Haha, sweet. For easiest I'd probably go with Orbonne Pt.1 with Izlude and Orbonne Pt.2 with the Mad King didn't give me too much trouble. I did get Altima on my first try. Hardest I'd say Murond Pt. 3 with Zalbag, Orbonne Pt. 4 with Rofel and Orbonne Pt. 7 with Hashmalum all took me quite a few tries. Honorable mention to Zarghidas Trade City, it was tough for chapter 3. Hoping to get to play some more this weekend.
Videos
#23
3 weeks ago
I'm sorry about that bug. Figured out what caused it though, so should be fixed in next version.
#24
3 weeks ago
No worries. I can look at some of the new extra battles in the meantime.
Hell 1
Hell 2
Hell 3
Hell 4
Hell 5
Balk back again
Fovoham Plains
Fovoham Plains 2
Cloud
Nogias
Hell 1
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Hell 2
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Hell 3
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Hell 4
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Hell 5
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Balk back again
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Fovoham Plains
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Fovoham Plains 2
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Cloud
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Nogias
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#25
A week ago
Yay! Finally someone else to take on the deep dungeon... Definitely considering making the final 2 katanas available in shops (either before ch 4 end sequence or somewhere in ch 5). Farming those things from extra battles doesn't take skill, and it's not like the last part of the game lacks in difficulty overall. They are powerful enough effects though that I wouldn't want it to be easily spammable before the later part of the game.
Do you have any ideas for types of things you'd like to see in battles that you haven't yet? Formations, new abilities, etc?
Do you have any ideas for types of things you'd like to see in battles that you haven't yet? Formations, new abilities, etc?
#26
A week ago
I'm not much for ideas haha, maybe an immortal whose only move is Esuna or Stigma magic with a couple other initially petrified bosses or a bunch of petrified guys like in Zeltennia Castle, https://youtu.be/vPPoF_GoS4w. They never did get set free when I did that fight. Then it could also mess with other status's like don't move the player might want to use after the petrifies are freed.
I think making the katanas buyable would be great. They could be expensive, maybe 50 or 100k. Money kind of loses it's importance late game as is.
Terminate
Return to Riovanes
I think making the katanas buyable would be great. They could be expensive, maybe 50 or 100k. Money kind of loses it's importance late game as is.
Terminate
Spoiler
Return to Riovanes
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#27
A week ago
Looking at it, the only explanation I can give is because it hits randomly. The ai has a chance to not use it when it otherwise might be considered, since it's flagged to be used randomly.
Nothing is going to be *that* expensive. I'm thinking 5000 (since that's what any individual battle gives you). Masamune buyable after Zalbag, Chiri buyable after Bervenia Volcano 2 (will be in the next version). This'll make it so you can't miss hitting the variable, and that's quite late into the game. Money not mattering much is on purpose. In earlier versions of the game, I had items that cost a bit more than they did in vanilla, thinking there's only 2 people to equip. Anyway what happened with this is people either never experimented because they didn't want to grind to buy more items or they grinded excessively for the money to buy items on each upgrade to the shop; neither outcome is desired. But with low prices, people buy more items and are more likely to be able to come up with a strategy on the fly as a result. The amount of money given out each battle is now actually decreased from vanilla's formula since it's a flat rate, but prices are low enough this doesn't matter.
The reason they never ended up getting set free that fight for you is because you're too good. My winning test of that battle, one managed to get set free. However, this concept could be extended towards a faster remedy user (13 effective speed or faster) on a larger map with more statues, and it'll be a lot harder.
Nothing is going to be *that* expensive. I'm thinking 5000 (since that's what any individual battle gives you). Masamune buyable after Zalbag, Chiri buyable after Bervenia Volcano 2 (will be in the next version). This'll make it so you can't miss hitting the variable, and that's quite late into the game. Money not mattering much is on purpose. In earlier versions of the game, I had items that cost a bit more than they did in vanilla, thinking there's only 2 people to equip. Anyway what happened with this is people either never experimented because they didn't want to grind to buy more items or they grinded excessively for the money to buy items on each upgrade to the shop; neither outcome is desired. But with low prices, people buy more items and are more likely to be able to come up with a strategy on the fly as a result. The amount of money given out each battle is now actually decreased from vanilla's formula since it's a flat rate, but prices are low enough this doesn't matter.
The reason they never ended up getting set free that fight for you is because you're too good. My winning test of that battle, one managed to get set free. However, this concept could be extended towards a faster remedy user (13 effective speed or faster) on a larger map with more statues, and it'll be a lot harder.
#29
4 days ago
Green Wind is supposed to heal MP. This was just bad hex addition on my end. Will be fixed next version.
Also nice job on the DD stuff
Also nice job on the DD stuff
#30
3 days ago
I'm having a lot of fun with it. Very challenging. Got another one done.
Mlapan
Tiger
Mlapan
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Tiger
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#32
A day ago
I'm always bothering you with things to fix! Got another DD level done.
Bridge
Bridge
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