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everlongrpg

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A member registered Feb 01, 2022 · View creator page →

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Ok, it took me awhile, but I think I finally figured out the issue. It's not a bug, the programming is functioning as intended. It's as I guessed, the older save file was lacking some initialization data.

Sammy is special and is the only hero that starts with dual wielding weapons. There is code that tracks this in newer versions so the player can change that setting for all heroes once reborn at level 99. Without the trackers initialized, his class was getting reset to the wrong version that has a different experience curve, thus massively boosting his experience level when the code tries to reset hero statistics.

I have uploaded a new version of your save02.lsd file replacing it on your drive that should have the necessary changes to the tracking variables so everything should work correctly. Or you can just continue playing and don't interact with this particular recruitable NPC (Master Miyagi) until every party member is level 99, and then the issue would be irrelevant.

Let me know if the save file update doesn't work and I can upload a version to my own drive.

I'm trying to recreate this bug, but have been unable to do so. Did you use the Party Switch menu option from an old save file from a previous version? Or were you playing the story and the party change was forced as part of the plot? If you're using an older save and updated the game, it's possibly a compatibility issue. You can always upload and link your save file prior to the change, and I can try to duplicate the bug with it on the current version.

There is a mechanic that updates player levels so that heroes not in the party don't fall behind in experience gains. The calculations and implementation only occur on party switch. It's also dependent on specific variables that have been tracking total hero levels the entire game (recall you can rebirth a hero to restart at level 1 with current stats intact). If that data is missing, the mechanic could malfunction.

Thank you for the bug report, Gullars!

I must have tinkered with the music playback speed years ago when I was still thinking of doing a remastered soundtrack version, and failed to change the tempo of the battle music restore code to the proper value.

Please install the new patch v3.36 in the download section to correct this bug. Unzip the patch file contents directly into the main Everlong folder to overwrite some old files. Once back in-game, open and close the main menu to reset the battle music to the correct speed.

Let me know if you encounter any more bugs as you play through the game! It's been a few years since the last patch, but I still have all my tools ready to fix any issues.

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Yep, you're absolutely right, that's the debug room. The fight crashes because if the game doesn't start correctly, certain variables aren't initialized.

That's my fault for uploading the wrong version. I pulled a file from my archives without checking whether it was a correctly packaged release. 

I have since replaced that file with a brand new installer for v3.35 of Everlong. I recommend yourself and any players that attempted to play the v3.50 download remove that installation, and then reinstall the new download from the main page.

Thank you for bringing this error to my attention! There hopefully should be no issue with this fresh version, but let me know if there's any more problems!

Yeah, this is unfortunate, and would be a much appreciated addition if the author is still maintaining this plugin. I would attempt a compatibility patch for Visustella 8 direction movement myself, but the code is obfuscated, and understandably since this is a paid plugin.

Another welcome update would be tileset notetag usage, instead of having to tag every single map.

TSR, you still around and have any time to spare to help us out?