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DoctorSpacebar

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A member registered May 27, 2020 · View creator page →

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There's a sword off to the right that disappears when you step there, and the move route pauses user movement in the current patch. It might work better if the game doesn't pause there, so I'll set that to change next patch too since it's quick.

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Looks like the Amp is applying after the minimum damage calculation in the formula. This probably won't be a huge issue since a minimum damage of 2 or 3 isn't very strong, so I'll leave it for now.

Both editions of the Gastronomicon are mislabeled and the Lucky Plank is too low, I'll have that fixed in the next patch along with the name lengths. The Crowns will keep the block speed since that works well with their more offensive focus, I'll add that to the labels as well. The lemonade stand choices need some testing to set them to the right lengths; I was behind on some cleanup (the grass needed mowing after all that rain!) but I'll look over those later today. Maybe I'll just put the full menu on a sign out front.

It looks like I messed up and uploaded the previous zip by accident. Sorry about that, the real patch is up now.

Shoot, I did forget the enemy that fled. I should have time tomorrow to add that in (and I can have that enemy's bestiary info unlock if you enter the Estate after clearing it). I'll go over the smaller adjustments too, while I'm at it.

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Found out the fix! The HP draining was actually easy to pin down once I had the project open in VS code. It doesn't check Recovery rate by default, but it just took one line to change that. 

I'll have the patch up in just a bit!

I took a look at this, and it looks like I'll need to either look at the HP Drain code in more detail or attach extra code to Devourer to work around it. I'll see if I can't knock this out tonight.

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Oops, left a boosted Recovery rate on the Crimson Crawlers. A strong enough Earth attack can squash them in one hit relatively easily, but I'll remove that next patch so scratch damage won't heal them to full.

I also missed the bonus healing rate on the Drainmancer, that'll be updated as well. Leech Curse can stack up to 3 times, which also needs to be mentioned; that's probably why she keeps casting it.

I'll have to look at the Warped Chainshirt again once I get some time. EDIT: I've got dinner coming up, so I'll ship the other two changes real quick while I'm thinking about it.

Dang, I knew I forgot something important. Will drop another patch soon that allows Brill into the Lower Subterrane after the quest.

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Shoot, I did forget the "Erase Event" on Formidos. Will get a patch out for that ASAP. (FOEs from Etrian Odyssey do go away when they're defeated, and they're the direct inspiration for the Formidos, so it'd be odd if they didn't.)

The boss's AI skips its Fire attacks against Brill if she's Fire-resistant enough, and also skips against Aida if Brill has the Friend Defender effect. I did forget that Barbaric Blow lowers Block, I'll add that to the Check data real fast.

Holy Water doesn't produce a bright light, but it does deal bonus damage against the boss.

Good work!

I don't see any blight infliction on any of the Formido's attacks. Do you have the Warped Chainshirt equipped? It might be the deferred damage.

It is a tricky one. Here's a hint (not sure how you do the dropdown arrow things so I'm just going to add a bunch of newlines): 








"below your feet" is referring to the downstairs areas you can already access.

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Whoops, left out a region ID marker. For the robes, I also set the if check to "ON" instead of "OFF", so the robes would actually only be infinite if you got a set. Good thing you can't sell them, or this would be an infinite money glitch! I'll ship a patch real quick.

EDIT: Got it!

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"Festa" is the italian word for "party", I used that one on purpose.

The east room also has Goblin Sappers that are up for a match if you need their entry.

Gleam Sand does count as a bright light! Aida's Light Flare spell counts as well.

Oops, wrong switch on the objects in the underground lab. They're supposed to be gone, I'll get that fixed along with the other issues.

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Shoot, I did some further testing and the game must be considering the stun ticks a turn. That's a problem, I'll have it fixed ASAP.

EDIT: Found a workaround! Instead of using the built-in "Cannot Move" function of RPG Maker, I just baked the stun effect into the speed formula. If I need to, I can use that for any later stun effects! Will have the patch up ASAP.

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Counters are supposed to fire before Block is removed. That makes it easier to handle the deadlier ones (and on the flipside, it keeps Pepperevenge from being too powerful with Attack stacking).

The Curse is particularly nasty. Check to lower the timer is a valid strat, though. Definitely make sure you take Tormentors down in like 1 or 2 shots without him going below 25% (since otherwise the Overseer blocks the attacks).

That boss is one of the toughest there is. He was the reason I made the Forbidden Debug Ball. Ice doesn't slow him down, but finding a chance to use your own Double Time to keep pace with him makes it much easier to react to Coup de Grace. You also definitely want to be blocking when he uses Cement Shoes; fortunately, he can only do it up to 3 times (if Alert level is low, it's just one use). Having a strong shield is very good in general, since he doesn't have any Thunder attacks at all.

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Astra was definitely not supposed to stay in the party after a KO. I'll be releasing a patch to handle that in a bit. It'll also remove the bit about the Reflective Mantle since that didn't end up being in the final game.

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Good catch, the tag that's used for on-block effects snuck onto the move. I've already gotten rid of it on my end.

I'll fix up that and the other issues real quick. The catalysts aren't supposed to stick around; I went for an offensive approach in testing, so I must've beaten the Chess Golems too quickly to notice. (Their weaknesses actually open them up to quite a few different approaches!) The Protect Cape text and Sample talking to the Caretaker will also be fixed.

The Tengu's Turbo Togs are indeed a Touhou reference. Funny enough, though, I haven't actually played a Touhou game, I've just played Touhou Puppet Dance Performance and the Gensokyo mod in Terraria. 

EDIT: Oh, right, the other question! War Shield Bash does deal damage first, like other attacks that lower block.

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Shoot, I left the "Jump to Label" in for a patch. Let me get that real quick.

EDIT: Got it, should be working now.

In the next update, I'll add ladders to the rooms after the sidequest completes, so hopefully that might make it a bit easier.

I messed up and put in "Enforcers" where I should've put in "Overseers". Oops. Edited that.

While they have that slight resistance, the Overseer's 100 strength Block is still going to add a lot to Thunder attacks, so maybe that'll help bust through them. They also can get hard-walled by a strong enough shield despite having a DEF drop on hand, so if they don't have any backup, they're toast. Having a big hit ready to take an enemy from >25% to 0 also shouldn't be too tough to pull off at this point.

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I'll have to update the post there soon! I've got some work to catch up on right now, but I'll try to have it updated by Monday.

EDIT: I had more to do than expected. I'll see about updating it today, though.

It was =)

Happy New Year to you too!

Nope, it's Stellar Panel and Starlight River that were causing the issue. Which is weird, because none of the code related to either of those items should be affecting it at all. I'll give Passive States another look, and I'll have to test it in the game itself, rather than in Battle Test mode, to see if it differs somehow.

Deferred damage stays the same when stats change; once the hit connects, the deferred damage is set. If you keep getting hit, that damage will rack up fast. I imagine a fast Block build with high Regen could make excellent use of the Chainshirt.

Yep, it's not accessible yet. (This may change in a future update!)

That's probably what inspired it, although indirectly, through Final Fantasy: Record Keeper. The boss that uses it does show up, and I think there may have been a hard-mode version of that boss that gave me some trouble? (Although I could be mistaken there.)

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The Ice Sculpture and Hidden Forge both use the same interface as regular crafting. I'll have to add a check for those in the near future and just not show My Mixes when they're being used, it shouldn't be too tough to work in one of the game switches. I'll also get the Potion Shoppe's My Mix Point symbol at the same time when I do.

You know what? I could do that. The Sickly Robe could also get some purple art. Good idea, I'll go make the recolor right now.

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Whoops, that's probably the message height not getting reset at the right time. Should be easy to fix that up, I'll have that fixed next patch.

Rising Force probably just kept the damage formula in there because it used to heal. I could give it another look later to see if I need it.

I apologize for the late response, RL got out of hand for a minute.

With Lanterngeists, a few IDs got mixed up. I've gotten around to fixing them, so the issues should all be gone with the next patch, which'll ship in just a bit. 

Starforce only charges when attacks are blocked, rather than just when taking hits; this is working as intended with Riftkeepers. Small Fortune is also working fine in my tests, although it isn't shown in the victory text; I could potentially go into the code and add that properly in the future. (I could also give the cliffs another look in the same update.)

There should be enough keys for all 7 doors in the Sanctum (Minor spoilers ahead):





-2 on Floor 1

-3 on Floor 2

-1 on Floor 3

-1 on Floor 4

One of them's behind a hidden passage, that might be the one you missed.

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Found the problem! There was an issue with event pages and collision. It'll be fixed in the next patch or update, though. I'm hoping to get more time to work on Ruphand in the next few weeks and ship Update 0.3.7-P3; if it takes longer than that, I'll probably drop a patch.

It's real! There is no way to get more Shurikens in the game; the adjustment is a fairly minor one.

Master of Lanterns doesn't use that yet, but I might go ahead and apply it to her and other bosses/enemies that summon other monsters. (For the Craven Fiend, I'll probably allow some extra phantoms to spawn in, I think they have drops.)

The statue description is meant to be a reference to artifacts in Dwarf Fortress, although it didn't menace with spikes of anything.

Whoops. These should be easy to fix; for the latter issue, I just need to find where it happens. I assume the "end of the game" message happens some time between "Wrack Your Brain" and "The False King's Army"?

I'll address the other issues (including Conjure Coins, and I might go over other summoning attacks as well) and release a patch when I get some time.

Oh, that's the problem! I had the trigger set to the wrong timing. That should be fixed with the next patch/update.

On the missing wall, I'm guessing one of the details ended up getting counted as a walkable tile, there's a lot of them in that one. Which map is it on, specifically?

The invisible ATB gauge on that particular enemy is intended. I might add something to the scan data that says that if I haven't already, and I'll look at the dialogue there as well to see if I can drop a hint there. I'll check the Sphinx's dialogue as well. All the changes should drop with the next patch/version.

I could've sworn I added the "Not independent item" tag. It shouldn't affect the Shuriken's battle functions, but I'll get rid of it with the next patch.

For the Red Cap fight, the Restore Matrix is powered by the Rauthaz, so you've got to take that down first. Is the Rauthaz going down properly?

Just here for now. Welcome back!

SPOILER:



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Talk to the sheep in ascending order of their pitches and you'll get an item.

(Itch really needs spoiler tags...)

The formula picks whichever damage formula will get the most damage. If a resistant enemy has a high enough Block Strength that the Thunder damage would be better than the Neutral damage, it takes the Thunder damage, and vice versa.

I see the problem- they were using their Soften instead of their Rock Wall. Must've been rushing too much when I programmed that section. I'll be able to ship that fix with the next patch too.

Have you got Earth resistance? They're set to always use their punch if you are. Actually, I could probably switch a few lines and make them check to see if they've got a wall first.

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Really? That's odd. I'll give that a look and see if I can't replicate it and come up with a fix.

EDIT: I was able to replicate it. Going to test more and find out why.

EDIT 2: There we go! It was checking the wrong variable. A fix for this issue will ship with the next update. It's very good that you found this issue because another upcoming enemy will have a similar gimmick! Thank you for the help.