Nov 13 2009, 01:01 AM
I have a quick question. Is this the final version or is there more? I do tend to avoid downloading games until they're or at least as close to complete as they're going to get.
Nov 13 2009, 02:15 AM
No, this is the third of five culmalative versions. You can still go ahead and download however as the versions follow on from each other and you can simply port your save to play right from the start of the new chapter I add on.
Nov 15 2009, 05:02 PM
Well, usually I avoid playing a game until it is completely finished or at least as finished as it's going to be, but this game looks amazing. And I like the other games you've made so far, so I'm going to pick this up.
Nov 15 2009, 05:33 PM
You won't regret it. Legionwood is extremely fun.
(And no, Dark Gaia didn't pay me to say that.
Nov 22 2009, 03:35 PM
Your check was deposited in the account you gave me.
Nov 25 2009, 10:35 AM
I found some weird things:
1: the door of one of the magic shops (I cant remember from what town) send you again to where you was and not inside the shop.
2: when i try to climb the lader to exit from the dungeons the fight with the boss dont start.
3: The switch book apears in the Healing items section of the inventory and not in the Key section.
Dec 3 2009, 12:21 AM
Update update! what the heck happened to Liara!!? I want to know! XD XD
Dec 3 2009, 09:13 PM
Testing the demo now.
Dec 30 2009, 01:43 PM
your missing a few songs, (I encountered 2, there might be more.)
One at if you want to watch the introduction, and another after leaving the first town. (south)
Dec 30 2009, 04:34 PM
A new release is currently on the way, expected to arrive in mid January. While it isn't a new chapter release, it is still a release worth getting, due to the fact that it addresses most of the criticisms people have about Legionwood.
I've decided to pretty much overhaul Legionwood as I've decided I want to make it into a game that everyone can play that is fun to play. I'm addressing the most pressing criticisms about the game and turning the game into a more casual game overall. I don't want to make a revolutionary game; just one that is fun and does what it does well. Thus, whether you're a fan of Legionwood already, someone who's never played, or someone who despises the game with a passion, I urge you to try this new release, as it is a new Legionwood and one which I've engineered to appeal more to you.
1. Every line of dialogue in the game and every cutscene will be streamlined and rewritten, and will flow smoother and more naturally.
2. The issues with balancing in the early areas of the game (which thankfully do even out later on) will be resolved. The early game difficulty will more closely match the later areas of the game. You will be able to clear the first dungeon at level one.
3. Several skills and items will be rebalanced as some are too weak/too powerful.
4. Focus will be taken off characterisation and placed upon the story instead. I agree: Legionwood is always awkward in the scenes where I make the characters try to characterise so the story will now become more world driven.
5. A complete playtest will be done and every reported bug and sound error will be fixed.
6. Chapter three will be extended slightly. You'll be able to proceed to Castoth's fortress this time around.
Despite all these massive changes, those currently playing the game will be able to use their save files to continue if they want to.
Jan 19 2010, 05:42 AM
Update/News - Jan 2010
Hey there everyone!
As I type this, the fourth release of Legionwood is busy being uploaded onto RMN's servers where with luck it will be available to download soon. With that said, if it isn't there when you try to download it, it most likely hasn't been approved yet, so try back in a few hours and it probably will be.
As Legionwood is my main project, I've invested quite a lot of time into it so far (bordering two years now) so it wasn't a very difficult decision in the long run to try and pinpoint people's major concerns with the previous versions of Legionwood and spend time addressing these things and reworking the game to a more likable state rather than simply pressing on with yet another chapter with those problems unfixed, so the main draw of this release is simply being able to see a refined, redone version of Legionwood rather than seeing new content.
In summary: This is the new Legionwood. The game you know is still in there, except now it's different. The bad parts nobody liked are gone, and the good parts have been made much, much better. This is Legionwood in its best form yet. Hopefully if you didn't like the game before, this version will prove to be much more appealing to you. I've worked very hard. Special thanks go to the folks of RMN and HB Games for helping me with this.
For those who were expecting new content however, don't despair! This version of Legionwood brings with it a bigger, expanded chapter three with about a full hour's worth of new story material and quests, plus these little additions as well:
- Rewritten dialogue from the start of chapter one to the end of chapter three. Cut scenes now flow more naturally, are not as boring as they once were and are somewhat shorter too.
- New battle system! The battle system has been upgraded to a later, smoother running version of the Tankentai script, so you can expect new battle abilities based on Tankentai's unique animation capabilities. As well as this, you can expect semi-new battle backgrounds and every single enemy being rebalanced and tweaked to make for an easier but still challenging game.
- Tweaked and rebalanced character stats and growth. Level ups have been made a lot weaker in terms of stat boosts so emphasis is now on the AP system to develop your character (as was originally intended) plus all characters now have roughly the same stat growth, meaning now you truly can create your own class as all restrictions that existed before, such as characters obviously being geared towards spellcasting etc, have been removed.
- New, shorter game intro which is somehow as (if not more) informative storywise as the last one despite only being a tenth as long.
Jan 19 2010, 09:45 AM
A new version!
I will tell you if I found something wrong.
Jan 19 2010, 03:46 PM
Downloading it now myself. It'll give me a fresh break between all of the really old PSX games that I've been addicted to lately.
Jan 19 2010, 05:45 PM
Keep in mind one thing I didn't change is the difficulty. If you found Legionwood hard before, it's roughly the same now. I love hard RPGs, so I tend to make my own ones that way. With that said, you can
survive the battles if you think
as I and my friends have done.
Here's some advice from a beta tester:
Okay, very simple to survive in Legionwood but you gotta be prepared. Buy Lann the heaviest, strongest weapons and armor you can get but buy Liara the mage's cloak, whip and hat. Now, go and buy Liara the 3 elemental spells and Healing Light, while you get Lann double strike and study enemies.
Finally, enter the menu, select Character, and in the status screen hit A. Spend Lann's AP on Attack and Defense, spend Liara's on Intellect and Defense.
Now spend whatever cash you have left on peptides.
Proceed to Selatan Plains. Have Lann attack in battle and Liara cast spells. Use Salves if wounded and peptides if low on SP. Hang around near the save point until you reach level 2 and you can relax
The golden rule with Legionwood is to not spam attack. In the game's early areas, heal if you fall below 60% of your max HP, and do make sure you cast spells. Also, make sure you spend AP at every level up as without it you cannot raise your stats high enough to survive.
Jan 19 2010, 10:52 PM
So far I'm liking the newer lift to the game. I miss the ogre dialogue, though.
I think the game actually is a bit more difficult now though since the level bonuses are reduced. At least I don't remember ever really having trouble with a few bosses that could quite easily one-shot kill someone this time around.
I've run across numerous stack error messages so far though. From the cat fetch quest, then the ogre, had to redo the ship battle about four times because it kept giving an error after the Hydra, and now I seem to have a 3/5 chance of passing the Dragon Zombie fight without the Game_Map throwing a stack error. Most of them seem to be coming from the caterpillar script that you're using. Wish I had actually written down the exact lines, but I know the Game_Map one at the Dragon Zombie is consistently line 189.
Couple little quirks I've found so far: you can walk on the apple merchant's stall; the lady that requests the animal skins seems to take more snakeskin that she says (I had 6, she asked for 5, and all 6 were taken); and in the Hydra fight if you use Scan, it shows two already dead Piranhas in the fight.
Jan 20 2010, 12:05 AM
I'm glad you like the new gameplay style. I was hoping some of those bosses would be harder.
I'll fix all those little things but damn... I didn't get any Stack Errors when I played through, I even removed a few trouble scripts, why don't they happen for me but happen for everyone else?
The ratio of people reporting them seems to be about every 1 in 4 players. At the very least they all happen close to save points eh?
Do you play with the "Reduce Screen Flickering" mode on? Do you play in full screen? I do both of these.
Jan 20 2010, 10:00 AM
Neither of those, but I'll turn the screen flickering on to see if that helps any. I can't seem to remember ever having the stack errors before this version though; strange stuff.
Two other things I just remembered: you can walk on the vines in the Upperthorn Sewers on the walls, and Efreets Pummel only did 1 damage whenever he used it. The bosses may just seem a bit harder since I'm a more offensively geared player and with the lower level stats, it's just hurting a bit more.
Close to save points sure, but having to refarm that Dragon Zombie for the Gold Tiara over and over is a bit tedious
Edit: Well, finally managed to get the Gold Tiara without having the game crash. Took me about 50+ tries. The only thing I can see in common with the crashing is using the main menu to reload a game. Every time that I closed the game completely and reopened it, I never got the stack errors.
Resting at an Inn will refill dead character's MP, but leave them dead.
Merces misspells "sabotage" after the Dragon Zombie fight.
During the talk with the Foreman after that, he says "your signature into log", probably should be "the log".
Edit2: Since I hate double posting I'll just post the new errors on this post. I'll put them in a spoiler tag too since some seem "spoilerish". There is one rather game ending error I found. If you land on the pier from the Charn Port and enter the building, you'll be forced to reset your game since there's no way to get back to the pier and leave on the boat.
Zanthus talking in the tomb: he says "inprisoned". It should probably either be "imprisoned" or "in prison". Either would fit the sentence in that context. Also in the same dialogue he says "accomplic". Did the E get cut off or typo?
If you go back to the Hol Pass and inspect the sign, it still shows Liara saying something. The same thing happens whenever you inspect the dead bodies in the morgue in Charn.
If you leave Demonhold Keep, your map is permanently dimmed to the little circle regardless of where you go.
Other than that, I can't seem to find the way through the Keep. I'm sure I've checked everything possible, but the path that seems like it's the right way has an impassable helmet on the path.
Jan 22 2010, 04:55 AM
Ah yes, I see. I forgot to change that when I encountered it. Okay...
And I discovered something about the Stack Errors... They happen on older computers that have either less than 1GB ram or a single core CPU. Basically the map becomes too laggy and the game locks up.
I've uploaded a small 2MB patch which will fix the following things in Legionwood 3.12:
- You can no longer get stuck landing your ship at Charn Port.
- You can now complete Demonhold Keep.
- Learning Dual Wielding no longer gives you wierd, rare weapons you shouldn't have.
- Kills the bug that adds Thyrra to your party in Selatan Plains...
This patch is essential if you wish to complete the game. I have submitted it to RMN so expect it to be available within twelve hours. It is very easy to apply and fixes all of this version's problems. You won't need it until Chapter Three, but still...
Jan 22 2010, 03:29 PM
Your current demo, without the patch, has some minor passive issues. In-case you have not fix those in the patch and there may be some mayor ones I have not encountered, I'll show you a quick screenshot. The patch is not available for download yet, so I'll resume playing once it is.
Some quick pointers from the few minutes I have played through. Remember the first 10 minutes of a game can either grab a player into it, or make the player quit it.
-Why not try and create a cut-scene related to your plot with the opening credits? It would help give the player more excitement and interest to the project if there was movement and sound playing. Personally, I found the opening credits boring and really wish I could skip it.
-I really do enjoy the small maps style you have going here, because it shows so much detail on-screen and does not feel overlarge or empty. I get the impression you put a lot of effort into your mapping.
As much I enjoy the mapping visually though, I feel it would be far better to have two pathways or more instead of a single path the actors have to go through, because the NPC's keep blocking the directions I wanted Lann and Liara to go in, which as a result annoyed me. This doesn't mean you have to make the maps much larger, two or three pathways would probably be enough.
-I think you've done a very impressive job on the writing here, it's all well-written. I particularly enjoyed how organized and clear your descriptions on each item and all the skills are. Makes me wish I could afford them all.
-Like the green sparkle and miniman images. Helps me realize what I should be paying attention too.
-When I saw a world map I was surprised at having no encounters on it. I've run around the world map and can't find a single encounter, so I presume they aren't there? Usually battle encounters are shown on world maps. I'm not saying this is a bad thing, it's just feels odd to me. The world map feels ever so large for a map with no encounters though. Perhaps make the NPCs regular sizes?
-Catchy battle theme! I also like the victory SE that plays at the end, feels like it's congratulating me on doing a good job.
Jan 22 2010, 03:52 PM
I cant find the patch...
Can you please add the link in the first post?
Jan 22 2010, 04:10 PM
The patch download has to be accepted by someone from the higher tiers before it's added to the links. That being said, the game plays fine up until the last dungeon, which is still 9-10 hours through the game. If you're already there, best you can do is just sit tight and wait for the download to be approved.
Jan 22 2010, 10:44 PM
Just finished the game, nice cliff hanger there. Noticed a couple of other things that should probably be addressed.
Random encounters seem to stop after you step foot inside of the Keep. I walked all the way through the Canal, the Plains, and ran around in Gaia's Cavern and didn't fight a single fight. Also, no encounters in the Arcanist's Tower? I remember going there before I went into the Keep.
I honestly thing Rage should be dumbed down, or removed entirely. It took me no more than 2-3 turns to kill any boss after I got Rage. Lann+Alexis was rocking about 7-9k damage per Double Strike under Rage. Maybe lower it down to 200% or so? Still a substantial increase over Sharpen. Possibly inflict the user with Craze as well since you know, going into a flying flurry, they shouldn't be able to cast spells.
There's an inaccessible chest to the left in the Keep, probably being blocked either on the upper path by a hole or the lower left area.
I think the Luck Charm increases everyone's exp gain by double, not just the wearer. Hard to tell with just the boss fights, but Lann went up levels really quickly whenever I equipped Liara with it.
The Will O Wisp doesn't have that boss dying animation. The battle will sit there for a minute until the time elapses for the animation, but it doesn't play.
When you go down to the second floor of the Keep, you can't leave the Keep until you finish the dungeon since the rocks reset, and you can't push them to where you can exit.
Game ending> if you go back to the Hawkshire throne room, the scene where you fight Merces will replay, and afterwards, the screen stays permanently black and you have to reset.
If I remember right, if you try to go up to the Ice Cave before you go to the Keep, Zanthus says you should find a guide before you go into the fields, but you don't need one later? Seems a little inconsistent.
There are probably one or two other things I'm forgetting, but I'm sure I'll remember them later on.
Jan 23 2010, 02:59 AM
You just must have been lucky not to get encounters. I have had a look and there's absolutely nothing to stop random encounters... VX has no "change encounter rate" command and I have no scripts which would do it either, unless I haven't configured Tankentai properly and a certain accessory is still marked as "reduce encounters." I've added an exit to Demonhold Keep from the lower floor for the next version, and I have remedied the Luck Charm, Rage, the Will O Wisp animation and I have fixed the Hawkshire throne room bug.
Speaking of encounters, did you have any in the Ice Cave? There's a 51 encounter rate there...
Thanks for your bug reports, they have been very helpful. You have been invaluable Seirno. Keep that save file handy. I promise it'll work in the next release. You will be waiting hopefully to see what happened to your characters...
@mudducky: Thanks for your comments. I'll put some blank events in those choke points to stop NPCs going into them. The world map has no encounters just like in the Chrono games. Really, it isn't big enough to have them. You can walk from one location to the next in three steps most of the time.
I did have a huge cutscene in the intro before, but most players didn't like it so I removed it.
Jan 23 2010, 09:06 AM
I've played through the entire chapter 1 now Dark Gaia, and jotted down most points I could think of.
-Treasure interaction. You've seem to put a large amount of treasure chests on the map, and it's always fun hunting for treasure. I think you've also chosen good spots to place them. I enjoy the fact treasure is not limited to chests, it can be found by the player interacting with objects on a bookshelves or even by drinking tea!
-I really support the idea of giving the player a lot of freedom with actor skills and stats growth.
-The mapping is all well-done. I found some of it amazing in comparison to other projects. This is not limited to particular maps. Town mapping, dungeon exteriors, dungeon interiors, house interiors (especially enjoy the house interiors) are all vey well mapped. What I enjoy most about the mapping is the interesting boarders and layouts with a good amount of detail. This makes it really fun for the player to walk around, though still recommend increasing the single path gap on town maps. It's not a problem on the rest of your maps I've encountered so far.
-The element efficiency and use of scan creates some strategy to the battle, which I enjoy having. You've also made good use of element efficiency on enemies.
-Your well-written story and dialogue from the first 10 minutes stayed during the entire chapter. I became very curious by the story and really enjoyed it so far! I believe if I kept playing the rest of the story from there on out it would have had me hanging. This is not limited to the plot, I enjoyed all the characters and their development, along with the conflict and stake you have created. This has made the dialogue very entertaining to read through.
-The traditional RPG feel in towns. By that I mean having the Blacksmith, Tech Store, Item Store, Pub, Inn and Sanctuary in all towns.
-How your environment feels very lively. You've really made Legionwood feel real to me.
Dislikes (Completely dislike battles, the only dislike I think I have here.)
I know you want the battle system to be challenging, but the party died far too many times for myself to have enjoyed it. I think the balance is set slightly too high which makes me feel my abilities are being tested on gambling good luck or bad luck more then anything. Attacks seems to always cut too much of my actor's HP.
Regular troops feel they are the same difficulty as bosses which I dislike. This leads me to believe the battles were overpowered, but I think this would not take long to change. If you lowered regular enemies attack and spirit then lower block to that accuracy I think you'll have a well balanced system here where the type of difficultly you want is still there but not set overpowered.
Taking into consideration the scripts you were using, I think you've done a very good job choosing all the stats in the database here. The attack and spirit of enemies just feel too high at the moment.
As it was, it took me a lot of grinding to get through and I felt I was being tested mostly on how patient I was rather than any challenge.
I also have a different view of what a challenge game is from you. In my eyes challenge requires thought and strategy rather than character growth and overpowered enemies. The only part I felt contained strategy was the element efficiency and scan. But the little strategy that was in the game felt it was done well.
To fix the strategy issue, you will need to consider assigning more skills to the enemies and give some advantages and disadvantages to each actor that the player can't customise, it's just there. Perhaps actor-specific skills that collaborate well in battle?
Another way to add more strategy is to add more regular attacks that don't consume SP. Perhaps attacks that can take a few turns to cast or consumes HP, or swaps HP with other actors? That would be fun to add-in and put more strategy on the player.
Summarising my likes and battle dislikes, I do believe this is one of the best RMVX games currently in development, and yes that partly relates to other projects not even trying to put any focus on the battle system, but you really do have a good solid story going on here. I'd like to congratulate you on being able to create a game so long. It's very clear you've spent a lot of time on your project and I hope it will shine once it's completed since the story and graphic aspects deserve too.
If the battle system was more balance I would have carried on playing through the other two chapters. If it also had a good amount of strategy on top, I'd consider it almost perfection and would really have enjoyed the battles. As it is though, this game was not fun for me because of how important the battle aspect plays in an RPG, and that I'd say has ruined my experience of enjoying a well-written story with the current demo.
I am aware you want there to be a challenge, but demo V3.21 balance is just over doing it and has been set too high.
Jan 23 2010, 07:06 PM
Hi mudducky. I'm happy with the things you liked, and I'll respond to your criticisms of the battles.
Unfortunately with Legionwood, the problem is if you aren't very, very good at RPGs, you will fail at its battles. The battles are possible to survive however, both me, my head testers and my friends have all passed the game without dying once, except in bosses. You don't need to grind in Legionwood. The key is to use the AP system effectively. Remember, your Defense for example is NOT going up when you level up, so you need to take that into account. Say you have a character equipped with the Intellect promoting armors, which are crap for defense. Use their AP to pump up the defense to make up for that. This is how one wins.
Actually, most of the improvements you mentioned such as character specific skills were in previous versions of the game, but critics wanted them removed as they felt it conflicted with the "create your own classes" style of the game.
I don't think I'll be changing very mcuh of the battle system as after all I am happy with it but I agree in Chapter One it is at its hardest whereas it eases out later on, I should change that.
If you did keep playing, you would find the battles get gradually easier from this point onward.
This game has been in development now since December 2007! It has been through so many changes. I wouldn't mind changing it but I have promised save file compatability for the next release so the changes can only be minimal.
Thanks for playing.
Jan 24 2010, 12:15 PM
I didn't have any encounters whatsoever in the Ice Cave either. I thought it was a little strange. I ran around in the previous areas for about 10 minutes each as well so I don't think I was just getting lucky, including going all the way through the Zolom Nest, which is infested with encounters. I reloaded a save from before I ever went into the Keep, right after you leave Hawkshire (with some exploring done, IE the Arcanist's Tower and the ice field/shop), and it has no encounters as well. If I had one from before that I'd see if it had encounters or not. I can send you the save files via PM if you want to take a look at them yourself. Maybe I accidentally stumbled on a bug and didn't even know it, which is going to make fixing my files that much harder haha.
I did a quick comparison between the stats, and I think what made the difficulty actually unbearable for some people is the massive Agility drop between the old versions. Level 25 Lann (3.21) with no equipment on/no AP on Agility is barely slower than the monsters inside of the ruins where you get the Sword of Gaia. Add on armor to him, and he'll drop to about the Flame Canal monsters. I get what mudducky is saying about the gambling aspect because if monsters are going to move every time before you, there's not much you can do (see Dragon Zombie point below). I guess it does add strategy in a way that you have to think about things, but I'm a fan of harder RPGs so my opinion on this is a little biased. It's just the learning curve with the AP that people need to get down before they can really begin playing successfully.
As for the difficulty, I completely agree that the first chapter is by far the hardest. Probably the hardest fight in the game to me was the Dragon Zombie. Over the course of about 50 fights (stupid Gold Tiara!), he probably killed me around 20 times simply because of how random that battle can go. Clear Haze > Terror > Flame Breath = GG. Probably only Liara would survive that and it doesn't take much to gun her down when she's alone. Sometimes he only managed to hit me twice with normal attacks, others he blasted my entire team down in three turns. Granted I could kill the two Undead on the first turn every time, but they were all faster than I was so I had to hope things fell into place.
Touching on the normal fights though, the only problem I had early on in the game is accuracy issues. Characters seemed to miss monsters about 2/5ths of the time with anything, though that may have been an Agility issue. Maybe I was just unlucky.
A few more things that I just remembered:
If you Scan enemies in the Mythril Cave, the first scan there always shows the Dragon Zombies HP and SP, but the monster's description there. Scan still reappears every fight in the ruins as well.
Grudge Holder still has that Charge carry over thing. Quite annoying with him having increased HP now too
Fire Brand, Ice Tongue, Ice Lance, Barbarian Axe, Blinding Dirk, Silence Knife, Ancient Bow, Ancient Staff, Gold Tiara, Benefit Ribbon, Titanium Hand, Steel Gauntlet, Ancient Helmet, and Luck Charm all are categorized under Heal items in the menu.
Jan 24 2010, 07:39 PM
Hmm... Can you send me your save file? I think it may be a certain equipment preventing encounters. Probably the Luck Charm. Or else you stumbled upon some script bug which I cannot fix as I have no events or scripts that even touch encounter rates. If I play around with your equipment, I can find out which one is doing it. It must be one that is gained after Hawkshire and before the keep.
Hmm... I thought I fixed Grudgeholder's Charge... Oh I see, I never turned that common event on.
I'll recategorize those equipments right away and I think I will increase the Agility you gain upon levelling up, just for those who find it too hard. It is currently set at the same as the other stats but then again it is more important.
Jan 24 2010, 09:10 PM
I had thought it was the Luck Charm as well until I reloaded the save from before the Keep, as you don't get the Luck Charm until Cerberus decides to be a nice dog and drop it. If I'm not mistaken, it was working fine until I went into the Arcanist's Tower. That was the first place I noticed there weren't any encounters. I might have tried to go to the snow place first when Zanthus says not to, but I don't think so. It would have to be around that time frame from when it happened.
Jan 25 2010, 10:31 AM
Sorry I forgot to explain in more detail what I meant by that gambling point. Yes part of it relates to the enemies nearly always have their turns before the actors, so I agree with the point Seirno mentioned. I found myself running out of MP easily and when I used an item to fill up the gauge enemies would always attacks the player so the healing skill was completely useless inside most of the battles for me. Items would probably be best to have high agility so they are casted above and before anything else. You could do this yourself during playtesting and see if you feel that sets the challenge to high.
From what you are saying there is strategy in the game with the equipment and the AP system, and that does sound like a clever way to get the player thinking ahead of battles! However that was not addressed very clear to the player during the tutorials and I think it would make a huge difference to how effectively the player uses the AP system if you mentioned that advice in the tutorial. The problem with not bringing awareness of this to the player is, if the player messes up then there is no turning back and that would keep your game being enjoyable for the particular players who mess up.
I understand now that you are actually very limited on the changes you can make due to the save file compatibility, but editing enemy stats for the first chapter should not be a problem. You should be able to lower the difficulty here without changing actor stats.
Being aware of these limitations, I don't think you can now risk adding new skillsets to the game troops at this stage of the development. But my point here still stands. There is a lack of strategy within the actual battles themselves, even with effective use of the AP and equipment. This is because troops don't have a variation of skillsets and the actor skills don't feel they require much thought on the player, exception with the elemental efficiency concept.
In a future version of the game I would recommend changing skillsets and if players say there is conflict with giving actors the skills and the "choose your class" style, then add those additional skills to the stores. By doing this successfully it will add proper challenge that requires the player's brain to be thinking more during battles as well as just outside of it. While that's not something you probably can change for a while it's worth keeping the thought in mind.
Set the difficulty too high and it will stop the player enjoying your story, graphic, music and other aspects. Having no strategy with your skills will not effective the game so much with those aspects, and I imagine most players would finish your game and enjoy the story and exploring a lot, along with choosing good equipment and making use of the AP system, but it will still keep the player enjoying the actual battles themselves.
Knowing the style your game is going now and the way your game is setup, it makes sense why there are no random encounters on the world map. I was not really aware of the battle style you had chosen at the time I said this. It now makes sense to me and I think it's more enjoyable without the encounters.
While I seem always be pointing out negatives here, that's because those are areas I feel would really change the look of your game if they were improved on. Like I said in my previous post, this is one of the best games in development and there are a lot of positives about the game.
Jan 25 2010, 01:34 PM
Mudducky previous post had a really good point. I personally get sick of games when the difficulty is far too hard at the start. I do like a challenge but I like the challenges to get harder and not be so hard when the game starts off. Now there are many rpg players out there like me out there. You even get players that are new to rpg games so they could easily be put off. Now people are praising you for your story and gameplay but some don't like your battle difficulty. You said yourself on this forum that you are looking for ways to make legionwood better but it seems you don't want to take this critism into hand. Now I'm not saying that it should be made considerably easy but I believe the game should start off easy but challenging and progressively get harder as you play. That way it won't scare off a large majority of players who can't be bothered to start all over again.
If you like your difficulty as it is, another thing you could do is release a version where the difficulty is more simplified.
Jan 25 2010, 04:16 PM
It's just that I have already simplified the opening parts as much as I can. It's gotten to the point where due to VX's damage formulae reducing the enemy's attack values by just a few more points makes them hit for zero. It seems more what I need to do is boost the Agility growth of the actors. Not being fast enough is the main factor for making battles hard. All of my enemies have skillsets; I pride myself on that and in Legionwood each normal enemy has at least two non attack skills which they sometimes don't use in battle.
If I simply rewrite the tutorials to put more emphasis on the AP system, and up the agility, the first chapter will be so much easier. As for Mudducky's extra skills, I have put the Frenzy skills from previous versions back into the game, except now they can be bought in stores and are usable by all characters. I don't want to water down the battles because when I play Legionwood, I am happy with the difficulty I have created, but I can go to some lengths to make the first chapter easier, which upon passing you should be powerful enough to win the later ones too.
@Mudducky: Knowing now how the AP system is meant to be utilized, why not play Chpt 1 again and see how it will be so much easier?
@obsorber: I've done a lot to improve Legionwood. I did a huge Q&A session on RMN and the main problems were dialogue and game pace, which I fixed up. Mostly everyone enjoys the way the battles play out.
Jan 25 2010, 04:53 PM
I think it's just a bit more of a learning curve than actual difficulty. If you look at the current VX games out there, probably 80% of them are simple button mashes to get through the game. Even this game can end up like that if you strive to get it that way (sadly, my save file is just about to that point). A few hints about how to setup the AP wouldn't be a bad idea though for newer people. Even then, there's always this forum to ask for advice on setting characters up. As for running out of SP, I never had a problem affording Peptides to refill SP after a fight if it was getting low. About the only time I did run out of MP was when I was trying to get a level up for it to refill anyway.
In earlier versions of the game, characters did have a few "unique" skills, but they were geared to a set role, as in if you didn't make a character a mage, they were far less useful than they were supposed to be. I'm thinking he wanted characters to be a bit more "FF7ish" with this release by not giving them a set role in the battle, like Liara a mage, Lann a melee fighter, etc. You could easily reverse the roles in this version if you wanted to. That's my impression anyway.
There is a script I'm currently toying with on my game that the player can choose a battle difficulty, and the game scales the monster stats accordingly. They can choose Easy, Normal, or Hard at the beginning and live with the choice through the rest of the game. That'd probably make save files incompatible unless it was a menu switch like it normally is.
Jan 26 2010, 02:20 AM
The gamepage on RMN (which I link to from this topic) has a section all about setting up your characters early in the game. it outlines how to, via spending AP on certain stats, buying certain techs and equiping certain items, to make a basic Mage character and a Fighter.
And yes, Seirno is right. I wanted to remove the set character roles from battles in this game. I think it is far more fun for the player to design their own roles.
In other news, due to me having extended Chapter 3 in this release, Chapter 4 has become sufficiently short that I have decided to merge Chapter 5 into it. Upon the next release, you'll be able to fight the final boss and see the game ending, something Legionwood players have been waiting for for about 2 years now...
Jan 26 2010, 09:33 AM
Ah, all good things must come to an end it seems. Eagerly awaiting the final chapter, though I'm sure that won't be out for a while now. Any plans on another game in the series, or is Legionwood the last one of it?
Jan 26 2010, 08:37 PM
Well, I'm also working on Taltarus The Legacy
which also shares Castoth as a villain besides being set in the world of Taltarus and not Legionwood. It won't touch on Gaia or Ark much, it'll simply what will become of Castoth after Legionwood
That's already out with the whole first chapter released. I released it about six months ago. You should be able to find it somewhere in this section of the forum. Link: http://www.rpgrevolution.com/forums/index....t=0&start=0
It does unfortunately completely give away Legionwood's ending for you though so play at your own risk.
Feb 2 2010, 01:23 PM
Dark Gaia, this is the most coolest game ever, said so by me, (And other people) And hope your next game will be great!
Feb 3 2010, 06:17 PM
I just started playing, and I'm really enjoying it. It's very addictive. I esp. like the AP idea, to customize your characters. The turn based battle system really works well, so that you can actually think about what you want to do (like which spell to cast) vs. just mashing buttons. In fact, I just gave up on another game today, b/c all I was doing was mashing buttons, and for all the cool spells the characters had, I could never use them.
So far the only trouble I'm having is not having enough save spots, or heal spots. Or enough $ to have all the potions I would need to heal myself well. I find that I have to stick kind of close to an exit, or a save crystal, and level up some before moving on, or I may get killed in the middle of a dungeon.
Great game so far though!
Feb 5 2010, 03:20 AM
Thanks for your comments and for playing, but hey, wishing there were more save points and not having enough money are two things I love in RPGs! It means they're good and challenging.
Feb 5 2010, 02:22 PM
QUOTE (Dark Gaia @ Feb 5 2010, 05:20 AM)
Thanks for your comments and for playing, but hey, wishing there were more save points and not having enough money are two things I love in RPGs! It means they're good and challenging.
How are non-frequent save points good and "challenging"? Adding "challenge" through sparse saving areas is not challenging, it's frustrating. It's a way to add artificial difficulty to a game. I've said it before, in this day of gaming, not having a save anywhere option is pointless. I want to be able to stop playing when I want, not when the developer wants me to. If you can't have that option due to technical problems, then they should be fairly frequent. I've got nothing against your game, I have not played it yet, from what people are saying, it seems good, but that statement bugs me.
Feb 7 2010, 05:05 AM
True, what if you have emergency and you really need to stop playing. Saving a game anywhere or at given points is nothing to do with difficulty.
Feb 9 2010, 12:52 PM
Can someone give me the formulas for each attribute? I think I know how most work but I would like to see how Intelligence and Luck affect stats and also any hidden mechanics in the other stats I am not aware of.
Feb 10 2010, 02:49 PM
I was wondering: how did you put the map location on your menu?
EDIT: Oops. I meant how do you put the name of your location on the Menu?
Feb 11 2010, 02:00 AM
@darkyoshi: I understand but I personally believe the rigid old conventions made old RPGs more fun. There was a certain urgency to battles when I knew I couldn't just reload outside of the room after losing. That said, the save points in Legionwood aren't infrequent at all; there's at least one in each area you visit usually conveniently located just near a boss.
@obsorber: Yes, that is true, but in all fairness I make the game first and foremost how I would want to play it and as I for one like to abuse save games (oh, I got seen stealing X item from Y NPC... Reload!) I made the save points scattered around.
@Sizux: Your Intelligence affects the power of your magic based Techs, such as Flame Bolt. Luck raises each other stat by 5% of your luck.
@oldmangreq: With a script by OriginalWij.
Feb 11 2010, 10:13 AM
@obsorber: Yes, that is true, but in all fairness I make the game first and foremost how I would want to play it and as I for one like to abuse save games (oh, I got seen stealing X item from Y NPC... Reload!) I made the save points scattered around.
Not being funny Dark Gaia but didn't you say you want your game to benefit everyone and not just yourself, wasn't that why you posted you made a thread about what could make your game good. Too be honest I don't think thats a major problem in your game anyway but it doesn't make your game more difficult like you say and thats a fact. Just makes it more annoying for some players who don't like looking for save points.
Feb 11 2010, 10:55 PM
Okay, well rather than letting you save anywhere, how about I implement a quicksave feature like the Final Fantasy 1 and 2 remakes have?
Feb 13 2010, 12:40 PM
wow this game sounds great i, will try it as soon as my pc starts running faster....
Feb 13 2010, 03:47 PM
That sounds like a good idea Dark Gaia. It would at least make it better for players who hate waiting or looking to find save spots. Your project seems to be on fire at the moment and it looks like you are getting constant attention. I think Legionwood is a very challenging rpg game for experienced players and newbies to rpg games may find it difficult to complete. More importantly, like I said the save issue is not really a big problem for me but maybe to others...
Feb 16 2010, 09:45 PM
I'm so annoyed at the dungeon where you have to get the three demon crystals. Can you give me a clue on the one where you have to move the green and red crystals?
Feb 17 2010, 12:01 AM
Simply swap the crystal's positions and then push them onto the arrows facing the statue (ie put the green one where the red one was and then push it onto the adjoining tile)
Feb 23 2010, 03:12 AM
Just downloaded the game, looking forward to playing it but i get this when i try to play the game.