If you have feedback or ideas to improve the game you can let me know here.
A SFW turned based rpg with a heavy focus on transformation. · By
Played through the first area on hard mode, many things to say.
1: Even with the tutorial the combat system is unintuitive. What do the skill levels do? What does the sign above the enemy's head mean? What do the new stats do? How do statuses work in this game? Why is there a visible turn order that suddenly changes when I finish selecting a move? Does the ultimate bar charge while travelling (It feels like it does but again, no way for me to tell) and where can I find it outside of battle? While the tutorial is effective at conveying the basics, it unnecessarily withholds information that would be very helpful to the player.
2: The enemies in the forest are very imbalanced. Their default attacks only deal around 20 damage but some of the specials can do upwards of 100. The hornets are also capable of stun-locking you and don't even convey you've been stunned. On top of that, most of Nana's attacks aren't very effective (which I believe is intentional, but she is in the zone where it comes off as reasonable to win anyway) with the exception of "Full Claw Charge" which kills everything even at a low level. It doesn't help the imbalance when the ultimate still charges the meter (which also covers up part of the first enemy's health bar due to positioning). Using this and the EXP shards, Nana was over level 20 by the time I left the forest opening. If you don't want players to fight in the first area, make it so that the enemies aren't worth fighting rather than just making them hard to kill.
3: Much of the equipment found in the forest has the wrong name assigned to it when you obtain it from a chest (i.e., small ribbon instead of blue ribbon) and there is nothing that tells the player when they obtain EXP shards. Herbs only restore 50 HP instead of the tooltip's 75. The way to recheck the effects of Nana's form shouldn't be buried in the key items. Odyssey of Gianna (another transformation-heavy game, though this one is 18+) has a dedicated journal for both enemies and status effects/transformations linked to the main screen of the menu making it much easier to find.
Thanks for the feedback first of all. Almost all things will be explained after leaving the forest area. The only thing that won't be explained is what skill levels do, you are right about that, sorry about that. I will add a discription in the tutorial for them as well. There is an indepth optional tutorial about each status effect after completing the tutorial quest. I just didn't want to overwhelm a new player with dozen of tutorial at once, if you get what i mean. Attacks being ineffective is intentional yes since the story tells you to rather avoid fighting.
The visible turn order display being wrong is not intentional as a well as ultimates, charging the bar and the outdated discription. I will fix those as soon as possible. I also will look into the forest items names! How much did you fight there till you reach 20? I'm very sorry for the inconvienince but I also do think it isn't that inconvienient to just go to the key items to look something up. I would understand that point if you would need go back into a library each time but acceccing information from the item menus seems pretty handy and fast to me.
A big thanks to you for the feedback and finding all these bugs, i will see to get them fixed^^
Thats some commitment, respect O.o
Also thats normal, all enemies respawn each time you leave an area and re enter. I also managed to fix the broken turn display, ultimate and the wrong description and name. As well as adding a tutorial for the skill levels. To answeer what they do: damage skills get more power and support skills get shorter cooldowns.
In battle you also can aways look up what the status effects do that are inflicted on you, just press Esc when it's your turn. i will add a hint for taht as well. Hope taht could lift some confusion^^
After i tested it some more i will update the version with the current changes. I hope you still can enjoy the game!
True, maybe i will give the partner rabbit another skill for the fight that can reduce Nana's stacks to balance it it more evenly, at least for easy and normal difficulties. Or maybe make guarding in rabbit form reduce the stacks by one or two. I think the secound option seems likea good idea. I will test that one out and if it works out i will update the downlaod.
That's also true, that could be a bit misleading. Also in most areas that you can't leave is a merchant that sells healing items for cheaper than normals. In this case its a rabbit at the entrance area.
Nana's rabbit guard should probably reduce the stacks by 2 to counteract the passive +1 per turn. As for the whole "buy a weapon or magic" bit, maybe those shops should be locked until after the rabbit den with a few new lines during that part of the tour. Also where is the Kitsune form?
Ex. for the weapon shop: "It's unfortunate you arrived today instead of tomorrow. The shop keep's shipment got delayed and won't be arriving until later. Luckily your non-human forms have natural weapons so that won't be as much of an issue."
Ex. for the magus': "I heard he/she got a bunch of tomes recently, so I doubt he/she will be seeing anyone at the moment. Maybe you should check back after your investigation of the rabbits. For now, I recommend you stock up on herbs and potions instead."
It's already set so that you will only lose 1 stack and don't gain anouther so that you definitly lose one and don't keep the same amount at the end of the turn. That actually sounds like a pretty good idea, i will do that! Kitsune form is more of a passive form, all kitsune skills gained are stored in the normal skill menu where the transfomration skill also is located and can be used by any form. They are more like an universal tool or last resort depending on the situation and playstyle.
I tried the fight several times and It took me until level 16 for Nana and 11 for rabbit. I was able to reach the fight at half that level, but then again I did choose hard mode. While I didn't need to reload for more supplies the warning was still nice. Was the restriction lifting just meant to convey that Nana could revert or that it changed something else since I didn't notice anything different about her status. Also, what merchant? There's nobody else in the starting room. At least there is a healing spring I forgot existed for a little bit.
It's the rabbit in the top left of your screenshot is selling healing items for cheaper than normal but only before you have beaten the boss. Sounds about right for hard mode, easy and normal gives you some higher base stats as well as restricting enemies from using some more powerful or annyoing moves. Yes it was mainly to convey that form change is now possible again, as awell as that the rabbit form is unlocked. Her status didn't changed but nana is now able to learn a few of the rabbit skills for her human form in town. Oh yeah forgot about that too, was just a little help so taht one would at leat be able to fully heal themself and ot soft locking them with a few HP left.
Why is the meat free? And why can I see other buildings from inside the witch's hut, the potion store, and the second floor of the department store? It's also a bit unsettling that none of the random NPCs in the department store can be talked to and most of them aren't even animated. There are 21 pieces of trash, the warning for the rat infestation quest still presents itself as a yes/no question despite having no response and only appears once, and selecting not to sleep at the forest property still heals you.
This wasn't intentinal just forgot to set the price. my bad^^" This is because most of the interious in town are placed on the same map, for various reason like reducing loading times and file sizes. But it seems some were palced to near to each other, which i noticed to but forgott again, this i will fix now too. True xD Now they all have text and some move around. Actually there are even more, i think it were around 23 or 24 in total, i put in a few more than needed. The message and the errors with the sleeping are all fixed now too. Thanks a lot those were a lot of things you do found again^^
The new version with all those changes will be uploaded shortly.
I can't figure out, what the last form is. I have human, rabbit, fox and mouse, yet looking through the entire map I can't figure it out.
Also, is it intended that Fox Fire is locked in mouse form, but not in rabbit form (at least when you encounter the form at first)?
Did you btw place all rabbit holes in the forest? The area with chests which is blocked of west-to-east I haven't reached. And near the city is also dome elevated area, where the hole is hidden.
Otherwise, I really like the game. Been basically addicted to it. It still needs some minimap/overview, where you are, since the areas are so large.
Youa re missing teh most difficult to find one. In the forest where you start you can visit a ruin that give hints on missing transformations. If you still don't struggle here is a tip "Its linked to a guild quest that unlocks the way into a new building. Hope this will help^^
Yes it was intended to give the player more reason to stay longer in mouse form and let if feel more rewarding after the resstriction is lifted. I may have forgotten to mention in the tutorial that "Tiny Mouse" will disable some attack skills when you still have it. I may remove the restriction, not sure if its good or not.
Yes, all holes that lead to another hole are in the same area if you mean that. But some holes are hidden and need the ability of the form you are missing, so you havent missed anything in that regard.
Thanks, glad to hear that you like it so far^^
I understand taht point, i will see if i manage to make something like a map taht helps with orientation.
Also if you have fast travel unlocked it at least gives you a view of the overworld map which helps a little with orientation.
Magic does pitiful damage and only hits once. Not sure if this is intentional, but the initial dog transformation removes all EXP shards from your inventory. "Wild Ball Throwing" hits four times when the description says it only hits once. The "group" of enemies attacking the girl consists of a single rat.
You're right, i increased its base damage and now let it scale of your ultimate atk instead of the normal atk stat, i will do some testing with it now. I also updated teh skill dscription, it now says four. That's intentional, they get removed at the start of each story taht involves a new transformation and should get returned afterwards to prevent overpowewring. Don't worry they arent gone. If they not return after the story that would be a bug, tell me if that should happen. Probaly because i accidently used the script for random encounters, i will assign a set encounter for that as well! Thanks for the new finds!
Magic is now stronger and scales off your ultimate attack. Also i forgot to set an trigger to unlock new magic spells to buy. Now a few new magic spells will be added when progressing through the story. Also fixed the wrong descriptions and put a set encounter in there. As well as some more gramamr fixes i found.
Suggestion
1. Can we have some sort of a "skill list" of each form where we can see the skills that we can unlock through levelling up.
2. I believe the Night time of the game has potential for some changes. Maybe simple ones like monsters that only show up during the night. More advance options to add to the night time of the game could be quests that is only available during the night, such as perhaps a TF quest for the bonus form that didn't make it to the demo since it is the most fun form in my opinion :D
3. How about weapons and armor crafting, maybe even have some armor sets that can affect the capabilities of Nana's animal forms.
4. I'm not sure if this might be good, but how about passives for each transformations that get unlocked by levelling or by the martial artist guy :D
Thanks for the suggestions!
1. A skill list is defintily possible and a really good idea! I really like it, i will work on one then i have the time, thanks^^
Here is some base information on how much each form learns and when . The base skill set of each TF form is: 4 attack skills, 4 support skills, 2 ultimates and 4 passives (Not counting extra skills that can be learned at the dojo.). Most forms start with 2 attack skills, 1 support and 2 passives, the rest is learned through level ups (except teh other 2 passives). All skills except the second ultimate are learned by the time you reached level 20. Only the last ultimate is 40. At least for teh demo this later may change.
2. Yeah i definitly want to expand more one the night time. Certain quest as well as unique enemies are planed to be added. And i can imagine doing some events that only would occure at night.
3.It defenitly would be possible to do. Since Nana's human form hasn't much screen time in the demo i never thought about the need to craft weapons, wich definitly could change then the game grows bigger. Never thought about armor that had such efefcts. You mean something like "When you wear this necklace all fox form skills have a chance to inflict and extra status effect or get one extra hit." Because that would also definitly possible, sounds like very good rewards for special quest or events.
4.Yeah i think that would be very cool and useful. Actually each form has 2 big passive abilities that they can learn, they aren't just in the demo since i want to be make a small side quest that's needed for aqquring them. And like you suggested maybe some other you could aquire at martial artist..
These are definitly very interessting ideas! Thanks a lot^^ I will keep them in mind when i have some spare time to work on teh game!
XD, Don't hthink that it's worth to grind for that^^" I don't even know if i even check them troughly if they even work as intended since you easly beat the demo around level 10 to 15 XD
Yeah such equipment would be definitly possible to make. If this proof of concept demo should become an actual game i definitly would like to add such equipment.
For now i will lay low and wait and see how the demo is received, as well as taking a well deserved break : )
The most reliable place at the moment is probaly from gold slimes but those are rare enemies. In the next patch they will also be able to drops from metal enemies just forgot to put that in, sorry about that! It also can found in normal treasure chests but the odds are not that high. If you already can go into the nothern plains there is a dungeon where you have a good chance of getting it from treasure chests.
It can be found in town at night but a specific tf form is required to reach the place. Also you can get hints for where to find tf forms if you look in the Forest of Beginning.
Hope that helps and thanks for playing^^
Hello again, I was really upset to see the original prototype was taken down since my computer randomly decided to delete one of my game folders which of course contained the prototype. Oh well. Nice to see it's back up even if I never had a chance to finish the original (doubly frustrating now that I'm missing out on something). Do you still have the original somewhere? Onto feedback! After playing for 1 hour.,,
1. Many textboxes in the opening section advance before all the text is on-screen. Nothing important seems to be in those textboxes, but still annoying.
2. Why are healing items locked to battle? Seems like an unnecessary restriction to me. If you want to incentivize using items in battle, perhaps add an additional positive effect to using them in battle rather than locking the player out of using them on the field for no logical reason.
3. I like the randomized loot in concept, but when some items are so much better than others it can get frustrating. The Red Ring is so much more useful than anything else in the first area.
4. The mimic in the forest is just mean. No warning it is there, and it will kill the player.
5. There is nothing telling the player that the purple torches are save points. You should reveal this to the player in an organic way, such as by having Nana interact with one in a cutscene.
6. Resistance is not spelled properly.
7. Using all your buff skills on the first turn is still the dominant strategy for normal battles since there is no penalty to doing so, meaning battles against weak enemies can take longer than they really should.
8. This one is more of a personal preference, but I prefer kemonomimi (human with animal features) over anthropomorphs (human traits in animals)
Sorry to hear that but it was really outdated and did not represented the final product anymore so it needed to go. You are not missing out on anything, the code can be obtained in this demo as well it also dont gives a huge unfair adventage or anything like that so no need to worry. The game still is 100% completebale without it!
1.No they dont since the player themself need to click to get to the next textbox. Or do you mean the text is cut off at the right side of the screen sometimes?
2.To give campfires way more worth, prevent endless heal spamming and make food items more valuable. Actually some items have one in battle already with certain forms^^
3.Yeah its a game of chance but the odds for good equipment is lower so it comes down to luck. Also anything obtained can also later be bought so nothing is missable. There may be a way to increase the odds a little bit in the players favor.
4.That may be true, I will think about changing that or removing this chest, thanks!
5.Well, they are so obviously outstanding that I just doubt that anyone could miss it trying to interact with them. Touching things in an RPG is one of the common things to do. But I could maybe add a small scene to it, will think about if it makes sense. I dont want to treat the player like they never played an rpg in their whole life.
6.Pretty sure it is spelled right in at least most places but its very possible that I overlooked some places if you found one where its wrong it would help to tell me where.
7.Depends strongly on the form, with some forms it will work and with others it won't. Also if the enemies are weak there is not much reason to use all buff skills in the first place i would argue.
Also thanks a lot for the feedback again, it definitely helps^^
For the first topic, I should have clarified that I held Z and normally all the text loads.
For number two that introduces a new issue where players are incentivized to stall out the end of battles slightly so they can use those healing items.
For 5 I am an avid RPG fan and it took until the third purple torch for me to interact with it.
For 6 it was the ribbons that spelled in incorrectly.
For 7 using said support skills also raises their level.
1. Oh I see so it wasnt the game fault then at least^^ Would had been a crazy bug otherwise xD
2. Sorry i think I dont get that point. Nana herself even has healing skills in battle and potions arent that expensive and can be found. Its like any other rpg where you use a item in battle i would say.
5. I guess that can happen everyone thinks and acts differently after all. You just the first person from which I heard this problem. You did play the first prototype so shouldnt you already known that, since it was the same as in the first demo after all?
6. Oh i see thanks for pointing it out, will fix those later^^
7. I can see your point if you want to level them but its completly optional. Its one of the ways to get stronger but absolutely not required.
8. What can I say about that its just personal preference and not really feedback. I like both so I added a mix of some more furry and less furry forms. But thats fine, like you said its just preference, every one likes diffrent things^^
New Prototype session 2.
1. Nice Wodden weapons in the shop/
2. Glad to see one of my suggestions to prevent the player from wasting money made it into this version.
3. Glad attention was drawn to food even if it makes TP a non-issue with how stupidly cheap peaches are.
4. Why do you keep the traveler attack skills but lose the support ones when changing classes?
5. Auto regen combined with the "Withstand Lethal Hit" buff is likely stronger than indented since the buff doesn't go away after activating, meaning it can activate every turn with the slight automatic healing.
6. Pole kick only hits once instead of the two hits the skill says it does.
7. You can inherit skills from forms before they're at the requisite level to use them.
8. Hard mode is poorly balanced. Despite being Level 20 I can go from full health to dead in a single turn from the enemies outside the town,
1.For completionist sake I left them in, can't hurt after all xD
2. Yup think it made sense to have it!
3. That a good point! I should limit the carry limit on them as well
4. Most likley a bug I would assume. Could you take a screenshot of it? Then I can fix it.
5. It isn't that strong since its not that useful if na enemy uses a multi hit skill or more than one enemy attacks in a turn, so I think its not too powerful.
6. Oh good to know, thanks for finding, will fix that!
7. You mean like you can get them before reaching the level with the form they original belonged too? If so, well yes, sadly not much much that can be done against it but i don't think its something bad at least.
8. If they had the advantage in element that can easy happen or if you unlucky. But with the right element this normally rarely happends. (Except Mimics maybe.) But of course I will change and rebalancing if more people think that as well. Probaly will become easier or harder slowly happen over time depending on feedback. So thanks for your opinion!
I'm seeing some spelling and grammar errors still. Did you have anything planned for the guns I'm seeing in game? Because they have no skills at this time from what I'm seeing. In the full game will there be a transformation similar to the mouse when it comes size change but growing rather than shrinking?
Its very possible that i missed some, if you can tell me there i will fix them!
Yes guns were also planed to have a class with skills associated with them. Just not in the demo.
I have some rough ideas when it comes to tf's that could make it in the full game but i haven't made plans that are set in stone. I do would like to have one in the game with the opposite effect from shrinking but I cant make any promises if such a forms would end up in the game at the end.
I think it's a great game a should be brought back out in full release with a little more effort about the implementation as well bugs, spelling, & grammar errors. With time and patience, it will be an even better game so please don't give up hope. Also, you don't need to make everyone happy and go with their preferences. Because for one there is roughly 8 billion people in the world so it's relatively impossible to make them all happy. Just focus on toughs who are interested in this kind of stuff. Find the people who will stand up for you, as well as by you, add help however they can. Good luck & God bless your journey.
Furandre is right it's not completely impossible just a little difficult for those that don't have the item they're talking about and/or don't have great hand-eye coordination with computer games. Let alone the words per minute a person is able to type cause it's difficult for because of my max wpm is 25/ hand-eye coordination sucks with computers. My sister was able to do it. Granted her maximum wpm was 65.
Yes, a little granted when I tried last, I was incredibly lacking in the sleep department, not to mention my hands were hurting from playing all night. Because for some reason at least for me you game is kind of addicting. But I for those that have hand-eye coordination with game system controllers a setting to use one would be a great addition, but that is just a suggestion
Maybe but I think I may just made it too hard, I have no problem beating it since I designed it after all. I could turn down the speed a little bit for normal and easy or a option shows up to slow it down after failing enough time. But if you think that may be teh case you can try the option menu, there is an option to lock the game to 60fps.
Update: I added a option to slow boulder that will show up after losing the race for certain amount of times. It is include in the new patch!
I see, maybe I turn down the speed then for easy and normal and leave it like this for hard.
Also thanks I take that as a positive thing xD
Sorry I don't fully understand what you mean. If you talking about controller support and settings: The game already has a setting to rebind controls for keyboard and controllers. The controller option only shows up if a controller is detected, i think, so you may have missed it because of that. I only tested ps3 controllers but other like xbox controllers should also work, just don't have one to test it out myself.
Update: I added a option to slow boulder that will show up after losing the race for certain amount of times. It is include in the new patch!
Some things of note:
The flying drone enemy's multi hit attack seems a bit unbalanced. Sometime it will just keep going, taking out your full party in one attack from full even in normal mode. Having to go through the zone with them by yourself to unlock the manticore is super annoying when they decide to hit you that many times, killing you even if you are defending.
Werewolf defend mission can scale a bit too hard during the defense segment if you get into too many combats.
Skills that retrigger can be a bit annoying because after they have killed everything, they still have to go through all the reactivations.
There is a graphical freeze that can happen sometimes, the game still works, just the graphics don't update. This appears to be a known RPG maker bug that can be prevented by developers somehow. Might want to look into implementing whatever that fix is.
The unfinished stuff is buggy, who would have guessed. To be more specific, the castle has some npcs with incorrect dialog, and some enemies just don't cause combat when you run into them in the same area. Some of the dialog things are the guard in the past causes the barrier removal dialogue before disappearing, and the upperleft room npcs all have the same dialogue as the guard the stops you from going north.
Are the trees to the left of town and to the right of town meant to take you out of the other when you exit them?
I might be doing something wrong, but I tend to not use ultimate because they do less damage then my normal skills.
Using xp shards needs a better way, because using hundreds at once takes forever. And you do end up with hundreds of them
Squirrel park has a cliffside that doesn't have collision. Its the one I am facing.
I see, I made that attack to have many hits but low accuracy. So you could have gotten very unlucky. Thanks for the feedback then i will reduce the hits by one and lower the accuracy a little bit more.
That is good to know, thanks! I may turn it down a little bit then!
Yeah that is true but unfortunately I didn't found a workaround yet. Sorry for the inconvenience!
Oh that is good to know, haven't heard of it yet but I will look into it. Thanks for reporting!
Youa re refering to teh castle in which you get the secound World Fragment, right? Yeah noticed that today as well and replaced the placeholder text for the Guard. But I didn't knew that with the encounters so thanks, will fix that as well!
Todays patch also fixed the trees, was a mistake.
Maybe hard to say. They scale of the Ultimate Attack stat. I personally hadn't notice them being to weak or got other people reported it but it may be the case. Do you mean All or just some, because a lot of them are at least pretty strong from what I have seen but some may not be balanced well yet.
The new update today added the option to covert exp shards into exp potions at the witches place in town.
Good to know thanks will fix that as well!
Also thanks a lot for playing and finding all this stuff. i will work now on fixing them^^
Hope you still had fun with the game!
Some ultimates are definitely better then others, that is true. My experience is that ultimate can range from good to absolutely terrible. A factor in ultimates not being great is the the skill leveling system, you use skills more so they level up more then ultimates which you use rarely. At low level I would say at low level ulimates are better then skills, but as skills level up, the ultimates become worse just because they don't level up as much do to how rarely they are used. This makes me unsure how good ultimates are if you use them move, as a level one ultimate does not compare to a level 15 attack skill. Maybe other people just use them more and so it just works out better?
Oh yeah i can see that point!
I tried to giving ultimates more stronger effects like double activations, extra hits or powerful buffs debuffs to make them more useful. I also tried to counter act this by making ultimate level bonuses more powerful. A damage skill gets +5% dmg per level. Ultimate skills gets +10% dmg per level. Maybe increasing it to +15% or +20% per level could solve this?
What do you think?
I found the bug you were talking about and also added the fix in ym game it shouldn't happend anymore now! Thanks for drawing my attention to it^^
I also fixed all teh other things besides the Defending Quest and Ultimates since those will need more precise fine tuning as well as feedback from others. But I will keep them in mind!
Thanks a lot for the valuable feedback^^
The new demo was something I've been anticipating for a while and it didn't disappoint. I really enjoyed playing through it and finding all the new forms. If you do continue working on this, I think you should add more bad endings instead of scrapping them. I really liked finding them and seeing what happens to Nana.
The only two things I had issues with were that the golden retriever bad ending doesn't have the bad ending indicator even when it's turned on, which makes it difficult to find because there is no indication that the gold chest in the forest triggers the bad ending otherwise. The other main issue I had was the balancing between the different forms (specifically I think the wolf form is a bit too good and the golden retriever form needs a slight rework to the playful meter). If you hit 20 stacks on the playful meter and get overexcitement then there is no guaranteed way to get out of overexcitement. I feel like overexcitement should have a cap on the amount of turns it lasts, there were times when I'd not get out of it until about 7 or more turns had passed. Also, I don't know if this is intentional or not but for some reason using a party potion with a party member also increases playfulness by 1? As for the wolf form, the boss fight for this form is a big difficulty spike compared to the rest of the game and I needed to grind to around level 17-18 playing on normal in order to beat the fight, which is a way higher level than the other forms I had unlocked up until that point. Combined with how good the wolf skills become at night and I felt inclined to use the wolf form for everything outside of when you're forced into other forms. Then again, I did unlock the wolf as my fifth or so form so maybe I went to it too early, but I still feel like it's better than every other form in combat.
Oh glad to hear that you enjoyed it and had fun^^
Also thanks for the input, I definitely like the idea of adding more bad endings in the full version, just dont know if my writing skills are up for it^^" But yeah idealy i would like to make one for each form!
Oh i may have forgotten to put a warning there, will fix that!
And yeah balacing is hard, the wolf form really might be a bit too op at least at night. I could either nerf the skills or add a negative kind of effect in the night, are two things i could think off. Suggestions are welcome if you have any!
True the punishment might be a bit too harsh, a turn cap is an good idea! I will start working on something like that^^ Thanks for the idea!
I think it was intended since originally skills raise the playfullness level a lot less until i changed that, i probaly shoul remove it.
With yesterdays patch party members now will warn Nana when trying to enter that area early to let players know that its has higher difficulty. Despite being open from the beginning it defenitely meant for later visit but srill lets player try. Also a reason why you get a pretty strong form for that questline. But i definitely could make the forest only reachable with another form.
Also thanks a lot for the feedback, i will work on the things now^^
Update: I came up with some ides to test out.
-Ultimates Skills now have a stronger scaling which should make them stronger.
-The Over excitment now onyl last 5 turns and each turn the playfullnes level gets reduced as well then having it.
-Some of the wolf skills are nerfed and now come with small negative effects.
Session 3.
1. Hard mode is still unfair at times. I connected this issue to how many enemies have low accuracy multi-hit attacks, meaning if you get unlucky you can die extremely quickly. (save here: https://drive.google.com/file/d/1qxlgVHKCY8DiQkOvmJ8IaPb-t4mhsn8U/view?usp=sharing)
2. Foxfire has a typo in its description, saying it inlifts soul burn.
3. HP regen 1 had no effect during the Rabbit miniboss fight for whatever reason.
4. Kitsune support skills aren't restricted to self-use.
5. One of the transitions in the Rabbit Burrow can spawn you on top of an enemy (pic included)
6. Superior Damage status does not have a description.
7. Foxfire is way too powerful against the Mutant Plant, I never had a chance to use Carrot Splash.
8. Bad ending trigger does not go away upon completion of the Rabbit Burrow. Initiating the event at this point softlocks the game.
9. Jump Feathers and Vision stones are too expensive to be of much use.
10. 10K is not a lot of money in this game, the gold ring's description is misleading.
11. There is missing piece of collision in the west plains (pic included) that allows you to get items early.
1. Yeah hard mode definitely requires grinding and a bit of luck. Blaalcing also continues, the Enemies on Hard now have a little less HP and Atk, will be included into the next patch as well. Also Ultimates are just getting rebalanced right know in teh next patch tehy should be deal a good amount more dmg as well as some skills got buffs and nerfs too.
2. Acually some offered to work as a editor and we are currently at fixing all typos in thw game, patch will come when we finished looking over all the text^^ But still thanks for mentioning!
3. Thats interssting and strange, will look into that!
4. Even in the new patch? I thougt I already patched that, But thanks I will look over it!
5. Oh your are right I misread, fixed taht as well, thanks!
6. Oh good too know, will add that! If you want to know what it does: It gives like the name suggest Superior Elemental type to caster^^
7. Thats very true noticed that as well, definitely shold nerf it a little bit!
8. Like the impcamper mentioned it's there just hard to see, I will make them more visible!
9. It's the point at least for the feathers since they act as a more Deluxe kind of item but yeah Vision Stones could be a little bit cheaper!
10. True it cgot really outdated since the first Demo, I will increase its value good find^^
11. Also great find, i will fix that too.
Also thanks again for all teh feedback and finds^^
3. I may have an answer now. If you are inflicted with a negative status effect like burn it may cancel the HP Regen out. Since seffcts like "Burn" give negative HP Regen. For exsample if you had 3% HP regen and Burn gives 3% or more negative HP Regen it would cancel it out and resulting in no turn based dmg or reduced the turn based dmg if its stronger. Hope this could clear things up^^
7. As for the Fox Fire, I changed it to 2 hits and gave it two more rouns of cooldown and a warm up from 2 turns. If taht is too overkill i may remove the warm up. What do you think?
Besides that I fixed all other things you found, thanks a lot for the help! Will be included in the next patch^^
I think Foxfire is fine as is, it is reliable damage against most enemies. I just think the Mutant Plant boss was incredibly weak; its ultimate did less than 20 damage to my characters. even if they were defending. Honestly, the entire Rabbit Burrow was way easier than the southern plains. Then I went into the western forest and the enemies were still easier to deal with. I feel the problem comes more from enemy balancing than anything else.
I see that is good to know but I think i will leave the cool down at least one turn higher. Yeah the enemies ultimates are probaly too weak, I will buff them a little bit
Balacing and fine tuning is definitely the hardest part.
Then teh rabbits should definitely getting a bit higher stats.
You think enemies have too less HP or too Less attack or both? Or something more like the Rabbits had too less HP and the enimes in western plains too much hp for exsample. Or maybe something else entirely.
Session 4,
1. Why does it cost money to combine EXP shards? You already need 100 of them which you'll likely never have,
2. Job hunt description has a typo, "before they multiple"
3. Burning Determination does next to no damage. Not sure if this is intentional or not. Honestly, ultimate in general do less damage than normal moves,
4. Preferably there should be a save point next to every warp point for consistency's sake, especially as you can just warp to a place with a save point.
5, There should not be random NPCs in the area during the night hunt quest for obvious reasons.
6. "Snap out of it" ends Rabbit's turn without warning.
7. Nana's portrait in the turn order does not change mid battle
8. Inherited skills do not share their level with that form's version
9. "Night Hunt" is called "Shady Business" when it is completed.
10. Why is a knife the same cost as an objectively worse rusty knife?
11. Why is Rabbit allowed to wear body equipment when the slot is locked?
12. Where does Rabbit go in the desert? He's there before triggering the TF even but just disappears afterward.
13. Salamander's defense stance has no priority despite taking the user's turn.
14. Got killed in 1 turn during the Salamander TF section due to the cacti, Multiple times. I'm taking a break ( https://drive.google.com/file/d/1mzsHh2SpPrxRs8XeW4w41TwEQ5YP0jM1/view?usp=shari... )
15. Multi fire shoot only has one extra hit from having 5+ ignition stacks, and it doesn't seem to consume them
You pick up xp shards at a higher rate the more your play. 500 of both weak and faint xp shards. This is after using hundreds leveling different forms. This might be a difference in difficulty though, as i am playing on normal mode.
Party members disappear the second you get a new form until you finish the form specials mission. Something should probably be added to tell you about it though.
The rate they drop actually depends on your current forms level, the higher your level is the more of them will drop and the higher grade ones as well to make leveling lower leveled form easier. And I agreee, I also had hundres of them besides avoiding most fights for testing purposes in my runs. There currently is no diffrence in difficulty but that my be an interessting idea for later implementation!
Yup to keep balacing more manage able they get removed as well as exp shards and are returned after the forms story is completet. That also is an good idea! I will add an extra text in the Party Member Tutorial and warnings! Thansk^^
1. Since a service like making items for the player should come with a few I think, it's fitting for a witch imo. Depending on your level those shards drops can fastly add up. I had over hundres of them besides avoiding most fight for testing purposes and the other test players had a lot of them as well so I think 100 is a good amount. At least for the faint ones. May change the higehr ranking ones later.
2. Nice find!
3. I unfortunately can you just the same thing like before "Ultimates are just getting rebalanced right know in teh next patch tehy should be deal a good amount more dmg as well as some skills got buffs and nerfs too."
4. I think the game already has a lot savepoints but I understand what you mean. I definitely could add more. But I don't unerstand what you mean with "especially as you can just warp to a place with a save point". Do you mean its just would be nice if a safe point is besides every war point, if so yes I can see the point.
5. There isn't as far as I am aware if you playing on the newest patch, there should be only one in the central area who is giving a hint for the quest. If I miss anotehr one please tell me!
6. Oh right, added the information to the skill info!
7. Thats a limit of the script, I sadly can't do anything about. But it shouldn't be to bothering since its only visual and dont affect gameplay. Sorry for the inconviniece!
8. Yup they don't, since they are not the same skills in the database but slightly modified version so the skill level cant be shared unfortunatly.
9.Those are two diffrent quest. Are you sure taht you didn't mix them up?
10. Oh you're right, just was a mistake I overlooked
11. Sorry I don't understand the question i think. It's already wearing something in the body slot that just can't be removed, taht's all.
12. To keep balacing more manage able they get removed as well as exp shards and are returned after the forms story is completet. I will add an extra text in the Party Member Tutorial and warnings who will mention it! Sorry for thw confusion.
13. You're right taht is an overlook as well. Sorry^^"
14. I will take a look at it later!
15. Good find will fix that.
Fixed all of the things you emntioned now!
Thanks for the feeback!
Sorry dont understand wat you mean, its complete and still says Night Hunt from what i am seeing in your screenshot. Oh you mean the text at the end of the quest says "Shady Busness" instead of "Night Hunt", I fixed that as well now but its only a visual error not affecvting gameplay or the actual quests so no worries^^
4. Yes
5. For me it seemed like it was just the regular night NPCs.
9. I linked a picture.
11. Rephrasing it, why does Rabbit's class have the ability to equip other body gear when that equipment slot is already locked?
12. It would be nice if there were at least a few text boxes rather than him just suddenly being gone.
4. I certainly can add safe points to all of them, dosent hurt after all to have more!
5. You mean there were more than one? Excluding Guards?
9. Yup saw it and figured out what you emant, is fisxed now as well!
11. Oh you mean that, the Equipment types are the same for every actor in the game. It's just an engine thing or restriction you could say. I think there are plugins to tingle with that but that can mess up a lot of other scripts so I like to refrain from using it.
12. You are absolutely right. I added that now at the beginning of every story start as well!
Shoudla void confusion and will be in the next patch as well^^
When going after the demon, I noticed that for some reason, the skill sword rain does not trigger in the first round. Actually, maybe no sword skill works. Also, maybe you can synchronize the skill levels of inherited skills with the normal versions? I imagine having a check when switching forms.
There is also a mismatch of the description of the healing of the potions and the actual healing. The Spiritual Border skill seems to change also its healing output randomly between 50% and 100%.
You mean the skill does not work when using it in the first turn? Can you explain it a bit more detailed I think I don't undertsand whyt you mean?
Sadly that is not possible, since they are not the same skills in the database but slightly modified versions, so the skill levels cant be shared unfortunatly.
Healing potions and skills are affected by the chaarcters healing rate. If Nana has for exsample a 125% Healing Rate all healing potions and skills would do extra 25% healing.
Hope that clarifies it!
Sounds really strange and like a bug. You amybe have a save file aviable so i can test it out and see for myself?
That is just how the engine works, even if the enemie is technical dead already the game skill needs to finish all attacks on it to move on. Sadly not found a workaroud that yet. At least that is what I think you are refering too?
I have one at https://drive.google.com/file/d/1NLBU8v5D-0srC9HiQ9xXMLQYb55LU6nP/view?usp=shari....
Yes, that sounds like it.
Another bug: Serina calls out the Slime transformation (after opening the locked door in the ruins), when you are using the mouse form. Not even sure you can get the slime transform at that point. I had done the only 4 guild quests yet and didn't get to the new ones.
I tested it out with the newest version currently aviable to downlaod, I used sword rain and a ew others and they worked no problem for me in that save file. I also tried using them at the boos and had no problems either. Sorry couldn't find anything.
Oh right forgot to set a switch, it should be fixed now. New patch who will fix a lot of stuff also comes out today.
Yes you only need to get 100 or 125 reputation to unlock the quest for it, so its possible but not the "Common" route I would say.
It work for me then I tested it so Iit should be i assume.
The new patch that comes out today actually reworks the "Rabbbit in Heat" status effects a little bit and makes it easier to lose the effect. Now condition also gets removed after a set number of turns. Also should fix the guarding thing as well i think.
Session 5. (This one is shorter because I didn't want to initiate another TF section)
1. Salamander is resistant to physical (-25%) and weak to superior damage (+24%) instead of resistant to wind and weak to water. I think this is part of the reason the Salamander section is randomly much harder than other TF sections.
2. Charms increase status resistance by 34%, not 33%. Minor but still an error.
3. You can save during the egg minigame and "drop" an egg even when not carrying one.
4. Salamander's "Raising Temperatur" is misspelled.
5. I obtained a fourth tail ability despite not having any second or third tail abilities.
6. Learning new form abilities will take 5000 Gori even if you don't learn anything, especially bad as you can't see the abilities to learn without committing.
7. The Droplet Shot spell uses a fire pillar animation.
8. Not sure why I haven't brought this up before, but Anemia is a condition where there is not enough oxygen in the bloodstream, causing random bouts of weakness/fatigue and lightheadedness. That little factoid may have... connotations, be it intentional or not,
1. I am very sorry it somehow compeltley under my radr. Yeah some of teh new forms have the default ressitances still. I will fix that now. Since that is pretty big and a lot of other things also pilled up I will try release a new patch today. Thanks for noticing it!
2. I think taht happens since 33% is a very bad number to use. MAybe I change the description to 1/3. You think that would be better?
3. That certainly is a bug, will fix taht as well. Thanks for finding!
4. Fixed as well!
5. Not a mistake, which ones you get first just depends on the order you find and do quest. So nothing to worry about,
6. Yeah, actually I may have an idea how to fix that! Will be included into new patcha s well^^
7. Must have overlooked it. Fixed as well!
8. Oh really I just came up with the name myself, didn't knew that this was an already existing word. But the name has no meaning or implications, wasn't intentional.
Also thanks again for all the finds, you do not mind if I write you in teh credits under "Special Thanks" since you already discoverd so much?
Ironically, while I had to pop potions several rounds directly following each other as rabbit, as slime I had no issues even alone. But getting there was tough.
Skill Spear Throw seems very underwhelming in its effects. Same goes for "Lance of Gungir". Sword Rain skill name lacks a quote. Full Support ignores the inherited skills as well those of the partners, as well doesn't trigger after a in-battle transformations. It also didn't trigger at the fight against the town demon. Maxed out skills should be displayed differently.
It is not clear how to collect the missing materials for the supply quests. There is no way to look up "you need monster X, found at Y".
The "find cat" quest doesn't adjust "give fish" to the actual requested item.
Spiritual Border seems really iffy in its results. I've gotten different results despite the same routine in the same form in two subsequent battles, without changing anything. But in cat form, I don't even recover the Rebirth loss, which I at least always managed in other forms.
Also, Traveler skills don't appear anymore, but I'm not sure if that is due to cat form, or due to my soldier job, or due to the version change. Those at least had some use to fill out turns where I had nothing else to do.
Egg collector guy doesn't update his text after he added the quest or you have taken it. Similarly, the girl "cats are overrated" doesn't react to either fox or cat form.
Fast travel in town doesn't have northern parts added to the menu after opening up that part.
I see, the sewer seems to need more balancing. You think the slimes had too much Atk, HP or maybe both?
You are right they are a bit lackluster, I gave both of them a decent buff! Also fixed the sword rain thing, thanks!
Yeah i wasn't sure if it also should included inherted skills so I excluded them at the moment but they could be included. And making it trigger after an in battle transformation would just lead to a lot of potential bugs so that is a thing thats unfortunately not possible. That's intentional, it excludes important battles as well as bosses. Would be nice but haven't found a way to do it sadley.
Pretty much all of them are monster drops or from treasure chests but some also can be bought at the guild to save up on grinding if you have the money left to spare. But yes you are right, tehre is no real indication wher to find them.
Oh you're right, I missed that!
I actually have no idea what the case could have been, there is no fluctuation in the skill, the only thing afefcting it would be healing rate but that wouldn't randomly change. I am working on an overhaul for the healing rate, so that might fixed it in the future.
They were left in by accident the new versions patched them out. Sorry for teh invonvinience!
That's true, he only updates his text after finding an golden egg. But now I also giving him so extra test and a very small hint.
Actually a cutscene should play when talking to her in fox form, but yeah nothing happens in cat form. And I now added some extra dialoge for the cat form as well.
Yeah its only updated after making your way near the fast travel point in the northern parts. Hope taht helps.
Thanksa lot for teh feedback!
In regards to the slimes, they have at least too much damage. 2 big slimes left me with no choice but to drink potions, as their two attacks nearly depleted my full hp bar. Also had such a situation with 1 big and 3 small slimes.
Other thing I noticed is that Golden Retriever Nana wears sometimes towel, sometimes clothes. After the TF part, I think it should be always clothed, even in battle.
Kay good to know when I reduce their attack a little bit, thanks!
Just for reference, have you ever used Def increasing potions, bought passive upgardes like Def+ or unpgarde def with skill points?
Oh really, must be a thing i just overlooked for the overworld. For battle that would require drawing a new version with clothes which is just too much work at the monent, but I may do that for the full version.
Is doing 24000 thousand damage per attack normal? Not sure if that is because the enemies are in the western plains or because I have Luca in the party. I killed that ghost in a single attack as well. Hmm, after some further playing, the damage seems more normal? Aside still dying with one attack.
Also, is "Leben Ring" intended, and not "Life Ring"?
Session 6.
1. Cure it Alls can be purchased for 250 Gori from TF episode shops yet can be sold for 2500. Granted you have to finish the episode but that's still easy money. They also remove all positiv status effects.
2. Where to Nana's clothes go during the mouse section? They just kinda disappear as is and her sprite is 100% naked.
3. For whatever reason Foxfire is disabled as a mouse despite other Kitsune skills being available.
4. The monster rats respawn meaning you can kill the same one over and over to complete the quest.
5. You can see other rooms from various positions during the mouse quest.
6. The two types of monster rats are hard to differentiate.
7. Healing items have nearly triple the effect on mouse form for some reason.
8. Nana's clothes magically reappeared when the tiny mouse effect was removed.
9. If the stairs are too dangerous for Nana why is she stopped by the bars?
10. Spiritual Border can continue levelling above ten and begins only requiring 5 uses per level, the same amount of uses required for the first level.
11. Giant Coin turns into Protective Coin when picked up.
1. The description of the item states: "A antidote that removes all negative and positiv status effects."
Yeah I made the items cheaper in the TF episodes but you are right I also should reduce the selling price, thanks for noticing!
2. I mean its just a game about magic, monsters and transformation, not everything needs to be realistic.
3. The tutorial states: "Also you can't use certain skills when you have "Tiny Mouse" effect.". It also includes Fox Fire.
4. Yeah I am aware of that, just couldn't figure another way out without potentially softlocking the player. But I came up with a solution now, will be fixed in the next version^^
5. Makes sense for me since all the rooms are in the same building. So I don't think of it like a bad thing or error.
6. In the mouse quest is only one type, If you talk about all enemies, yeah there exist a brown and a black rat/mouse. Sorry I don't think i get the point.
7. Thats unintentional side effect since I tinkering wit the healing effects, will be fixed in the future as well!
8. Same as 8, just a visual thing to give more variety.
9. Pretty much same reason as for the cutable bushes in pokemon, just to give an excuse why the player can't go there.
10. 10 isn't the Max level. But that is strange, actually each skill level only should take 5 uses. Maybe that is one of teh changes that only affects a fresh new save file? I will look into it later! But the plan is taht every level only should take 5 uses since there are so many skills to choose from.
11. Forgot to rename that after renaming the item. Fixed as well.
Thanks for all the finds again!
6. The difference between the two palettes is subtle and they have very different stats. Maybe there should be more distinction between the two.
10. When I was playing each consecutive skill level took more uses than the last. I've seen other RPGMaker games using that plugin in that way, so I thought it was intentional.
6. Yeah i can see that point. I will replace one of them witha new drawing once I find the time to draw another one.
10. Yeah it at first was intentional but I later decided since there are so many skills that it would make more sense to always set it to 5. Sometimes plugin change are only reflected in fresh saves but in theory it should be only 5uses per level for all skills.
i think that the squirrel skill powerfull bite is bug for the leveling. i thnik that when you use it when you have nut stack you use the attack again a the place of gain a extra hit so it level up really fast i unlock the form not long ago and the skill it level 27 (i just use it again with only 2 stack and gain 1 level from use using it)
Session 7.
1. Red Chests refill after an update.
2. Serina should not be at full health when she joins for plot reasons.
3. Serina randomly stops Nana from moving.
4. Foxfire and Limit Break on Serina hit one less time than advertised.
5. Divine Judgement only hits once.
6. Serina's Foxfire skips the rest of the turn rather than not taking her turn.
7. The TP urns in the ruin are completely unnecessary, likely a remnant from a previous version where TP was needed to navigate it.
8. Despite using the mouse transformation to go through the hole, both Serina and Nana mentioned slime form (I suspected that was a form from the gates but still a spoiler)
9. Draconic Strike's description takes more space than the text box allows. It's enhanced version also does not work.
10. I did not have a chance to defend against the demon's ultimate.
1. Which one do you mean? Or all? Maybe could be a side effect of changing toa newere version, nothing I can do about if taht is the case. But then Normal chest should reill to sicne they use teh same logic.
2.Good point!
3. You mean a softlock? And also where?
4. Limit Break actually was just a placeholder skill I forgot to replace, will be fixed in teh enxt version.
5. Regarding teh others: Are you plaing the newest version? The skills hit count is already fixed, i just looked them up, so tahts strange.
6. Yeah the description only emans it cna be used withut delay in the next turn not that it isn't using upa turn. Sorry if the description was misleading.
7. They are actually needed but I won't spoil why. But they are meant to be tehre.
8. Already fixed like the skill counts in the patch from yesterday.
9. Its fixed now thanks!
10. Sounds like a bug.
I can't find those alternative paths. Not without being able to push rocks. Not sure which form you need for that.
Divine Judgment (human form) seems to heal the enemy instead. Also, "continuing forward" message in castle does not restore vision, when choosing "no". Nana calls Luca Nana in the conversation with the king. In the second highest floor, in the room with wooden chairs, there is a lacking collision for the leftest one, allowing you to walk into the table.
Also not sure, but sometimes Phantasm Barrier doesn't activate with Full Support. It happened with the kitsune form in battle at least. Also, every time I have forced transformation, the order in the party is reset. The evacuation leaves some knights behind.
There is no indication that you can change forms for kitsune.
The "return home" scenarios for the new forms have issues, if you choose the retry option. Kitsune is ending up in human form. Slime doesn't reset the Trasnformation CD. Cat seems fine. Didn't test the others yet.
The abandoned park warning does not work for the gate and you can even leave.
Life Saver Resurrection is not usable if you have full hp.
Not all skill names have colons in them. Dancing Sprititual Flames has Spiritual mispelled.
In the park, when climbing up the area with the arrow pointing upward to the tree, you can fall down on the right side next the mysteria coin chest.
Any reason why Storage Gathering fails to produce Endless Supply even at the beginning of the batlle?
Just for the case taht you didn't know, in the forest of beginnings where Nana wakes up as a Fox you can find a "Shop" taht sells you hints on where and how to find all tf forms.
Which one. Accidently without noticing I seemed to have used taht name at least twice. If you mean the spear ultimate I didn't found anything wrong with how it works. But all the other things mention I did manage to fix!
Yeah that is some wierd decision on my part, wherner a tf story is active the skill will be excluded in Auto Cast, its a left over from testing that I forgot to remove. Sorry about that.
Sadly tehre is not much taht can be done against at the moment that but, only having three party members with at least guaarntes taht they are always in teh party after a tf story. Since you only have three in battle there isn't a point to bring more anyway. But I amybe find a way in teh future to make the game remeber teh order!
Becasue you shouldn't be able to until after the story is over O.O Seems like tehre is a bug taht allows you to change but thats not intentional.
The Kitsune one should be fixed now! If you transform right before initiating it, I think no skill resets if you end up in an ending quest where Nana dosen't move much. For the cat one you need to move so there was time for the skill to reset. I think that should explain it.
I think I added the warning there too, in yesterdays patch since I forgot it and yeah with the slime form you can still leave before you trigger the transformation.
Really? Thats strange I will look into that! Thanks for mentioning it!
Oh I never noticed it. Now all usable skills should have them taht were missing them! Thanks for even noticing it!
Fixed now as well.
Thanks a lot for all the findings! Will all be fixed in the next patch^^
The Final Judgement spear one. But maybe it was another bug, or enemy action I failed to notice.
The Fairy Forest Warning mentions carrot mystery.
Anyway, when I start the game, it always opens another dialog called "Profile Error Occurred" and with the contents "Your profile can not be used because it is from a newer version of NW.js.
Some features may be unavailable. Please specify a different profile directory or use a newer version of NW.js." it is ultimately harmless, but somewhat annoying.
Lunatic Moonlight Dance is effectively unactivateable, unless you deliberately forgo all other wolf signature attack skills (or at least manage to activate them before you have too much fury).
I'm somewhat annoyed that Third Tail rounds down. For 10 SP, you get only 2. So this seems a bit a mismatch of granularity here.
Transforming from wolf to kitsune in battle led to all kitsune skills to be unavailable.
Also, before I forget, keeping everyone in the party, even if they don't fight, grants them XP passively. Which is the reason, I want to keep them in the party. I also want the order of party members in a certain way, to allow them using their skills. And I get dialogue to hear involving them.
Phantasm Barrier still doesn't activate reliably with Full Support.
Manticore's Final Word could nearly have a loop of damage. Not sure how many extra attacks are meant to be. I like the Manticore Story, so no change needed.
The desert is as hot in the night as it is in the day. Also I can't reduce the damage taken below 13, despite adding equipment.
The torches to be lit mention a relic, even if you never know that the relic exists. Maybe let Nana try and fail.
You'rt are right, I thought about that as well. I will reduce the cost to 4 for a test. And we will see how that goes.
Yeah it might be a bit to less. So I incresed the effect to 35% for a test.
You're right, that is a bug, fixed it now. Will make a new version today.
Yeah that is actually a good point. I found a way to keep the order, it will also be included into next version.
Sorry forgot to remove the restriction again. Now its removed as well.
I also rebalanced it a little bit and made the extra hits faster, should be more smooth now as well. Now its two extra hits for every two stacks of "Surging power" of isnstead of one hit per one stack. Should make things faster.
Most armors have a hidden stat on how much they remove or add to the heat dmg taken. It's impossible to get it to 0 with clothes. 13 is already pretty low. I amy add an extra hint to that sections as well.
Thanks again for all teh feeback^^
I see, maybe needs some rewriting there, tahnks for noticing!
I would appreciate, if the downloadable file would be versioned in some way. Currently it is mostly guessing if you updated it or not.
The characters talking about the quests for more materials do not change lines after you finish them.
It seems possible to end up softlocked in the park due to lack of tp.
I fond 9 of 8 mystical flames in the western plains.
Inside the demon ruins, there are three gates, through which using slime form does not work.
Taht actually is a pretty good idea!
Will do that, now the title screen of the game as well as the downlaod file will show the version.
Thanks! Will be in the new version!
Also which characters do you mean?
There is a jar that refills all HP and TP near where the first golden acorn is found so it shouldn't be possible. Could you describe me how you did it?
Seems like I miscounted, I will update the counter thanks!
Should the gates locking the chests, i assume. Those are opened with switches.
I probaly should changes the gate sprites to avoid confusion.
Thank you somehow completely ignored thestairs but checked every single other building.
Though now I seem to be having a issue with the squirrel TF, it says I need 30 acorns to progress, but I currently have 41 and the squirrel still keeps telling me to come back when I have enough. I did buy 15 acorns from the squirrel merchant if those don't count though, if that may be the issue why. Otherwise I have been circling the area grabbing every acorn I can possibly find.
Thanks
Also forgot to note it, but I experienced a crash during the mouse TF where when I was in the bathroom when I went to enter a mouse hole on the north side I moved onto the tile right of it (on the toilet) and the game crashed.
Glad that i could be of help!
That sounds really strange sicne no one report that bug yet.
Same for the crash, does it show an error screen? If not this may be an isssue related to the engine and operating system used.
Could you send me your save file so I can take a closer look into it?
You can uplaod it at thsi sire for exsample: https://ufile.io/
Then I have an explanation for you that most likely woudl explain it.
Your game probaly runs over 60 fps, which could cause a bug that could lead to random crashes because of a error in the engine.
One of the newer version fixed that, so if you had an older version it may be that you are experience that bug.
I can't say for sure, but for now that is the best explanation i could come up with.
If you have the feeling that enemies and other objects like npc's are moving to fast be sure to try turning on the 60 fps lock option in the option menu
I also would recomemnd grabbing the newer version, don't worry your save would still be compatible!
Sorry for the inconvenience!
i found a weird bug that if you didn't start the quest demon hunt and that you you go there and that you have start the bad ending 2 you will start the quest and you will still be in the bad ending state so because of this you do not have the transformation skill and cannot save.
Also it would be fun to have a place where you could get some tips to how to get the bad ending if you want to see them.
Session 8.
1. Kitsune skills can still be used on anyone
2. Foxfire description now says two hits despite still doing three.
3. The healing portion of "Climax" says "Rabbit support 4."
4. The possessed soldier has plenty of typos.
5. Fatal Barrage is two 7-hit combos to random enemies, not 14 random attacks.
6. Dragon Vein is also not restricted to self-use.
7. Full Claw Charge does not take a turn,
8. There is now an enemy where the missing collision in the western plains used to be.
9. Piercing Thrusts seems to not ignore defense (I'm over level 25 and it did 48 damage)
10. Random enemies that seem to not have elements.
11. Why does MP cost go up with skill level?
12. Not sure if this is already a thing, but I think there should also be a damage penalty for when the attack is of the same element as the target. It would encourage more thinking on the player's end.
13. The synergy between Violent Licking and Rabbit is perhaps a bit too easy to execute for how powerful it is
14. Why do slimes have so much Ultimate Defense?
15. The second wave of the top-left (or is it fourth?) slime nest is a rat.
16. The slime TF scene does not fade to black the entire time.
17. The red chest next to the Mysteria Flame in the sewers holds a "sub weapon."
18. Slime is referred to as "liquid" by skills.
19.
20. I think the slime form is just plain ugly, Where is my anime slime girl waifu cute googirl?
21. Absorption is both misspelled and says damaged inflicted,
22. Double Strike removes the support skill's effect of not taking a turn.
23. I think the reason for not being able to defend against enemy ultimates (it happened again with the slime girl) is because I hit the HP threshold midway through an attack, messing up the turn ending thing.
24. Lima's Slime shoot only hits once. Leeching is also misspelled.
25. The other exits to the sewer still have Nana saying she can't leave yet even after destroying the last slime nest.
1. Oh you mean those, I thought you was refering to the Kitsune form, now erverything makes sense, is fixed now!
2. Small mistake then I went around to nerf it a bit, now it displays 3 again.
3. Oh true, forgot to change it.
4. The new editor works chronological, they currently working on the Rabbit section, will be some time until we get there. But we will get tehre to fix those as well will just take some time.
5. Forgot to add thw in the sentence, foxed as well.
6. Oh you're right, changed that now as well!
7. Oh forgot to remove that was experiementing with ultimates.
8. Okay? Is that a bad thing, I don't really understand what you are trying to say sorry. Could you explain?
9. It works, the dmg multiplicator for the skill was just really low, I buffed it a bit.
10. Thats normal. The tutorial states:
"If you focus your magical energy, you should be able to see an icon over the head of your foes.
This symbol shows what element the enemy is.
If there is no element symbol above their head, it means their type is Physical."
11. They shouldn't go up. I tested this with leveling "Fire Ball" and the cost never didn't go up. So I have no idea what you are refering too. Also I can confirm that the 5 castes per level stay the same and also do not go up, at least on a fresh safe file.
12. If the player atatcks a wind enemy with a wind based attack does 25% less dmg. 125% for the effective element and only 50% for the resistent element.
13. Yeah but not a bug, more of a strategy I would say. Except it is WAY to powerful then it ay need nerfing. What do you think?
14 -19 Fixed.
20. I normally stick to draw fluffy tf's so that is definitely not my specialty but I don't think it looks that bad. Also that's just taste an not really useful feedback.
21. Fixed
22. Yeah its a bit complicated to explain but the "Double Strike" is kinda buggy at the moment. It doesn't work with skills that are more complicated or have multiple phases to them. I working on remove the effect and replace it with something else at the moment.
23. Would be the best thing I could think of but it shouldn't be the case. I will keep looking for a solution on how to fix this.
24. Fixed
25. Its to prevent sequence breaking but I could add an extra other text.
i found a bug that when you are in golden retriever form and that you start a battle with the auto buff activate the playfulness don't go up.
Also the ultimate last word dog group give overexcitement at the place remove it
also i don't know if it a bug or if it is the purple chest of the mouse that do that but when i use one of my skill it activate 2 time at the place of one.
i found 2 more bug with skill i auto buff is activate and in squirell form the skill storage gathering will not give the status endless supply and if you use the skill third tail quan ata lachu the sp point will be give but if a form activa sommething with the sp point it will not be count like in cat form with the skill prey catching when you have 2 fortune the attack hit all foes but if the second point is give in the same turn it will not hit every foes
The SP Bar in the Cat form is a bit special compared to all other forms, it's actually just a visual indicator and holds no actual relevance. That's the reason it does nothing there.
Thanks for noticing, fixed both things and also rework the skill a little bit to function ebtetr with forms like rabbit.
Will be in the next version! Sorry for the inconvenience.
i think that i am not suppose to have 99 mystical flames or it is just that there was more than that.(Also i don't remember collecting duplicate of mystical flame)
I also stated a new game+ game and the game game me the squirrel purple chest item at the place of the necklace and also i would like to play the game that inspire this one.
Its very possible that I may just have miscounted or forgotten to count some.
Today's update, updated the counter to 92 since I forgot to count one on the western plains but that still would leave 7 more than I counted.
You can can check each area with the scan ability, if you have more flames in that area than there should be.
Also one thing I don't know/tested is, if flames and chest respawn then changing to a new version, if taht is the case it certainly could explain taht but sicne you mentioned no duplicates I guess I just forgot to count some.
It gave you the squirrel item at the place of the necklace? Sorry don't know what you mean by that.
If you mean you bought the perk for tf equipment, its supposed to give you all tf eqiupment even the ones you haven't gotten before.
If you talking about the game mentioned in the developer notes, it's more of a prequel since it uses the same universe but is vastly diffrent from this one in gameplay story and pretty much everything else.
Okay tahts good to know, NG+ still isn't tested taht much.
Golden Acorns also seems to stay so taht will be fixed in teh future as well.
New version out now (1.1.1).
I tested the new version and the necklaces now get added when buying them.
The missing one for you should be added after interacting withasave point, tell me if it worked.
i recreate i save to see what would stay i the inventory and if nothing is active only the sanity herb will stay and if you activate many of the thing (the only thing not activate were key item and tf item) the squirrel item would stay and also and two perk that give the necklace will not give it but except that i also see the golden acorns but i see it normal that they are here because i say that i wanted to keep my item
i found a new bug when i use the upgrade section and that you have some equipement that give you more sp they will also consume more sp than what they are suppose to.Also faint exp potion give more exp than weak exp potion because i 2 of each i was level 2 with the weak i get level 9 and with the 2 weak 21
The new version (1.1.2) now changes a bit and will be up shortly.
The two necklaces that boost the skill point gain were removed and replaced with a necklace that boost money and another that boost item drops.
Also two other new perks that can be bought were added to the shop.
I also fixed the sanity and acorn carry overs and the exp potions s giving the wrong amounts.
I can enter this and the other like that here. Also it seems that third tail skill trigger in kitsune form the end of the round, it shows the transformation end allies and foes before reshuffling the order. And it does do a new round, because I can recast a spell.
I also had this crash during a fight:
Also, will we see the dragon form?
I'm not a fan of the Exp potions costing so much money. That is a convenience function, not something necessary, so it should not cost much money in the first place.
Just to get it right:
Beast:
Reptiles:
Mutation:
Mythical:
Other:
That's good to know thanks!
I did try exprerimenting a bit with teh third skill thats the reason why.
I think i have an idea for teh crash but could you tell me what you did and where the crash happend?
Yes a Dragon form is on my planned list.
Reduced the priced a bit for the cheaper potions!
Yup you got all of them right!
I was collecting the last of the three chests in the demon ruins, the one, where you have tunnel down to that room. I avoided fighting in gneral, except for the unavoidable fight, in kitsune form, with likely just triggering the third tail skill. Then I switched to the browser to note down the strange behavior, before I switched back. I didn't immediately press a button, but it crashed before I could. I haven't seen this crash before nor after.
Also there is no download link for the game, despite having been updated?
I tried to replicate what you did with serveral variations but didn't managed to trigger the bug unfortunately.
From the crash report I know it has something to do with not able to load the character protrait in battle.
I also thought it would likely be related to the third skill but it dosen't do anything relating to protrait changing in kistune form.
The only forms it would affected would be Mouse, Rabbit, Fox and Golden Retreiver.
What do you eman by starnge behaviour?
Also did you had full support on?
I disabled it until I found and fixed the bug so no one else downlaods the versiona and may also encountering it.
I actually did not find anything at all and have no idea what caused it or how to fix it.
I tried all sorts of things, triggering batlles in kitsune form switching to and from the form in battle while also using the third skill in between but nothing happens. I didn't managed to get any crash.
I also deleted the portrait files but that only caused a refresh error and not a crash.
You must have done something very spesific or unique, I can't explain it otherwise but I also have no idea what.
I didn't particularly take note what I fought. It was not like I expected this to happen. In any case, I had Serina and the Bunny active, with Lima and the Elf guy passively participating.
If you can't replicate it, it might be possible an engine error somewhere. A lost pointer or something like that.
When going at NG+, I noticed a statue at the kitsune shrine, which swapped constantly appearance. It also sells "Lufillia's Favor". Is that not part of the normal line up? Or because this is on hard mode?
the skill rabbit support lustfull thinking when use with auto skill give an attack down that it not suppose to be there
there also a bug that i think is just in new game plus or is new that when interact with some box that have secret item like hp up or other think like that i have the sound but get nothing and no message box spawn to say what i get
i just see that you change the upgrade system but i think that you put forget to remove one of the chest that contain the beautiful tear of the goddess because they are two chest that give one. The first is in the dungeon where it suppose to be where you with the mouse form and the second is where you start the game just to be sure that these 2 are suppose to be here or that one is the test chest that you forgot to remove
Yup with the new upgrade system i could fix the skill necklaces and booster items to make them work properly and have abit more control over it so i think it was worth the chane.
Yeah the one at the start was a test chest, forgot to remove it it seems, will update that soon. But will stay the same version number since its not really bug, only a small change, just that you know.
Thanks for mentioning it!
Oh thanks good to know will take a look at that!
Yeah thats true, havent gotten the time to look through these, also thanks for mentioning it.
Its made out of for a few parts and ispiresd from the monstergirl enceclopedia The structure of a human. Paws of a wild beast (No specific one), Wings of a dragon and tail of the sorpion.
NG+ with reputation possible bought has still the egg collector guy to believing you to have chosen the job already, but I haven't gotten it yet. But it is after getting access to the guild jobs already selected, as is missing person and trouble making fairy, also Size Matters and Field cleanup.
I noticed that the mystical flames were resetted, except in the forest in the tiny labyrinth.
Exp Shard (Powerful) aren't removed during TF sequences.
When being told that the Rabbit joins permanently the party, it hasn't actually joined.
There are Brown and Green Magic spells with the name "???"
I saw your underwater tileset problem and found these links:
Hope that helps!
The salamander ruins have no soundtrack.
You're right I forgot to remove those quest items from the inventory when satrting a NG+. The ywill get removed from now on when starting a new game. But the Quest for "Rat Hunt" defintiely is getting removed after satrted a ng+ so I don't know at teh moment why taht quest would already be there.
Yeah pretty much all should be reset, you mean the labyrinth made out of bushes/hedges? I actually have no idea why it woudn't reset. All Flames use the same script so I have no idea why it woudn't reset, just check that one right now. Thanks for mentioning it will keep taht in mind!
Haven't finished writing teh sript since I knew they couldn't be gotten in the demo through normal meanss yet but now with ng+ I will see to finish taht script, tahnks for reminding me!
You mean at the end of the rabbit quest? He definitely joines after that event so I don't think I understand what you mean.
Yeah just saw that set the magic amstery perkl one step too high so it unlocked unfinished skills as well, is fixed too.
Now the place has a set bg music as ewell!
It actually helps a lot since I own the VX Licence as well, so I can use those, thanks a lot^^
Nah both of them have no switches attched to them.
But he was in your time in the story just not afetr you defeated teh boss and compelted the story?
Also can you put him into your party from the guild or home wher you switch party members?
Yeah, small tileset error, will fix taht as well.
Edit: I actually think I now why, its because of the party order save most likely. It saved your party when starting the quest (Which was only Nana) so it now laoded that saved party after finishing the quest.
I get that by triggering the table.
Also I really would like to have Full Support work on the TF skills and companion skills. There are a dozen skills I have to activate manually, which is simply time consuming.
Three drums are lacking collisions.
I think it is too hard to lose SP for Golden Retriever. Just 1 per Guard, whereas you can collect half a dozen or more per more per turn? I nparticular with the TF item that already grants you 10 SP as base.
Retriever skills have misspelled Retriver.
Luca's Last Defense: Astion skill can miss.
Is for this one still a switch available? You did replace one of the torches.
Mouse Support Powerful Will should be available from turn 1. The later you get access the more SP you have, which makes the cost even more prohibitive.
I fixed that now.
TF Skills would technically possible I think. But i don't think companion skills would be possible without invinting a lot of new bugs so I would prefer to refrain from adding them.I added a option to now also automatically activate inherted skills when starting in human form.
Fixed as well!
The tf item does only this:
"Effects only apply in Golden Retriever Form:
Normal Attack Hits +2, Normal Attack Speed +75"
(Guarding reduces "Playful" stacks by +1.) (New Effect)
The 10SP as base comes from using Full Support since it activates most of the support skills I would say. But i do changed the Guard command to reduce 2 SP instead of 1.
Have fixed those two things now as well, thanks!
No actually forgot that thoses were the switches an, will be back in the next version!
I reduced the warm up time by one turn, this should make it a bit more accecible.
Is this intended to be choosable at the dojo?
Exp Shard Faint are not removed during Squirrel TF. Skills jhave the misspelling "suppport" (only "pp"). Same goes for Squrriel - is Squirrel.
It is not possible to buy acorns from the squirrel, despite having the money.
Final Words and Last Words are mixed. Any difference or lack of consistency?
No its not, I will remove that^^"
I looked but I see no problem with the script, definitely has the same script, like in all the other tf's so they should be removed. Have no idea how that could happen. Neee to probaly test that out myself later. For now I can't fix it since I have no clue why it would happen. Thansk for emntioning it.
But I do could fix the spelling mistakes, will be in the next version.
50 Acorns is the carry limit, so if you ahve 50 already you can't buy more. If you have less it should work.
They are mixed? Don't know what you mean? Could you tell me where and what you mean by that?
"Final" should be alwyas the first and "Last" always the secound ultimates a form gets.
Great to hear that i could clear the confusion^^
I just decided to not invole letting Nana shrink that much in that form for a simple reason: Bigger fluffy tail on screen xD
Nah just kidding mostly, I just think for mouse its a good visual thing for mouse since its fits her ability and gameplay.
Squirrel has not much to do with the theme of shrinking or being small so i think its not that inconsistent.
And teh lack of clothing is just because it I think it looks visual nice like this, no deep meaning^^"
Hope that explanation helps!
Well, one could argue that as mouse Nana would be able to climb vines too, since she is definitely light. But I understand the one form = one ability mechanic, even if one could say that several forms work with an ability (even if those are unlocked separately).
Also "probaly" is "probably". Seems you like to misspell that one.
Level upgrades displays skip levels for some reason and likely new skills.
Fairy's Unhealthy Gas does not seem to do damage, but healing?
Axe support skills seem to miss sound.
"Nighfall Assault" is not only misspelled (Nightfall), it causes an infinite loop.
Any reason why Transformation outside combat has a cooldown?
Using Bouncing Spear still lead to an Ultimate activation of the enemy between the second and last BS attack ( or rather, I got over the limit on the second attack, but the third attack counted as a round).
Also, I haven't found out why, but despite me changing to different jobs and to different weapons, the game switches to a spear weapon automatically. Maybe it has something to do with form changes.
The order of party members is still switching back to Serina and Rabbit after forced changes.
Only thing i could imagine is fow multi activating levels, that you technically could skip a level.
It just looks like that since Max HP are reduced.
Also good to know!
I will also look at that!
Its just a engine restriction, but i may find a way around it someday.
I see, then i dont know if i can fix that, at least not now, maybe i find a possibility later on. I look at bounciyng spear and it doesen't even have some extra activation so that can't be the case but I also have an idea why it would still happen just nota solution yet. But once i come uo with something i will try it.
No only Nana's equiped weapon should matter, as long as you dont use the gun i dont really now why it would so that, i am pretty sure i added all weapons to the list for the game to reconise. Which weapona re you using in Human form?
I found something, Lizard Spear was missing in the data bank, and Double Bow and Mechanical Bow were kinda bugged,so if you were using thoses it migth explain but they are fixed now.
It shouldnt, but I may have found the problem.
the ultimate last strike homing arrows only hit one foe when it suppose to hit all of them
there also something that is really weird with Luca when he join the group he will be the same level as Nana so when he join the group he was level 56. Lima seem to have the same logic when she join the party i was level 35 on my slime form and when she join she was level 35 i just hope they still get the new skill when they level up
(warning English is not my mother tongue so I apologize in advance for any spelling mistakes ^^'')
Greetings I've been playing your game for 3 or even 4 days and I want to say that I really appreciate it.
It's been a while since I've been looking for a game with the theme of transformation, having played a lot of games of this type, I find yours very promising.
The bad endings are really very nice, I particularly like that of the rabbit and the dog which allows us to play a little longer before having the bad ending.
Although I don't really have a good English level (probably because I'm French and it's a liability to my nation X)) the game is rather intuitive and I rarely get stuck.
Incidentally I play an application on Android and at times I had some slowdowns (the application has difficulty with large maps) so if there is a possibility that in the future there is an Android version that would be incredible but don't make it a priority to focus on in-game content. ^^
I think I've said everything, so I can't wait to see the rest of this project and wish you good luck. ^^
(I made this message on a translator so if there are passages that are not comprehensive do not hesitate to tell me I will do my best. ^^')
English isnt my native language as well so no worries. Thanks for sharing you experince with me^^And i am glad to hear that you are having fun with the game.
Thanks for playing!
Also regarding the version: I am surprised that it runs on android at all. It definitely is meant for windows computers. Its possible for me to export the game into an android format but i am not sure if it would work since i didnt designed the game to be played on phones. I am also not too familiar with games on phones and how it would work.
It may be later possible to make a android version but i probaly would only focus on other versions after the game would be completed an finished. So i cant make any promises if there will be an android version sadly. Sorry for the inconvinience!
Don't worry, I can manage with the MaldiVes application, it allows me to play rpg maker mv normally on PC on my Android, so it's not at all a problem for me
(I'll try to take screenshots to show you roughly what it looks like)
.
In the image above we can see that we are in game, the touchscreen can work but there are two small crosses, one at the top and one at the bottom in the center of the screen
The cross at the bottom allows you to display controller keys
The top cross displays a keyboard
Finally, if you press key 1 on the keyboard, it displays this submenu which allows a lot of things but which I used at the very end to be able to teleport to maps, no clips and many other things to dissect the demo
(on the other hand, if this causes a problem for you I promise to use it on future versions of your game.
I use it mainly to satisfy my curiosity and not to cheat during my game)
I see, I had no idea such an app exist, thanks for telling me. Interessting to know.
Well I do not mind if you play the game like that, just can't garuantee that the game will work properly like slowdown for exsample.
Also I can understand that, I myself enjoy exploring areas in games that aren't meant to be seen or went unused, so no worries, I do not mind^^
Hi
So far, I lke your game a lot. I'm not fan of furry things, but the game's plot and gameplay are particulary applealing, so keep it up.
On a side note, could you please consider to add somel nudity for female characters (human). Furries are developed enough, but that's not for everyone, plus, it would make your game more attractive for more users (I know you said that this game is SWF, but as far as I can tell, there's no way that this game can be SFW on the current world we live on).
Your game is very good, congrats!
Hey, and glad to hear that you have some fun with it even if the furry theme is not something that appeals to you^^
I do have no plans do add real nudity to any character in the game since I do want to keep it SFW, sorry about that.
The theme of transformation and furries are definitely not a thing that a lot of people are probaly into but they are a big part of the game.
And I do agree with you, the game definitely is more appealing to a niche of people and not for the majority.
SFW just means it contains no explicit or +18 content like, rape, abuse, disturbing images, real nudity or sexual acts.
It definitely is directed at older player and certainly contains suggestive content and themes but nothing that's considered 18+.
Depending on how things turn out it might be that I will censor the drawing more but at least not right now I have no plans for it.
And thanks!
Not sure how this exactly happened - maybe there is some hidden state that was read, where I had the previous party order. But I used the old save for 1.1.6 in 1.2.0, when I went into battle. I triggered transformation, but stayed in the current form. (Btw, does this still increase the Transformation skill?) Before triggering the skill, I was in a party with Serina and Rabbit, afterwards with Lima and Luca. I also ended up with actual order in the party, which meant I run around with Lima's sprite.
I also can fast travel as Lima:
I am not sure what could have caused it but I would assume that it's a bug that only could happened when using an old save i assume. Since some code was change over the versions i think that would be the cause for it. Its nothing that should happen when playing a fresh game in the current version at least. Sorry for the inconvinience!
That most likley was caused by the save order script that runs now after the transformation skill and loaded your last saved party.
Did everything return to normal after you just removed all other party members and added them to your party again?
Also the transformation skill got changed in 1.7 or 1.8. It now dont levels anymore but can instead be upgraded at the dojo. So i could remove the cooldown from it when used in the overworld.
I could reorder in the forest home, but it returned to the strange order again. Likely because I used Transformation again.
Does the new Transformation no longer have a cooldown in battle?
Not sure why, but if I use this hole:
I end up instead of the real target at this place:
The party order makes no difference.
Also: "One small area was inaccessible due to a mistake, this should be fixed now." Where is that area?
Checking the dojo, I see 3 support skills for human, but when I enter the area, it is just the rest skill and TP upgrade. Could it be that I have still a faulty Transformation skill? I can still see it having levels and after testing I still have a cooldown in battle.
Kitsune form still sends me to the human area, I think:
Or it looks like it. Supposedly I can upgrade four support skills, I see only 2 here. Or is it because you can upgrade the skill possible 3 times?
In any case, going for the list of upgrading human abilities, you can't buy Kitsune stuff without being in Kitsune form:
I throughly did check the tf skill in and outside battle and it had no problem remebering my party order in the newest version.
So I am very certain that your save might just have broken over the versions, which would amke sense after so many changes in teh code. Starting a new game plus might have a very good chance to fix all those problem and recover your save. I am very sorry for the inconvinience! You also could give me your save file and I take a look at it as well if you want:
No it still has a cooldown in battle, it has no cooldown when used outside of battle anymore.
Good find thanks, I forget to change the location on second use, thanks!
Will be fixed in next patch.
It's the big tree in the forest ruin map. You couldn't use the Squrriel Form to climb it in the previous version. Now it should work.
For human form it should display three skill upgrades like this.
The level still showing is just a remaining from using an older save files that still had it, it dosen't affect the skill anymore. So its just visual, would be gone ina new game plus or fresh save as well.
Yeah that is because some skills can be upgraded mutiple times. Ad some upgrades are just unlocked after progressing in the story
This wa sa small oversight I fix this as well.
Fix will be in the next version.
Thanks I did test removing all party members at the guild then saved and then added them again.
After that the tf skill seemed to work fine again for me and no wrong order when using it inside or outside battle.
So you should be able to fix it like that
It certainly is a bug that can be caused by having a older save file. So there is no real fix for it now but this definitely wouln't a problem once the game would be finished and receives no major changes to the games code anymore.
Sorry for the inconviinece.
Was taht the only bug you encountered or something else?
Everything else worked fine?
I have three bugs I need to report
1) a rabbit tunnel in the desert brings me back to the giant tree
2) Initiating the fox bad ending treats it like its a TF episode so can't transform after
3)I went to see the ending tablet to see if anything changed, I used the item to back out and once I'm back no ennemies on any map.
Actually this wasn't a save file bug buta real bug, I finally found and understand the problem after taking a look at your save file again.
The script I use to save the party order only saves the active party order in battle leading to this mess up order sometimes when having more than three members.
I am preparing a new version right now, in that it should be fixed.
Tell me after you had time to try it.
And tahnksa lot for finding it!
Thanks for finding it! I fixed it.
It's because for the cutscene with Luca the time will be set to day but it not removes the check for the event night monsters to disappear.
I added a check now to cutscene triggers that change the time to day.
Will be fixed in the next version.
Also the game will correct this mistake once you went to any sleeping spot an use it. It's not game breaking in anyway and only should apply to this quest.
Yeah i tested it out myself right now and they definitely seem to be the cause.
I am preparing a fix right now that disables those passive skills until I found a proper fix.
It will remove the passive skills for now but fixes the lagging, will be up in a few hours. With that your save should run normally again.
Thanks for finding!
Thanks for the find!
And no, I took a look at it and it actually apears in normal game as well, saw that I set the face sprite change when aqurring it, probaly by accident.
Removed it now.
It should return to normal after using transformation or fast travel.
I will fix that visual bug as well in the new version.
I hope one of the insect TFs mentioned in the collection grimorie is Bee. cuz I enjoy bees, and how they have hiveminds and stuff. bees are also just quite neat. idk if you already have it planned, or not, but I just wanted to say that. I wonder what other insect TFs there would be tho...Moth could be one, mosquito could work and would be nice since there isn't too much representation of that in TFs, Spiders are a common choice, but technically they aren't insects, they're arachnids, but that doesn't matter too much.
I agree, bees are quite nice.
I haven't completely planned all tf's out that I want to use but I already settled on two insect ones that would be definitely in a full version. Based on reception and if people enjoy the game I might add more.
And yeah I also would categorise spiders in the insect category as well in the game. I did wanted to include one but never was satisfied with the artwork I made for it so I at least scrapped it for now. Insects are not my strong suit when it comes to drawing unfortunately.
i have done some research for the problem with skills and it seem that you could get more than 2000 but only if you manually change the json file that contain the table with the skill i don't really know how it work i just wanted to help so for more information here the link of the forum where i find the information
https://forums.rpgmakerweb.com/index.php?threads/increasing-database-limits-pote...
if it don't work i not sure if each level of a skill is a seperate skill in the database if yes maybe just reduce the level max to some skill to 20 or 15 so it save some place but i don't know how it really work sorry to not be able to help more
Thanks a lot for the help. I did some reseach as well, tinkering with the json file is most likley agains the terms of service so i decided not to try around with that.
Nope if that would the case i would have cut the level system and would been good to go. Still I appreciate the help!
The solution i came up with is reorganizing the entire skill base and optimizing it a lot better and tight. I didnt do that before since i had no idea that limit existed or else i had planned with that in mind.
I already started testing around and it seems like it will fit, it is just a lot of work, since i need to manually fix each skill position and then play through the entire game again to see if everything works like it should.
I also needed to give each enemy less support skills to make more space but i at least can say that everything should fit once I am done, including space for all future tf forms and party members^^
Its just a very boring and long work but its not the end of the game luckely!
Most games don't have a respawn mechanic. Even in the genre, most games don't. The big exception is corruption where at least no immediate loss happens. The game warns even about bad ends before they start. Also, the game never claims to have a respawn mechanic.
Which begs the question: Where did you get the idea, that there is a respawn mechanic?
I do agree with what Seris already said, I wouldn't take it for granted that an rpg has a respawn mechanic except the game says it has one.
But I certainly can add an extra text in the battle tutorial that mention that death is permanent and there is no respawn!
And I am sorry to hear about your lost progress, hope it wasn't too much!
i just wanted to know if think about update some of Nana form sprite in fight because i think that two of them could use one.
Slime form because compare to all the slime that you fight and lima it seem out of place because it transparent and that all the other slime aren't.
Kitsune form because since you upgrade Serina and Shira got a resprite so now it look a little out of place when compare to these two and also maybe it is me but how the sprite in battle is for this form make me think that Nana is a little to excited to use this form in battle
(It just a suggestion that i wanted to say since you start upgrading some sprite of ennemies and party member)
If i see the need to update or change some I do it, like I already have for quite a few. It's just not that high on my priority list since it takes a long time to redo or even make new drawings. And all that are currently in the game are at least looking decently enough imo. If I find the time to spare I definitely will rework things that need it.
I just made it transparent since i thought it would make the form more diffrenciated from Lima's design. I definitely could make her slime form not transparant for a test in the next version and you can tell me what you think^^
Yeah I can see that point. Drawing a new artwork for every form with my current skills would be nice and lookked a lot better and in line, i would say but I definitely wont do that. It sadly would just be way too much work and I already dont have much free time. But I certainly could make the artwork for her kitsune form less suggestive.
It comes from the fact that all of these drawings werent made with the intention to use them in a game at first. They are all old drawings from one or two years ago. I made new artworks for party members since they there even older and they are important to the story and looked to plain for my taste.
so i got a little bored and decide to use a cheat to see what was not in the game right now and im impress with what is not avaible right now i hope that some of the thing stay like the corruption level in the demonlord castle i think it would be fun to have it and also how to obtain aquatic creature would be a good way to obtain it just change how you get the item
Naughty xD
Yeah it's planned to stay and is planned to vastly affect the ending and final transformation of the game.
The tf event for the aquatic tf was actually just used as a prove of concept to test some slightly different writing style for the tf, it isnt planed to be obtained there, just a debug map for testing.
i am still exploring the data and found little thing that i don't know was they do in the switches there is Rabbit demon tf and i also see that you have keep the male switches i don't know if you will use them later but it fun seeing that they are still in the game even when they do nothing. i also found a waypoint for fast travel out of bound in the demon lord zone near the endless dungeon
The new quest where you need to find the smartphone, camera and bag don't remove the item when you finish the questg and also squirrel sing fluffy embrace don't seem to give the only 3 of the 5 and sometime 4 of 5 debuff but give 2 time attack down 3 time accuracy down and 2 another debuff that im not sure what is this one. There also 2 iron blade in the weapon shop
Oh you're right, thanks for noticing, will fix that.
As well as removed the duplicated item from the shop.
Most skills have a chance to also inflict higher levels of the debuffs like atk down (lv2) for exsample but are chance based and not garanteed. But I missed to add the ultimate atk debuff, fixed that now as well.
Thanks for finding them^^
just wanted to know how to get the last mystical flame that i am mising also share my final total of mysteria coin and mystical flame to show my final total and there more than what we should have. Also the abandon lab have 6 mystical flame at the place of 5. There also the castle where you get the second world fragment and the desert city where magnetic earth radar won't show the total of flame and coin of the zone it just say nothing important here.
Also mouse sing payback for looking down on me just hit 1 time at the place of 2
If you mean how to reach it: There is a hole in the same area that leads there.
Thanks for the information I will adjust the counter in the labatory!
Flames and Coins that are located in places that have no information when using the magnetic earth radar are considered "secret" flames/coins and won't normally be added to the counter like regular ones.
I have no idea how I did miss so many flames but for now I will just adjust the number to fit what you found.
Thanks a lot for the data^^
Also good to know will look into that as well!
Nah its planned to be more obscure. Also in the full game i do plan of adding a quest that makes the app store work anywhere, just not planned for the demo.
Spoiler:
It should be able to be used again when doing an alterante ending where you can move around freely in the starting town. But i think i maybe have disabled the menu there so I need to ckeck out if it still works.
I've uploaded the two oldest builds I have here: https://drive.google.com/drive/folders/13Ms3NEgBt063ls4w559bQAq2L5B_QY68?usp=sha...
i would have an idea for later in development it would be to have some costume that you can buy or find for some of the tf form i don't know if you would want to do that because i know that it not in your priority to draw new sprite for the form that are already in the game. It would just be something that would be fun to have like how salamander have the ritual clothe but you could choose how Nana would look between the different costume for each form.
It certainly is a nice idea and I are a fan of costumes in games as long as they fit^^
But as you said thats a lot of extra work so it defitiely would be something to add at the very end. Maybe I do it if enough people are interessted in the game by the time it's much closer to completion and the game has some support allowing me to focus on such extra stuff.
While this wasn't exactly a Phantasmagoria-like experience like the first time I played my favourite TF games, I'll have to admit I grew a little attached to the overarching plot of this game. Well, that, and furry games don't usually appeal to me - but I'll attribute that to the degenerate furry games. This one's art direction is the only thing that gives me pause, which, again, I'll attribute to the degenerates.
I'm definitely looking forward to a full release.
There are a few things I want to draw attention to though. Bear in mind, nearly everything I don't bring up is good, or enjoyable even.
- The Mouse form does not care which difficulty you're playing on. If you play your cards right, every battle, especially boss battles, are equally difficult across all game difficulties (There is no difficulty). Personally, I feel it is too easy to rid yourself of the tiny mouse debuff. The mouse has all the tools it needs to get there. A guaranteed dodge and combining blind and accuracy down with evade up for a few turns. Moreso when transforming into Mouse, you shave off one turn from the warmup skill. All this culminates into Big Punches, which will let you stack a ridiculous amount of stun on any enemy, especially with the Mouse accessory (I have yet to find one immune to stun).
This had me gravitate away from other forms which had none or little access to monster incapacitation. That being said, Kitsune was fun. Sad there wasn't really any highest tier earth or wind spells. Water Danmaku did a good job as a catch-all twincast spell though.
- The dialogue felt... well I'm not sure how to describe it. I couldn't enjoy much character from each character. I think this was most apparent in the earlier parts of the game, which I'd expect has outdated writing. On the other hand I can't recall if the feel of the dialogue ever improved since I mainly focused on the beats of the story over the characters driving it forward.
Rewriting it all is an insane task though, and while I want it, I can't in good conscience ask for this.
- The hints for each new form spoiled which form the hint was for
This... is a me thing. To me it's like having your present labelled with its contents. I was able to enjoy the hints by blurring my vision when opening the chests and covering the parts that would spoil when reading them.
- It feels somewhat weird to me that the dialogue portrait of Nana's human form doesn't match the cute sprite in battles.
- A lot of the roads are absolutely ginormous. Which wouldn't bother me as much if there was a lot of traffic, which- right! The phantasmal war! These roads look absolutely pristine as if they've been regularly maintained over the past 500 years, which doesn't exactly seem plausible what with all the monsters about - but I digress, majorly.
My point is I think you've done a decent job at filling the maps with stuff, but there's still a lot of empty nothing you're trotting through. Bless the players that grabbed the speed boots early and god help those who bought them late.
- I savescummed to make the goddess tell me all about the hero and his party. There has to be some consequence to your choice of dialogue here, otherwise the "I'll only answer one question" feels like a pointlessly anti-fun feature.
- It was not immediately apparent where your property bought was located. This was a major roadblock for me, and what really felt bad was when I bought the teleport crystal for it to find I couldn't teleport there because I hadn't visited the map yet. Some amount of additional clarity hand-holding on where your first home is located would probably do good.
- Quite a few interactables that dispense items don't have twinkles, leading me to try and interact with every possible container, be it empty or not. I feel this is a lot of time wasted not playing the actual game. A fun idea might be to give a form (early game) a passive/active field ability to give all interactables that do dispense an item twinkles. Tying a TP cost to the ability would again dissuade players from using it though, and pigeonhole many into playing the scavenger minigame instead.
Scavenger. There's an idea. Raccoon.
- Ranks for the guild.
It was stressful not knowing when the guild would allow me to take on more requests. The reputation numeric sure was there, but I could not truly understand what the numeric meant.
- Cat lady request came too early.
It is impossible to do anything related to the northern part of town until you've got slime unless I missed something.
______________________________________________________________________________
But with all that said I think this is probably one of the best TF games (free) that I've played. I really hope this project gets finished!
I am happy to hear that you had fun with it^^
And it seems you played through it very thoroughly as well! Also I absolutely can understand that, pretty much all furry or tf focused games are pretty degenerate or at least very nsfw which I am also not a big fan of. I do think tf games have potential to be much more than just some degenerate stuff!
-Since mouse forms play style is pretty luck based I never was sure if it was too overpowered but thanks for the feedback. I will decrease the accuracy of the accuracy down debuffs and give more enemys a stun ressitance and some immunity like bosses. And then see how it will play then. And if needed make more changes.
At least none for the demo, I do plan to add them in for those two magic types as well.
-Yeah I definitely get what you mean, I think. A lot of the dialogue is more short and tight and strongly focus to advance the plot and not give the characters much time to show more of their personality. At least I think that is the problem. Unfortunately I am not good at putting the ideas I have for dialogue in nice sounding sentences. And english isn't my native language which probably doesn't help. Writing isn't my strongsuit but I defintiely try to improve on it.
Rewriting the dialogue isn't a difficult task, time wise at least compared to making other stuff and I do revisited some dialogues in the past and changed them to flow better.
If you have any tips what could be changed to improve it i love to hear suggestions^^
-Yeah I can absolutely see that reason. I tried as best to not spoil anything since I also don't like spoilers but I didn't even thought about that. Thanks for telling me. I will changed the names to make them not spoil anything!
-It's a leftover since Nana original had another battle sprite that I scraped and redrawn into the current one. Making facial expressions for each sprite takes long so i just left the original face sets instead of redoing them as well. Might changes that later as well.
-Yeah I made them this big on purpose so I can later fill them with more stuff for future tf's field abilities so they do appear a little bit empty right now in the demo. But that is a thing that should fix itself over time once more quest and tf's are in the game
Also that actually is a pretty good point never thougth of that xD
I will change the road as well.
-Yeah you are absolutely right and I would love too but I didn't manage to come up with a way to prevent that yet. It's hard to do something about savescumming since it is pretty impossible for the game to tell if a player reloaded a safe.
Also nice job on finding the secret area!
-That also is a very good point. I think I already have an idea to fix that. Once the player bought it, he get shown a picture of the location, giving them a clue where the location is and how does it looks.
-Actually there is already a feature programmed in that does exactly what you described. I just haven't included it in the demo since I still was thinking where and how I want to put it in. But I defintiely plan on adding such a feature. I am just not sure about the details on how to make it. I also was thinking if I want to tie it to a tf form but wasn't sure. Maybe it will be a buyable/reward key item that is just permanently active once you got it.
-I do like the idea of a rank system but there would be not an easy way to display a players rank in the main menu so I went with numbers instead. But I could add a text messages that gets shown once new guild quests are available. This is very possible but might b a bit immersion breaking maybe, don't know?
Nope you didn't missed anything. I planed for another way to access the nothern part of town but it isn't in the demo. I think it can't hurt to put the quest a bit back to make it unlock later.
Glad to hear that you enjoyed your time with it and thanks for the kind words^^
And also thanks a lot for the detailed feedback, this definritely helps a lot in making it even better in the future!
A-
I just remembered a point I forgot to bring up!
I was thinking about the biggest victim of the varying balance for each form (Looking at you, Mouse), which while very cute, my Squirrel form was only level 3 when I challenged its demon.
The demon bosses - These kind of ultimate fights were, to my playthrough, not a culmination of what Nana had learned on how to fight with each form, but a showcase that all the party members needed from Nana were that she used her unique skill to make the demon susceptible to their attacks for only and precisely 5 turns.
I was rocking Lima and Serina because they're the cute members.
Back on topic - Because the reward is further 'mastery' of the form you're locked into using for the fight, I would've liked for the fights to focus on the player having mastered their play with each form. My simplest suggestion to achieve this would be to make them solo fights, however that can be explained story-wise.
Kitsune has no demon in the demo, right?
I understand what you mean. It's true that the demon bosses arent tailored specific for the form they need to be fought with. That is something I will keep in mind and change. Thanks for pointing it out.
It certainly would be possbile to make them solo fight.
Yes that is right, kitsune form has no demon to fight in the demo.
"I do like the idea of a rank system but there would be not an easy way to display a players rank in the main menu so I went with numbers instead. But I could add a text messages that gets shown once new guild quests are available. This is very possible but might b a bit immersion breaking maybe, don't know?"
Maybe there some device that connects adventurers with the guild, even allowing to check for quests in the middle of nowhere?
Here is 2 thing that i found that should be change or rework
1.Cat form the special bar of fortune can't really be use that much because of how ultimate work because if they are normal ennemies they will die fast so you don't have time to set up the bar and if it a boss the ultimate bar reset so you can use ultimate to gain fortune.(i know that there is potion that restore some of the ultimate bar but i don't want to spam item)
2.Some healing spell are to op or don't make make any sense here a exemple Nana with human form and the hunter class has Bow support Friendly fire that heal for 75% of any ally that is in battle and grant them dodge all while luka has recovery elven healing circle that heal 30% of all allies hp and grant Armored ++ and lost it turn. it logic for luka to lost it turn because it heal every one and grant them a good defense buff but the other heal 75% and make the person that got heal dodge all attack. Also if you use only Nana it like a full heal most of the time because of how much it heal. (It just an exemple some healing spell are correct to not end your turn and some are healing too much or give too good buff for not end a turn)
1. The form certainly is more useful in longer or boss fight. The special tf equipment for the cat form does make it a litle bit more accessible. I already have an idea to make it more accecible so I will see to change it!
2. You're right it is a little bit op. I have set it down to 45% and also let it end the turn. And then see how that feels. If you noticed more, you are welcome to share them!
And as always tahnks for the feeback^^
Thanks, glad to hear that you had fun with it^^
At the moment I haven't decided on that. I certainly would like to include more bad endings but in the end I am absolutely not skilled at writing, even more so when it comes to tf's. So I leave that open and decide based on feedback if it makes sense to include more or not. So I unfortunate can't give a definitive answer at the moment.
Standpoint now : Properly some more but not for all tf's.
On a diffrent note I was thinking of maybe doing a few bad endings based on animals/creatures that will not have tf form in the full game. But I can't make any promises on that.
Also happy new year!
there is a bug with the full support when it activate with full activate it use the skill that are with a couldown when the fight start it also use healing spell.
A exemple would be Rabbit support lustful thinking that can't be use until 2 turn has pass it will be use when entering the fight
Also Dagger support private square give double strike but as we know from old version is bug and sometime didn't do the second attack
Oh, must be an oversight since some skill gained a warm up time later.
Fix that as well.
Oh you're right, seems like I missed that one. Thanks for noticing.
I changed it to give the following now:
Grant caster "First Strike", "Fivefold Attack" and "Guaranteed Hit".
Also one thing I found is that the progress display in the dojo is broken. I already fixed it. Just that you know if you see it.
First off, Phantasmagoria. It was a ride.
Whilst I overall really liked the game there were quite a few things that broke balancing quite a lot.
First off, some of the quests to acquire new forms were quite hard, probably due to chosen difficulty, however:
You start on lvl 1 for each form you acquire. This is not the issue.
The Problem is that, at least on hard (I haven't tested on others), you can only really defeat groups of 1 enemy at a time.
2 is a really hard time if you're prepared and 3 is nearly impossible.
This made defeating the bosses for that transformation quite difficult for some forms.
The ones I had the most problems with were:
The wolf boss and survival challenge (Through you can simply run away during the survival challenge but might as well fight when you can easily heal)
And the Manticore level (The robots are a tough fight even if they are alone. I'm sure I got one-cycled by them more than once)
A possible fix would be reducing the chance for multiple enemies to appear during Form-Acquisition.
You could also look at the sewer-quest, which was quite alright, even through the boss took a few tries.
On the other hand there are some attack combos that made it trivial to steamroll most enemy groups in human form:
Acquire Mouse and Salamander
Learn "Grazeful Vulpine Movement"(Fox) (damage all), "High Alert"(Fox)(evade all),
"Can't catch me!"(mouse)(evade all)
"Draconic Strike"(probalby bugged, I think it casts a hit all attack as well)(salamander)
"Dragon Vein"(salamander) (attack up)
Cast "Dragon Vein", "High Alert", "Draconic Strike" and weapon damage skill of your choice
Most enemies will be dead or close to it by now.
You still have "Can't catch me!", "Grazeful Vulpine Movement" and probably a high damage single target spell to finish off most encounters on hard without even taking a single point of damage.
In the worst case Scenario you can then transform into fox and get another round without damage and another hit-all attack.
Salamander can easily be acquired by engaging an enemy in the desert, casting "Spiritual Boarder"(doesn't use turn) and\or "climax" (skips enemy turn if I recall correctly), then running away.
Once I acquired the form the fights were quite easy (as mentioned above I played on hard, I think they were balanced quite alright if you don't compare them to the PAIN of the other encounters [I am looking at you manticore]).
Overall this makes getting a rather good form (at least in my opinion) easier than it was likely intended to be.
Sadly I don't think there is much one could do to prevent this.
Maybe making one walk a little bit slower so you can't keep your HP topped up as easily on lower levels (since it takes you longer to reach them)
or adding something that makes desert exploration harder until a perquisite like another form or item are acquired
"Phantasm Barrier" can also easily be abused against enemies that hit only once (since you can just spam "Herbs", which are quite abundant, until a good healing option like "climax" is off cool-down. Early game this isn't a problem since "Herbs" are still somewhat limited, but later you have more than enough of them.
A fix you could try is setting the activation threshold to 15% of maxHp or something. (Still plenty against strong hits, but you can't keep blocking attacks whilst waiting for your skills to go off cool-down)
Finally the fights to upgrade the forms were way easier than acquiring them, partially due to having a full team with you.
All in all a fun game I enjoined quite a lot (through getting one-hitted on hard all the time was somewhat frustrating). I quite enjoyed the endings in the demo (I've found Fox, Kitsune, Rabbit, Mouse and Golden retriever, through Fox took me way too long considering I found Kitsune quite quickly and way earlier).
The artwork was decent as well, so I am quite looking forward to the next version.
I am currently playing through the game again (for some reason on hard, again, through I am planning on doing a normal run afterwards to see how well that is balanced [hard usually isn't the main focus of balancing after all]) and would be happy to give some more insights into my experiences if I find something else noteworthy. I'm also happy to answer further questions about the feeling of certain encounter (like mimics without signs. They're tough on hard) or other topics related to the experience.
Best of luck with further development efforts.
First of all thanks for the detailed feedback, it's very appreciated!
And I am pleased to hear that you had fun with it^^
Balacing is one of the hardest parts to get it just right so it's very helpful.
On hard all enemies have new skills and a 10% boost to all their normal stats, 10% higher Hit Rate, 5% Critical Rate, 25% more HP and can use ultimates.
The chances for bigger encounters are lower so it could be that you partly just had bad rng luck.
The chance to encounter 2 foes are around 60% and 3 foes are around 40% in most areas where a transformation takes place.
I will decreases the chances by around another 10% to 20% and see how that turns out.
I would also really like the Idea you have proposed.
Sadly as far as I am aware the rpg maker is pretty limit in this setings, you can only set the chances and encounters for each map but can't do things like changing the encounter rates after certain events or so.
Since Manticore has life recovery through some skills I made them a bit toughter.
You would say to reduce their attack power a little bit?
I saw that I forgot to lock some skills on the Roboter to certain difficulties, Now they use only 2 skills on easy 3 skills on normal and all on hard.
This dosen't changes anything on hard but makes them easier to deal with on the other difficulties.
Mouse already got strongly nerfed and the effect of blindness reduced, getting less dodge rate up and enemies have a higher stun resistance while bosses being immune to stun. This changes aren't just in the demo.
Using "Draconic Strike" with 5 stacks of "Ignition" makes it becomes an all enemy hitter.
I thought I mentioned it in the description, if it dosen't show I will need to take a look at the skills description.
Thanks that is also good to know.
I will weaking the skills that can be learned for human form to make them only around half as effective as their original counterpart.
I changed Cimax to come with a 3 turn warm up and only 25% hp heal for the human form and a 2 turn warm up for rabbit form, so it shouldn't be that easy to abuse anymore.
I certainly could just increase the damage tick that is inflicted every few secounds in the desert as well.
How much damage is recieved also strongly depends on the type of clothes the main character wears.
Yeah you are right "Phantasm Barrier" is pretty usefull since at least on easy and normal most enemy skills have one hit skills but on hard enies also have more multi hitting skills.
You refering to the normal herbs that heal 75HP?
Or the Rare Herbs that heal 100%?
They can certainly be nerfed.
Normal herbs for exsample could inflict Def Down or Healing Effects Down or even "Can't Heal" so that healing next turn is not possible.
This unfortunately isn't in the demo as well but I already complete revemp those as well.
Each of those encouner is now tailored with unique skills and stats fitting for the form it's fighting.
I was thinking of maybe removing team mates for those battles, if they still too easy after those changes I certainly could do that as well.
Yeah on hard this still easily can happen with some bad rgn or too big stat difference.
I balanced the difficulty around normal since most players told me they played on easy or normal.
Also happy to hear that you enjoyed them, I am absolutely not a writer so I would say the writing is sadly the weakest point of the game.
And you found all, even kitsune which was the only one not mentioned at all!
Interessting that you found that before fox.
I would love to hear more feedback if you should have any!
Yeah since mimics are filled with a lot of rare lot (If rgn is with you) they are supposed to be on the tougher/unfairer side.
Did you read the sign before trying to open the fake treasure chest?
I assume most people would just open the chest first.
Yeah I have a few questions i you don't mind.
Did you encounter any Gold Slimes?
Which form did you enjoyed the most to use?
Were there some areas/quests where you didn't really understood what you needed to do?
Did you encounter any bugs or glitches?
I assume the Robot was the hardest/most annoying enemy if you had to choose one?
Did you found the secret shop in town that lets you change your playstyle?
And if you have any ideas or suggestions to improve either gameplay story or anything else also let me know!
And also thanks, I adjust a lot of the things you mentioned!
First off, you indeed mentioned "Draconic Strike" being able to hit multiple enemies.
I was talking about the inherited version, which does state that it hits 1 enemy.
Second, I was indeed talking about the 75hp herbs.
Also I indeed read the sign first telling me it wasn't an ordinary chest. Through I went back and fought them as soon as Serina joined the team for a short while.
As for your other questions:
>Did you encounter any Gold Slimes?
There are gold Slimes?
>Were there some areas/quests where you didn't really understood what you needed to do?
Not that I could mention, although this might be due to me having played games where navigating the objectives was way more callenging
>I assume the Robot was the hardest/most annoying enemy if you had to choose one?
Indeed, through mostly due to bad luck with often getting larger groups.
Also I just obliterated most groups out of form-aquisation-quests by using the same combo, so I can't really judge them.
However I can certainly share my experiences after finishing my next play-through
> Did you found the secret shop in town that lets you change your playstyle?
I did, however I can't remember where I got the card from, nor did I use it.
>Did you encounter any bugs or glitches?
'sadly' I didn't, I will however keep an eye open.
>Which form did you enjoyed the most to use?
Salamander. I also enjoyed Manticore quite a lot (through mostly because I like the concept of it in the lore)
Following are my impressions of the forms currently in the game:
I really enjoyed the salamander form.
The abilities were fun to use and felt useful and stayed relevant even throughout later stages of my play-through.
I also quite enjoyed the mouse play style.
The concept of the cat transformation was also nice, through I didn't really get to utilise the kit since, despite playing on hard, most fights didn't really last that long (normal encounters 1-2 turns)
I also saw a lot of potential in the squirrel, through I didn't really use it since I could just inherit the skills I wanted to use.
The Golden Retriever I didn't use at all since it took me way to long to find the item (I was in the correct room quite often but didn't realise I could interact with the object to get it until the hint told me there was something hidden in that room) and when I unlocked the transformation it already was quite obsolete for me.
The fox form stayed relevant for me mostly for the "High Alert" action and solid stack actions
I really wanted to like the slime-tf but just couldn't find a use for it (besides the field ability)
I did like the concept of the manticore. The attacks felt solid and the lifesteal was a nice ability.
However I was a little bit sad I wasn't able to get a bad end by continuing the tests on day 2.
I honestly can't say much about the rabbit since I didn't use it that much. The quest was alright but it just moved to the background for me.
As for the Kitsune I cant say anything either since it was the last transformation anyway, so I didn't really use it before ng+. The shortening of the tf-ability cooldown was nice through.
I also didn't get much use out of the wolf since I didn't use the sleep function until I had a quest that required it to be night (through that is entirely my fault)
I also haven't gotten around to try the aquatic one and will probably wait for the mission to be added before I do.
As for improvements I'd suggest mentioning that one can craft potions in the magic-store once one talks with the store-owner for the first time. It took me way to long to figure that out on (I think about 20h of playtime) (that's mostly on me through, in hindsight the red exclamation mark is rather obvious)
I will certainly keep my eyes open for anything noteworthy whilst playing.
I'd be happy to write another reply if I find anything else of note.
If any other questions arise feel free to reply, I'd be glad to be of assistance.
Oh you were talking about that version. You are right that ones discription is a little bit off. I adjusted that now as well and also nerfed all inherted skills a little bit and changed "Dodge All" to "Dodge Rate Up" for the inherted versions. They are all now somewhat weaker, thanks for the feedback on those. So human form shouldnt be too overpowered now.
I will change that one to inflict Cant Heal for 1 turn on the character that uses it. This should nerf it a good amount. Will test that out and see how it goes.
I see. So you didnt got jumpscared by them.
Yes, together with Fuwa's they are the rarest enemy currently in the demo. Gold slimes gives tons of exp and materials but mainly only can be found at night with field ability of the wolf form that makes rare enemies spawning at night. They also have a very low chance to spawn in the sewers i think as well.
Thats gkood to hear. A lot of people had problems finding the bough forest home so it seems you had no problem with it. Did you use the hint system for other things besides the golden retriever?
I see, now that combo should be nerfed and not possible anymore. I also sligthly reduced the robots atk stat by a few points. And reduced the chance to encounter groups in some tf areas.
The key is hidden in the eastern part of town, just was curious if you managed to find it. I have hidden some things very obscure that are not needed to beat the demo and also have no hints on how to find.
Thats good to hear. I beaten that demo so many times that there shouldt hopefully be many big or game breaking bugs left. Besides spelling mistakes.
Yeah i also got that feedback for the cat form before. It has not much time to shine. Maybe adding somestronger enemy variants with more hp. Yeah bad endings are missing for most forms. I didnt knew if people would be interessted in them so i only included 5. I certainly would like to include more if there is interessed in them. If you have some ideas to maybe make slime form better or more interssting to play, i gladly take suggestions! Also yeah aquatic tf story and areas are what i am currently working on, which will be focusing on underwater exploration.
You mean adding a sentence telling you about crafting when talking to her? I certainly can do that! It certainly dosent hurt to add a hint! Also 20h is quite some time!
Oh yeah that reminds me, did you use the half or full support feature?
Thanks a lot for the feedback^^
Also if i have missed to response to something just say.
I also used the hints for the Kitsune-tf (likely easier to find when there is a reason to go exploring after meeting the elf. Maybe have him dispel a force-field in a main-story event as a hint)
and the cat-tf (as I mentioned I didn't really sleep so this would've been hard to find, my fault through)
As you might be able to imagine I explored the map quite thoroughly in my 20+ hours. (I think i spent around 29 hour on the first play-through, more considering the game doesn't count reloads to that time) so I found a lot of the areas easily enough.
Since you mentioned the forest home, I actually went right to it after getting the key. I found the door during the tutorial and figured that'd be the only place to use a key in the forest.
As for the support feature, I didn't use it at all.Whilst starting the game again (to get names right and see what hints I used) I actually found some other stuff:
The description of the "Hand Pistol" is "Effect:"
And whilst the "wooden dagger" has a description bow, axe, spear and sword do not
When exiting the secret shop in the north it displays the area as daytime. Going to another area switches back to the correct time (night time)
I also remembered there is a magic-system for the human form.
I think weakening the inherited skills will have the the positive effect on making it more relevant.
Whilst it doesn't seem to end the turn it easily got overshadowed by the much stronger inherited skills.
If any other questions arise feel free to ask, I'm happy to help in any way I can.
As for me, I'll start figuring out how to break the game some more. (probably later this week)
That is a good point, I now added a one new sentence where he will mention sensing some powerful magic in the western plains. And the witch mentioning potion crafting.
I see, it's also not in the demo but I actually added a picture of the location, that gets shown, once its bought to make it even easier. But great to hear that you had no problem with it. You may actually be the first taht found it with no problems from what I heard so far.
And yeah that is very thoroughly!
I absolutely agree with that, its more useful for either short fight or when playing on easy or normal. It certainly wastes some buffs and debuffs that could be played a lot smarter manually. I personally don't use it either but there was a high demand for it since most played not on hard I assume.
Nah you didn't do anything wrong, I didn't add some extra dialogue there because on how the boulders worked. I changed that now as well, now she is commenting on that as well. Thanks for reminding me!
Probaly have forgotten about it, now all wooden weapons have a description and Hand Pistol got an effect as well.
And you're right, seems like I forgot to set a check for lighting in the northern part of town, that is fixed now as well, thanks for finding!
Yeah Human and Kitsune Form can used learned magic.
That is right, with the inherited skills greatly weakend the magic system definitely has more chances to shine! That's one positive side effect^^
Thanks, I will!
And thanks for the feedback!
Also good luck with that xD
One morequestion I can think of right now is:
How balanced would you rate the bossfights?
I think most of the fights were alright.
The boss-fight for the rabbit quest was defeated easily enough (I think around 5 turns, without acquiring enough points for the ultimate)
Whilst this was done on NG+ with 400% XP it wasn't much more difficult on my first run.
I also didn't have to use the water-ability. (or better: the bosfight would likely have lasted longer if I did)
The Fairy-Boss was rather difficult, through likely because I mostly ran into larger groups which made leveling up hard.
This should get easier with the change in encounter size you mentioned through, so I can't really say how bad will be with those changes implemented.
As for the Manticore Boss, it should definitely be doable with decreased group sizes, as long as you're able to get past the robots of course.
The Slime boss was a little bit difficult. Nothing a few more levels shouldn't have helped with but I defeated the ones reachable before getting the tf. I'll test defeating it with a bit more xp on my NG+ and see how that works out. Depending on the result I'd recommend adding a few more enemies (for this region I don't think reducing group sizes is necessary since the encounters weren't that hard)
I can't say anything about the demon boss (after which Serina joined the party) so it was probably not that much of a challenge.
However, the most problems I had were with the swarm of enemies once you try leaving the forest.
(I know very well you're not supposed to beat them)
It took me level 60 and quite some luck to get through them alive.
The wave defence (Kitsune TF) however was quite easy if I remember correctly, through that was due to having teammates with me.
I think the most important takeaway from my experience with the bosses is that they are disproportionately easier if you bring teammates.
In summary I can't say that much about the Fairy and Manticore fights since those will likely get a lot more manageable with a smaller chance to get attacked by larger groups.
The slime fight should be alright, through I'd prefer some more enemies to get XP before the fight
And lastly the swarm at the end of the tutorial hits like a truck. It's quite hard to survive a few rounds (probably as intended)
Finally, as I read through the skills today I rediscovered the "Fourth Tail". I probably didn't use it (not even once) since 90% of MaxHP is quite a steep price to dodge an attack that is usually cast at the half point mark of the battle (Through I didn't really have any problems with boss-ultimates anyway, especially for bosses one can bring a teammate).
If other questions arise or you want me to test something I'd be happy to offer my assistance once again.
Also let me know if I forgot some bossfights (not counting the demons for form-improvement, they were rather trivial if one brought teammates)
I could certainly just increases the HP of bosses, if they just hit strong enough, letting them have more hp makes it a bit more challenging and some buffs and form would have more time to shine.
I also could increase the hp only on hard difficulty.
What do you think?
The fairy boss certainly is the hardest in the game. Even more so then you play on ahrd since she can use some unfair skills then.
And that I easly can do, i will add a few more encounters in the sewers.
I am not 100% sure but i think saving the game and relaoding the save or quitting may respawn enemies as well but I could be wrong, never tried that out. But I also now added more enemies in there so there is more to grind on.
I also agree team mates help a lot. Original I intended to have four members take part in battle but reduced it to three for balancing reasons. It felt better.
And yes I reduced the chances to encounter larger groups by 10 to 20% in most areas where a tf story takes place, wit the excpetion of the beginning forest, restaurant and sewers. It should make a difference.
Yup that is fully intended to be "unbeatable", beating it will not change much beside on extra line of text I think.
I made that skill so expensive since it can dodge ultimates which the normal "Dodge All" effect cannot do. So i thought it needed to be expensive. I could lower it to 80% if you think its still too much.
Thanks, i will!
Your feedback already was a big help to make the game better^^
I don't think there is much to test left in the public demo.
And you didn't forgot any bosses.
Well the rabbit counts more like a half boss imo since it isn't that strong.
Edit: Actually I just remembered you forgotten the golem boss.
I think most of the bosses are already strong enough, at least in the current version.
You said rabbit counts more as a half-boss, so there shouldn't be any problem with it being on the weaker side.
I'll take another look at the demon once I'm back at that point of the story.
As for the "fourth tail" I'm not quite sure what to do either, through I'd assume you'll just die to the next normal attack if you use it (if you don't have any healing items at least)
However I think a bigger problem is that most people won't be able to use it at all, since at the halfway-point of the battle most won't have 90% of HP left (and usually cant heal that much after the ultimate indicator is already shown).
Furthermore, if one still has over 90% of HP left at the 50% mark I doubt they'll need the ability that much.
It is also quite inferior to the "first tail", which only uses 50% and revives one instead (which is a lot better if the boss only hits once)
All in all it is a lot harder to activate than another skill which can save one from more (meaning not only ultimate) attacks (and the effect of "first tail" persists if one were to survive the attack) and leaves one very defenceless if one doesn't bring some good healing potions. (
I think the key-problem is that the skill is very hard to use since you have to get to 90+% of HP before triggering the ultimate so you can use the skill.
Maybe replace the dodge with strong defence and require an amount of currentHP% to lower the requirements to use the skill during combat.
Also I tried Salamander again and think it could use a single-target attack that doesn't consume "ignition" stacks.
All its attack skills (except "Tail Whip" and the basic attack action) use at least 2 stacks which can make it a little bit annoying to gather stacks for "Multi Fire Shoot" (Might be a typo, through shoot is a noun that can refer to an occasion when a group of people hunt and shoot game for sport)
Another thing, through I think there isn't much that can be done in rpg-maker, is that one can't attack a mimic again after fleeing from it (which one might want to do for the ones where no sign is provided).
I'll certainly test the changes and leave another comment once I get my hands on a version where they are implemented.
Naturally I'll also comment on other things I deem noteworthy (exploits and abilities where you usually have better option to choose from)
If there is any other way to help you with the game I'd be happy to assist.
I see, that is good to hear!
I do play with the idea off adding an higher difficult later that can only be unlock on ng+ but that currently is just a concept idea for later.
Yeah those are soem good points, it's too risky too use and gives to less of a reward.
Another idea "fourth tail" other solution would be instead of costing life it could cost the ultima bar instead and inflict maybe can't heal or something on the caster and has a long cooldown.
I also am open for other ideas!
Yeah makes sense, I certainly could add one such skillin the dojo that can be learned, I was planning to add some more leanarble skills for all other forms anyway, just hadn't givien it a high priority.
It's a typo, english isn't my native language, I will fix that as well, thanks!
This skill now can be learned at the dojo as well.
Salamander Sign: "Offensive Defense"
Strong 2-hit fire damage to one foe.
Increases Casters defense buffs by one level.
You are right that isn't possible by default but I think I can write some script that makes it possible. I just am undecided if I wanted the mimic to stay or disappear when fleeing so I never did that. I felt the mimic fleeing gices some more high risk highr eward feeling.
Maybe I make it stay there only on easy and normal and leave it the same for hard.
Souds like a good compromise, what do you think?
Sure, I sadly can't say when or how a new version will come out. I still haven't decided how I will continue with the game.
-I am torn between a few option, like making it free and releasing new content updates when they are ready and accepting donation to cover development cost.
-Or not release any new version until I finished the game and then sell it for 5 to 10 dollars.
-Or maybe do a patreon and all that plead there can play newer version like some kind of early access.
Updating the demo just with the new quality of life changes is also dificult since people can just datamine the game and spoil all the surprises and new content for themself or others.
Sure, I always happy about feeback and suggestions!
Thanks^^
Sadly I think there isn't much besides testing that cna really help me but I appreciate the offer : )
Also i would liek to include your name in the credits i you don't mind.
Just tell me which name you would prefer.
i don't know if it was patch but in squirrel story i have 31 acorn and the squirrel that i need to give him 30 say that i don't have enough after when i was at 50 acorn i didn't have enough. i think the problem was that because i was in my ng+ when i start the quest since i had acorn on me it dind't count them and wanted me to collect 30 in the park because i was a 50 at some point and dind't had enoug but i continue collecting acorn and now it was enough
That is wierd.
I am playing through the game on ng+ myself right now to test the new stories, quest and areas, so i will take a look at the squirrel story as well.
From what you described i may have an answer but i need to look in how i programmed that quest to be sure. It could be that the game is counting the acorns collected in that area and not the ones actually in possesion, will check later today when im back, if that is the case.
Thanks for ketting me know^^
Edit: It's fixed now!
Unlocked NG+ after about 13-14 hours on Hard mode. The game is fun and interesting, but definitely needs some polishing. I didn't run into any bugs, but the game crashed one time when I was entering a random encounter. It didn't happen again after doing the same things at the same spot, so it might be just from playing it for a long period of time.
Thanks for the feedback! Glad to hear you had fun with it! I am currently working at balancing and filling the areas out more. The random crash sounds bad, I assume it didnt show any error message? Hadnt heard about any random crashes for a long time so either you did something very specific to trigger it or its ultra rare i assume. Where did it happen, then I can look into it?
Also do you have some things specificly in mind that needs polish, so that I can look into them?
Yeah, there was no error message for the crash. It happened during the quest to clear the fields. Maybe I was starting the random encounters too quickly? I was doing the quest near the end of the demo, and I was clearing the encounters in the West Field in 1-2 turns. I just ran from one encounter to the next after changing to a lower level form to get some levels for them.
I'm not sure if there's a system for it yet, but I couldn't swap my party members in the menu. I brought everyone with me after unlocking them, since I noticed that they still get EXP while participating in combat.
There are a lot of inherited skills on Human form. Maybe a way to arrange the skills might be a good idea? I wasn't using some of the skills because they were situational, so being able to move them to the bottom of the list would be nice.
I have some difficulty finding some of the materials needed for the Weapons Shop and Armor Shop quests. Maybe an in-game hint on where to find some of the rarer materials might be good?
The encounters for the campfire part of the Wolf unlock can be rough if you get unlucky with the random encounters. Getting 2 fairy enemies in a fight is a struggle, especially when all your attacks start to miss from all the debuffs the fairies give you. Maybe adjusting the cooldowns for the Wolf skills might help?
The boss for the Manticore unlock feels like it does too much damage with String Shot. Since it is a multi-hit attack, Withstand Attack doesn't help much. I had to use Rebirth to survive one from full health, and I got lucky with the second one when it missed.
That's all I can think of right now. I'm looking forward to the early access version when you release it.
Update: I think I actually found the problem.
It isn't a memory leak but somethign similiar. Once a enemy is fought the event gets ereased until the player reentering the map. And all currently earased events take up memory so by exsample fighting many enemies on various maps without revisiting the areas to reset the enemies will fill up the memory until the programm will crash once it exceeds 4gb. I also did some test runs now in the sewers with the new changes and the memory usage dosen't increases after every fight now. So this should be fixed.
The easiest solution would be to make random map encounters like most rpg's have to avoid using the erase event function so much. But I decided for soemthing different. Enemies won't get erased now then fighting with them, they only get pushed away, meaning tehy can be refighted as many times as you want. That's the solution I came up with.
Yeah, i made a lot of extra code that needs to get read when putting characters in or out the party so it sadly cant done from the menu. But i could make a lot more spots where party members can be added. Like at every warp crystal for exsample.
Skills are arrange by their id in the rpg maker engine. There is sadly not much that can be done against that. But if i should find a way i certainy would like to add a sorting feature.
Yeah taht certainly is something that can be included, i will do that.
I see, then i will remove the possibility of being able to encounter two fairies at once there for a test. And good to know, i will nerf that skill for the manticore boss.
Also thanks a lot for the feedback
Most likly will be released next month, I certainly wnat to get rid of this game crash before!
Thanks a lot for providing it, i looked into it and from what i learned it isnt related to the game crashing but the "player" that runs the game, thats the reason no crash display happens.
It most likly is related to the operating system you use and or the path you put the game folder in. Since i never saw the crash while test playing on windows 7. One thing i read that can be done is to update the "player" to a newer version but i am not sure if it would fix the crash. But I surely can try that.
Does it happened after you run the game for a very long time? Just a normal encounter or any kind of special encounter like bosses or event fights?
I actually found the problem.
It isn't a memory leak but somethign similiar.
Once a enemy is fought the event gets ereased until the player reentering the map.
And all currently earased events take up memory so by exsample fighting many enemies on various maps without revisiting the areas to reset the enemies will fill up the memory until the programm will crash once it exceeds 4gb.
The easiest solution would be to make random map encounters like most rpg's have to avoid using the erase event function so much.
I also did some test runs now in the sewers with the new changes and the memory usage dosen't increases after every fight now. So this should be fixed. Enemies won't get erased now then fighting with them, they only get pushed away, meaning tehy can be refighted as many times as you want. That's the solution I came up with.
Since I need to do a lot of rewriting to make that work for all area's I think the early acces version will be pushed back to next month so I can take care of that first.
Yeah can confirm now that it is the same bug that got reported back on patreon back then.
This bug is already taken care of in version 0.5 by adding one extra switch there that won't disapear.
https://furandre.itch.io/adventure-of-changes-prototype/devlog/737409/game-devel...
Sorry for the inconvience! And thanks for the report!
If you have no backup safe that you can fall back onto or want to wait till the next version, I can offer and try to fix your safe file, if you post a link where I could grab it.
This should have fixed it. Tell me if it worked. If not I will take another look at it.
https://ufile.io/3invu4mz
Oh yeah this happens when the save file was used somewhere else.
Easy fix:
1.Remove your save file from your save folder.
2.Then you need to start a new game and save it on file 3.
3.Afterwards close the game and then replace the newly created save file with your own.
I also needed to do that to be able to play your file to look at it and fix it.
I finally got to play latest public version. I noticed the following:
I can't remember how to upgrade skills with SP. Can you point me to the right place?
Thanks for the report!
Most of the bugs already are fixed but I I didn't knew about those spelling mistakes so thanks, will fix those^^
You need to go to the dojo in town to use them to buy new skills. Or you can use them at dragon statue for stat upgardes if you have done the dragon side quest.
Hope this helps!
Also about weapon and class. They have the same icon and most weapons also have their type in the name like Steel Sword for exsample.
But if you have any ideas for improvments I am happy to hear them^^
And where did you found the spelling mistakes, i mean on which maps? Would be helpful for me to know.
Inside the big town and shops.
Stat upgrades hidden behind the dragon statue was a change I forgot. But how are you actually to play the hard mode? I am basically killed every time I attack something except with partnering Serina (who does far more damage even at the same level as me) . Even the starter fight took me several tries not to die and likely I got lucky by killing one bat via crits. I feel like that the balance is off.
Thanks^^
I have no idea, I manage somehow. People in the past often said it was too easy and wnted a greater challenge, so it got harder and harder^^"
It got pretty challanging in the end.
Can't say much since it's been a while since I had time for a full clean run to test it myself with current balance but I certainly will make one somewhere in the future!
On the topic of the classes, you could add in the description which class a weapon belongs to. Running to the class switch building every time before a purchase is not a good use of time.
Also, Spiritual Border or similar skills shouldn't be part of Auto Support, as it heals, which is lost at full health. I prefer more control here.
Yeah very good point, will try to do that, thanks^^
I don't know if it is in version 0.4.3 already but classes can be switch pretty most everywhere in the newer version so that problem will solve itself in the coming months in the public versions.
Yeah auto support is pretty broken even in the current build, so many new skill and had no time to adjust it.
And I agree healing skills should not be in there! Certainly will give it a look once work gets less.
4.3 problems:
My NG+ xp crystals got deleted somewhere. I noticed after doing mouse, I had only done mouse and rabbit areas by then.
I can't find the NPC for bigger assets quest despite checking day and night, and the quest location is marked as town of Amea instead of Anemia.
Salamander SP is a bit buggy. The skills that use it will not on the first turn of combat, unless triggered by Dragon Vein, which is annoying because the special item for Salamander starts you with 3. Except it doesn't grant you 3 when doing bosses in infinite dungeon for some reason?
Game will not let you dive in tower despite having monster fish form unless you are actively in it.
Is there meant to be a flower bud in the void of the bunny cave, near boss door?
Sent trail by farm goes north, then goes north by bridge, but i can't find anything after that despite searching whole map.
door to the room with credits scene only appears to check for base transformations? At the very least not all of them.
Play Invitation (gold retriever) triggered supplemental attacks and flurry despite being a debuff.
Full auto with golden retriever has the skills triggered not give playfulness for some reason.
A child in (PAST)Castle seems to have dialogue as if blocking north plains.
Thanks a lot for the reports, since its been a bit sine version 4.3 i firgot most bugs that were still unfixed at that time. I am very sorry for the inconvinience. For future i will make a "already fix in later version" post with future release so people can avoid them more easly and also are aware that i knoe about them.
The first three problems are already fixed in later version.
The fourth, i am not sure, will look into that.
Could be a left over testing object, will remove it if it is still there, thanks!
I will look into that and then report back, once i looked that scents trail up.
It should check for total amount of tf's, will look into it as well.
Golden retriver got a rework in one version that fixed many problem but cant say in which version that was, but definitely will look it up as well.
Yeah full auto is very broken, pretty much does not inckude any skills after public demo, had no time to rework it yet. Will look into it.
And also will fix that.
Thanks a lot for the detailed report^^
This is very helpful!
The bigger assset quest npc is right next to the potion shop near teh tree at night.
The flower bud was still there, I did remove it now.
The scent strail above the broken bridge says west and the one after that north-west, and yes I can see a end point of the trail at the north-western part of the map. So maybe there was a problem in that version, that I fixed already? Sorry can't say for certain.
The door checks if you have 12 total transformations not counting human and maybe kitsune. And if you have the second world fragment. Number could be actually lower in version 4.3, i think i raised that number higher in a later version.
Also fixed the golden retriver bug now.
And dialogue now is also adjusted.
For for all the reports^^
Yeah sorry about that, havent thought about that part at all^^"
That was one of the reasons I original was opposed to the idea of further public versions before the game is finished, since it could get confusing with managing stuff like this.
But there is no harm in mentioning something you find even if it may be already fixed.
If someone is at fault it would be me, for managing it like this, it's hard to keep record of everything sometimes.
I believe I know what makes hard mode a problem for me. You lose some amount of hp, compared to normal mode. So solo battles are particularly problematic, since drinking potions can restore hp fully, but then next turn you lose these hp again or even die. Apparently you know strats for this, so please share, what I'm doing wrong?
I certainly could remove the lowered hp on hard mode, that may be a good balance change. Since a even higher difficulty exist i do think that change makes sense.
Thanks for the idea! I will increase hp, so solo battles wont be that hard.
Strats? Not really, sorry. As i said my last full run to test hard mode was a few months ago. I dont think I can give good advice, sorry -_-
Yes if the chicken side quest is in the game, the bad ending is as well.
And the satyr bad ending is related to the cursed coin quest line but is missable, so if that quest is in the game already the bad endings are as well.
If you want some hints.
Chicken quest need to be beaten for it to be able to appear on the farm.
And cursed coin quest must be done without having any sort of curse protecting key items.
Hope that helps, if not ask more^^
Yup that is right, after all the skill is used at that point.
Is this this meant to stop all actions afterwards?
You mean the missing guard? If you want a hint, try looking in the western plains.
I did, assuming western plains are the west exit of Mythena. Entering that area doesn't show a name, unlike South-western Plains.
Sorry, I have no idea what you mean by that?
This one.
Yeah the game needs to stop all actions or else the game would actually crash. No way around it, currently.
Oh i did never notice that, will add a name there as well. Yes the soilder is in a bit more hidden part of that map. It is in the western part of the western plains.
Oh you mean that one, that is in version 4.3 unreachable since the tf with the needed ability wasnt finished at that point. It will become aviable later.
Could be that they maybe are not listed except in equip screen for sub weapons, will look it up.
The wool quest takes part in the farm on the south-western plains, so if you can't access the farm yet its not finished in that version. Sorry its been a while since i made that quest so its hard to say for certain which was added in wich version, sorry for the inconvinience!
Yeah i think i forgot to remove the sign for one or two version but it should already be gone in the current build.
I have suddenly the situation that using Wool Trade and the Chewing Grass leads to an infinite loop: https://ufile.io/bk2m6m3e
"Wool Trade" has no external command attached to it that chains it into another skill command, so it should be impossible.
"Chewing Grass" does that, so there would be an possibility for a loop.
I tested using both skills in the current build and found no problem and also tested your save in version 0.4.3 and got into no soft lock. Used both skills.
Did you do anything specific?
You discover this after you have committed.
Also, is defeating the evil plant possible? I went to the last stage, yet the only potion worked was for the second stage. And the Fii objective was for the third stage.
Safe file (had to change it): https://ufile.io/nivmzg3a
Ok, you directly apply it to the plant (so please prevent the normal target from working), trying to figure it out now, which is right.
Also Posion Lilly is Poison.
Sorry, I don't really know what you mean by: "so please prevent the normal target from working"
You can still use the cauldron, though the target is the plant.
"Also Posion Lilly is Poison."
You misspelled the skill.
I still haven't figured out where Gardening Work is located. Also, the heavinly plain Quest should have a mention where the teleporter is. (The Angel in the Library should be able to be informed about that option to leave.)
Oh i see, thanks! I think this actually is fixed in future versions already but i will look it up to be safe^^
Ahh, will fix that!
I think it refers to the quest in the western plains but wouod need to look it up myself to be sure.
Good point will add a hint in the quest description!
And that also is a very good point, will add some extra dialogue for that!
Currently not. But it will be later added in the guild material shop.
Yes there is one hidden one. In the norhern part hidden behind the pillar near the statue.
It's not implemented yet and does nothing, tried around with it but never got it to work so it currently still does nothing.
Those skills actually can be gotten in many different orders. It just mainly depends which areas and story bits you visit in which order.
I did made the skill but am actually unsure if I ever implemented it. It was a bit too powerful so I cut it, to add it in later after reworking it a bit. These skills are usually gotten from story and tf quest, so if you did all and didn't have it, it isn't in that version yet.
I found another softlock. I entered this area, went into the ruins to collect the MF, did a field scan there, then another outside and suddenly the arrow to indicate jumping is gone, along with being able to jump. It reappeared though when you go to the gates.
Also, when you switch weapon classes, the appropriate weapon should be selected as well. Otherwise you need to transform to and back.
Oh that one, its not a softlock as you seen but a bit unpratical. I could be wro g but that also is already fix but i will look it up to be sure. Thanks!
Yeah i can see that point, its a good argument. But from a technical side that may be very hard to implement because it would need an very elaborated new system to check for each weapon that is in the game and also which is in the players possesion. So i dont know if that is possible to do unfortunately-_-
But still a very good idea!
Yeah i figured. I looked it up and it wasn't actually fixed. Now the arrows also show up if you leave the building! Thanks for the report^^
If I remember correctly, optimize just chooses the gear with the higest stats which is pretty useless since it ignores, weapon and armor effects and stats. It's a function that is embedded in the engine by default, I didn't made it. But i thinking about removing it since it dosen't really serves a purpose.
Also fixed the spelling mistakes that weren't fixed yet. Thanks!
Is 10 WU for Play Time Over not too much? You can easily get 20 playfulness in a longer fight before that and then it becomes useless.
Why can't Luca regenerate MP during battle?
This is one of the few places where current TP is not displayed. Goes for the whole trail. Possible the whole area. Maybe also in forest ruins as well.
Shouldn't each form show a symbol when their special item is worn? Not every form displays it.
That is a good point. I wills et it down to 5 for a test.
Good question, probaly didn't thought about it back then orthought it was too op. Changed it now, he now starts out with 5% MP Regen and can upgarde it at the dragon statue for more! Thanks, really good suggestion!
You're right, must ahve forgotten about it then i added it to all things, Fixed now!
The icon displayed has not directly anything to do with the special item. But I do see the point. Maybe it would make more sense to make a new slot for those special items and seperate them from the "other" type.
Edit: Also fixed those spelling mistakes as well!
Drain Sign: "Leeching" seems to increase HP first.
It would be nice if all quest entries would show what items exactly you are missing (at least when you talk to them), so you are not forced to go back to the quest giver or manually have to log it somewhere. Like the Golden Egg one.
Misspelling:
Elegant:
Mouse misses Skill Upgrade to reduce TP costs.
Prevent TF Upgrades for forms, which have no skills to buy.
Transformation Skill says Sea Creature, but TF job states Aquatic Creature, as well that demon fight.
Transformation Skill entries should be ordered alphabetically.
How do I get that MF?
Killing the demon turns me into Jesus:
Spelling mistake:
Will take a look at it.
Yes that certainly would be a neat feature. I also think it would be possible to implement. But that would require reworking all quests a little bit that could profit from it. I write it down for later improvments when i have more spare time. Feel free to tell me all quest where you think that would be helpful.
Some of the missspellings wer already been fix but also fixed all the ones relating to aquatic form, thanks!
It is not missing, I have not implemented it yet since it's a lot more complicated to do. But alsoa thing I may have time to work on after reaching version 1.0!
Every form has upgrades so there is no need to prevent anyone.
Yeah that's an inconsistency between the names. Will get fixed with the text rework that currently in the works.
Would be nice but the engine does not allow sorting them or skills. Maybe there will be a workaround in the future but I wouldn't count on it unfortunately.
It requires a tf that is aviable in the next version. So in that version impossible.
Oh yeah that bug xD
If memory serves right that one is already fixed.
And thanks will fix that as well!
Oh you mean it like that. No worries a better solution is alreay made and implemented, it is in either 0.7 or 0.8 and makes form upgrades way faster and more smooth.
Yeah, full support is unsupported since 0.4. Havent had the time to take care of it. Overhauling it around version 1.0.
Yeah the name should be "Hidden Forest", will fix that, thanks!