|
Post by DJC on Aug 25, 2011 12:35:02 GMT -5
I'm going from memory so l'm not a hundred percent sure about this one, but l think the first room in Popugnaculum tower is devoid of any treasure, making the dodging of all the lights entirely pointless. There should be two bonus chests if you manage to dodge the lights and reach safety near the next door.
|
|
|
Post by treasonwall on Aug 25, 2011 13:56:43 GMT -5
Nevermind, l think they must be there. Maybe l just ofrgot about them since sometimes the chest are already displayed from the start and sometimes they're not. Whatever, l don't think there was anything too important in those...
|
|
|
Post by DJC on Aug 25, 2011 19:11:33 GMT -5
Nevermind, l think they must be there. Maybe l just ofrgot about them since sometimes the chest are already displayed from the start and sometimes they're not. Whatever, l don't think there was anything too important in those... Bonus chests are actually randomized loot depending on how far you've advanced the plot. Later in the game, the treasure improves drastically. These particular bonus chests do not appear until you successfully evade the lights and reach safety. They won't be there when you enter the room and then disappear like some others.
|
|
|
Post by treasonwall on Aug 26, 2011 5:15:04 GMT -5
Bonus chests are actually randomized loot depending on how far you've advanced the plot. I had no idea. I did know this on the other hand, since l've completed every single puzzle in the game on my previous playthrough. Otherwise, here's a minor graphic bug that l knew about but just started to manifest: Sometimes, when exchanging items with smugglers, an item which you can't afford anymore off remains nontheless highlited in white until you quit and retry. It's not a big issue but it starts becoming kind of confusing later on. Unrelated note: The new BGM for Tenebrosus Specus has a really cool epic kind of feel to it but sounds a lot less atmospheric. then again l guess it makes for less repetition since the other track is also heard in Triangle Mountain.
|
|
|
Post by DJC on Aug 26, 2011 11:26:10 GMT -5
This means the refresh display function isn't being triggered correctly. I'd like to wait on fixing the collectors until the game is ported to Turbu, assuming that is going to happen in the future. Then I will be reprogramming the entire interface. There's just too many collectors to go through each one separately right now.
It's definitely a different type of music track, whereas it was previously mostly ambient. I completely forgot Triangle Mountain uses the same track, and it's doing so incorrectly. I wanted to remove the previous Tenebrosus Specus track because it was causing playback issues for some players, and it was from Castlevania: SotN. If you delete Cave_02.mp3 from your Everlong/Music folder it shouldn't play anymore. I'll need to adjust the music tempo in the Triangle Mountain interior areas for the new track to playback correctly, though.
|
|
|
Post by treasonwall on Aug 26, 2011 14:59:09 GMT -5
Okay, this one was weird. The CMS disappeared again in the Tiro Amicus jail cell, but l immediately tried it again and it worked just fine. No changing maps needed or anything.
One minor detail: it's weird that one spot on the Imperial Continent map says "Oasis", but as far as l know there is never anything there in the entire game.
|
|
|
Post by DJC on Aug 26, 2011 21:11:44 GMT -5
Okay, this one was weird. The CMS disappeared again in the Tiro Amicus jail cell, but l immediately tried it again and it worked just fine. No changing maps needed or anything. One minor detail: it's weird that one spot on the Imperial Continent map says "Oasis", but as far as l know there is never anything there in the entire game. Can't explain the CMS error, code looks fine. Probably just the engine being weird. The Oasis text marker is indicative of cut content. I had planned an event while crossing the desert, but like so many other things there wasn't enough time.
|
|
|
Post by treasonwall on Aug 27, 2011 9:16:52 GMT -5
Hum okay, I tried to play Cave_02 in WMP and it was the new track so l'm not sure you want people to delete that...
Also is it normal that Boss_24 plays for the Khaer Magnus fight instead of Boss_25(info based on v3.24) ?
|
|
|
Post by DJC on Aug 27, 2011 11:16:57 GMT -5
Hum okay, I tried to play Cave_02 in WMP and it was the new track so l'm not sure you want people to delete that... Also is it normal that Boss_24 plays for the Khaer Magnus fight instead of Boss_25(info based on v3.24) ? Only delete Cave_02.mp3 if it's in the music folder. You do not want to remove Cave_02.midi which is the new file. The Khaer Magnus battle should feature Boss_25 as the battle music, I guess I either switched the track numbers at some point or completely forgot to update the track used when I added the new one. Thanks for catching that.
|
|
|
Post by treasonwall on Aug 30, 2011 6:23:54 GMT -5
Alright, l'm sorry but this is starting to make a lot of Everlong and l seriously need a break. In the meantime, here are twoi mportant bugs l remember:
-When you first bring Vixen to a temple and she has a discussion with the rest of the party about her summon quest, every spoken line has Vixen's faceset, even those of other characters.
-Sometimes, when equipment gets "broken" at the battle arena, it is not automatically reequiped after the game.
|
|
|
Post by DJC on Aug 30, 2011 12:48:57 GMT -5
Alright, l'm sorry but this is starting to make a lot of Everlong and l seriously need a break. In the meantime, here are twoi mportant bugs l remember: -When you first bring Vixen to a temple and she has a discussion with the rest of the party about her summon quest, every spoken line has Vixen's faceset, even those of other characters. -Sometimes, when equipment gets "broken" at the battle arena, it is not automatically reequiped after the game. I didn't expect you to be able to play through the entire game a second time. I think you got all the bugs that would have been introduced with the patch. Thanks for your help with those. Not sure about that Battle Arena bug, but as long as it doesn't cause the restore algorithm to freeze and all the stats are reset to their original values I'm hesitant to interfere. I'll take a look at it, though.
|
|
|
Post by treasonwall on Aug 30, 2011 13:12:24 GMT -5
You're welcome. This was on all accounts the best RPG Maker title l'm likely to ever find so it's definitely worth the effort.
|
|
|
Post by treasonwall on Aug 8, 2012 3:03:08 GMT -5
Add a few more:
-Aquamarine is used twice upon entering the Temple of Meridion -The "Earrth" Trial has already been completed -That shield charset thing doesn't appear after completing the Gold Trial
|
|
|
Post by DJC on Aug 8, 2012 15:01:02 GMT -5
Add a few more: -Aquamarine is used twice upon entering the Temple of Meridion -The "Earrth" Trial has already been completed -That shield charset thing doesn't appear after completing the Gold Trial It must just be a message that the Aquamarine is used that displays twice, since it couldn't be removed from inventory twice. Did you never attempt the Earth Trial? When did you notice it was already complete? Do you mean the graphic outside the Gold Trial doesn't update to notify the player they completed it?
|
|
loof123
Member
Happy to help!
Posts: 60
|
Post by loof123 on Aug 8, 2012 15:33:42 GMT -5
After you complete the Earth trial the flag says "Earrth" trial instead of "earth" Yes the graphic doesn't update. The event is still there, if you inspect it it says "Gold Trial has already been completed" but it doesn't have the flag graphic.
About the Map, Do you think you'll delete Oasis?
|
|