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Post by guest on Sept 25, 2009 8:27:40 GMT -5
In Methus where Glen needs to find woman from his past cannot pass stairs (there wasn't any in previous version and cannot find her in town so I guess she is somewhere up there). At the beginning of game Brad cannot battle row and later one party member (any) cannot row. On hunting grounds when pressed shift key five or more times in a row game minimize. While not in story mode interacting with well or healing ball receive message to adjust characters levels.
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Post by DJC on Sept 25, 2009 17:39:44 GMT -5
In Methus where Glen needs to find woman from his past cannot pass stairs (there wasn't any in previous version and cannot find her in town so I guess she is somewhere up there). At the beginning of game Brad cannot battle row and later one party member (any) cannot row. On hunting grounds when pressed shift key five or more times in a row game minimize. While not in story mode interacting with well or healing ball receive message to adjust characters levels. Thanks for the feedback, the first beta patch has been posted as a result, get it here: (old link removed) Battle Row does not work when only one hero is in the party no matter what. This is part of the engine designs. I wanted to removed Battle Row from the game, but it is an automatic command on every hero's list and I can't get rid of it. The tileset bug with Methus is due to the crash and following restoration where I pasted an older version of the tileset list into the database. It remains to be seen if there are more errors like this where I correctly updated the tilesets when I made the map changes, but lost the data and the recreation is inaccurate. The graveyard is indeed up the stairs. The shift key thing is unfortunate, and you have Windows to thank for it, and also the fact that the rpg maker 2k3 engine doesn't handle keyboard input the way it ought to. I was forced to use shift as a trigger key for the ToKM puzzles and now the hunting mini-game because not much else was available or worked correctly without a specific type of numpad. There is an easy solution to this: turn off sticky keys. Windows pops-up the sticky dialog usually when you trigger it by pressing shift repeatedly and rapidly. Just take the 5 seconds to disable it in the dialog boxes and this will go away.
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Post by guest on Sept 26, 2009 6:42:23 GMT -5
I found several more bugs.Before entering Cirigon sewers interacting with sewer entrance does nothing, after talking with general Dianyin in sewers cannot go out, after triangle island when they should go to tyr anon after ship scene stuck in sea and no character can be seen.
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Post by guest on Sept 26, 2009 12:33:01 GMT -5
Entire map after general Dianyin in Cirigon is impassable. In Tyr anon depths on return to tyr anon all bridge, dark brown and grass tiles are impassable. Activating Vetu's skill drain makes sever skill permanently available or later nothing.
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Post by DJC on Sept 26, 2009 13:37:24 GMT -5
New patch to fix the stuff you found:
(removed old link)
Cirigon sewers entrance/exit tile error and impassable ladder behind Dianyn are results of the previously mentioned tileset list restoration from an older version. The Tyr-Anon Depths tileset errors were an oversight on my part when I was setting the separate terrains/battle backgrounds for the depths and caves (I did it the hard way using one tileset instead of two).
The bug when going to Tyr-Anon after the Triangle Island plot sequence is also a direct result of the data loss and restoration; all the common event work I had done was erased and there were only the old versions. The exit cases for the party maker system are processed by a common event that was reverted to the old version that would now not work since you're supposed to end the sequence on the world map riding the Inceptum, not inside the Triangle Island base. Not sure why the character could not be seen, but I added something along with the missing code that should resolve that regardless.
The Vetu skill problem with Drain must have been an incorrect ID# reference for where the skill starts on the list. Instead of counting it out I just forced the correct start ID manually and it should work now.
Many thanks for these bug reports, they're a big help. You''re really cruising through the game, so I must assume you're in story mode?
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Post by guest on Sept 27, 2009 5:23:32 GMT -5
At beginning of Calbrenda fight hear sound that is usually heared when boss is defeated. Then game crashed with message event script referenced a monster that does not exist.
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Post by guest on Sept 27, 2009 5:27:51 GMT -5
And yes you're correct I do play game in story mode.
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Post by DJC on Sept 27, 2009 11:04:13 GMT -5
Got the Calbrenda bugs fixed in the new patch:
(old link removed)
This one is from shrinking the size of the Calbrenda battle (created the incorrect reference) and also an oversight on my part (setting Calbrenda's default HP to 1).
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Post by guest on Sept 27, 2009 13:04:02 GMT -5
Ultimate weapon battle has no music.
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Post by guest on Sept 28, 2009 4:55:22 GMT -5
Clicking on prowress, prodigy glove and regen ring in battle arena rewards list does nothing. Keres (previously gate keeper at portal on top of Atlantis) battle ends too soon, like it has too low HP. During Expirius Abyss battle defeated Meredith/Vetu automaticly revived with 1 HP after hyper blast spell.Revived Vetu still had power break. Instead of Vetu's skill singularity drain skill is displayed. Opening temple of Aurora second time makes fire and boulder appear at door. I have finished the game and gone new game plus couldn't find any more errors. Also flashing arrows that point where to go and helper statues looks like spoilers maybe would be better in hint mode, that way people who want would find solutions to puzzles and how to pass certain part of game but it wouldn't spoil game.
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Post by guest on Sept 28, 2009 11:13:37 GMT -5
I forgot to tell, still after exiting some monster collector merchants (forgot which) dialog, menu appears.Some bosses still get defeated while receiving no damage or when they come on turn.MP absorption skills doesn't work on Carbuncle and some other bosses.Vetu's drain skill has too low damage value.
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Post by DJC on Sept 28, 2009 13:04:06 GMT -5
Clicking on prowress, prodigy glove and regen ring in battle arena rewards list does nothing. Keres (previously gate keeper at portal on top of Atlantis) battle ends too soon, like it has too low HP. During Expirius Abyss battle defeated Meredith/Vetu automaticly revived with 1 HP after hyper blast spell.Revived Vetu still had power break. Instead of Vetu's skill singularity drain skill is displayed. Opening temple of Aurora second time makes fire and boulder appear at door. I have finished the game and gone new game plus couldn't find any more errors. Also flashing arrows that point where to go and helper statues looks like spoilers maybe would be better in hint mode, that way people who want would find solutions to puzzles and how to pass certain part of game but it wouldn't spoil game. I forgot to tell, still after exiting some monster collector merchants (forgot which) dialog, menu appears.Some bosses still get defeated while receiving no damage or when they come on turn.MP absorption skills doesn't work on Carbuncle and some other bosses.Vetu's drain skill has too low damage value. Thanks for reports, I already have a patch 005 that fixes all these and more, but I can't upload it right now. The network I'm currently on is blocking my ftp and remote desktop access. Look for the new patch around 3-4pm PST this afternoon. The Hyperblast functionality might have been intentional originally to make it easier to survive, but it makes more sense for characters that were dead when the restore point was set (previous enemy turn) to remain dead. I don't remember what I planned to set Keres HP to, or what it was in v3.13, so I set it to 600,000 which is slightly more than the first Expirius but much less than the final boss. I hope the other temples don't have the same bug with changing the door graphic. At some point that charset got screwed up and I made some changes and forgot about the consequences. That's not a bad idea with the flashing arrows and hint totems, but it's to late to implement now. It'd take too much time to hunt them all down and add the extra event page to turn them off. I would have left a "hint mode" on by default anyways, since otherwise players who needed it probably wouldn't have been likely to find the toggle. I wanted to have more toggles like this too, but ran out of time to implement them and the necessary new menu additions that would have been required. I can't remember how I did the monster collector merchant menu pop-up fix, but I guess something had to be changed on each merchant and I missed one. It's not really a big deal, more of an annoyance caused by shoddy input control and processing in the RPG Maker engine. If someone wants to make a list of the ones with the incorrect behavior then I can work off of that, but I'm not going to hunt them down by looking through the code for ALL the merchants one by one. The problem with boss death animations being triggered incorrectly cannot be fixed, I did the best I could with the engine but its polling method in battles to detect triggers is clearly inconsistent. It should still be impossible to kill a boss like a normal monster and skip the special animation, but the deaths sequence may still on occasion be triggered in between turns or after a turn is taken despite no damage being dealt to the boss. Carbuncle is strong against any magic based attack, and some other monsters are too, so by design MP absorption skills don't work well or at all. Try using an attack that lowers the magic or absorption resistance of these foes. The problem with Vetu's Drain skill not equipping the correct version is due to the other error with his Singularity skill scroll. Hopefully when I put up the next patch both of these will be fixed.
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Post by guest on Sept 28, 2009 14:02:39 GMT -5
List of monster collector merchants that upon exiting dialog menu opens: Methus tomb of Khaer magnus (upon entering map title reappears as many times as pressing escape). Ianua salum
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Post by ljspence on Sept 28, 2009 17:13:54 GMT -5
The second one (monster collector) in Comstock is also not working correctly.
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Post by guest on Sept 29, 2009 8:56:47 GMT -5
Item swiftness (speed up) cannot be used. On new game plus, on first visit to temple of Aurora stepping on altar tile does nothing.
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