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Dark Gaia


This game is a sequel to a completed, 20+ hour RPG which you can find here.

Introduction

Being developed in the new RPG Maker VX Ace engine, Legionwood 2: Rise of the Eternal's Realm is an epic length traditional role playing game and a direct sequel to the much loved Legionwood: Tale of the Two Swords.

Legionwood 2 offers you a 15+ hour quest that takes place in the sprawling empire of Trevelle which is filled with involving puzzles, challenging enemies and tons of adventures. A new class and sub-class system allows you to customise your characters to a high degree with over 80 different class combinations available.

Story Outline

Legionwood 2's story follows on from where Legionwood: Tale of the Two Swords left off. It has been nearly three hundred years since Castoth was banished from the realm and the world has been at peace. However, it seems now that this peace was short lived. Barbarians from the western land of Entoban have invaded the empire of Trevelle, occupying two major cities near the western border. Lionel Morton, a guard in the Imperial Capital, has transfered to a battalion assigned to retaking the captured towns. Tonight, they move to liberate the city of Corinthe, where Lionel's lover Clara waits, alone and in danger.

Several other things of note have been happening in Trevelle of late: monster attacks seem to be on the increase for some unknown reason and trade with Charn in the north has mysteriously stopped without notice. Can these things be connected with the war that is seemingly about to engulf the Empire?

Game Features

- An epic length quest with 15+ hours of gameplay and lots of optional side quests.
- An interesting storyline about love, revenge, political intrigue and forgotten secrets with 6 fully developed protagonists.
- Tense Condition Turn Battle (CTB) inspired by Final Fantasy X featuring challenging foes who react intelligently.
- Intuitive class system for a high level of character customisation. Your Main Class determines your stat values, usable equipment and Tech category, but you can also equip a Sub Class, which grants you access to an addition category of Techs. Over 80 combinations are possible!

Screenshots















Download

The current released build of Legionwood 2 can be downloaded from here:
http://rpgmaker.net/games/3811/

Please don't use F12 to reset the game - this will cause crashes at certain parts of the game. I'm looking into getting this fixed.
Titanhex
Neat, a new Legionwood. Glad to see a great submission too. I will admit this to the GUC thread. I hope you give us a demo soon :3
Dark Gaia
The plan is to have one out before April! I'm making some good progress so far and if it continues at this rate all will be well.
CWCprime
Awesome! The original Legionwood is my favorite RPG Maker game. Looking forward to this.
Dark Gaia
Good to see some people are eagerly awaiting this. I'll do my best to make it a worthy successor to the first game.
kqurmiz
The first game was totaly awsome, but still I didin't finished him. :/ played 2times
Dark Gaia
Not to worry, kgurmiz! While the story of Legionwood 2 does tie into that of the first game, neccesary backstory is conveyed in game and it is not neccesary to have completed Legionwood.
Dark Gaia
Hi everyone! Just thought I'd pop in with a little progress report I prepared a few days ago, just to let you know that work is going smoothly on Legionwood 2 and that a release is on the cards very soon.

Sunday, February 26th, 2012

I'm pleased to announce that work on Legionwood 2 is going very smoothly. So far I've clocked about three weeks of solid work on the game, and if work continues at this rate, I should estimate the first playable release to be out before April.

Two months seems to be a long time to wait for a demo, but, much like Legionwood 1, I'll be releasing the chapters for this game one by one. The game will have four chapters, and each playable release will add a new completed chapter. You'll be able to transfer save files across releases to keep playing your game. This means that the first Legionwood 2 release will contain the entirety of Chapter One: Emergent Enemies, which all up is about 3 hours of gameplay. That's a long demo!

Rather than releasing a short tech demo this week that doesn't really satisfy anyone or give a real taste of the game, I'm deliberately taking my time so that the first demo release contains quite a lot of content to make it actually worth playing while you wait for the next release.

Chapter One: Emergent Enemies allows you to play with five of the game's classes, unlock the first two tiers of Techs and take on 28 different monsters. It will contain two towns (Corinthe and Ironrim) and four dungeons (Hunter's Cave, Elder Forest, Ironrim Mines and The Necropolis) of which one town (Corinthe) and two dungeons (Hunter's Cave and Elder Forest) are complete at this stage in development.

Stay tuned!

P.S Let me take this opportunity to ask what you as prospective players of Legionwood 2 want to see from the game. I'm committed to making Legionwood 2 a much better experience than the first game and if there's something you'd like me to implement or any suggestions you'd like to give, the floor is open!
Dark Gaia
Thursday, March 1st, 2012

Legionwood 2 needs testers!

The first playable release of Legionwood 2: Rise of the Eternal's Realm, containing the entirety of the first chapter, is only a few weeks from wrapping up. To help make the game a more enjoyable experience for everyone, I'm going to initiate a closed beta testing period prior to the game's release. If you would like to be a beta tester, please send me a personal message expressing your interest.

Beta testers will receive the release on March 25th, two weeks earlier than the general release. Two weeks will be given for beta testers to play the release and provide feedback, which will be implemented in the release to the general public.

So, who wants to play Legionwood 2 early?
Kaimi
@Dark Gaia, would a tester need RPG Maker VX Ace itself? I hope not.
Dark Gaia
No, the release will come standalone with the Ace RTP included in the package. Having Ace will be an advantage as you'll be able to do more precise bug tracking or fix certain things yourself, but testers need not have it at all. Simply playing the game is enough!
Kaimi
Well, I have RTP installed on my computer laptop so I won't need to download the version with the RTP, right? Either help, I'd like to help.
Dark Gaia
I'll add you to the list, but I should let you know that there will be no "non RTP" version of the game. I generally release my games to many places outside the RM community (Legionwood 1 is considered a fully fledged indie game and has been in magazines and on Wikipedia) and so a "non RTP" version is really quite limited in how useful it is.

I prefer to include all the game files in one stand alone, easy to install package smile.gif
demonlord5000
Glad to see your making another one. From what I read on it so far it'll be a worthy predecessor of the first. Only thing that slightly worries me is that I read somewhere else that rpg maker vx ace has quite a few limitations, but it'll be interesting to see how you get around those.

I'd like to test...but I won't be able to. My laptop is rather glitchy atm, and I recently got a job (part time) to make some money for a new one (whiich will be custom built this time around). I don't expect to be able to get my new computer for around 2 months, at which time I'll let you know. I'll go through whatever progress is done whenever I do get it.

At any rate, figured I'd let ya know I'm still around (just don't get on too much atm because my laptop likes to blue screen of death me), but if everything works out, I should have a new computer (hopefully) before the second chapter release. Then again your working fast, so who knows.
Kaimi
Oh! I didn't know that Legionwood was such a success! Good job there, Dark Gaia! Let's just hope that nothing will come unto the world and halt the progress.

Well, in the past I played the Legionwood, but things happened (some exams in the distant past, broken computer laptop, and some other work) forcing me not to finish the game, but I think I should replay it, or at least play some of it, to not loose any plot. Or maybe I'll wait as you might probably find a person who actually completed the first game, and you would have two different points of view: the "experienced" and the "inexperienced" player (by "experienced" and "inexperienced" I mean people who played the first game). Any advice?
kayden997
I'd be able to test, tho I haven't played the other ones.
So, I'll be the tester that hasn't played the others.
PM me if you need to know anything else.
Dark Gaia
@kayden997: You're on the list, and the last tester to boot. How lucky! Thanks for your time.

@Darc: Understood. Don't worry, I'll need more testers at some point in the future of this game. I only want a small handful at the moment.

@Kaimi: It's completely up to you. I've written to story to be distinct from the first game so as to make the game welcoming to new players, but you may do as you wish. I think I have a split of 50/50 between testers who've played L1 and those who haven't now. At the moment, I'm only interested in testing playability and bugs. After the game is released, I'm sure plenty of Legionwood 1 fans will give thier opinions.

And with that...

as of Monday, 6th of March, I am no longer accepting any more testers. Ten people have been signed up and this should be enough for now. Thanks go to everyone willing to lend time to this project, and sorry to those who applied too late.
Kaimi
Okay, I will go with "inexperienced" player attitude. Will you send us a PM when you will release a test demo, right? Either way, I "work" under the same name on RPGMakerVX.net, RPGMakerVXAce.net, and RMRK.net, while on RPGMaker.net I am present under the nick of Noel_Kreiss, so you can post a message by any of the sites mentioned before. I just hope to sink into it, as I sant into first Legionwood when I had the chance...
Dark Gaia
Yes, PMs will be sent out with the download link to the beta testing release. You'll be encouraged not to share it with people who aren't beta testers though. The public release will hopefully be more polished thanks to your feedback.
As for being able to sink into the game, well, that's what we're trying to test smile.gif
Dark Gaia
Sunday, March 18th, 2012

The release of Beta Build 1.1 is iminent!

Hi everyone.
Just informing you that progress on Legionwood 2 has been very steady throughout this month. I've managed to fully complete all areas up to the final dungeon of Chapter One and once it is finished, the first installment of the game will be ready for testing.
Before passing the game onto the beta testers, I'll play one or two runthroughs myself to ensure that the basic mechanics are in place, and then I'll be sending download links to those who registered as testers. Beta testers will receive download links via PM sometime within the next two weeks and then full public release will follow shortly after.

Stay tuned!
Dark Gaia
Thursday, March 29th, 2012

Hey everyone!

Unfortunately, progress on Legionwood 2 has been extremely slow lately. I had intended to have the first instalment of the game out to beta testers by the end of March and publically released early in April, but I might not be able to do that at the moment.

University assignments and writing commitments seem to really be piling up over these last few weeks, and since halfway through March, I've been so busy getting it all done (I'm a journalism major, and that means hunting down sources, conducting interviews etc) that I haven't really been able to put the finishing touches on Legionwood 2 that I've been wanting to.

The first instalment is so close to being finished now; I've finished mapping the last town of the chapter and I just have to do the last dungeon and cutscenes, but that, as well as basic testing, will still require a good week or so of uninterrupted work before I can get the game out into the world.

I probably won't be able to do these last few things until a week or two into April at least, when my first round of assignments will have been attended to (and I'll be on break for Easter) so I'm hoping I'll be able to release the game then or at least get it close to release, before the next wave of assignments shows up before May.

Since I've missed my nominated deadline for release so badly, I'll be skipping the two week beta testing period; once the first chapter of the game is done, myself and some of my friends will test it ourselves and then I'll release it for the public to enjoy.

My apologies, and please stay tuned!
Dark Gaia
Saturday, 21st of April, 2012

It's finally out!

The first ever public release of Legionwood 2 (Beta Build 1.1) is now available for download. This release contains the entire first chapter of the game, which represents roughly 3-4 hours of gameplay time, with 4 dungeons, 2 towns and 5 bosses. Links have been added to the opening post.

This release has been tested and as far as I can tell, all bugs have been ironed out, though balancing and difficulty issues may be present. There are also some small bugs that occur as a result of this being made in the Japanese VX Ace (namely that random squares appear in battle text and in the status screen) though these will likely be fixed when I port the project over to the English version.
Dark Gaia
BUMP!

Hi guys, just letting everyone know that a new version is out (beta build 1.3) that fixes up quite a few balancing issues from the previously released version. You don't even have to download Legionwood 2 again, as I've uploaded it both in a full download and in a small update patch form.

Here's the changelog:
- Vanishing characters issue is fixed.
- Skipping the intro no longer prevents your characters from getting skills and items.
- Sub Classes no longer provide you with additional equipment options.
- Equipping a Sub Class now incurs a small statistical penalty, to attempt to balance equipping it.
- The Shield Earring no longer grants Attack. It now only grants Defense and Wisdom like it was meant to.
- The Swift Shoes now increase Agility by 20 instead of 50.
- There are no longer squares in the battle text.
- Enemies have had their Attack, Wisdom and Defense increased by 10%.
- The Curse Dryad is no longer encounterable in random encounters.
- Silencing now prevents Magus, Cleric and Rogue Techs from being used.
- Offense Ring, Mind Ring, Shoulder Pad and Shield Earring now grant percentage based bonuses.
- An extra cutscene has been added when the player enters the Forum in the intro.
- The description for the "Energy Bolt" item has been fixed.
- Battle items have been made slightly stronger.
- Inn fade out time has been decreased by half.
- Blacksmiths no longer ask the redundant "can I help you? yes/no" question.
- Various typos have been corrected.
- Shop scene has been upgraded to now show detailed information about purchases.
kayden997
Gah, I still have to try this out. Been busy but looks too good to pass up.
(what happened to my beta tester position)
Dark Gaia
Due to the fact that the game got delayed, I ended up scrapping the beta testing period entirely. Feel free to give me feedback, though, and I'll keep you in mind for the next release.
Dark Gaia
Thursday, May 3rd, 2012

Ready for more adventuring?

As of today, the second public release of Legionwood 2 (Beta Build 2.0) is available for download. You'll be able to experience re-balanced gameplay, polished bugs and an entire hour of whole new content taking place in the world of Westholm, extending Chapter One: Emergent Enemies to 4 - 5 hours in length, with 7 dungeons, 2 towns and 7 bosses.

And, with that... I think that's it for now. I'll be taking a few months off Legionwood 2 in order to work on writing my next novel (since publishers give deadlines and all) and running the literary journal that I edit. Apart from updates for bug fixes and little gameplay tweaks, you probably won't be seeing Chapter Two for a while.

But it will come. Eventually.

Thanks for playing.

P.S You can resume playing the game using your old save file. To do this, just download the 2.0 build of Legionwood 2 and copy and paste your save files (Savexx.rvdata2) from the old directory to the new.

However, there is a small caveat: it appears VX Ace handles events after saving differently than VX. In VX, upon game load, the events present on the map will continue as they have been programmed, whereas in VX Ace, the events that were running when the game was saved will play first, even if those events no longer exist. Thus, loading a save taken at the very end of the last release will simply take you back to the title screen. You need to reload a save that was made at any time before the Brennus fight to be able to continue.

I'm aware of the bug now, and have carefully designed the end of this release to allow maximum save file compatibility.
Seirno
Been lurking around here for too long. Playing through the game now and loving it, much like the first one. Here are the bugs I've come across so far.

In the Dryad battle, there was some script error that forced the game to close. I couldn't get it to happen again, but I do know it happened the one time when I went to select the -Agility gunner skill.
Going into the colliseum it throws a RTBPeople1-10 and 1-17 missing error. If you wander around, the NPCs they are are just invisible.
During the fight with Brennus, if he uses Sharpen, his attack gets reset to 1 and stays for the entire fight, even when Sharpen wears off.
The notes inside of the Eternal Gate mess up your dialog boxes in a weird way. Sometimes you have one line of text, sometimes two, sometimes three. Seems to fix after you read them all. Also an item randomly appears on the table as you're reading the notes.
Both of the chests that say you get a Mind Ring and Swift Shoes don't actually give you anything at all.
When you open the door to the inn in Everdawn, it changes to a wall graphic.
Several chests in the mountain pass turn from wooden to metal when you open them.
Just got an error in the fight with the Dark Spawn: Scene_BattleCTB line 722: NoMethodError.
Small typo when you're talking to the statue, I believe it was 'thier' instead of 'their'.
Dark Gaia
Hi Seirno! Long time no see!

I'll get to work on fixing those issues up right away! To be honest, I still have no idea what's causing the battle crashes - I think I need to update the battle system script. But I can fix those other issues smile.gif

Thanks for playing.
lethitax
Hmm...

- When using the Light Blade on zombies: a resist icon appears, which makes me wonder; is the sword itself still physical, but dishes out more damage to un-deads (dark affinity mobs)? I originally thought it would deal light damage (via the animations used for it), but I'm not sure now after using it for a while. Using skills also seem to deal equal to slightly less than normal attacks on said mobs, so I'm assuming knight skills do not gain the same effect of the weapon? Not sure if I'm making sense here, so feel free to let me know.

- Crumbler also seems to confuse me as it's a cleric based ability that deals heavy damage to undeads, but when used against the final boss in the demo; it doesn't reflect that. I even used silver bullets and that was super-effective, but crumbler wasn't.

- I really liked how when it was your turn; you could select who to use for that turn, but I found that out waay later in the demo. Personally; it would of been nice if there was a small tutorial telling you that you don't have to go with whomever the AI designates, but that's just me.

- A few minor spelling/grammar oddities, but no biggie.

- The inn where you meet up with the rest of your party after the whole Eternal Gate fiasco: the red banner to the right can be walked on and you can head upwards and all around XD.

- I LOVED spamming steal, and I wish I bought extras for that boss encounter when you only have 2 people available. I had no idea those events would take place and didn't stock up, so I'm wondering; what did he have on him?

- The side-quest to head into the supposed haunted mansion: is that even completable? I'm assuming the designated location is beyond the broken bridge?

- Was the Coliseum functional? I don't have a save prior to when the whole Eternal Gate event triggered, since I never imagined that'd happen and I was going to just retrace my steps back there after I leveled a bit, but alas~.

Overall - I thoroughly enjoyed it and will most likely get a cleric/hybrid in the next installment and steal on everyone.
Seirno
I think I remember seeing that oddity about the battle system too, but I don't think that's intentional. Otherwise it's sort of a one-off turn based battle system if you can keep picking the same person over and over again.

The coliseum is indeed functional; you can fight the first round of it and get a pretty decent armor for winning it. That's all you can do in it right now though. Has some sort of physical resist effect IIRC (and probably not).

And yeah, pretty sure the haunted mansion the quest tells you to go check out is the one across the broken bridge. I couldn't find a way over to it either.
Dark Gaia
Hi everyone,

Yes, Seirno is correct; the haunted house cannot be accessed in the current build of the game. That is a quest you'll be able to undertake in Chapter Two. The later stages of the arena will also be expanded on. The plan is to have one extra stage per chapter, so the final arena fight will therefore become available in Chapter Four.

I'll look into the oddities with the resistance of the Light Blade and Crumble. I'm still not too sure how Ace's element resistance system differs from VX and what effects stack or overide each other, so it's merely a case of tweaking them. The undead enemies have 10% resistance to Melee, which is probably why the "Resist" tag pops up, though the weakness should overide that and still inflict the extra damage.

The Lich enemy is kind of a trick fight. I set him up expecting not many people to be able to Steal from him, but if you DO think to get someone else the ability to Steal, you'll find he has a Phylactery, which, when used, instantly destroys him! he doesn't have any good equipment, though.

Glad you enjoyed the game. More is to yet to come!
Dark Gaia
Hey everyone!

If anyone's stuck, you can check out a video walkthrough of Chapter One made by Michaelkur. It goes all the way from start to finish and shows the sidequests, too, so it may help if you don't know what to do next. Find it here: http://rpgmaker.net/...3811/media/455/

In other news, Chapter Two is going along smoothly. I'm not far enough to set an exact release date yet, but I estimate that the next release should be done by August or September. Chapter Two: Aftermath and Alliance will add another four hours or so of gameplay to the game. The story sees you journeying out of Trevelle into Entoban to try and establish an alliance with the barbarians and find out who opened the Eternal Gates. There are two new towns to visit, five new dungeons, 20+ new Techs to try out and 2 new classes (Barbarian and Ranger) and a new character that you'll be able to unlock as you go through the story in this chapter. This chapter is also more non linear than Chapter One and will have multiple side quests to complete, as well as branching scenes and scenarios that are dependant on the moral choices you've been making in the game so far. You'll be able to face one of three distinct bosses at the end of the chapter, depending on Lionel's morality.

I'll bring more news as I get more done smile.gif
Kimidori
^the link is not properly copied mellow.gif
hero501
Yeah i like this game, good job man thumbsup.gif
Dark Gaia
I'm glad you like it. The next release (Beta 3.0) is coming along smoothly, and should be out within the next two months. I hope you'll keep an eye out for it!
Dark Gaia
Hi again, Legionwood fans.

I'm just popping in announce that work on Beta 3.0 of Legionwood 2 has resumed. I put the game on hiatus so that I could re-release an updated version of the original Legionwood with completely rewritten dialogue but now that this is done, I'm free to make some long-awaited progress on Legionwood 2.

I know better than to give a release date, but it should be out around October. Make sure you keep checking up at my website for more updates.

Peace!
Dark Gaia
Tuesday, August 21st 2012

Hail, Legionwood fans!

As of this week, I'm resuming full time work on Chapter Two of Legionwood 2. Previously, I had university assignments as well as admin and publishing stuff with my novel to take care of, but I'm happy to say that I've got a few weeks coming up where I don't have any other matters to attend to, and I want to use this time to really push myself to work on the game and get the Beta 3.0 release closer to being in a playable condition.

At the moment, Chapter 2: Aftermath and Alliance is roughly 30% complete. I was aiming for a late September release of the new version of the game and if I can still meet that, it would be great. On the other hand, I'd like to continue working on the game at my own pace, and take my time making sure that the new content I release is properly tested and worthwhile instead of rushing it, so please don't hold me to that release date. I just wanted to post and say that yes, Legionwood 2 is still being worked on, and I do still have plans to finish this game, and I want to make sure that you guys get the best game possible.

Some info about what you can expect in Beta 3.0: Chapter 2: Aftermath and Alliance will see Lionel and the party travelling out of Trevelle into the neighbouring nation of Entoban to try and establish a peace treaty with the invading barbarians before full scale war engulfs the two nations. They'll also try to enlist the help of the king of Entoban in the quest to find out how to close the remaining Eternal Gates and discover more about who is behind the plot to infect Legionwood with the Darkness and their motives. Meanwhile, Lionel will continue to cope with the loss of Clara and forge bonds with his new friends. They'll race to stop the enemy from opening yet another Eternal Gate and, at the end of the chapter, one of the party members will die. In addition, you'll get to play with two new classes (Barbarian and Ranger), 20+ new Techs, and experience the consequences of Lionel's moral choices, with certain side quests, dungeons and bosses being sealed off in favour of others depending on the path you've chosen.

Call for live Beta Testers:

Also, I'm pleased to announce that, this time next week, I'll be taking advantage of RMN's "testers only" download option and uploading a "live beta" for selected beta testers to play. This will be a chance for beta testers to play the new content as it is created as I upload new builds weekly, allowing me to test new additions while Chapter 2 is still in development and correct issues as they arise. The best part is that you'll be able to experience the chapter as it unfolds before I release the "proper" Beta 3.0, containing the complete Chapter 2 to the public. If you're interested in being a live beta tester, please reply to this post or PM me. Only six people will be chosen (I still want to have some people around to play the public release when it comes out), so post fast!

*please keep in mind that you will be required to have an account at RMN, so that you can be added as a tester and be given access to the download.

So far, we have:

1. Crystalgate
2. edchuy
3. Hesufo
4. DOA_Hitomi
5.
6.
Dark Gaia
Beta 3.0 is out!

Well met, Legionwood players! The third public release of Legionwood 2: Rise of the Eternal's Realm, Beta Build 3.0 is now online and ready to download. This major update includes the first half of Chapter 2: Aftermath and Alliance, adding around 2 hours of new content, including new locations, new Techs and one of two new classes (Ranger and Barbarian) to play depending on your morality, as well as numerous tweaks and bug fixes to existing content. In this release, you'll finally start to get to see your moral choices come into play as dungeons, treasures and quests change depending on the decisions you've made, and you'll need to play through the Beta twice, on both moral paths if you want to see it all.

The original plan was to have all of Chapter 2 available in this release, though this wasn't possible due to time constraints. Much of the time I spent working on this release was used to make sure the existing content is stable and free of any remaining bugs. I've updated all of the game's scripts and overhauled the engine while also tweaking the game's art style a little and implementing some more non-linear elements to the game in both of the chapters. All of this extra work unfortunately meant that I wasn't able to complete all of Chapter 2 as I had planned, so I decided to cut the chapter in half and save the rest for the next Beta.

So, if you've been itching for some more adventuring, download Beta 3.0 of Legionwood 2 and tuck in. This Beta contains over 6-7 hours of old-school RPG gameplay with more than enough content to (hopefully) keep you busy until the next big release. Players who are continuing from the previous release of the game can simply copy and paste their save file ("Save01.rvdata") into the Beta 3.0 directory to continue from where they left off, while new players can feel free to start right from the beginning and experience all of the new surprises that the revised Chapter 1 has to offer.

At the end of the Beta, remember to retain your save file for use in the next release, and please don't forget to report any bugs or issues that you find so that they can be fixed up.

Well, that's it for now. Please enjoy the new additions to the game, and stay tuned for news about Beta 4.0 and Legionwood going commercial (possibly), when it happens.

For those too lazy to scroll back to the opening post, get the Beta here: http://rpgmaker.net/games/3811/downloads/3435/
Fleta
Dark Gaia!

Glad to have you back working on Legionwood II. I adored the first one and now I'm adoring this one as well. I just tried to get the Lich (again, I've never had much luck fighting him) and after getting him down somewhat I came across the following:

Script 'Scene_Battle CTB' line 815:No method error occurred undefined method 'item' for nil:NilClass

Is this the error mentioned in some of the earlier posts and has this been solved? I'm wondering if it has something to do with when he summons 3 zombies to help him? Also, you mention that he has something that will destroy him if you can steal it from him. How do you get someone (I assume it would be Felix) to learn how to steal? I haven't seen it in a tech store.
Dark Gaia
Hi Fleta. I'm glad you're enjoying the game so far. Actually, you're the only person who reported that bug (my beta testers and myself got through that battle without any trouble) though somebody reported experiencing a similar error in a later battle (Wind Elemental) when a boss summons more enemies. They said it seemed to occur at random, and only if they'd used F12 to reset the game. In either case, I'll probably remove that summon event from the battle to ensure that it works until I can have a scripter look at it and fix it. By the way, is this error occurring in Beta 3.0, or do you have an earlier edition of the game? The error used to occur randomly in battles for no reason, but I fixed that and now it seems to be isolated to one or two specific points in the game (much like the old Stack Errors of Legionwood 1).

The "Steal Item" tech is available in the Corinthe Tech Store. Felix has it learned by default, but he isn't in your party for the Lich fight, so you can buy it and give Aelia or Lional a Rogue sub-class to allow them to steal the Phylactery.
Fleta
QUOTE (Dark Gaia @ Sep 26 2012, 10:10 PM) *
Hi Fleta. I'm glad you're enjoying the game so far. Actually, you're the only person who reported that bug (my beta testers and myself got through that battle without any trouble) though somebody reported experiencing a similar error in a later battle (Wind Elemental) when a boss summons more enemies. They said it seemed to occur at random, and only if they'd used F12 to reset the game. In either case, I'll probably remove that summon event from the battle to ensure that it works until I can have a scripter look at it and fix it. By the way, is this error occurring in Beta 3.0, or do you have an earlier edition of the game? The error used to occur randomly in battles for no reason, but I fixed that and now it seems to be isolated to one or two specific points in the game (much like the old Stack Errors of Legionwood 1).

The "Steal Item" tech is available in the Corinthe Tech Store. Felix has it learned by default, but he isn't in your party for the Lich fight, so you can buy it and give Aelia or Lional a Rogue sub-class to allow them to steal the Phylactery.

I'm not sure which version I got. Is there a way to check (some unknown key combination)? The only techs that Felix has are toxic curse and raise his agility (it says of an ally, but when I try to cast it it only allows him to be chosen, typical Felix smile.gif).

I realized after I had sent it that he wasn't in the party at the time, but didn't edit my post.

But the party's been reunited and I'm now trying to figure a way past the Darkness. Is there a way to cure someone from ensnare? I get close and then he gets that through and I have to sit and watch him decimate my party without being able to do anything sad.gif.
amerk
The infamous F12 glitch, usually the result of an added script. The only solution for restarting is to close completely out and then restart it. A summons can have a nice effect, so maybe just a quick warning upfront that resetting with F12 can cause the game to crash; that way you can leave the summons in.
Fleta
QUOTE (amerk @ Sep 28 2012, 03:09 PM) *
The infamous F12 glitch, usually the result of an added script. The only solution for restarting is to close completely out and then restart it. A summons can have a nice effect, so maybe just a quick warning upfront that resetting with F12 can cause the game to crash; that way you can leave the summons in.

Only one thing I can think of against your theory. I never pressed F12 smile.gif.
Dark Gaia
@Fleta: It should say the version number in the bottom left hand corner of the title screen (or at least, all of the Builds from 2.4 onwards do). I think you have an old version though, as you quoted the description for Speed Up being "increases an ally's Agility" whereas the one I've got in my database at the moment says "the user". Try giving the game a download and see if you experience any errors - I had to recode parts of the battle system to kill a few errors that kept coming up.

BTW, you're right about Felix not starting with Steal Item. Nobody has that from the start, you have to buy it in Corinthe.
Fleta
QUOTE (Dark Gaia @ Sep 29 2012, 07:17 AM) *
@Fleta: It should say the version number in the bottom left hand corner of the title screen (or at least, all of the Builds from 2.4 onwards do). I think you have an old version though, as you quoted the description for Speed Up being "increases an ally's Agility" whereas the one I've got in my database at the moment says "the user". Try giving the game a download and see if you experience any errors - I had to recode parts of the battle system to kill a few errors that kept coming up.

BTW, you're right about Felix not starting with Steal Item. Nobody has that from the start, you have to buy it in Corinthe.

Well, I downloaded 3.0 so I could continue on and I haven't seen it so far. I noticed that several techs have a much higher "price tag" (i.e. Debilitating shot used to be 6 now is 17, Desperate strike doubled). Is there a reason for the increase? Also can you get higher than level 3 in the gladiator fight? I also hate those "move the rocks" puzzles (Grrr) laugh.gif I can never get to some of those places and obviously I need to get there to continue on...
Fleta
Is there any difference to being merciful to the vampire downstairs? I staked him and then accidentally recorded over my save from before the battle.

I'm also still wondering if there's something that can stop ensnare.
Dark Gaia
Fleta, sorry for being inconvenient, but I just uploaded a Beta 3.1 version, specifically to address your suggestion about Ensnare smile.gif
Previously, there was no way to stop it, but I have now made it so that taking damage has a 50% chance of removing the status, so getting attacked while Ensnared will now snap you out of it. If Ensnare is getting you down, just re-download smile.gif

How you treat the Vampire in the basement is a morality choice - staking him gives you good morality (since he won't come back) while being merciful gives you bad morality (as he will come back to plague the area again eventually).
Fleta
QUOTE (Dark Gaia @ Sep 29 2012, 11:12 PM) *
Fleta, sorry for being inconvenient, but I just uploaded a Beta 3.1 version, specifically to address your suggestion about Ensnare smile.gif
Previously, there was no way to stop it, but I have now made it so that taking damage has a 50% chance of removing the status, so getting attacked while Ensnared will now snap you out of it. If Ensnare is getting you down, just re-download smile.gif

How you treat the Vampire in the basement is a morality choice - staking him gives you good morality (since he won't come back) while being merciful gives you bad morality (as he will come back to plague the area again eventually).

What exactly does morality do? I noticed that when you're in Felix's old town that opening a chest can do some bad karma and avoided it. Also when Felix and the boss are talking before seeing the Senator, she is "conerned" about Felix not talking about his past. Also when going through the catacombs, there's a space with an arrow indicating it's something of interest, but you just walk through it. And there's nothing to do but read the sign with a 6. I can't get past all the spikes around. What am I doing wrong?

To quote Emily Littella, Never mind. I got around the spikes.
Fleta
I just finished Chapter 2 in version 3.0 and the credits said to keep my save file, but unlike Chapter 1, there was no opportunity to make one after the final fight.
Dark Gaia
Hi Fleta.

Well, the morality system may not be having much of an effect in your game, since you continued into Chapter 2 from an old version, and missed all of the extra tweaks to Chapter 1 that were added to affect morality (such as chests in Corinthe and Ironrim granting you bad morality if you open them, being able to donate to the churches, and small side quests in the Corinthe Farmland and the Dead Mountain that affect your morality depending on how you solve them), but you should still have gotten enough points to witness the effects.

Here's what morality does so far in the current Beta (in future game content, there will be much more that changes, also):

- Determines whether you unlock Barbarian or Ranger in Ferrum (and subsequently, which class you unlock in Entoban as well).
- Changes the dialogue of a few cutscenes slightly.
- Changes the contents of many random chests and the rewards to certain quests (such as the Vampire quest)
- Determines whether the Northern Keep contains Dark aligned monsters and treasures, or Holy aligned ones.
- Determines whether certain NPCs in Ferrum and Ironrim (and Entoban) give you items -- for example, the man who gives you a Malt Cider in Ferrum only gives it to you if you have good morality.

As for not being able to make a save after the end boss fight, that was intentional. You see, that isn't the end of Chapter 2 (the current beta only contains the first half of the Chapter) and furthermore, that boss is actually taken from the end of the Etherim Highlands, which haven't been implemented yet. In the next content release, which will include the rest of the Chapter (about 2 more hours of content), you'll have to pass through that area to get to the boss -- I didn't want you to be able to skip it.

Plus...

Update!

Beta 3.2 is now online, which offers a few tweaks, bug fixes and small additions to the game.

Changes to Beta 3.0 and 3.1 include:

- Donation trays at churches are now fully functional. Donate 10 Kyphers for a 1 in 4 chance of getting a morality boost, or donate 400 or 800 Kyphers for guaranteed morality boosts (1 point for 400 and 2 points for 800).
- The Rusty Helmet in Dead Mountain (as part of helping the Revenant) can now only be picked up once, instead of an infinite amount of times.
- Most stealable battle-use items (such as Silk Sack and Eye Stone) and rares (such as Hannelores and Malt Ciders) have had their sell price reduced to 1 Kypher. This is because they used to sell for thousands of Kyphers and some players were farming money by stealing them over and over, which was breaking the game's balance. General items and sellable loot items (Chitin Scale, Wolf Pelt) have not been changed.
- The intro area now teaches new players how to save, and reminds them to do so often.
- Selecting "no" when asked if you want to watch the game's intro now actually skips it, as opposed to going into an infinite event loop.
- Tweaks have been made to several classes. The Defense and HP of Gunners, Rangers and magic casting classes has been slightly increased, and Magus and Cleric weapons (ie. Gold Sceptre) now grant a small Defense boost as well as Intellect and Wisdom.
- The Focus Headband and Shoulder Pad grant 5% more HP now. This is to offset the 5% penalty that equipping a sub-class gives you, which cancels out the effect of equipping these items.
- The Gladiator Blade has had its chances of inflicting statuses lowered and is now a 2 handed weapon. It also gives the user a 10% Defense penalty. This is to counterbalance the fact that it inflicts 3 different status effects.
- The Northern Keep dungeon is now fully operational. A chest and switch that were inoperable because of impassable tiles have now been fixed, and the quest can be completed. If you have good morality, you'll fight the Garuda boss, and if bad you'll fight the Dark Dragon boss.

In other news, Legionwood 2 will soon be going commercial. However, there will still be one more release before this comes to pass: as promised, the next release of the game (Beta 4.0) will become available very soon, adding the rest of Chapter 2 to the game and rounding off the first 10 or so hours of Legionwood 2's gameplay (roughly the first half of the overall game, which will be 20 hours long like Legionwood 1).

This Beta 4.0 build will be the final build of the game available for free (subsequent Beta builds will be released for registered beta testers only), and, following its release, the full game will begin retailing under the title of Heroes of Legionwood at the usual RPG Maker game portals, and Beta 4.0 will be replaced with the typical 1-2 hour commercial demo. At the moment, the price has not been set, but it will likely be no more than $9.95, and there will be plenty of opportunities for loyal players and beta testers to get their copy of the game for free. The full commercial release is currently slated for mid 2013 (still a long ways off) so, until then, please continue to consider Legionwood 2 to be a freely available RPG Maker game, and have fun.

Happy adventuring! smile.gif
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