Yeah, he'll still be jumping and have the same disguise.
anzod
Creator of
Recent community posts
Yeah, I should probably make it easier since the other 'trials' are pretty easy. I also need to change it so that it'll immediately fail if you press it too early instead of waiting for when the image would've showed. It makes it unclear that you were even supposed to be waiting and just makes it confusing.
I tested all the classes and they work. The only class that doesn't have an interaction with it is the Forlorn. So if you're still a Forlorn then that's the reason. I'll change it now so that in the future it won't show as interactable for Forlorn. If that's not the issue then I'm not sure what it would be. Are you able to stand on that spot? Does it pop up with text when you interact with it?
lol, No. When you choose to get a blessing or curse, it's random what get's picked. It's more likely that you don't get a blessing or curse, but they are both independent of each other. So it'll do a random roll to see if you get a blessing, and then the same for the curse. But getting both and having them cancel each other out is about a 2% chance (I think). Basically it's a 1/16 chance to get those for each.
1. There's no maps. I don't plan to add any, I definitely won't add any that show item locations.
2. Maybe I'll add an option for bonus starting gear at some point. I like the idea.
3. There is a secret class in the game with unique items and events. It's much more difficult and is unlocked when starting a new game while you have a save file that has acquired the related item that unlocks it.
4 & 5. I don't plan on adding many more classes, so I likely won't add these.
6. The tents that you can rest at have random battle chances, I'll think about adding more variety.
7. Hmmm, probably won't add anything like this.
8. So a compass? Probably won't add one since most maps are oriented with North being at the top anyway.
Also, what's your primary language? I'm testing out having different languages. Right now I'm doing a Portuguese translation since someone in the Discord speaks it and was willing to look at some of the translation.
Quick fix:
Thanks to Metal on Discord for reporting the following:
- Fixed one of the entrances to the building in the Nexus Forest North taking you to the wrong map or crashing (Thanks to Metal on Discord for reporting it).
- Fixed the worm race crashing (Thanks to Metal on Discord for reporting it).
- Removed the action limit on Fighter and Demonfist stances (Thanks to Metal on Discord for reporting it).
- Fixed the Seer Forest well not being interactable after going down once.
- Fixed the Crawl space keeping the camera locked.
I don't think I'll add a skill like that, mostly because I don't think it'll be used. Escaping is already guaranteed in fights where it's allowed and you could use a teleport scroll to go back to town after. There's only a few places where teleport scroll are disabled that a skill like that could be useful. I'll keep the idea in mind though, could be a niche skill for one of the classes.
The ways you can heal are:
- At the Goddess statues
- With healing skills inside or outside of combat
- Healing items
- Some classes and items have passive health regen that will apply when moving outside of combat, or each turn of combat.
- Sleeping at an Inn
- Sleeping in a bed that you own.
- Sleeping in a tent.
Edit1: Wait hold on I need to pack it as a zip instead of rar, you can try the following after if it doesn't work.
Edit 2: Okay now that it's a zip it should open properly and if it still won't run you can try following below. Hopefully the game is worth the like 8 months it took for me to compress it as a zip instead of a rar. smh
Alright, let me know if this works.
extract the file to wherever you want the game
go into /Levania [MacOS]/game.app/Contents/MacOS/NWJS
Open up MacOS console and type this; ' chmod +x ' (without the apostrophes) and then drag and drop the nwjs file to the terminal window to get the right location of the file and then run it.
And then try running the nwjs file.
If it works, let me know and I'll update the instructions on how to run it on the game page.
Alternatively, I believe there are free programs that will run RPG maker games for MacOS, like this https://github.com/m5kro/RPG-Maker-MacOS-Launcher/blob/main/main.p
Looks like I need to buff some of the TP modes then and maybe add some. At one point at least there was a TP mode where you would start with 80 TP but I guess I removed it or changed it cause it was too strong. There are some classes that can get more TP regen as passives or innately have some, it's different for each class. Each 1% increase to TP regen is 1 extra TP regenerated passively each turn. There's also TP charge rate, which I don't remember if I use anywhere, but that affects how much TP you get from basic attacks. So for an example, a pyromancer gets 6 TP for each attack plus whatever TP mode they have.
I'll also buff each of the Diviners (the ___mancer's) special buffs since they look underwhelming. As far as the variety of spells, most of what you mentioned are in the game, it's just that the variety is spread out across all the classes. The only thing that I didn't use is having abilities with hit rates that depend on damage. Might be something I use but it would be something that I'd add to a specific class as a quirk/gimmick.
Hmmm, yeah, I don't want people to savescum it just to try and maximize. Maybe every 4th coin you could choose a stimulant then. Or maybe I'll just change what you get from him entirely and have the tonics and stimulants be special rewards elsewhere.
For TP are you trying out different TP modes and still finding it to be underwhelming? Or have you not met with the TP dealer? I feel like there's definitely some TP modes that shouldn't be making it feel underwhelming. Like starting with max TP or having TP carry over between battles. I can also buff the damage of the skills as well, but I don't want to make them too overpowered.
As far as many spells feeling samey, yeah I get you on that. There's only so much I can do to make them different and I tried to do what I could but inevitably some are going to feel similar. I'm going to edit the skills and balance eventually, i just haven't messed with it much since I finally got it to a place that's decent. I'm also not trying to make it so every class is equally good, there's going to be some that are plain better or worse. When I do edit it all I'll try and see about having the skills within a class at least feel like they have different purposes.
Welcome back, glad you're still coming back to the game to see how things are.
Thanks for reporting the bugs, I believe I got them fixed for the next update. The one where you exit and get put in the middle of the water I just fixed not even an hour ago coincidentally. Still appreciate the reports cause they're things I almost missed.
The feature to turn the followers on/off was implemented too far into development to where I now need to go back to every event that changes the followers and edit it to account for whatever choice you have it on. There's probably some other ways I could get around it sort of, but for it to be implemented properly I'll have to fix all the events. I might have to start doing it a little at a time.
For the tonics and stimulants, I just remembered that I never did add the random element to them cause it was gonna require making a script or plugin for it. The idea was gonna be, for example, that the attack tonic would give +1-2 and the stimulant would give 3-4 or something like that. So the stimulants requiring 3 coins would guarantee getting higher but the tonic would be more cost effective if you got lucky enough. I'll need to re-examine that later on for the next required reset but I forgot about that until you mentioned it.
I mean, I don't think this one is ever going to be done with how much I want to add. But, I do plan on taking a break from it once I get Aquanis (the main world map) finished so I can work on another game. I've got ideas for 2 other games that I really want to make that would both be much different. One is a more story focused RPG and the other is a DnD 'ish roguelike. Both of them I should be able to finish in a 1-3 year time frame each since they have a much smaller scope but we'll see when I get to that point.
I've thought about it but it's not a priority right now. I'd need to look into how to even add something like that in. It would have to be machine translated and there's a ton of text that would need to be translated. I'm pretty sure most of the nuance and wordplay would be lost but I still think it'll be worth adding at some point just to reach a wider audience.
I've never had anyone say that the Mac version does or doesn't work so I'm not sure if this is a new issue or always been the case. I don't have a mac or know anyone with one so I've never tested it. Have other RPG Maker games worked for you before? Also, the downloaded file just opens as words? like there aren't any folders in the file?
Did you craft the Bag of Alchemical Supplies at a crafting station? I went ahead and changed that dialogue so that he reminds you to do that. For the quest board, I'll try to fix that. It's just still like that because that specifically is a bit complicated behind the scenes. Thanks for letting me know
