Matalithe.

There is one thing that I can think of, but I don't *think* it should affect it. However, if anyone has a suitable save (specifically, prior to fighting Corrupted (test of power just before Aisha) and with Auto-Shield or another auto-ability obtained), can you see if this bug affects that battle too? Disregard that.

I have no idea why, but it seems it relates to the fact that the battles are all in a row, without any walking around time inbetween. I think this is the only case in the game where this can happen. But I have noticed that if I add a warp to bypass Corelock and go straight to one of the other battles, they're fine. (If I go to Lunaris, then continue on to Xeon, the bug still occurs in the Xeon battle.)

EDIT: Yes, confirmed beyond any doubt that it's related to the multiple-battles-in-one-event-sequence thing. I added a debug event that spawned four battles in a row against early-game enemies, and indeed, the bug arose in all except the first one. Still no idea why.

EDIT: Okay, found it! The bug is actually a bug in RMVXA's default engine code of all things; but one that would never arise under normal circumstances - the auto-state code being "abnormal" enough to trigger it.
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

#85
V024 update is here, mostly to address Nepster's bug reports / feedback.

Please note there are two different upgrade links - one for people with V021 or V022, and one for people with V023. If unsure, get the V021 / V022 one (it won't hurt to use this if you're on V023, it's just a slightly larger download). If you're on earlier than V021, you'll need to grab the fresh download - your saves will still work, of course.

If you've encountered the bug where, after fighting the final Monster Hunter boss (or the one directly outside the Mayae Ranges, but this will only happen with that fight under very specific circumstances that are unlikely to happen, whereas it can occur very easily with the final one), the battle music for random encounters is wrong, revisiting any part of the plains will fix this - in fact, it will even fix this on V023 (but V024 has some changes to avoid this bug happening in the first place, hopefully).

Fresh download: https://www.dropbox.com/s/8ql2k22kzh6v1wh/LoaO_V024_Fresh.zip?dl=1
Upgrade: https://www.dropbox.com/s/5t10h4ogy3zqgyj/LoaO_V024_Upgrade_23.zip?dl=1 (from V023 only)
Upgrade: https://www.dropbox.com/s/0dp5b7xqx62vlyg/LoaO_V024_Upgrade_2122.zip?dl=1 (from V021 or V022 only)

Changelog (as usual, free of any significant spoilers but may have very minor ones)
-- New Content --
( None )

-- Changes --
Atomic Blast's description has been slightly altered (the effect is unchanged)
Made some minor changes to the last three bosses
MP Direct can no longer interact with Half/One MP Cost
Made a few minor modifications to the layout of the second half of the final dungeon
Judgement no longer ignores the enemy's Spirit stat
Immunize now protects against Virus in addition to the existing statuses it protected against

-- Fixed Bugs --
(May be others, as I don't always note every bug that I fix)
If multiple battles occur during a single event sequence, automatic statuses may not apply immediately in the 2nd and onwards
One warp in the final dungeon would require the player to press Enter to activate it after the first usage
An optional boss that is incomplete and should not yet be accessible, was
If MP Direct is equipped, all attacks that cost MP but not BP become free to cast
If MP Direct is equipped, Smokescreen and Crippling Strike can be used from the menu
Triumph does not heal Virus before trying to heal HP (it does heal Zombie correctly)
One boss opens the fight with Hellspawn then almost never uses it again, but is meant to use it fairly often
After fighting the final monster hunter boss, incorrect music may play in random encounters (revisit the plains to fix)
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

I haven't tried the end-game again, but still some...
Re-re-feedback

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QuoteXEON: The first four incarnations were trivially done each with two Judgements. The next four needed slightly more, but never got close to actually hurting my party which was by now fully buffed up. This was actually a pretty disappointing fight.
I think the conclusion to be drawn here: Judgement is too powerful. I might get rid of its ability to ignore the Spirit stat, although this would likely need its power to be increased a bit (otherwise, it'd just be a clone of Disaster and Atomic Blast). However, given that the whole game is focused on "we gotta defeat Lunaris", I did want him to be the biggest challenge - Xeon is meant to be a bit easier.

EDIT: No, it seems Judgement is not quite identical to those two apart from ignoring Spirit. It's actually slightly more powerful than them - and in turn, Disaster is actually more powerful than Atomic Blast.
I've made a few minor tweaks to her stats, but I think mostly this fight should remain as-is. It shouldn't make a huge difference.
While the Lunaris fight was very well-balanced and a nice challenge, I still worry about the Xeon fight: It never did more than 1500 damage to anyone in my party and all my characters had two actions between each of Xeon's actions. So lots of time to completely heal even with relying on Regen and not casting any healing spells. So nerfing Judgement just means that the fight takes a lot longer, unless Xeon has some nasty surprises waiting for me if I take longer to take him down.

QuoteAt any rate, a big reason for this is because Zanmato is a physical attack, and Ivy's strength is MUCH lower than her magic. This is also why Trauma seems quite pathetic in her hands, especially in the early-game; it's also physical. Another very significant reason is that Judgement isn't affected by Spirit; whereas Zanmato is affected by Defence. Compare against a target with Weaken (Meltdown doesn't matter) for more accurate comparisons. (Now on the other hand, Zanmato in Alicia's hands...)
But one only has one Ultra-Damage, so one has to decide between Ivy's Judgement and Alicia's Zanmato (with the other character doing only 9999 damage).
Btw. I always thought Trauma and Zanmato would use the Magic stat to determine their power, but deal physical damage and are affected by the monster's Defence. Interesting that a magic spell uses Strength...

Proxima

A bug has come up that's interfering with the next episode of the LLG :(

Spoiler
I go to the water caves immediately after Alicia's flashback, before doing the mountain. Lena joins the party. I enter a battle with Lena, Alicia, Harley and Amanda, and don't switch characters at all. I finish the battle with only Lena alive. Tara somehow gains EXP for this...?

namida

Will look into it but will probably wait for the next major update to fix, unless more bugs arise that lead to a need for a bugfix update again.

@Nepster: It is completely possible, even in a save file that was started on the current version, to have two by this point. (In previous versions, three was possible.)
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

I played the end bosses again...

Yauwe is now a much more challenging enemy. And nerfing Judgement was a good decision, too.

Lunaris: Is it intended that it only starts using Zanmato around 300.000HP? I thought the plan was to start the "enhanced" mode a lot earlier?

Xeon: Still an absolutely trivial fight. The attacks to the party barely do any damage, and Ivy's Ghost Breath deals 99.999 damage.

Glory: I now got the ability 1BP-Cost and equipped Ivy with Auto-Haste, 1BP-Cost and Ultra-Damage. This way she had to charge once at the very beginning, but then could use Glory on the whole party and an arbitrary number of Plagues, Atomic Bombs, ... essentially for free. This still feels over-powered.

Ultra-Damage: I know the one from the C&B V fight. But I have no clue at all where I could get the second one. Can you tell me?