UNITY'S PROFILE
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
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[RMMZ] Auto Triggers SUDDENLY not working...
Final Fantasy 1 is made by n00bs, there's no intro cutscene so they just placed a raw starting location
You're right, there's not even special music for boss battles!
But Garland has that line about knocking us all down, so it's still a 10/10
But Garland has that line about knocking us all down, so it's still a 10/10
How to fix thief
A lot of really cool ideas here! :D I thought I'd throw in how I'm handling the Thief job in Izrand Allure. I've tried to make the thief more viable myself but it's hard to know how well it'll hold up over the whole game, so time will tell.
You'll notice I kept Steal. I know you said at the start "who likes this skill?" but I actually enjoy it, if for no other reason than it feels classic and it's fun to get free stuff off of the enemy. Here's what I changed with Steal:
Steal Always Damages
The Steal equivalent is more like Mug, always doing 80% of a normal attack's worth of damage. That way you're still moving the fight forward even as you are stealing.
See the Enemies' Stealable Items, Choose What You Want
You get to see a list of the target's available steals and try to steal what you want to steal. Don't want another potion but do want that rare helm? Grab that and ignore the rest.
Consistent Steal Rate
The steal rate is consistent, no matter what you are stealing or from whom. It starts at a base 40% (plus a tiny bonus from Luck stat) and grows as you learn passives that boost it from the Thief job.
One thing that drove me nuts about FF9's Steal is that you could try to steal from a boss for like half an hour and possibly get nothing from it. So a consistent Steal Rate was important to me.
As for other things about the job that I hope make it more worthwhile:
A Bag of Tricks: Steal isn't the only skill a Thief learns. Thief has a variety of skills, including multi-hits that deal blind or bleed.
Agility is More Valuable: The game used a Charge Time Battle instead of the standard turned-based, more akin to FFT or FFX. So the Thief's boosted agility will allow them to take more turns over the course of the battle than other classes.
Again, that's just my attempt and the game's still in it's infancy, so time will tell if the Izrand Thief job ends up being worthwhile, but I certainly hope so :D
You'll notice I kept Steal. I know you said at the start "who likes this skill?" but I actually enjoy it, if for no other reason than it feels classic and it's fun to get free stuff off of the enemy. Here's what I changed with Steal:
Steal Always Damages
The Steal equivalent is more like Mug, always doing 80% of a normal attack's worth of damage. That way you're still moving the fight forward even as you are stealing.
See the Enemies' Stealable Items, Choose What You Want
You get to see a list of the target's available steals and try to steal what you want to steal. Don't want another potion but do want that rare helm? Grab that and ignore the rest.
Consistent Steal Rate
The steal rate is consistent, no matter what you are stealing or from whom. It starts at a base 40% (plus a tiny bonus from Luck stat) and grows as you learn passives that boost it from the Thief job.
One thing that drove me nuts about FF9's Steal is that you could try to steal from a boss for like half an hour and possibly get nothing from it. So a consistent Steal Rate was important to me.
As for other things about the job that I hope make it more worthwhile:
A Bag of Tricks: Steal isn't the only skill a Thief learns. Thief has a variety of skills, including multi-hits that deal blind or bleed.
Agility is More Valuable: The game used a Charge Time Battle instead of the standard turned-based, more akin to FFT or FFX. So the Thief's boosted agility will allow them to take more turns over the course of the battle than other classes.
Again, that's just my attempt and the game's still in it's infancy, so time will tell if the Izrand Thief job ends up being worthwhile, but I certainly hope so :D
Let's Play: Chase for Divinity - Parts 05 to 08
Hey, thesacredlobo thanks as always for playing my game and uploading these :D
I've been replaying this game too, and I'm not sure how far you've gotten, but I found a game-locking glitch that's possible to encounter. After you get the airship, if you go to the town/temple on the Etherlands before getting the key to the temple door, the game won't let you leave back to the overworld ;_;
EDIT: I've uploaded a new build that fixes the problem, just in case you or anyone else happens to get stuck there.
I've been replaying this game too, and I'm not sure how far you've gotten, but I found a game-locking glitch that's possible to encounter. After you get the airship, if you go to the town/temple on the Etherlands before getting the key to the temple door, the game won't let you leave back to the overworld ;_;
EDIT: I've uploaded a new build that fixes the problem, just in case you or anyone else happens to get stuck there.
Dev Log #2: Progress and Demo Feedback
Very nice update, and I'm so glad the demo is doing so well :D
Regarding healing and defending, I want to state that I found the way you implemented things already were just fine by me. Like you said, the way the combos boosted item effectiveness made that way of healing feel like it clicked with the mechanics perfectly, and the pass turn option was a fine substitute for defending, as I feel defending doesn't really flow with the AP system.
Kudos on you for looking to address this anyway, as I know my own preferences aren't the only ones. For defending, you could have a skill that gives Zosma like 15% or so PDF and MDF values for each use. Tho I'm not sure I'd find it personally a good use of turns for the player, as they'd be turtling instead of taking out enemies, but who knows, I could be wrong :P
Anyway, I applaud you for doing something so experimental with your battle system. I think you're on the right track, and I trust you when it comes to implementation. I look forward to the rest of the game :DDD
Regarding healing and defending, I want to state that I found the way you implemented things already were just fine by me. Like you said, the way the combos boosted item effectiveness made that way of healing feel like it clicked with the mechanics perfectly, and the pass turn option was a fine substitute for defending, as I feel defending doesn't really flow with the AP system.
Kudos on you for looking to address this anyway, as I know my own preferences aren't the only ones. For defending, you could have a skill that gives Zosma like 15% or so PDF and MDF values for each use. Tho I'm not sure I'd find it personally a good use of turns for the player, as they'd be turtling instead of taking out enemies, but who knows, I could be wrong :P
Anyway, I applaud you for doing something so experimental with your battle system. I think you're on the right track, and I trust you when it comes to implementation. I look forward to the rest of the game :DDD
HEY!!! GUYS!!! AI!!! GEEE!!! EM!!! SEE!!!!!!!
Weird and Unfortunate Things are Happening
author=jongyon7192p
Hi, I played this game from a recommendation in Omori Steam forums and I made an account here just for this.
How many secrets are in this game? The number listed out by the smol fellow in Uratheul. I also wonder if there are some speedrun strats that can be done. The 2 switches in the Temple of Rebirth has a fun little skip I really like, where 1 of the togglable pillars is actually hiding a path behind it, allowing you to skip half the dungeon if it weren't for the fact I was a total completionist.
However, I wonder more about speedrun strats in battles. What if a certain combination of equips, stat increases, and skills can start melting enemies like nothing? idk, just imagining. I see there are 14 pages worth of messages already but I guess I might try to skim through some of them now.
Thanks very much for making an account here just to post! :DDD
This is embarrassing, but I can't seem to find where I kept the max number of secrets. On my lastest playthru I had 131, so it's at least that high XD;;;
As for speedrunning and maximizing the game, I'm sure you could, tho no one's done so to my knowledge yet! Slio9 and other youtubers have shown that you can really maximize skill and stats to overpower enemies, Slio in particular wiped the floor with the Makyo bonus boss before the boss had even gotten warmed up, (tho it was a first time casual playthru, not a speedrun) so I wouldn't be surprised if it was possible :D
Stat Spam
author=Marrend
Yay, stats! Thanks kentona!I kinda still feel those 74 posts by that spammer. As in removing/editing 99% of them. ;_;
We salute you for your service! By the time I got free time to work on them, you had removed most of them already :DDD
Stat Spam
Monster Design - Mirror Maniac
In Luxaren Allure, I had one area that was a forest of illusions. To beat the monster groups there, you had to find the "real" one in the group and kill it, all the others couldn't be killed conventionally.
The tell of which one was real was they all were weird objects, but when they were hit the objects became transparent, and the real one had a monster hiding inside. Which means when you know the trick, you can just use a hit-all spell, watch the reactions from the monsters, and find the real one, but I had fun with it all the same.
I really like the idea and want to do something similar in my next game. It's a lot easier if you have animated enemies, so you can give them some sort of "tell" that something's off about one of them. The Mirror Maniac idea is very cool :D
The tell of which one was real was they all were weird objects, but when they were hit the objects became transparent, and the real one had a monster hiding inside. Which means when you know the trick, you can just use a hit-all spell, watch the reactions from the monsters, and find the real one, but I had fun with it all the same.
I really like the idea and want to do something similar in my next game. It's a lot easier if you have animated enemies, so you can give them some sort of "tell" that something's off about one of them. The Mirror Maniac idea is very cool :D














