ToFIE: the crappy RPGMaker game

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Post by Prak »

Also true.
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Post by radthemad4 »

I'd say ditch the core D&D races (and Orc) and go all unusual ones. So, something like: Yuan Ti, Drow, Aranea and Vaxt

Also, consider doing the Divinity Original Sin thing (where you have two PCs who you can choose dialogue for) but with all four.
Last edited by radthemad4 on Sun May 08, 2016 6:01 am, edited 1 time in total.
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Post by Koumei »

I already said I'm sticking reasonably close to the original Temple of Fiscally Irresponsible Elves, which has five races detailed with their problems, and that there's just one "outsider" character with the rest being part of the existing cultures. If this game is a big hit then maybe I'll make other games in future with crazy races and stuff, things that require more sprite work from me.

Letting the player choose dialogue options for the entire party isn't a bad idea, I suppose.
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Post by Omegonthesane »

Are you touching on the surrounding nations of Outer Derpistan? During the abortive ToTFIE PbP on this forum, I played an immigrant from the nation of necromancers where none of the young people could get jobs because they were all filled by liches, which IIRC is meant to be a comment on one of the issues facing Japan.
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Post by Koumei »

It's been a while since I looked at the thread, hence completely forgetting Gnomes were part of it. I guess they'll be worked in as well, but not one of the PC choices because they're kind of annoying (admittedly I'm going by "Baldur's Gate 2, NWN and NWN 2" for this and not some universal truth based on what people have brought to actual games) and also I don't know what to do with them - Drow (and to some extent Elves) fit the "Innately magical" angle, Halflings fit the "short" angle. And their "really hates goblins hardcore" angle is honestly just taking a trait that's pretty common for all the races and dialling it up.

So back to the main point, I hadn't considered Outer Derpistan or Eastern Derpistan. I don't really intend on using them much - it's outside the scope of the game to have the players also venture into those areas, but I could certainly see bits of lore cropping up, and having some encounters involve them - like Grimsol raiding parties, or groups of Abeil who wish to liberate shards of their god from your heathen clutches.

Had I paid more attention to the other areas before setting my heart on a Yuan-ti (have I mentioned in the last ten minutes that I like snakes?), I probably would have gone with a hobgoblin from Grimsol or an Abeil from Tizzikit or whatever. Or a Lizardman from Certia, which is very close to being a Yuan-ti. But on the other hand, having the main PC being "from some distance away" means they don't know any more about things than the player.
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Post by Koumei »

Okay, let's look at the areas, and some of the options for solving their problems:

Llanaden (Elves)
-enchanted leaves, hyperinflation
-Talking Head: JUST HYPERINFLATE EVEN MORE!
-Talking Head: Glen Beck Wants Gold Economy
-Talking Head: this is what happens when governments govern
-Possible solutions: change to a different currency, possibly some kind of adventurer-based thing where people delve into the dungeons of the ancient empire and find the ancient coins. It's not like adventurers need normal money anyway. Or just do a big tax drive and burn huge amounts of money. Lay down the law for what people are allowed to charge or pay for things.

Thorigram (Dwarfs)
-gold, always believe in your soooooouuul (stagflation)
-Talking Head: AUSTERITYYYYYYYY!
-Talking Head: If we all dump our silver and copper and just use gold, everything magically gets better
-Talking Head: Racism!
-Possible solutions: institute a massive mining tax and put it to use funding social programs. Personally stab the mining magnates in their fat bearded faces. Magically create gold (or take it from elsewhere) and sneak it to the poorer people to help boost consumption of basic goods and weaken the bidding power of the wealthy - place government mandated limits on pricing, on pain of Imprisonment (Sp).

Zundun (Gnomes)
-the global banking crisis
-Talking Head: I got mine, everything is fine! Keep going, fuck y'all
-Talking Head: "the economy" must be safe, infinite bail-outs I tell you!
-Talking Head: AUSTERITY!
-Possible solutions: step in and regulate the fuck out of the industry, with suitable punishments for irresponsible bankers (such as "we're taking all of your money and you are banned from working in this industry"). Set up a divination-based system of evaluating risks more accurately. "You can't just make money disappear like that. Fuck it, I'm flat-out issuing bank notes backed by my greatsword, to cover what disappeared."

Korbahl (Orcs)
-impacted mostly by other failing economies and low business diversity
-Talking Head: just overwork everyone on lower pay and raze the forests
-Talking Head: fuck it, let's just be isolationists who don't trade ever
-Talking Head: bring manufacturing here. Make it extremely cheap. Bring on child labour factories!
-Possible solutions: fix everyone else's shit. Improve business diversity with proper training to get a wider array of industries. Adventurer-based economic activity of "dungeon delving, bring awesome stuff back". Hell, charge adventurers an entry fee in gold or whatever for the chance to find magic items down there.

Lolthwyr (Drow)
-industrialisation leads to guild collapse and massive unemployment
-Talking Head: fuck it, TRADE EMBARGO! Except we'll still sell stuff, that's fine
-Talking Head: let us throw our wooden clogs at the machines and be Amish
-Talking Head: fuck guilds, fuck workplace safety and minimum wage laws!
-Possible solutions: change the rules of guild contracts to allow for greater flexibility. Throw shit at a wall until you find new industries to fill. Have the same production and the same workers, just allow the workers to basically be paid the same for doing a lot less individual work. Return to a spider-based theocracy with a chief export of crime and a chief import of "everyone else's stuff, against their will, also sacrifices"

Sweland (Halflings)
-happy anarchists break their land down into individually-owned 5' squares
-Talking Head: WAR! HOO! YEAH! WHAT IS IT GOOD FOR? Stealing goblin land of course
-Talking Head: keep going and wait for things to get better
-Talking Head: let people starve, I'm fine and that's all that matters
-Possible solutions: Planar travel == more land. A massive plague to cut the population down to manageable levels. Start changing their system away from anarchy and generalisation.
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Post by Aryxbez »

Koumei wrote:With the fourth slot going to elf (Spellsword or Jester or Elementalist) or halfling (Swashbuckler or Rogue or Bard).

So for the fourth character, I'm okay with letting you guys debate and vote.
Far as 4th character goes, I'm not entirely sure what a "Jester" would do, while the Halfling's seems kind generic except that Bard sounds fun. I really did like the idea of Nebuchadnezzar's notions for passive benefits from various classes, especially someone like the Bard. Pending what the Jester & Bard can do respectively will help swing my vote to either one based on appeal.

For now I think I'd choose the Halfling in general as my vote for the 4th character. What about you guys, assuming voting didn't happen Elsweyr that I somehow missed?

Finally, Koumei if this project is still in the works, if any monetary Donation and/or Patreon like nonsense would help with this in a tangible way, I would definitely consider partaking in either such an avenue.
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Post by Koumei »

So a while ago I bought RPGMaker MV. This last week I discovered that at some point it had become Linux-compatible. As such, I started work once more on Temple of the Fiscally Irresponsible Elves.

Currently: you play as the Yuan-ti, and at the start you choose between Wizard, Kensai and Ninja. I am using a stand-in spriteset but will eventually go for actual "snake head, and tail instead of feet". Already is unable to wear shoes, but able to wear tail accessories. There is a basic introductory dungeon, with Final Fantasy style Random Battles, and then the world map.

The world map doesn't have those Random Battles, though I might add them in later for perpetual things like wolves and manticores, I dunno. Instead, it has wandering events that can bump into you. If you kill them, they disappear until the next time you enter the world map. If you escape, it resets their position (and your own). These wandering groups are bandits that will no longer appear if you solve their crisis - and if your actions result in the society dying completely, they are replaced by wandering undead.

The world map has a couple of dungeoncrawl areas that you will eventually be able to enter (I'm not sure how I'll level-gate them but they're not designed yet), a few things which can provide you with items based on a d20+LUCK check for the main character, and an inn where you can learn a little info and rest.

Each of the cities/kingdoms is accessed from there, but basically opens up a new "world map" of that area. Some areas have random battles (for monsters that just straight-up live in the area), some have wandering event battles (for bandits and such that will potentially stop appearing later), some have both. As of yet, you can enter the Elven Kingdom (but no actual towns or inns or anything inside it) and the entrance to the Gnomish Bank Complex. Which I assume is a city-sized place built entirely indoors, mostly existing underground. You can meet the Halfling there (Swashbuckler, Rogue or Oracle) and learn a little more about the problems going on. That's all you can do there so far. When the Elven lands are fleshed out, you'll be able to meet the Drow there (Monk, Assassin or Warlock).

The Orcish lands are gated until you have someone else in your party to keep you safe, and that's where you will be able to meet the Orc (berserker, ranger or druid), but there isn't a map for that place yet. The halfling lands are also gated until you have someone else in the party, and I might straight-up make that "You need the halfling with you as a spokesperson". The Dwarf Fortress is gated to require the Orc (who is a recognised merchant with a travel pass to their lands), and the Underdirt will require you to have the Drow.

I thought at first that maybe I should include a male party member because I understand that men are feeling a bit left out and unwelcome in the gaming industry. But then I decided that it's not up to me to fix that. If men want more representation in games, they need to make the games themselves, not just complain about things.

That's about where it is so far. There are only a few levels' worth of skills, and only for the Yuan-ti classes, and just a few enemy types. It's all very early-stages there but there's more progress than the original project had.

I'm going for a 21 level range, with some of Yanfly's engine mods to make it more what I want it to be.

Main question I'm asking at the moment, aside from level-gating more areas, is the bit where all of the classes I listed are Medium Armour at most. It makes me wonder if I should swap out the Halfling's Swashbuckler option for Knight (riding a labrador, obviously). I'd add a fifth member, a Dwarf (Paladin, Dungeon Delver/Temple Raider, War Priest), who has Heavy Armour options all round, but justifying why the party can't have five people and needs to swap them about will be a real stretch.
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Post by Ikeren »

I love that this has progress, and would love to see it complete eventually.
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Post by maglag »

Koumei wrote:These wandering groups are bandits that will no longer appear if you solve their crisis - and if your actions result in the society dying completely, they are replaced by wandering undead.
I have to say that's a genius idea and I'm surprised I can't remember anybody else doing that before.

Although on the other hand it would mean the world eventually becomes more and more of an undead apocalypse. Possible bad end if you go for multiple endings?
Koumei wrote: The Orcish lands are gated until you have someone else in your party to keep you safe, and that's where you will be able to meet the Orc (berserker, ranger or druid),
...
The Dwarf Fortress is gated to require the Orc (who is a recognised merchant with a travel pass to their lands)
It's intentional that the berseker/ranger/druid is also the respected merchant?
Koumei wrote: I thought at first that maybe I should include a male party member because I understand that men are feeling a bit left out and unwelcome in the gaming industry. But then I decided that it's not up to me to fix that. If men want more representation in games, they need to make the games themselves, not just complain about things.
Following that I would suggest having at least one quest where you rescue a pretty prince that then becomes a support NPC sitting in some safe place. Having him in a frilly dress optional.
Koumei wrote: Main question I'm asking at the moment, aside from level-gating more areas, is the bit where all of the classes I listed are Medium Armour at most. It makes me wonder if I should swap out the Halfling's Swashbuckler option for Knight (riding a labrador, obviously). I'd add a fifth member, a Dwarf (Paladin, Dungeon Delver/Temple Raider, War Priest), who has Heavy Armour options all round, but justifying why the party can't have five people and needs to swap them about will be a real stretch.
By the time the party has five members, give them their own stronghold and say somebody has to stay behind to oversee things?
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Post by Koumei »

maglag wrote:Possible bad end if you go for multiple endings?
Yeah, the idea is to have multiple endings, including various "You done fucked up".
It's intentional that the berseker/ranger/druid is also the respected merchant?
Yeah, I thought it would be funny to do that. I'm open to people saying that's a bit too dumb, though.
By the time the party has five members, give them their own stronghold and say somebody has to stay behind to oversee things?
That's a pretty good idea, actually.
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Post by Koumei »

Okay, here is a summary of what is in the game so far:

The initial short dungeon. You choose the class for the main character here, and can get a few items, as well as one equippable thing, and encounter all of two enemy types (a bat and a fiery slime), probably hitting level 2 or 3 before leaving (on a 1-21 progression). Once you leave it, you can't turn back. You gain the "Camp" ability where you use up a food item to rest, with a chance of being interrupted by a random battle. Cannot be used in towns.

The world map. Has some wandering bandits that can be seen on the map there. If you get close they will see you and run at you to start a fight. If you run into forest areas they stop seeing you, and some classes have a Stealth ability that lets them sneak about in plain sight (has a visible stealth gauge so you know how long it lasts). They are already scripted such that if the "This Land is Dead" flag is set, they are replaced by wandering undead, and if the "These Problems are Solved", you just don't encounter them. There are currently two types of Orc, two Elf, one Halfling, one Gnome, and one Dwarf. And two Undead. Drow don't wander the surface because it hurts their eyes. It has entrances to a bunch of places, only three of which exist currently.

Inn: there is an inn close to where you emerge, where you can learn the state of things, based on what the inn keeper knows (not much).

Zundun: only the entrance level exists. There is an NPC who will tell you some of the problems of the gnomish economy, and the Halfling who will join your party. The stairs to the higher and lower areas don't lead anywhere yet, but it is going to be a sort of "Dungeon and also Town" deal. Some of the areas away from the light have bats in them as random encounters, and even when you go to the more populated areas, there will be alleys with random wandering monsters of the subterranean kind.

Llanaden: has a bunch of places you can't go yet, and visible wandering elf encounters (can be switched to undead or disappear), as well as two towns. The small one has an inn that accepts gold, silver, copper and ash notes, as well as a few stores that sell a small variety of things, and have the recipe (but not ingredients) to make a special magic item. I may have gone nuts with the mods and things available thanks to yanfly. There is also a vendor of relatively cheap food items (for ash notes), and there are a few places you can find items if the main character's Luck stat is high enough. The larger place lets you meet and recruit the Drow, has a bigger inn that only accepts ash notes, and has more stores, but their inventories aren't stocked yet. Once I put in the Mayor's office, you'll be able to hand in bandit leathers for wads of ash notes, but aside from that, when I make the Noble's manor (a separate town thing altogether), they'll probably be happy to trade you their ash notes for gold.

The nine classes for these three characters so far are coded in, with the basic innate traits, and with all the abilities gained up to level five. A bunch of items are also in, even several that can't actually be found in the game. Players could probably discover all the content inside half an hour, even including grinding up to fifth level or something.

Also of note: there are a bunch of trees on the world map and the Elf Land map where your Luck is tested and you can get some free food. Also the wandering encounters regenerate any time you leave and re-enter that map. And the actual currencies already exist and can be checked on your status screen, so while Gold has its own little window, you can still see your Silver, Copper, Ash Notes, Drow coin (I already forget what it's called) and bank notes. The abilities of the bandits scale *slightly* with your level (as in "they will sometimes use X ability if your level is Y or higher", that's all), and most encounters have something fancy in them - calling for reinforcements, enemies polymorphing, gaining status effects and so on.

I put in my own stat progression system, where everything other than MP and HP starts between 10 and 20, and gains 10% (round down, not including bonuses you might gain from Stat+ items later) per level. So 10 goes 11, 12, 13... 42, 46, and 18 goes 19, 20, 22... 55, 60. HP starts somewhere between 100 and 160 and increases by "about 20%" every level. MP is just a mostly straight diagonal line, on the other hand.

Equipment gives relatively small bonuses to these, such that at low levels when your base numbers are small, that +3 Attack from a long sword still means a big difference, but at level 18 your innate numbers are still making more difference than your Astral Blade.
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Post by Ikeren »

This sounds excellent. Anything we can do to help at the moment?
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Post by Koumei »

Nothing yet. Once I start releasing playable demos I'll need people to playtest, tell me any bugs or weird things that have happened or stuff that might need balancing, and repeatedly tell me how awesome I am. Especially that last one.
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Post by maglag »

Koumei's awesome!

Speaking of which, what are you doing for art assets? I guess that's something you could ask your loyal fans for in advance, pixel monsters and whatnot. Also palette swaps.

Ditto for music, maybe somebody around here has talent with that.
Last edited by maglag on Tue Jun 20, 2017 9:01 am, edited 2 times in total.
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Post by Koumei »

In the meantime, I'm using the stock assets (plus "character creation tool" stuff) for everything, but eventually I intend on replacing most of them with others. For art, I will at least give it a shot on my own, and for music, yeah, I'm not sure.
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Post by nockermensch »

Koumei wrote:In the meantime, I'm using the stock assets (plus "character creation tool" stuff) for everything, but eventually I intend on replacing most of them with others. For art, I will at least give it a shot on my own, and for music, yeah, I'm not sure.
For music, there are sites with creative commons - free to non-commercial use music. Jamendo, por instance.

Also, you're awesome.
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Post by Judging__Eagle »

This is awesome Koumei. What scale in pixels are the tiles you plan on using? I know that GM VX can have varied pixels per tile.
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Post by Avoraciopoctules »

Definitely cool to see this project is still going!

You mentioned you might want to customize / replace the base MV graphics you are using for the Yuan-Ti right now. Hiddenone on rpgmakerweb made some lamia sprites you might find useful.

https://forums.rpgmakerweb.com/index.ph ... use.47255/

That's the thread, it also has some stuff you might find useful for orcs/goblins and maybe rakshasa.
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Post by Koumei »

nockermensch: thanks, I'll check that out.

J_E: most tiles are 48x48 pixels. "Battlers" (the characters in side-view battle mode) are 64x64, and enemies can be whatever. Like, I could scan Pokemon collector cards and slap them in as-is if I really wanted to. Icons are 32x32.

Avora: looks cool, I'm tempted to use the Lamia there.

Now, I'm calling the Yuan-ti "Naga" in this because that's a term that isn't owned by WotC. But obviously the actual image I'm going for is that of the lamia, with a lady body on a big ole snake tail. I was tempted to go with snake face too, but the fact is, the human face allows for easily spotted facial expressions, and alongside the other "eventually..." things is "actually give them an array of expressions to make the dialogue a little less bland. There is so much "Make custom art assets for this" stuff, to be honest.
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Post by Koumei »

Okay, so HERE is a zip file containing the current distribution, for Windows. If people want the Linux one I can do that, but uploading takes a while so I'll only do it if necessary.

Here is what the game actually contains at this point:
*No original assets*

Three player characters. Each has three classes to choose from, with almost all abilities up to level 10 (this is way above where you can reach currently without stupid levels of grinding).

A starter dungeon, the world map, one little rest house on the world map, one 3-level dungeon on the world map that is best entered around level 5 or so, and two civilisation hubs from there. One of those is currently just one big room with an NPC and one of the party members. The other one has two available towns, each with a bunch of places you can visit.

Systems for learning new skills (a select few classes, and very few skills at that), creating special things from recipes (at blacksmiths, when you get the recipe book AND the ingredients), and enhancing weapons and armour with crystals (slight customisation and saves me time and data entry on "Greatsword", "Greatsword +1", "Keen Greatsword +1", "Flaming Greatsword +1", "Adequatesword", "Adequatesword +1" etc.) and other weird sub-systems like HP barriers and recoil damage and the stealth thing.

Wandering enemy encounters for two locations (world map, elfland hub)

Random battles for most locations (starter dungeon, forest area of elfland, the ruined outpost).
Here are the basic controls:
In the Field:
Movement: D-Pad (controller), Arrow Keys (keyboard), Left-Click area (mouse)
Interact: A (controller), Spacebar (keyboard), Left-Click object (mouse)
Open Menu: B (controller), Escape (keyboard), Right-Click (mouse)

Any Menu:
Move Cursor: D-Pad (controller), Arrow Keys (keyboard), Move Mouse (mouse)
Select/Confirm: A (controller), Spacebar (keyboard), Left-Click (mouse)
Cancel: B (controller), Escape (keyboard), Right-Click (mouse)

Battle:
Highlight: D-Pad (controller), Arrow Keys (keyboard), Move Mouse (mouse)
Select: A (controller), Spacebar (keyboard), Left-Click (mouse)
Cancel: B (controller), Escape (keyboard), Right-Click (mouse)

Note: in battle, you can cancel out of the menu to back out to the “Fight, Order, Escape” menu. It is sufficiently rare you will want to do this that I made “you have already selected Fight” the standard, to save you time.
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Post by Koumei »

And part 2 to the above post (WHICH CONTAINS THE LINK TO THE DOWNLOAD).

Here is some general advice and stuff:
-Seheshen is highly resistant to Toxic damage and the Poison status, and despite her current sprite, she has a tail but no legs, so can equip bangles but not shoes. There is a tail bangle somewhere in the first dungeon.
-Alshimissiya, being a drow, is immune to Sleep. She is found outside the Mayor's office in the larger town in the elfland hub.
-Elize can be found in the Gnomeland hub.
-You can't go back to the starter dungeon after you leave it, so anything in there is just gone. If at the very start you try to leave North, you heal to full, which is a good idea.
-The Camp ability (which Seheshen always has) is a handy way to recover, as long as you have a food item. Yes, the whole party can get by on a single orange or something. Counting it up in any other way is more work than I currently feel like putting into a basic rest skill. You will occasionally get attacked by enemies doing this, but it draws from your current random battle area so you can cheese it if you know a specific area has none of those.
-I will say this again in the class description, but if you choose Wizard for Seheshen, cast Mage Armour before moving. Also cast it any time you rest/recover. Before entering battle.
-Arcane skills involve Magic Evasion/Accuracy and Magic Reflection, and the "Magic Damage" modifier, and Silence prevents its use. Divine is magic that Silence doesn't beat. Alchemy uses MP but isn't magic. "Special" is not magic so it uses regular Evasion/Accuracy and the regular Damage modifier.
-Damage types: Blunt, Sharp, Fire, Cold, Water, Thunder, Earth, Wind, Toxic, Light, Darkness, Sneak Attack. These do not have intrinsic effects, but many Blunt attacks have a chance of Confusion, many Fire attacks have a chance of "On Fire" etc.
-Currently, nobody is willing to *buy* from you. They will only sell (or in some cases, specifically trade).
-Fruit trees can be searched. You can only try it once per tree, and it runs a d20+Luck check for Seheshen to determine the rewards. Similarly, there are a few crates and barrels and such that have luck-based rewards.
-A lot of enemies outside of the basic dungeon are really tough for one character who has just stepped out. To be honest, even when you have a party of three you shouldn't get too cocky.
Basic Class Info:
-If someone somehow ends up with the Hero class, then a mistake happened and they weren't assigned a class. Let me know.
-The Kensei class probably crits too often as it stands. When you are at very low HP, you get the Kiai status without even needing to use the skill, so you can crit to your heart's content. If you're happy being at critically low HP that is. TP management is the main key for this class. Can equip swords, polearms, bows, General Gear, light armour, medium armour.
-The Ninja has access to Alchemy, which uses items and *mostly* creates temporary effects in battle. But there are a few skills for out-of-battle that create items for your inventory. Has a higher chance of catching foes by surprise, has really good evasion (too good?), and takes very little environmental ("floor") damage. Of which there is currently none. A lot of abilities are designed to give status effects to enemies, setting them up for Sneak Attack. Proficient with daggers, exotic weapons, thrown weapons, General Gear, and cloth armour.
-The Wizard is really squishy - AT THE START OF THE GAME CAST MAGE ARMOUR. Cast it again every time you rest. Can only equip mage weapons, General Gear and cloth armour. Almost all abilities gained are spells, which cost MP, but does start with Refocus - spend 50 TP to regain all MP. So when running low, try to cast a bunch of weaker spells to drag a fight out and build up enough TP to recover your MP - you can't do this outside of battle!
-The Oracle prevents enemies from getting surprise, and has a bunch of resistances to all sorts of things. Takes almost no floor damage. Can equip mage weapons, General Gear, cloth armour and light armour. The majority of spells deal Light damage and cause penalties, but she also has a bunch of healing, buffs and dispels and things. MP costs are not a big deal for the most part (there are a few "mega" spells that do high elemental damage to all enemies and cost a lot of MP and TP), the real limit is that most spells have a cooldown. Most spells hit automatically (and can't be reflected) but do a bit less damage than those of other casters.
-The Rogue has decent evasion and magic evasion, and gets more of the stealing and fleeing and stealth skills than even the Ninja and Assassin. Also has skills to temporarily steal enemy stats (buffing her stats while debuffing the enemy, or stealing beneficial status effects they have). Can activate scrolls that are normally Wizard-only or Druid-only, but can't actually learn spells from books. Has Sneak Attack but fewer ways of setting foes up for it. Also has Rapid Shot: when using ranged weapons, can straight up make an attack at no action cost (this has to be used before using something that does take up your turn - so Rapid Shot THEN attack, for instance). Proficient with daggers, thrown weapons, bows, crossbows, General Gear, light armour and cloth armour.
-The Swashbuckler has good evasion and crit rates. Proficient with daggers, swords, thrown weapons, crossbows, General Gear, light armour, medium armour, small shields. Most abilities have a warm-up (spend a minimum number of turns in battle before they can be used), and some also have a cool-down. Gains multiple abilities that don't use up a turn (and can even use a bunch all in the same turn before finishing up with Attack or whatever.)
-The Assassin can equip mage weapons, daggers, bows, crossbows, General Gear, cloth armour and light armour. Lands critical hits more often. Has a few spells and a bunch of special techniques, generally for softening foes up or causing afflictions. Death Attack deals the same damage type as Sneak Attack, meaning it is multiplied for certain afflictions, so go ham on that. Takes very little Floor damage, and benefits particularly well from potions. Your bread and butter is to use Lurk (which out of combat activates stealth mode, and in combat makes foes unlikely to target you) on turn 1, then Study Foe on turn 2, then Death Attack on turn 3 - this can only be used when you have used Study Foe, which ends if an enemy damages you.
-The Monk can equip glove weapons, thrown weapons, exotic weapons, cloth armour and General Gear. Has a bunch of resistances, as well as good evasion and magic evasion. Has a bunch of skills that make multiple attacks, cause status effects, and things that don't cost actions. Very specifically, gains Fighting Styles as she goes along. Using one automatically cancels any other Style that is active, and it provides some passive effects while also unlocking two special moves for the duration.
-The Warlock can equip daggers, bludgeoning weapons, mage weapons, General Gear, cloth armour and light armour. Has a few resistances, takes extra damage from Light. Her bread and butter is Eldritch Blast for basic damage. Most other abilities either cost a lot of MP or directly cost HP or cause a debuff, status affliction or whatever. She eventually has two ways to regain MP aside from normal means: one skill spends HP to regain MP, and another one drains MP from the enemy. When she gains the ability to create HP barriers, this will be a round-1 go to ability for boss fights. Warlocks can use class-only scrolls just like Rogues.
How Stats Increase:
If you’re curious, most stats start on a scale of 10-20, with +10% (round down) per level thereafter. So if you start with 12 at level 1, then it goes 13, 14, 15, 16, 17, 18, 19, 20, 22, 24, 26, 28, 30, 33, 36, 39, 42, 46, 50, 55.

Hit Points work slightly differently, starting on a scale of 100-200, with “about +20%” per level thereafter.

In both cases, bonuses and penalties caused by equipment, skills, status effects, and even permanent changes from items will not affect this. If your Attack stat is raised from 19 to 21 by a tome, then next level it becomes 22 (19 + 10% +2), not 23 (21 + 10%).

Magic Points tend to just use a straight diagonal line for their scale.

TP is a 0-100% scale at all levels.

Here are the starting values for the attributes for each class:
Wizard:
Max HP 100, Max MP 100, Attack 10, Defence 11
Magic Attack 20, Magic Defence 16, Agility 17, Luck 17

Kensei:
Max HP 160, Max MP 50, Attack 19, Defence 15
Magic Attack 10, Magic Defence 16, Agility 18, Luck 18

Ninja:
Max HP 140, Max MP 90, Attack 16, Defence 14
Magic Attack 16, Magic Defence 16, Agility 20, Luck 19

Oracle:
Max HP 120, Max MP 130, Attack 12, Defence 14
Magic Attack 18, Magic Defence 19, Agility 14, Luck 20

Swashbuckler:
Max HP 160, Max MP 44, Attack 17, Defence 15
Magic Attack 12, Magic Defence 16, Agility 20, Luck 18

Rogue:
Max HP 130, Max MP 74, Attack 15, Defence 14
Magic Attack 13, Magic Defence 20, Agility 20, Luck 18

Warlock:
Max HP 150, Max MP 70, Attack 13, Defence 14
Magic Attack 20, Magic Defence 16, Agiliy 18, Luck 18

Monk:
Max HP 150, Max MP 44, Attack 16, Defence 17
Magic Attack 11, Magic Defence 16, Agility 20, Luck 18

Assassin:
Max HP 120, Max MP 82, Attack 18, Defence 10
Magic Attack 16, Magic Defence 12, Agility 20, Luck 14
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nockermensch
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Post by nockermensch »

Comments:
[*] Unless it's an itended feature that wizards need to be paranoid and always check their status, Mage Armor should emit an alert when its duration expires.

[*] Error Failed to load: audio/se/Attack1.ogg (when I approach bandits on the main map)

EDIT: adding the Attack1.ogg file to the correct directory (it helps I also own RPGMaker MV) allows me to test the bandit fights. It's amazing how it resembles D&D: Whoever wins initiative will usually win the fight! (scorching ray may be a bit too awesome. Can it critically hit? Because I'm pretty sure I saw one of its bolts frying an elven mage captain for like 300+ damage).
Last edited by nockermensch on Wed Jul 12, 2017 2:29 am, edited 1 time in total.
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Koumei
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Post by Koumei »

Weird, I don't even know how that went to the wrong folder. I'll look into that.

To be honest, you're not even supposed to fight the bandits until you have a party of 3 and are level 4-5. Before that, losing to them is an actual thing that can just happen.

Scorching Ray can crit. I might need to weaken it - the balancing factor is supposed to be the fact that it randomly selects targets rather than you choosing them. Naturally the smaller the pool of enemies, the less of a deal that is.

I'll see what I can do about Mage Armour having an expiry alert.

Edit: okay, I think the problem is that when I created the distribution, I told it to exclude unused files and it decided that file was unused. So in future I'll just tell it to include them, and hopefully that will fix it, at the cost of everything taking longer due to a larger size. I added a message for Mage Armour (does that work out of combat?), though it's worth noting that it doesn't run out on its own - it doesn't end with combat, or after X rounds or steps or time. It's just there until dispelled or you rest or whatever. I have not updated the final thing to reflect any changes, you'll have to wait until next time. In the meantime, feel free to direct all complaints to the Australian Federal Government regarding slow-ass Internet speeds.
Last edited by Koumei on Wed Jul 12, 2017 6:40 am, edited 1 time in total.
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Post by Ikeren »

Clicking too much produced a random crash in the entry dungeon. Windows 10. No error.

Random encounters in the intro dungeon feel a bit frequent.

2 monster types is slightly two few. 4 + a mini boss of some sort? Bats, slimes, spiders, and simple skeletons, with a spider queen?

There looks to be stuff in the last room (Web, gold, scroll?) that I couldn't click to interact with and I thought I'd be able to?

Frequent "Error; Failed to Load: audio/se/Attack1.ogg." errors, caused me to not get anywhere on the world map. Let me know when that gets fixed up and I'll take another look.

Thus far, this is awesome, and I'm extremely pumped that this is a thing.
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