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zelanius

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A member registered May 21, 2016 · View creator page →

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No problem, and thanks for a fun game! Hopefully, I am able to expand it further into a proper walkthrough.

Hi All, I am starting this topic as a general guide for anyone playing this game. This is mostly based on v1.03b, but it would be great for anyone to contribute any further information by adding to this thread.

Firstly, I am linking an excel file I have on OneDrive with as much information about the game: Orc Bastion Data.xlsx. There is a lot of potential spoilers in the file though, so browse at your own risk. This file currently shows:

  1. The enemies you will face
  2. The treasures and their locations (and their availability chronologically)
  3. The various optional scenes in the game, including Masters
  4. A list of skills
  5. A list of shops
  6. A list of items and equipment

I will be adding a more details area-based walkthrough eventually, but as a start, hopefully this will help answer many questions players have.

Thanks to Ragtorstone for a fun RPG, as well as clarifying a lot of things for me to create the spreadsheet.

Thank you! I was updating my table (EDIT3) when you posted, so our messages crossed, but with your info, I was able to find the last few treasures I could not by myself. Thank you! If you don't mind, once I finish up checking all the info, I will post a general guide as a new forum topic. Thanks again!

thanks for clarifying the numbers! I was worried about the permanently missables, like the 1st map, the soulstream, and also that 1 treasure in Stahlheim.

Just a couple of questions, if you don't mind:

  • On Steep Cliffs, I found 1 treasure before the cave, 4 in the cave interior, and 9 on the upper ledge. I really cannot find the last treasure after coming through the area multiple times. May I know if the last one is just before the cave or in the cave interior somewhere? Just a general idea so I know where to look.
  • Similar question on Yuath Desert, I found 7 in the northern part of the desert and 2 in the southern part, other than the 11 in the soulstream area (meaning 0 within the trenches). May I know which part of the desert the remaining 2 are?
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I wish you the best on your music journey! I wish I would be half as skilled as you are at art and coding.

The dots on the mini map would be very useful. I have trouble spotting the treasure sometimes, even when I am literally within centimetres of them, but I mostly blame my bad eyesight.

As for my treasure stats, here they are:

MapTreasure FoundCounter LeftRemarks
1st Map1603 at camp, 6 in cave, not counting Blood Ruby
Rok's Fort1208 in the basement endgame area
Mountain Path80
Akoh Village10
Old Farm30
Shadowy Meadows50
Krihm Valley70
Path to Falgar's Monastery20
Lumbak Town20
Cape Deadfall40
Path of the Fallen250
Fort Langley60
Stahl Dam110
Lower Stahlheim100
Stahlheim Church80
Dark Beach40
Steep Cliffs141
Castle of Eternal Suffering90
Black Lake80
Shadow Forest20
Northgale40
Gohdoh Swamp80
Troll Caverns60
Globrock30
Angel Gate90
Mount Deathridge270
Tranton Village30
Yuath Desert202I found 11 in the soul stream/mirror/memory world area
Ancient Forest150
Freezing Beach90
Falgar's Abode90
Falgar's Palace120
Goraia's Domain20
World Map291I found 8 in the underworld and 21 in the overworld:
1. Akoh Plains - 3
2. S of Lumbak Town - 1
3. N of Lumbak Town - 2
4. S of Stahl Dam - 1
5. Stahlheim/Stahlheim Meadows - 2
6. Underworld/Dark Beach/Steep Cliffs area - 1
7. Underworld/E of Castle of Eternal Suffering - 2
8. Underworld/W of Castle of Eternal Suffering - 5
9. Northern Mountain/Northgale to Angel's Gate - 7
10. Mount Deathridge area - 2
11. Tranton Village/Yuath Desert/Ancient Forest - 3

EDIT1: Updating Angel Gate (found 2 more) & Yuath Desert (found 1 more)

EDIT2: Updating Yuath Desert (found 1 more in the boss area)

EDIT3: Found 5 more treasures on the world map, and I added the general area where I found them

(2 edits)

I am happy to report that everything seems to be working in v1.03b.  It is a bit of a shame that the music is AI-generated as I think they are quite pleasant to listen to, but given that you are essentially making a free game, it is what it is.

Still, there are tons of free music on itch.io. Joel Steudler has a free sample: https://joelsteudler.itch.io/. Tallbeard Studios only releases free music: https://tallbeard.itch.io/. Outside of itch.io, Open Game Art has free music for use as well: https://opengameart.org/.

Separately, should I give you the number of treasures I found and the counter number left by map (including 0s) so you can check for false positive or negative on the treasure counter?

Hi Ragtorstone, another bug report, I think. The Treasure counter for the world map is not synched up between the upper world and the demon world. After collecting all the treasure I could find (around 24 out of 30), the counter in the underworld is showing 2 more than the upper world. I did not check in detail which treasure was causing the issue though.

Separately, after beating the final boss, I guess the last save was auto-loaded. This removes the EXP, LP and G earned from the final boss. I am not sure if this is the intended?

As for Falgar's Palace, since there are only 3 Travel Points now, I was wondering if 1 could be added to the final platform. It's a short walk from the current Throne Room Travel Point, but I am kind of lazy, I guess :P.

On a tangent, may I know where the music are from? I especially like the Yuath Desert and World Map's music.

Hi Ragtorstone, I can confirm that the counter did not go down correctly in my 3rd run as well, staying at 1 each for Stahl Dam and Fort Langley.

Hi Ragtorstone, cool! Thank you. Now, I just need to figure out all the treasure locations.

Just to share a bit of info, on my 3rd run (on v1.03), the starting counter for Fort Langley and Stahl Dam were correct, just that it did not go down for some reason in my 2nd run. I skipped the Masters and ended up recruiting them after I got back from The Depths / near the end of the game, so not sure if that was what cause the initial issues with the counters. The game also updated in the mid of my 2nd run, so not sure if that could have caused it.

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For the optional scenes, I was unable to find 1 in Rok's Fort (I did find all 15 Masters and did the scene with Jason/Rod). I just started a 3rd run and will check again, along with the Treasure counter.

EDIT: Sorry, my error on Fort Langley and Stahl Dam, updated my comments above in case you saw an earlier comment. Additionally, on my 3rd run, the counter started at 2, and reduce by 1 after I did the scene with Jason/Rod (and I talked to both).

EDIT2: On my 3rd run through, I noticed something interested...in Path to Falgar's Monastery, the Master counter did not decrease when I first recruited the Snake Demon master, but went down after I activated the portal and went through it. So, I am not sure if the Fort Langley and Stahl Dam counters could be not going down correctly due to something in the way the script checks for the Master counter. 

(3 edits)

oh ya, I noticed that you missed the EXP display fix for Reyn's 1st level and the 1st encounter in v1.03, so, just wanted to leave a note as a gentle reminder.

There is also the master counter in Falgar's Palace (which I believe is a different map than Falgar's Abode? since the counters and travel points are different)

Yes, I am aware, and I have recruited all masters. The problem is the counter in the menu UI that is not showing as 0.

Combing through the area, I think the below might have false positives too (or maybe the counter did not go down correctly):

  • Fort Langley
  • Stahl Dam

Hi, I noticed that went I enter Falgar's Palace, the third icon indicating masters in the area shows as 1, even though I have recruited everyone and the Wyrm Altar has nothing new to add. Not sure if this is a bug?

Thanks for the response!

1. Good to know. I was planning to grind like crazy to see where I can get, but if there is no hard cap, then there is no "complete" levelling.

2. Thank you! I thought one could be treasure related, but not sure which.

3. Roger that, so whatever stats I recorded would not change when I was playing on Normal. It is simply scaling the damage formula.

Ya, I figured a minimap system is not easy to code if you don't have an existing system to work with. I was thinking more of a fog of war type of minimap without too much details (maybe just the edges of the map and does not take ino account verticality), which would immensely help exploration

Hi, I have a couple of more technical about the game. Appreciate your advice. Thanks in advance!

1. What is the max level that the characters can attain? I would assume something like 50, 99 or even 100, but I have not yet gotten to those level yet (Reyn is around level 40 in both my playthroughs, while the rest of the gang was 30+).

2. On the menu UI, I noticed 3 icons on the top right. However, I cannot really figure out what they are about or monitoring, so I just wanted to ask, what do they represent?

3. Lastly, what does the difficulty adjustment actually do? Is it adjusting enemy defense and damage? I tried a couple of battles, but enemy HP, MP, EXP, Weakness and Resistances appears to be unchanged, so was wondering what was the effect.

It would be nice if the minimap unlocks as you explore, so you can see where you have not gone. Some maps are huge and a bit disorienting (e.g., maps with lots of water) so when treasure hunting/exploring, it would be helpful.

P.S. still working on the guide I mentioned in the donation version, but I am almost done with my 2nd run through of the game (on normal difficulty). I will publish a prelim version 1 once I am done, then redo the game on the hardest difficulty and complete the guide based on that.

Thanks for clarifying! So, essentially, DEF buff is a field effect, but SPD buff/debuff and ATK buff are character effect.

Hi Ragtorstone, I noticed one more thing with buffs, not sure if it is a bug, but DEF buffs appear to be tied to the battlefield location rather than the character (or maybe it is just an animation issue). Example, after casting Orcen Protection then moving to another spot, the buff animation does not move with the character.

Got it, so each map only supports a maximum of 5 points, it seems. Once I am done with the guide, I will post in the forum that has been setup on the free version side.

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Oh, that sucks. I have a feeling it was the aftereffect of the whole saga last year with credit card companies clamping down on adult/NSFW content being the issue.

On a sidenote, I do have one question regarding the Local Travel points of the world map. I noticed that there was none between Akoh Plains all the way until the Stahlheim area. I am not sure if this was intentional or if a couple of points might have been missed out?

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It probably won't be a perfect guide. I am not that good at discovering all a game has to offer, but the process of cataloging information on a spreadsheet is kind of fun for me, so it will probably be more of a general information guide to point players in certain directions.

EDIT: Once the game gets released on Steam, I will probably upload a general info guide there similar to what I did for BT4.

Hi Ragtorstone, after defeating the final boss, I decided to replay the game (and I hope you don't mind if I end up writing a general guide).

In the first battle with the Rock Fly, the battle says I earned 20 EXP, but when I checked my screen, somehow, my EXP ended up being 85. I am not sure if this is a bug?

Hi, I need some help on what I think is the final area of the game. When I first entered the gate/portal, there were 2 quest markets. I dealt with one to the southwest already but the one to the north just leads me to the middle of some water. Not sure what I am missing here and would appreciate some help, please.

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I can't get the Dark Storm skill added (tried all 3 dialogue options with the Wyrm Altar). But like you said, probably not all that useful given where I am.

I will let you know if I see anymore bugs with regards to the speed debuff and bonus turn.

EDIT: happy to report that the speed debuff continuing after battle is gone.

I think I am too far into the game to get it now. But the last gift mentions something about "vitality" I think? I am not sure if there was another spell, or some stat gains.

Another thing I noticed was that speed buff/debuff appears to last even after battles or when I die in battle and respawn at the last save. The star in the upper left corner that determines double turns also carries over between saves/respawns.

Hi, I am not sure if there is a bug, but when the Wyrm Altar gave me a "strong dark magic" or something like that (if I recall correctly, it was at the same time as when Reyn learns the strongest? healing spell), I could not find anyone in the party with a new skill to learn.

Much appreciated! Works like a charm.

Thanks for the quick reply! Making them go by faster would be great (maybe a fast forward button?).

Hi, just a question, is there a way to skip the sex scenes or turn them off while still reaping the benefits of the stat improvements/story progressions? I am a bit vanilla, so the scenes don't do much for me, but I really enjoy the JRPG aspect of the game which is incredibly well-crafted.

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Hi Ramza, just wanted to ask, assuming my actor is equipped with a range weapon in one hand and a melee weapon in another, is there a way to stop the dual-wielding attack when attacking a range enemy or limit to only the hand with a range weapon (such as in an aerial battle mechanics for example)?

I am using a mix of YEP's Target Core, Selection Control, Skill Core, and Row Formation, and this works great when the actor only has 1 weapon. However, with 2 weapons, I either have to disable the skill entirely or allow both attacks to happen, but no in between, or at least no known way. Hence, I am writing to check if this is possible?

EDIT: I guess what I am really asking is, if there is a "lunatic mode" of sorts to tag a skill as <Mainhand Skill>, <Offhand Skill>, or <Dualwield Skill>, depending on equipment.

Yes, that's true. I did a test and it works perfectly in a new project. My old project is still acting weird, so there might be other compatibility issues (or maybe just plugin order) that needs to be sorted out.

I went through the Weapon Unleash plugin and it does have 2 lines pertaining to selectNextCommand.  They appear when replacing the skill ID used for Attack and Guard in Scene Battle. Hope this clears things up?

Hi HeroicJay, I am happy to report that Weapon Unleash was indeed the issue!

I first tried going back to that old project that I mentioned in my first post and disabling it just to see if it works, and it ran perfectly. This also means that the plugin is compatible with everything else I had (in that project, I also had some plugins from SRD, Caethyril, Alistair Engine, Galv, Ramza, Toby Tasha, YoraeRasante, Turran, and some commissioned ones from Trihan that I have recently asked him to release publicly after testing them). In other words, the only compatibility issue was with Weapon Unleash, at least out of the plugins I had.

I will just work around it, as I was mostly using it in conjunction with Target Core and Row Formation to determine how far back a weapon's range is for the attacking battler (e.g., Bow users can attack from Row 3 but not Sword users), but I am already applying a JS to the other physical skills that are shared, so Weapon Unleash was just a convenience tool rather than a necessity.

Hi HeroicJay, thanks for the reply. I will try to find time this week to try to see if I can replicate the bug, but work picks up for me in the beginning of the month with my day job, so it might take some time before I can get back to you.

As for Weapon Unleash and Status Menu Core, I believe they are both paid plugins as they are not in YEP free starter pack. Status Menu Core should not impact any battle or skill related plugins, but Weapon Unleash does affect skills, so I think maybe that is the problem. Will try disabling it and report back.

Hi Ramza, thanks for the response and explanation. I was hoping for an MV version mostly due to the limited quantity feature. I guess I will stick to the (very old) Yami's plugin instead.

Nonetheless, looking forward to any new plugins you might be releasing. I know what people say about feature creep in game dev, but I just enjoy adding features to my games.

Thank you!

Hi, I just thought to add my request on Elemental Dungeon here as a comment in case of further expansion, as it seems to be easier overall?
1. Sound/Sonic
2. Gravity

To make it a set similar to the past perhaps Poison/Toxic and Acid/Corrosion can be a 3rd & 4th element (although not really something I am requesting, just an idea since you have a set of 4 for each elemental dungeon).

Thank you for the response!