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DJC

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  1. DJC

    DJC - Everlong

    Sorry for resurrecting an ancient thread, but in case there are any Everlong fans still reading the Amaranth forums, the final RPG Maker 2003 release of the game has been available for a few months: https://rpgmaker.net/games/3600/ There are plenty of significant changes players have enjoyed, and made the game more playable. Here's a giant wall of text listing all update additions: Everlong v3.30 (2016.09.10): *Replaced battle speed algorithm, resulting in significantly faster and smoother combat regardless of hero and enemy numbers; as a consequence: hero and enemy speed values are fixed; weapon and equipment speed boosts and weights reduced; ATB toggle removed, enemies always WAIT while choosing commands; Haste and Slow skills and conditions only double or halve speed; Speed Sources removed from game *Hero statistics can increase beyond previous limits, current values display in menu, Profile shows maximums, unfortunately Equipment no longer displays potential stat increase or decrease from changes due to limitations, and AP display in battle cutoff for large digits *Rebirth mechanism where maximum level heroes restart at first level but keep all statistics, allowing them to gain infinite levels for increased experience; title system changed to reflect number of rebiths *Weapon style switching between single and dual wield; also changes class and available equipment; some weapon types excluded from dual wield *Option to scale monster difficulty; default, easy, and hard presets; or customize monster HP, AP, strength, defense, magic, and speed individually, ranging from 1% to 10,000% of default; auto balance option adjusts monsters for continuous challenge and rewards *Hero Info for party members displays along with their portraits when menu accessed; Name, HP/MaxHP, AP/MaxAP in regular mode; expanded mode includes level/true level, skill shards/total shards, EXP to next level, STR, DEF, MAG, SPD, weapons, equipment, and accessory; modes can be toggled and display shut off; stand alone display outside menu is always expanded; portraits altered when hero afflicted with condition; low HP and zero AP altered color display *Dreaming Forest dungeon before Dynamo boss; elven equipment treasures; twelve new dinosaur monsters *Name change for Blackguard protagonist to Azrael *Azrael and Cirus now playable characters later in the game *Enemy HP, AP, and time until turn now visible in battle *Previously hidden HP, AP, and statistic changes now visible in battle *Battle Layout toggles in Options menu; switch between Window, Alternative, and Gauge display; large, small, and transparent windows *Game Clock on Main Menu screen *Hero defense and equipment defense significantly increased; greater influence in damage algorithms *Physical and Magic skill algorithm changes: Defense and Magic reduce skill damage, Strength and Magic increase skill damage, not level *Hero growth curves less linear; changes to individual hero statistics; Defense grows to significantly higher maximums *Experience and encounter rates scale to expected level by default, but no longer reduce to zero; scaling can be turned OFF in options menu *Region experience and encounter thresholds increased; allows earlier levels gains *Added encounter rate indicator to menu; purple=every step, red=high, yellow=double, grey=normal, light blue=reduced, blue=half; no indicator in Story mode or safe zones without random encounters *Gold costs and rewards except for BlackJack and Swank reduced by several orders of magnitude; wallet was maximizing too quickly, necessitating excessive bank trips *Plot and character development changes and additions, mostly prior to Eridwell's Refuge *Skills no longer cause both physical and magical damage; caused issues with attribute resistance *New skill scrolls Reflect and Blink; skill shard costs increased over replaced scrolls *Changed skill shard costs of Boost line: Might (4000), Protect (1500), Focus (500), Haste (5000) *Blessing skill shard cost reduced to 30000 *Sanguine Blade no longer requires a sword *Ether Burn no longer requires a spear *Banishing Blade no longer requires a sword; lowers physical resist *Tremor now single target, inflicts Petrify *Skill Adrenaline Rush no longer inflicts Fury; engine bug with condition priorities *Antidote: now targets all allies *Awaken: functionality changed to removing boons from single target, renamed Cleanse *Dispel: now single target *Blessing: no longer increases heal attribute *Revitalize: only final tier of skill removes conditions *Tyr skill inflicts Fragile and reduces target physical resistance at highest tier; no longer inflicts Cripple *Beomaust skill reduces target summon magic resistance at highest tier *Kurgalaxes skill reduces target breath resistance at highest tier *Skill Quasar replaced Triforce *Lowered AP cost of Phoenix summon *Lowered damage and cost of Conflagration, Avalanche, Luminare, and Stalagmite skills *Comet, Fission, and Fusion changed to magic spells *Fusion and Ultima highest tiers reduce magic resistance *Enfeeble reduces heal benefit and resistance to absorb and mana *Debilitate reduces resistance to elements, illusion, and magic *Skills that no longer require a weapon: Viper Strike, Dispel Slash, Enfeeble, Debilitate, Zealous Slash *Twister now Wind elemental only *Dragon Crest and Dragon Force consolidated into Dragon Breath *Whip, Whiplash, and Red Lash consolidated into Lash *Borealis Wave and Rainbow Cast consolidated into Prism Veil *Great Cleave consolidated into Cleave *Dispel Slash consolidated into Dispatch *Breath attacks no longer magical *AP absorb or rasp skills adjusted to fit new algorithms *Skill animations changed: Arctica, Wylderwyn, Kurgalaxes, Coriolis *Additional skills cause conditions, either regularly or at final tier *Monster counter attack behavior now triggered by damage from specific attribute or particular skill or action; items do not trigger counters since the command fails to behave correctly *Additional counter attacks for many monsters *New damage algorithms for enemy skills Overpower, Speed Burn, Mind Flux, Flak Cannon, and Meltdown due to equipment and hero statistic growth changes *Special enemy skills adjust damage when automatic monster scaling turned ON *Some enemy skills now defensible for half damage: Aftershock, Oblivion, Big Bang, Asteroid, Uber Slash, Cataclysm, Turbine, Fractal, Supernova, Pulsar, Obliterate, Guardian Dragona's final attack *Monsters no longer have unlimited AP, except for bosses; additional behaviors for some enemies when AP depleted *Spirits take half damage or are immune to physical attacks *Spell casters, magical beasts, dragons, and some powerful enemies resist magic damage *Enemies either absorb or resist toxic attacks like other elements; no more immunity due to malfunction with magic resist *Doomsday now inflicts average of party maximum HP -1 *Caster's Folly now either remains at a maximum damage level or resets *Schism and Humility formulas only apply half defense to compensate for hero attribute increases *Keres guards the Crissaegrim in Atlantis; Archangel protects the Sentinel; optional battles *Maleficent Ultimate Weapon guarded by Demagogue; previously second White Shrine boss *Plague starts increasing countdowns earlier *Number of turns before Calbrenda appears decreased and changes based on heroes reborn *Altair's Masamune skills changed to Muramasa; now also HP absorb, but deal less damage; attack pattern lengthened slightly to compensate *Khaer Magnus healed 10x damage during Absorption Shield *Khaer Magnus only counters with Retaliate during Counter Stance; no counters during Berserker Stance *Oblivion replaces Cosmic Breath as Khaer Magnus ultimate attack *Liquid Flame counters with Backfire *Aegir counters with Retaliate *Monster graphic changed: Muspell, Lixandra, Coriolis, Arctica, Kurgalaxes, Veneficus, Wylderwyn, Entropy E., Apollyon, Khali, Abaddon *Auto battle option removed *Row changes no longer cost a turn in battle *Counter attack trigger animation and explanation will display in any battle unless disabled in options menu *Counter attack message displays in all battles, not just bosses *Battle backgroud changed: Arctica, Forgotten Continent Forest, Gargoyle Necromancer, Entropy, Wylderwyn, Khali, Dynamo, Kurgalaxes *Every weapon now has a unique battle animation *Item description, inventory amount, and equipped amount displayed upon obtaining *GP and item chests randomly reward additional gem loot; type of gem and quantity scales by level *Artifacts of the four legendary heroes can now be obtained; four new weapons and twelve equipment pieces; quest in journal once active *Staves and Sceptres have full attack value and multipliers for their weapon tier *Staves and Sceptres primarily boost defense; Wands and Rods boost magic *New accessories: Nucleus allows Vetu to double cast, Accelerator (auto-Haste), Rune Ring (auto-Verve), Lore Ring (auto-Focus), Reflect Ring (auto-Reflect), Bell Collar (Encounter Rate+), Ancestral Ring (EXP+), Midas Ring (GP+), Lucky Charms (Treasure Drop+), Duplicator (Treasure x2), Whistle (Max Encounter Rate), Gills (No Underwater Timers), Millionare causes all gold chests to reward Gold Bar, Gem Hunter increases number and value of gems found, Treasure Hunter randomizes generic chest loot, Fan Favorite increases Battle Points won at the Arena playing sound effect on increase, Monopolize grants wearer all EXP from battle while other party heroes receive none *Lesser Shard, Greater Shard, Grand Shard, and Gemini accessories increase the wearer's total available skill shards; if a shard boosting accessory is removed and skill shards are not immediately reconfigured, that hero's skills are removed and shard total reset *Gold Bar item worth maximum money value; convert between item and money at banks *New item Panacea, equivalent to remedy on entire party, available for purchase at generic item shops and found in chests after Return to Auctus *New potion Image inflicts Blink boon *Removed Fruit items and vendors *Tincture restores 50%+50 AP *Ether restores 75%+150 AP *Tent restores 100% HP and removes all conditions *Roast now heals entire party for 33% HP and removes conditions *Adjusted rare restorative item prices to reflect cost of forging *Decreased drop rates of sources and apples, but increased gains *Nightshade cannot target heroes other than user; immediately fatal when drunk; only active in Plague battle *Expanded weapon and equipment types worn by certain heroes, others reduced *Removed most double attack single hand weapons; remaining use half normal multiplier *Two hand weapon multipliers increased *New Flyer slayer attribute unique to bows, guns, and projectiles *Additional new slayer attributes for weapons: Fae, Humanoid, Beast, God, Machine *Weapons that inflict Poison are now Toxic elemental *Knuckles and Gloves now cause Blunt damage; adjusted animations, weightless *All Ultimate Weapons identical statistics; animations shake target *Consilated all swords, no seperate category for Justin *Projectiles inflict various conditions *All daggers single hand *Amber dagger now an ultimate weapon *Sammy claw weapons Stingray, Gospel, and Tiger Fangs increased to regular attack and weapon multiplier for their tier *Persecutor sword upgraded to higher tier, inflicts Mute; now a treasure in Dreaming Forest dungeon; removed from shops *Illumina changed, never correctly drained AP due to engine bug; now inflicts Seizure, lower critical % *Removed celestial equipment from game, unbalanced with introduction of ToKM *Dragoon equipment renamed Eldritch, available to more heroes *Changed Drakeor's gloves into Spaulders and Pauldrons, worn by multiple heroes *Consolidated caps into single type, no separate category for Willis *Error sound effect replaces regular treasure sound when attempting to acquire more items or money than inventory can hold *Altered item description abbreviations to maximize available space *Icon changes: swords and caps consolidated, star for inflicting conditions, circle for immunity, X for ailment or restriction *Condition durations changed, most now eventually abate after X turns, more have a chance to end on physical damage *Condition priorities changed to minimize untriggered abates *New condition Drown, disables magic skills, half defense, 15% HP drain each turn *New condition Seizure, 50% hit chance, half defense, 1% HP drain each turn *New condition Terror, 0% hit chance, prevents skill use, strength, defense, and magic halved *Aneurysm no longer restricts hero actions *Fury (formally Berserk) doubles strength, defense no longer halved, 75% hit chance *Blind now 10% hit chance; removed eye iris color in battle animation *Spin renamed Blink, evades attacks and physical skills *Reflect only works against magic spells, some exclusions such as summons and other group damage skills; does not reflect ally skills, such as healing spells *New battle animations for Drown, Reflect, and Blink conditions; forced to consolidate Atrophy, Fragile, Miraine, and Cripple animations *Death Sentence countdown numbers now displayed via plugin independent of normal conditions *EXP, GP, and items no longer won from Battle Arena monsters; entrance fees removed *Battle Arena Forfeit reduces BP won by half *Boss Rush option at Battle Arena after clearing game and defeating all optional bosses; fight each boss in sequence; no menu access *Selecting an Arena Region Challenge displays the number of completions prior to confirmation *Battle Arena completed challenges no longer reset on New Game+ *Significantly increased BP won from certain mini-bosses in battle arena *Battle Arena Handicap Lucky 7's no longer effects Speed; HP increases to 77,777, all other statistics to 7,777 *All Battle Arena regions and statistics except optional dungeons are available on New Game+ *Dreaming Forest and the Tomb of Khaer Magnus added to Battle Arena as region challenges *When selecting a region, pages are now switched with the shift key *Lucky 7 handicap chance decreased to 1/1000; Fallen One handicap chance increased *Battle Arena BP Display will show overflow millionth digit if necessary *Total current BP displayed on Battle Arena victory or forfeit along with winnings *Additional Smales Statistic tracking and viewing; 25 pages with jump menu; Completion percentage displayed at bottom *Skull Knight collector no longer maximizes Speed; only increases STR, DEF, or MAG statistics by 50% for all heroes; other rewards replaced or adjusted in price *Pixi creates new menu designs when given a Desert Rose aboard the Inceptum or in Purgatory; previously only possible aboard the Aetherius *Banker NPC recruitable before Forgotten Continent *NPC Master Miyagi moved behind Tyr-Anon City Waterfall, provides rebirth mechanism and switching between weapon styles for heroes above level 99 *NPC Hammond replaced with Muldoon; moved to Alchiba; grants access to five new, larger hunting areas with an increased maximum prey count of ten, and prey cannot escape; also serves as a collector, offering rare items in exchange for monster drops, including new hunting accessories that manipulate the number of prey, predators, items, and harvest chance; harvest chance increased after recruiting Muldoon; one time bonus for defeating all prey or all predators *Doctor Odine now grants one of three battle bonuses: EXP+, GP+, Item Find+; switch bonuses any time, infinitely; bonus effectiveness increases with amount of special items given to Odine; also serves as a collector *NPC Odine available in Purgatory; rearranged map *NPC Odine no longer resets on New Game+ *Extra Mason statues completed based on play time elapsed, rather than entering the world map *All collectors now offer at least four trade items; removed redundant collectors from some locations; adjustments to trade requirements, particularly lower amounts for rare drops *SHIFT key previews Forge, Collector, and Battle Arena Prize selection, including amount possessed, equipped, and description where applicable *Forges display mix requirements next to each ingredient total in inventory *Descriptions and inventory/equipped total of purchase item and ingredients displayed before forging, redeeming arena prizes, or trading with collectors; now possible to buy multiples in a single transaction for certain items *Speed Demon removed from Arena Prizes, several rare accessories added instead *Rebalanced when particular weapons are available for purchase *Aetherius item and accessory shops now superior when upgraded *Isla del Sol inn complimentary items improve with story progress; requires minimum inn cost to prevent free farming *Funds deposited in banks now gain interest over time *Banks now preset deposit and withdraw input to maximum possible *Simplified bank dialog, additional bankers: Twin Shores, Providence, Alveus, Herbtown, Argentum, Laurium, Mariner's Landing, Tiro Amicus, Cirigon, Navalis, Fons Moenia, Ora Domus, Leotini, Illac Salus, Occiduus *All heroes can hunt; no weapon requirement; each hero has a unique hit box *Hunting areas now include up to three predators that charge the player when in close proximity, and will initiate a battle upon contact; 64 types of predators; flying predators free to cross map boundaries; water predators cannot enter land; predators may respawn after defeat *More types of prey in hunting areas; new animals: boar, squirrel, elk, fox, swan *Prey and predators in hunting grounds may yield collector items in addition to meat if defeated outside battle *Success sound effect when hunting ground cleared of prey and items *Prey, predators, and weather no longer reset when returning to a hunting ground *Period key toggles hunting grounds message stating number of prey, predators, items, and controls *Hunting grounds minimap that displays hero and predators in red, items in cyan, prey in yellow; transparency adjusted with / key; size adjusted with + and - keys; toggle minimap with * key *Flowers in hunting grounds changed to unique graphics to set them apart *Number and quality of hunt item spawns scales with primary quest progress *Title screen now has gratuitous lens flare! *Lowered troop rescure bonus requirements; only a single new game+ necessary for maximum reward *Step count resets when returning to Beomaust's Lair or Solus Insula *Impatient Mode allows skipping of game ending and credits after final boss *Progidium Nidus final switch no longer resets on New Game+ *Heal attribute changes more effective *Changed MP to AP (Ability Points) *Various character, skill, item, monster, location, condition name changes *Aeon stone graphic replacements to match name changes *Mariner's Landing base infiltration battles feature Tyr-Anox Veterans instead of weaker Tyr-Anox Knights *Eridwell Valiantide Base siege battles consolidated into less fights with more enemies, featuring Cirigoth grunts and new Tyr-Anox Veterans *Removed Seraphia "joke" guard on wall and several congressmen jokesters *Added winch puzzle to Borealis *Warning message if Drakeor not yet ready for further dragon trials, both when entering the Nexus of Ordeals and a specific trial *Ray and Natalie letters quest changed to accomodate new story restrictions, with Ray now first appearing in Herbtown; dialog simplified; unique graphics for both characters *Skeleton Key chest in Tyr-Anon Island Caves now a battle against four skeletons *Receive a Beherit each time defeating Gerovitus, and from other bosses that previously had no drop *Replaced Cascade Caverns boss *Replaced Incultus Regnum Castle prison boss and quest *Tenebrosus Specus treasures upgraded *War of the Eclipse cargo chests upgraded *Monster battle chests in the Abyss redistributed evenly *Nightmare sword automatically acquired after defeating the Blackguard outside Mariner's Landing *Altair drops the Muramasa Ultimate Weapon upon defeating his mortal form; casts Drain at maximum level if used as item *Gold found in chests has randomized addition *Slot machines have different costs and payouts; net winnings message *Press SHIFT to view selected skill description and power based on hero STR or MAG while in Skill Shard System *Skill Shard system cycles forward and backward through heroes with + and - keys *Message displayed when skills automatically removed due to equipment change that reduces available shards *Elemental absorption heals 100% damage; previously 50% *Party Maker System written in lower right corner of screen when forming party, similar to Skill Shard System *Phoenix Cave bridge timers slightly increased to reduce difficulty *Removed two battle music tracks, Jukebox now contains all tracks, several were missing *Simplified Maona blessing dialog *Black Dragon Trial numbered door puzzle shows numerical changes caused by torches and door requirements on adjacent floor tiles *Menu immediately resets to new position when changed in options *Waterfall of Seasons not accessible until after returning to Auctus *New deep ocean tunnel connects Solus Insula and Progidium Nidus *When switching parties in Phoenix Cave, lead hero of current party flashes to prevent confusion of controlled team *Phoenix Cave timed spikes more difficult and damage hero, but follow a pattern *Timed torch lighting puzzles display a timer and immediately reset upon fail *Finder Display behavior unified for all maps; NPC Swank included; books, NPCs, and the three permanent memory beacons display as completed when obtained *Aetherius teleports change color on toggle *Borealis Outpost Gargoyle rooms no longer have encounters once cleared; chests appear progressively with each victory *Rope to Cerulean Silex replaced with airship dock and teleport *Restored random encounters on Tyr-Anon Island during the invasion, and in Vanguard Forest after receiving the Inceptum *Abyss backround scrolls, increasing speed as player approaches core *Boss battle music no longer plays in Abyss *Credits additions and changes *If a new game is accidently begun on the start menu, it is now possible to cancel back; the watch prelude choice can also be cancelled back to the parent menu *Several new background sound effects *Random opening and closing generic shop message; new style for Aetherius shops *Keen Free-Style skill line changed to Illusion *Azrael Skill Shard page expanded to include more skills and scrolls *Skill Shard pages for all heroes available at start of New Game+; Cirus recruitment in previous playthrough required; Cirus page available on first playthrough while in party *Heroes no longer heal when levels are automatically adjusted by the Party Maker System *Vetu has several skills enabled by default in case the player forgets to set them before the boss battle with Gerovitus *Invincible Four battle at Atlantis replaces second White Shrine boss *Miyagi book replaces Incultus Regnum basement book *World Map minimap responds to same controls as hunting minimap (size+-, opacity, toggle) *Improved and increased ToKM vault treasures *Skills Books removed from game *Treasure vault added to Uber Daemon room; Abyss treasures moved to this location and replaced *Random encounters at White Shrine roof prior to Azrael battle *Valiantide Base drill quest removed as part of plot alterations; old expansion area now regularly accessible *Quest to restore the Inceptum, completed after returning from the Forgotten Continent; journal entry once active; appropriated Technology Monthly magazine quest *Thoth only grants access to Incultus Regnum Castle vault after salvaging the Inceptum; treasures significantly improved *Story mode can be toggled anywhere except uncleared bonus dungeons *Help section in Options Menu; lists controls and topics that describe basic gameplay and tactics *Random encounters in last room of Tyr-Anox secret base at Mariner's Landing to allow players to level if necessary to defeat boss *Removed random encounters from Dokkalfar's Lair *Added free rest beds to the Inceptum, Tyr-Anon Castle during the invasion, Pons Pontus shack, Vanguard guest room, Golem's Pass thieves den, Seraphia Castle guest room, the Mirage after reaching the East Continent, Dragonoir elder's house, Vetu's house in Fhorestain, Vixen's Cabin, Occultus Gaza houses, Moogle Manor, Antiquus Fanum, Erus Caminus *New default system graphic *Totem display behavior unified; Impatient Mode grants faster load and close *System sound effects changed, volumes normalized *Uber Daemon and Khaer Magnus battles immediately repeatable on Continue+ *Special attacks by several end game and optional bosses increase in damage with hero maximum HP *Brachiosaur encounter added to world map near Dreaming Forest *Incultus Regnum Castle basement removed; treasures moved to Dreaming Forest dungeon *Boulder puzzles connecting Niveus and Ignis Castrum moved to Dreaming Forest dungeon; only path to Ignis Castrum now through Cerulean Silex *Lava Tube mini-game now replayable at Battle Arena for BP along with a second difficulty level *Chocobo mini-games become replayable as completed individually *Controls page expanded *Changed the random encounters on several islands and isolated areas to rare battles *Changes to scene when first meeting Vetu, and his dialog throughout the game *Changes to scenes when first meeting Willis and Vixen and their Triangle Island dialog *Impatient Mode skips boss death animations *Shortened Dragonoir elevator ride *Sprite Tail Collector quest completes when all tail types traded once *Temples remain opened on New Game+ *Chocobo mini-games remain completed on New Game+ *ToKM vault remains open on New Game+, but dungeon must be completed again *Story Mode stops allowing automatic level adjustment prior to boss fights on New Game+, or if any heroes are reborn *Completion percentage and time to defeat final boss displayed at end of credits for speed runners and collectors *Website link changed to RPGMaker.net game page; old website and forums defunct and removed *Airship dock functionality changed to eliminate crash bug "subscript out of range (-1)" when entering or docking the Aetherius on the world map; press CANCEL key while hovering over location to receive prompt, then press CONFIRM key to dock; world map pauses briefly to ensure code finishes executing, but updates faster and runs smoother *Rewrote hero statistic restore code for Battle Arena again; informs player of failure rather than causing program to hang; choice to run again, return to title screen, or continue with flawed statistics *Seraphia war charge should no longer cause systems to pause or hang *Several engine bugs and crashes fixed via DynRPG patches *Drowning at ToKM no longer allows players to skip ahead in the dungeon *All Arena Prizes now accessible after clearing game as intended *Backfire and Retaliate skills should now calculate damage correctly for all battles; no longer trigger after defeat if other enemies still alive *Fixed Skill Shard bug where Azrael, Vetu, Meredith, and Julia had incorrect shard cost subtractions upon reloading a page *Attacks can no longer bypass defense of monsters impervious to physical damage *Backfire spike damage could incorrectly change every turn by a monster's damage multipliers, not just when previous highest damage exceeded *Options settings no longer reset on New Game+ *Demolish animation displays for Keen; previously showed for Vetu instead *Calbrenda boss music plays at correct speed *Jukebox track plays continuously aboard Aetherius until returning to world map similar to Inceptum *Silentium Tumulus and Sepulcrum Profundus visible on main map immediately after receiving aspect quest that directs player to them *Gangrene correctly executes and only kills poisoned or bleeding heroes, with caster healed only for affected targets *Cirus steps forward when casting spells like all other heroes *Special monster attacks correctly reset after perishing in battle and reviving in Purgatory *Menu no longer disrupts canceling Light Path puzzle guide in Atlantis *Revenge hits all targets for correct damage amount; previously only first target received calculated amount when multiple heroes hits *Battle music plays at correct speed for King Behemoth battle and doesn't restart on fight initiated by puzzle failure *All quests correctly display transparent title if completed, even if temporarily hidden during New Game+ *Blessed condition lasted longer than intended *Some versions of skill Chi Blast did not reduce physical resistance of target *Skill Holy Wrath did not cause Daze as stated; now inflicts Seizure and Terror instead *Erus Caminus Forge incorrectly checked inventory for Gladiator Belt instead of Gold Hairpin when forging Illustrious Shield (formerly Imperial Shield) *Blessed Bangle at Watts Forge now requires Holy Crucifix instead of Third Eye *Arena Prizes incorrectly checked inventory space for many items *Peregrine (formerly Zephyrus) now randomly chooses from all 45 Memory Beacon hunts aboard the Aetherius; previously restricted to only the 42 locations within reach of the Inceptum *Vixen's face graphic transparency corrected *Equilibrium skill functions for all heroes, previously only correct for Azrael *All weapons and equipment now correctly memorized and restored when switching between separate scenario story lines *Items found in hunting grounds should now increase inventory correctly; previously doubled or maximized erroneously in a special case *Polaris (formerly Borealis) and Fons Moenia docks now function identical to other docks *Selecting Story Mode Info in Options now correctly triggers a confirmation sound *Parasite displays gestate animation on correct hero *When returning from Abyss, music now stops correctly in Impatient Mode *Tyr-Anon Caverns map and music errors corrected *Hunting grounds no longer spawn atop parked vehicles *Corrected guide arrows in the Phoenix Cave pointing in the wrong direction *Black Dragon Trial numbers puzzle display no longer erased by accessing menu *Finder Display errors fixed for several locations *Hover pad puzzle room in Atlantis incorrectly had random encounters, while several other rooms did not *All hunting grounds now reset animal and item position and weather upon return *Fixed incorrect tiles on world map that prevented the airship from landing on particular grass terrain spots *Skill Shard System tutorial skill names and shard cost values corrected *Aegir's defeat correctly triggers in Four Fiends battle at Atlantis *Enemy skills that reflect damage under certain conditions can no longer cause unscripted boss defeat *Hunting grounds projectiles correctly reset on hit, when reloading map, or after changing party *Agony skill damages correctly when used by Gargoyle Lord *Geyser Eruption totem in Cerulean Silex works correctly *Black Dragon Trial and Occultus Gaza totems correctly appear *Progidium Nidus region challenge displays correctly at Battle Arena *Difficulty level of Chocobo Mini-game replays at Battle Arena now reset correctly upon failure or quit *Finder Display no longer interferes with Bank Display *Periculum battle backgrounds correctly reflect time of day *Corrected Asper tileset terrain settings to fix battle background *NPCs no longer recruitable on New Game+ until Inceptum acquired or later *Corrected War of the Eclipse airship wreckage escape battle background *Lucky 7 handicap no longer causes Game Over when exiting Battle Arena *Monster chests in Tyr-Anon Depths have correct battle backgrounds *Grand Trial light effects display correctly *Tyr-Anon Forest canopy displays correctly when returning to map
  2. DJC

    DJC - Everlong

    As of version 3.21 (Current) these are the current known bugs: Memory Beacon Shop items for sale at 1 GP Presidential quiz mispelling Tyler instead of Taylor Cycling with shift from Brad SS page forward freeze bug Apser, room with replenishers, knock down event doesn't teleport back to start fix skill Zealous Blades, incorrect tag disabled incorrect beach hunt placement in ocean for Revirdok region fix forest hunting grounds, make animal escape harder Ribbon item now correctly removes all conditions when used as an item Fix script crash when monster Triple Death used skill "Psi Duel" or "Revenge" in Black Dragon trial julia skill shards missing 5000 subtract Correct defense value in item descriptor for Susuke Bandana Dr. Odine questions ora Domus mercenaries not pirates, horses at castrensis not tanks Atlantis road crossing puzzle, correct lights cross, bad help totem, failure doesn't result in battle targeting algorithm bug, check after grand dragon, check on party order cycle, also savefile something wrong with SS display after war, hover over Vixen and Willis, instant-on mode only temple of Aestus missing name in one of message boxes ice dragon skill, one has incorrect damage in description end of cirigon sewers tileset with dianyn meeting room, ceiling passable check revirdok books, other books for Finder Display correctly showing taken Check Flidais Counterblow skill None of them are critical bugs and can be easily avoided or dealt with. I'll have a patch ready by mid to late March, but it's probably not worth waiting if you want to play the revamped game. The Story Mode bug that prevented the player from progressing at the Pons Pontis bridge has long been fixed. There were a significant number of changes in v3.2x, so if you didn't play the beta and haven't touched the current version, you may want to look at the update history and see what's new: http://www.nealien.com/Everlong/everlong_update_history.txt
  3. DJC

    DJC - Everlong

    Here's a map of the sewers, it may be slightly dated: http://www.nealien.com/Everlong/Maps/CS_01.gif The exit to the room you have to drain by turning on 10 valves is along the path that passes by the area with the 1&3 switches and continues going south. At some point there is a junction and you want to go east instead of continuing south. Also, with 10 valves open, new bridges not on the map will extend in various places allowing you to cross back and forth over the water and get around easier.
  4. DJC

    DJC - Everlong

    Some answers to a few other posts: There is a difference in weapon damage regardless of whether you hit the 999 attack limit. Weapons also have multipliers (which are not yet displayed in descriptions) that increase damage. Weapons with higher attack ratings almost always have higher multipliers. Therefore, though a +5 and +50 attack sword may not boost attack above 999, the +50 will do more damage due to its higher multiplier. This is very significant, as multipliers range from 100% damage to 1000% damage; that's 10 times normal damage for Ultaimte Weapons. Your heroes don't just gain levels at keys events. Once the party is reunited after the War of the Eclipse, members not in the party gain levels constantly when needed. Accessing the menu is trigger for checking and updating levels, but other things do so as well. Thus you never need to rotate party members to level them all up individually. Use whoever you want, whenever you want, as they all stay at the same level of power. I used to include the necessary fonts with the main game download and force them to install into C:/Windows/Fonts. It seemed people still had problems with with font display despite that, and it also increased the download size by ~8 MB, so it was discontinued and the fonts made a separate download. It is my intention, however, to try including the fonts in the main installation package again when I finalize v3.20 and it moves out of beta. Slow and Fast do not wear off with time in battle; they only end when the hero dies or you exit battle. Swank and Blackjack with the Turks both have anti-farming measures built in to stop excessive winnings when you get a perfect hand. They only trigger when you make an obscene bet, so if you have a good or perfect hand, just bet a modest amount or ur opponent's hand will be improved.
  5. DJC

    DJC - Everlong

    Aveqetura7, You need to: 1) Apply the latest update, which can be downloaded via a link directly next to the download for the main game on the website 2) Climb the stairs up the hills to the graveyard near the entrance Methus. Without the update the stairs are impassable. Make sure when you extract the files inside the patch they overwrite the old files inside your Everlong folder. You must unzip them into the game folder, which by default is installed in C:\Program Files\Everlong
  6. DJC

    DJC - Everlong

    @Meo, check out my posts on the Everlong forums for more detail, but the short answer is the trigger for Progidium Nidus in the Battle Arena is broken, and Dr. Odine is clearly bugged. I will fix these in the next patch, but I have a long list of changes and bugs to address, and absolutely no time to do so right now. It's looking more like I won't be able to release an update until the second week of December, but that's subject to change, so hang in there. @Aveqetura7, You need to: 1) Apply the latest update, which can be downloaded via a link directly next to the download for the main game on the website 2) Climb the stairs up the hills to the graveyard near the entrance Methus. Without the update the stairs are impassable. Make sure when you extract the files inside the patch they overwrite the old files inside your Everlong folder. You must unzip them into the game folder, which by default is installed in C:\Program Files\Everlong Some answers to a few other posts: There is a difference in weapon damage regardless of whether you hit the 999 attack limit. Weapons also have multipliers (which are not yet displayed in descriptions) that increase damage. Weapons with higher attack ratings almost always have higher multipliers. Therefore, though a +5 and +50 attack sword may not boost attack above 999, the +50 will do more damage due to its higher multiplier. This is very significant, as multipliers range from 100% damage to 1000% damage; that's 10 times normal damage for Ultaimte Weapons. Your heroes don't just gain levels at keys events. Once the party is reunited after the War of the Eclipse, members not in the party gain levels constantly when needed. Accessing the menu is trigger for checking and updating levels, but other things do so as well. Thus you never need to rotate party members to level them all up individually. Use whoever you want, whenever you want, as they all stay at the same level of power. I used to include the necessary fonts with the main game download and force them to install into C:/Windows/Fonts. It seemed people still had problems with with font display despite that, and it also increased the download size by ~8 MB, so it was discontinued and the fonts made a separate download. It is my intention, however, to try including the fonts in the main installation package again when I finalize v3.20 and it moves out of beta. Slow and Fast do not wear off with time in battle; they only end when the hero dies or you exit battle. Swank and Blackjack with the Turks both have anti-farming measures built in to stop excessive winnings when you get a perfect hand. They only trigger when you make an obscene bet, so if you have a good or perfect hand, just bet a modest amount or ur opponent's hand will be improved.
  7. DJC

    DJC - Everlong

    My apologies to all players wanting to give Everlong a try, but the main game download is down, maybe for a week or longer depending on the problem with the host. I'm rather busy the next couple of weeks, plus I'm in the middle of revising for the next version, but I'll try to put up a temporary download on rapidshare or something in the mean time. The forums and website should continue to function normally.
  8. DJC

    DJC - Everlong

    Hey guys, Everlong author here. I just wanted to let you know (especially previous players) that the new version includes a major new content update: the Tomb of Khaer Magnus. It's an exclusive new game+ dungeon, which I originally planned to be in the v3.0 release. This will be the last new content to be added to Everlong, but there will still be patches as bugs are found. There will be a 3.10 full version in the future once enough people have played through the new content, but first I need feedback from players like you. For a full list of the patch changes and fixes go here: http://www.nealien.com/Everlong/downloads.php And to players posting for help in this thread, I don't want to pull you away from Amaranthia, but I check the forums linked on the Everlong website way more often. So if you really need help post there. I pretty much answer every forum question and email. Many thanks to all the players from Amaranthia that have given Everlong a try.
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