Please post all bugs here for 3.0.
Breath of Fire Awakening: Version 4.1b · By
In Ranger's Guild, the lootable bookshelf is not lootable
Item shops were not accessible at all on my first attempt to play. Weapon and Armor Shops were. My second attempt shops worked. Don't know what is going on there
I selected Dual Blade from Ryu's Ranger Skill tree and it gave me a second "Attack" menu option during battle. One attacked once, the other twice, but there wasn't a visible way to differentiate them. Maybe make the second "Attack" command "Double Attack"
When I got Triad Blade, ALL of my Attack commands vanished and I was unable to attack at all. Only Guts, Abilities, and Items were available. The first fight I went into when this occured was the HR Director. I thought it was a gimmick for the fight so I ignored it. Went out to fight a rando battle and was still unable to attack and died due to not being able to do any damage. Lost all progress because I hadn't saved.
Only been playing a couple hours and I love it. FANTASTIC JOB! Just some kinks to work out.
South of the first town, by the beach slope, there's a purple butterfly (looks like) that adds Lvl 30 Jean to your party if you interact with it.
Edit:
Is the Den of Evil supposed to be an empty, repeatable plot of random gem treasures? No enemies in there, and you can just keep going in and out to get more chests to spawn. (I guess the no enemies bit only applies to the first one actually)
Should the quests from the Ranger's guild be repeatable? Just grabbed them again after finishing them all.
Edit_2:
In the Colosseum city (second city), going in the house just east of the church actually takes you into the house connected to the Inn, just south of it.
Used 'Revert' to change back from the Earth Whelp, but the character sprite stayed as a dragon. Functionally, he changed back to human abilities.
I appreciate your reports.
Um, that is a special butterfly. Not sure how it got there!
Den of evil and few of the other monster infested areas are empty if you disabled random encounters.
I left the Ranger's Guild quests as repeatable because you can earn reputation at that city. Other cities you earn reputation through the main or side quest lines. The reputation is used later to purchase end game items.
Thank you for warp and earth dragon bug.
(edited for clarity and a few typos)
Hi knightmarish_Games, first time forum poster, I was very excited to see this project come up - and have played up to and just past the Tunlan character quest. I know this is a bug-reporting forum, but I hope you don't mind a bit of wider feedback/review as part of this.
(Spoilers for story and gameplay up to mid-late game?)
What I love:
A couple bugs or beginner hiccups that I experienced, that are hopefully suggestions for next update (because the core concept is wonderful).
Again, this experience was a joy of nostalgia that I didn't realise I needed. So thank you. I'm very keen to see how this project develops further and thank you for making it publicly available.
I greatly appreciate your kind words and taking the time for such an extensive bug and suggestion list! It is the best way for me to improve upon the game.
Looking back, I think you are right about making Yua a party member vs Nixie. The original idea was I liked the romance hints from the original game between Nimfu and Jean; however, the relationship was so toxic I wanted to do something a bit different. This is a change I definitely will be looking at next patch.
I am glad you enjoyed the party banter; I am hoping to add more dialogue between characters. I will also look into fixing the issue where moving from map to map cancels the dialogue. I did shorten some quest lines and streamline dungeons for a more fun experience without going through mazes and encounters every 3 steps.
There should be 3 carpenters and you get to choose 1 for your style of town. Once chosen, the other two should be unavailable. The walking on walls and invisible walls is where a lot of my time is spent trying to squash them. This one is on me as I should have organized my tilesets more efficiently.
Spoiler
The Great Bird Quest has two solutions. The first is you refuse Mina to join you and you don't have enough love from Nina for her to join. Mina will then steal the seal at night time (cut-scene) and turn to the great bird. If you let Mina join you go into the dungeon and Nina gains the power to transform at will. Use the Shift Key to call the bird and move down 1 square and hit enter to board it. While Rand ball and Jean frog works great, the Great Bird has been giving me grief to get it to work 100%. I will look at the Mina tower triggering when it isn't supposed to.
Spoiler End
If you are getting the Ryu.img error, go into your game folder and delete the auto-save slot (Slot 1). This is a weird error been getting reported and keeps popping up randomly and appears to be linked to the dragon transformation and dying.
I will work on a guide/walkthrough for the next patch for sure because there are quite a bit of changes and things happening not clearly explained in the game.
Regarding the encounter rate I think turning off random encounters is a more modern approach, but I left it in in case people wanted the OG experience of walking and battling. I need to look at some of the level tweaking and experience gains. Also on this patch all gems and crystals do flat amount boost vs % boost. I do believe I left the Shamans unchanged, so I will need to look into that. Honestly the balancing of the game is where I need to focus more on as I didn't have any testers this patch to try all the different builds out.
Regarding skill trees, I wanted to get feedback if people enjoyed it and wanted to see it expanded to other characters. I might have gone overboard with the customization, but I really tried to make every character viable so it was the person's choice to play the characters they wanted. Nixie's curse ability prevents healing on monsters. Basically it creates a bubble (around 3,000 HP). When an enemy is healed it instead applied to the bubble instead of their health bar. Once the bubble hits 0 it breaks and they can be healed again.
Again, I greatly appreciate all your feedback and bug reports!
(edited for typos and clarity)
Wow, already an update! Appreciate your response to my previous write up, and all the improvements made for 3.1.
I gave it another go, followed my hunch and went for 'modern' encounters and it was a much smoother experience. Got back to the Colosseum and managed to fight Bunyan this time. Look forward to finally riding the Great Bird later on, and trying out the other carpenter(s).
Bugs:
Balance:
Spoilers on mid-point character story arcs and possible end-game character arcs as speculative feedback on the exciting ways you are expanding on it, acknowledging I haven't made it to the end yet.
Really interested to hear your explanation on Jean and Nimfu*/Mixie, the think the toxicity between these characters could work really well as an expanded concept, rather than something to reject by creating the 'healthy-mature' alternative relationship through Mixie. Certainly this conversation between us has kind of redeemed a portion of the game I used to dread and get stuck at.
While that's my interpretation of Jean's character, and I'm just happy to see someone pick this game/story up, and have a bit of fun with it all these many years later.
Again, I love that you've given each character a sort of flaw to work through in their cross-party dialogue. Seeing I haven't finished the game, I don't really know what value any of the below offers, but the notion that you haven't finished the story got me excited in thinking 'what could be' for these characters.
Thanks again!
I see what is causing the Save Bug. When saving at the statue it overwrites whichever setting you have chosen. I’ll have to fix that; not saving at the statue will bypass bug.
Will fix eye goo soft lock. Didn’t even think about 0 damage not waking you up.
Will tweak Bunyan’s A.I.
Getting thrown out of the house by the guards lowers your Havenshire reputation each time you do it. The people yelling at you for trespassing was kind of a throwback to BOF 1 (that one fancy house) and other rpgs where you can get in trouble for rifling through stuff.
90% of all the chests use a random loot table for your item. You are right about the Yum-Yum sauce cost. Will update that.
I will look into getting those separated out.
Bosch’s auto-crossbow is difficult to balance because it is so good. I might revisit his spell kit and build around his auto-crossbow.
Really love your insights on the different characters and suggestions. I do want to revisit the dialogue and character development once I got most of the bugs squashed and balance done. Is difficult to switch gears to writing vs essential game fixes.
Idea with Barubary is starts out small and is devouring powerful entities to “fuel his evolution.” Not to spoil anything there is a reveal with him (although I need to double check sprite size).
Thanks again knightmarish_Games , one for bugs and balance:
Bugs:
Balance:
Now, I think I've overwhelmed this bug report forum so I'll give it a rest. These are all easy suggestions to make, but totally different to actually try to implement!
All the best, and thanks again.
Btw I greatly appreciate you reporting all these bugs and suggestions. There are some really good ones in here that I need to look into.
Fixed the shop. It should only be accessible by Jean.
Tweaked R-66Y’s Defenses, they were the highest in the arena.
Added monsters to Haunted House in Havenshire.
Fixed Rand’s Sacred heart ability. There was a conflict with HP gauges. Now using Sacred Heart will scan the enemy for you giving you all its Attributes, strengths, and weaknesses. It now also removes Stealth and Vanish from an enemy.
Stealth and Vanish are set to have a % to use every 2-3 rounds.
I did add “Injured” sprite changes to almost all the sprites when they are low on Health. It would be a good throw back to Breath of Fire I to have it do different things when certain enemies are low.
Regarding the sprites, BOF II has limited monster sprites; however, could look into other BOF assets.
I was torn on the max counter per instance area and hopefully will get more feedback on what people prefer. I think you are right though that Mt. and Tunlan body used that as a mechanic.
Readded Guard back between Ability and Item. It actually was removed because 1.0 screen size was 800x600 and the menu only had room for 4 slots (Attack, Ability, Special, and Item). Since the game’s battle has been overhauled that issue has been resolved.
I will reevaluate the experience gained throughout the game. You do level at an insane rate.
Reviewed and increased most bosses’ Health based at where you are in the game.
Really like the idea of the Dark Dragon/Solo skill tree. There is actually an ending where you recruit no one. It is just you and Bosch facing the world.
Added a few Oils that you can craft/cook at stove for weapon affinity and debuffs.
Reworking boss fight scenes for a more streamlined experience vs random. This should keep them from spamming the same move over and over. Also, all bosses now enrage on the 10th Round of battle.
I’ll release 3.2 here in a bit. Again I appreciate all your feedback and reports!
[Edited some typos and added detail around overworld dungeon sprites, skill trees - and their relationship to story themes and narrative mechanics]
[Spoilers]
Wow, what a change! A much smoother and more calculated experience! I won't be able to look at this again until next week, but the experience has shifted significantly (for the better).
Bugs
3.2 Balance: [Up to and completing rescuing Suzy the pig]
Ryu Skill trees (lots of suggestions)
I guess, what I'm suggesting here is that:
- Ranger has value and importance to all character playthroughs and styles, with a range of attack/support/debuff options. Essential for everyday mobs, and feeds into a range of party roles and boss strategies.
Following, game progression allows mastery in one of the below, but locks out/limits the other. In essence, its a sort of 'paladin/dark knight paradigm for Dragon abilities and class role'.
- Light Dragon is elemental attacks, with party support. More defensive/long battle design - focusing on CP charging and consumption for AOE elemental.
- Dark Dragon is necro/dark/poison/berserk/non-elemental nuke damage that is not party friendly. More aggressive, high risk/high rewards playstyle. You can still build as part of a group-party adventure, but now party members are more expendable resources, rather than allies (party members using HEXES, regens and elemental Bubbles to act as energy sources/conduits for Dark Dragon?).
-Perhaps some characters have less to offer a Dark Dragon Ryu? Perhaps its too risky to throw a low Defense/HP character like Katt alongside him? Or at least she can't survive a long boss battle alongside his siphoning presence? To keep with man's best friend theme, maybe Bow's "Hunters' Mark" acts as a sort of "Influence" skill we see in BOFIII where it is used to manage Rei and Failure/Infinity Ryu? For Hunter's Mark, it adds 'TAUNT/AGGRO" status to enemy target, drawing attacks from enemy and Dark Dragon Beserk Ryu? Not enough to focus all of Ryu's barrage attacks, but maybe enough to mitigate the some of risk? <-- Great for large group mob battles. Maybe Jean/Rand are HP cattle for Ryu where dark breath and dark claw attack draws and expends ally HP? <--- Good for single target Boss battles, and converting single ally HP to AOE enemy damage via Dark Breath. Mixie/Nina can be a sort of mana battery for big attacks that use MP. Nina uses bubbles to shield party against Dark Dragon all target AOE abilities, or provide a drawpoint for Ryu's siphon requirements without harming party members?
For story purposes, as the game progresses, Ryu's Dark Dragon abilities become too costly in being able to keep himself and party members alive. If he cannot siphon from party members, he draws from his own HP/MP essence? Battles might be shorter to reflect this, sacrifices greater.
It's like how Agni was presented in BOFI - a fusion of all characters lending their strength to Ryu to defeat Tyr. This time, however, Ryu draws from allies, transforms, but allies are still present on the battle field in critical condition - and Ryu's subsequent breath attacks hit all targets on field. Maybe the end light Dragon ability is a 'successful' fusion, like BOFI, or some act of self-sacrifice to empower allies (thinking about Ryu II's scream use of infinity before Deathevan.
-It would be special if the transformation towards the Dark Dragon 'berserker state' took inspiration from: BOFIII warrior gene/ BOFIV/ or BOF:DQ. Might be as simple as a sort of palate re-skinning of BOFII Ryu's battle sprite.
Integrating Light/Dark Dragon to story and economy:
In closing, the skill tree is already exciting, but if you wanted to expand on it, there's a lot of ways it could support the integration of story themes/party morality choices/mechanics.
Thanks!
Great idea about the bog. Added monster encounter in with frogs.
Nimfu’s tower not having monsters is actually a design choice as I wanted to have at least 1 puzzle dungeon in the game where the challenge was solving the puzzles floor to floor vs monsters.
Also, I am impressed and find it refreshing that someone else knows the game so well. The original reason why I stuck with zombie sprite is the size difference in some of the monster sprites. I was afraid it would look to off-putting. Like the gonghead, roach, zombie, and even lizard. I’m going to look into updating the monster sprites. I’m actually working on sprites for my BOF 1 game, and I know it has a lot of monster ones as well so I can see what will work there.
The camp and cooking idea is a good one as most BOF games use it. I guess I’ve been holding back because I eventually want to rework it as I want every character to have romance/dialogue scene like Katt/Lin. Having each character contribute in someway is also a good idea.
Going to revamp Save a bit to fix the bug that is occurring, as well soft locking on multi-stage boss fights.
Regarding Dragons: The whelps are single target dps, while the adult forms are aoe. The damage modifiers are a bit different, but I do like the idea of adding other Abilities like “Claw” to each form. I do like the idea of specializing in one type of dragon vs all.
Thank you for such an in-depth bug report and suggestions. I know I didn’t address every suggestion, but I read them all and am sorting through them. I really like all the ideas that you are throwing out here and will play around with them to see how they feel. A lot of these are really good quality of life changes. I’m going to work on the game today and get a new patch released this week (I hope) as next week as work will be keeping me busy until the weekend.
With thanks and ongoing feedback (Spoilers for BOF Series)
I have really enjoyed this dialogue and continue to be excited to see the enthusiasm of your project and willness to try new ideas. Thanks for making me feel apart part of that process. Each update has certainly added a lot of QOL improvements. Amazed to read that you intend to tackle a reimaging/remake of BOFI – it has yet so much untapped potential and would be equally interested to follow that work.
As I see you are going for an ambitious 4.0 update, and that changes to the skill tree will feature on this. I look forward to trialing that, when released. A lot of my suggestions aim to build on what was previously discussed, or considers ‘what else can benefit’ from the shifts already signalled across combat balance and progression. Even though I haven’t made it past the Tunlan quest in my 3.0 playthrough, I talk alot about party character roles and battle mechanics below, based on that mid-game knowledge.
I got hit with the autosave bug hard-lock after HR fight (which you are already looking into) and thought I had enough feedback to offer the Bugs/Suggestions below:
Bugs: 3.2
3.1 (probably not yet fixed)
Suggestions
Zones and Overworld adventuring
o Let’s get cooking! I had to backtrack to the lodgings in Hometown to cook for Tag Woods and Coursairs. What if town inns/pubs had a designated cooking hearth? Sounds like an expanded camping mechanic is going to support this (exciting) – but I wonder what benefit, if any, will there be to stay at a local town’s inn?
o Nimfu’s tower. Having a puzzle tower (and puzzle mechanics) are staple to the series so its good that certain zones can be devoted to problem solving. This is partly why I opted to chose ‘modern encounters’, over random. In the OG BOFII, Nimfu’s tower employed an ‘encounter trigger’ when trying to open a sealed wall. Right when you entered the tower, I think, you had to press the button multiple times while Nimfu encouraged/dimissed your attempts to gain audience with her. The role of (some) mobs in this space can help to prepare players for the upcoming boss difficulty, revealing the dungeon’s thematic focus (magic vs physical, elemental vs status debuff).
o Scale of adventure. As the story components develop – will there be any thought to expanding overword landmasses? It would be nice to cross the desert to Highland/Thieves’ Tomb. What ever happened to Wisdon that Deis decided to downsize? Are the nomadic Aradians still drifting around? BOFI and BOFII were the easiest to theorycraft the changes of the world between the two titles, and continuity call backs between the two (including geography – are nice).
o “Century of the Patriarch” – the OG Windia Zone theme would be lovely to hear again when you enter Windia. Perhaps once you get Highland up and running – they can take the current Windia ‘castle song’ as per the original?
Combat Balance
o Ryu’s Skill Tree
o Party Characters: Suggestion for more character class-based abilities, and stat progression? Perhaps that’s already happened, but I remember someone making a comment asking why Jean and Mixie had the same stats at recruitment. With increased difficulty, perhaps recruited characters are no longer adjusted to current party level, or provided with shared battle experience if not an active party member? Quest XP still provides cross-party experience, perhaps avoiding too wide a gap between active/resting part rooster? Basically, any means to promote using different types of characters and party compositions by characters have increased specialities/niches.
(Part II in next post)
(Part II)
Story narrative and mechanics: Dragon Tear
Story narrative and mechanics: What is a Dark Dragon? And the manifestation of corrupted power. Ideas for Both BOFII and BOFI
o Very excited that you are thinking about playing around with the Light/Dark Brood paradigm, and considering the relevance, timing, and progressions of skill design! Implementing a Dark Dragon skill tree would be quite unique and fresh to the BOF experience. I am going to attempt to offer a head-cannon attempt at justifying my prior suggestions on Ryu’s Dark Dragon skill tree below. It does begin with the suggestion of BOFIV as a prequel, but mainly as it relates to my suggestion of Ryu’s Dark Dragon skill tree being a siphon-based, big nuke damage skill set.
BOFIV: To begin, I am going to assert that Fou Lou was (despite serving as narrative foil to Ryu) not a dark dragon - simply one half of the Yorae dragon. Together they united and ‘maybe’ became Ladon and a pure expression of the pinnacle of Dragon Brood power in the games’ universe. They are a summoned Endless, like Deis. Both summoned incorrectly, imperfect, and remained imperfect after reunification. That may because they were once split, and perhaps in part of the rage experienced by Fou Lou, the united Yorae was flawed, or at least was just as ‘human’ as Deis. Perhaps over the centuries they lived in the world of BOF, later emerging as a clan, augmenting the potentials of other clans, and under Ladon’s guidance, were charged as sort of pacifist stewarts of the world (which appears to have already been the defunct role of the pre-existing BOFIV dragons).
BOFII: The Carronade also fits Deathevan’s nihilistic morality and presentation via St Eva and Barubary – siphoning life, leaving a void behind. Perhaps the use of Agni by BOFI Ryu - stripped Tyr's aspect of Elena, allowing the Carronade core to materialise for the first time, via the 'scar' left behind. I suggest, in Deathevan’s case, given the importance of St Eva and organised religion as part of his path to power - he looks a little less Lovecraftian, adopting more a Judeo-Christian presentation (Dante’s Inferno). Dragnier township and Yua grew unusual wings by being close to DeathEvan - reinforcing the ongoing threat of the corrupting power of Carronade’s influence.
o BOFII: If Ryu chooses the Dark Dragon skill tree, is he unwittingly choosing to augment his Brood powers with those of DeathEvan/Myria - Carronade? That would be the same thing that Argus and Jean2.0 are choosing, only Ryu is stronger and thus more worthy: more Zog's might make right.
BOFIII: Who knows, maybe Myria’s presentation in BOFIII is one that is purged of DeathEvan (Carronade anti-matter energy manifest), with a sort of Elena personality template reset emerging from reincarnation. Again, maybe the use of Agni by the BOFI team prompted a split of aspects, and the mural in Dragonier kind of treats Myria as a sort of external Lovecraftian demon, with the innocent child at the centre. Her conflict in BOFIII is trying to ‘right’ a world that was nearly destroyed by the ‘old her’ (of which she feels completely dissociated and absolved from) and the ‘Dark’ Dragons (which are simply just Dragons) are instead the dangerous threat because they succumbed to the ‘old me that is no longer me’ corrupting influence.
BOFIII Myria wants to see herself as Elena: humanitarian royalty caring to the orphans of Synesta (scaled to the 'children' of BOFIII), DeathEvan is purged. But – you know, God complex and Myria is forever a corrupt creation... so it robs unique people of purpose (Rei) and free-agency (Garr). Basically, same end-stasis/nihilism as DeathEvan with the desert of Death and life-less citizens of Kombinat, but different methods and morality. Perhaps thats why her boss form in BOFIII is much more animalistic, rather than Lovecraftian/Demonic. Its both a representation of that attempted purge/rebirth, but is only a self-delusion because she is still... a monster.
Also, Elena only met the Yorae dragon briefly at the time of her death - and who knows what was told to her by Yuna about her purpose while she was being transformed. Yuna was a monster, created her in monstrous form, and without clear purpose. If Elena was told she was Endless in this new form, that's her frame of reference: Endless = Monster. In drawing the personal conclusion that she needed to be killed, whatever reincarnated aspect of her that followed, while seemingly having a greater desire for self-preservation (Myria), she's still living a life removed from others, and is probably is largely biased against all things Endless (Yggdrasil, Brood... Deis as well).
Maybe Deis was specifically imprisoned in naked human form by the Guardians because it was Myria’s imposition of that attempt at ‘purging/purifying’ the demonic side to them both. Curious that in BOFIII, Myria adopts the angelic Windian form – a call back her own connection to something pure: Elena?). Across the BOF series, Ryu and Nina keep sort of 'coming back' as the same, but not the same character - I think the re-creation of undying Elena as a corrupted Endless Myria/DeathEvan, and an indirect link established between 'it' and Fou Lou via the Carronade attack could offer the series a grounding to its recurring conflict and notion of Light/Dark Clans.
Phew - it would seem I am just adding too much onto the pile! Looking forward to your next update, because whether or not you take on some of the above suggestions I'm sure it'll be solid and people will continue to enjoy your vision.
(Part III)
Bugs
- (3.1, not tested at 3.2) You can double activate the Rand selling antidote event if you return to the change-room with Ryu/Katt prior to confronting Argus.
- (3.2) Eye Goos still locking Ryu into sleep (SOLO). Went hunting here SOLO, a group of 4 Goos (plus reinforcements) will easily create a soft-lock situation.
- If Ryu has Guts activated, reaches 0 HP and defeats enemy, a game over is triggered. This happened against R-66Y.
o Perhaps Guts holds HP at 1, or functions as a straight heal (preferred, like original).
- In Thieves Den, only one enemy sprite can be targeted, though all enemies are active and targeting my whole party.
QOL/Economic Suggestions
- Hunting for ingredients. When cooking weapon oils and chicken-drumsticks, you require salt, these are only available from the township house and eye goos. Quite a bit of backtracking between Coursair and these spots in order to restock options. Camping and mob spoil tweaking are easy solutions.
- Is there a difference between hunting for birds vs. Hunting for pigs in terms of spoils and cooking recipes? Other than backtracking, one is significantly easier than the other – and lots of invisible walls in the Pig/GongHead hunting sequence.
- With slower level progression, it would be great to see the level-up stat increases that were visible on the game-trailer. Would also help players to engage a bit with the characters’ stat growth and distribution for future planning.
- Money is tight now (3.2). Trying to cook, and equip three new characters (Rand/Lin/Nina) left me rather low on funds. Does cooking need to have a Zenny$ cost? Cooking could be a nice way to supplement income. Sell dried fish/fish oil? Make/sell perfume? Nothing radical, but as cooking recipes get more complex, maybe they offer a nice viable way of feeding into to the whole game economic progression.
- I like that healing items are %based. What if, to keep cooking viable, these are %based, and item consumables are set number based? At least one way to differentiate the two types of consumables (cost: Zenny vs. Spoils, effect: static vs. %).
Combat Balance
- Argus battle was alot of fun – but success was pinned on Argus’ AI targeting and luck. Because I don’t yet have a means of revive, if Argus focuses too much on Lin or Rand early, the battle can be a bit deterministic and Ryu is soon overwhelmed. Maybe Rand gets a spell akin to ‘WAKE’? Or better yet, you can cook ‘smelling salts’ for a 1HP revive.
- In Thieves Den, my party roster is at Level 11 – and I think the enemies are designed for the 3.1 level progression? At least they are a bit too tough for my party and struggle to make a dent. Given that the mobs spoils for XP/Zenny are reduced, I can see progress grinding down.
- Was Crescent Pheonix supposed to regen some MP? I feel like it might increase potency of MP regen, IF you have equipment that enables it. Guard now already functions to support CP regen. Nina with a small MP regen ability (WILL) would be appropriate for her, and is much needed in the Theives Den.
- There’s a number of RUNES that offer +100% to X stat. Ability/Defence, for example... What if this was limited to something more modest, like +15%? They should be able to provide an ‘edge’ to character abilities/weaknesses, rather than be a requirement for progression (perhaps that progresses higher by the pre-final dungeon when your party composition might be more definitive).
o Maybe there is a tenant, or party character later on (Deis) who can join multiple runes to increase potency/effects?
o Perhaps another NPC or party character who can increase GEM/RUNE/CREST customisation by adding sockets to weapons (Jean) and armor (Rand), and accessories (Sten/Mixie). Could be the other way around – Sten sockets GEMS, Rand sockets RUNES, Jean sockets CRESTS. Deis, Mixie, and Nina increase potentcy of RUNES, GEMS, and CRESTS, respectively.
- Speaking about Deis, could she be available a bit later (Trout sequence?). I love the open-world, open-choice, but perhaps the quick accumulation of possible characters after Argus (Lin, Rand, Aspara, Deis, Sten, ...briefly Mina) is a bit too sudden to get a proper feel for the team? This time (3.2), I did not try to recruit either Dies or Aspara for the Thieves Den – and if the game is meant to be played either SOLO or full party, it shouldn’t be required in terms of progression.
- What if I could choose bring either Rand or Lin to the Thieves Den, and enemy mob balanced for that? The original game had: Lin for Thieves, then +Nina for Windia hike, then +Sten for Capitan, then +Rand for Nimfu. Could a post Argus event lead to regroup at Township and have Rand 'OR' Katt help Nero? Maybe, if you have a 'full party' at the Magic School, Rand/Lin compels Nina to wait behind while we take care of business, but Nina being proud, she meets you at the Den, rather than joining outright at the school?
Character Role:
Yua: Weapon class = Boomerangs akin to BOFI Ryu, functions like Ursula in BOFIV where there are hit-all, and hit+ variants. As a thief, it could enable a 'steal from all targets' variant. Otherwise a Lance and the odd Dragoon themed abilities might differentiate her from the wider part roster and show her wings mean business. (SOAR = HIDE 1 turn, reappear for big damage; LANCE ability which absorbs HP/MP). Maybe her time with Barubary and SOLO journey has given her some Dark Dragon themed abilities that siphon from enemies and employ barrage/berserk style bursts. Maybe she steals strength from enemies and uses it back at them. Certain Dragon-type abilities might put her in critical condition (showing her inferiority to her big brother).
I greatly appreciate all the theorycrafting and lore. As I'm adding content and reworking the trees and character kits it will be a great help! I am definitely wanting to give each character their niche in the group and allow a greater customization for different playstyles and character preferences.
Added Following Fixes for patch 4.0:
- Fixed the triggering bug for Rand.
- Rebalanced Goo A.I.
- Party now heals after battle. I've been debating on this addition for a while, and think it would be modern to add it in.
- Can you elaborate on the Thieves Den?
- Working on Camp system where party collects items for you as well to help with low quantity and backtracking. Also each character will have an ability that grants access to special items or abilities.
- Each hunting area gives you different meats which allows you to craft different potions. I'll get invisible walls fixed.
- I switched up plugins for the victory ending why it is different than the original trailer.
- Monsters now drop "Treasure/Junk" that can be sold to merchants for additional money. Zenny cost on cooking removed.
- Cooked meals now heal a % instead of flat amount. Added a cooked meal that will revive a fallen comrade.
- Joker's Hideout rebalanced.
- Crescent Phoenix is supposed to cancel and absorb the next enemy spell cast.
- Runes and Crests were retweaked due to a % bug that gave infinite Attributes.
- Aspara's boss actually levels with you.Deis will now have a level check before she joins.
- I love the ideas with Yua, and I'm thinking the boomerang would be a great throw back to BOF 1 and would fit her personality/style. I'm going to tweak and play around with a few things for her kit. Really good ideas.
- I am currently working on the Dark and Light tree. I'm adding the morality points in that give you skills for those two trees, in addition to the normal Dragon Shards you earn.
- Fixed bookshelf in Ryu room and double checked all the shops as some had a bad condition check.
- The HR fight is not a game over fight. It is set as a level and equipment check before you do the arena.
- Rural Cabins now are linked correctly.
- Will look at Deis sprite.
- The Highland area is going to be a full content dungeon patch in later version. I'm really wanting to give it the scale that it deserve. I am still debating on what to add, but most likely will do some more areas especially as I start making the BOF I sprites.
Hey great, thanks! I suppose I'm a bit over invested in terms of what this series can yet be, and you've provided the perfect opportunity to tease some theories and see if they could help improve your game. You mentioned HighFort - and so I can't resist. There's a perfect setting here that can tie the series together and so I'll take that challenge below and offer some final Bugs/Feedback on our ongoing conversation and your plans for 4.0 and beyond.
All your planned updates sound great and work to both let your existing systems shine, and add additional depth. Something akin to smelling salts/revive would do alot to avoid battle resets.
Clarification:
When I’ve previously referred to ‘Theives Den’, I meant Joker’s Lair exclusively. Forgot about Karn’s/Sten’s area (which I haven’t explored in your mod).
Bugs
- I had a targeting bug arise in a few fights within the Joker’s Lair. Mainly, I had a number of instances where I couldn’t select different targets. Maybe its a gamepad issue (my fault), but it was inconsistent so I’m not sure. I’ll confirm if it happens again when trying both gamepad and keyboard.
- Aspara recruitment boss fight no longer triggers. Event flag skips immediately from ‘Fight’ to post-fight defeat. Aspara is currently a freebie.
Suggestions on Balance/ Progression:
- Initial progress through Joker’s Lair was slow (fight-by-fight). I’m aware I could jump ahead, grab the fire shaman, and make mustard – but I'm still of the view that such boosts should be an ‘edge’ rather than a condition for progress. I think Sana/Fire Shaman currently add (+150% ATK + Fire elemental).
o What if shamans were locked behind its own little quest? Something that prompts a SOLO Ryu fight with his Dragons (must do elemental/magic damage to defeat boss). Just a cool event to match the gravity of the original game encounter. I’m partial to the original idea of his Dragon abilities being ‘unlocked’ by an appropriate counter-force and wouldn’t mind having to navigate the first few quests without a dragon skill tree.
- I finished Joker’s Lair at Level 15 (avg.) and the key turn around was towards the end of the dungeon where I got a rune that increased Katt’s HP100%, and Nina’s MP by 100%. Joker himself started threatening, until two things happened:
o Katt used Aerial strike end of turn 1 (inflicting silence)
o Nina used Lightning on turn 4 (landed 6500+ damage). Joker was absolutely toast on that. Otherwise, he had some good things going for him (but much easier than preceding Bandit Gang fight).
o Mina joined at Level 40 with middling stats, but an extensive spell roster and I decided to bench her for that boss fight.
- I would suggest that you add a couple more monster lairs (a field zone on the road to Windia/Joker’s Lair, and somewhere before Capitan. These help to test out new party roles/compositions and bridge level gaps prior to heading into dungeon. Also offers additional opportunity to collect cooking ingredients (salt, for one) I know there are a number of overworld monster encounters that have yet to feature (Goblins, Lizards, DeathCentipede, Bullas, DevilSpears, SnapDragon, Flies). A lot of monster zones has the menu Goblin on entry, I think these would look appropriate as the overworld monster den sprite (instead of, or as a contrast to, the Highfort Door Seal). Different monster speeds and colour palate could signal relative strength of mobs, and frees you up to use the Door Seal as a later boss fight.
- Aspara and learning Lores
o Just picked her up following Sten. Went back to Tag woods, hoping to learn some missed Lores. Guard feature help to prolong battles and I eventually learned Faerie Fire (great). Wanted to learn Bug Bear’s ability, but even with high-AGRO (Ryu), and high SPD (Lin) characters swap out for Nina and Sten, the chance of monster using sought ability AND targeting Aspara is quite low. Could Aspara have an ‘OBSERVE’ ability that allows her to learn any LORES used by the enemy (could be attacks targeting allies, or even LORES that the monster uses to self-buff). An OBSERVE command would certainly fit Aspara’s more introverted and pensive character. In addition to a loss of turn (by virtue of selecting this, instead of attack), unlike GUARD, perhaps there’s a debuff to the move that shows Aspara is effectively letting her guard down (Defence down, speed down/ or cannot act until targetted in battle). ß kind of like the sleep condition.
- Character roster:
Thinking about what different titles in the series do well, I liked that BOFI and BOFIV allowed for character swapping in battle. Since you endeavour to expand the party roster, why not reintroduce the swap feature from BOFI? This could allow for some interesting strategies around (stealing, Lore learning, debuffing, exposing enemy weakness, applying resistance/buff support, reviving).
Comment on your update:
QOL:
Having character heal at the end of battle sounds like of QOL improvement, though may not be necessary. In most battles, I tend to avoid alot of inflicted character defuffs (poison/bleed/death) – addressing them after the action. Having these linger post-battle will ensure I am using those consummables/support characters and putting a bit more consideration to pre-dungeon planning/cooking. With the modern encounters, I like that I have to consider the ‘gauntlet’ of encounters that are ahead of me, and how much I can endure as I progress to loot/boss. If the only opportunity cost is ‘time in battle’, I’d probably focus more on DPS characters like Nina, or spam potential future Dark Dragon nuke abilities, rather than consider resource management and buffing/debuffing/enemy weakness targetting strategies (Jean and Mixie).
Character: Deis
- Good idea about having a level check for Deis to join. Currently, if she joins at Lvl 10, she only has revive, so a rebalance of skill progression would be needed regardless.
Deis: WORLBUILDING/ Future Patch Suggestion (BOFIV-I-II)
o I mentioned Wisdon before, what if (perhaps a patch down the road), the secret library is in a desert? An archeological dig of the defunct remains of Wisdon? Maybe Arad (with support of the Digger clan: descendants of Mogu) leads the dig? In terms of Lore/Worldbuilding, that would be amazing. It also aligns with your proposed level check (since it would require Jean’s swimming ability to reach that zone). Maybe Deis didn’t want to get her ‘hands dirty’ by going down herself, and you’ve proved the capable hero when confronted by a Wisp in the lower reaches.
§ Perhaps Deis is only at the Magic School so she can access hidden books or an archeological dig team concerning Wisdon, and goes on to lead the expedition (joining you for that dungeon)? She also doesn't want to gather too much attention, due to the ideas of a recent history that follows.
§ If BOFIV is a prequel, I think there’s potential for Wisp to be an enduring aspect of Ershin, and would explain the enduring devotion and subservience Wisp(s) have towards Deis throughout the centuries. Whether Ershin remains as a single consciousness, or is split across various Wisps - I'd say that a matter concerning the Gods, not for lowly mortal understanding. Ershin/Wisp could act as a zone boss, and link back to the feel of BOFI or BOFIV with encounter music.
HighFort and LORE (across BOF Series):
- So, its natural to make the connection between the technology employed by HighFort and Township with Obelisk in BOFI. In BOFII, we learn that this technology is fuelled by some form of human energy/sacrifice. It is the same technology that Ganer is hooked up to beneath Evrai and acts as a conduit to DeathEvan. Going back to BOFIV, this functions very similar again to the Carronade, with Mami being used explicitly to hurt Fou Lu due to the intensity of emotional energy that connects them.
o As I suggested, it is the Carronade that marks Fou Lu and creates the conditions by which future BOF Dark Dragons might be drawn to, or corrupted by, that same power (Myria/DeathEvan). Across the series (BOFI-V), the elemental/visual expression of this energy (void/necro) seems consistent.
I believe that the ‘good’ ending of BOFII is actually a bad ending for the series.
- I never experienced the ‘good ending of Ganer saving the day’ until I replayed the game a number of years after release with the benefit of GAMEFAQS forum guides. For me, Ryu sacrificing himself for the greater good, felt bitter sweet yet thematically cohesive. The loose ends are better tied up (extreme God power has been removed from the world “Dragon & Demon”). With the exception of Yua, all other Dragons are accounted for. The story is overall tragic, but sacrifices won’t be forgotten and the Light/Dark Dragon Clan is now fully redeemed following the events of BOFI.
- In BOFII, I think Ganer represents the folly of man to trust false gods and technological progress without moderation. He brought St Eva into Gate’s community, afterall. How did he become a member of the cloth? Once freed by Ryu following years of captivity in Evrai, full of regret, the guy immediately seeks to use the same technology (tech employed by demons) to do good and help his son (saving him at the end, somehow at the perfect time). Personally, I’d expect severe trauma and a large degree of cognitive decline/mental illness. Now, at the ending - Valerie was gone, so who communed with him to rally his spirit to descent on Gate with Township at the most opportune/dramatic moment?)
o I know this has the potential to ‘twist’ the prevailing view and presentation of Ganor, but maybe this guy is tainted, and was compelled by the Carronade ‘essence’ (Myria/DeathEvan or a sort of void energy-magnestism) to bring Township to Gate – linking void-hunger to a readypowersource? Something that perhaps Shupkay would have been drawn to do, if the machine didn't destroy her. Ganer could still have done so for the virtuous reason he claims, but aside from the perfect JRPG anime timing tropes, he’s a bizzare breath of fresh air, in a story that is otherwise centred around tragedy (Daisy, Tiga, Yua*, Mina, etc.).
§ Ganer being enthralled wouldn’t be the first time it has happened – consider the anti-climatic end of Jade in BOFI? Successful in his mission, yet robbed of the agency, serving as no more than a fall-guy to Myria (like Goma before him). We also know that all endings of BOFI simply ‘kick-the-can down the road’ to the next generation(s).
What does it mean to be the destined child?
Ganer being enthralled from the beginning would explain why he was so quick to 'fall in love with Valerie' - it was by design. The 'destined child' or Nikanoru - is a story about Ryu being created from the union of a pure entity (Valerie) and a corrupted one (Ganer). Its not quite black and white - Ganer might be relatively good, but his magical power and life choices were given/made for him and perhaps the 'essence' of Ganer's power (Carronade) and Valerie's (Endless) are instinctively drawn towards one another. In the context of a quaint life in Gate, Valerie has her guard down, and maybe Ganer is partly oblivious to being a pawn in something else's (destiny) game. He believes in St Eva, but maybe he doesn't know why, and somehow the scandalous notion that he marries a 'Dragon Maiden' who worships Ladon is totally lost on him. Valerie has literally lived under a rock her whole life, so you can forgive her for being a little bit naive to the laws of attraction, societal norms/etiquette and deception of the surface world. They form a relatively wholesome union and they work together to reseal Gate.
Later, Barubary/Aruhmel and Habaruku are released or at least strike from the shadows now that Valerie is otherwise occupied as a sleeping Dragon. Note that they strike when Ryu is asleep? They needed him to grow alone, in suffering, as a means to strengthen his connection to the void (giving God his strength). Yua managed to get away, and Ganer has served his purpose and is now hooked up to the siphon machine in Evrai.
But Ryu is confronted by Barubary.... and left to live. Ryu is the destined child. He is destined to open the gate (due to his ability to commune with both the Dragon and the Void). Yua/Valerie seemingly have this potential to let the gate open via their blood, but only Ryu would present the proposition that would compel Valeria to willingly open the Gate to confront/end the void. Maybe the seal could only be removed with that willing intent, and Valerie did so because she believed the destined child of legend would be enough to defeat DeathEvan. From DeathEvan's perspective, maybe that aspect of the destined child is a ruse - a legend that he supplanted in the minds of Dologany citizens. When Barubary looked into Ryu during the Cave sequence - he saw that Ryu could become more than DeathEven foresaw, and that there was truth to the lie of the 'Destined Child'. That's why he shows a degree of respect/deference to him during their confrontation at Infinity, and seeminly congratulates/rewards him upon defeat.
Concerning Ray: Perhaps Ray was a useful, but limited vessel for reasons that are not disclosed. Maybe simply as a foil to draw out Ryu's power - that was part of conditions through which to force Ryu to kill his own, become powerful: but filled with a remorse/emptiness that would bring him closer to the void and resolve to open the gate. As Ray is identified as likely to hold Dark Dragon Clan lineage when talking to citizens of Dologany, perhaps that 'perceived' or historical corruption meant that he would never be accepted by both Dragon Clans to be the 'destined child' to confront the void (that willing blessing being required) - thus, Habaruku/Father Hulk could only use Ray as a tool to draw out Ryu's potential.
(Part II)
Back to the Obselisk/HighFort -Township & Evrai
- Perhaps Obelisk and Township can draw from more than just the tapped-user? When BOFI Obelisk rises, the landscape is more than just a little impacted. Not dissimilar to how Gate’s Forests begun to die off and maybe this is why Evrai sits up top an inaccessible landmass – the coastlines are eroding to support the ‘siphon machine’. I can’t imagine Evrai being build on its current geographical context, the changes could have been quite recent, and then the ‘Road to Evrai’ was constructed as the solution (more rediscovered BOFIV tech from Astana). In fact, there aren't a lot of beaches across those island landmasses - suggesting land rising up or more likely being swallowed (compared with BOFI's geography).
- Perhaps the war of HighFort was partly precipitated on HighFort kingdom’s rediscovery and use of this Obelisk-Carronade technology? Maybe it drove the Highlanders militaristic in the same way that Scande’s Dark Dragons had become so (in that case, I suggested that the seventh Goddess Key allowed some conduit between Myria's void power, and Zog/Dark Dragon faction). Maybe ignition of HighFort ‘awakened’ DeathEvan (the scar of Myria) and gave him the awareness of a means to draw energy from the outside world? Perhaps another site is found/captured at Evrai soon after?
o I’m not sure how the ‘timeline’ of events all line up, but what if a line made between DeathEvan and this Carronade tech was part of the inciting incident that brought Valerie to the surface world? If you ignore any ‘stated’ player character ages in a game manual, I don’t see why this can’t fit. (Maybe Highlanders age differently to Humans? Like Dwarves/Elves? There, potential plot hole created by game manual solved!
- Maybe Sten (as part of his defection/disappearance) stopped the machine and people snapped out long enough to regain their grips and halt military expansion. Shupkay was likely disappointed with this (and later targeted by DeathEvan's corruption), and Sten disappeared as the traitor/coward (with many only the Princess and Turbo having ‘some’ idea that the situation wasn’t as Shupkay or others might suggest). It is understood that he has been AWOL for some time.
- Furthermore, maybe the activation of HighFort is what prompted Deis to awaken from her slumber? Perhaps she stooped in, instead of Sten, and Wisdon’s energy was used as part of an incantation and was thus buried? (I mean, Wisdon seems to be powered by Endless energy). Perhaps Wisdon was Goonheim? Goonheim really makes no sense the current narrative of BOFII? Was it a kingdom? A clan? Was it another floating fortress (powered by Deis and Wisps?). The Desert between BOFI and BOFII regresses considerably, as does the area around Gant/Guntz – one could see a conflict of “Obelisks”-type structures (HighFort/Evrai) (BOFI's Agua) and Deis' Wisdon being a terraforming Goonheim event.
Linking Township/Obelisk to BOFIII-IV-V: Caer Xhan and humanity's slow march towards a ruined world
- BOFII-BOFIII: While Township initially feeds off Ganor – by BOFIII, at the far end of the desert of death (or perhaps the desert centre) is Caer Xhan. Maybe Myria comes back in BOFIII and recognises this (perhaps she stops it by acting as the powersource, perhaps she instead decides to fuel the desert's expansion to a specific end) – either way, she is an Endless with unlimited power (Elena’s created purpose).
o You can see a logistical need for Myria in BOFIII to come back if – overtime, the technology and culture of Township continued to thrive and begin to produce a spiritual/natural drain (via Carronade siphoning) on the surrounding landscape. Or maybe it was coincidental - the proximity between Township and DeathEvan (and the ‘good’ energies that Ganer uses to fuel township), results in the Elena aspect of Tyr/Myria Endless emerge from the defeated DeathEvan scar, creating our 'adopted mother Myria').
- BOFIV's Yuna created Elena to be a battery for the Carronade, maybe that was Myria’s role in the centre of Caer Xhan and why she claims that, if she leaves, the desert would expand?
o But yeah, she’s flawed, is jealous or fearful of the power of others (Deis, Dragon Clan, Yggdrasil), and covets her children (aspect of Elena). She is a re-created Endless that is corrupted as both a giver of gifts (Elena/Endless), and consumer of worlds (Carronade/Void siphon).
- BOFIII: People discount BOFIV as a prequel in pointing to some of the cameos that appear (Momo, Teepo, Rei). My view: Teepo/Rei, are just a straight developer cameo for like Karn and Bo in BOFII) Both are obscure/adjacent to main gameplay/narrative and require our suspension of dbelief.
o But, in Momo’s case, maybe Ganer and Momo have something thematically in common? Momo appears in the BOFIV story playthrough as a somewhat confused interloper, and perhaps got there as a result of ongoing experiments with Chrysm, which I'll suggest shares qualities with Carronade matter, and is some byproduct (maybe one that is purified of void?). Once BOFIII Myria is removed, and her grip on technological expansion, so is Momo’s ceiling of potential. Momo doesn’t appear to be corrupted (thanks to learning from Plant and Repsol experiments), but shows that perhaps even she got carried away with portal technology while trying to halt/remove the siphoning of Caer Xhan. Even with a disappeared Momo, others in the BOF world were not dissuaded, and the inherent naivity of humans (Momo/Ganer), the lingering mark of Carronade on the Dragon Clan (Fou Lu), coupled with the potential ambition and narcissism of people like Yuna (and I gesture to all the other demon people of BOFII), Carronade technology came back and went full-swing, consuming the world, corrupting the Dragons (a BIOTECH fused nuclear holocaust) providing the setting for BOFV.
- BOFV (quick one!)
(Disclaimer: I've only played this once (no resets, no subsequent revisits)
o So, Ryu and Nina have a way of ‘always coming back’ and the adventure coming full circle. What if Nina the experimental ‘filter’ of the underground, is not so much a retread of Nina, but a thematic retread of Elena/Myria? BOFIV Nina and Elena were sisters, so it's not like such a link is unprecedented. Maybe she's the answer to the void energy (a truly purified spirit of Elena), maybe she's the antagonist of the surface world? A DeathEvan released? Sort of like the Dologany colony forgetting that they weren't just hiding from the dangers of the surface world, but also protecting the surface world from the dangers below.
Of Gods, Men and promises unfulfilled:
I think the series order fits BOFIV-I-II-III-V, and thus the BOFV setting is a natural cumulative consequence of recurring themes: some Gods exist to steward the world, but they are limited and tend to create new problems that need new answers/Gods to solve. As a consequence, humanity in each BOF entry seeks to create/choose their own Gods:
BOFIV - [Tense/Aimless world] Fou Lu: half-complete, builds and then abandons his empire to return to slumber. In response, Elena is created to 'serve' the empire as mana battery to power and guide the Empires' future and replace the God that left.
BOFI - [Ambitious/Expansionist world] Ladon: another somewhat failed God-stewart as he did not satisfy/contain the ambition of Dark Dragons. In response, Tyr/Myria is sought and released as wish granter to enable Dark Dragons to reach the potential that spirit Ladon denied?,
BOFII - [Fractured/Regressed world] GrandTree/Namanda: limited reach; Ladon's influence continues to wane (along with the Dragon Clan) - creating a bit of power vacuum. In response, St Eva (DeathEvan) emerges as a global uniter across fractured kingdoms (again, maybe Goonheim was a significant global/geopolitical calamity and St Eva was seen as a uniting pacifist solution - the Dragon Clan had suddenly vanished, anyways),
BOFIII - [Stasis/Contained world] Myria: is misguided, insecure, overbearing, and genocidal. The lived experiences of BOFIII citizens is controlled by corrupt forces (gangs, pre-selected technology, lack of purpose/agency, and exclusion of other deities). In response, Dragon Price Ryu emerges as liberator, acting as a sort of Moses/messiah figure who reclaims birthright and frees the people to find their own destiny. the ending draws some allusions to Israelites crossing the desert, in search of Jerusalem.
*BOFV - [Ruined world] Dragon/machine Gods destroyed/poisoned the world. In response, experiments on a 'new God-Bioweapon' that can cleanse the world, and return to 'salvation' are created (Nina/Elena/Myria). <-- again this is where I'm most speculative.
Altogether, this cycle appears to continue a pattern of destruction in/of the world. Each cycle rejects one god, becomes their own, and a failure to surrender godly ambitions ensures that the conflict eventually renews.
What choice does Ryu BOFII have at the end of your game? Does Ganer rob Ryu of the ultimate choice, and inadvertently kick the can down the road? Or is there something else that Ryu does after Ganer's sacrifice that is not made explicit in the original?
Sign-off: *I think I've exhausted my time for theory-crafting at least until your 4.0 update - but I'm heartened to read this back and see that, as far as I can tell, there's a consistent internal and thematic coherence to this that allows for expansion of the series Lore, without straying too far from 'what we know' or taking too many creative liberties with the themes/story beats. Often fans can over-complicate and dig way deeper than creators intended but, as the series has left us, there are too many questions unanswered (so fair game!) and I've tried to fill in some of the cracks. Hopefully it is something you continue to find adaptable and suitable for your project, and I think it would hold up to most scrutiny. The above is now how I would reconcile the series and some of the prevailing gaps.
Either way, I'm excited to see the end result (and am be happy to simply have a chance to play out the outcome you present in your project's vision).
(Part III)
Tying up loose ends: the decline of clans leading into BOFII, the rise of BOFIII’s pluralistic society under Windian Monarchy.
Goonheim... a world undone.
We know it was a ugly war that predates the events of Ryu’s adult journey. Was it a single battle or part of a much wider war? I previously suggested that HighFort and Evrai’s technology were harnessed at some point before the events of the game, and may have led to cataclymic events that involved Sten’s defection and the awakening/intervention of Deis.
Considering how dramatically different the landscapes of BOFI and BOFII are, and where these shifts take place, I would first suggest that the destruction of Tyr/Myria has lasting impacts on the land surrounding Scande. We can see that most of the continent there is reduced to a long, snaking mountain range. The shell (Rand’s clan) have since moved in and are perhaps restoring the land to life, I suspect the Grassmen and the sea of trees have a role towards this as well.
But what happened to the landmasses around Guntz/Gant and Arad? Were the Iron Ogres (Ox’s people) implicated in the conflicts around Goonheim? I suspect so. They were already known for their technological prowess in BOFI, conscripted to develop a torpedo to be used against Prima. What if the destruction of Zog’s empire, and the gradual retreat of the Dragon clan, created a power vacuum that led to an arms race between new clan players? Highlanders get ahold of Obelisk/Carronade tech, and maybe the Iron Ogres recreate it? Is it not suspicious that Eichichi is adapt at ancient tech?
As tensions and ambitions escalate, who’s bankrolling this an interclan conflict? Perhaps the Manillo’s pick a side and engage in a trade war with the other centre of wealth in BOFI – the port city of Auria?
Whatever the exact outcome – we know that there isn’t a clear winner.
BOFII’s state of the World
BOFII lacks a militaristic superpower, the world is quite fractured, compared to BOFI...
- Guntz is now an island, and the city zone is much smaller. This is where Eichichi is found, and she just so happens to have a curiosity and talent towards the ancient machine below Township. It is reasonable to assume that other Iron Ogres before her would have found interest in, and be able to eventually figure out, other such machines (Evrai).
- Arad and Wisdon are also gone – with only Deis’ mountain cave filled with what looks like booze, suggesting she’s in a rough patch in her life and had to leave Wisdon.
- Auria’s gold is no more. What’s in its stead, is Hometown, which has a sort of feuding minor aristocracy, and private guards, but has otherwise fallen quite far from its glory days as a wealthy port city. There appears to be no other major port cities to trade with in BOFII (Capitan appears more of a backwater).
- With the wealth of Auria gone, Bleak looks inwards for fortune and becomes for games and gladiators in a world with a large number of disbanded soldiers.
- Manillos still feature as a merchant class/clan, but many are found randomly out in the wild, the strangest of islands.. it almost suggests that they are a little diminished/lost and are trying to connect to markets again (again, perhaps Prima and Auria fuelled one another’s growth)
- Windia and Tunlan appear to have endured – chiefly as isolationist monarchies. By cell-size, they are both smaller than in BOFI, and Windia’s Great Bird power has diminished. Tunlan still retains a language barrier to the outside world, accessible to only royal family (HighFort’s Treasure), and Windia doesn’t really hold a military presence outside its immediate kingdom (which is consistent with BOFI). The thriving Manillo market of BOFI’s Tunlan is nowhere to be found here. I suspect Prima’s trade empire collapsed, and Tunlan has withdrawn further from the world.
- SimaFort and the Creeper Clan are new, and don’t really have much outward military capability (it might all be for show, as the self-destruct feature below SimaFort revealed). Frogs existed near Gant in BOFI, perhpas they fleed/migrated to occupy the area around Spring.
- Other clans appear to have lost ancestral homes on the overworld: Forest Clan (Bo), Digger Clan (Mogu), Worens (Lin/Tiga), Aradians.
So, the world at conclusion at of Goonheim saw many of the great clans/regions of BOFI broken and in a sort of Dark Ages.
Was it Goonheim? Its not explicit one way or the other – but an inter-tribal/global conflict around a rediscovered Obelisk/Carronade magiteck would certainly explain: the shifting landscape, disappearance of kingdoms, and diminished world order. If the Dragon Clan were absent during this conflict (having shifted to Dologany), it would make sense that the other tribes might have risen up and the world lacked a moderating/pacifying force to steam the tide of war.
- (Aside) BOFI Nina tells BOFII Nina that the clan’s loss of the Great Bird was due to her intermariage with an outsider (presumably Ryu I). Maybe the Goonheim conflict, and Carronade magitek had a role in this as well?
It could be theorised that the Goonheim conflict, and the power it summoned, awoke Deis. Whether or not she had a direct hand in the conflict (with or without a band of adventurers) – she was a witness to its conclusion. However it was, she lost Wisdon, and was neither the heroic or ambitious stewart the world needed to guide its people to heal. She’s lost her home, turns to drink, is now restlessness, and entertains flights of fancy (cosplaying a student at the academic).
- The thing about an Endless, however, is that this isn’t her first rodeo of Empires rising and falling. She’s probably a bit of a moral relativist and, if Myria/DeathEvan/Carronade Tech are not active on the scene, she’s likely to not be overly concerned with the weight of the affairs of mortals (hence why her personality seems relatively the same between BOFI and BOFII). Without knowing her involvement in Goonheim, she seems even less interventionist, compared to BOFI.
Altogether, these are perfect conditions for a new world-religion (St. Eva) to spread without a significant opposing threat.
---Time passes, the destined child grows up, opens the gate, and defeats DeathEvan.
The ‘Good Ending’ of BOFII à the emergence of a pluralistic society, situated under a puppet monarchy.
So Ganer saves the day, Ryu is the hero a broken world can turn to after it is revealed that St Eva was a lie. Nomadic tribes and broken kingdoms find sanctuary in Township’s expanding wealth and technology. Our BOFII player actions of recruiting random NPCs for this village offers a pluralistic alternative to the inter-tribal warfare of Goonheim and BOFI. This is proven with the recruitment of Shamans, player party allies, humans, a Creeper sculpter and an undercover HighFort Princess*. Over time, a pluralistic society becomes the norm.
Over an undisclosed time - Caer Xhan happens, Myria also becomes guardian of the world. As per her BOFIV Elena template, Myria fashions herself as a Fae (with off-white, upside-down wings), and provides a safe haven from the dying world (cause directly by her, or by the magicteck of the Carronade Township or the void scar of DeathEvan), managed under the kingdom of Windia. The Windian royal family remain her willing or unwitting vassals, while any new clans that emerge are no more than regional identities under service of Myria (Urkans). Under this kingdom, a pluralistic society endures as the norm: Aradians live alongside Iron Ogres, Creepers, Shells, Grassrunners, and others. This can be found in the area surrounding Gemel (the Cafe), Dauna Mines, Rhapala Port and Junk Town. A pluralistic society works for her in that clans united, might find their strength and purpose (Rei). Faes’ are historically relatively pacifist and isolationist – so they make non-threatening and virtuous figureheads of state.
The outlying areas at the peripheral of Myria’s grasp, recieve less direct attention, and thus the maleficence of her Carronade-corrupt Endless nature enables the empowerment of the SinCity Syndicate as a more ‘blunt-force’ instrument at managing her ‘children’. As a syndicate, they are a bit of managed chaos, hence his henchmen keeping tabs on McNeil, rising stars of Gemel's Coliseum and our favourite orphans Rei, Teepo and Ryu?
- Mikba looks suspiciously like a Guardian, does he not? Maybe his role is to keep power and ambition in check as a sort of Mafia boss? Doesn’t Garr act sort of the same way when we meet him? Gaist’s transformation is a more extreme version of Mikba, because he was charge with Dragon hunting, vs. Mikba is for managing non-Endless mortals. Wish we could have seen what was north of the checkpoint... Maybe Mikba was trying to escape the reach of Myria and ‘he’ of all people, would know best where it might be possible to hide form her grasp?
Why is it only Nina that actually compels action against the Syndicate’s corruption? Why are there two portals in Windia, one in the castle basement? Another portal close to the Syndicate in Dauna, and others at Steele Beach, near Kombinat, and the Container Yard near Caer Xhan? If I had suggested Jade and Ganer’s relationship to a sort of thrall to Myria/DeathEvan... maybe that’s the same case with Windia’s King and Queen? BOFIII Nina certainly thinks they are out of touch with the real world and the going ons of their kingdom. The people of Kombinat show that there's no shortage of people in the land beyond the sea that have succumbed to an empty thrall-like existence.
- Honey, Momo’s companion, is revealed as one of Myria’s mechanical servants from Caer Xhan. As only she is able to initially operate these magicteck portals – it would be feasible that Myria (who lives at the epicenter of this tech) has sent/recieved agents through these. Explains Mikba and the Balio and Sunder as her direct agents, as you can fight prototypes of Mikba and Stallion within her station. It would have been nice if the game gave you a bit more insight into Honey’s creation and role. Does she belong to Caer Xhan, or Myria? Is her existance pre-, or post-Myria? Is there a reason (self-fear of her Carronade) that she lives only in the company of these machines, monstrous experiments (Chimera) and a neutralised Teepo?
Final Sign-Off (for real): I said I was done with theory crafting, and now I really hope that’s true. From this, there’s a foundation to the state of the world leading up to BOFII’s setting, and there’s a possible map of events that lead to the structure of Myria’s world under the BOFIII kingdom of Windia. Again, it should remain logically consistent and thematically cohesive. Any of these ideas that make way into your future patches would be a joy. Perhaps they just give you some prompting to think about how your own ideas work to close some loose ends, and propel the story forward.
With appreciation.
Bugs/QoL/Economy/Combat Balance [3.2 up to rescuing Ganer encounter in Evrai]
Compared to 3.0, this continues to be a much more polished experience – Thank you for all the fun! Natural level progression = 30, with some individual characters reaching 40, and 80. Most of the Bugs/QoL are pretty minor, with some suggestions for combat balance as players make their way towards Evrai.
People & Places (NPCs, Vendors, Zones):
Combat/Character stats
DIFFICULTY PROGRESSION: Following initial difficulty jump at Joker’s Lair, mob progression is far more reasonable thereafter (provided you use all of what’s available to you -i.e. Ryu equipped with Fire Shaman). Level progression by end of Capitan sequence was 20. FANTASTIC CHANGE from 3.1 (where I had easily reached Lvl. 40). I really liked the mobs underwater at SimaFort – the bubble mechanic with the puffer fish was a great ‘time waster’ in a timed-sequence. Clever!
Special Character quests provide some characters (Mixie, Jean, Aspara) with huge XP gains that break progression balance (lv 26 à 36). Others (Rand/Lin) don’t have this boost. The quests are short, so in Aspara’s case, one boss fight = 10Lvl gains for her.
Economics/Loot/Equipment progression
Balance
TWEAKING RYU'S DRAGON TRASNFORMATION MECHANICS:
· Suddenly, these characters become important to Dragon-based Ryu builds, and work for a range of party compositions.
BOSS FIGHTS: Recommend that autosaves only trigger when entering new zones, not in advance of boss battles.
FUTURE STORY EXPANSION SUGGESTIONS: Making more of your large character roster, and expanding the world
PARTY SPLIT: If you integrate Yua, you’ve got a potential secondary party leader... someone with her own mission that needs support/watchful eye.
The following are unsolicited half-baked ideas for either whole or split party quests:
Latter game, pre-infinity stages:
These are just a couple of suggestions through which you can compel the player to try out different party compositions, expand story/lore opportunities, and have fun with the character mechanics you’ve built into them all. This would help avoid situations where people might instead of playing through the 2nd half of the game with one party, loaded up with all the best gear, like: Ryu-Nina-Lin-Rand. It also helps us to connect with Patty/Yua and make her feel like a fully realised character, as opposed to a plot device for Ryu’s characterization (as was in the original).
That's exactly how it started and you fix works.
I truly love the change you made with Ryu and the 3 skill tree, the Wyrm guard has to be my fave path for the massive defence/boost it provides. One thing I'm curious about, why did you went for 3d animations for the spell over let's say, the stock ones that come with RPGM?
PS: Sorry for the stupid question but how do I switch party member? I could not remember the command
I am glad you like the Wyrm Guard tree, I was curious if anyone would go down that tree as I predicted most would stick to the Ranger or Brood tree. I am also glad the overall response for the tree additions have been positive.
The original idea was to use the BOF spell animations; however, ripping them was a nightmare, and most of the graphics were unusable from the cutting floor (where I also ripped them). The stock Rpgmaker graphics have a bit of a stigma about them because they are overused, so I tried to use a animation set that I was higher quality and wasn't overused. Also I kinda blame Pixel Remaster games on steam because I was playing them at the time and they did something similar.
It is a good question. Go into your menu and click the Formation button and keep pushing left or right to see your entire party. The first 4 slots are the characters that will be shown on the map walking and you will be fighting with.
Before I start thank you for taking an initiative to make this fangame (since I like the BoF series).
I have found a re-equip bug in the Runes, if the player remove and equip again it's possible to stack the rune effects like the HP one (like 1000 HP to 2000, then 4000, 8000 and go on)
In my case I have found some problems when trying to buy potions in the arena and Wyndia (can't interact with the NPC or even get close to the bench).
Thank you for your kind words! Really excited about 4.0 patch. It going to be a good one.
I fixed the gems and crystals, but completely forgot about the runes. Basically adding % to Attributes, Health or Mana increases it by that much but unequipping it removes the % but the difference boost % stays and that is what is causing the exponential addition. Will get that fixed.
I'll get Wyndian shops fixed.
Hi knightmarish_Games, thanks for the latest update! Also thanks for the personal acknowledgement as part of the release. I'm amazed by what you've been able to implement and adapt in such a short period of time. I've offered as much feedback as I can, directly building on what you communicated as the 4.0 changes below, so any future updates are supported to round out the mechanics and balance as best as possible. With the exciting changes to Light/Dark Dragons, I've offered some balance suggestions between Ranger vs Dragon, and skills/skill trees.
[Feedback is upto the Joker Boss at the end of the Joker's Lair, approx. party Lvl 14]
4.0 Changes
Auto-Save now only saves on transitioning to new maps and no longer soft locking you in battle or certain areas.
Yua is now a recruitable party member that uses Boomerangs.
Cutscene with Ray in Mt.Fubi now triggers the Light/Dark Dragon choice.
Light and Dark Points added based off Morality choices.
Light/Dark Dragon Tree added.
Fire, Ice, Lightning, and Earth Whelps and Dragons now have a Claw attack that uses CB to drain life and inflict Status Ailments.
Rebalancing and rework on some useless Skills in trees.
Ryu Dragon Whelps and Dragons cost CB to transform.
Ryu Dragon Breath now cost CB to use
Ryu can now use Dragon Bone Swords that grants Ability Power instead of Attack Power.
Items are ineffective when used by Ryu in all Dragon Forms except Wind Dragon which gains a +200% Boost to all healing items.
Ryu reverting to human now deals Health Damage; however, grants 50 CB.
Mob and Boss Balancing.
Monster Sprite Update Throughout all Dungeons and Dens.
Barubary final fight is scaled correctly.
Ryu face bug on Auto-Save fixed.
The Frogs in the Bog trigger random encounters.
Nice one. I hope you add more 'modern-encounter' zones (both optional, and mandatory)
Giant island now has monsters for non-random encounters.
Additional Oils and Gem rebalancing.
You now may Set Camp. At Camp you can romance Lin or Nina, as well companions share items with you.
Party now heals after battle.
Tweaked Battle A.I for most monsters.
Monsters now drop junk that can be vendored for extra coin.
Most cooking recipes no longer requires Zenny.
Cooked Items now do % healing vs flat.
Rebalanced some monster areas to be in line with no Experience growth.
Tweaked Runes and Crests.
Fixed Rural Cabin warping.
Carpenters now explain their town properly. Buffs now applied.
Rural Town reworked for gathering.
Consumables now can be used at anytime. Buffs From Certain Spells and Items now can be used before a battle.
Banter between characters is no longer randomized (Bug fixed).
Fixed Duplicate Party Sprites at various cutscenes.
Briefly happened when Nina is recruited to party at the magic school.
Having Ryu in different slot no longer shows other characters speaking/romancing Lin and Nina.
I’m sure Bosch/Sten will be disappointed ;)
(Part II)
Sleep Debuff reworked to prevent soft locks.
Aspara can now "Observe" for easier Lore learning and to quickly gain CB.
Aspara's Lore Bug has been fixed. Aspara will now learn any Monster Ability that strikes them.
Nixie and Aspara now level up correctly with the rest of the party.
All Characters now have additional Abilities.
Rand's Abilities have been buffed.
All Characters Abilities tweaked.
Dens and dungeons now have roaming monsters when Traditional Encounters are off.
All Character Quests now grant 5 levels instead of 10. Also power spike in Attributes removed
Loot Tables adjusted.
All Mana Potions now regenerate additional mana.
Ryu breath after battle should now revert back to normal.
Crescent Phoenix now absorbs Monster Abilities that deal Ability Power Damage.
I think I experienced this, nice.
Some Story and Dialogue Tweaks.
Many, many, many invisible walls and bug fixes.
Hopefully these BUGS/SUGGESTIONS aren't exhausting you. I think the experience continues to improve and its natural that some more radical shifts will have impacts on the feel/balance of the wider package - but you can tell from the feedback among the BOF community at large, that people are really appreciative of your work, and enjoying the project.
Add on [update past Windia - recruited Sten/Aspara]- Comments mainly pertain to fine tuning balance.
Joker's Lair.
Skill Progression selection
Aspara Recruitment BUG:
Over-to-under-and-overpowered again?
I greatly appreciate you giving me more feedback and suggestions. They are not exhausting at all, as a Breath of Fire fan I understand that compassion and fire for these games. My goal is to make the best version that I can that does the series credit, and is enjoyable for everyone to play. The only way to do that is get feedback and suggestions to make it so. Although I must admit when I think I squashed the bugs they keep reappearing!
I will go through these and get some more bugs squashed and tweaks made. I will also go through your questions and respond.
Again, I greatly appreciate you taking the time to help me make this game better.
Thanks - I just want to make clear that the game’s overall balance and QOL feel has improved greatly since 3.0. But yeah, with so many exciting changes as some things fall more snuggly into place (toning down Runes, Gems, and Character Leveling) others need to come down to match (enemies, skilltree sets, character abilities, shamans, and economic progression).
May be a bit of repetition with my feedback, but my main themes in a lot of combat feedback has been related to a need to: scale back the exponentials in ability/stat growth, allow greater options for strategic play. The rush towards obtaining ex-turns and barrage attack combat focus, for example, quickly replaces strategic diversity with DPS and RNG. Ironically, even though my characters are getting faster and more ‘hits’ in, the pace of combat for regular mobs tends to drag on in particular areas (Joker’s Lair).
[Progress up to SimaFort]
So as I suspectd, after Joker’s Lair - life gets pretty easy again.
Capitan: Terapin wasn’t threatening, easier than 3.2 - but certainly more difficult and interesting than 3.0. Rand’s Bless increased DPS on Well cretins significantly, Rand also learned Revive at some stage, which brought back Aspara and Lin without the hassle of backtracking (both killed via a barrage attack). Having a revive option earlier in game is essential for QOL and combat balance. Nice to see the BOFII cretin sprites used alongside the village rescue section for modern encounters.
Rangers’ House: BOFI monster sprite (Pog: Hydra-Ostrich) is quite a bit different than what we see in the abandoned Rangers’ House. Cosmetic suggestion: Would taking BOFII Ranger and Town Guard sprites and making them ethereal (like your did with Turbo?) work nice here? Since you have Knight Armors and these weird pink ghosts as mobs – one could speculate that they are the spirits of deceased Rangers? It works with the ‘haunted’ vibe more so.
Also, compared to 3.2, Knight Armors seem much easier... I’m guessing my now liberal use of Bless +200% ATK is culprit. I would change Rand’s ability to just a +25% ATK boost to whole party, or +50% ATK boost to one target – and only useable in battle. Realistically, all BUFF spells ought to be usable only in battle to help ensure support character get time in play. Balance this with a reduction in MP cost and increased character level-up stat progression.
I noticed that the Monster Island has a ZONE for encounters – GREAT! Even had success using CHOPCHOP against a Fly. A couple more of these throughout the world map would be appreciated: still missing my Bullas/DevilKids, and Deathpedes/Lizard Archers from the OG worldmap.
Rand (again):
So this guy’s Bless = +200% to ATK and MAG power for whole battle. As mentioned above, this BUFF (applied in and out of battle) is problematic because:
A) it quickly became essential – and
B) it shows that my team’s natural growth is underpowered, relative to mob progression.
In the original BOFII, MIGHT was a late game skill (Spar lvl. 36 & Medusa Shield), and deservedly so. If Bless were to stay at this intensity, I would suggest the BUFF effect was just for party members’ next action. And again, it should compliment the player design, not become the player design.
Aspara:
Lots of fun collecting her Lores with the extra encounters (Bog area), and Boss abilities (Quake from Terapin) were now learned. Just a much smoother experience compared to 3.2. Does Observe have a %chance to learn used Lores? It would seem that when Aspara is hit – no problem, but there have been the odd ability that was used on another party member, which Observe did not pick up. I’ve changed her equipment load out this time to increase case of being targeted, and kept her RESISTANCE down. These help to ensure she is A) targeted, and B) doesn’t evade (thus not learning LORE). A new player would not likely think to make sure of this strategy, however, so a confirmation on OBSERVE working 100% would be nice.
Nixie:
Just picked her and Jean up, and I can see that her HEX ability also adds a couple discrete weaknesses? Any plans for her to learn spells? What if she had some necro-elemental abilities? I think she’d be wonderful with an attack similar to Ryu vs DeathEvan where it knocks off %50 of mobs’ current HP (becoming less effective the weaker the enemy is). At any rate, a witch needs a spell book to take advantage of HEX. She has the potenitla to be a good ‘opener’ to combat with gravity/status disruption abilities.
Yua:
Quickly sold crests to get gil to rescue her (just to see). I don’t think the Frogs actually took the money following the condition check (I had 55K a few battles later). She looks great, nice to see boomerangs as she weapon of choice! You’ve used her battle sprite as her menu sprite and... it works! I hope to see her gain more abilities in time with some siphon/Dragoon esq. thematic play as well.
For continuity, would you consider the same battle-sprite as menu sprite for Mixie and Mina? I think that would be more aesthetically pleasing. At least maybe for Mina - who doesn't look much like the BOFVI icon.
PROGRESSION/GROWTH STRUCTURE = exponential vs linear/natural.
Its very easy to grow Ryu’s HP from 100 @ Lvl 1 to 1,000 @ Lvl 10. Most radical gains are facilitated by Runes/Gems, skillpoints, and wider game rewards. Level up gains are comparatively marginal. What would Ryu’s naked stat growth look like? Due to the emphasis on external factors to character growth – how/when they become available is key, and this seems harder to manage than gains by level growth. Presently, its a bit of lolly-scramble/pinata burst in terms of how stat increases present themselves, and stack. What the means is that, if I havn’t figured out how to use the latest things that’s available to me across skills-runes-gems, I’m behind. If I have used them all à I’m seriously overpowered. For example, the game seems to expect a significant increase in my party’s strengh between Argus and the first mob fight of the Joker Den – but that can only be bridged initially via statUP items, skill selection and gear. Ultimately, it was learning and using Rand’s BLESS which turned the tide.
My current playstyle is trying to exercise restraint by skipping certain overpowered skills, avoiding zero-sum trade-offs, and finding a use for different characters and situations.
Are there a stat caps in this game? Could I get this team to 1000,000 HP? Shouldn’t (in the interest of game balance) something stop me?
For me: I think progression feels more natural, as a player, when the rewards are incremental and hard won, as opposed to more radical super saiyan style boosts. The Gem system is toned down, which is good. As previously suggested, I still think the idea of ‘adding sockets’ to weapons and armor overtime, will help to support incremental growth as well.
As a ‘just to see’, I spent my LightDragon points on the highest tier ability, (giving extra battle actions) and.... my whole party runs laps around the enemy. Major rebalance here required.
Skill Trees:
To confirm, the accumulation of Light Dragon Points is far too rapid, compared to available skills to spend on. By SimaFort, I have nearly maxed out the Light Dragon Tree.
Presently, there’s no indication of how/when they are gained, and a Dark Dragon Skill point keep reappearing, but cannot be used.
Certain skills seem way too dramatic, and I think a reduction of skill trees (reworking and swapping Brood and Wrym Guard Trees as part of the Light/Dark Dragons), and a reduction of skill points – will help to stagger the growth.
Basically, I know the game is currently balanced towards skills and BUFF’s offering a flat +100% bonus to abilities, but it also makes it easier to be suddenly over/underpowered. I think the progression of Fire/Lightning/Ice Whelps (4 points at 25% increments) is a better example of incremental growth to +100% that only relates to a single ability field, compared to a skills that award whole party +200% Experience or +2 levels is too much.
Carpenter Houses: Rewards are far too uneven, and character growth/BUFF stats should feel more organic/progressive, rather than sudden/exponential.
· Rural Cabins = increase crops for gathering? Havn’t tested it yet.
· Arabic/Stone = Increase in stats
o I selected this for 4.0 and noticed a party wide +500HP and +100 MP increase – now this means that the whole party goes from approx 20-30MP, to 120-130. I think these kinds of bonuses are way too jarring before endgame. For Nina/Lin – that’s like a +50% boost in HP, and a +500% increase of MP for the whole party.
· Brick/Township = +200% Experience?
So the rewards of across these three villages need moderating. Do they need bonuses? The tenants and different aesthetics is an amazing touch on its own.
What if in place of direct stat increases, they offer instead something like:
- Rural had a farmers market? Buy/sell cooking ingredients?
- Brick had a hospital – buy temp. elemental/status resistant inoculations akin to BOFIII?
- Stone had a random LOOT generator pay X zenny to open one of three chests for a random RUNE/GEM spoil? (similar to the TOLEN game). Maybe the Bosch Hunting game makes a return with 'target practice'? Or we go 'fishing for treasure'?
These, while not perfect, offer some differentiated 'flavour' that do not contribute much towards combat balance.
Equipping Shamans: A new approach to BOFIII/IV’s master system.
· At 4.0, Fire Shaman offers +150% ATK, with fire elemental.
What if Shaman’s functioned like BOFIII masters where they facilitate stat growth on Level up? Example:
o Fire Shaman
§ On equip: Party member gains Fire elemental attack
§ Equipped on Level up: Party member gains +2 Strength, +1 SPD, -1 DEF,
§ After 5 Levels, Shaman masters rewards Tomb of ____ strike, where party players can be taught an MP based elemental strike ability.
o Multiple party members can apprentice to the same Shaman. This way you can guide your character’s permanent stat growth, and give a greater meaning to level gains. This would work really well if we were able to see a prompt of player stat gains on level up (as per trailer video).
Fusing with Shamans: a moderate boost, akin to BOFII
o On fusing, Fire Shaman gives +25% to ATK, instead of 150% (which is in line with the boosts from the original game). Sten having Fire compatibility, Fuses for +37.5% ATK
o Fusing/Apprenticing would be separate and not be limited to either/or.
Congratulations for this excellent release. You did well to balance out the power level with the equipment and some bosses that were a joke before, are now challenging again. I do wonder if Mind Hack should be this effective, I got instance where Nina and Kat could only do 1k damage when Mind hack easily get 5 to 10k reliably
I did encounter few bugs: when I fuse Nina with the shamans, I can non longer do it with the others since no matter who I choose, the fusion sequence is played with Nina
In Joker hideout, the game start saving erratically and things went back to normal only for me do discover that I can no longer do manual save at all (I'm playing with classic save)
Thank you! Mind Hack (and other Lightning Damage Abilities) actually use a randomized damage meter. They can either do the lowest damage in the game or the highest damage in the game. I'll look into some balancing if the randomizer and buffer is too skewed.
The shamans worked in earlier versions, let me check and see what is causing the issue.
I'll recheck what Joker's hideout is doing with the save system.
A few bugs I want to report. I've now lost my file two times over some things.
First off while in the well after fighting Tarripin the save apparently failed and I hadn't made a backup save only been using auto. So I had to start over. Maybe set autosave as its own thing and let "file 1" be a hard save as I was thinking it was originally.
Second time it happened. I was in the arena and gave Rand money for the antidote, but left the room to go get supplies, do some level grinding, etc... Came back and he's blocking the entrance chanting his mantra with no way to get past him, so I can't advance the area scenario and have to restart again.
Also not game-breaking, but the cockatrice or whatever those birds are in Bunyan's woods can also soft-lock you, making you reset. If your armor is too high, pecking order just locks you into a loop where it petrifies you and they endlessly try to hit you but can't.
Not had a chance to play much since my last update but here is another bug I found. If you go light dragon tree and get the party-wide XP booster skills, they seem to reset once you get new party members, or at least they did when I got Jean & Nixie.
Another hard lock, when going to the cathedral and checking the first houses, if you go in the far right house then exit, it warps you to the first one where Lin's Lynx weapon is, however, you can't walk away from the door once you try to exit, you're just stuck. Once again autosave kicked in and I lost like 2 hours of progress. I really think the autosave feature you just flat out be disabled IMHO, it's caused me nothing but grief if I'm being frank. Even if you try to turn it off in the options if you're playing save anywhere, it keeps activating, it's really cumbersome having to make like 3 to 4 saves just in case it traps you.
Thank you for posting your feedback; my apologies on the delay for my response.
You are right! There is a weird bug with the auto-save, even if you disable it in the options menu. I'll take a look into it. I will also swap the auto-save slot from slot 1 as I am getting several bug reports regarding it. This is a bad one, and I'm sorry for the trouble it has caused you.
I am also fixing the Rand blocking the door bug in the Arena, as well as warp areas in the Eva houses.
There appears to be a bug where the buff is not applying to new party members for Light Exp boost. Fixing it now.
Modifying how Petrify works to prevent soft-locks.
Again, I greatly appreciate you taking the time to play the game and report the bugs and feedback!
I was happy to do it, I recently finished a playthrough actually.
I was thrilled to have that dating mechanic as Katt/Lin was one of my first furry crushes long before I even knew what 'furry' even was. Also the ability to just beat the stuffing out of Tiga's sorry tail for getting fresh with her was absolutely satisfying, to hell with that guy.
I will say the game does feel rather rushed to the end as you go along. Like the first mountain dungeon and the Joker hideout are reasonably paced, but after that, the dungeons were just kind of slapped together in a few screens. That being said... thank the Dragon God you pruned Sima Fort's storyline, that thing was the stuff of nightmares.
I enjoyed some of the creative liberties you took with the story as well, though I would like to see Guntz returned to the world map eventually, even if the flying city isn't needed in the current iteration.
I'm a tramp for romance so I'd enjoy seeing some more dating scenes with Lin and Nina too. I'm a romance writer in my spare time so if you needed some help with that sort of thing let me know, it'd be fun to try to write, kinda like fanfiction but for a fan game!
Mechanically, I won't mention obvious stuff like Nixie not having any skills, but I do think having two characters that can steal was redundant with Sten and Yua both able to do it and Pilfer really didn't do anything other than collect your drops early, maybe have the stolen items be a separate pool?
Suggestion: Crazy idea but I wouldn't mind seeing a way to save Ray and get him as a party member. Maybe if you're on the light dragon path you can reject his power, not get the transformation and save him.
The hunting/fishing games should tell you what you're obtaining, also there should be an easier way to see your ingredients and possibly cook at camp.
Please make a way to clear all customized options off a piece instead of one by one, and auto-strip them off when you sell them.
Maybe have some kind of end game location where you can grind skill points, maybe the big shrine offers to sell skill points for the favor or whatever that currency is you spend there?
I think the level scaling is a bit aggressive. I know at one point I'd over-leveled and couldn't seem to advance the story, that was the file i had to start over with Rand blocking the exit. Lin just destroyed me, so I left to go train up, then Sten would just obliterate me in like two turns if I tried to recruit him. I eventually got fed up, cheated my status up back at Heavenshire, only to come back to the arena and see I was blocked. I didn't grind any my next attempt and was able to take Lin down and advance the story just fine since I didn't grind any.
Sorry for the book.
Glad you beat the game!
I really appreciate you having such a lengthy feedback and bug post. This allows me to get more ideas and to make the game the best version of it that I can.
Not being able to beat Tiga in original was always something that I hated. He deserved a good stomping.
I think you are right about some of the later dungeons needing expanded a bit. I will take a look and see what I can do without bogging them down. I still need to do Guntz as well as Highfort in a later patch.
Ideally I was going to have it so you can romance all the characters, but it was such an undertaking I'm thinking just focusing on Nina and Lin as the original had it is the way to go. An expanded dating system would be good instead of just the camp fires and random banter between npcs.
Next patch will fix some of the soft locking bugs like Rand blocking in the arena if you reenter. I am also looking at your suggestions and see what I can implement.
Again thank you for all your help, and I hope you enjoyed the game!
I finally got around to trying 4.1
It would appear the stealth skill is busted and makes it so that if you get in a fight with the Ace gang members in the hideout you basically have to close the game since the fights are non-escapable. They never do anything but keep reapplying stealth forever with no way to remove it or target them.
Hi! I know you're now working on the v5 of your game, but right now I'm playing the v4.1b, and I've found at least a bug.
1. My Bosch just died while selecting abilities on the Ryu Skill Tree. Bosch was poisoned and I believe he was losing HP while my cursor was "walking" to select abilities in the skill tree.
2. The overworld theme seems to be random... Not sure if it's a bug or a feature, but I'm at the beginning of the game, and instead of playing the first overworld theme, it changes between the first, second and third overworld music theme everytime I enter and exit a location.
3. The same seems to happen during battle. The normal battle theme is rarely playing. Instead, it plays the Desperate Fight music theme. Is that normal?
4. It looks like I was able to walk through mountains of Mt. Fubi on the worldmap. It can be done from the south exit, by walking trough the forest on the right of the mountains, and then, walking through the mountains
Great game by the way! I had a few questions:
1. Is there a way to automatically start the game in fullscreen mode?
2. Is there a walkthrough, or a FAQ or something like this? I was wondering which Carpenter I should select, and which people to select for TownShip, and I didn't want to miss any new features or anything cool because I didn't select the right Carpenter and the right people to live in the village. Since we can already cook in our room in Hometown, is their a reason to select the Cooking Carpenter? Otherwise, I suppose the woodhouse Carpenter is probably the best choice?
3. Does choosing between dark and light dragon in the beginning changes the story, or only the abilities of Ryu?
Many thanks!
Thank you for taking the time to play the game and report the bugs!
Again, thank you for playing the game and giving me feedback!
No worries! So, I used the actual cave/door graphic (which is solid black and does not stand out) from the game, but it is hard to see. After you kill the harpies go into the cave directly in front of you. On the far right of the map is a black door shape against a wall. There is also a dark blue water puddle in front of it. Once you enter that cave you will go into a cut-scene, and after you just walk down and out of Mt. Fubi.
Please let me know if you are still having trouble, and I will be fixing the doorways next patch.