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Dark Gaia
Ah. Yes, that happens sometimes because for some reason RMN downloads get corrupted for no reason. Just download it again and you will get a working copy eventually.
AlfyMasamune
Alright, will do.

Thanks for the very quick reply.

EDIT: Still no luck, i'll leave it.

EDIT: I've download it another 4 times, still not working.
Dark Gaia
Hmm... Well, I know of one other guy who had this problem. Everyone else had it working fine.

You can try placing this into the Characters folder. It's the missing file...

Smelter
QUOTE (Dark Gaia @ Mar 14 2009, 01:55 AM) *
Okay, here are the puzzle answers:

Puzzle with the two crystals
Simply push the crystals around so that they are on the tiles with the arrows facing the statue, but make sure that they have switched sides. For example the green crystal will go on the tile on the red crystal's side and so on.

The word riddle
The answer is the letter E. The beggining of End, the end of Middle and so on. Get it?

The number guessing
Simply note what Ark says and follow his suggestions until you guess the number, It's a number guessing game. Guess wrong five times and you face a foe.

P.S The Sagitar grave was reffering to the fact that I redid Legionwood to be better than Prophecy.


I have followed the above instructions concerning the green and red crystals but I still cannot solve it,is there a snapshot of the completed puzzle? Thanks
Ereth
Smelter: I remember seeing a screenshot of the completed puzzle somewhere, but I can't find it now. I'll keep looking. thumbsup.gif

For some reason I can't board my ship again after parking it at Port Charn, and it's really getting frustrating. Any thoughts?

I also can't enter the ruin-looking place south of the Selatan Plains without an error coming up that says the BGM file "jbsmc033" is missing. I thought I fixed this ages ago when it crashed the game somewhere else. Maybe a fresh download would fix this . . .
Smelter
QUOTE (Ereth @ Feb 25 2010, 07:57 PM) *
Smelter: I remember seeing a screenshot of the completed puzzle somewhere, but I can't find it now. I'll keep looking. thumbsup.gif

For some reason I can't board my ship again after parking it at Port Charn, and it's really getting frustrating. Any thoughts?

I also can't enter the ruin-looking place south of the Selatan Plains without an error coming up that says the BGM file "jbsmc033" is missing. I thought I fixed this ages ago when it crashed the game somewhere else. Maybe a fresh download would fix this . . .


Thank you Ereth for your quick reply, hope you can locate that screenshot,I had the same problem regarding the ship etc and finally had to download the full version again and start over. Good Luck. thumbsup.gif
Dark Gaia
I'm very sorry but I only became aware of the fact that your ship could get stuck AFTER this version had already been released! It's fixed for the next release however, plus so are a few other locations that have the same effect.

@Ereth: I'm at a loss as to why that sound error is happening. Said sound file is the world map theme... In any case, there's nothing in that area that you could access in this chapter anyway.

@Smelter: Here's what you do: Have the green and red crystals swap places, then push them up/down onto the adjoining tiles.
Ereth
No worries. I'll just wait for the next release then. Thanks for the quick reply.
LockeZ
QUOTE (obsorber @ Feb 7 2010, 07:05 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.


This is just absolutely not true. You're saying the ability to save freely doesn't make a game any easier? Bullshit. I don't know how you can even think that. If you make a mistake, like wasting your MP or letting someone die in a battle when you are low on recovery items, you should have to adjust your strategy to account for it - not be able to just rewind 60 seconds to undo it.

If you have a game where each battle is supposed to stand alone as a challenge, then being able to save any time you're not in a battle is reasonable. But in the vast majority of RPGs, that's not the case. In most RPGs, an entire dungeon is taken as a challenge - you're supposed to have to conserve and manage your resources to get through it. So being able to load a game from 2 minutes ago before you used up that elixir you now realize you're going to need later is tantamount to removing any trace of the difficulty entirely. You no longer have to strategize and predict to complete the dungeon, you just have to save every 60 seconds and undo any actions that didn't work out well.

And saving mid-battle - which some games allow - is absolute bullshit no matter what. It's the pinnacle of cheating. Might as well just literally give the player a rewind button like ZSNES does.
obsorber
LockeZ I I will say this once and only one because I'm not going to repeat myself and I will never agree that saving at save locations adds difficulty to an rpg game. How exactly does it make the game more difficult than apart from taking longer to reach a save location which isn't anything to do with difficulty. Make sure you know what your talking about because you may think a games difficulty is defined by how far apart the save locations are but I for one think game difficulty is based heavily based on, puzzles, the battles, Cost of Items/Weaponry/Armours, exp rates and minigames. Now some games may vary depending what gameplay features they have. It's like saying a game is very difficult because it has an opening movie which doesn't allow you to save while its playing.

Yes a whole dungeun is meant to be challenging but you'll find that it doesn't matter where you save because you saved progress on the mistakes you made in battle and opportunities you get to find mystery Items(whatever). At the end of day you are still saving the game anyways so why the heck does it matter! (I also never said anything about saving in battle so don't you dare bring that up. I've never played an rpg game that could do that before not that I have anything against it because I haven't tryed it.)

To be honest I don't really give a crap about save points in Dark Gaia's game because I never recognised it as a serious problem. But saying that save points are to do with difficulty makes me feel sick and you might not like my opinion but thats your problem and you can tell that to someone else who cares more about it but this isn't my game and I for one don't personally like this game as much as some others on this site such as prophecy of the demon kingdom, bloodsphere and midnight. dry.gif
Dark Gaia
Okay guys, you should stop fighting. The save system used in Legionwood is not a major concern at the moment and Obsorber is not saying it is, he's just rather explaining that there are other ways to do saving.

Personally, I think both systems are useful. I think a save point system encourages me to be more strategic and conserve more (this system of thinking comes from playing many survival horror games, where you have to conserve items until the next save room) but I also think saving anywhere is a good way to see how an alternate strategy can play out from a certain point if you're not going well. It does take the pressure off though.

A prime example is whenever I play through Fallout or Fallout 2 I save every turn in battle in case I make the wrong choice. Most PC RPGs such as Fallout, Elder Scrolls, Kotor, etc let you save in battle and when I play these I often abuse the system to make sure I get through each battle ultimately unharmed. An exception was Star Wars Kotor in which the battles were so fast and frenzied and required split second selection of force powers, stances, items etc that it didn't help much.

QUOTE
and I for one don't personally like this game as much as some others on this site such as prophecy of the demon kingdom, bloodsphere and midnight.


I've never ever said my game was better than those games. I also enjoy Prophecy very much and acknowledge that it is very well polished. If anything, all I've ever said is that my game is much older than those games, having first been released in early 2008.
AlfyMasamune
Finally got the game working, i found out what the problem was too.

My computers region/locale is Japanese, so when the game was
being installed some of the file names were being changed
to Kanji letters.

Changed my system locale, reinstalled and now it plays. smile.gif
obsorber
I have never played fallout games so I don't know about saving in battle. The types of rpg games I have played are games like final fantasy mainly which don't allow you to save anywhere apart from world map and they are my favourite rpg games.

ALSO

Dark Gaia, when did I point out that you said your game was better? If I recall I was talking about my own personal choice an none of that of anyone elses or the fact that you said your game was better? Your game is good Gaia, too many people have played it and gave good feedback otherwise you wouldn't get so many praises but it isn't so exceptional good to my liking.

I even though it was ok but didn't like the battle difficulty which annoys me most in your rpgs such as tales of worlds which I still think is a classic although I wouldn't reguard it as one of my favourite rpg games in 2k3 such as Mana Conquest and Beloved Rapture. Yeah if you have played beloved rapture, the only good thing about it is the cinematics and scenes which hooked me on it but had bad and little gameplay elements. Also mana conquest was quite challenging but not in an annoying way which I find in your games (not saying everyone does just some people like me so don't take it personally) where you have to wait and train before you have go next area not knowing next area has monsters that kick serious ass. Mana conquest made game hard at same time increasing difficulty as you made progression without slowing the player down and although there wasn't a huge variety of enemies and it wasn't finished, I believe that game could have been a masterpeice.

But still, I would rate your game high for all it's other good uses of rpg elements. Battling in a game doesn't determine the rpg as a whole and I still think you pulled it off quite well because players can choose what stats they are distrubuting...
Dark Gaia
Obsorber, yes I understand. I wasn't exactly thinking you were saying that I believed my games was better, just sort of rather justifying it not being as good as the others with its age. When I started Legionwood, the only VX games that were out were comedy games... It was in a sense the first "epic RPG" made with VX.

So your favorite games are ones like Final Fantasy then? I see... Well, those games are called J-RPGs. I love them too, though I also play C-RPGs such as Neverwinter Nights and Fallout where you can save in battle and it does not make for challenging gameplay.
I've also played Beloved Rapture as well. I enjoyed the story and cinematics but the battles were far too easy to be enjoyable. I'll justify my battle difficulty with the following statement:

I enjoy hard battles. To me, the battles in Legionwood are challenging but not impossible. My friends and I can play it through with minimal game overs. Thus, I'll continue to make the battles in this way, (apart from tweaking the agility to give you an edge over the foes) because I like to think that the challenging battles are a drawing point of the game. None of my games are for people new to RPGs... They're for RPG players who enjoy thinking their way through a hard battle.

... That said, I think there are just a few too many battles in Legionwood. In the next version I may decrease the encounter rate and increase the EXP given in each battle to prevent you having to grind.
obsorber
There is no game that is generally better than others unless it completely stands out as crap or insanely good(Some games are made by people new to rpg maker which don't know how use program). I can't say your game is not as good as some of the others out there that I have played which I enjoyed more, but I can say that I have my own personal preferances in games because they follow the aspects I'm looking for in an rpg game.

Yes, one thing I hated about Beloved Rapture was the battles for the gameplay. It was crap because you could set it to AI and battles would be won without doing anything. Battling was way to easy and there wasn't much else you could do in the game apart from a few puzzles I suppose. Your game is generally better because there is more of a challenge in it, gameplay, exploration, and better rpg elements in it. As I said I only loved Beloved Rapture for its strange and puzzling story with awesome cinematics.

Dark Gaia, I fully understand what you are doing with your games battle difficulty and I think it's a good idea. Me and you make different types of games or have different ideas. Your game is more attractive to advanced players and I generally try to make rpg games that are more newbie friendly at the start making it easier. Now I'm not saying you should change this because there's nothing wrong with a challenging rpg game.

But you should know that there will be a few players who may show an interest in your game and could get dissapointed because they can't make progression by finding the battles hard so they don't have a chance to understand your magnificent story.

Now it doesn't mean you have to change it. Because if the audience you are trying to attract are experience rpg players, then you've already succeeded in that aspect and kudos for that matter.
Cooliodafabio
Hey Dark Gaia, I got a question for you...

I've been looking into getting the neo save system for my game, and was wondering if you could send me the screenshot.dll that is (apparently) required for it's proper use? All the link I've found on the interwebs are dead and I can't find another save system like it.

Your help would be greatly appreciate,

-Coolio
Dark Gaia
Hmm... How bout we compromise Coolio? Download Legionwood and you'll find the .dll file inside. (This way it'll save me uploading it as I'm generally lazy lol)
Cooliodafabio
Oh alright, a great game and a required file ohmy.gif! That's a steal!
Shu
Dark Gaia, you're still around!

Let's see how your game's coming along, shall we? ^^

/downloads
DarkSolstice
I get an error just as Lann is getting out of bed...
wyldkatrockson
can anyone tell me the 4 digit code to get out of jail in 20 mins? math is not my forte thanks peace out
Michael
Wow, this version looks more amazing then the last versions. I'm going to try and finish this game, good job!
Dark Gaia
@Coolio: I've decided to not encrypt Legionwood anymore to save on file size so anything you see that you like is yours to take!

@Dark Solstice: If you tell me about the error I can tell you how to fix it. For now, try redownloading the game and see what happens. Until you tell me more I can't help you further.

@Shu: Yes, this game is still here... It's still not finished!

@Others: The jail code is 4842, and Micheal you're right; this is the best version so far. I made a lot of changes to the game to make it more enjoyable.
blootooth
Hi Dark Gaia, thanks for this great game. It's so absorbing, but I'm now having a problem killing off Terminus at the Chilled Cavern after getting the Sword of Ark - he just won't die. I have Lann, Liarra, Alexis and Thyrra (levels 49-53) hitting him collectively with more than 10,000 damage every turn plus having him bleeding about 10,000 almost every turn when toxified, but he just keeps surviving. Please tell me what else do I need to do to kill him off. Thanks in advance.
Dark Gaia
Let him kill you. Remember, he told you he's immortal. Once you've been defeated the chapter will end. You're quite overlevelled my man. Terminus is supposed to wipe you out within a few turns. Oh well, the superbosses will test your mettle in the next release.
blootooth
QUOTE (Dark Gaia @ Mar 13 2010, 07:33 PM) *
Let him kill you. Remember, he told you he's immortal. Once you've been defeated the chapter will end. You're quite overlevelled my man. Terminus is supposed to wipe you out within a few turns. Oh well, the superbosses will test your mettle in the next release.


Thanks for the fast response, Dark Gaia. Hehe, I didn't know Terminus was supposed to prevail when he said he was immortal. So I went levelling up, thinking that would do the job. Silly me. Now I know, and can happily wait for your next release, which I'm pretty sure will be just as enjoyable if not more. Thanks again.
memorystick
Looks hawt... I'mma dl now biggrin.gif
Dark Gaia
Cool! Feedback when you're done would be great! Enjoy!
Dark Gaia
Just a quick Update!

I have not forgotten Legionwood! I'm currently well into the production of the final release of the game and I'm also doing some minor adjustments to the balancing of earlier parts of the game. The final release will have a game play time clocking in at around 15 hours or so and will include the final dungeon and boss, wrap up the story and its loose ends and will feature the super deadly optional boss which all J-RPG games seem to include as standard.

I'm about 30% through the development of this section right now. This means I've completed about 2 hours of the new content so far. As this is the biggest update and the final release thus far you can expect it to take a bit longer to develop than previous updates, particularly the chapter 3 release. Never fear though; the game is still chugging along!
Seirno
Ah, that sounds great. I was going to ask about an update today tongue.gif. Take your time though, I'm sure everyone here would like to see everything done the best it can instead of a fast release.
Dark Gaia
Yes, Seirno, I'm making sure I take my time to make it a quality release instead of a rushed one. Also, the best news I didn't mention was that I've still retained save file compatibility through all this too!

This is mainly because the Legionwood engine is remaining mostly unchanged between the current and next releases, unlike the massive overhauls it underwent in between versions one, two and three.
Robz
Wow it looks really great, defo giving this a try wink.gif
Dark Gaia
I try to make a competent game. Enjoy!
Sizux
I've played this game once before and didn't get far before quitting, but now I feel it's time to play through it fully. My first adventure got me to the first battle. The first cave, to be exact. The game looks fun and the mapping and presentation is well done so I'm going to give it another shot today and see if I can do better.

QUOTE (Dark Gaia @ Apr 5 2010, 11:03 PM) *
Just a quick Update!

I have not forgotten Legionwood! I'm currently well into the production of the final release of the game and I'm also doing some minor adjustments to the balancing of earlier parts of the game. The final release will have a game play time clocking in at around 15 hours or so and will include the final dungeon and boss, wrap up the story and its loose ends and will feature the super deadly optional boss which all J-RPG games seem to include as standard.

I'm about 30% through the development of this section right now. This means I've completed about 2 hours of the new content so far. As this is the biggest update and the final release thus far you can expect it to take a bit longer to develop than previous updates, particularly the chapter 3 release. Never fear though; the game is still chugging along!


The balance early on is what I was most disappointed with. The monsters weren't that difficult, but they wore out your party fairly quickly. I found myself having to return back to the inn after every two or three battles to restore my life and magic since you have very low mana at the beginning. I realize there are healing items, but if I remember correctly, they were quite expensive and the beginning monsters do not offer enough money to balance it out compared to staying at the inn. The battles also depended on luck at the start. Getting critically hit was huge and getting focused on for two non-critical hits meant another hit would kill you. Since your character's speed isn't too great at this point, using a healing spell/item on the wounded character wasn't always possible because you couldn't use it quick enough. What I'm saying is that you can't strategically use healing spells early on. Making monsters hit for less solves this problem. Having battles be luck-based in the beginning is stupid IMO. It doesn't make the game hard, it makes the game frustrating.

I recommend lowing the attack of the beginning monsters to make it a lot more appealing. Don't make the monsters boringly passive like I see in many games, but don't make them kill your party so quickly, either. Well, at least at the start. They should kill you a lot later on, but definitely not at the start. Make it clear that this game is going to be tough from the start, but don't make monsters barely killable at that point. I'm think this would attract many more people, but that's just my opinion.

Since I didn't play too far in the game, I can't make suggestions on other things that bother me, but I think you should add more than one "super deadly optional boss". Add like three of them, and make the reward for killing them really powerful. People love when there's more challenge end-game than just the final boss. It raises the replay value and gives people more to look forward to when starting the game. Again, just my opinion but it might be something you want to look into.

I wrote this very sloppy but I'm too lazy to make changes.

Dark Gaia
Hi!

Actually, I forgot to mention but most of the early game balancing plus the price of healing items and character speed rates have all been altered for the next release without interfering with save file compatibility so you can expect a much easier adventure next time round. Also, I've got a cool plan for the "superboss." Essentially, there are five weaker "superbosses" that you much kill in order to unlock the final "superboss" who is about ten times harder than the final boss. Defeating him unlocks weaponry that maxes your stats and an ultra hard dungeon which contains armor which contains all benefitial effects and immunities.
Sizux
I played the game more and got much farther than before. Without spoiling it, I just killed the fire boss who had an accomplice that leaves shortly into the fight. He was an easy boss to kill, unlike the first boss who hit like a truck. It might be because I leveled for a good half hour before that boss. Or it might be because my girl's intelligence was boosted up constantly and her ice attack annihilated him. Either way, the point I want to make is that the game has been balanced after you can comfortably kill the first enemies. I did get farther than my previous quest, but I doubt I am anywhere near completing the game. I just want to give some suggestions from what I experienced.

- Create a new, lesser health and mana restoration item. Salves restore 500 HP and Peptides restore 60 SP. Considering that you start off with 200ish health and 10ish SP, that is way too much. Even on my quest, none of my characters have nearly that much SP, but I am close to 500 HP on a few guys. You should a new health and SP restoration item, make their healing power 200 and 25 respectively, and sell them for cheaper. Heck, I would raise the price of Salves and Peptides because of how much healing power they offer. Just an opinion...

- Inspired by the pack of 5 or 6 bats you can fight in the waterway place, I think there should be a weak multi-target spell in the early game. As long as you make the SP cost balanced, it should be used as a "use responsibly" spell instead of a "use every battle and only this spell" ability.

- I complained about the speed early game but once you put some points into agility it gets better. My girl has points into agility and intelligent so she can have first priority healing. If you don't want to mess with the speed of monsters early on, you could always just lower their attack.

These are just some suggestions that come to mind when I play the game. I know you want the game to be difficult and these changes are more casual-oriented, but you should never start the game off tough, even when it's the main focus. Aside from the first monsters, the balance is good so far. That fiery boss was easy for me, but it really makes me wonder how difficult it'll be to balance this game, where you can totally customize your character. What is my girl wasn't intelligent-based? What if all my characters were melee fighters? Would that boss be more difficult? I am interested to see how you balance monsters later in the game and if building your characters up poorly would prevent you from killing bosses when they get more difficult. That's why being able to reassign stats points would be nice. For a fee, of course.
Dark Gaia
Well, that is the problem with highly customisable RPGs, isn't it? it's kind of hard to anticipate how the player will level their characters and to balance the game around that. Here's my responses to your feedback (thank you for it btw):

Target all spells - It strikes me as crazy why I haven't added one in. I never intended to add in elemental target alls but a non elemental target all might be a useful addition. I'll make it available from Chapter Two onwards as that point would be the best place to put it. The idea behind my magic casting system was that you wouldn't be able to speed through battles by hitting everyone for mass damage so much like my favorite FF game (Final Fantasy X) I made all of the spells single target.

Weaker healing items - Good idea. What I've now done is this; you can buy relatively cheap Salves and Peptides which heal exactly 40% of your HP and SP or you can buy the stronger, more expensive items that heal 100%.

Speed of characters early in the game - I don't really want you to spend all your AP on speed so I cranked up the natural growth rate of your speed stat.
Seirno
I'm not a fan of multi-target elemental spells myself, namely for the same reason: jack up your Int stat and random battles turn into one turn wins, two at the very most. Not to mention if you're using two mage archtypes, one turn = win.

@Sizux
All melee characters actually seems to make the game easier in my opinion, as it's much easier to button mash that way, should you choose to do so. The melee attack skills seem to be cheaper SP-wise as well if I remember right (haven't loaded up the game in quite a while now).

That does bring a suggestion to mind; perhaps making bosses xx% resistant to physical/magic damage would make them a bit more difficult without having to mess with the stats on players/enemies much. Not sure if that's possible with the scripts that you're using though.
Dark Gaia
Yeah, my thoughts exactly on target all spells. As for the physical attackers making the game easier, I'm well aware of this and basically while I'm not changing the boss stats or resistances (as they're currently balanced as best as they can be when thinking about emergent gameplay) I am overhauling the skills of most of the enemies to make them smarter (so that they heal when needed, buff themselves at the start of the battle and don't rebuff until they need it, cure themselves of statuses, cover their allies etc) and this includes some little tricks to stamp out physical attackers.
dezz123
Had to start all over again, and the monsters manage to kill me after a turn or two.... still. mellow.gif
oldmangreg
Hey.
I haven't been on in a while, but I was wondering if you had the link to your most recent version of the game.
The previous one I had got lost in a hard drive wipe.
Sizux
QUOTE (dezz123 @ Apr 25 2010, 10:09 PM) *
Had to start all over again, and the monsters manage to kill me after a turn or two.... still. mellow.gif


The beginning is quite unbalanced but that's what (hopefully) will be worked with next patch. I had to make three different quests at three different times before I was able to get into the game. Here are my tips for the very beginning.

- Make sure you are fighting the bats in the cave and not the monsters in the forest to the south.
- Save on the world map near the cave. That way, if you get unlucky and encounter three bats or just get some unlucky crits against/misses you can reload. You should save after each battle.
- Buy Lann the strongest armor you can get. You'll lose agility (which is your speed), but it is a worthy trade. You should buy Liara the best shield and the whip and magic hat (for intelligence and agility). You should also buy the heal for Liara and Double Strike for Lann.
- When battling bats, block with Liara and use Double Strike with Lann. Heal after the battle if any member is injured, and also save. When your SP is out, go back to town and rest at the inn. I don't recommend using healing items at this moment in the game.
- Put points into attack for Lann and intelligence for Liara. Once you get conformable with her surviving (probably by the third level, but you may only want to level her once -- see below for the reason), you can use her to attack. You'll have to purchase offensive spells first, though.

Once you reach level two or three, heal, save and enter the forest to the south. If you are lucky, you can make a beeline east and reach the save point with only one encounter. The encounters are not much harder than from the cave, but you should still reach level two or three before being here. Remember that you can try to escape once without penalty so you might be able to avoid an encounter. From here, you should use the save point's healing ability to grind out a few more levels. Once you can comfortably kill the enemies in this area, you can continue on with the game, buy some spells and equipment for your characters and build them up how you'd like. Battles are much more manageable later on. Early in the game, you'll die quick, but it changes when you get a few levels.
Dark Gaia
Yeah, playing through the game myself I realised just how hard it is last night. The beggining needs a lot of work. Expect it to be balanced much more similarly to the rest of the game in the final release.
Seirno
You're not going into the sewers at the beginning of the game, are you? I did that a few times myself. You're not supposed to go down there until at least level 5ish and have another party member.

I just replayed the opening myself and I still don't see how people are saying it's too hard, but that may just be me. About the only quip I have with the beginning is the accuracy and agility (based on 3.21). Sometimes there are streaks when your characters can't hit the broadside of a barn and get wailed on relentlessly. Ah well, suppose I'll just have to replay the intro on the new version and compare the two.
Dark Gaia
Seirno, if you found this version easy, you'll find the next one as easy as pressing enter on the title screen by comparison. Your characters are both faster and more accurate while the enemies are slower and miss more.

Update: I estimate that the final version may be finished by June.
dezz123
I guess I should be patient then and wait for the full release in June.
I know it's gonna be a great ending, so it's gonna be something I'm really looking forward to! tongue.gif
Sizux
I am on the second chapter and have reached the ruins area. Currently, I am leveling up a bit because the monsters are difficult and I am getting good XP, but I noticed a couple of things that are annoying. First off, I have been spamming Double Strike for awhile because of how much damage it has been doing compared to my regular attacks. I was putting points into critical and also noticed that Double Strike never does critical damage so I switched over to regular attacks. For some reason, my regular attacks do as much as Double Strike. So, my question is, what affects Double Strike's damage? It says physical based, but does Intelligence have a factor? Should I be using a different skill for my warrior build characters?

Another thing that annoys me is that Double Strike doesn't apply the weapon's element on monsters. My most recent character uses two daggers, one with ToxifyStrike and the other with nothing, but using Double Strike makes it useless. The description says to not button mash, but that's what I seem to be doing every battle except for my magic user. Is there another physical ability I get that can critical hit and/or apply weapon procs?

Just wondering.

EDIT: It's nice to know you are making the characters more accurate. All of my melee characters have several points into accuracy and 97%+ accuracy yet enemies still evade attacks like crazy. They probably evade 40-50% of my attacks. I'm guessing accuracy mainly affects your chance to miss your target (which I rarely do) but I hope it also has a small factor in negating your enemy's avoid rate. Otherwise, I'd gladly take an enemy avoidance reduction over lower enemy speed or increasing the characters' speed.
Dark Gaia
Double Strike is set to deal a base 1 damage with a 200% influence of your strength stat, and do it twice. Basically, it doesn't deal two exact hits on the foe; it deals what would amount to two hits 60% or so the strength of your normal physical attack. It doesn't crit and as it's a skill, it's weapon type is neutral.

Basically, with a high enough Strength, your normal attack can pretty much match Double Strike except the skill never loses its usefulness as its null weapon/element type makes it good when your normal attack is not useful against certain foes.
RazTwilight
I just started playing and it's pretty cool, I love the character improvement system, but I'm not if you are aware, there is a typo in Lann's house, when you examine the quest book, an e is missing in interesting.
Also, I just found out you can walk through the stall in the market where the guy gives you the beast book.
Dark Gaia
Thanks for noticing those. They are going to be fixed in the final version. Thanks for playing and I'm glad you're enjoying it.
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