Difficult to give advice without knowing your exact setup; all I can recommend is probably to double check if you set everything up like in the Template Game.
aura-dev
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The global save file is missing / got recreated as a blank. Could you describe how old your saves were, what you did before that etc?
Did you perhaps try migrating your save folder without copying that?
To work around your issue at hand:
- Make a backup of your save folder
- Save in a save slot you want to later load from
- Copy&Paste the fitting save from your back up save folder into the game's save folder
It will initially show you the wrong meta information but if you then load from that save, it will load save you copy&pasted over.
Dependencies:
- thirdparty/PluginCommonBase
- auramz/backlog
- auramz/TLB_SKABase
- auramz/TLB_GradientTextExtensions
- auramzui/TLB_SKAUIBase
Main Plugin:
- auramzui/GBC_SKAMessageWindow
If you want to reduce dependencies, e.g. removing the backlog feature, you would need to edit the main Message Box Plugin. Hope it work!
https://wiki.starknightessaura.com/en/Quests/reverse-summoning-ritual
Hm, I think there might be a problem here actually. So, one way to defeat Dolus is to make his claims naturally true (making his lies backfire). For example, by turning on Offensive Stance. However, on Story difficulty he's just too weak for that. The reverse holds true on Nightmare.
I will be making a balance change for the next patch to multiply the damage threshold with the difficulty stat modifier. He would then only deal 125 damage on Story mode and if you can raise his natural damage above 125, his book will explode.
Hey! Making Linux Builds of modern RPGMaker games is actually really easy because the technology behind is basically just an HTML5 game opened in a chromium window. Just need to replace the windows binaries with the Linux one and it auto works.
As for feedback, since the 1.0 version of the game is going toward the finishing phase with only half a year of dev time or so remaining, low-hanging fruits that can be tackled within that remaining time frame would be the most useful.
1. There doesn't seem to be a way to save during a campaign. My last game crashed while trying to tab out so trying to save regularly for the second attempt but I don't see a way to do so.
2. Is there a downside to chopping down all the forest tiles in the first mission? It takes a lot of turns and is kind of a pain to do but it's free resources and I'm not seeing any immediate downsides.
3. I like the extensive enemy summaries with all the fluffy details.
4. I see. Gold gets reset between Campaigns? Did I miss the hint for that? But them again you still gain a lot of exp for chopping I guess? Chopping woods is really not enjoyable. Wait level also resets?
5. The sign in the winter area just makes a sound but doesn't show anything.
6. It's cool that you can chop signs.
1. Not sure which engine this is but having to install.´.NET runtime nearly made me skip the game.
2. I accidentally pressed Enter when choosing my element. No item was highlighted from the choice, so not sure which one got picked. I suppose Fire?
3. Would be nice to know what the elements do at selection time.
4. For dialogue I am always in favor of supporting CTRL to skip.
5. Something is off in the dialogue formatting. You can somtimes see the last word(s?) on a line flickering onto the next line.
Was fun enough to play through the demo. Without money/shops implemented a bit hard to judge in terms of progression. I liked planning out some turns to get characters into good ranges for AoE skills.
Soulful.
1. A lot of the tutorial windows popping up all over the screen with the messages and everything can be a bit hard to follow at times.
2. I tried closing some windows in the tutorial but it didn't work, I suppose because I needed them for the next step. Maybe a sound effect that tells me I can't close them right now would be good.
3. The trigger condition for the stat tooltips in furniture is a bit finnicky. It only seems to trigger if I hover over the bottom left part of the icon. Upon further playing, this seems to extend to most items?
4. I don't feel like I understood crafting and recipes.
5. In general, a lot of the input acceptance confuses me. I sometimes try to drag and drop an item but it doesn't perform a drag action. Double clicking seems to fix it but I don't remember double clicking an already open window to be necessary.
So first of all, great music and atmosphere. I won't repeat what others have said here since I think you already know that you're good work in this direction.
1. The loading screen at the beginning is definitely too long. You have to find a way to cut it down or question using blocking preloading at all.
2. When you open the menu/save/etc it briefly flashes the default RPGM BACK button. Seems like a visual glitch. I also notice the TOUCH UI option is there but mouse/touch support seems to be disabled ingame. Might want to remove it.
3. Always Dash seems to be by default OFF. I did a poll once with my playerbase and 90% always turn it ON. I would recommend setting the default state to ON. (Not sure if you even need the option)
4. There are some strange collision glitches. Example:
Feels like you should be able to move right here.
5. There seems to be a battle speedup plugin in the game but I don't seem to be able to trigger it. I use CTRL with in the OPTIONS menu configurable skip speed in my game and it's probably one of the most impactful QoL features for many of my players.
6. I liked the flavor items revealing hidden abilities on the cards.
7. Level design wise I felt like I was supposed to figure out the Rope section before fighting the "powerful enemy" (I assume that was the boss fight with the paralysis enemy?), so I ran around quite a bit to try and solve that puzzle, thinking maybe the flesh hooks or something could be used. Going into the Hospital to get Rope seemed a bit weird to be, maybe the design here could be made clearer.
I played until that part. Again, great work on the music and atmosphere side.