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Touhou Fantasy, Xenomic's RPG Maker game!


Xenomic
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So, here's a special little request, which I asked quite some time ago, sometime last year. I am thinking of doing more battle animations, just to flesh those out more, and I still need the animation for this spellcard:

Soku_Iku_Spell_2.PNG


This is the only one missing out of Iku's skillset. I cannot seem to find any good way of replicating this spellcard (all the MUGEN characters don't have the full version of the spellcard in the SFF files...) so...unless someone can help me out with this...


In other news, I MAY be cutting down how long the intro is, as well as how long the final cutscene in beta4 is. In fact, the intro may just be the Kourindou/Hakurei Shrine events with the other events just cut out entirely, while the final cutscene in beta4 may be cut down and moved across the game. What do you guys think of this??

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How long is what?

If you mean the entire game as of right now, 20-30 hours give or take.

If you mean the intro, about 15-20 minutes, give or take.

If you mean the beta4 ending cutscene about 1 hour give or take.

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88806940ff4cc2dcbd7c3f409340dc38.png

Current map of first room of Sealed Cave. I think I know what the gimmick of the dungeon may be...or one of them anyways. Damage floors here, much like earlier in the game. Thinking if damage floors should have random encounters or not, since random encounters is set to 0 for those types of floors...

Originally, Sealed Cave was going to have the "No Physicals" gimmick, as a counterpart to Hollowed Caverns "No Magic" gimmick, but I don't know if I'll do that or not, especially given the enemies that I want to have in here. Anyone have any good ideas for the dungeon gimmick? I was thinking of having to dispel barriers on doors in order to get through them but...not sure! Damage floors are going to be a big part I know that much (think of FFIV's Sylph Cave or Passage to the Eidolons. Similar concept, but they had random encounters, these damage floors don't...)

Also, if anyone is curious, these are the enemies I have in mind for the dungeon. I need to chop out some (most are going to appear solo in fights), but they're ALL big references to the FF series...


Sealed Cave:

Alexander
Atomos
Chocobo
Diablos
Fenrir
Asura
Ifrit
Odin
Ramuh
Shiva
Titan
Sylph
Shoat
Kirin
Midgardsomr
Phoenix
PuPu
Siren
Valefor


If you're wondering about Leviathan and Bahamut, Bahamut was already a pre-determined optional boss for Dragon Palace. Leviathan for now is going to be an optional boss at Misty Lake later.

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  • 2 weeks later...

0f63a366ebf616d6bb1b712bc9e38c4e.png

You see this room? This is the right room (there's a left room as well). The main switch to proceed in this dungeon in in the center. Main goal is to get all 3 colored switches down. However, you cannot enter this room normally so you have to go to the left room and do stuff there to get into this room (there's also a hidden passage in the south walls between the two rooms). The other room is similarly shaped as this one too

8c0e289f79c97b67230afc3c8e717b1b.png

There are 3 switches: Yellow, Blue, and Red. The colored blocks you see in the first images are all raised or lowered depending on the switch pressed. What I need help is well...setting up the puzzle really! I'm terrible with making puzzles, and this is the ONLY puzzle in the entire dungeon. In fact, the dungeon itself is extremely short. So if anyone can help with these puzzles, that'd be fantastic. x_x;;

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  • 1 month later...

Howdy! Boy, it sure has been a while since I last posted anything, eh? Don't worry, I'm still working on this game. Just was watching Naruto for a month straight is all heh...

In any event, not much to speak about here. Music getting updated, battle animations nearing closer to completion (went from 230 to 330 and now down to 180 some at the current time. It MIGHT be the first thing fully done for this damned game!). Nothing new mapping wise as I'm still annoyed with mapping and wish I had more mappers!

In any case, the boss theme that plays when fighting any of the Guardians of Pandora, "Chaos" (from Super Robot Wars) might get replaced with a boss theme from Final Fantasy. The thing is...which theme? I'm thinking The Fierce Battle from FFVI, but I don't know which remix would fit the best and sound good. And I'm not sure on what other boss themes would work well enough for this too. Any suggestions? Feel free to post any music that you think would work! And if you have any suggestions for any other music, now's the chance to tell me! Who knows? It might replace something in the game!

Hopefully I'll be getting around to releasing beta5 before the end of this year...I hope...

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It'll still be quiiiiite a while before I'm even close to being done ha...even with beta5 as it is right now! Still got a few more dungeons to do left (somebody was supposed to do Ruins of Vina for me, but it's been like 3-4 months now and nothing...>____>), and then all of the eventing needs to happen, monsters need put in and tested, etc. @_@;

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  • 1 month later...

Howdy ya'll! I know it's been QUITE a long time since the last update, but I've been doing other things not related to TF (LPing, FFWiki work, etc.). Eventually I'll get back to working on it (I needed a good long break from working on it after doing 250 some animations. Still about 79 animations left to do, not counting character-specific sprites like status sprites), though mapping and eventing aren't something I'm looking forward to, lemme tell ya ha...

In any case, here! Have the most recent review for the game thus far!

http://rpgmaker.net/games/3758/reviews/3342/

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  • 1 month later...

Oi vey, been quite a while eh folks? But this time, I'm back to working on the game once again! Now doing eventing and dialogue for these dungeons, so going to get somewhere with this beta finally! Just taking a while to get the dialogue to come out right. The past two sets of dialogues have taken a full day each (outside of other distractions of course), so I'm not sure if I'm just being VERY picky about the dialogue or if I'm just super rusty at doing them now. Who knows!

In any case, I still need to revamp Human Village, Pandaemonium, and Hollowed Caverns (there's of course other dungeons that need revamped and/or finished, such as Chireiden and Ancient City, but those will come later, and I still need to add in Suzunaan as well). If anyone is interested in giving mapping a try, or knows how to map in RPG Maker 2k3 and at least decently, then let me know! Could use some good mappers to help take care of mapping while I'm doing eventing. Monsters/bosses will come after I finish events up so that I don't have to worry about fighting things while trying to test out events.

Any other suggestions or any questions concerning the game or development for it, feel free to post them!

Of note, for right now if you are getting any updates or the game itself, make sure to get the Touhou Fantasy Backup rar, and if you're new to the game, get the Facesets rar as well. That is all!

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So I feel like talking a bit about each of the Fragments of Pandora, since it's been such a long time, and maybe perhaps there are a few of you out there interested in knowing about each of them. However, if you do not want spoilers, do not read! There are going to be quite a few spoilers in this particular post!



Gloom: Abilities revolve around manipulating emotions as you'd guess (which is funny, since I had this thought long before Hata no Kokoro was created for Touhou), but due to this not working on the other components, she's generally considered the weakest of the components. This is literally all I have on her: Nothing on personality, nothing on how she fights in battle, nothing...she's the least developed outside of Pandora thus far. Is antagonistic towards Parsee and Momiji.

During the optional boss fight with Gloom Complete, she changes her strategy a bit and utilizes her Illusionist abilities more, creating illusions of characters in the current party that uses the same abilities as the original party members. Damaging any of these illusions will also damage the original as well. Defeating Gloom will also defeat the illusions.

Guadians: Ice/King Behemoth, ????, Zodiark
Class: Puppetmaster/Illusionist
Real name: Zenia
Height: 5'5"


Pestilence: Abilities revolve around manipulating diseases, as you'd expect. Unlike what you'd expect from someone like Death or Gloom, Pestilence, while appearing serene and calm, is a bit sadistic in nature (she doesn't really show that very often though). In-battle, she deals with a multitude of statuses, including of rare status effects such as Curse, Heat, Full Break, and Venom. She wields the spear Ame-no-nuhoko (which is an actual mythological spear). Is antagonistic towards Yuuka. Limit Break is Diseased Tempest.

During the optional boss fight with Pestilence Complete, the party will be inflicted with various statuses in a set order, starting at level 1 statuses and continuing up to level 10 statuses of varying degrees. These bypasses all innate immunities as well as equipment immunities, so the fight is pretty much a timed fight. Pestilence otherwise is pretty much the same as normal.

Guardians: Marquis Malboro, Beezlebub, Astroth, Cerberus
Class: Ark Knight
Real Name: Kallisto
Height: 5'8"


Death: Abilities revolve around manipulating life and death, as you'd expect. However, Death is generally the most calm and honorable of the components, not using her abilities very often even though she has the chance to do so many times throughout the story. However, holds a grudge against Order due to how often Order has backstabbed her, and is generally seen often with Pestilence. In-battle, she deals with instant death as well as many of the generic statuses (in essence, she's like how Komachi is in the story). Is antagonistic towards Komachi. Wields the scythe Yomotsugama Izanami. Limit Break is Apocalypse.

During the optional boss fight with Death Complete, Death will start a time limit on a specific character, and once time is up, the character is permanently killed and unable to be brought back at all (the character is outright removed from the fight and unable to be brought back via Hope's Return spell). Death otherwise is the same as usual pretty much.

Guardians: Iron Giant, Omega Weapon, Ozma, Hades
Class: Time Mage/Necromaner
Real Name: Thana
Height: 6'1"


Fate: Abilities revolve around manipulation of fate obviously. Fate is happy-go-lucky and fun-loving, but can be deathly serious when the need arises. While she can manipulate fate, she only does so to a degree, as her abilities cannot extend to anything related to the Pandora's Box. Is antagonistic towards nobody but Order and Chaos, and is generally friendly with Hope. In-battle, her abilities revolve around mid-level elemental spells as well as mid-level statuses (basically, she's a jack-of-all-trades master-of-none type character). Does not actually wield any weapons at all. Limit Break is Cosmic Spear.

During the optional boss fight with Fate Complete, Fate will attempt to counter specific commands used by various party members with powerful abilities, making it hard to judge which abilities to use at which times. In addition, Fate no longer uses her elemental skillset that she originally has and instead starts using the more powerful Predict skillset (similar to what Shikieiki's skillset is).

Guardians: Exodus, Adrammelech, Ultima
Class: Oracle
Real Name: Lachesis
Height: 4'9"


Hope: Abilities revolve around manipulation of light and dark. This is adversely affected by her personality: The more optimistic she is, the more light she gives off to her allies, but the more pessimistic she becomes, the more dark she ends off giving instead. This isn't really spoken of in-game yet however, but it's vaguely hinted at by Hope that she feeds off of the party's light to give strength. Is generally a sweet girl that tries to keep everyone's spirits up, but tends to fall into a depressive state due to her history of failing to stop Pandora. Is antagonistic towards Chaos and Order, but on friendly terms with Fate. Wields a staff named Khatvanga. Limit Break is Celestial Star.

Hope's full potential is unexplored outside of her ability to break all manners of mind control as well as giving more/less power depending on the amount of light that she is currently surrounded by.

Class: Seer/Cleric
Real Name: Elpis
Height: 5'1"


Chaos: Abilities revolve around utilizing the abilities of those she has defeated during the current cycle. She serves to aide whichever side of the spectrum is lowest (if light is lower than dark, she aides the light side, but if dark is lower than light, she aides the dark side). Is generally gruff and rough, and enjoys a good fight or in general beating down anyone. While she may appear sadistic, she is not and is usually just venting out her frustration or anger in this manner. Is antagonistic towards Hope, Fate, and Order, as well as Reimu. In-battle, is capable of using high-level elemental abilities (Tsunami, Hellfire, Judgment Bolt, etc.) as well as powerful abilities such as Maelstrom (reduces party's HP to 1), Graviga, and The Void (Instant Death + 9999 damage. Wields the weapon Varunastra, which is similar to Necrid's weapons in Soul Calibur II (allows her to create whatever weapon she wants at any given time). Limit Break is Cosmic Break.

During the optional boss fight with Chaos Complete, Chaos utilizes her actual skillset, ignoring all other abilities she has used in previous boss fights, and attacks much more frequently. In addition, she favors physical-based skills over magical-based skills, some of which will bypass the target's Defense stat entirely.

Guardians: Lich, Marilith, Kraken, Tiamat
Class: Berserker/Arcanist
Real Name: Ystelle
Height: 5'10"


Order: Abilities revolve around usage of high-level magic. Is egotistical and self-centered, coming with a Messiah Complex believing that returning everything to nothingness and then recreating it herself by using The Void will give perfect order to everything. Has no regards to life at all and no sense of honor, but this may all be due to her being corrupted by Pandora as Fate and Hope explain in the story. Doesn't hesitate to use anyone for her own agendas. Is antagonistic towards Chaos, Fate, Hope, Reimu, and Byakuren. In-battle, is capable of using high-level magic, such as Ultima, Meteor, and Shadow Flare. Wields the staff Kaumodaki. Limit Break is Seraphic Law.

During the optional boss fight with Order Complete, Order simply uses the highest level magic spells available.

Guardians: Omega, Yiazmat
Class: Sage
Real Name: Themis
Height: 5'10"


Pandora: Abilities are unknown at the time, but is capable of inflicting mass destruction when at full power after absorbing all of the fragments. Is bent on nothing but destruction and has no regards to life, but won't hesitate to ally herself with anyone capable of aiding her, such as Yuugenmagan. Is currently residing within Rinnosuke Morichika, using him as her vessel, but is generally surpressed by Yukari Yakumo's manipulation of borders. Is antagonistic towards most of the cast, but mostly to Reimu, Hope, Fate, Patchouli, and Sariel.

Class: Memorist
Height: N/A

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  • 3 weeks later...

Why aren't there any male characters? Oh wait, it's anime.

Really cool game! I LOVE the combat style, I especially love optional characters.

The sprites and animations are great, but I would suggest smaller maps, it was kinda hard navigating through the main one.

There are quite a few bugs for me though. Maybe I played the wrong file? I ran RPG_RT.exe (I'm new to RPGMaker games, so that may be the problem.) I actually played it on my mac, using wine, a software where I can run windows stuff. It was hard starting over every time I talked to someone that glitched.

Anyways, great game, but bug fixes would help a lot.

I'd rate it a 7/10 for now, haven't played a lot of it yet.

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@Willie11111: You did get the Facesets file too, right? I'm assuming that's what was bugging up was the game not finding the files to upload (though that shouldn't be the case now since I should have uploaded the most recent version...maybe I didn't yet?). Otherwise, I don't know what the bugs are if you don't tell me.

As for the world map, that one I'm not sure if it'll ever get revamped, simply because of how much of a pain in the butt fixing allllll of the teleport events on the maps to there would be (and there are a lot of them too. Some of which I KNOW I'll miss too). It might get changed, it might not. Depends.

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@Willie11111: You did get the Facesets file too, right? I'm assuming that's what was bugging up was the game not finding the files to upload (though that shouldn't be the case now since I should have uploaded the most recent version...maybe I didn't yet?).

Nope, and that was the problem! Thanks! Also, I downloaded it today without them, could you give me a link?

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First page has the link to the Facesets:

http://www.mediafire.com/download/hyh85nd4z6elfl7/FaceSet.rar

Sorry, I'm kinda impatient and didn't read the whole thing. xD In the download, it had a folder called FaceSet, but it didn't have all of them. I replaced the folder with this one, and it worked. Thanks!

EDIT: Spelling xD

Edited by Willie11111
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I probably should just link to the forums where the download is hosted at too, where it has all of the information there. Probably be best to do it that way instead of having to update the first post in 6 different forums ha...

But yeah, I probably did outright forget to put the most recent version up. Not that it matters much, anything I've been working on recently is just for beta5 stuff anyways. Probably still bugs or things I haven't fixed in the current version though so feel free to let me know if something is off, like text cut-offs, tiles you shouldn't be able to walk over (I know there's stuff in Kourindou you shouldn't be able to walk over at all), etc.

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  • 1 month later...

Currently trying to redo first boss fight. This is what I have so far (might make a blog specifically for updating enemies/bosses, but for now I'll post this here so maybe I can get some feedback here. I never get feedback on my blog posts so...yeah):


Cirno (Pure attacker):

Attack
Diamond Blizzard: 150 Ice-elemental damage to party.
Minus K: AoE Freeze
Icicle Fall: ~60-80 Ice-elemental damage to one target + chance of Freeze.



Daiyousei:

Attack
Heal: Restores 40 HP to party
Reflect: Reflects all skills.
Regenga: Regen to party (Regen restores 5% Max HP every turn. This includes ALL turns)
Blink: Avoids all regular attacks.
Cure: Restores 150 HP to one ally.
Life: Revives KO'd ally with 25% Max HP. Only used if Cirno is dead.
Slow: Halves target's speed.

And since enemy types are all going to get innate abilities, this is what Cirno/Daiyousei would get.

Fairy: Auto-Life after X amount of turns. HP set to 50% of Max HP.

(Note: Still a WIP. Not sure how many turns should pass, and not sure on innate weaknesses/strengths to statuses/elements either yet, or if any other abilities. Fairies are generally strong only in numbers).


Since it's the first actual boss fight of the game, I still want it to be easy but also challenging while not being overly tough. The enemies will NOT change at all and will still be tutorial-like enemies (Fairies still use basic Fire/Blizzard/Thunder/Aero/Water/Cure spells, Hornets still either attack or inflict Poison with Poison Needle, Alligators still have high strength and HP, but are still easily beaten, Eagles still attack and Dive, and Water Toads still only use Water or Attack. Nothing too powerful here). As they are right now, they're TOO easy to beat and require no strategy.

Here? Cirno is meant as a check to see if the player actually bought any Barettes (Halves Ice-elemental damage and prevents Freeze), while Daiyousei is a check to see if the player is smart enough to take her out first before taking out Cirno. I may also make it so that if Cirno dies first, Daiyousei will flee from the fight (she essentially gives up), but not sure if I will do that yet.

The problem right now is the Reflect/Blink combo, as if both are on any single target, that'll make the fight exceptionally hard (can't hit with skill due to Reflect, can't hit with regular attacks due to Blink). Not sure if one or the other should go. Note that you only have Reimu and Marisa at this point in the game, though if Marisa hit either of them with a Master Spark (75% chance of doing so), it's essentially a OHKO on them (however, it costs 90% of her Max MP to use it at level 1...). Originally, Daiyousei had Bravega/Protectga/Faithga too, but seeing as stat buffs in 2k3 are generally useless, she lost those.

Any suggestions/feedback/criticisms on this? It's important to me as I want to make the game more challenging (at least more fun and unique for battles anyways) without making it boring or too difficult. I can only do so much on my own. >_<

Yes, I finally got back to this game after 8 weeks or longer. Took that long just to finish the Fire Emblem: Mystery of the Emblem LP, oi vey...

Edited by Xenomic
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In other news, some more data! These are some other adjustments that may come to bosses as well. The Mystia/Rumia fights I feel are perfectly fine and don't need touched (maybe a set AI pattern for them? Not sure yet), and Marisa is Marisa, she's supposed to wipe the floor with you. So moving past Marisa, this is what I have for the next set of bosses.

Meiling: Give her Chakra (Restores 10% Max HP when used). Use Chakra every other turn, and between those have her use another attack. Meiling originally was to be the first boss whose skillset changed depending on the party's average level. She has a weaker version of Selaginella 9 (Gorgeous Sweet Flower) that does 150 Earth damage to everyone instead of the 300 that Selaginella does, but since your party never is below an average level of 7 (because of Cirno coming at level 9), this never happens. I'd like to still do a boss whose strengths and strategies change depending on the player's average level, but not sure how to do that yet. Otherwise, Meiling remains identical to how she normally is, bar the addition of Chakra. Note, she has 2500 HP, so Chakra heals 250 HP every time it's used. The break between attacks is to give the player time to heal up and prepare for whatever else Meiling will do, seeing as her attacks generally wreck the crap out of the party (Flying Flower Kick and Selaginella 9 in particular). She does still have Rainbow Wind Chime too for healing, so there's that!


Patchouli: While above 50% Max HP, loop spells in order of: Agni Shine > Spout > Dew Spear > Autumn Edge > Spring Wind. When 50% HP or less, loop spells in order of: Agni Shine > Silent Selene > Spout > Royal Flare > Dew Spear > Satellite Sunflower > Autumn Edge > Spring Wind. When under 25%, add Philosopher's Stone to end of list.


Sakuya: At 20-25% HP, uses Sakuya's World for 2 free turns.


In addition to the bosses so far (trying to figure out what to do with both of Reisen's boss fights to make her more unique/interesting), here's the updates that may come to specific enemy types!


Fairy: Auto-Life after X amount of turns. HP set to 50% of Max HP.

Plant: Auto-Regen. Weak vs. Fire/Wind. Absorb vs. Earth. Immune vs. Poison.

Youkai: Weak vs. Holy/Mystic.

Human: Weak vs. Poison.

Flying: Weak vs. Gravity. Absorb vs. Wind. Immune vs. Earth (only in air; otherwise, weak vs. Earth).

Undead: Weak vs. Holy. Absorb vs. Shadow/Poison. Immune vs. Instant Death.

Magician: Strong vs. Magic.

Dragon: Strong vs. Physicals.

Machine: Instant Death if MP is 0. Weak vs. Thunder.

Beast:

Insect:

God:


Also, I'm hearing people saying this game is pretty hard. What do you guys, whom have played the game through or some of the way, think of this? Do you think it holds true right now in the current version or not?

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  • 3 weeks later...

Howdy all! It's been a while, hasn't it? Well, don't worry, I've been working on the game. In fact, I got these events done now so I can actually work on the next dungeon's script, which shouldn't take too long (also moved one of the cutscenes from the end of beta4 to the end of the first downtime event. Will probably do this for other cutscenes as well to lessen how long the beta4 ending is). In addition to this, here's what's new:

Movesets for bosses:

Pestilence:

- Bad Breath: Chance to inflict blind, silence, poison, and slow on one target.
- Wither Shot: Single target phys damage + fear status.
- MP Drainkiss: Drains HP and MP from one target.
- Stone Breath: AOE petrify + earth damage. Uses a battle event to inflict petrify, so it'll never hit more than three of your four characters.
- Shatter: Deals heavy earth damage to all petrified characters, and de-petrifies them.
- Pox Detonate: Deals damage to each character based on how many ailments are afflicting them. Used frequently (but not always) on rounds 10X, 11X, 12X, which should effectively work like a two round cooldown on the skill, but sometimes make it take longer to get used.
- Uses her limit break when below 25% HP.

Death:

- Gates of Hades: AOE fire damage
- Light of Penance: Single target holy damage
- Lifebreak: Deals 4% as much damage as Minus Strike to one target.
- Life Ruin: Halves a target's max HP.
- Traveler: Damage dealt = # of steps taken by player/32. Or something like that.
- Reap: Deals single target damage equal to the target's current HP, and heals Death by that amount. Effectively an instant death drain attack. Used very rarely, a maximum of twice during the battle (use a high MP cost to limit this)
- Doom: Battle Event. Any time a character is revived, Death responds by inflicting Doom status on them.

Order:

- Attacks in a set pattern.
- Holy: Uses on her first turn. Single-target holy magic.
- Shadow Flare: Used on her second turn. Single-target dark magic.
- Meltdown: Used on her third turn. Single-target fire magic + deprotect.
- Freeze: Used on her fourth turn. Single-target ice magic + freeze.
- Tornado: Used on her fifth turn. Lowers a single target's HP to 1.
- On her sixth turn, she enacts a random law.
- Ultima: Used on her seventh turn. AOE non-elemental damage.
- When below 25% HP, after using Ultima, she will use Seraphic Law (or whatever it gets renamed to) before starting her cycle over.

- Laws: When Order enacts a law it replaces the previous law, if there was one. The current law is displayed in the corner of the screen by changing the battleback. If the party breaks a law, their MP is reduced to zero.
- Forbidden: Revival: Any time a character is revived, the party's MP is reduced to zero.
- Forbidden: Buffs: Any time a character is buffed by a beneficial status effect, the party's MP is reduced to zero. (Feel free to cut this one out if it's too much work to keep track of.)
- Forbidden: Items: Any time a character uses the Item command, the party's MP is reduced to zero.
- Forbidden: Normal Attacks: Any time a character uses the Attack command, the party's MP is reduced to zero.
- Forbidden: Expensive MP Costs: Any time a character spends more than 50 MP at a time, the party's MP is reduced to zero.

During the optional battle with Order Complete, she no longer uses Forbidden: Revival and Forbidden: Expensive MP Costs. Instead she uses two new laws:
- Forbidden: Healing: Any time a character is healed, the party's MP is reduced to zero.
- Forbidden: MP Costs: Any time a character spends any amount of MP, the party's MP is reduced to zero.

In fights you cannot win, use Forbidden: Damage on turn one.

In addition to these (which are not implemented in the game yet), Remilia now has a new overworld passive:

OVERWORLD:
*Regeneration: Restores 1% Max HP to Remilia after every 50 steps taken.

OVERWORLD UPGRADES:

*Regeneration Level 2: Restores 5% Max HP to Remilia after every 50 steps taken.
*Regeneration Level 3: Restores 10% Max HP to Remilia after every 50 steps taken.

It's basically Patchouli's Mana Reserves (MP Stroll), but for HP instead (HP Stroll). In addition to this, I am thinking of making Auto-Potion (When damaged by anything, uses lowest healing item possible if HP lost is equal to specific values. For instance, if HP lost is at least 100, P will be used but if HP lost is more than 100, but less than 501, Lapis will be used), Auto-Med (Automatically uses corresponding status healing items when characters are inflicted with statuses. If too many are on one character, Faith is used instead which is normally only used by Sanae), and Auto-Phoenix (automatically uses lowest revival items available. If multiple characters are KO'd, will use lowest AoE revival items available) equipment abilities for characters (in particular, Nitori, Yumemi, and Reisen respectively). I'm not sure how well these can be coded, and it'll take some time to do, but do you guys think these would be worth having?

In addition, Spellspring MAY become a status as well (No MP Cost is what it is. I'd have to do it in a bizarre way though in which when MP is spent, it'll restore MP back to whatever the MP cost is at the time the status is inflicted. It's No MP Cost, but without making MP costs 0. Still have to have the MP to use things is all, and freezes MP at the state it would normally be in). Not sure if this should be given to any character right now or not, or make it an equipment ability from weapons.

That is all for now! May have some new images for the components to use for facesets too~

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  • 1 month later...

Oh my! It's been a while hasn't it? My bad...been having computer issues here and there, possible HDD or other hardware failures, so that's drained my motivation a bit on working on the game. In addition, been trying to keep up with Let's Plays for the Smashfest amongst other things have gotten in the way a bit so...yeah. ^^;

So this is something that I need to get around to. LockeZ has helped with revamping some bosses, which I have yet to actually get around to touching, but overall just about every fight in the game needs retweaked so that they're not...all the same. This may also blend in with fixing characters and their abilities too (I kinda feel like I made AoE skills too cheap...but doing MP costs accordingly to level is hard!). I am looking for anyone who is willing to help brainstorm and fix up the enemies (and possibly playable characters as well) so that the game is more challenging and interesting to play. That is all really, nothing too major. I would be revamping these right away, but I am also in the midst of doing dialogue for beta5 so to speed that up. Eventually the ideas and whatnot will be implemented into the game, but not at the current time. Still...hearing inputs and the like on various enemies and bosses would be swell.


I suppose what I can do is list a boss/enemy, or the enemies and their groups in an area, and let you guys discuss them and try to come up with solutions for fixing them up? I guess with that said, I'll start with the initial area of the game, Misty Lake:


0001: Eagle
Level: 4
Max HP: 65
Max MP: 25
Attack: 58
Defense: 20
Magic: 20
Speed: 45
EXP: 40
Yen: 35
Item: P (50%)
Steal: Feather (50%)
Master Thief Steal: Large Feather (25%)
Bribe: Feather x8
Morph:
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence:B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: B
Ice: B
Thunder:B
Water: B
Earth: D
Wind: E
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (50)
Beak (48)


0002: Fairy
Level: 2
Max HP: 80
Max MP: 100
Attack: 50
Defense: 20
Magic: 50
Speed: 38
EXP: 90
Yen: 42
Item: Fairy Dust (20%)
Steal: P (75%)
Master Thief Steal: Lapis (50%)
Bribe: Lapis
Morph:
Critical Hit %: 20%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: B
Ice: B
Thunder:B
Water: B
Earth: D
Wind: A
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: D
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (10)
Fire (10)
Blizzard (10)
Thunder (10)
Aero (10)
Water (10)
Cure (10)


0003: Hornet
Max HP: 45
Max MP: 24
Attack: 69
Defense: 22
Magic: 10
Speed: 44
EXP: 35
Yen: 16
Item: Antidote (60%)
Steal: P (50%)
Master Thief Steal: Lapis (25%)
Bribe: Antidote x2
Morph:
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: B
Ice: B
Thunder: A
Water: B
Earth: D
Wind: A
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (30)
Poison Needle (28)
Poison (28)



0004: Water Toad
Max HP: 56
Max MP: 80
Attack: 72
Defense: 50
Magic: 24
Speed: 36
EXP: 35
Yen: 32
Item: Frog Skin (30%)
Steal: Antidote (40%)
Master Thief Steal: Apple Gel (20%)
Bribe: P x4
Morph:
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: E
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: C
Ice: A
Thunder:A
Water: E
Earth: B
Wind: B
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (20)
Blizzard (20)
Water (20)



0005: Alligator
Max HP: 145
Max MP: 10
Attack: 150
Defense: 80
Magic: 10
Speed: 30
EXP: 200
Yen: 24
Item: Lapis (30%)
Steal: Water Gem (20%)
Master Thief Steal: Water Gem x2 (10%)
Bribe: Water Gem x2
Morph:
Critical Hit %: 25%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: C
Ice: A
Thunder:B
Water: B
Earth: B
Wind: B
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (50)
Double Attack (49)



0006: Daiyousei
Max HP: 550
Max MP: 300
Attack: 82
Defense: 5
Magic: 25
Speed: 40
EXP: 0
Yen: 400
Item: Lapis (100%)
Steal: B (60%)
Master Thief Steal: Oni Wine (30%)
Bribe: None
Morph: None
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: A
Ice: E
Thunder:B
Water: E
Earth: D
Wind: A
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (50)
Heal (40; Only used when Daiyousei's HP is below 45% HP)



0007: Cirno
Max HP: 550
Max MP: 999
Attack: 94
Defense: 28
Magic: 29
Speed: 36
EXP: 0
Yen: 800
Item: B (100%)
Steal: Lapis (50%)
Master Thief Steal: Large P (25%)
Bribe: None
Morph: None
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: A
Ice: E
Thunder:B
Water: D
Earth: D
Wind: B
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (45)
Icicle Fall (40)
Icicle Attack (40)




The main premise behind Misty Lake is to be a tutorial dungeon really. It's relatively short and the enemies aren't meant to be super tough or anything (you come through here initially with only two party members, both of which can generally OHKO any enemy short of the Alligator in one hit). Overall gimmick of each enemy, and what they're meant to be tutorial on, are as follows:

Fairy: Basic elemental magic, to get the player somewhat used to the elemental stuff, including resistances towards them (Marisa halves Magic damage naturally for now, but that may change).
Hornet: Standard enemy that attacks quickly and generally inflicts Poison. Usually attacks in groups of 3 or 5. Just an introduction to quick enemies and enemies that like to use status attacks, and whether or not the player comes prepared with status healing items or status preventing equipment.
Water Toad: Just a generic Water-elemental enemy, just there to get the player used to using elemental weaknesses to their advantage (Marisa is Lightning-elemental, making her strong against Water-elemental enemies but in turn she takes double damage from Water-elemental attacks).
Eagle: Generic enemy that just uses physical attacks, and usually attacks in groups of 3 or 5. Nothing special here, generally there to see how players handle large groups of enemies that are quick with physicals.
Alligator: Strong physical based enemy, the starting Notorious Monster of the game (rare monsters that are super powerful for the area the player visits). Not too difficult in terms of fighting, but hits pretty hard and has high stats in comparison to every other normal monster in the area.


With that said and done, let's talk about the bosses:

Daiyousei: Standard support unit, but as she stands right now she doesn't do much other than attack. See below for LockeZ's and my suggested update to her.
Cirno: Standard offensive unit. Is a check to see if the player brought the Barrette helmet or Anti-Freeze items to prevent/cure Freeze status. Nothing else too special about her right now.


So that's the first area in a nutshell. As for the suggested changes to the bosses? This is what is in mind:


Cirno: Goes Berserk when Daiyousei dies. Hit rate goes down as well but gains Haste.

Attack
Diamond Blizzard
Minus K
Icicle Fall



Daiyousei: Runs away when Cirno is dead and has no MP to revive her.

Attack
Heal
Regenga
Cure
Life
Slow


This is also keeping innate enemy species abilities in mind. For Fairy type enemies (in this instance, the Fairy, Daiyousei, and Cirno), have innate Auto-Life, where after X turns (X has not been defined yet), they will revive with 50% Max HP.


That is all! Any suggestions or fixes you have in mind for these enemies, or anything to ask or discuss, feel free to do so! I hope that some of ya'll would be interested in helping on this bit, as I feel it's one of the aspects of the game that kinda suffers a bit. ^^;

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  • 2 weeks later...

I'll get back to posting more enemies/bosses data for updating (though seems nobody is interested in that bit...), but thought I'd at least share these, if I haven't yet. I'm sure I have, but nonetheless, I present all of the Fragments of Pandora, all on one spritesheet!


fragments_of_pandora_by_xenomic-d8t4z2d.


These were all done by the wonderfully talented HyperCombinationFinish/AudioVisual, which I really REALLY appreciate him taking time to do all of these for me. Wish I could talk to the guy more, don't know what happened to him...

From left to right, for those who don't know, they are: Hope, Fate, Chaos, Order, Gloom, Death, Pestilence, and Pandora.

In other news, game progress has been relatively slow. All events up to the second Pandaemonium downtime event have been done, which in all honesty isn't that much. This does not include enemies and bosses of course, as those will come after finishing all maps and eventing, and this doesn't include shops or inventory either, which will also come afterwards. I am still in the midst of figuring out what to do with events and dialogues, since those are taking the most time in setting up. I am also still waiting on a map from pianotm so that I can check it out and see if everything works out fine and dandy, as well as set up the events there. I also need to still finish beta5 maps, as well as get the maps for the rest of the game done. If anyone is willing to help out in that regard, that would be fantastic. As well as fixing old enemies and bosses so that they require strategy and aren't "Just uses random skills" as they are now.

Edited by Xenomic
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