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(7 edits)

Another bug report:

When the boss in the Rehling mine hits your party members who are wearing anti-wargs with a fire spell, that should show "WEAKPOINT" and be scored as a weak point hit since both wargs and anti-wargs are weak against fire. If you do fix this, please remember that "WEAKPOINT" should not show or be scored against a party member who is not wearing an anti-warg or a warg when he is hit with a fire spell. Doing so can also make the boss look more dangerous due to making the boss look like the boss knows how to target your party's weak points.


The reason that I find this to be a bug is that when you attack opponents that have wargs or anti-wargs with fire, they take more damage due to story reasons making the wargs and anti-wargs vulnerable to fire, so if your party’s members are also burned, most should also take more damage due to usually wearing anti-wargs or wargs. If a party member is wearing neither, he or she should take normal damage from fire attacks, making him or her stronger than most of your party against fire attacks. Having most of your party take normal damage instead of enhanced damage from being burned contradicts the story.

(+1)

You are very much correct. I think I pondered adding fire weakness to the party members, but it just dropped out at some point and I forgot the whole thing. I might add a minor fire weakness to the characters.

Please do not do that. It will make the game a lot more annoying. I really do not want to be one-shot because the boss decided to start spamming fire.

Maybe the mine boss’s fire should be slightly nerfed so that while your anti-warg-wearing party members still take more damage due to the fire weakness, the one pure human in the party could tank the fire magic and continue to trash that boss with his magic if you put him into the formation and equipped him with good armor and a good staff.

At this point it seems unlikely due to technical reasons. RPG Maker is a bit annoying in a way that these kinds of things should have been done in the very start and applying weaknesses retroactively is a pain. Applying them based on who is in a Warg and who is not is even bigger of a pain.
I'd only have made it something like 4 or 5% to get the 'weakness' indicator, and fire damage is rather rare in the game at the moment.

(7 edits)

I thought of something that might or might not work.

What if a warg is treated as an equipped item like a weapon, accessory, or armor? I do know that some RPGs make some equipped items unable to be normally removed like cursed weapons or armors. If so, maybe a character’s warg can give stat bonuses and penalties and be treated as a "cursed" item that cannot be removed.

This could add the flexibility to allow the player to change wargs if you want to add that ability to the player later in the game.

However, if you cannot add equipment slots or lock them like cursed items in your version of RPG Maker, I understand if this idea will not work for now. Maybe this idea could be used if you port the game to a later RPG Maker version.

EDIT: I found some ways to add equipment types to VX Ace so that wargs could be an equipment type.

For RPG Maker MZ in case you want to port the game to Android via RPG Maker MZ, see https://steamcommunity.com/app/1096900/discussions/0/3047235828272462127/.