Serious TSE Problems
blindvisionary
blindvisionary (2006-09-13)
I have attempted to play TSE multiple times, as it is rather good in plot and graphics, but there always seems to be an error that crashes the program about an hour after execution. I've found the most common point where this error occurs is after a battle, at the victory screen. When you click to continue, the program will sometimes crash (And I've found it crashes more often if you click before 4+ seconds after the victory music has ended). Other places I have experienced the bug is after 4+ seconds on the victory screen, before cutscenes start (activation of cutscenes?), and just walking around maps with enemies. I have tried this game on multiple computers (all running WinXP and rather high-end), and the same error occurs.
The actual error reads something like: program referenced address XXXXXXX:XXXXXXXX, memory could not be read. I'll play for an hour and find the actual error so I can post it.
Hopefully this isn't a native MMF1.5 error that causes the same problem in TSE2.
It's a good game, but if this problem isn't fixed I can't see myself being able to play through it, or purchasing the sequel.
Other concerns:
The scrolling seems to force the window to center based on the upper-left pixel of the [what I assume is] 640*480 screen. This means that if the window is resized, at any scrolling cutscene the window returns to this location (the initial location of the UL pixel). I have had this force the window into the bottom-right of the desktop - and off screen. It sounds like the error would lie in MMF1.5, though. Perhaps you can disable the resize controls on the edge of the window, or maximize the screen initially?
---I'll work on getting the exact output of the error.---
- blindvisionary
blindvisionary (2006-09-13)
My new laptop displays this different message:
Multimedia Fusion Stand Alone Application has encountered a problem and needs to close. We are sorry for the inconvenience.
The error report is as follows:
<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="The Spirit Engine.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="cncs232.dll" SIZE="285696" CHECKSUM="0xF22528C9" BIN_FILE_VERSION="2.5.109.0" BIN_PRODUCT_VERSION="2.5.109.0" PRODUCT_VERSION="2;5;109;0" FILE_DESCRIPTION="Multimedia Fusion Runtime Library" COMPANY_NAME="Clickteam" FILE_VERSION="2.5.109.0" INTERNAL_NAME="CNCS232" LEGAL_COPYRIGHT="Copyright ? 1996-2002 Clickteam" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.5.109.0" UPTO_BIN_PRODUCT_VERSION="2.5.109.0" LINK_DATE="07/11/2002 11:57:08" UPTO_LINK_DATE="07/11/2002 11:57:08" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="The Spirit Engine.exe" SIZE="27310685" CHECKSUM="0x36AD2C42" BIN_FILE_VERSION="2.5.111.0" BIN_PRODUCT_VERSION="2.5.111.0" FILE_DESCRIPTION="Multimedia Fusion Stand Alone Application" COMPANY_NAME="Clickteam" FILE_VERSION="2.5.111.0" ORIGINAL_FILENAME="cncrt32.exe" INTERNAL_NAME="CNCRT32.EXE" LEGAL_COPYRIGHT="Copyright ? 1996-2002 Clickteam" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10001" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.5.111.0" UPTO_BIN_PRODUCT_VERSION="2.5.111.0" LINK_DATE="10/31/2002 07:40:46" UPTO_LINK_DATE="10/31/2002 07:40:46" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="The Spiritual Compendium.exe" SIZE="1051734" CHECKSUM="0x36AD2C42" BIN_FILE_VERSION="2.5.111.0" BIN_PRODUCT_VERSION="2.5.111.0" FILE_DESCRIPTION="Multimedia Fusion Stand Alone Application" COMPANY_NAME="Clickteam" FILE_VERSION="2.5.111.0" ORIGINAL_FILENAME="cncrt32.exe" INTERNAL_NAME="CNCRT32.EXE" LEGAL_COPYRIGHT="Copyright ? 1996-2002 Clickteam" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10001" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.5.111.0" UPTO_BIN_PRODUCT_VERSION="2.5.111.0" LINK_DATE="10/31/2002 07:40:46" UPTO_LINK_DATE="10/31/2002 07:40:46" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="TSE103exe.exe" SIZE="40509462" CHECKSUM="0x30E82351" BIN_FILE_VERSION="2.0.0.19" BIN_PRODUCT_VERSION="2.0.0.19" PRODUCT_VERSION="2, 0, 0, 19" FILE_DESCRIPTION="" COMPANY_NAME="" PRODUCT_NAME="The Spirit Engine Install Program" FILE_VERSION="2, 0, 0, 19" ORIGINAL_FILENAME="" INTERNAL_NAME="" LEGAL_COPYRIGHT="" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.0.0.19" UPTO_BIN_PRODUCT_VERSION="2.0.0.19" LINK_DATE="10/14/2003 07:48:43" UPTO_LINK_DATE="10/14/2003 07:48:43" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="Uninstal.exe" SIZE="74781" CHECKSUM="0x79A2195D" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="10/14/2003 07:45:14" UPTO_LINK_DATE="10/14/2003 07:45:14" />
</EXE>
<EXE NAME="ModFusion.COX" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="ModFusion.cox" SIZE="149506" CHECKSUM="0xFA10048D" BIN_FILE_VERSION="1.0.0.0" BIN_PRODUCT_VERSION="1.0.0.0" PRODUCT_VERSION="1, 0, 0, 0" FILE_DESCRIPTION="ModFusion" COMPANY_NAME="Syntesis Entertainment" PRODUCT_NAME="" FILE_VERSION="2.00" ORIGINAL_FILENAME="ModFusion.cox" INTERNAL_NAME="MODFUSION" LEGAL_COPYRIGHT="Copyright ? 2003 Josh Whelchel" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10001" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x29ACC" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.0" UPTO_BIN_PRODUCT_VERSION="1.0.0.0" LINK_DATE="11/22/2003 23:33:04" UPTO_LINK_DATE="11/22/2003 23:33:04" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="984064" CHECKSUM="0xF12E1D4A" BIN_FILE_VERSION="5.1.2600.2945" BIN_PRODUCT_VERSION="5.1.2600.2945" PRODUCT_VERSION="5.1.2600.2945" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft? Windows? Operating System" FILE_VERSION="5.1.2600.2945 (xpsp_sp2_gdr.060704-2349)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="? Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF724D" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.2945" UPTO_BIN_PRODUCT_VERSION="5.1.2600.2945" LINK_DATE="07/05/2006 10:55:00" UPTO_LINK_DATE="07/05/2006 10:55:00" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
---You might want to copy that into Notepad so it's easier to read---
Unfortunately, the rest of the report is modules/hex values that have disabled copy/paste, and as it would take me years to type it out manually, I am not going to. If you need certain information from the report, I could type that up for you.
-blindvisionary
Jimbob (2006-09-14)
Do you have the latest patch for the game?
I do recall there being some crashing issues with the first version of the game, but I thought they were all rectified with the patch.
blindvisionary (2006-09-15)
The patch is an upgrade from older versions, correct? I just downloaded the game a couple of days ago. It's the latest version, 1.03.
Jimbob (2006-09-16)
The latest version is actually 104, if you look at the downloads section there is a patch download. Because the main game download is so large, I think Mark has to rely on whatever version people have hosted and then patch it up. It's only a small download though, hopefully it'll help.
Mark Pay (2006-09-16)
Thanks for reporting the problems. 104 patched only the Magenik fault, so although I would recommend downloading it anyway, it won't help with crashes. Jimbob is right that I have to rely on externally hosted versions for the large main file ( 103 ), but can supply the much smaller 103->104 patch myself.
I believe it was 103 that contained the update to Modfusion ( the music extension ), which solved some previous crash issues. It is possible that it is continuing to cause some, or it could be something else within MMF. I believe that Josh has discontinued that version, and TSE-2 is currently using Modfusion Ex, which in turn is likely to be phased out as Josh wants to switch the soundtrack away from mod based.
One of the downsides to using so many code libraries like MMF and its extensions is that, unfortunately, when a problem arises in one of them there is little that you can do to resolve the matter. I'm not sure how useful that error message is as it seems to basically be a list of programs referenced by the TSE main executable.
Basic MMF 1.5 executables tend to run without problem on a wide range of PCs, although once you've been using it for long enough, you tend to pick up some fun ways of making it crash as programmer. ;) Thankfully reports of crashes with TSE seem to have been in a small minority, but they are still there. It is unusual for it to fail on several computers, unless they have some common configuration. Corrupted files and/or interferring malware are a possibility.
The scrolling issue is an odd one. I have dug up the source file from my old computer ( yuck, it's so painful to look at the terrible old graphics and code. :( )and there is nothing in there that explicitly sets the position of the window. The unusual window size ( 490x400 ) may have some effect, but I expect it to be the work of gremlins in the underlying code / extensions. Without conducting some trial and error exercises on an affected machine I am not sure how else to narrow down the cause. If you're interested, I can try recompiling a version of build 104 without music ( painful, but perhaps worth a try ) for you to test and see intially whether the old music extension is still causing any crashes.
blindvisionary (2006-09-16)
Unfortunately, all of the real information is in the section that is disabled from copy/paste. There's nothing I can really do to send you that.
I think that the crashing problem is definitely one involving the music, as the program will only crash where music changes, but only when other scripts are running at the same time (eg. at the end of the Blob level, a script must remove the blob at the same time music changes, and the game crashes almost every time at this point.). Malware is not the reason, as the current computer I ran it on was brand new only days ago, and I have not done anything that would expose it to malware. The two computers that TSE was run on are not similar in any way (different brands and hardware), other than that they are both running WinXP. If you could compile 104 without music, I would be willing to test it. I have a feeling that Modfusion is at the heart of the problem.
Mark Pay (2006-09-17)
Thanks for agreeing to help hunt down to source of the crash. Much as it hurts ( :( ), I have stripped the music out of 104 and uploaded the executable to [url]http://www.thespiritengine.com/Files/TSEBuild0615musicstrip.exe.
blindvisionary (2006-09-17)
I know what you mean. Music is an important part of any game.
I have the file now, so you can remove the link. I'm going to play for a while and see if I encounter the same error.
blindvisionary (2006-09-17)
Unfortunately, it seems to be the fault of the music extension. I played through some of the places where the game had the most difficulty, and tried everything I could to crash TSE, but it didn't.
And by the way, the scrolling problem occurred on both machines, as well. I don't know if I made that apparent.
---After mentioning the scrolling error, I decided to test it on the new patch. Interestingly enough, the problem did not occur, no matter how much I provoked it (resizing the window, changing screen resolution). It appears Modfusion is responsible for this issue as well, though I don't understand how that could be possible.---
Mark Pay (2006-09-18)
That is good news. Thanks for testing it. The change in the scrolling issue may be the result of compiling the game in a more recent version of MMF 1.5. When I first compiled TSE, Windows XP was relatively new.
What I can do now is set aside some time at the weekend and try to replace Modfusion with Modfusion Ex, which will be a very time consuming and dull task, but hopefully worth it. :D
blindvisionary (2006-09-20)
It makes more sense that MMF would be the cause of the scrolling error. Fortunately, it seems they fixed it.
Hopefully Modfusion eX will be more stable on my computer.
Mark Pay (2006-09-28)
Just an update to let you know that I'm still working on this, but it's taking longer than I had hoped, and I was a bit busy this weekend. The commands don't translate one-to-one from modfusion to modfusion ex, plus without any global code I have to make the fix 90 times. On top of this, MMF actually crashed while I was editing, something I haven't had it do for 2 years whilst working on TSE-2. Argh. :)
go1orange (2006-10-22)
The automatic centering of the window is still hapeneing. Even though it's not that annoying it's a bit painful
DarkEmperor (2006-10-22)
I downloaded the patch from 1.03 to 1.04, but I didn't know that there was no music.
Is there any other way to more practically get the music for TSE(I have dial-up :( ; Est. finish time 4:10:17)?
I would appreciate any help,
Thanks
:D
Mark Pay (2006-10-24)
Hi DarkEmperor.
Do you mean that the music has stopped working for you once you installed the 103->104 patch onto the 103 version of the game?
Unfortunately there is no practical way to speed up the download on dialup, unless you are looking for individual files from the installation.
I am likely to be away for a week after posting, so I won't be available to respond to you immediately. Sorry about this.
I am still working on the updated version of the game, but I'm very busy at the moment moving abroad to take up a new job and it will be longer still before I can find time to get back to it. Sorry folks. :(
DarkEmperor (2006-10-25)
That's fine.
The music wasn't what got me hooked on The Spirit Engine anyway. :D
Good luck with your new job, I hope it all works out fine for you.
:)
blindvisionary (2008-07-27)
I recently remembered that TSE2 should be coming out soon, and to my surprise is appears the release is four days from now! To top it off, the music issue will be taken care of in the new game, as it's been switched to streaming. Everything I had reservations about has been fixed. I will certainly be one of the first buyers!
TwiTerror (2008-07-27)
Thanks for your support! Plus, the MMF1.5 problems you were experiencing are gone too, we switched to MMF2. There is a one level engine test under the "Setting the Release Date" thread that you might want to have a look at. Let us know if you can break it. (Make sure you get the bottommost link, but I think they're the same?).
asdaa (2008-08-12)
Welp it still keeps crashing on me, combined with the dumb saves system (I mean, checkpoints are so 1999) it's getting extremely annoying.
Brickman (2008-08-13)
"My new laptop displays this different message:
Multimedia Fusion Stand Alone Application has encountered a problem and needs to close. We are sorry for the inconvenience."
I have this same problem now, and it does seem to occur when the music changes. I don't think it is my laptop though, because I seem to remember after a certain point in time my old computer had done this too, even though for a long time at first there had been no such bugs at all. I wonder, though, if iy was maybe caused by MMF upgrading or something and rendering the game unstable (actually, I don't even know if MMF is something used to make the program or something to run it, or how if ever it updates. But I know there didn't used to be a problem, and then there spontaneously was one on the same computer). It's a really frustrating bug, since it strikes at random, usually right after combat and this game encourages only saving occasionally; it renders it more or less unplayable.
Mark Pay (2008-08-17)
Unfortunately, with the state that TSE1 is in, I don't see myself being able to fix this problem. There is perhaps 2 weeks of very tedious work involved with trying to fix and test it and I just don't have that sort of time or patience available for the forseeable future.
I really wish I did, but the code for TSE1 is a horrible mess, and trying to make even the simplest changes is enough to drive you crazy.
psychokiller (2008-12-15)
Well, I seem to be having the exact same problem.
The error reads...Macromedia fusion standalone application has stopped working.
The message always pops out after battle.I remember when I played the game on my older computer there were no bugs, but now as im playing on the new machine with vista ultimate this problem occurs all the time.
So i tried to download the exe without music but i think the link is broken because that file isnt working for me, it says when run "unable to locate component...CNCS232.dll file is missing"
...so could you re-up the file without music that would work with a vista x64....thanks
Mark Pay (2008-12-17)
Hi psychokiller,
The music-less .exe needs to be placed into the same directory as the main game has already been installed to. This directory should include, among other files, cncs232.dll
Give that a try, and let me know if it still doesn't work.
psychokiller (2008-12-17)
"Hi psychokiller,
The music-less .exe needs to be placed into the same directory as the main game has already been installed to. This directory should include, among other files, cncs232.dll
Give that a try, and let me know if it still doesn't work."
Yea,I oversaw that,its working just fine now,although to me the music,especially the effects are real irritating,maybe you should have included the mute option,for us that listen to...
Oh,and a question,how in the hell did you end up having the sharpshoot skilled 30 by the time youre in the arcane library,that had to have included some tanking...
GaryDelgado (2011-08-03)
"
So i tried to download the exe without music but i think the link is broken because that file isnt working for me, it says when run "unable to locate component...CNCS232.dll file is missing"
"
hi,
You can get cncs232.dll file from the link. This will help you in case of missing or downloading dll.
and will repair it if it's corrupted.
http://www.fix-all-dll-errors.com/cncs232.dll/
Regards.
Automated skill analysis
Boksha-tse
Boksha-tse (2007-06-17)
I took some time and pieced together a program to do skill analysis with some more factors included, in particular the effect of blessing and running out of mana. Not all skills are included but they could be added quite easily in most cases. Note that there are bound to be some errors in here because the game doesn't always seem to use the values listed in The Spiritual Compendium. In particular the cooldown time of chain magic in the game seems to be different even for Eisfford and Pippa and the blessing formula seems off by one (I included that in this program)
Here's the source code for those interested, it should compile on every C++ compiler under any OS. All output is in damage/second, the levels and rifle strengths can be changed by changing the constants at the beginning of the program, as well as the filename of the text output.
"#include <cstdlib>
#include <iostream>
#include <fstream>
#include <sstream>
#include <limits>
const char g_outputfilename[] = "stats.txt";
const int g_riflestr1 = 6;
const int g_riflestr2 = 15;
const int g_level1 = 20;
const int g_level2 = 50;
enum char1enum
{
c1clara,
c1peter,
c1clemetas,
} g_char1;
enum char2enum
{
c2pippa,
c2edward,
c2zepher,
} g_char2;
enum char3enum
{
c3eisfford,
c3samuel,
c3matthieu,
} g_char3;
enum priestenum
{
pclemetas,
pzepher,
pmatthieu,
pnone,
} g_priest;
int g_lvl1bless = 0;
int g_lvl1bless_noskill = 0;
int g_lvl2bless = 0;
int g_lvl2bless_noskill = 0;
bool g_padding = true;
const float blessskillfactor[3] = {0.8f, 1.2f, 1.0f};
int posinstring( char c, const std::string &s )
{
for (int i = 0; i < s.length(); i++)
if (s[i] == c)
return i;
return -1;
}
int switchinput( const std::string &options )
{
char value;
while (!(std::cin >> value) || posinstring(value, options) == -1)
{
std::cin.clear();
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
std::cout << "Not a possible value." << std::endl;
}
return posinstring(value, options);
}
void printfloat( std::ofstream &ofsm, float f, bool padding )
{
std::ostringstream out;
std::string outstr;
int outint;
outint = (int)(f*1000.0f);
out << outint/1000 << ".";
if ((outint % 1000) / 10 + (outint % 10 >= 5) < 10)
out << '0';
out << (outint % 1000) / 10 + (outint % 10 >= 5);
if (padding)
for (int i = 0; i < 7 - out.str().length(); i++)
outstr += " ";
outstr += out.str();
ofsm << outstr;
}
void printskill( std::ofstream &ofsm, int constpart, float sdep, float pdep, float gdep, float recharge, int manause, int multiplier, bool selfbless = false )
{
float f;
int skp1 = std::min(30, g_level1 - 1);
int skp2 = std::min(30, g_level2 - 1);
ofsm << "\t";
// low level, all skill points spent on this move
f = (float)((constpart + skp1*sdep + g_level1*pdep + g_riflestr1*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// low level, all skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + skp1*sdep + (g_level1+g_lvl1bless_noskill)*pdep + g_riflestr1*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (!selfbless)
{
// low level, all skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + skp1*sdep + (g_level1+g_lvl1bless)*pdep + g_riflestr1*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
}
ofsm << "\t";
}
// low level, no skill points spent on this move
f = (float)((constpart + g_level1*pdep + g_riflestr1*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// low level, no skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + (g_level1+g_lvl1bless_noskill)*pdep + g_riflestr1*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
// low level, no skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + (g_level1+g_lvl1bless)*pdep + g_riflestr1*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
}
// high level, all skill points spent on this move
f = (float)((constpart + skp2*sdep + g_level2*pdep + g_riflestr2*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// high level, all skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + skp2*sdep + (g_level2+g_lvl2bless_noskill)*pdep + g_riflestr2*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (!selfbless)
{
// high level, all skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + skp2*sdep + (g_level2+g_lvl2bless)*pdep + g_riflestr2*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
}
ofsm << "\t";
}
// high level, no skill points spent on this move
f = (float)((constpart + g_level2*pdep + g_riflestr2*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// high level, no skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + (g_level2+g_lvl2bless_noskill)*pdep + g_riflestr2*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
ofsm << "\t";
// high level, no skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + (g_level2+g_lvl2bless)*pdep + g_riflestr2*gdep)*multiplier)/recharge;
printfloat( ofsm, f, g_padding );
}
ofsm << std::endl << "No mana\t";
// the following assumes the character is out of mana and needs to recharge for every move
// low level, all skill points spent on this move
f = (float)((constpart + skp1*sdep + g_level1*pdep + g_riflestr1*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// low level, all skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + skp1*sdep + (g_level1+g_lvl1bless_noskill)*pdep + g_riflestr1*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (!selfbless)
{
// low level, all skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + skp1*sdep + (g_level1+g_lvl1bless)*pdep + g_riflestr1*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
}
ofsm << "\t";
}
// low level, no skill points spent on this move
f = (float)((constpart + g_level1*pdep + g_riflestr1*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// low level, no skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + (g_level1+g_lvl1bless_noskill)*pdep + g_riflestr1*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
// low level, no skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + (g_level1+g_lvl1bless)*pdep + g_riflestr1*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
}
// high level, all skill points spent on this move
f = (float)((constpart + skp2*sdep + g_level2*pdep + g_riflestr2*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// high level, all skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + skp2*sdep + (g_level2+g_lvl2bless_noskill)*pdep + g_riflestr2*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (!selfbless)
{
// high level, all skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + skp2*sdep + (g_level2+g_lvl2bless)*pdep + g_riflestr2*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
}
ofsm << "\t";
}
// high level, no skill points spent on this move
f = (float)((constpart + g_level2*pdep + g_riflestr2*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
if (g_priest != pnone)
{
// high level, no skill points spent on this move, blessed by a priest who invested no skill in blessing
f = (float)((constpart + (g_level2+g_lvl2bless_noskill)*pdep + g_riflestr2*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << "\t";
// high level, no skill points spent on this move, blessed by a priest who invested all skill in blessing
f = (float)((constpart + (g_level2+g_lvl2bless)*pdep + g_riflestr2*gdep)*multiplier)/(recharge + 5.5*manause);
printfloat( ofsm, f, g_padding );
ofsm << std::endl;
}
}
void printriflemanskill( std::ofstream &ofsm, int character )
{
ofsm << "Rif att";
printskill( ofsm, 0, 2.0f, 0.5f, 2.0f, 4.0f, 0, 1 );
switch(character)
{
case 0:
ofsm << std::endl << "Spdfire";
printskill( ofsm, 0, 2.0f, 0.5f, 2.0f, 5.8f, 1, 3 );
ofsm << std::endl << "Sharpsh";
printskill( ofsm, 0, 7.0f, 2.0f, 8.0f,10.8f, 1, 1 );
ofsm << std::endl << "Magbllt";
printskill( ofsm, 7, 6.0f, 1.0f, 3.0f, 5.6f, 1, 1 );
ofsm << std::endl << "Pshot1x";
printskill( ofsm,-2, 2.5f, 1.0f, 3.0f, 4.9f, 1, 1 );
ofsm << std::endl << "Pshot3x";
printskill( ofsm,-2, 2.5f, 1.0f, 3.0f, 4.9f, 1, 3 );
ofsm << std::endl << "Dmite1x";
printskill( ofsm, 2, 2.5f, 1.0f, .0f, 6.3f, 2, 1 );
ofsm << std::endl << "Dmite4x";
printskill( ofsm, 2, 2.5f, 1.0f, .0f, 6.3f, 2, 4 );
break;
case 1:
ofsm << std::endl << "Spdfire";
printskill( ofsm, 0, 2.0f, 0.5f, 2.0f, 7.3f, 1, 3 );
ofsm << std::endl << "Sharpsh";
printskill( ofsm, 0, 6.0f, 2.0f, 7.0f,10.8f, 1, 1 );
ofsm << std::endl << "Magbllt";
printskill( ofsm, 6, 4.0f, 1.0f, 3.0f, 5.6f, 1, 1 );
ofsm << std::endl << "Pshotx1";
printskill( ofsm, 0, 2.9f, 1.0f, 3.0f, 4.9f, 1, 1 );
ofsm << std::endl << "Pshotx3";
printskill( ofsm, 0, 2.9f, 1.0f, 3.0f, 4.9f, 1, 3 );
ofsm << std::endl << "Dmite1x";
printskill( ofsm, 3, 2.9f, 1.0f, .0f, 6.3f, 2, 1 );
ofsm << std::endl << "Dmite4x";
printskill( ofsm, 3, 2.9f, 1.0f, .0f, 6.3f, 2, 4 );
break;
case 2:
ofsm << std::endl << "Spdfire";
printskill( ofsm, 0, 2.0f, 0.5f, 2.0f, 5.8f, 1, 3 );
ofsm << std::endl << "Sharpsh";
printskill( ofsm, 0, 5.0f, 2.0f, 6.0f,10.8f, 1, 1 );
ofsm << std::endl << "Magbllt";
printskill( ofsm, 6, 5.0f, 1.0f, 3.0f, 5.6f, 1, 1 );
ofsm << std::endl << "Pshotx1";
printskill( ofsm,-2, 2.5f, 1.0f, 3.0f, 4.9f, 1, 1 );
ofsm << std::endl << "Pshotx3";
printskill( ofsm,-2, 2.5f, 1.0f, 3.0f, 4.9f, 1, 3 );
ofsm << std::endl << "Dmite1x";
printskill( ofsm, 3, 2.1f, 1.0f, .0f, 6.3f, 2, 1 );
ofsm << std::endl << "Dmite4x";
printskill( ofsm, 3, 2.1f, 1.0f, .0f, 6.3f, 2, 4 );
break;
}
}
void printmageskill( std::ofstream &ofsm, int character )
{
switch(character)
{
case 0:
ofsm << "Chain M";
printskill( ofsm,-1, 1.5f, 1.0f, .0f, 5.4f, 1, 3 );
ofsm << std::endl << "RockR1x";
printskill( ofsm, 3, 3.8f, 1.25f, .0f, 5.2f, 1, 1 );
ofsm << std::endl << "RockR3x";
printskill( ofsm, 3, 3.8f, 1.25f, .0f, 5.2f, 1, 3 );
ofsm << std::endl << "CelestL";
printskill( ofsm, 8, 4.0f, 2.0f, .0f, 5.7f, 1, 1 );
ofsm << std::endl << "Rainbow";
printskill( ofsm, 6, 5.0f, 1.0f, .0f, 5.3f, 1, 1 );
ofsm << std::endl << "Rainb3x";
printskill( ofsm, 6, 5.0f, 4.33f, .0f, 5.3f, 1, 1 );
ofsm << std::endl << "K Smash";
printskill( ofsm,13, 9.0f, 3.0f, .0f, 7.0f, 2, 1 );
ofsm << std::endl << "L Drain";
printskill( ofsm, 2, 1.5f, 0.5f, .0f, 6.4f, 2, 7 );
break;
case 1:
ofsm << "Chain M";
printskill( ofsm,-1, 1.5f, 1.0f, .0f, 5.3f, 1, 3 );
ofsm << std::endl << "RockR1x";
printskill( ofsm, 2, 3.2f, 1.25f, .0f, 5.2f, 1, 1 );
ofsm << std::endl << "RockR3x";
printskill( ofsm, 2, 3.2f, 1.25f, .0f, 5.2f, 1, 3 );
ofsm << std::endl << "CelestL";
printskill( ofsm,10, 5.0f, 2.0f, .0f, 5.7f, 1, 1 );
ofsm << std::endl << "Rainbow";
printskill( ofsm,10, 7.0f, 1.0f, .0f, 5.3f, 1, 1 );
ofsm << std::endl << "Rainb3x";
printskill( ofsm,10, 7.0f, 4.33f, .0f, 5.3f, 1, 1 );
ofsm << std::endl << "K Smash";
printskill( ofsm,13, 9.0f, 2.0f, .0f, 7.0f, 2, 1 );
ofsm << std::endl << "L Drain";
printskill( ofsm, 1, 1.0f, 0.33f, .0f, 6.4f, 2, 7 );
break;
case 2:
ofsm << "Chain M";
printskill( ofsm,-1, 1.5f, 1.0f, .0f, 5.3f, 1, 3 );
ofsm << std::endl << "RockR1x";
printskill( ofsm, 1, 2.8f, 1.25f, .0f, 5.2f, 1, 1 );
ofsm << std::endl << "RockR3x";
printskill( ofsm, 1, 2.8f, 1.25f, .0f, 5.2f, 1, 3 );
ofsm << std::endl << "CelestL";
printskill( ofsm,12, 6.0f, 2.0f, .0f, 5.7f, 1, 1 );
ofsm << std::endl << "Rainbow";
printskill( ofsm, 8, 6.0f, 1.0f, .0f, 5.3f, 1, 1 );
ofsm << std::endl << "Rainb3x";
printskill( ofsm, 8, 6.0f, 4.33f, .0f, 5.3f, 1, 1 );
ofsm << std::endl << "K Smash";
printskill( ofsm,17,11.0f, 3.0f, .0f, 7.0f, 2, 1 );
ofsm << std::endl << "L Drain";
printskill( ofsm, 1, 1.2f, 0.5f, .0f, 6.4f, 2, 7 );
break;
}
}
void printpriestskill( std::ofstream &ofsm, int character )
{
switch(character)
{
case 0:
ofsm << "P Heal";
printskill( ofsm, 1, .38f, .125f, .0f, 6.2f, 1, 1, character == g_priest );
ofsm << std::endl << "Holy Bt";
printskill( ofsm, 2, 2.5f, 1.0f, .0f, 4.5f, 1, 2, character == g_priest );
ofsm << std::endl << "Silv Bt";
printskill( ofsm, 0, 5.0f, 1.5f, 4.0f, 5.8f, 1, 1, character == g_priest );
ofsm << std::endl << "HotG";
printskill( ofsm, 8,10.0f, 4.0f, .0f, 6.5f, 2, 1, character == g_priest );
break;
case 1:
ofsm << "P Heal";
printskill( ofsm, 1, .44f, 0.17f, .0f, 6.2f, 1, 1, character == g_priest );
ofsm << std::endl << "Holy Bt";
printskill( ofsm, 2, 1.6f, 1.0f, .0f, 4.5f, 1, 2, character == g_priest );
ofsm << std::endl << "Silv Bt";
printskill( ofsm, 0, 4.0f, 1.5f, 4.0f, 5.8f, 1, 1, character == g_priest );
ofsm << std::endl << "HotG";
printskill( ofsm, 8,10.0f, 4.0f, .0f, 8.4f, 2, 1, character == g_priest );
break;
case 2:
ofsm << "P Heal";
printskill( ofsm, 1, .42f, .143f, .0f, 6.2f, 1, 1, character == g_priest );
ofsm << std::endl << "Holy Bt";
printskill( ofsm, 2, 2.0f, 1.0f, .0f, 4.5f, 1, 2, character == g_priest );
ofsm << std::endl << "Silv Bt";
printskill( ofsm, 0, 3.5f, 1.5f, 4.0f, 5.8f, 1, 1, character == g_priest );
ofsm << std::endl << "HotG";
printskill( ofsm,12,12.0f, 4.0f, .0f, 6.5f, 2, 1, character == g_priest );
break;
}
}
int main(int argc, char *argv[])
{
int input;
std::cout << "Character 1: C(l)ara, (P)eter, (C)lemetas, (Q)uit" << std::endl;
input = switchinput("lpcqLPCQ1234") % 4;
if (input == 3)
return 0;
g_char1 = char1enum(input);
std::cout << "Character 2: (P)ippa, (E)dward, (Z)epher, (Q)uit" << std::endl;
input = switchinput("pezqPEZQ1234") % 4;
if (input == 3)
return 0;
g_char2 = char2enum(input);
std::cout << "Character 3: (E)isfford, (S)amuel, (M)atthieu, (Q)uit" << std::endl;
input = switchinput("esmqESMQ1234") % 4;
if (input == 3)
return 0;
g_char3 = char3enum(input);
std::string priestselect;
std::string priestselectmessage = "Blessing priest: ";
if (g_char1 == c1clemetas)
{
priestselect += "cC";
priestselectmessage += "(C)lemetas, ";
}
if (g_char2 == c2zepher)
{
priestselect += "zZ";
priestselectmessage += "(Z)epher, ";
}
if (g_char3 == c3matthieu)
{
priestselect += "mM";
priestselectmessage += "(M)atthieu, ";
}
int selection = 0;
if (priestselect.length() != 0)
{
priestselect += "nN";
priestselectmessage += "(N)obody, ";
priestselect += "qQ";
priestselectmessage += "(Q)uit";
std::cout << priestselectmessage << std::endl;
selection = switchinput( priestselect );
switch (priestselect[selection])
{
case 'c':
case 'C':
g_priest = pclemetas;
break;
case 'z':
case 'Z':
g_priest = pzepher;
break;
case 'm':
case 'M':
g_priest = pmatthieu;
break;
case 'n':
case 'N':
g_priest = pnone;
break;
case 'q':
case 'Q':
return 0;
}
}
else
g_priest = pnone;
std::cout << "Calculating and writing file... " << std::endl;
std::ofstream statfile ( g_outputfilename );
statfile << "Stats for party of ";
switch (g_char1)
{
case c1clara: statfile << "Clara,"; break;
case c1peter: statfile << "Peter,"; break;
case c1clemetas: statfile << "Clemetas,"; break;
}
switch (g_char2)
{
case c2pippa: statfile << " Pippa "; break;
case c2edward: statfile << " Edward "; break;
case c2zepher: statfile << " Zepher "; break;
}
statfile << "and ";
switch (g_char3)
{
case c3eisfford: statfile << "Eisfford"; break;
case c3samuel: statfile << "Samuel"; break;
case c3matthieu: statfile << "Matthieu"; break;
}
if (g_priest != pnone)
{
statfile << std::endl << "Blessing done by ";
switch (g_priest)
{
case pclemetas: statfile << "Clemetas"; break;
case pzepher: statfile << "Zepher"; break;
case pmatthieu: statfile << "Matthieu"; break;
}
g_lvl1bless = (int)(0.4f*20) + (int)(blessskillfactor[g_priest]*19);
g_lvl1bless_noskill = (int)(0.4f*20);
g_lvl2bless = (int)(0.4f*50) + (int)(blessskillfactor[g_priest]*30);
g_lvl2bless_noskill = (int)(0.4f*50);
}
statfile << std::endl << std::endl;
if (g_priest != pnone)
{
statfile << "\t Lvl" << g_level1 << "\tnsbless\t bless\tLvl" << g_level1 << "ns\tnsbless\t bless\t Lvl" << g_level2 << "\tnsbless\t bless\tLvl" << g_level2 << "ns\tnsbless\t bless";
}
else
{
statfile << "\t Lvl" << g_level1 << "\tNoSkill\t Lvl" << g_level2 << "\tNoSkill";
}
statfile << std::endl << std::endl;
switch(g_char1)
{
case c1peter:
statfile << "Peter:" << std::endl;
printriflemanskill( statfile, 0 );
break;
case c1clara:
statfile << "Clara:" << std::endl;
printmageskill( statfile, 0 );
break;
case c1clemetas:
statfile << "Clemetas:" << std::endl;
printpriestskill( statfile, 0 );
break;
}
statfile << std::endl << std::endl;
switch(g_char2)
{
case c2edward:
statfile << "Edward:" << std::endl;
printriflemanskill( statfile, 1 );
break;
case c2pippa:
statfile << "Pippa:" << std::endl;
printmageskill( statfile, 1 );
break;
case c2zepher:
statfile << "Zepher:" << std::endl;
printpriestskill( statfile, 1 );
break;
}
statfile << std::endl << std::endl;
switch(g_char3)
{
case c3samuel:
statfile << "Samuel:" << std::endl;
printriflemanskill( statfile, 2 );
break;
case c3eisfford:
statfile << "Eisfford:" << std::endl;
printmageskill( statfile, 2 );
break;
case c3matthieu:
statfile << "Matthieu:" << std::endl;
printpriestskill( statfile, 2 );
break;
}
statfile.close();
return 0;
}"
Mark Pay (2007-06-19)
Hi Boksha!
Thanks for posting this, it's very interesting. You must have put a lot of work into it. What does 'ns' stand for in the column headings?
I find game mechanic analysis fascinating stuff. I've been doing some for TSE-2, mainly with spreadsheets, to try and balance skills and skill progression. Often this doesn't work out quite how you hope when you play with the final result in game.
Boksha-tse (2007-06-20)
nsbless means blessed by a priest who invested no skill points in blessing (ns stands for No Skill). Something like Lvl20ns means having a party level of 20 but having no skill points invested in that skill. I wanted to know how useful moves would be when you don't invest skill points in it; you can see for example that Rainbow is much weaker when you don't invest skill points in it than Chain Magic, so when you're fighting NX enemies with a mage that has all skill points on Kinetic Smash, Chain Magic is the better backup spell. When choosing between skills that deal a different type of damage it might also be a good idea to choose the skill that relies most on investing skill points so your backup move suffers less.
I included the nsbless column to see if it's worth using bless anyway even if you didn't invest skill points in it. (for example when your only priest isn't really good at blessing, like Clemetas)
cruz-tse (2007-06-28)
Question time!
1: how did you do this?
2: why did you do this?
3: how long did it take?
Problem Please Help
ajk123
ajk123 (2008-01-01)
:( i have a slight problem, when i play spirit engine, after a certain amount of fighting and battling * same thing really lol* i encounter an error saying it needs to close i have downloaded the upto date version 1.04 but to no avail if anybody can help as it is ruining a really alround good game thanks. aj
Hermit (2008-01-01)
Hi AJ,
I'm having a similar problem with TSE. After about 20 minutes of straight battles, the game crashes suddenly, though, there is no notification to upgrade the game to 1.04 for me. Are you completely up-to-date with TSE? If not, here's a few links directly from the TSE1 site for you to download to patch your game to the newest version:
V.103 - 104:
http://www.thespiritengine.com/Files/TSEp103to104.exe
V.102 - 103:
http://www.thespiritengine.com/Files/TSEp102to103.exe
V.101 - 104:
http://www.thespiritengine.com/Files/TSEp101to104.exe
Copy and paste the links into your browser address bar. If you do have the latest version of the game, you'll probably be getting a crash glitch anyways. The best way to avoid this is to save every few battles (I suggest every 2 battle maps) and to quit the game and relaunch it again. It can be a hassle, but at least it fixes the problem.
I recall a post in which a user asked for a copy of TSE1 without any music implemented, this seemed to fix the crash problem. Perhaps you could ask Mark to give you a link to that copy, if he still has the file, I'd like to have a copy myself as well.
Hope this helps,
Hermit
ajk123 (2008-01-01)
thanks for that yes im currently upto date with tse thank mate, ile ask mark for a copy of the link ile see if i can get one aswell for you
Hermit (2008-01-02)
Glad I helped :D
You'll probably want to make a different thread specifically asking for that version of TSE. You'll likely not get a reply until tomorrow, since Mark usually only comes on in the morning.
Mark Pay (2008-01-02)
Hi there. The version with the music removed can be found here:
www.thespiritengine.com/Files/TSEBuild0615musicstrip.exe
It sucks to lose the music. :( The next best thing would be to download the OST from Josh's site at http://tse.syntesis.org/ and play it in the background.
ajk123 (2008-01-02)
thanks mark i really owe you one my friend i can now get back to your excellent game.. thanks again and happy new year to you :D
TwiTerror (2008-01-02)
Hey guys.
I am entirely responsible for this bug, and I express my sincere apologies to you as you continue through this amazing game. Fortunately, TSE2 has a completely new audio engine that has been beta tested for over 10 months, so all of the troubles will be absent (until you guys find some new ones :P).
~ Josh
ajk123 (2008-01-02)
AHHHH! Another Glitch in the Music Strip oh no!, i play through the game, and as i play with no music, the sound glitches and you have to move the mouse in order to continue the game i dont know why this game has so many problems, has anybody else encountered this problem??
Hermit (2008-01-02)
Thanks for providing the music strip, Mark :D
I've played most the game through without any crashes, wonderful :D.
TwiTerror (2008-01-02)
I have no idea why the sound would stutter or cause problems, I was not involved in the design of the sound engine. That is all MMF stuff.
Mark Pay (2008-01-02)
Are you using Windows Vista ajk123? Also, did the sound stutter with the previous version of the game which had music?
ajk123 (2008-01-03)
no mate im using the windows xp proffesional on my laptop, the problem is as follows:
everythings fine i kill the first wave after you start at the giants cradle, (fine)
i kill the next wave then it repeats the sounds of the dieing and gun firing constantly, then it stops, i move the mouse in the game and everything speeds up im like WOW! hang on! lol,
i have played upto 3o mins trying to solve the problem, seing if its my pc spec or sound card nothing everythings working fine, i just dont understand it, i hope there is a way to solve this because im anxious to complete it having downloaded this game 2 years ago lol, and am waiting in anticipation of your next venture, seen the clip on youtube of the fight sequence excellent graphics, excellent usage, excellent everything :D, i just wish this game would work lol i solve one problem and another one crops up typical... AJ
Hermit (2008-01-03)
You could try reinstalling TSE, that may work :D
Mark Pay (2008-01-03)
Hmmm. Well I'm glad it's not Vista, that would complicate things. As Josh said, the sound engine in MMF is unfortunately beyond our control.
I am currently looking at replacing the music plugin with a more up to date version and releasing a patch since I have some time free at the moment, but there is a lot to do for this. If it works I will rebuild the game in the current version of MMF 1.5 and this might help your sound stutter as well as the music related issues. I am sad to say that beyond that, I am not able to do much more about sound effect issues. I intend to buy a copy of MMF 2 this month, but I do not expect to be able to build either TSE 1 or 2 in it without creating a lot of new issues.
Could I confirm that you did not have this sound stutter in version 1.04 when you played it on the same computer?
ajk123 (2008-01-03)
hey ive had no problems so far ive been on it today everything seems to be working fine for the moment mark, ive played it on my pc and it doesnt work, the sound issues continue, but so far on my laptop its oky.. strange lol, i hope it continues to work fine... fingers crossed :?
ajk123 (2008-01-03)
and it is version 1.04 which has the problem mark,
TwiTerror (2008-01-03)
Well hey Mark. I'm glad to hear you're intending to go to MMF2, I think you'll be pleased with the conversion process. What extensions are you using that you expect trouble with?
Mark Pay (2008-01-03)
I was expecting most problems to come with the MMF engine itself, or internal objects that don't get much attention ( I am overly fond of Active and background system boxes ).
There's some little workarounds for MMF 1.5 quirks in the code. And even if those also convert perfectly, something is bound to go wrong somewhere. Converting TGF/Cnc to MMF 1.0+ was ugly, as even things like the built-in movements were different.
I'm not just worried about the obvious stuff, but new bugs that I might not notice for weeks or months.
I don't really want to make the conversion unless I need to ( Vista compatability concerns mainly. Unfortunately Clickteam dropped MMF 1.5 just before Vista was released. ) and even if I do, I'll try and keep the development copy in MMF 1.5.
Jimbob (2008-01-03)
Have you considered that it might be the version of cncs232.dll being the problem? I know there have been a lot of updates and changes to the overall framework of MMF so this could be it. Just recently I tried playing an old Derek Yu game (Snowbrawl) that looked horrible with the dll in the zip file, but I grabbed one from a newer MMF1.5 game and it worked fine on my new computer (still WinXP tho'). Something to try perhaps?
I just started up TSE1 again and it did crash for me when entering Giant's Toe (after a battle) after beating the Grundlekrunk. Luckily I saved after beating the Grundlekrunk so after a reload, it hasn't crashed again yet...
EDIT: Spoke too soon, crashed about halfway through the Torchlit Catacombs after a battle. I've pasted a newer DLL in (the old one was 2002, this one is 2003) so we'll see what happens.
EDIT2: No such luck, although this time it crashed when exiting the Arachnid's Grove :S, not after a battle.
EDIT3: I'm timing how long I get to play now, and it took 35mins to crash after the first battle in the Government building. I'll try finish it off later...
Mark Pay (2008-01-04)
I've put together a potential update. Sharpshoot direction is fixed and the mod plugin is updated. The code is an awful mess and I broke and fixed some stuff, so I'm not sure how well the result works.
I'd appreciate it if anyone could try the following build out and look for crashes and any new bugs. ( I find playtesting it painful, it's so old and bad :) ) Unzip into your TSE folder and run the new .exe
http://www.thespiritengine.com/Files/tse105beta.zip
ajk123 (2008-01-04)
ahhh, even worse, the combat system is completely mucked up, started from the beginning and you just keep walking through the enemies it says victory all the time lol
Mark Pay (2008-01-04)
That's not a problem, I can fix that. Did it crash or stutter?
ajk123 (2008-01-04)
it didnt crash, you still played the game, but the enemies didnt die, you shot at them as soon as the shot was fired it said victory even tho none of the enemies had died lol strange
Mark Pay (2008-01-08)
Was anybody else able to test out the test build at http://www.thespiritengine.com/Files/tse105beta.zip which I posted last week and see whether it solves crash issues? I have fixed the issue with combat on the first two levels.
Hermit (2008-01-09)
Seems fine so far, I haven't played the whole game through, yet, though. If I find a glitch, I'll take a pic of it and add it to this post.
Edit: Completed the game through worlds 4 and 5 without any problems, then made a new party to start on world 1, and, well... doesn't look like you fixed the combat glitches on world 1 yet, Mark:
http://img152.imageshack.us/img152/9295/tse1xn4.th.png
The very first battle glitches as soon as you win it (that's right, both enemies die before any error occurs this time). Every time you click to continue, the party goes back into battle animation for a second, then switches back to victory animation right after.
Another edit: But wait, hold the phone! I loaded my pure magi party that's on giant's toe, and I've gone through every battle on the mountain with no problems, very strange! Hold on before you make anymore edits Mark, I'm going to go through every battle on world 1 and see if the first battle is the only one that crashes.
Yet another edit: The Prairie Trail and Dusty Valley are full of glitched battles. The rest of world 1 is fine (I was able to check Homestead's NPCs for glitches as well, everything's fine there, thank god for area skipping>> :D), I'll let you know if I find anything in world 2 or 3.
Final edit (I mean it :D ): All battles are fine in world 2 up to Arachid's Grove, where the game either crashes on the beginning dialog or after the first battle is won.
I'm starting to think to myself: "why are all these problems happening just because the music has been taken out of the game?", doesn't make any sense to me.
PS. I miss the music! :( However, I like the beginning music you added, he he :D
Mark Pay (2008-01-10)
Thanks very much for testing this Hermit, it's a great help. I'll see if I can look at the areas which still have problems. The old code is a real mess, and MMF's lack of decent global code management is making this a lot harder than it needs to be. :(
Myrph (2008-01-27)
I recently started playing the game afresh, having downloaded the latest version of the game onto my brand new, flashy PC... It was okay for a while, but then I got to the Grundlekrunk, died, started doing some major levelling-up to get to a point where I could defeat it, but discovered that after going through Haily's Glen a couple of times (raising my level 1 or 2 times) the game crashed and I lost all progress I'd made since I last saved.
Are either of the updates/fixes available through this thread advanced enough to allow me to play through from this stage without these glitches (and preferably no new glitches ;p)?
Mark Pay (2008-01-28)
Does the game exit straight to desktop with no error message? It could be the anti-cheat code, which hasn't really been anything other than a nuisance to players and I ought not to have included. It is still in the updated versions.
It checks for unusually high levels and in this case it may be set too low and triggered by a level which is actually achievable without cheating.
Myrph (2008-01-28)
No, I get a message that the engine has crashed and is forced to close. I'm only getting up to level 8 ish anyway!
"Multimedia Fusion Stand Alone Application has encountered a problem and needs to close. We are sorry for the inconvenience.
Error Signature -
AppName: the spirit engine.exe AppVer: 2.5.111.0 ModName: modfusion.cox
ModVer: 1.0.0.0 Offset: 0001ede1 "
This file data was included with the error report...
"<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="The Spirit Engine.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="cncs232.dll" SIZE="285696" CHECKSUM="0xF22528C9" BIN_FILE_VERSION="2.5.109.0" BIN_PRODUCT_VERSION="2.5.109.0" PRODUCT_VERSION="2;5;109;0" FILE_DESCRIPTION="Multimedia Fusion Runtime Library" COMPANY_NAME="Clickteam" FILE_VERSION="2.5.109.0" INTERNAL_NAME="CNCS232" LEGAL_COPYRIGHT="Copyright © 1996-2002 Clickteam" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.5.109.0" UPTO_BIN_PRODUCT_VERSION="2.5.109.0" LINK_DATE="07/11/2002 11:57:08" UPTO_LINK_DATE="07/11/2002 11:57:08" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="The Spirit Engine.exe" SIZE="27310737" CHECKSUM="0x36AD2C42" BIN_FILE_VERSION="2.5.111.0" BIN_PRODUCT_VERSION="2.5.111.0" FILE_DESCRIPTION="Multimedia Fusion Stand Alone Application" COMPANY_NAME="Clickteam" FILE_VERSION="2.5.111.0" ORIGINAL_FILENAME="cncrt32.exe" INTERNAL_NAME="CNCRT32.EXE" LEGAL_COPYRIGHT="Copyright © 1996-2002 Clickteam" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10001" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.5.111.0" UPTO_BIN_PRODUCT_VERSION="2.5.111.0" LINK_DATE="10/31/2002 07:40:46" UPTO_LINK_DATE="10/31/2002 07:40:46" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="The Spiritual Compendium.exe" SIZE="1051734" CHECKSUM="0x36AD2C42" BIN_FILE_VERSION="2.5.111.0" BIN_PRODUCT_VERSION="2.5.111.0" FILE_DESCRIPTION="Multimedia Fusion Stand Alone Application" COMPANY_NAME="Clickteam" FILE_VERSION="2.5.111.0" ORIGINAL_FILENAME="cncrt32.exe" INTERNAL_NAME="CNCRT32.EXE" LEGAL_COPYRIGHT="Copyright © 1996-2002 Clickteam" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10001" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.5.111.0" UPTO_BIN_PRODUCT_VERSION="2.5.111.0" LINK_DATE="10/31/2002 07:40:46" UPTO_LINK_DATE="10/31/2002 07:40:46" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="Uninstal.exe" SIZE="75347" CHECKSUM="0x79A2195D" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="10/14/2003 07:45:14" UPTO_LINK_DATE="10/14/2003 07:45:14" />
</EXE>
<EXE NAME="ModFusion.COX" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="ModFusion.cox" SIZE="149506" CHECKSUM="0xFA10048D" BIN_FILE_VERSION="1.0.0.0" BIN_PRODUCT_VERSION="1.0.0.0" PRODUCT_VERSION="1, 0, 0, 0" FILE_DESCRIPTION="ModFusion" COMPANY_NAME="Syntesis Entertainment" PRODUCT_NAME="" FILE_VERSION="2.00" ORIGINAL_FILENAME="ModFusion.cox" INTERNAL_NAME="MODFUSION" LEGAL_COPYRIGHT="Copyright © 2003 Josh Whelchel" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10001" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x29ACC" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.0" UPTO_BIN_PRODUCT_VERSION="1.0.0.0" LINK_DATE="11/22/2003 23:33:04" UPTO_LINK_DATE="11/22/2003 23:33:04" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="984576" CHECKSUM="0xF0B331F6" BIN_FILE_VERSION="5.1.2600.3119" BIN_PRODUCT_VERSION="5.1.2600.3119" PRODUCT_VERSION="5.1.2600.3119" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3119 (xpsp_sp2_gdr.070416-1301)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF9293" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3119" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3119" LINK_DATE="04/16/2007 15:52:53" UPTO_LINK_DATE="04/16/2007 15:52:53" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>"
whether any of that will be of any use to you, I don't know ^^; just thought i might be useful to include it though...[/quote]
TwiTerror (2008-01-29)
Haha, the problem is due to a very weird bug in ModFusion that I could never reproduce, and thus not fix. The good news is that the new sound engine has been tested on over 100+ computers with no problems to date. (:
ajk123 (2008-01-29)
Just brought a new dell pc, and yes it works not had a problem in ages, just fully downloaded tse 1.04 again with music and works fine, fingers crossed it continues to work :? :lol:
Mark Pay (2008-01-30)
Myrph, unfortunately the only way to get around that problem at the moment is to use the music-less version ( www.thespiritengine.com/Files/TSEBuild0615musicstrip.exe ) or try running it on another PC.
I have tried setting TSE-1 up to run with an updated version of the mod plugin but the bad state of the old game code means that I have created as many problems as I have solved so far.
Myrph (2008-01-31)
Darn, that sucks...
Oh well, at least I've downloaded the soundtrack, so I can listen to that at the same time ;p
monsoonasiian (2008-02-01)
i have an issue with the no soundtrack tse version when i fight something, the opponents attack sound would repeat over and over even when i escape the game to the main menu and the game freezes unless i keep switching can characters around can anybody help :( :( :(
YanPL-tse (2008-02-07)
Bug in version 619 - some weird error in world two after freeing Adrian's soul. Windows blames it on modfusion.cox
The bug repeats; in fact, each time I win two battles or exit area after winning first, the bug occurs, game crashes and some debug-related data is shown. I didn't messed up with savegame and I didn't over-trained my party so that's not the reason. It just happens when I play.
Mark Pay (2008-02-09)
monsoonasiian - I am afraid there is nothing that I can do about such a problem with sound effects, as it is an issue between the underlying MMF 1.5 runtime and your PC. I can only advise trying to find another PC to play on.
YanPL-tse - Was 619 the beta version I put up with the updated version of Modfusion? It is really hard for me to assess how effective these fixes are because I can't recreate the crashes myself on any of my PCs.
The modfusion.cox crashes are rather perplexing. I am wondering whether it is an issue with modern PCs/versions of Windows, because I don't recall the issue ever coming up during testing before the release ( because we sure as hell would have noticed it ) and don't remember many if any reports of this in the year after release. The newest PC I have at home here to test on is almost 4.5 years old itself.
monsoonasiian (2008-02-09)
well i've been using my new laptop latley since my old computer chrashed anyway my new laptop has got the latest windows xp home edition anyway i never had that problem on my old computer it's a pretty werid bug. my old computer is fixed and i've justed installed Vista home premium it looks ok i just really wanna get the most up to date version of TSE :D :D please i just don't want to install the old dodgey version on my old PC User CD well yeah thats about it :D :D
Mark Pay (2008-02-11)
The most up to date version should still be 104, available at http://www.sendspace.com/file/l1lqxb. The other versions in this thread are beta versions where I have been trying to ( remotely ) debug the music issues.
I'm sorry that you've been having trouble with the game. It is hard for me to fix these issues with the limited resources I have at home. :(
Is it your Vista PC on which you are experiencing the sound effect problems? I have read occasionally of similar Vista sound issues with Eternal Daughter, a popular freeware platformer also written in MMF 1.5
YanPL-tse (2008-02-11)
well, my bug is rather kinda not related to OS, since I'm still using w98se. New games are also playable, but i'm not sure about if I've started over again and got to same location i'd got the same bug.
Mark Pay (2008-02-11)
YanPL - I expect that restarting the game would make no difference. You might have to use beta 615 ( www.thespiritengine.com/Files/TSEBuild0615musicstrip.exe ) to get through such sections.
I need to take a look and see whether these crashes happen on all machines and whether they can be avoided by rewriting the code calling the music. It's painful, I cannot bear to look at TSE-1 any more. ;) A lot of playtesting would be required and I don't want to release it as an offical patch until I know that it works properly.
Fun stats: Windows visiters to tse.com ( % of total Windows users ):
XP - 76.7 %
Vista - 10.4 %
2000 - 2.1 %
98 - 1.8 %
There were even 19 hits from Windows CE, which I thought was cool. :D
Myrph (2008-02-11)
Hooray for windows CE! I still have a palmtop floating around here that uses that OS... I really ought to dig it out again! It was fun! ;p
YanPL-tse (2008-02-11)
hooray for w98! it's still most bugless of all releases of windows. Other computers in my home which use XP got some "hacked by godzilla" and spam/trojan/steal/adware viruses, when my old system is not clever enough to run them.
ze10 (2009-06-28)
I was wondering if the sound bug is fixed or if it's in the way of getting fixed. This game is nice and I wish to play it with music...
Mark Pay (2009-06-28)
I tried to fix this last year and failed. So much difficult work would be required to try again with no guarentee of success. I would like to try but the time and the willpower are not available to me now. :( I'm sorry about this.
ze10 (2009-06-28)
That is too bad. I really wanted to enjoy this game to its full potential. Afterall, it's rare to see a free independent game with such quality. =(
Guess I'll have to go with the "music-less" version.
Setting a Release Date
Mark Pay
Mark Pay (2008-06-16)
I rejoined the ranks of the unemployed last week, which was inconvenient. But with TSE-2 finally in a pretty solid state, now must be the time to get it released.
I'm setting a release date and sticking to it. It'll be the 30th of July.
It will be a commercial release ( with a modest price, whose value I am still not 100% sure on )
I am nervous, verging on terrified about doing this. It's a lot of responsibility to sell a software product. Will people even like it? I hope so.
I'm no salesman either, and I'm not very vocal, so I'm relying on the game itself to do a lot of the talking for me when it is released.
Certainly I am keeping my expectations low, trying to stay calm and get the job finished.
This is going to be a bit of an adventure! I would like to thank all of you for your support in these forums ( and Natomic's, way back ) I'm trying hard not to let you down.
I'll turn this into a news page post in a while. I never like updating that thing. :)
There ought to be more interesting stuff to come over the next month and a half.
Myrph (2008-06-17)
Woo! Can't wait! This'll be awesome!
That should give me 10 days to play it before I fly out to Tanzania!! wooooo!
ROD (2008-06-17)
:D
I´m terrified, too (*already worrying about insomnia to come*)
GiB (2008-06-28)
Only one month!I just cant wait for it :!:
LachlanDavis (2008-06-29)
Aw dang.... right before my HSC
... Study or Play
... Play or Study
Yeh im going to have to go with play....
Mark Pay (2008-07-01)
Thanks guys. It's going to be a busy month. :D
Chronos (2008-07-03)
I can't WAIT! It's been so long since I've played a
good rpg. they're so hard to find :( (the last one was probably matt's 'An untitled story')
and the tse2 screenshots do nothing to calm me down :shock:
and thankyou soo much Mr.Pay! i'll learn how to buy over the internet somehow! ^^
...
actually i still haven't finished the last dungeon in cave story.... :oops:
LachlanDavis (2008-07-03)
Lets start a countdown, 27 days...
Mark Pay (2008-07-04)
26 :)
One of the things I've been working on over the past few days has been an updated credits, which are turning out to be rather epic, with a specially written track from Josh. Everyone who donated to the cancer drive gets a mention there. We said we would!
http://www.thespiritengine.com/Images/Additional/credits2.png
LachlanDavis (2008-07-05)
I love the background art. It reminds me of studio ghibli films.
GiB (2008-07-05)
25 days until blowing up my machine from playing :)
LachlanDavis (2008-07-05)
I have a question, how big will the download be? It shouldnt matter much for me because the release comes at the end of the month so it doesnt matter if it pushes me over.
Mark Pay (2008-07-05)
Looking at the current build, I would expect 250-300 MB
ROD (2008-07-06)
24 - that´s the first time ever that I´m waiting for a new game release.
All the games I played have been already old - by the way: what are minimum system requirements? *holding my breath*
Mark Pay (2008-07-06)
I was originally aiming to have the game playable on a 900mhz machine. During the long development my current machine ( Athlon 3000XP ) has slowly slipped into obsolescene and so I relaxed my minimum requirements a little.
I haven't tried the latest build on my old computers now that I've migrated to MMF2. I seem to be getting higher frame rates on this machine. There is also the possibly of hardware acceleration for the graphics some time after release ( if Clickteam ever get it out of beta ¬_¬ ) which would help greatly on older PCs.
Basically, if you bought your computer (new) in the last 6 years, I think it'll run fine. I'm looking to release a 1 level demo next week ( I meant to this week, but it slipped ) so that people can test for compatability issues.
PS - Is anybody else getting DEBUG errors when they post in this thread? It seems there is a problem with email notifications.
ROD (2008-07-06)
"
PS - Is anybody else getting DEBUG errors when they post in this thread? It seems there is a problem with email notifications."
yes, in other threads as well - strange
GiB (2008-07-07)
[quote="Mark Pay"]Basically, if you bought your computer (new) in the last 6 years, I think it'll run fine. I'm looking to release a 1 level demo next week ( I meant to this week, but it slipped ) so that people can test for compatability issues.
[quote]
23 This week - a demo?YEAH!
TwiTerror (2008-07-07)
The one level demo would be more of an engine compatibility test just to make sure things work, not a demo in the sense that you'll get much (or any) of the story and true excitement. A more formal demo will be released alongside the game (I believe, but don't quote me on that).
GiB (2008-07-08)
"The one level demo would be more of an engine compatibility test just to make sure things work, not a demo in the sense that you'll get much (or any) of the story and true excitement. A more formal demo will be released alongside the game (I believe, but don't quote me on that)."
The only important thing for me is the demo - is it compability test or not, there is absolutely no importance.
Myrph (2008-07-08)
22 Nooo!! I'm gonna miss the release!! Darn the fact I'm in Africa for the next month or so!
I'm definitely buying this as soon as I get back! (assuming I have sufficient funds in the bank account to do so...)
TwiTerror (2008-07-10)
System Requirement update:
I've been able to play the game on my dad's ANCIENT desktop PC that barely has 512mb of RAM in WinXP. (Now granted its WinXP, but if you remember 512 was considered low for XP back then... so in Win98 it'd probably run smoother on that low of RAM).
GiB (2008-07-12)
When the compability test is going to be released?Is it known any date :?: :/
Mark Pay (2008-07-12)
I put it together yesterday. I've been checking some new code before I release it. It should be later today or tomorrow morning.
Mark Pay (2008-07-12)
The compatability test is now available at [url]http://www.thespiritengine.com/Files/TSE2-DemoA.zip
Please bear in mind that this is a test. It is a level recently added to the early game to improve pacing between two dialogue-heavy areas. I ripped out everything else and included an average party.
Combat controls:
------------------------------------
- Left click a character to send them to the front, middle click to send them to the back.
- Hold RMB over a character to bring up a quick-skill select menu.
- Left click on a skill button at the bottom to activate it. Right click to bring up a menu to assign a skill chain to this button.
- Left click the pause/play buttons to stop or start a character acting.
Hopefully you can figure out the rest. :D
Let me know your thoughts, and of course any bugs and how well it runs on your machine.
ugraugra (2008-07-12)
Some bug appears
AppName: stdrt.exe AppVer: 3.0.247.0 ModName: ntdll.dll
ModVer: 5.1.2600.2180 Offset: 0001142e
/edit
What the hell is that resurrection thing? I don't like it :lol:
Chace (2008-07-13)
Hey Mark. I'm not sure if you remember me. I was an old Natomic Forums member. I interviewed you on Klik-Me way back when. I just saw the release announcement and felt compelled to type this.
I loved TSE1 and I've been waiting for the sequel like an impatient puppy ever since. :P Its amazing to see how you've stuck with it for the last five years - an inspiration not just to indie developers but people in general. If The Spirit Engine II is anywhere as enjoyable as its predecessor, the game will sell itself, and there's no reason why you shouldn't make a ton of money. :wink:
I wish you all the best and hope everything goes smoothly leading up to the release.
Drooling fan
Chace
GiB (2008-07-13)
WoW!Its awesome!Thanks, Mark!Now I have a game to play til 30th July :)
It work fine for me, with one exeption, when once Ive started a battle the battle music dont start, but old one continued and windows told me there is an error, but the game worked normally.However the windows automaticly shut it down after a while.
I cant see any spirit.Is it invisible this time? :P
TwiTerror (2008-07-13)
"WoW!Its awesome!Thanks, Mark!Now I have a game to play til 30th July :)
It work fine for me, with one exeption, when once Ive started a battle the battle music dont start, but old one continued and windows told me there is an error, but the game worked normally.However the windows automaticly shut it down after a while.
I cant see any spirit.Is it invisible this time? :P"
GiB, this could be a music related issue or a battle issue. Does the music work normally throughout the rest of the demo. The menu should play a sort of ambient nature-type music, and there should be fades between most tracks.
Could you please let us know what Operating System you're running on?
Thanks
Josh
GiB (2008-07-13)
""WoW!Its awesome!Thanks, Mark!Now I have a game to play til 30th July :)
It work fine for me, with one exeption, when once Ive started a battle the battle music dont start, but old one continued and windows told me there is an error, but the game worked normally.However the windows automaticly shut it down after a while.
I cant see any spirit.Is it invisible this time? :P"
GiB, this could be a music related issue or a battle issue. Does the music work normally throughout the rest of the demo. The menu should play a sort of ambient nature-type music, and there should be fades between most tracks.
Could you please let us know what Operating System you're running on?
Thanks
Josh"
This was a once from many battles.I believe if it wasnt windows itll continue to work normally exept the music which didnt start.
OS:Windows XP professional version 2002 service pack 2
Computer: Intel(R) Celeron(R) M CPU
430 @ 1,73ghz 0,99GB RAM
Mark Pay (2008-07-13)
Thanks for the feedback folks. It would help if you could give us as much information as possible about any crashes, especially your OS, the error displayed and the exact moment that it occurs. We haven't had any crash issues on our test machines, so you are our only source of information.
Hey Chace! :D Good to see you again! Thanks for the kind words. I hope you enjoy the finished game.
Rogue (2008-07-13)
I'm pretty sure that the bug that some people are running into is music related. It's happened to me right when finishing a battle, when exiting to the title screen, when dying, a few seconds after starting a new game, and when changing the music volume in the options screen. Every time a new song was supposed to kick in.
It seems kind of random, and it only seems to occur after I've gone back to the title screen from the game. I can also keep playing after the message appears, but it freezes up when I get to another point where the song changes. I can reproduce it pretty consistently, so if you could make a version without the music, I could test it.
Otherwise it runs perfectly.
I'm actually running it on a Mac using Parallels Desktop. So I'm running Microsoft Windows XP Home Edition Version 2002 Service Pack 2 on a virtual computer with an Intel(R) Core (TM)2 Duo CPU T7700 @ 2.40GHz, and 512 MB of RAM on a real computer with 2 GB of RAM running Mac OS X Leopard. I also have this weird problem with the original Spirit Engine that I think has something to do with Parallels Desktop, where the frame rate and music is inconsistent in speed. I found a workaround where If I load it up multiple times and have them running simultaneously I runs fine.
As for the game itself...
It's pretty fun! I think that my favorite thing compared to the original is the refund points! I also like how in this one the different classes seem to compliment each other better. Being able to select individual attacks instead of just chains is cool too. I also noticed that you seem to have put some effort into making the players and the enemies on the same scale health and mana wise, which is something I like. Makes the game just a little more immersive. The increased complexity is good, but juggling all this stuff at once might put off some beginners. It's somewhat balanced out by the ability to adjust the speed and pause mid combat.
I'm kind of mixed on the new art style myself. It looks fantastic and is more artistically impressive, but I kind of liked the brighter, more energetic look of the first one. I also liked how you could see the bullets flying towards you're enemies. Just seemed more satisfying.
I'm looking forward to the full version regardless.
ROD (2008-07-13)
Having a busy weekend I didn´t have too much time, but anyway... I did it.
General: it already seemd to me (from reading the "manuals") that combat is more difficult and complicated than I am used from TSE. Well, to me it is, but not complicated enough to keep me away from staying with it and trying.
I lost the second battle several times but did not get frustrated with a lot of things to try. Now I got through but still don´t feel familiar with the combat system (Don´t know yet what made the difference, maybe just luck?.) It was kinda challenging - I feel good!
:D
Looking forward
Technical:
Game crashes every time after a lost battle:
there´s the defeat-sign (with smirking monsters) then the screen with the graves and then a windows failure message: "a problem occured and the program has to be closed", then it doesn´t close but the Menu appears but no programm feedback and I have to close via task manager and start the game again to replay (which I did everytime - that´s something!)
Music seems to work fine (ambient Menu music, Battle music, fading etc.)
edit: oh, after finishing I visited "change options" and changed some of the visual settings (don´t remember just fumbled), restarted and then it crashed right away (never did that before, only after defat as mentioned). that was just before I posted - and now my bed is calling deafening...
edit2: my system: WinXp professional (sp2)
Mark Pay (2008-07-13)
Many thanks Rogue and ROD, that's some great feedback. I appreciate all of your help with this, it sounds like it is a widespread issue. Aren't PC's fun? :D
Following on from Rogue's suggestion, here is a version of the demo .exe without music. It should be placed in the same directory that you unzipped the original demo to.
[url]http://www.thespiritengine.com/Files/TSE2-DemoANoMusic.exe
Let's see if we can figure out what's going on with some good old fashioned trial and error.
The combat probably does end up rather more complex than the original game. I hope that the speed controls and difficulty levels help to compensate for this.
This level is some way into the game, after the tutorials and the easy introductory levels, so it is throwing you into the deep end a little!
I can totally appreciate how folks might prefer the brighter graphical style of the original game. The new style fits the overall tone of the second game better, and I feel it is for the best.
Rogue (2008-07-13)
I don't know about anyone else, but I haven't been able to crash it with the version without music. Like I said, it never seems to crash unless I've exited to the title screen from the game at least once, so it might have something to do with that. It also might have something to do with data that's not initialized before being used, or data being disposed of more than once. Some computers handle memory differently, causing problems on some computers that don't occur on others. This is just a guess though. This seems similar to a bug that was in the original Spirit Engine that had to do with the music. Are you using the same or similar music implementation? There could be something wrong with it.
Oh, and I'm not complaining about the new look at all. It's looks fantastic and I'm sure it'll fit the game more. I just think it loses something in the process. Like I said, I'm mixed about it. :)
Mark Pay (2008-07-14)
Thanks Rogue, that's great.
I just got it to crash myself, which is good news! ( It crashed when leaving the defeat screen, and this seems fairly reproducable )
I suspect it may be something to do with the music archive code which has been added quite recently. The technical details here are Josh's department, but if we're narrowed it down that'll be a great help.
TwiTerror (2008-07-14)
OOOOOkay guys! It looks like my fault! (;
Here's the full news about the music engine:
It is COMPLETE rewritten from TSE1. Hundreds of people are using the same engine in MMF2 (and Clickteam contracted me to write it), and it was beta tested for several months.
This means that the bug is coming from the music packaging. Before the build was made, I had to make a quick change, so it should be pretty easy to narrow down and fine.
We'll have an update ASAP. Thanks again guys!
EDIT:
I've been able to reproduce the bug. I think it's got a bit to do with how this demo is setup specifically, in that there is no music playing on the information screen in the beginning. In the builds that I have, music plays there, and therefore the master music file is loaded once. The bug (regarding the one that happens if you go to the title screen then play) is definitely from a last minute change I made and I know why it's happening. (The master music file contains encryption and such, and when you go to the title screen it looks like it's throwing it out while it's still playing... no matter). Anyway, because the version I had always did the loading once and never repeat (unless you restarted the game, which there is a failsafe for) I didn't even think to protect from calling the load t2m file twice. :P
Anyway, this music system is entirely different than the one in TSE1, so those problems should be unrelated.
GiB (2008-07-14)
The music bug for me was single and I dont expect to occur again.I can still play original demo.But I think I find an another one.There should be 10 skills in a chain, but I can put only up to 9.Can someone other to try can he put 10 skills in a chain?
Mark Pay (2008-07-14)
Thanks for getting on top of this so quickly Josh! I've updated the build at:
[url]http://www.thespiritengine.com/Files/TSE2-DemoA.zip
If you redownload it, please let us know if this fixes the crashes, or if they continue.
It looks like the problem was a mix of a slightly outdated version of the music plugin and some compensatory code that wouldn't have been in the final game anyway.
The lesson is - that one small addition that you make just before release and don't fully test will break the minute it goes live. :)
GiB - The last entry in a skill chain is always 'Restart' ( the icon with 2 arrows pointing to the top-left corner )
Hopefully nobody will need more than 9 skills in a chain. The most I have ever used is 5 I think. Any more than that would probably be unnecessary in battle. Thanks for reporting it though, let me know if you find any other issues.
LachlanDavis (2008-07-14)
Win XP
2ghz Intel Single Core
512 Ram
NVIDIA G Force 4 MX
Issues:
1) Game ran smoothly. However the mouse lagged when I moved over the screen while in the in-game menu. The mouse was fine in game. (Fixed, I turned off the menu GUI settings)
2) I played the first time in windowed mode, it was fine. I played again in full screen mode and the game ran fine. When I closed the game my refresh rate had changed to 60hz (I was on 75) and all my desktop icons were moved. It also unlocked my taskbar, which had a lot of shortcuts on it and shortened it. I tested it a couple of times and every time I load it up in full screen mode it changes my refresh rate.
However I like the new battle system. I like the fact that your characters re-spawn after a certain amount of time. I also like the refund points, I do still hope that there will be opportunities to fully reset your character throughout the game.
BTW - recently moved to Firefox over IE, And i cant log in to this forum on firefox. Ive tried the forgot password activating thing, didnt work.
Jimbob (2008-07-14)
Strange, I can log in with Firefox.
I got the shifting icons thing as well, didn't realise it changed the refresh rate as well :S
Rogue (2008-07-14)
Well, it doesn't crash for me anymore! So yeah, it seems you fixed it.
How exactly do you earn refund points? I earn 2 by playing through the demo. Is it just from getting experience points?
Is 5 the maximum skill level, or does it increase as the game goes along?
And can you target specific allies for bless without having to use a skill chain? Granted, it's the only skill that seems to require a friendly target.
For those of you who didn't know, you can set the difficulty level by selecting Party in the status menu. Absurd mode didn't quite seem as absurd as I would like it, but that will probably change when fighting some of the tougher bosses.
ugraugra (2008-07-14)
Nice, no more crashes in newer version. I have no problems now, everything works :)
winXP, core2duo, radeon 3870
TwiTerror (2008-07-14)
Hey guys!
Thanks a lot for the input. I'm glad to know the music issues are resolved.
I'll leave Mark to comment on the fullscreen issue, I've never had enough icons on my desktop to notice the problem. (oops!)
I believe the refund points are proportional to the amount of levels you gain. I know that I have enough at any point in the game to completely change a few stats on a character, but not enough to do that multiple times. I think the balance is just right and it seems appropriately setup (if maybe not just a smidge TOO easy to refund them). You really don't need a point to completely reset your character given this setup.
Thanks again for your feedback, you're all ensuring an easier release in... what is it now? 16 days?!
*whipcrack*
LachlanDavis (2008-07-15)
I deleted cookies and i can log in in firefox now.
60hz is a pretty common refresh rate, especially for CRT monitors. So if the game changes the refresh rate to 60hz for full screen mode then most people wont notice and will probably just get the icon moving bug like Jimbob.
However, at least with my card, the image is only sharp on 75hz, so thats why i noticed it.
Mark Pay (2008-07-15)
Hi Lachlan,
The fullscreen problem is a nuisance. I hadn't noticed it myself until Jim pointed it out last week, because my desktop icons are set on auto-arrange.
MMF2's support for non 4:3, widescreen is bad. As in - it has none. Which is disappointing for a program released in 2006/07. You can't change the resolution at runtime with the default API either.
What's worse is that the only extension released to set custom resolution settings at runtime is, by the author's own admission I think, a little amateurish. I didn't realise that it was changing the entire desktop resolution, or the refresh rate too ( though I suspect this may have more to do with the LCD monitor auto-correcting, since mine seems reset the refresh rate without being asked when I change resolutions. )
There is a separate command for changing the refresh rate that I have not used.
Somebody ought to send Clickteam a widescreen monitor! ;)
What I'll do is try and add a third option for the default 4:3 MMF2 fullscreen mode, which I assume does not alter the desktop resolution. It'll make the options menu a little confusing, but it'll have to do.
Rogue:
Refund points are currently earned at +0.5 per battle.
The maximum skill level is currently set at 1/4 the party level. If there wasn't a cap it would probably be too easy to max out a single skill and blast your way through the early game with it. :)
It would have been nice to be able to set targets with the quick-select radial menu. ( maybe some dragging onto the target )
However those menus were a recent addition as early as last week, and I've only just finished ( I hope ) clearing up some unexpected issues that they caused. I don't want to make any more changes now, just 2 weeks from release, painful as it is to resist the urge to featurecreep. :( Hopefully I can look at this later.
I haven't tested the alternate difficulty levels right through the game ( I've been focused on balancing 'Normal' ), though I have been finding 'Hard' fairly tough.
A quick note that might please some players of the first game - if you hold down Ctrl you can now run. :D
ugraugra (2008-07-15)
Could you improve inventory? Some auto-equip function would be useful (double-click on some item in inventory -> item equiped). And is it possible to have more than 13 items in inventory?
/edit
The same for un-equip - doubleclick on equiped item -> item goes to inventory.
When I pick up an item, i can find it on the right side of the inventory. I don't like it, sorting from left side would be better.
TwiTerror (2008-07-15)
Mark,
The game works fine for me in fullscreen, and I really don't see any problem with it. If you were to do something to it it'd only stretch the image and I think that'd be bad. The alternative solution is to make a second executable that has a different window size (or just change it) to a 4:3 resolution. That might be the appropriate workaround.
Rogue (2008-07-16)
"Refund points are currently earned at +0.5 per battle."
Looks like we're going to have plenty of refund points then, unless we start gaining a level every battle!
"The maximum skill level is currently set at 1/4 the party level. If there wasn't a cap it would probably be too easy to max out a single skill and blast your way through the early game with it. :) "
Ah, thats a pretty good way of doing it.
Another way of doing it that I thought might be cool is if you made it so that the cost of leveling up a skill would increase by 1 point every time you trained it. And then the amount of skill points you gain per level would increase by 1 every 4 levels.(I guess starting with level 8 if you wanted to try to keep it consistent with what you have. I'm guessing you can't even start training them until level 4?) You'd be able to train skills further along later in the game, when the difference isn't as significant as it was earlier, but that might be cool. Also if you've been neglecting a skill, you'd be able to train it a lot more later on with a single level.
The flexibility might be fun, but your way is probably better for balance. People might be able to train specific skills to gain a cheap advantage over certain bosses. Or someone might pour all their skill points into a single skill (which was the best strategy in the first game) that is useless in the current area of the game, thus making things needlessly hard. Statistical flexibility and well balanced difficulty in a game are like opposing forces.
It would change things up quite a bit from what you have now, you wouldn't be able to train four skills to level 2 at level 8, and training low leveled skills later in the game would be very cheap, so it wouldn't be a good idea to change it now.
I'm not even sure if I should be giving you ideas or not...
"It would have been nice to be able to set targets with the quick-select radial menu. ( maybe some dragging onto the target )
However those menus were a recent addition as early as last week, and I've only just finished ( I hope ) clearing up some unexpected issues that they caused. I don't want to make any more changes now, just 2 weeks from release, painful as it is to resist the urge to featurecreep. :( Hopefully I can look at this later. "
If you think you can add it in quickly without messing things up, then do it, and I'll help test it. If not, then don't worry about it. There aren't many skills that have specific friendly targets, and you can already click enemies to target them, so it's a very minor problem.
"A quick note that might please some players of the first game - if you hold down Ctrl you can now run. :D"
Ah yes, the good old button that you pointlessly have to hold down all the time to run. It's been great ever since Super Mario Bros. It give the whole "I could be going slow, but I'm holding down a button, I'm awesome!" feeling. It's just so much more satisfying than if you just ran by default!
As for the whole fullscreen thing. I prefer the crisp, clean, pixel perfect look that it has on my monitor's native resolution myself. If you can't fix these little problems then you might want to just put a warning in a Read Me file or something. It shouldn't be that big of a deal.
TwiTerror (2008-07-16)
"Or someone might pour all their skill points into a single skill (which was the best strategy in the first game) that is useless in the current area of the game, thus making things needlessly hard."
That won't work at all in this game, which is good news.
"If you think you can add it in quickly without messing things up, then do it, and I'll help test it. If not, then don't worry about it. There aren't many skills that have specific friendly targets, and you can already click enemies to target them, so it's a very minor problem."
There are actually plenty of skills that have friendly targets. And there are multiple ways to do targetting. In the chain setup you can pick "Nearest, Weakest, or Selected" enemy, for instance... and only when it's on Selected will it look to the enemy you point the arrow at. (:
Rogue (2008-07-16)
"That won't work at all in this game, which is good news."
Very, very good news. Especially since it was just about the only strategy in the first Spirit Engine in which you could really beat the game comfortably.
I'm just throwing out some different ideas. I do think that with the current setup, a lot of skills will be better of ignored to pump up a few skills to the max later on, and put a few points into fortitude. With my setup, later on in the game, it would probably be good to put a few points into everything since it would be so cheap. It would probably be a good idea in my setup to set a maximum level for skills a few levels beyond the amount of skill points you'll be getting per level. Like by 4 or 5 so. The cost of going beyond the intended level early on would be too great to be effective, and the possible extra skill levels near the end of the game probably wouldn't imbalance things too much.
Like I said though, the way you have is a very good way of doing it.
"There are actually plenty of skills that have friendly targets. And there are multiple ways to do targetting. In the chain setup you can pick "Nearest, Weakest, or Selected" enemy, for instance... and only when it's on Selected will it look to the enemy you point the arrow at. (:"
I only know about bless and enpowder that have specific friendly targets, are there more? I know that a few skills aren't in the demo.
I know about all the ways you can target enemies with chains and stuff. Honestly though, I'm not really a chain person. Almost all of my chains in the first game consisted of a single attack. I do like the new party chains a lot though.
I don't really mind just having my all characters attack a single enemy, because thats usually the best strategy to kill them fast and reduce the amount of damage I'm taking. And I like to judge myself which one takes priority.
Right now though, if you want to specifically target a certain ally you have to have a chain set up before battle (you can't alter the chains mid battle like you could in the first Spirit Engine).
ADmiral-tse (2008-07-16)
I finally beat the test on easy. I got beaten to death twice by the second group of enemies until I found out which attacks are the ones I'm supposed to use. :>
The game works just fine, no crashes or anything. In fullscreen mode I get black borders around everything while the game screen content stays centered. I'm using WinXP and my LCD monitor has a native resolution of 1280x1024. I estimate the game's display area in fullscreen at 1024x768 ;)
I'd like to point out some things I noticed while playing the demo as well. Also, I have some suggestions for minor improvements.
Skill chain menu:
- I think it would be nice to have a mouseover name tooltip on the attacks in a chain when editing that chain.
- The "W" checkbox on a chain (whatever that one does) cannot be unchecked when the chain is empty.
- Please let me cancel the skill select menu not only with right click, but also with left click anywhere. People like me like to try out submenus and be able to get rid of them their way. :)
- When I create a new chain and don't give it a name, it automatically gets one. This name doesn't appear until I reopen the menu, and the chain name of an erased chain doesn't disappear until reopening.
Inventory screen:
- The item description box doesn't update when I drop one item for another (exchanging the item in my cursor)
- It would be nice to have an "are you sure?" box when discarding items with right click :D (or make it double-rightclick)
- You might want to add labels to the inventory slots, such as "head", "hand" etc.
- Maybe allow to drag&drop items? (in addition to the current pick up - release mouse button - drag - drop thing)
Party menu:
- I'm sorry, but the icons for "Party Name", "Level" and basically everything here don't look good, especially the two mentioned. No suggestions though :>
Options menu:
- At first it's hard to tell which options are active and which are not. I had to try it out. (and/or look at the windowed option)
Scene / Battle screen:
- The game can be controlled 99% with the mouse. All that's missing is a way to exit the game - currently only possible with the ESC key afaik :) A small 4x4 or 8x8 icon in the top right corner could change that.
- When I select the party chain and then assign normal chains to a single character, I'd like to be able to have them resume with their party chain without interrupting the other characters, i.e. click the selected chain again and if party chain is active, the character switches to that. Similarly, please allow me to quit the party chain with a simple "party chain"-button click. The characters may continue with their respective first chains or whatever.
- When picking my chain in battle, again, this menu needs a cancel function. Right or left click anywhere, for example.
Things I liked about the demo:
- The new features rock. Like the close combat skills, or the refund points. More damage types. Just to name a few. It's really a huge improvement over the first game :)
- Ingame skill descriptions. No more interrupting the music experience with a sound from The Spiritual Compendium :)
- The enemy design is really creative. I love the walk & attack animation of these white block-shaped things. Good job!
- Character idle animations!
- Character journals. I look forward to reading all the events from every character's own perspective :)
Things I didn't like as much:
- You could have picked a more RPG-worthy font for all the text. But it's only a minor point.
- That you chose to add falling snow "because you can" isn't wrong in itself, it's just that real snow doesn't look anything like that. Again, nothing that really disturbs the game experience or anything.
Conclusion: Awesome! :D
Mark Pay (2008-07-16)
Thanks for all the suggestions. I will look at how many of these interface changes or additions could be safely made this close to release.
LachlanDavis (2008-07-17)
I personally liked the snow, it was very charlie brown
Mark Pay (2008-07-18)
After a distracting couple of days I've had to replace my old PC, which after a slow decline in the past year had become worryingly unstable.
I've just about got set up on my new machine now, and MMF2 seems to work fine on Vista64. Unfortunately, Vista doesn't seem to come with the Arial Narrow font, which had screwed up all the floating damage displays in TSE-2. Darn. :(
TwiTerror (2008-07-18)
Well, if that's the case, I never saw them! >_<
Mark Pay (2008-07-18)
You might have had it installed for some reason Josh. Maybe it comes with Office?
Now that I've got some free time and I'm fed up with copy-pasting code, I'll try and respond to some feedback in greater detail.
Firstly, a brief background to some of some interface issues ( and some excuses ;) )
I wrote the interface code 4 years ago working under the restrictions of Multimedia Fusion.
Earlier versions of MMF had object and event limits. Having run into them before I purposely set out to use as few elements as possible in the menus.
MMF also makes no use of 2D graphics card acceleration. Rendering is done on the CPU instead, so every object you place on screen impacts the frame rate on older computers.
The object limit as it turns out was not a problem. The rendering problem remains.
Having written the interface this way, updating it consistently has become difficult and tedious, as MMF encourages you to fragment your code across levels. In effect there is not one game engine but 90, and you have to update every one individually when you make a change.
"Could you improve inventory? Some auto-equip function would be useful (double-click on some item in inventory -> item equiped). And is it possible to have more than 13 items in inventory?
"
I'll try and get this done.
13 is the item limit. In practise it hasn't caused problems so far, since one new item tends to obselete previous ones and money is sparse.
Sorting from the left for picked up items is code that I don't want to mess with before release.
There's another issue with the lack of a shortcut to flick betwene shop and inventory screens that I won't be able to fix before release. :(
"
It would change things up quite a bit from what you have now, you wouldn't be able to train four skills to level 2 at level 8, and training low leveled skills later in the game would be very cheap, so it wouldn't be a good idea to change it now.
"
I seem to remember playing the Guild Wars beta when I was working on the engine, and they did the 'increasing cost' solution instead of 'diminishing returns'. It worked alright. I can't remember why I chose the current solution, which is fairly complex mathematically, but simpler on the interface.
Game rule mechanics are a fascinating area. There's rarely any perfectly right way to do them, and plenty of room for discussion!
"
I only know about bless and enpowder that have specific friendly targets, are there more? I know that a few skills aren't in the demo.
"
It is only bless and enpowder. As mentioned, I'd like to expand the radial menu to allow ally selection, but with time so short right now I fear that adding such code would create unforseen problems.
"
- I think it would be nice to have a mouseover name tooltip on the attacks in a chain when editing that chain.
"
Agreed, not sure if I have time to implement this properly.
"
- The "W" checkbox on a chain (whatever that one does) cannot be unchecked when the chain is empty.
"
This is a very minor issue and I don't think it'd be worth the effort to change. Thanks for letting me know though.
"
- Please let me cancel the skill select menu not only with right click, but also with left click anywhere.
"
I agree but right click does the job for now so it is a low priority.
"
- When I create a new chain and don't give it a name, it automatically gets one. This name doesn't appear until I reopen the menu, and the chain name of an erased chain doesn't disappear until reopening.
"
This is intentional. When you close down the menu, the program 'cleans up' any skill names that could cause confusion when you access this or the combat menus in the future.
"
- The item description box doesn't update when I drop one item for another (exchanging the item in my cursor)
"
I need to fix this.
"
- It would be nice to have an "are you sure?" box when discarding items with right click (or make it double-rightclick)
"
I'm not sure, it's easy to pick them back up, so I think the popup box would be more annoying in the long term.
"
- You might want to add labels to the inventory slots, such as "head", "hand" etc.
"
Agreed, this is another problem with my aim to keep the number of GUI elements low. I don't think I'll be able to change it soon.
"
- Maybe allow to drag&drop items? (in addition to the current pick up - release mouse button - drag - drop thing)
"
I like ugraugra's quick-equip suggestion above. It's actually how the shop works.
"
- I'm sorry, but the icons for "Party Name", "Level" and basically everything here don't look good, especially the two mentioned. No suggestions though :>
"
That whole screen is bland, but I don't find it offensive so it is a very low priority at the moment.
"
- At first it's hard to tell which options are active and which are not. I had to try it out.
"
It should become a little more obvious at first glance now that the fullscreen status is a 3-state radio button.
"
- The game can be controlled 99% with the mouse. All that's missing is a way to exit the game - currently only possible with the ESC key afaik A small 4x4 or 8x8 icon in the top right corner could change that.
"
Agreed, but it's another very low priority issue, given that Esc and Alt-F4 get the job done.
"
- When I select the party chain and then assign normal chains to a single character, I'd like to be able to have them resume with their party chain without interrupting the other characters, i.e. click the selected chain again and if party chain is active, the character switches to that. Similarly, please allow me to quit the party chain with a simple "party chain"-button click. The characters may continue with their respective first chains or whatever.
"
This is an interesting request. I think it would create complications for players who don't want to use that functionality.
"
- When picking my chain in battle, again, this menu needs a cancel function. Right or left click anywhere, for example.
"
Agreed, I added right-click cancel this-morning. Should have added left too but didn't yet because I was worried how it'd interact with the selection code.
"
- You could have picked a more RPG-worthy font for all the text. But it's only a minor point.
"
I tried to use a blitted font originally, but the extension crashed when I experimented with it, so I decided to leave it the heck alone.
"
- That you chose to add falling snow "because you can" isn't wrong in itself, it's just that real snow doesn't look anything like that. Again, nothing that really disturbs the game experience or anything.
"
I'm a bit confused on this one. It doesn't snow very often where I live but when it does, it looks like white fluffy stuff floating out of the sky. :) The scale is wrong but it has to be, because MMF can't do large numbers of small particles without using up too much CPU time.
Thanks again for all the feedback. I appreciate it. In an ideal world I'd really love to have the time free to sit down and implement features to please everyone. But I'm under pressure to get the release done now while I'm unemployed and I want to stick to the July 30th date. At the moment bugs and balance are taking priority over (minor) interface issues.
Do please keep your thoughts coming though! Any issues I can't address before release I want to keep looking at afterwards.
Rogue (2008-07-18)
"Unfortunately, Vista doesn't seem to come with the Arial Narrow font, which had screwed up all the floating damage displays in TSE-2. Darn. :( "
Huh. You know, I never noticed it before you mentioned it, but they're messed up on my computer too. The version of Xp that I have doesn't seed to come with Arial Narrow either. The damages kind of poke up into the border, and when someone dodges or is immune, the words are too big to fit. It seems to default to Arial. I think that shrinking it a couple of sizes would work. It honestly doesn't seem so bad though. Like I said, I didn't notice it. I think I was too busy reading the damages and such to really care that much.
I noticed a little misspelling. In the description for flashbang, you spelt immobilize "imobilise".
GiB (2008-07-18)
Mark, may you round the price(10 instead 9.99;20 instead 19.90;30 instead 29.95 and so on)It's very anoying with so many 9 and it doesn't look much cheaper.If it is just a little bit expensive it'll affect alot.
Mark Pay (2008-07-18)
Yeah, I'm thinking it must come with Office. I fixed it this-morning.
Thanks for catching that typo! It's very difficult to find all of the grammatical errors, especially since most of the dialogue has been edited substantially in the custom-built editor, without a spellchecker.
Jim has been helping tremendously as he playtests but even with his eagle-eye, it's difficult. The internet has given me a bad habit of skim-reading all text, even my own, and it's easy to miss stuff.
EDIT - GiB Yes I will! That annoys me too.
Mr Nobody (2008-07-20)
Wow so close to release.
It's been like SOOO many years.
I'll help you advertise it as much as I can ;O
LachlanDavis (2008-07-20)
Ill plug it as much as i can on Newgrounds.com, I can post to the front page in the developers section every fortnight, but that usualy only lasts a day now with so many people using it.
Mark - with regards to newgrounds.com - If you wanted to give out some free copies of the game to the winners of the monthly animation and games competitions (theres 10 in all) then Tom Fulp would probably plug your game on the front page of Newgrounds, or even if you just gave a free copy to Tom, he'd probably plug it anyway (he plugs stuff that he gets for free) - (Its an alexa top 500 website so thats some good traffic)
Its probably your sort of crowd over there, the sort of people that are into Indie stuff, and a lot of the ads on the website are for 'pay for' games. So its the sort of crowd that would be interested in TSE.
- BTW Tom is away at Comic Con until the 27th
The other person it might be worth giving a copy to is Ben "yahztee" croshaw, who does the Zero Punctuation game reviews for The Escapist Magazine (www.escapistmagazine.com/videos/view/zero-punctuation)
Hes an indie game developer himself, and would probably give the game a plug on http://www.fullyramblomatic.com/ if he liked it, Maybe even a review on ZP (but thats unlikely)
GiB (2008-07-20)
10 boring annoing days left.
TwiTerror (2008-07-20)
Hahaha, if by boring you mean BUSY BUSY BUSY then I agree. (:
"10 boring annoing days left."
GiB (2008-07-21)
Hey, Mark, after you finish TSE-2 are you going to make TSE-3?
TwiTerror (2008-07-21)
"Hey, Mark, after you finish TSE-2 are you going to make TSE-3?"
You just made about 20 of my hairs fall right out of my head.
Mark Pay (2008-07-21)
Thanks folks. I've just not got the energy for promotion at the moment. Hopefully I will have after the release. Not the best way round to handle things I know.
GiB - I don't want to work on another RPG/adventure immediately after this. After 4.5 years on this project I hope to tackle something a bit different next.
integral (2008-07-21)
lol make TREMOR4!
LachlanDavis (2008-07-24)
6 days...
It comes out the Day before my Trial exams... so i wont be able to play it for 2 weeks.
monsoonasiian (2008-07-24)
wow that was great, the battles drag for quite a while and im still trying to get use to the controls. I think the southernstar doesn't look that great no afence, im still trying to get pass the third group of monsters :oops: hehe im getting goosepimples so close till tse2 comes hopefuly someone makes a guide like tse or im going to be stuck trying to get pass the fourth group of monsters haha :lol: one more thing i'm using the first downloaded version on my 5 year old comp which i upgraded to vista home premium works great no problems
i am such a noob at rpgs takes me ages just to get use to them.
TwiTerror (2008-07-24)
Don't fear, the game isn't NEARLY as hard (imo) as that demo makes it out to be. When you play from the beginning things make a LOT more sense and you become more acquainted with your own style of play.
Nillo (2008-07-25)
Do all the enemies come back to life after ten seconds or so? It seems to me like the battle could end up in a stalemate if the player is unlucky or unprepared, especially against those naturally regenerating ice cube things.
GiB (2008-07-25)
5 days :yawn:
DBAce9Aura (2008-07-25)
Sorry I'm late, but I had to say what I thought of the demo. It was great, nuff said.
@Mark Pay: I also enjoyed messing around with the skills and creating my own skill chains.
Mark Pay (2008-07-25)
No offense taken monsoonasiian :D I'm not entirely happy with them myself, especially the blast effect.
Nillo - Yes, all creatures in the game have a recovery timer. I haven't found that it creates stalemates but it does keep fights interesting right up until the final KO.
The Flumpus regeneration is largely unique in the game, though there are other creatures that heal when low on health. Simply hitting them with all three characters is enough to wear them down and kill them.
They're hard to get rid of but they do little damage, so you can afford to put all your characters on offense to finish them off. If they come back it should be possible to KO them in 2 or even 1 hit if you strike them as soon as they recover.
DBAce9Aura - Glad you're enjoying it! :D
Nillo (2008-07-25)
Okay, I'll take your word for that, as I don't have enough information to form an opinion on the matter. It does raise a flag in the narrative, though, if a pesky little rat can recover after getting hacked up by the mightiest swordsman. :P
That said, it looks really good so far. The journal entries are intriguing and I'm looking forward to seeing them in context! :)
ROD (2008-07-26)
"... if a pesky little rat can recover after getting hacked up by the mightiest swordsman. :P
...
"
Hey, nobody´s going to fight pesky little rats! We´re dealing with very powerful creatures far beyond the strength of ordinary mortals...and I bet there´s even some evil magic behind it :wink:
anyway, I like it simply because it makes the battles more interesting.
Mark Pay (2008-07-26)
No rats! I was, however, unable to resist the urge to include giant spiders, so I have at least one important cliche covered. ;)
LachlanDavis (2008-07-27)
can i just ask incidentaly, if there are any minigames in this one?
Mark Pay (2008-07-27)
Lachlan - There's no minigames. It's a personal preference of mine, combined with time constraints.
When I'm playing other games I almost always ignore optional minigames. Non-optional minigames make my blood boil with rage. :) When I sit down with a game I'm usually looking for one type of gameplay experience and if I want another, I'll fire up another game.
Again, that's my personal preference. I know that they're common in other rpg and adventure games.
On another note, the plot *is* as linear as the first game and there is a *lot* of it. I've worked hard to make what I think is a significant improvement to the quality of the storytelling. I'll be interested to hear people's opinions on it after the release, because I know that it's popular these days to criticise linear narratives, despite what I feel is a lack of compelling non-linear alternatives.
LachlanDavis (2008-07-27)
Yeh well the good reviews in the commerical world, from what ive seen tend to go to the open world games. But i gather that thats an almost impossible task for an Indie developer.
Im personally a fan of a good story as long as i have the option of skipping the boring bits when im not in the mood. And i had that option in TSE 1, which made me happy. The story in TSE 1 was rather compelling though. I really like the whole Western meets magic meets technology aspect of the world.
That sort of super fantasy world, with what seemed to me like the People in the big Cities having all the power over the rest of the world, that was developing at different rates was a really cool idea. Its probably the sort of thing you see in crazy anime epics.
Mark Pay (2008-07-27)
I would love to be able to somehow erase TSE-1 from existance and go back and do the story 'properly'. I think there was a lot of potential in there, especially with the reverse-wizard-of-oz stuff and the 'reality intruding on a fantasty world' themes.
The dialogue system in TSE-2 has a 'skip' function built in by default. It's less of a clean skip and more of a super fast-forward, which was many times easier to implement.
I like ( but don't love ) open world games myself. I don't think they're capable of providing a reliably compelling narrative in the RPG/adventure genre yet. And they probably won't be for a long time to come. It's a very difficult problem! But that's a subject for long essays and discussions.
Optional content for a game of this type is a problem for a lone developer. I find it very difficult to justify spending time on.
Oh, yeah, 2.5 days left. :o
( Panic panic panic, back to work )
TwiTerror (2008-07-27)
And hey, there is a bit of a falsity there. There are a few optional minigames in a part of the game, if you can call them that. He makes it sound so drab (;
GiB (2008-07-27)
What are these optional minigames?
TwiTerror (2008-07-27)
"What are these optional minigames?"
Wait and see; I guess calling them minigames implies that the gameplay ultimately differs during those segments, but that's not true. They are more optional things to do for fun that feel like minigames, how's that?
LachlanDavis (2008-07-28)
Actually something i did enjoy from the first game, was the race agains the clock near the end. (or am i thinking of a different game)
TwiTerror (2008-07-28)
"Actually something i did enjoy from the first game, was the race agains the clock near the end. (or am i thinking of a different game)"
TSE-1 did have race against the clock moments - remember the blob in World 2? (I think its world 2, wow it's been a while)
ROD (2008-07-28)
""Actually something i did enjoy from the first game, was the race agains the clock near the end. (or am i thinking of a different game)"
TSE-1 did have race against the clock moments - remember the blob in World 2? (I think its world 2, wow it's been a while)"
Yes - "Arachnid Lane" in World 2 was the area afair
The Blob appeared just when I was about to feel secure about general tactics and beginning to fear that the battles might become boring from now on.
( - here the kinetic shield was more effective as defensive skill than Party Heal/ Recover, also preventing the Spider´s cobwebs from slowing you down)
Near the end is the fight on the elevator against this helicopter which worked a bit different: not fighting as quickly as possible but staying alive against respawning enemy for a certain time - hey there was also something similar in the jungle , holding the bridge until the pyromanic soldier suceeded in blowing it up (World 3).
Great moments in the game imo!
talking of clocks: 2 days to go btw
ugraugra (2008-07-28)
1 day left :lol:
Mark Pay (2008-07-29)
I'm running a little behind schedule, but I still hope to make the release tomorrow. It's just about testing now.
Easy mode is currently... way too easy. :( I've got to fiddle with the ratios a bit. It's amazing what a difference +/-10% stats on the monsters makes.
GiB (2008-07-29)
Just one question - when exactly will be the game realised?Midnight?12:00?
Mark Pay (2008-07-29)
I'm aiming for early afternoon, GMT. But I haven't used BMT Micro's ( or any online retailer's ) systems before, and something could go wrong between then and now.
I'm also concerned that the demo could lag behind slighty. It'll be the first 2 chapters of the game, but I haven't got it together yet.
Nillo (2008-07-29)
Haha, well, the compatibility test was demo enough for me :) I'm going to get it right away!
Even if it turns out I don't like it, I still owe this to you for all the fun I had with the original game.
TwiTerror (2008-07-29)
:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:
A few late nights have got me buggin'
I'm very excited for the release tomorrow and I've been working my tail off getting the soundtrack absolutely polished and 100% to my liking (something which the first soundtrack was not - haha).
Anyway, I finished ingamemusic two nights ago, completing the last of 100 tracks that will actually be included in the game. For figures, the demo will include 30 of these.
You may or may not find this appealing, I don't know.
Mark Pay (2008-07-29)
Thanks Nillo, that's very kind.
The final size of the installer seems to be about 214 megs here, still testing stuff.
Rogue (2008-07-30)
One feature I might want is that when I level up a skill, I don't want it to be set in stone until I exit the stat screen. So if I level up something and change my mind right away I can right click it and get my skillpoint back instead of having to spend a refund point. It's not that important, but it would be a friendly improvement.
"I would love to be able to somehow erase TSE-1 from existance and go back and do the story 'properly'. I think there was a lot of potential in there, especially with the reverse-wizard-of-oz stuff and the 'reality intruding on a fantasty world' themes."
Why would you have to erase the original from existence? Lots of 'cool', multi billion dollar companies remake their games. Some indie companies too. If you have some good ideas for a remake of TSE-1, then I'd like to see them!
Jimbob (2008-07-30)
The afternoon approaches... :shock:
Mark Pay (2008-07-30)
Shush you ;)
I'm slipping a little still. I found a rather silly looking bug this morning that took me a while to fix. I'm trying to arrange the vendor setup now. That'll take at least 4 or so hours assuming the upload doesn't screw up. Then the website needs sorting out. Then the demo, testing of the demo and trying to figure out hosting for the demo.
Good grief, this is the most stressful thing I've ever (optionally) done. What was I thinking?! :cry:
Rogue - I like that idea. It's a lot of work right now for small fix though.
ugraugra (2008-07-30)
Good luck with the release Mark, i hope everything will be alright.
LachlanDavis (2008-07-30)
I personally wont be crushed if its a few days late... down here in Oz its about an hour till Midnight and wednesday will be over.
GiB (2008-07-30)
Im sure itll be today, even if it is uploaded several hours after midnight at GMT :)
Mark Pay (2008-07-30)
Thanks folks! I appreciate your kind support so much.
I am testing the download with BMT Micro at the moment. Their primary server seems overloaded but the secondary one is okay.
I hope to get the demo done this evening, but I don't want to release it late and then go to bed, in case there are any problems. Testing it and setting up file hosting for it are going to the be the most time-consuming issues.
Wow, this is nervewracking. o_O So much to do still.
Mark Pay (2008-07-30)
Okay!
I've tested the download link out now. As mentioned, the primary server had some problems but the secondary one was ok. BMT Micro are a well known and reputable online vendor used by many independent developers and their help service has been good so far. ( which is why I chose them over Plimus )
So the download is up and working and I've updated the website. [url]http://thespiritengine.com/tse2-info.html
I'm not going to make a front page news post until I know whether or not I can get the demo out today. The demo is really important and I don't want to announce anything until it is available for people to try out too.
I'm going to get to work on cutting it now.
Nillo (2008-07-30)
Woot :D
Oh and I'm buying the game for one of my friends too, in case you wonder why I'm ordering two of them at the same time - it's not a typo!
GiB (2008-07-30)
YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAA!!!!!!!!!!I wanst so happy from years.
Jamiri (2008-07-30)
Just bought it straight away from BMT Micro, not doubting at any second that I won't regret it.
And although I haven't played it yet, just judging from what I know TSE-1 was, I think you're selling it at a very fair price!
So once the download is complete, I'll get back with some comments!
ROD (2008-07-30)
Hey, now I have a Paypalaccount - and 12 minutes to go.... :D
Mark Pay (2008-07-30)
I am really touched by how many people have bought the game already without waiting for the main demo. Thank-you all. I appreciate your faith and I hope that you enjoy it.
Please let me know if you have any problems.
I'm testing the demo at the moment. If it isn't released tonight, it will be tomorrow morning. (GMT)
Nillo (2008-07-30)
You know how inside the letters on the battle victory screen, there is a crowd cheering? Well inside the "V" the crowd stands still. That's kind of weird.
Also the game crashed when I tried to change the controls in the options. But the defaults are good enough for me and all things considered I have been very impressed by the game so far! :)
Mark Pay (2008-07-30)
Nillo - that is unusual. Which option controls are causing the game to crash? Is it all of them or just specific ones?
Nillo (2008-07-30)
Not sure, I didn't try it a second time after the crash. I'll do that and see if it happens again, then post the results here.
Mark Pay (2008-07-30)
I have the demo uploaded at last!
[url]http://files.filefront.com/TSE2+Demo+Installer+v100exe/;11288524;/fileinfo.html
I've used FileFront for now. They're a big site, I've downloaded files from them before and I haven't been able to find any reports of serious problems with them. If anybody does has any issues with FileFront, please let me know.
I'll look at adding more mirrors later if needed.
Nillo (2008-07-30)
I found the cause of the options bug: The Tab key. When I try to set an action to the Tab key, the keyboard becomes unresponsive, however I was able to get it to work again by repeatedly pressing Tab.
ROD (2008-07-30)
Yes! knocked out the first undead creatures and found some treasure - great artwork, fantastic music as expected - experienced no bugs so far, enjoyed a delightful hour (missing silver bullet and life rain, though a bit) looking forward...good night!
Nillo (2008-07-31)
Minor nitpicking, after the briefcase incident:
"He was a solider to the end."
Slipped through the spellchecker I'm guessing :)
I'm not sure where (or whether) I should point out the small things I notice while playing. This thread has gotten kinda off-topic, but I am reluctant to start a new one just to correct a typo.
Jimbob (2008-07-31)
Ahh well, like my efforts at playing pokémon, I never could catch 'em all... but I got pretty close!
Nillo (2008-07-31)
Hah, I'm sure you've done a great job. I don't believe I saw any other typos so far. Except for Charlotte's journal, of course. That thing drives me crazy! :P
Mark Pay (2008-07-31)
Nillo - I've had issues with the Tab key in the past as well. The code extension used to set up the customisable keyboard shortcuts seems to have a intermittant problem with it. Unfortunately it would be extraordinarily difficult to remove it at this point.
I shall have to start a combined typo thread!
Charlotte's journal was difficult. How do you write for someone who is supposed to be largely illiterate and still have it read well? I don't think that I ever found the answer. :(
ROD - Glad you're enjoying it so far!
FallenAngel (2008-07-31)
Congratulations on finishing a great game.
I bought a copy an hour ago and have to say I'm thouroughly impressed.
I remember playing TSE1 like it was yesterday(Got to the last boss, couldn't beat him the first few tries, so I decided to continue tomorrow. Well, as fate had seen fit, the next day a virus destroyed ALL of my executable files and that was that, never got to finish it XD), so I knew this one would be a good buy.
Good luck with any future endeavors you may have planned!
DBAce9Aura (2008-07-31)
I just played the demo. A stellar improvement on the "other" demo. Like with the first demo, it was great, nuff said.
amwbonfire (2008-07-31)
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LachlanDavis (2008-07-31)
Im right in the middle of the second most important exams ill ever have... but i couldn't help myself... i played the demo, Its ORSM
And next week i will definatly be purchasing the full game once all the stress from exams is over.
One thing i found myself wanting however, was roll over help. If i forgot what the tutorial said about a certain function i had to search through the manual to find it. But i didnt find myself having to do that too much. It also runs a lot smoother than the other demo did.
Oh and of course, the music sounds great, Stellar job. Can i ask if the game has been popular so far?
GiB (2008-07-31)
OK, Ive downloaded the demo because I cant buy the game at the moment.I didnt look at the clock, but Im sure you can reach to the end of second chapter for less than a hour if you skip the talking(but I didnt skip it so it take to me a little bit longer)I want to ask what is the best party for the beginers like all of us(nobody can become an expert in less than a day) and what is the most chelenging party when we want to challenge us.
LachlanDavis (2008-07-31)
Does anyone know if the download like is Resume supported? I will most likely have to download it over night and my internet often cuts out (bloody wireless)
amwbonfire (2008-07-31)
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Mark Pay (2008-07-31)
Thank-you everyone for your kind words.
If you want to squeeze a little more out of Demo B ( the main one ), you should be able to copy your save over to /Save/Current in Demo A ( the older one level test ) and play that, since it is the first action level of Chapter 3.
amwbonfire - It is certainly sad that pixel art seems to have largely vanished from the mainstream, with the exception of some NDS and phone games. It does makes it a quite an attractive option for small developers though. As much as I like cutting edge 3D, I never get tired of pixel art.
The art in the game is rather mass-produced and in most cases I have had to sacrifice quality for quantity. ( or at least getting the game finished within a decade! )
GiB - The best party ought to one with a Knight/Musketeer/Priest combination.
I'm not sure what the hardest is - it could be 3xPriest because of the lack of AOE and targetted skills. I have tried hard to balance the 3 classes.
The higher difficulty levels ought hopefully to provide a good challenge as well. :)
Lachlan - The BMT Micro download ought to be available for up to 31 days after you buy as well.
Good luck with your exams! Stay focused.
GiB (2008-07-31)
"
GiB - The best party ought to one with a Knight/Musketeer/Priest combination.
I'm not sure what the hardest is - it could be 3xPriest because of the lack of AOE and targetted skills. I have tried hard to balance the 3 classes.
The higher difficulty levels ought hopefully to provide a good challenge as well. :)
"
So there isnt any difrence between the three Knights/Musketeers/Ptiests.In TSE-1 every charcter was specialized with two and unfamiliar with two skills.
amwbonfire (2008-07-31)
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amwbonfire (2008-07-31)
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Jimbob (2008-07-31)
I think Knights end up with the same skills but there is a slight variation for the Musketeers and the Priests, namely with Powder Imps/Smokescreen and Damn/Trick... I think :P
FurryRage (2008-07-31)
ok, never registered myself on the forum, but now that it's finally out, I bought it right away even if I found the price a little higher than expected (was thinking of something around 10$ + I'm short on money right now because I just spent 1500$ for a new comp two weeks ago, all my money got in it, but well, the hell of that, TSE is worth it whatever the price and the money I have, if I spent 1500$ on a comp, I sure could do with 18 more on TSE2 ^^)
Anyway I was not disapointed in the game, very good, I love it even if I only played it a little since I don't want to go too fast and finish it prematurely.
I want to enjoy it as much as possible.
So... I was just passing by to say : great job, was totally worth the waiting, nice graphics, nice music, nice gameplay, nice story, I love it all.
I regret the fact that the characters are little described, would be nice to know their characteristics and pros/cons before having to choose. A compendium like the one for TSE would be good too. And maybe making running with double click instead of keyboard, making the game fully playable by mouse ^^
And again, great job, TSE 1/2 are my fav amateur games with cave story ^^ (EDIT : nearly forgot StillBomber2)
FallenAngel (2008-07-31)
"I think Knights end up with the same skills but there is a slight variation for the Musketeers and the Priests, namely with Powder Imps/Smokescreen and Damn/Trick... I think :P"
If you look at the manual you can see that there are 10 Knight skills and 11 Musketeer/Priest skills.
Since each character has 10 skill slots, Knights naturally learn all available skills as the adventure proceeds.
Musketeers and Priests though, miss out on one skill, which I guess differs for each character to make them a bit different from each other.
Due to my party setup, I know that Charlotte doesn't get High Fire and Enshadu misses out on Trick.
Mark Pay (2008-08-01)
There were originally 11 Knight skills too, but I dropped one because it just wasn't very useful. PyanPau misses out on Damn and Ionae misses out on Explosive Shell.
Thanks for your post FurryRage, and your suggestions too. I'm really glad that you're enjoying the game so far.
I too recently broke open my savings and spent more money than I would have liked replacing my dying old computer. It's going to be a good coming year for PC gaming I feel, so it ought to be worth it.
amwbonfire - I have to agree with you on bloom. I'm pretty sure that real-life doesn't glow like that all the time. :)
I think that 3D games and hardware are reaching a plateau now where they're 'good enough'. I hope that developers acknowledge that and stop expending so much effort trying to push photorealism so hard. I'd love to see more variations in style like Team Fortress 2 that aren't done merely to reduce art budgets.
FallenAngel (2008-08-01)
So...
Ionae misses out on Explosive Shell
Charlotte misses out on High Fire
Grace misses out on ?
Mericious misses out on ?
Pyan Pau misses out on Damn
Enshadu misses out on Trick
I'd guess that Grace doesn't get Lucky Shot and Mericious doesn't get either Bless or Staggering Blow?
GiB (2008-08-01)
I think Mericious misses out on trick, but Im not very sure, because I have the demo.
Mark Pay (2008-08-01)
Grace misses out on Powder Imps and Mericious misses out on Staggering Blow.
Grand List of Typos
Mark Pay
Mark Pay (2008-07-31)
List of known typos in version 1.00:
-------------------------------------
Party Creation - "as as priest"
C3 - "solider to the end"
Nillo (2008-07-31)
I'm at Underport now and I've seen at least one more instance of "solider"... I don't remember exactly where. Can you do an automated word search for solider and replace it with soldier? It is unlikely that you've used the word in its other meaning anywhere (more solid).
Edit: I remember now - when they're at the bar in Underport and talk about the contents of the briefcase, Kaltos says "I'm no solider and my life is my own."
Jimbob (2008-07-31)
In that same conversation in the Underport inn, if you have Ionae, there's a 'siege' mis-spelling.
Also after Elai dies:
Ionae: "...take it as an early windfall."
Jimbob (2008-07-31)
In the Bowbuffer with Charlotte, Jose still refers to it as the BowBuffer...
On approaching the guard, Grace somehow becomes 'Underport' when she first speaks.
Nillo (2008-07-31)
Charlotte at the Promenade: "It's hard enough without you having you around." should probably be "It's hard enough without having you around."
Mark Pay (2008-08-01)
Ouch. :/ That's another edit I made shortly before release.
It's funny how your mind skips over words, even when you're trying to read carefully, because it thinks it already knows what you've written.
FallenAngel (2008-08-01)
In Aid Station 12, two of the Parliamentarians have misspelled names.
Prlmentarian Greenweave
and
Parliamentarain Batiste
Nillo (2008-08-01)
Ambassador's Ring says it can be equipped only by Charlotte when it is clearly usable by everyone.
Jimbob (2008-08-01)
Haha, I noticed that Nillo, except I had Ferwin, must be a CHAR2 thing.
YanPL-tse (2008-08-01)
Demo, Beginning of chapter two, Isabelle "and how I [color=red:6e028b46f0]shan't be able to see them again." Something about that sentence just doesn't feel right; perhaps it's just my poor english, but it makes no sense for me at all.
Edit: "you shall not do something what is not possible" this makes sense, too?
Nillo (2008-08-01)
Shan't means "shall not".
So that sentence would mean "I shall not be able to see them again." I don't see anything odd with it.
Nillo (2008-08-02)
After the final battle with you-know-who, "embaress". I forget who said it, but I'm guessing it was Charlotte.
FurryRage (2008-08-04)
not really a typo but when your ennemy have more than 10000 HP (count cristoff on hard) the last number is out of the red display.
Nillo (2008-08-04)
There is a fight that gives 25000+25000+25000 experience, which causes a line break and hides "the party gains X levels" from view.
Novalon (2008-08-05)
The one that follows every battle might be significant. Here's one example:
My Party have fought 2 foes and have been victorious.
"Have" should be replaced with "has" considering that party is singular much like group.
Another common error can be shown by this instance "everyone has their own equipment," That should be substituted with everyone has "his/her" own equipment since everyone is also singular.
Jimbob (2008-08-05)
This was discussed before, and we thought 'have' reads better in all possible situations of party names (think 'The Bandits' or 'Arctic Monkeys'). I think it would read oddly if the sentence went 'Arctic Monkeys has gained x EXP' - it sounds like a bad lolcat phrase.
As for the use of 'their', it can also be used singularly, it is just that we don't have a different word for the singular use like you may do in French and German. But again, if your party is completely male or female, both options are covered (and the mixed party) with 'their'.
That was the reasoning behind those (for me anyway).
Mark Pay (2008-08-05)
Ah, Jim beat me to it!
Conveniently, 'have' works as past tense for both singular and plural party names ( "we have", "you have", "they have", "I have" ) whereas 'has' only covers past tense for an individual. I think...
Oh, the joys of irregular English verbs. :roll:
The use of 'their' is a grey area. It may be technically more correct to use "his or her", but the use of 'their' as I hear it used in everyday speech has spread to include possession by singles, groups and groups of singles. To my ears, it sounds alright.
Stipa (2008-08-08)
In the world eye, after the rune story Charlotte says "He'll have deal with.." I think you're missing a "to" there.
Nillo (2008-08-12)
Ionae in Longreach: "I wasn't planning to sit here and wait anywat."
Also, the "eerie" is misspelled in "Eeire Miquelet".
Mark Pay (2008-08-12)
Oh, that's a bad one. And I keep miss-spelling 'eerie', no matter how much Jim has kept correcting me. :?
I must apologise for the typos. Although 99.95+% of the text is correct, it's the few errors that really stand out.
Nillo (2008-08-13)
Ferwin in the Trader town: "It's a letter from girl..." should probably be either "from a girl" or "from the girl", whichever you prefer.
ROD (2008-08-13)
Dialogue on Templeson Bridge after defeating The Crone
"...nethertheless"
Shouldn´t it be nevertheless? I´m no native speaker...
Mark Pay (2008-08-13)
Yes it should.
Novalon (2008-08-17)
There are instances in which the text glitches for some reason; it's always a thin square followed by a capital E. It may have to do with the fact that the game uses special characters at times, which does not coincide well with Japanese regional settings. In any case, is it possible to fix the text so that it is more compatible? Here's one example:
http://i33.tinypic.com/20t55oz.jpg
Mark Pay (2008-08-17)
There are no deliberately inserted special characters. I think what has happened is that MS Word, which I wrote the original draft of the dialogue in, has abbreviated some of them. In this case it's '...' which appears both as '.'x3 and as a single special character.
I will look at adding a function to scan and replace text in the script files, though I suspect it might take less time and be safer to just go through them manually if it is just this one character causing you problems.
It would also be a great help if you could report any other instances of characters that do not display correctly with your language settings.
Thanks.
Strawin (2008-08-26)
Inquisitor Thanes speaking to Mericious in Littlehampton. When he mentions "heresy" at the end of a sentence, there is no dot after it.
Edit: same dialog: Mericious says: "I cannot not go with you." There's a "not" too much if I'm correct?
Brickman (2008-08-26)
This isn't a typo per se, but in the scene before fighting Shana Ionae threatens to use explosive shell--the one sharpshooter skill she does not have!
Bluegrass (2008-08-26)
In the very first journal entry for Ionae, at the beginning of the 2nd paragraph it reads "Instead of being rewarding for my charity..." it should read 'rewarded'
Brickman (2008-08-27)
In the conversation after beating Shala, PyanPau tells Denever that he is not a solider.
FurryRage (2008-08-27)
When ionae get stuck in the world eye after beating batiste, she says "..., and I no longer have to power to do anything but..."
It's supposed to be "THE" power to do anything
Strawin (2008-08-29)
At the Enclave, when Jaques, posing as Amaran guard, warns his "comrade" and we have a priest (I had Mericious) in the party: 'I think you should have listened to the priest' There is no dot at the end.
Novalon (2008-08-30)
Here's an instance in which the font changes; I'm not sure if it's intentional but it also occurred earlier in this chapter.
http://i36.tinypic.com/2ed2trk.jpg
Also, here's yet another font error in which some characters are changed into a rectangle. Since the rectangle appeared frequently as I went through the game, I originally assumed that there was only one kind of erroneous character.
http://i35.tinypic.com/200fq0p.jpg
On another note, are some monsters supposed to flash into the blue box? I noticed that after attacking an enemy, it turned into the box for probably less than a split second.
Mark Pay (2008-08-30)
Thanks folks.
Novalon - I think the damage font is an issue with a font unavailable on some windows installs ( Arial Narrow )
I changed it after the first public test, but perhaps the change has not been applied correctly to these levels.
The recurring charset issues seem to be the abreviation of '...'
In that case it has not only added a rectangle but the letter 'E' :/ I'll update wherever they are found to be causing problems.
FurryRage (2008-09-02)
at longreach, when you get told the history of the fortress by Private Tolleridge :
"Longreach has stood as a symbol of Lereftese independance through centuries of war. No doubt SHE will stand through many such conflicts to come."
It's a fortress. It's supposed to be an IT.
But the private continue to use she after that.
Is he personificating the fortress?
I thought he found his job pretty dull and didn't love that much being in Longreach. I find it weird for him to personificate it.
Nillo (2008-09-02)
Well, people often refer to ships as "she" so I don't think it's that odd to call a fortress a "she" as well.
Mark Pay (2008-09-02)
Men tend to assign a gender ( usually female ) to many objects they are fond of - cars, boats as Nillo says, even countries.
At least that's in the English language. I'm not sure how it is in, say, French and German where objects get a gender by default, or indeed in any other languages.
FurryRage (2008-09-03)
"Men tend to assign a gender ( usually female ) to many objects they are fond of - cars, boats as Nillo says, even countries."
I know about that, but I find it weird since the Private speaking doesn't seem particularly fond of the fortress, he learns history because of boredness more than fondness (or so I understand)
Brickman (2008-09-03)
No, it looked to me like he was pretty proud of it. Just didn't like being stuck on guard duty in a place with too many guards.
epitts11 (2008-09-03)
I personally say "She's a fine gal" about most inanimate objects that have done good by me. :P
FurryRage (2008-09-03)
Mericious, after opening the briefcase when leaving the BowBuffer :
If I am to to (can't remember the rest sorry)
there's one "to" too many
FurryRage (2008-09-04)
At the start of chapter 4 when enshadu leave the party, the name of the man who come is "Insepctor Clunes"
you switched the e with the p
FurryRage (2008-09-04)
Charlotte, in the governor's house, chapter 4
"I dare say I did society as big as favour as I did myself at that time."
shouldn't it be as big A favour?
Mark Pay (2008-09-04)
Ack :( Yes, thanks.
garion333 (2008-11-30)
Quest text. Charlotte. "Deer Diary" s/b "Dear Diary" . . . or am I missing something here? It seems all the quests are that way, so perhaps it was intentional, but I can't see why.
TwiTerror (2008-12-01)
Charlotte's character is somewhat illiterate, her typos are typically intentional.
Bluegrass (2009-08-11)
Think I found one, although it seems pretty obvious, so maybe I'm wrong.
Ionae's description, character select, last phrase:
"Her tattered cloak hides a pair of folorn..."
Shouldn't it spell forlorn?
Jimbob (2009-08-28)
Gah! and I thought I'd scoured all those character descriptions at the very beginning... :)
Mark Pay (2009-08-30)
No more scouring! I still get twitchy thinking about the first humbling lot.
Thanks for the report Bluegrass. :D
TwiTerror (2008-08-06)
For those of you who enjoyed (or are enjoying) the soundtrack to The Spirit Engine 2 and are unable to pick up either of the affordable digital albums
(CDs optional!), then you should also be informed that the soundtracks are available for listening to online.
The best way to listen to the music whenever you want (other than purchasing the soundtrack) is to check out [url]www.thesixtyone.com, a unique website that lets users spend 'points' on songs they like to help promote them... the website is free and there is no 'cost' to listen to music (just to 'bump' and support it - which you should do to my music if you grab an account - be sure to use 'whelchelphd' or 'jwhelchel' as the referrer ID!). The site is extra cool because listeners and artists 'level up' as they accumulate points etc - it's all spelt out on the website. Check it out!
thesixtyone.com:
The Spirit Engine 2 - Selections
I'm only able to put so many tracks on this website - a maximum that is raised by increased listener activity. That means you should listen! Oh, and bumping helps to.
As an incentive to do that I will probably hold some sort of sweepstakes for listeners every month giving away the soundtrack for free. So be sure to get on there (and remember the referral ID!) and support me, it'll pay off.
Also, the better I do on thesixtyone, the more tracks I'll put up on last.fm as full streams... those are below.
last.fm:
The Spirit Engine 2 - Original Soundtrack
is available on the radio, with a few tracks fully streamable (will increase as explained above).
The Spirit Engine 2 - Selections
is also available, but is pretty much the same as above with fewer tracks.
---
Also, feel free to let me know what you think about the music. Do you hate it? Do you love it? I'd love your feedback, input, and thoughts about the whole matter. Be sure to let me know so that whatever comes next can sound even better!
Thanks,
Josh
GiB (2008-08-06)
What we think about the music?Is this a question?Man, I find this music even better from the music of some of the comercial games I've played.
Soulmyst (2008-08-06)
At 4:28 in Finale A Lost Dream (or the bonus track "04 - 28 - A Lost Dream - Reprise (Bonus Track).mp3") Brings tears to my eyes :cry:
I Agree GiB, Josh must not be serious with this question :shock: This is not just music that you listen while playing the game, this is actually a soundtrack to load onto your mp3 player and listen to the whole day to relax (even if you haven't played the game!)
There are so many "holy s&*$" this is great tracks I think I'll spam this topic to the next page if I had to list them all :D
FurryRage (2008-08-06)
"this is actually a soundtrack to load onto your mp3 player and listen to the whole day to relax "
actually, it's exactly what I've done ^^
YanPL-tse (2008-08-06)
I've been listening to TSE1 soundtrack lately; and what I'd like to tell you is, that each time I hit same melodies in TSE2 in new covers I'm very glad to find similarities and I compare 'old' with 'new'. In general, quality (though alredy high), was increased. But, I prefer old 'flutter'.
Jamiri (2008-08-08)
Josh, I just bought your TSE-2 Selections album, because I think it's fantastic music and with it you significantly contributed to the great TSE-2 experience I had. That's why you also deserve some of the money for it (which is why I bought your music).
Hope to hear your music in more games soon!
Nillo (2008-08-09)
There is something odd with the mp3s that makes my music programs think they are ten seconds longer than they actually are. When I play them in Winamp, the song ends when the timer is at about 00:10. When I play the songs on Audiosurf, I can't get all the blocks because the ship stops running in the middle of it... kinda weird. :)
TwiTerror (2008-08-09)
Nillo > That is very strange. It probably has something to do with the automatic tagging on my website - if it's truly bothersome than I can provide a direct download if you need it. Just shoot me an email.
TwiTerror (2008-08-09)
Oh!
Thanks for your support everyone on the61 - I really REALLY appreciate it. I'm climbing the charts, slowly but surely. (;
Here is Demonic Timbre
from Chapter 8.
Also - I'm thinking about holding a sweepstakes or something to give away some free music, I'll keep you updated.
FurryRage (2008-08-09)
errr, I don't know if that's the same problem, but when I play the mp3 on my DS (using moonshell) actually the song starts from 10 seconds and ends at the end of the timer. I think it's the same problem except instead of finishing before the end, it starts with already 10 seconds passed (they're not even played, they're not blank, it just start at 10 seconds instead of 0 -_- )
it's not really bothering me since there's no difference on listening, but it's strange and when I read nillo's problem, I thought it was worth reporting.
also when I try to move the song back before the 10 first buggy seconds, it just get back to 10 directly.
Nillo (2008-08-13)
I've been listening to the soundtrack a lot lately. It's just full of masterpieces, I don't know what to say. :)
The cover art on Selections looks amazing. Do you have a full-size version of it somewhere?
Edit: Found it in your thesixtyone account. :)
[url]http://www.thesixtyone.com/jwhelchel/photo/show/20686/
TwiTerror (2008-08-14)
Hey Nillo, thanks for joining and showing your support!
Also, I'm wondering what other TSE2 track to put up at the moment, any suggestions? (;
(I'm hesitant to put anymore Bonesaw up for a while, but I usually judge that by their last.fm ranks)
Nillo (2008-08-14)
Why do you hesitate? Is there a limit on how many songs you can upload, or something? :?
I gather that you get "points" for having people listen to your music, and I can't do that at this time 'cause you don't have the ones I want to hear.
Anyway, if you want to show them something from TSE2... "A Trader's Song"? I think that's the first tune that really stood out to me. If you don't like that one, just upload a few more of the battle themes. Can't go wrong with those. :)
TwiTerror (2008-08-14)
Haha, yeah I am limited. I get 3 to start plus two for every level - I like to have a two song buffer so I can upload something amazing if something comes along. haha.
Yes, but "A Trader's Song" is a good choice. I'm also probably going to put up "Put a little bonesaw in it" in a few days. The former is now available on t61. (:
Anywho, your opinions are important so please let me know what you DO want to hear so they can be the ones that go up! :D
Nillo (2008-08-15)
Whoa, people are fast. I totally thought I was gonna be the first to bump it, what with being right here and everything, but when I updated the page it already had six of 'em.
I'll try to pick out some more of my favorites later. Thank you for the consideration!
Mark Pay (2008-08-15)
I can put up the Selections artwork in higher res .pngs if Josh approves.
It was something of a rush job in the final month before release, and I regret that I was not able to spend more time on it. :(
Jamiri (2008-08-15)
By the way, has anyone noticed that one of the main player characters is missing on the cover of the selections album?
In place of him there's Marie, Ferwin's loved one, making a total of nine persons, so that probably nobody has noticed that so far.
Nillo (2008-08-15)
That's because... I can't say it here. :? Let's just say that there is a reason.
TwiTerror (2008-08-15)
Hey. Mark, you can put up whatever you like, you did make them afterall. (;
Your versions will differ a bit from mine because I repositioned and refonted some things, but here is the hires TIF file I have.
[url]http://www.syntesis.org/files/tse2selcover.tif
[url]http://www.syntesis.org/files/tse2seltray.tif
Nillo (2008-08-15)
Many thanks to both of you! I now have a new wallpaper. :)
Mark Pay (2008-08-15)
Thanks Josh! :D
Here's the cover with no text:
http://www.thespiritengine.com/Files/TSE2Misc/WebsiteSelectionsCoverNoText.png
And the flip side with text:
http://www.thespiritengine.com/Files/TSE2Misc/WebsiteSelectionsInsertText.png
Argh, they're huuuge. :shock:
Mark Pay (2008-08-15)
And back on topic: If I'm allowed, I'll throw out requests for C8_Battle2, my favourite non-boss battle track and C8_HeartToHeart, my goto piece for any vaguely soppy and emotional moments.
Nillo (2008-08-15)
C8_Battle2 and C8_HeartToHeart? What are those? I guess only you and Josh know that. :P
Soulmyst (2008-08-16)
A few tracks me likes :twisted:
02 - 16 - Urtat the Unbeatable.mp3 (what a bitch!)
02 - 20 - Hymn of Death.mp3
02 - 21 - Icy Ash.mp3 (background music when I work)
03 - 09 - They Came with Dreams of Blood.mp3
03 - 13 - Nature's Rhythm.mp3
03 - 16 - Prophecy.mp3 (Love ethereal woman voices)
03 - 17 - The Darkest Truths.mp3
04 - 25 - The Reformation of Enshadu - Alternate (Bonus Track).mp3
Now if only we could bump Josh up to level 119 he coud upload them all on t61 *ducks* :?
Soulmyst (2008-08-16)
oh and one more (promise I'll stop now)
03 - 12 - People of the Hunt.mp3
TwiTerror (2008-08-16)
"C8_Battle2 and C8_HeartToHeart? What are those? I guess only you and Josh know that. :P"
C8_Battle2 is "Adjanti Warcry"
C8_HeartToHeart is "A Man's Lost Heart"
*pondering* (:
GiB (2008-08-16)
Why do you need second name of each melody?
Mark Pay (2008-08-16)
It's the original working filename.
TwiTerror (2008-08-17)
Imagine having 101 tracks with cool names like "Crimson Limit" etc - without a working filename that indicated placement it would have become very difficult to know where each song belonged come time to place them. (:
TwiTerror (2008-08-19)
By the way, thanks for your lists, I appreciate knowing what you guys like to hear!
A Man's Lost Heart
http://www.thesixtyone.com/jwhelchel/collection/item/26475/?autoplay_song
TwiTerror (2008-08-19)
I'm a double posting fiend, sorry.
I thought it'd also be a neat reference for TSE-1 fans to know where the TSE2 music derives from (when it does)
--
TSE2 Title -> TSE1 Title
Fluttering -> Flutter
Crack in Time II -> Crack in Time
Dark Omen -> Tribulations (and also Emerald Tension more directly)
Black Magic X -> Black Magic
People of the Hunt -> Homestead (did you notice?)
Demonic Rage II -> Demonic Rage
Final Cry~~ -> Executive Pay II
Maybe I left a few off.
If you've also got "Premonitions" then here are the notable conversions
TSE2:Prem Title -> TSE2 Title
Transcending People ~~ -> Transcending People
Children at Play -> Out on the Town (it's WEIRD to see how dramatically the position of this song changed)
Roses of Red -> Crimson Limit, Urtat the Unbeatable, (We Keep on Fighting (unreleased))
Confrontation -> Confrontation at the Shrine, Confrontation at the Mind's Core
Clay 13 Saves the Day -> Closing Themes
Let's Go! Our Victory Song -> Clay 13 Saves the Day
Misty Clouds -> Misty Hollows
Feng Shung Dojo -> Seaside Village
Adjanti Heart ~~ -> Adjanti Heart
The Great War -> Nature's Contention
Ascension of Batiste ~~ -> Closing Themes (I really wanted this to end up in the game, there is an unreleased version of it actually not on the OST)
Miniboss Battle~~, Miniboss Scene -> Falling of the Ice
Devil's Weapon -> Revelations, Into the Eye (this was the original final battle song, and it was supposed to be super cool.)
Infinite Prayer, A Lost Dream~~ -> A Lost Dream, Finale and A Lost Dream, etc...
Calling of Fate~~ -> Calling of Fate
Darkened Town~~ -> Town of Darkness
Ghost's Warning (= Emerald Tension from TSE1 which was unused) -> Dark Omen
Not the Penny Arcade -> Not the Penny Arcade!
Ghost Town -> Not Alone, Not Here
Moving Darkness -> The Count Descends
Ve Haf Vays ~~ -> Ve Haf Vays
Shattermane -> Institute for Higher Learning
Untitled Town (from Homestead from TSE1) -> People of the Hunt
Waking up in the Inn -> Waking up at the Inn
Autumn Tune -> Porto Vale (I like the original a lot too)
Fierce ~~ -> Fierce, The Fiercest (All three of these are some of my favorites)
Great Hall Longreach ~~ -> Great Hall Longreach
Barracks Bomb -> Bomb in the Barracks
Casino of Trouble -> Seaside Circus (Here's a fun tidbit: This song was originally for The Bowbuffer!!)
Outworlders -> Demonic Timbre
There were a handful of tracks from Premonitions I wish I had the time, energy, and place to put into TSE2 that didn't make it. Oh well, shed a tear. (;
Songs that I wrote that aren't in the game or on any released album (I'll put these up for free soon)
We Keep on Fighting - The original battle tune for chapter 1, this had way too much electronics and other fun stuff to be usable or fitting. It's basically "Roses of Red / Crimson Limit" in rock form. (Not mastered very well either I didn't really finish it haha)
Waking up at the Inn (Old) - I redid this RIGHT before we released the game because I thought this older version was very bland
Ascension of xxx - I wrote this before I really knew that the boss was a secret.
Bomb in the Barracks (Old) - There is a version of this that has a radio voice in the background - it was removed because it was too 'high-tech' for the setting of TSE2.
Confrontation at the Mind's Core (Old 1 & 2) - I have two versions of this before the final one (making three total). One is with the urban drums but lacks some of the heavier orchestral percussion. The second version lacks the urban drums and adds the orchestral percussion. This version also has some electronic stuff that's not in the end. The final is a combination of the two.
Deathly Descent - This was written for a Chapter 3 cutscene. I forgot I had it after a few months though, and when I found it towards the end of development we decided not to add it.
In Externum Deus - A pretty epic battle piece that I wrote for the final battle. Didn't really use it though because I wrote "Medea's Final Conflict" a few weeks later from scratch.
A Lost Dream X - There was an OLD version of this - a very nasty piece of work. Essentially my first conversion from Premonitions before I really decided whether or not we should go streaming with the whole thing - somehow this nasty rock-electronic-orchestral hybrid was born. You might find it here: http://www.traxinspace.com/song/41228
Miniboss Battle ! ~~ - This is a very VERY failed rock attempt of "Falling of the Ice" that I created way longtime ago in a similar vein as A Lost Dream X.
Misc Hymn - Something short and churchy.
New Dreams - A short ullieann pipe version of A Lost Dream that I find nasty.
Out Worlders - When I first got my new equipment I wanted to try and convert Premonitions "Outworlders" to something epic. Of course, I should have done some decent practice first with the stuff (;
Prayer to the Aulder - This was originally for a scene in chapter 9 that I thought would be a lot longer. So it got scrapped.
Tears of the Moon (Music Box) and Tears of the Moon - These were originally written for the Chapter 5 opening cutscene. Didn't happen though - this was really supposed to be something a LOT more epic than it ended up becoming. I have a string quartet recording of it live from senior year, as well, but the quality is stinky.
I also have two choral rearrangements of "crimson limit" that David Saulesco (Eternal Daughter) wrote. Not sure if I'm allowed to share so I'll probably keep them to myself. (:
Cheers,
Josh
FurryRage (2008-08-19)
PLEASE PLEASE PLEASE PLEASE PRETTY PLEASE
post a pack with all the unreleased songs or put them to downlaod somewhere, just listening to A Lost Dream X make me want to get the others ^^
And yes I know you said you will do it, but well, i just wanted to say I was totally for it anyway ;p
Even if you put it aside, it's still damn great music.
Brickman (2008-08-24)
You left at least one off that list there--"Not Alone, Not Here" is a remix of one of the three or so main recurring themes in TSE1. I'd recognize it anywhere.
TwiTerror (2008-08-24)
Wow, good catch.
Not Alone, Not Here is definitely "Vidistine Fortunam" from TSE-1, the track that plays as you approach the final boss.
Also, unreleased track #1 is here: http://www.syntesis.org/node/67
TwiTerror (2008-08-26)
The Spirit Engine II: Selections is on sale for a short period due to the END OF THE SUMMER.
Use the code RABBITSOUP at www.jwmusic.org/redeem to pick up the album for $3 (save $4.99).[/b]
Brickman (2008-08-26)
Hey Josh, is there some reason that every one of your songs on thesixtyone has a video taunting the listener with a sandwich while we listen to a distorted version of one of the bonesaw songs? Not that the video button on that site is placed such that it'd jump out at anyone not looking for it, but still.
TwiTerror (2008-08-27)
The video feature is connected to youtube which I believe does an automated search. I have no input on what that button does. I believe that video is the only one on youtube that has "Josh Whelchel" explicitly in the title or description so it comes up. The song is one of my favorites, at least, for the part in the middle. (:
TwiTerror (2008-10-10)
Be a fan on Facebook
and get free music on October 31st! :D
Skills - strategies and balance
TeeGee
TeeGee (2008-08-06)
I think it'd be a great idea to start a thread discussing skills, their use, strategies and balance issues.
While playing TSE2 I've tried to check everything single ability out and see if it's possible to build a viable strategy on it. Here are my observations:
[size=16:5bf32986ab]Knight
Knight was my main damage source. He has lots of Health and can wall a bit, but he really isn't as effective at that as you would think. Being able to recover quickly was a great advantage though.
Hack - Quite a viable main attack solution. Though it obviously losses a bit of punch on enemies with high armor. Comboes well with Charge and other attack boosting abilities. I alternated between this and Slay through the whole game.
Slay - Simple alternative to Hack that packs all the damage in one big package and has a nice bonus on large monsters. I feel it's slightly better than Hack.
Thunderstrike - I used it on bunches of weak, light armored monsters with a nasty tendency to raise quickly. Also useful for sniping weakened creatures that escape to the back row.
Recover - Nothing to say really. It's effective for stone-walling and (nomen-omen) recovery. Packing points in here was actually visible compared to most other skills.
Brace - It was quite effective for tanking melee monsters. Though, it's a complete waste to put any points into it. It's very effective at level 0 and that additional 1-2 points of absorbed damage can hardly make any difference. A balance issue?
Swordfaith - I think it's effective skill for normal attacks and sniping, but I used it mostly to kill undead and Piercing-immune creatures. Hack/Slay just seemed more effective. Anybody else had any better experiences with using it?
Fortify - I found this one useless. The gain is not very big and Smokescreen is just way better. I prefer my knight dishing out damage, not spamming a weak buff.
Charge - Too inconvinient for regular encounters, but I've placed it in a party chain focused on dishing out as much damage as possible in one hit. Was very useful on hard bosses and those wall creatures. Putting few points in it actually made a visible difference.
Might - I found this passive to be very good. It percentage-based bonus often gave me more that raising the respectable skill. Extra armor is a nice addition too.
[size=16:5bf32986ab]Musketeer
Musketeer for me was a sort of utility character that could do some damage to a single target as well as groups, poison creatures, protect the team and even tank with her high dodge percentage.
Aimed Shot - Was my primary and basic attack through the whole game. It's just effective.
Explosive Shell - Tried to use it several times and it always left me dissapointed. Damage is weaker than that of Aimed Shot and the splash damage basically does nothing to anything with reasonable armor. It's not effective as a single target skill nor a good tool of mass destruction. Lucky shot was just better.
Lucky Shot - Similar use to Knight's Thunderstrike - good for weak and quickly raising creatures and to snipe the back row. Also a source of magic damage that came in handy for pierce-immunes and Chi users. A good skill overall.
Flashbang - I thought it's going to be neat, but the stun was just to short and damage too weak. Bad choice imho. However, I would love to try a stun-lock team of three Musketeers using this skill ;).
Enpowder - I used it to empower my Knight (who also used Charge) on my Most-Damage-In-One-Hit pary chain. It served its purpose well though it was late in the game I started really using it. I left it at very low levels and it was still effective.
Black Bullet - Poison is awesome. 'Nuff said. However, the damage haven't raised by a pinch on few level ups and it frustrated me to no end.
Smokescreen - Even with 0 points it's *the* defensive skill! With points invested, it's even better. It reduces the damage by tons and it turns your Musketeer into a perfect dodge machine that can be used as what I believe is the best tank in the game. In the late game I used it very often and it made the final boss a walk in the park.
Powder Imps - Seems like a viable defensive ability, but Smokescreen is just way better and more universal. It's good when you get a chance to cumulate it though.
High Fire - A good alternative for the Aimed Shot. Without extra bonus on largies, but with the ability to snipe. I plan to test it more extensively on my second playthrough.
Lucky Lady - Dodge is very good and actually worth investing points into it. On high levels, paired with Smokescreen it makes the Musketeer pretty much invincible.
[size=16:5bf32986ab]Priest
Priest surprised me a bit. In the end he was a good tank and a damage dealer that only rarely used support abilities.
Strike - Was a steady and effective attack ability. Extra damage on undeads is a nice extra.
Heal - I always had lots of points in it and it was very good for team recovery. With Smokescreen and Party Heals on items, it made my party return to power in no time. Worth having all the time imho - you never know when you're going to need it and it's silly to lose just because you couldn't heal that Smokescreen spamming Musketeer who had few unlucky dodge rolls.
Bless - Honestly, couldn't find any use for it. Duration was short and effect was neglible.
Sprite Summon - Great skill. It makes the Priest an even better tank with rapid Chi regeneration and it adds some good damage to hits. Once I discovered it, I used it all the time.
Damn - At first when you get it, it's pretty effective. Later it's static effects and short duration make it pretty useless. Had few points in it ust for my damage party chain, but I could drop it entirely and I wouldn't feel the difference.
Aurora - Haven't used it at all. Seems nice but too situational.
Wrath - I prefer Strike. Though, its different damage type comes in handy.
Trick - This seems like a very good skill that would make the Priest an even better wall that can also dish out some heavy retaliation damage. I need to test it more though - it might be too situational, as it only works on melee critters.
Staggering Blow - Tried to use it. Damage reduction was hardly visible and I'd rather not sacrifice attack power in a game where creatures are so quick to raise again.
Chosen - Good passive for tanking though it's effect is inconsistent throughout the game.
I'm curious to see if you have other opinions people, so post your observations :).
GiB (2008-08-06)
Nice guide, well done, you just missed to say that the damage which priest's sprite summon adds is ethereal.
Jimbob (2008-08-06)
I should add about Hack that it is very useful against creatures with high dodge rates (because of the two chances is gives to hit) or with a breakable shield (such as the orbs for the second form of the Crone). It also is very handy for building up the damage modifier for your other characters to take advantage of...
I agree about not upgrading a lot of skills (like Brace) because it just didn't seem to make much difference at all.
TeeGee (2008-08-06)
"Nice guide, well done, you just missed to say that the damage which priest's sprite summon adds is ethereal."
Oh yeah, that's true. Though I just used it all the time anyway. It's just another bonus to the spell.
"I agree about not upgrading a lot of skills (like Brace) because it just didn't seem to make much difference at all."
Yeah, I think it's actually an issue and sort of unrewarding to the player. I couldn't care less about level ups, as all they could give me is about +1% damage. It's also pretty unbalanced between the skills, as some give a pretty nice bonus (Fortitude, Chosen, Lucku Lady) and some are a complete waste of points (Brace!).
I did an experiment and sold out all the skills before the final boss fight. The only skills I missed were Fortitude and Lucky Lady - for the others I hardly noticed any difference at all. I think it means that something is wrong here ;).
Jamiri (2008-08-07)
"
Black Bullet - Poison is awesome. 'Nuff said. However, the damge haven't raised by a pinch on few level ups and it frustrated me to no end."
I don't think Black Bullet gets the merit here it deserves. It's not the initial damage that makes it powerful, but the life draining ethereal damage, that slowly kills off even the monsters with high ethereal resistance and can be used to kill monsters with high chi as well.
A highly upgraded Black Bullet drains far more than a thousand health points from a target even if the initial damage is nill.
I usually put my musketeer into wait mode until a melee enemy rushes in to attack from the back row. And only then I quickly release the bullet onto the target. Repeat that once or twice and after that you don't have to care about the enemy anymore.
It's also nice to use it on shielded enemies. You only have to get one hit when the shield is down. Afterwards, the poison continues to damage the enemy even if the shield is up again.
Novalon (2008-08-07)
"It's also nice to use it on shielded enemies. You only have to get one hit when the shield is down. Afterwards, the poison continues to damage the enemy even if the shield is up again."
Really? I had my musketeer pump a plethora of black bullets into some enemies but the results seemed evanescent. In other words, it didn't take long for the poison to just evaporate. Of course, it could simply be attributed to the fact that my black bullet has not been upgraded that much.
Also, I have to give kudos to TeeGee; this is a very effectual guide. It always seemed like I was stuck between Scylla and Charybdis when choosing which stat to level up but this explanation makes the choice more lucid.
Jamiri (2008-08-07)
Yeah, you need to upgrade the black bullet to become more effective. On skill level 21 mine has exceeded 1400 points of ethereal damage, which is huge!
If you have a party that is good at shielding or healing, the black bullet is your friend tearing down most enemies slowly but relentlessly while you keep up your health.
It's not good against some enemy healers, obviously, but still even on them it's somehow effective as it makes them using their healing skills continuously while keeping them from attacking you.
Mark Pay (2008-08-07)
The small bonus for skill points was a deliberate choice. I wanted to try and keep skills useful even if they had no points invested in them.
The occasional zero return on point investment is the result of fraction rounding. MMF, 1.5 especially, is not fond of decimals. :?
Brace was a hard skill to balance. Below 75% reduction I didn't feel it was an attractive option. There are points in the game where having the maximum 95% reduction is noticeably better than the minimim ~78%
Some other thoughts:
Fortify - Really quite useful, especially against multi-hit attacks and if you build a character to tank with high defense. The duration is long enough for your character to use 2 or 3 other skills inbetween activating it.
I had to tone it back a bit in the last few months, because it was a little too good.
Quick example - lvl 70 Knight, lvl 17 Fortify, lvl 17 Recover.
Recover= +659 health
Fortify= +78 armour for 125 cycles
Assuming 3 enemies, attacking 3 times each in the 125 cycle duration of Fortify.
Fortify = -702 damage.
Fortify gets better if any of the enemies use multi-hit attacks and Recover gets better if the enemies attack less frequently.
It spreads across characters too, allowing you to rotate and keep your damage modifiers down.
Explosive Shell - I agree it may currently be a little weak. It does combine nicely with enpowder.
Flashbang - Often useful as a softener. The delay is guarenteed and the +22% damage modifier is quite useful for the next skill you hit with. The damage can be alright sometimes.
Smokescreen - Hard to balance, I may have swung too far in it's favour. A little too effective?
Bless - Especially useful on offensive skills for overcoming armour, and rarely wasted on other skills.
Aurora - Useful fairly frequently I think, against any creature that does magical damage. It's difficult to fight some bosses without either this or Fortify IMO.
Damn - Even in the late game I find that it often tips the balance when you need to deal more damage.
This was a great post, thanks for sharing such a detailed analysis!
It'd be great to hear more people's thoughts on skill balance. I can make adjustments if there is a consensus on any of them.
Jamiri (2008-08-07)
I guess that in the end it's all a matter of what strategy you employ in combat and what tactics you start early on with in the first ten battles or so. If you see that it's working you stick to that tactic and will continue to use the same two to three skills per character throughout the game.
Example: In my first game I used the Powder Imps a lot with Ionae. Now, in my second game, I don't have that option with Grace any longer. I still don't use smokescreen in place of it, though. Instead, I have entirely changed my tactics into a more offensive approach, using only heal and recover at times while health is at very critical levels. My aim is to immediately kill one of the monsters with the first one (or two) rounds of combined attacks of my characters. Then, outnumbering the enemy I take down the second one shortly after, just before health becomes critical and I need to put my musketeer in front to dodge while the rest of the party is attending the wounds. Most of the time one of the monsters will rejoin combat while I rest, but my musketeer makes usually short work of this "comeback" by having a nice bullet in overdrive ready for that. After having gained enough health again, I kill the third enemy easily.
So, the only skills I currently use are High Fire, Black Bullet, Heal, Wrath, sometimes Damn, Hack, Slay, sometimes Charge and, of course, Recover. I play in hard mode and are in chapter six now.
In my previous game, which I played with two priests and one musketeer in normal mode, I used a lot more the Strike skill, Powder Imps (as mentioned), Heal and Wrath. All the other skills were rather uninteresting.
What I am saying is, that it also depends on the characters you chose.
The only thing I am still struggling with is the fact, that the target assistant skills are basically nice but seem to be inferior to using an unmodified standard attack twice in most of the situations (except heavily armored targets). The problem is that cooldown times for the TAS are the same as for attacks. If the cooldown was only 50% of that of an attack skill, they might become more interesting.
TeeGee (2008-08-07)
"I don't think Black Bullet gets the merit here it deserves."
Well, I wrote that poison is awesome :). It's a great skill for applying pressure.
If we're to analyze it further, I would add that it has one more advantage. Often a almost-dead monster hit by Black Bullet will retreat to the back row and die there after few seconds. It's like if it would be dead already, only better because it haven't started raising yet.
"The problem is that cooldown times for the TAS are the same as for attacks. If the cooldown was only 50% of that of an attack skill, they might become more interesting."
I agree.
"Also, I have to give kudos to TeeGee; this is a very effectual guide. It always seemed like I was stuck between Scylla and Charybdis when choosing which stat to level up but this explanation makes the choice more lucid."
Thanks ;). Though, I haven't thought of it as a guide, more like a way to encourage you to post your opinions. I'm very curious to see if different people use some strats that I haven't even thought of.
Also, I think you shouldn't worry too much about skill point allocation - there's enough of refund points to completely revamp you characters for few times. I actually found this to be a great feature - it allowed me to test many strategies and to not get stuck/bored with one setup.
"Fortify - Really quite useful, especially against multi-hit attacks and if you build a character to tank with high defense."
I need to try it some more then. I think the problem is that Smokescreen just overshadows other defensive abilities and I'd rather not lose Knight's DPS for some armor bonus. Especially in a game where enemies raise so fast that it's important to keep constant pressure.
"Flashbang - Often useful as a softener. The delay is guarenteed and the +22% damage modifier is quite useful for the next skill you hit with. The damage can be alright sometimes."
I think it's a bit too weak. Supportive skills are nice, but it's just better to kill the opponent instead ;).
"Smokescreen - Hard to balance, I may have swung too far in it's favour. A little too effective? "
Yeah, I guess so. It's a world of difference when it's activated.
"Aurora - Useful fairly frequently I think, against any creature that does magical damage. It's difficult to fight some bosses without either this or Fortify IMO.
"
I haven't used Fortify nor Aurora at all and had no problems. Then again, it might be just that Smokescreen is overpowered.
"The small bonus for skill points was a deliberate choice. I wanted to try and keep skills useful even if they had no points invested in them.
"
Yeah, I know and I like the general idea a lot. But I think that you've got a bit too far. I felt kinda cheated with each level up and later I just stopped caring about them completely (often had few accumulated points because I forgot to spend them).
Skill upgrades are an important part of rewarding the player in RPGs and it would be good to see that your character actually can make a better use of the skills you've spent so long on building up. Especially for lower levels. If the values would raise faster at start and then diminish more quickly, it would reward more balanced play and still prevent players from overspecializing their characters and breaking the game's balance (which I believe was a problem in the original TSE). I think it could make the game even better, but I might be wrong of course ;). Would be great to hear the other guys' opinions.
Rogue (2008-09-05)
I've beaten it on Absurd mode with a normal party, a team of 3 priests, a team of 3 knights, and a team of 3 musketeers. And I've messed around a little, experimenting with different strategies. Heres my analysis of the classes, skills, as well as a few of my more effective strategies and my thoughts on the balance.
[size=18:67f306a99f]Knight
Probably the most powerful class in terms of offense. All of their attacks are excellent. They have high health, though I think they have the least effective passive defense. They can't support their other teammates as well as the other classes, but they have good self defense skills and their damage can really make the battle go faster.
Hack - This is *the* attack to use against enemies with chi, as well as low armored enemies. Even if you train slay to the moon and leave Hack in the dumps, it's still usually the better option against them. Goes well with empowder as well.
Slay - I'd agree that this is slightly better than hack. Great for punching through high defense, as well as against large creatures. With Charge, this is probably the best single target attack skill in the game for damage.
Thunderstrike - My favorite Knight attack. Concussive is probably the best damage type in the game, and combining this and charge can really dish out a lot of damage. It also goes well with empowder and bless. Dealing damage to all of your enemies evenly is helpful, because if they're all KO'd at once, you don't have to worry about them waking back up.
Recover - Excellent self recovery move. Its great even if you don't put any points into it, even better if you do. Between this, Smokescreen, and Heal, it's very easy to keep your knight healthy.
Brace - Very good against single hitting attacks. Not bad against double hitting attacks as long as you have a priest healing you. If enemies attack more than that then it's probably better to just use fortify and recover. Putting points into this can make a pretty good difference against a few very high damaging attacks, such as suicide attacks and Batiste's mega sword, but I'd agree that (despite it atrophying as you level up.) it's mostly adequate at level zero.
Swordfaith - Almost as powerful as Slay, %25 bonus to undead, and you can aim it? Very good attack. I didn't use it that much, but when I did it did its job well. Invaluable against ghosts, good for sniping enemies. Goes well with Charge/Bless/Damn to take out pesky chi users hiding behind enemies. Its only big problem is that it can't be used in inclosed areas, so you'll if you put a lot of points into it, your other skills will be gimped underground.
Fortify - This is a neat skill, but the problem is that it doesn't protect chi or aurora, and it's wasted on a dodge, so it doesn't go well with musketeers. Brace reduces its effectiveness by around 80 percent if the knight is taking the hits. Smokescreen reduces its effectiveness by around %70 to %80 for the whole party for as long as its up. Powdered imps reduces it's effectiveness against frontal attacks as well. And as mentioned, it doesn't protect aurora, so aurora reduces its effectiveness against magic attacks. So it doesn't work well with any other defensive skills. Normally it's pretty much only useful against magic attacks or if your team is mostly knights. I have however developed a pretty crazy strategy with it which I've detailed below.
Charge - Really awesome skill. If you train this up and have items that boost it equipped, it can actually boost damage by more than %100. But if you do this it will sting a lot if you get hit, so try to keep you're knight protected when you're using it. Also I would recommend you use when your knight has excess energy. This way you only are more vulnerable for 25 cycles rather than 40. I'll note that although it isn't mentioned in the manual, overdrive does not improve the power of this skill. But going into overdrive after using it will increase you're damage.
Might - The damage boost from this is pretty useless at the beginning of the game, but becomes much more useful as the game progresses. Later in the game might can give a bigger damage boost than training the actual attack. The defensive boost from this is excellent throughout the game, especially against multi hitting attacks. Very good passive ability.
[size=18:67f306a99f]Musketeer
Very versatile class. Has some of the best defensive moves. Their offensive moves are less powerful than the Knights, but more tactically useful. Their only weakness is that they can't heal, and without a priest they can be worn down.
Aimed Shot - Pretty much exactly like Slay, but you can't charge it, making it a whole lot worse (but still very good, especially against large creatures).
Explosive Shell - It's a good attack. Its main problem is that the extra %50 splash damage gets absorbed by most enemies' armor. Empowder fixes this problem though. Empowder boosts the attack fully, and the extra %50 is boosted as well, enabling the splash damage to pierce through most enemies' armor (and the main damage to pierce just about everything else). I don't like it as much as Flashbang though, so I don't use it much.
Lucky Shot - A lot like thunderstrike. Can't be charged, so its not as good against enemies with good defense. It does work well with empowder against some enemies, but I don't think the %25 damage bonus for each hit is applied to the concussive damage. It's a little weak, but it does do substantially more damage to enemies in the further back rows, and there's a lot of items that boost its power. Bless and Damn help this go through chi users magic defense.
Flashbang - My favorite Musketeer attack. It's just very tactically useful. In a group of three enemies, wait until you have excess energy. Right after an enemy makes their move use this on them. You only have to wait 25 cycles to make your next move, so you can hit them with another Flashbang slowing them down so you can hit them a third time. You can use it to keep enemies charging longer and get in more hits (attacking charging monsters does quite a bit more damage). It boosts the damage modifier higher than any other attack in the game, so using this before your blessed charging max overdrive knight attacks is a good way to get in a ton of damage even if you can't damage them directly. You can use it to keep the Burning Blossoms in chapter 7 open longer, or keep Chill splitters from going underground for awhile. If you use it against a Blue Bitten in chapter 6 while their ice shield is up it guarantees that they won't be able to put it back up before you get your attacks in(and you'll inflict more damage with their damage modifier up). You can also use it to keep enemies from healing when they're weak. Although it's not that powerful compared to Aimed shot , concussive damage is generally more useful than piercing damage. You also get some good items near the end of the game that make it nearly as powerful as Aimed Shot (At least until you get the S4-A Silverlock). It also combines with empowder to break through tough armor, all the while reducing the enemies speed by about %45 for the turn (assuming you're fighting 3 enemies). With 3 musketeers, you can completely stun lock an enemy in a group. It was my most used skill in my 3 Musketeer Absurd Mode run.
Enpowder - On concussive attacks, it's like charge, but you can give it to other characters, which is pretty sweet. I usually wouldn't recommend using Explosive shell without using this first. Also good on any attack for attacking chi (especially Hack). Sometimes good for other attacks as well if you're up against enemies with low concussive defense(some resistance is fine though). You can get %50 more damage from this if you use this on Explosive shell(only if there are at least two enemies) or Thunderstrike(only if there are three enemies). Also if your musketeer is nervous, the damage on this doesn't get reduced.
Black Bullet - Awesome attack. The bulk of the damage never misses. I only wish that items that boost ethereal damage would boost the poison. As it is the only way to make the poison more powerful is if you level up your party or put points into it.
Smokescreen - Best all around defensive move in the game. Using this alongside heal and recover is an excellent way to get your health back. Attacking while it's up isn't a good idea, as your attacks are much more likely to miss, but you can charge while it's up and attack in between smokescreens.
Powder Imps - More reliable than Smokescreen against frontal attacks. It can also completely shut down some enemies and bosses. Also protects against some poison and absolute damage attacks. A lot of attacks go around it though. Also if it gets hit by a powerful attack, it can go pretty far into the negatives, meaning you'll have to use it more than once to get it back up. I think it has a damage modifier on it too, meaning most enemies will break it down eventually if you keep spamming it.
High Fire - Useful for picking of spell casters in the back rows and weakened enemies. Goes pretty well with empowder against chi users. It would probably be better than Aimed Shot if it was usable underground. If an enemy uses melee attacks you can just wait and use Aimed Shot instead. I don't use it much, but it's a great move and it does it's job well when I do use it.
Lucky Lady - Dodge protects from everything except for poison and absolute damage, making this awesome. Gives you %34 dodge for free, and you can get it to over %60 late in the game if you train it.
[size=18:67f306a99f]Priest
Has fantastic support and healing moves and powerful attacks. The only downside is that they don't have any targeted or area of effect attacks. Their chi is excellent at the beginning of the fight, but once it's worn down they have the weakest defense (and in a normal party you can't actively heal them).
Strike - Pretty powerful and a good damage type. Best single target concussive attack in the game damage wise. Like all concussive attacks it goes well with empowder.
Heal - Yeah, it's heal, it's awesome. Invaluable for keeping your musketeer healthy, and great support for your knight too.
Bless - Good support skill. Useful for dealing magickal damage to Chi users. It lasts for 3 attacks, and its duration isn't reduced by using moves aren't affected by it. I think the best way to use it is to use it on a charging knight. Charge isn't affected so you can stretch out the duration to twice as much. It almost doesn't make sense to not use it on a knight that's using Charge.
Sprite Summon - Good for getting your chi back, and the damage makes a big difference against some enemies. There doesn't seem to be any way to increase it's chi recovery rate though. Bless and overdrive increase the damage, but not the regeneration speed it would seem. You really need to put up a smoke screen and keep your priest protected to really get your chi back.
Damn - Effective when you want everyone attacking one enemy. Without this or Bless, I think it would be impractical to bypass an enemy's Chi with magickal damage.
Aurora - Very good defensive move. Goes really well with smokescreen and sometimes powdered imps. In some battles it's easy to layer on tons of it to protect against tens of thousands of magickal damage. I almost think there should be some kind of cap on how much aurora you can build up. Very useful for keeping your priest from taking magic damage.
Wrath - With all the items that boost this, this seems to potentially be the strongest priest attack. Very good, nearly instantaneous attack. The damage type isn't as good as strike in a lot of situations, but this is still probably my favorite priest attack.
Trick - Pretty good move. Protects chi, and does very good damage (though strike and wrath are certainly more damaging against undead). Obviously useless against enemies who don't use any direct contact attacks.
Staggering Blow - Works pretty well against enemies with high dodge, as the effect works even if you don't hit. Especially against the Jesters in chapter 8, the damage reduction applies to all the different kinds of damages they do, making its effect quite visible. Also useful as a softener against some bosses, though the damage modifier increase isn't really that much more than most attacks. Kind of feels like a lesser version of flashbang really. I kind of wish there was a weapon that boosts the damage of this like there is for flashbang. There aren't many enemies that have significantly higher piercing defense than concussive defense and the other piercing attacks make up for this by being very powerful. So, not a very good attack for direct damage.
Chosen - Extremely useful. Gives great protection from the two things that go through chi. Without this, a lot of poison attacks can easily wear down your priest, and the magickal damage reduction is a fantastic bonus.
[size=18:67f306a99f]Effective Strategies
Ultra Thunderstrike - Bless Musketeer with priest. Put up smokescreen with musketeer. Charge with knight. Bless knight. Empowder knight. Wait for the smokescreen to go down. Unleash Thunderstrike. Mega damage. Have your musketeer and knight repeat their actions 2 more times until the bless runs out. Makes a great party chain. You can have your priest doing whatever in the meantime, I like to have him heal, but you could also have him use aurora, damn a high armor target or even attack. You can skip blessing your musketeer as it doesn't increase the damage that much, but it can often mean the difference between taking an enemy out and them surviving with a few points of health. Blessing the knight is important though. If you set the speed to cat, sometimes you don't have to wait for the smokescreen to go down, the thunderstrike isn't affected by the high speed setting but the smokescreen is, so if your knight is in the back, the smokescreen will wear off before the thunderstrike actually hits. There are a lot of variations possible with this strategy. You can in some situations use powdered imps instead of smokescreen, or have the musketeer attack. There's lots of things you can do with this. This strategy works extremely well for chapters 5, 7 (though probably not with Ferwin as your knight), 8 and 9. Especially chapters 5 and 9. With a team statistically optimized for this, and the right gear, it can make those chapters fairly easy, even on absurd mode. It doesn't work too well in most of chapter 6 because of all the blue bittens with their shields and Iceenies freezing you. Not to mention the concussive damage immune enemies in the later parts and the Chill Splitters diving underground. You also really have to time it right to hit the Void Blinkers in chapter 8 (set the speed to slow when you unleash the it so the thunderstrike travels relatively faster).
Invincible Fortress - Spam smokescreens until your knight and priest have max overdrive. Bless the knight. Use Fortify with the knight. With a team optimized for this, you can be completely immune to a lot of attacks (especially multi hitting attacks), and highly resistant to everything else. After you get it off once you can get your knight into overdrive again and use fortify again before it wears off. Every three fortifies you need to go into overdrive with the priest again to bless him again (the max overdrive bless is invaluable for this strategy). The only problem is that this can make the battle take a long time, what with having your knight all tied up using fortify and your priest having to go into overdrive and bless every 3 fortifies. It is a viable strategy however.
Smokey Aurora - Simple really. Just spam smokescreens and aurora, and heal when necessary. You can build up huge levels of aurora and don't have to worry about magic damage for the rest of the battle (or at least a very long time). Sometimes works really well with powdered imps as well. I'd imagine this would work really well in a team of 2 priests and a musketeer.
As for the balance in general. I feel as though the vast majority of the moves are well balanced. I feel as though the formulas for the damage based moves are pretty good. They are set up so that they're useful to upgrade early on and late in the game. The percentage based moves are a little different. They tend to become less powerful as you level up if you don't train them, but more powerful if you do. Training them early on isn't nearly as effective as training the damage based moves. This is fine though because the game isn't really that long, and training them is very effective later on in the game. I do think that brace maybe should have atrophied more as you level up. I think that it shouldn't have been quite as attractive an option if you don't train it (but it should still a good option early in the game).
I do think that this game really favors leveling up defensive skills for the bosses. It's just the way that they're designed. As long as you can maintain your health, you can eventually wear them down. With the regular enemies there are a good number instances where attacking is a more effective way of deterring damage, such as against the muegens in chapter 8, and Those iceenies in chapter 6 (getting one of your characters frozen really reduces your healing capabilities). And of course those timed sequences in chapters 6 and 9. And without well trained offensive abilities you can get into some long drawn out battles with enemies that have good healing abilities. Poison and absolute damage can wear down your priest over time as well.
However, bosses rarely have these qualities. You can easily beat most bosses if you have enough health by spamming smokescreens,healing, putting up auroras, attacking with your knight, and using recover whenever your knight gets weak. It's just too easy to maintain your health against them. It's not terribly imbalanced, I just think it makes a rather boring drawn out strategy a little too effective (I found the second and third form of the final battle pretty boring doing this). I actually think that TSE-1 might have handled this better, at least in the later parts of the game. The way that the Granael becomes very powerful if you let the battle drag on too long. The way that you had to attack the gunship in chapter 5 to destroy its very powerful machine gun. And of course those kamikaze enemies that would cause tons of damage if you don't destroy them before they reach you (I suspect these might have not been in this one because of the melee attacks). I think that bosses should have had more attacks and phases that promote attacking more. Not to the point of making the defensive skills useless of course.
Mark Pay (2008-09-05)
This is fantastic Rogue! Beating the game with those four parties on Absurd is impressive, and I really enjoyed reading your detailed and intelligent analysis. I was especially happy to read that you were able to make good use of Flashbang in a 3-Musketeer party, and overdriven Bless, which I'd played with a little before but never seriously analysed.
I toyed with an increased decay on Brace, but felt that this made the skill too unattractive in the late-game at skill-level zero.
Having skills decay with character level is fundamentally a little unsatisfying and unrealistic, but the alternative of deriving them from attacking monster stats seemed overly complex.
I agree with your assessment of defensive skills against bosses. Some can be beaten by attrition, since they do not recover health either by skills or by recovering from KO as their fellow monsters continue the fight.
Since these fights constitute a small minority of the overall playtime, I am not overly concerned about them, nor would I like to risk changing them at this stage.
At the end of Chapter 9 the inevitability is largely intentional, so as not to present an insurmountable obstacle to those looking to complete the game. Batiste was repeatedly nerfed in the last few months before release, mostly in damage output.
Anyone playing in absurd difficulty?
chaos-tse
chaos-tse (2008-08-16)
I've played pretty much straight through to West Ascension (chapter 9?) with a party of two musketeers and a priest. I'm stuck here though.
In my best attempt so far I came to the last battle but was still probably a good 40 seconds too slow. Anyone made this? What's your strategy?
Rogue (2008-08-18)
I have an extremely good strategy for beating it with a musketeer,knight, and priest party that involves pumping up my knight with Bless, Empowder, and Charge to do over 2000 damage to all enemies with a single Thunderstrike. I can beat it easily with around 100 seconds left on the clock. You might be able to bless your attacker, use Lucky Shot, bless your empowderer, empowder your attacker, then use Lucky Shot for a pretty powerful attack, and repeat empowdering your attacker and using lucky shot until bless runs out, bless again, and repeat. I'm not sure if the effect would be as good, what with the damages being reduced separately, especially against the knights. I had all the attacks and abilities that I was using maxed out, as well as health, lucky lady, and chosen. Health and Lucky Lady are important so you can attack as long as possible without needing to heal or play defensive.
I also beat it with a team of 3 priests, so it should be possible with your team. With the priests, I knew that part would be tough, so I made sure to level up to level 85 before beating Ick Thelloth. I'm not sure if it was necessary, but it certainly helped. And I wanted to get to the elusive level 92 anyway(I think it might be the highest possible level). If you have a save game before chapter 9, then you might want to go back and level up. I also had a bunch of damaging items like the Rolling Ring of Skyfury, and the Skull Twist, as well as damage boosting equipment.
With the priests, I basically damned the front guy (I had Damn trained to the max with Enshadu), used Sprite Summon with my other guys, and then attacked with everyone making sure the front guy is taken out before they change formation. I didn't have anything to consistently damage the riflemen, so a lot of that was left up to luck. You might want to use blackbullet on them, as they don't have much ethereal resistance, and poison can't be dodged.
In the second battle, the priest was pretty vulnerable to my magic attacks, but only if I used damn. Bless might have a similar effect. All my characters were trained with Wrath, as it's the best priest attack for the last part of the game. If you have a more physically inclined team, you might just attack him with piercing or concussive attacks, as his physical defense is pretty low. Hold the line can be helpful too.
I was having trouble with the third battle. The knight is tough to take down, and the riflemen behind him do a lot of damage. This is where I use the cavalry, but you might not need to. I made sure to use damn on all three of them before using it to get the maximum amount of damage. Aside from that I just used the same strategy as the other guys.
The fourth battle can be tricky. You have to beat two knights with high defense, who can heal themselves, and a priest, who can also heal them. The good thing is that they can only attack the front row. I had to attack them so that I took them out before they had a chance to heal back up or change formation. Their armor can make it difficult though. If you don't need the cavalry for the third battle, this is a great place to use it, as it doesn't have any chance of missing anyone. If you have damn, hold the line can give you an edge as well.
The last battle was pretty simple for me, as long as I have enough time left on the clock (100 seconds or so usually does it). I just used the same strategy I used in the first battle. Just try not to let anyone get knocked out, as that can slow things down considerably. That goes for the entire thing really. Try not to get any one character especially weak in the battles against the riflemen, as they will start using High Fire against them. If you still have Hold the Line or Cavalry, use them here, as they will help out quite nicely.
I don't know if this will help (or if you've already beaten it), but it works pretty well for me. You can probably do lots of other things with the musketeers with Lucky Shot and High Fire to pick off weakened enemies. I didn't need to heal once, but it might not be a bad idea to put up a smoke screen or some powdered imps and heal every once in awhile if your characters are getting weak. I find there always seems to be some way to squeeze out a little more damage, or keep my characters a little safer, whether it involves battle strategy or equipment/stats.
iamyum-tse (2009-06-13)
Actually you can get to beyond level 92. I'm on my three-knight absurd run now. When fighting West Ascension, which I'm stuck now, I am at level 94. A few levels really don't help that much and it's all about strategy.
The three knight absurd mode had been challenging in various places, and the West Ascension is no exception. My current failing strategy is to have two knights performing charge+thunderstrike, the other one brace. I'm stuck in the third one with 2 riflemen. If I'm lucky and they don't dodge, the thunderstrikes hit them at about 500 and 1000 damage with proper equipment. Otherwise, I go all out too fast and they usually kill one of my knights. Then my plan essentially fall apart.
What was your sucessful strategy? I'll keep trying until I get through this.
[edit: I did it!!!! Wow..... amazing feeling. It *seems* that the random number generator is not truly random. It "seems" that the first hit to the rifleman will hit, and so I charged up and thunderstriked to knock off 1100 every 2 rounds, and luckily in a few rounds they all knocked off!)
ROD (2009-06-14)
Hey, I´m doing the same, and found the same stragedy (no other way past these 2 rifles)!
But now I got stuck at the final fight - the knights never survive the first stage, Brace seems to be no help here...
Do you succeed - maybe it does help to level up, as I´m on Lvl eightysomething
I first tried absurd with three Musketeers, due to Smokescreen the last fight was rather easy. Knights worked better throughout the earlier worlds, but now...
Mark Pay (2009-06-14)
This is very interesting to read. I haven't completed the game on 'absurb' difficulty myself.
Dodge is, I think, the only place in the game mechanics ( besides monster skill choice ) where any random numbers are rolled. It's using the MMF random function, which I assume is properly seeded. However, I added some code to weight the actual dodge result towards its correct number over time. Sometimes dodges aren't rolled very often in a single combat. It could be very frustrating to, for example, fail 4/4 50% rolls in a row, which this system almost entirely prevents.
The first roll always failing seems to be an unusual side-effect. ;)
iamyum-tse (2009-06-14)
Unfortunately I'm also struggling in the first section of the last fight. It seems that the phase transition is hard-coded at ~29000 health regardless of difficulty. The pace is going to be much slower after the first phase.
I'm pretty sure offensive isn't going to work in the first section. I'm still struggling and I'm only able to knock 6k health, down to 37k. I'll keep trying different strategies. Good luck to you!
Rogue (2009-06-15)
Yeah, I made the mistake of leveling up to the max level that normal enemies can get you after the battle with Ick Thelloth's Illusions, so I only reached level 92. If you level up before then you can get to level 96.
My party was well set up for west ascension so I didn't have any trouble there. My strategy was to have all three knights use charge and thunderstrike. Kaltos was seriously tricked out for charged thunderstrikes, and with his anger bonus he dealt around 1780 damage to the riflemen. I had Ferwin and Denever take the first attacks and rotated my party and they went down before I did.
Batiste's first form was pretty tough though. It inflicts lots of damage in the form of multiple hits to the front character, and causes lightning bolts to hit your entire party. A defensive strategy is necessary as far as I know.
Kaltos still has his anger boost, so I used him as my attacker. I used refund points to him 23 Fortitude, 24 Recover, 24 Charge, and 24 Might. I equipped him with Early grave (for massive charge boost), Grim Harvest (awesome boost to slay, and excellent defense), Titan's Hammer(Good defense and awesome boost to thunderstrike, which is useful in the later phases), Bloodfirm Talisman (Compensates for the health reduction of early grave and grim harvest somewhat, and gives good healing), Skull Twist (deals damage even when the shield is up and heals a bit), and Berzerker's Ring(gives a good boost to charge and slay).
Ferwin is nervous, giving him an excellent boost to fortify, which is very useful for this battle.I gave him 24 Fortitude, 24 Recover, 24 Fortify, 24 might, and 2 Brace. I gave him Sarlephantine(gives a great dodge boost and an incredible boost to Recover), Aulder Plate(great boost to fortify, as well as even more boost to Recover),fortress shield(awesome defense, Ferwin isn't going to be dealing much damage anyway so the piercing penalty isn't an issue), Flower of the North(against most enemies this prevents more damage than healing talismans heal, It's a bit hard to tell whether it works on his first form, it does definitely up his damage multiplier though). Steel Ring (good defense that goes well with Fortress shield), and Lucky Leaf Ring(along with Sarlephantine this brings his dodge to a respectable %11).
Denever doesn't get any bonuses or penalties for mood, so he kinda acted as a backup defender and attacker. I gave him 24 Fortitude, 24 Recover, 24 Might, 14 Brace, and 8 Charge. I gave him Colossus(big powerful sword), Rose Thorn (Awesome armor that self heals), Scythe shield(good defense with no penalties, trick is helpful in the later phases, though Field Emblem might be a better choice for the first and second phases), Twisted Talisman of Major Party Healing (good healing), Azure Blue Ring of Magic Protection (excellent magic protection), and Ambassador's Ring (Incredibly good self healing and a boost to Recover).
The strategy for the first phase is to have Ferwin use Fortify whenever it's off. Do not use brace at all in this phase, with Fortify on the amount of damage brace will protect will be much smaller than what Recover heals, even if brace is maxed out. Have the character in front constantly switching out to keep the damage multiplier low. About a turn before the shield goes down (you should be able to pull off about three or four moves prior) have Kaltos charge and then attack when the shield is down, heal up, then repeat. You should be able to heal plenty more damage than it can dish out. The next three phases are pretty easy, though the battle will last a long time. Just Brace, Fortify, and Recover until you have enough health to attack without threat of being knocked out, then repeat.
This strategy is pretty reliable. My characters were level 96 at the time but I think that a level eighty something party should be able to win with proper equipment and skills (though it may take much longer). There are probably better variations for the equipment and strategy as well. Like you said, it's more about strategy than level.
iamyum-tse (2009-06-15)
That did it! This defensive strategy is strong enough and it worked. I was close with maxing out fortify and might, not using brace, and used Altos as my attacker. What I missed, and helped a lot, was the mood modifier and to assign Ferwin, instead of Denever, as the main defender. Probably stuck in the TSE 1 mentality, I haven't even crossed my mind that I can refund my main attack slay! Thank you Rogue, your strategy was rock solid.
Onto my 3 Musketeer absurd run!
ROD (2009-06-15)
Thanks Rogue!
I completely forgot Fortify (hardly used it so far), I will try it (my max lvl available is 22, let´s see if that´s enough...)
Edit: YESSS!!
Great strategy. Finally found some time to try and it worked! Even on Lvl 89 and not enough refund points left, but I managed to only let Ferwin perform Fortify and with the best armour and defensive boost, 10 points on Recover was enough for him (and some Brace skills left came in handy later on). The whole battle took at least half an hour...I love that :-)
So three knights on absurd have been possible without any "extra" levelling. With musketeers only, I had to level up both in chapter 7 and 8, but then, as experienced now, maybe I didn´t find the right strategies.
Rogue (2009-06-20)
Glad I could be of help. Though I can't guarantee that there is absolutely no need for extra level ups for any party, as not every party has been tested on absurd mode without extra leveling. At the very least some parties might need more refund points than you get normally.
"This is very interesting to read. I haven't completed the game on 'absurb' difficulty myself.
Dodge is, I think, the only place in the game mechanics ( besides monster skill choice ) where any random numbers are rolled. It's using the MMF random function, which I assume is properly seeded. However, I added some code to weight the actual dodge result towards its correct number over time. Sometimes dodges aren't rolled very often in a single combat. It could be very frustrating to, for example, fail 4/4 50% rolls in a row, which this system almost entirely prevents.
The first roll always failing seems to be an unusual side-effect. ;)"
So basically you made the gambler's fallacy true for your game? Not cool man. Ah well.
Recently I've been fascinated with the possibility of using randomness as a balancing factor in statistics based games. If there's no randomness in a game like Spirit Engine, a party and strategy either has a %100 chance of working or a %0 chance of working. Unless you go out of your way to make the game accommodate every possible party on the hardest difficulty (which would probably end up making the game really easy), there is a chance that a party simply might not have the proper equipment or stat distribution to be able to use any strategy successfully, giving them a %0 chance of winning. With a chance that an enemy might miss lots of times in a row, or the player get a bunch of critical hits, etc, there is always a chance to win for even the most poorly designed parties, however small. So they could keep playing until they win. Balancing the game might be a matter of keeping the chance for a poor party to win at least %5 or so. On the flip side, there might be a chance that the enemy could hit or dodge lots of times consecutively, or get critical hits, giving a well built party a small chance of losing, or otherwise making it so they have to adapt to an unlikely situation, adding excitement for them.
Mark Pay (2009-06-20)
The corrective effect is only strong on the initial few rolls. As more rolls accumulate, the system should settle into its natural ratio and the weighting falls off towards nothing.
I do a moderate amount of tabletop gaming, and I don't enjoy systems where, for all the players' efforts, the entire outcome of a game is decided on a handful of dice rolls. ( So that's pretty much all of them! ) I'm weary of playing games where I win or lose by chance. I don't find that enjoyable or satisfying.
There's also players who will grind relentlessly at an impasse if they know there is a tiny chance of winning by luck alone, and I don't believe it's in their greater interest to allow or encourage this.
I do think it's good to keep a very real possibilty of failure for any team. But I think this pressure usually exists without overt randomisation, and can be improved by balancing rather than dice rolling.
There's so many different theories on game system design and none of them are completely right. I'm comfortable with my own stance but it's always interesting to read other opinions so thanks for exploring the issue Rogue. :D
iamyum-tse (2009-06-28)
Absurd difficulty never ceases to provide challenge. On my three musketeer run, I am currently stuck at Ick Thelloth, a boss that I had a tough time dealing with even in easy mode. Due to the inability to heal and the absolute damage dealt to the party for any damage dealt to the boss, I have trouble keeping my party alive. The best I can do is drop the boss health from 19k to ~5k before dying. I have all the life drain equipment, major party healing amulet, and the major self heal necklace. On my easy run, I got through this part by a tigh-locked flashbang, which if executed properly, limits the damage to party to only the fractional damage dealt to the boss. In absurd mode this is my way to get to 5k. How can three musketeers survive this fight?
Mark Pay (2009-06-28)
There is even code in the game to detect a 3-musketeer party and drop the musketeer damage feedback percentage from 52 to 34 percent. That fight is incredibly difficult without a lot of healing. :( I wish I had some useful advice to help you.
ROD (2009-06-28)
That´s one of the fights where I had to turn back for a level up.
I also went back to storage room to buy all the items against etheral damage.
That helped, and Smoke Screen was essential, naturally
iamyum-tse (2009-06-28)
Ick has the following ways to damage our party:
1) Burst out 4 magic projectiles, one of which is at too high an angle to be caught by powder imps.
2) Thunderstrike
3) Feedback from our damage to it.
4) Poison -> 0% etheral resistance results in about 700 (or more?) damage.
5) Just directly deal absolute damage for ~350 damage.
6) It also boosts the damage modifier for the next damage.
Smokescreen mitigates 1,2,6. Etheral resisting equipment helps with 4, thought there is only one sinister stash. I guess, theoretically, I can use a tight-locked flashbang strategy when it targets my low etheral resistance members. Type 5 I'm completely helpless with. The best I can do is, again, use flashbang to preempty this attack. This is a timing and luck thing.
How did you attack this beast sucessfully?
ROD (2009-06-28)
very short for now:
Luckily that´s the savegame I kept from the three absurd musketeers:
Containement Block, lvl 82
I guess it´s from after leveling up as we have the sinister sash (which I went back to get afair)
- no points on Flashbang (no one)
- Lucky Lady on 20 everyone
- There was one "Smokescreen-Master" who was also the ethereal damage catcher
The battle took very long and naturally the two others went down quite often - no way past that!
I´ve no time right now, but try to find some and replay this fight (it was by far the hardest)
edit:
Ok - that´s how I did it:
skills/attributes used:
Ionae, Charlotte: Fortitude, Aimed Shot, Lucky Lady
Grace: Fortitude, Smoke Screen, Lucky Lady
Grace (with best defensive equipment) keeps up the screen and
Ionae and Charlotte do Aimed Shot inbetween and according to the "percentage damage ray", that means they don´t shoot when it is on Grace.
She shouldn´t be knocked out if possible, the other two will be several times.
If possible it is to be managed that they dont go down simultanously - so it may be good if one of them is on low health and the ray is on her to give a full blast (maybe even including Enpowder) for the level of a final knock-out-blow makes no difference to knock-out time and come-back-health.
I suceeded with this stragedy but not with every try and always very close (sometimes losing Grace temporarily, someone has to replace the smoke then)
But then: I couldn´t fully develop all the skills due to lack of refund points! So I expect it to be easier if you didn´t had to spend as much points as I to get there. You also can go back fighting for more refund points (extra levels wouldn´t hurt, too)
Maybe Flashbang is better than Aimed Shot, I´m not sure.
How was your way through the jungle? - I had a hard time beginning the Tameless Traverse
iamyum-tse (2009-06-29)
Ho ho ho......
A solid strategy indeed. I've finally beat it, and I have to credit most of the success of the battle to luck. My main strategy was locked flashbang, and smokescreen whenever the the beast blasts something at me. At those times I can only hope that I survive. With enough luck and patience to retry, I brought it down to about 900 to do a double aimed shot finish.
I had to choose flashbang just to have a little more control. My flahsbang skills are all at 0. Otherwise the beast keeps whacking at me and my health drops too fast even with dodge.
I *think* there is no need to put ANY point in dodge with a 3 musketeer party. We are likely to put points in Lucky Lady, and adding a mere 50% dodge skill is sufficient to bring it to the max dodge rate.
IMO this boss is tooooooo tough and relies on luck for the musketeer party.
The forest took some trial-and-error for me. The right path (the one with the brown thing making sludges and poisoning our parties) was hard to start with. I took the down path, which was surprisingly easy with some liberal use of powder imps (max skill), explosive shells (0 skill), aimed shots, and poison.
ROD (2009-06-29)
"
The forest took some trial-and-error for me. The right path (the one with the brown thing making sludges and poisoning our parties) was hard to start with. I took the down path, which was surprisingly easy with some liberal use of powder imps (max skill), explosive shells (0 skill), aimed shots, and poison."
Yes - I made exactly the same experience, no way through the sludge area in the beginning.
And hey, the Misty Heights give 10% additional dodge, and that helped, don´t you think?
iamyum-tse (2009-07-02)
Yeah the extra 10% helped for sure.
Phew...... finally finished the 3-musketeer run. The last fight was harder than I thought. Though I've found the virtually perfect strategy once I survive the first stage. In the second stage, build up as much powder imp as you can while using the smoke to dodge the lightning. If the health is low, then kill off the bulb in the front, and then use interlocking flashbang to halt him from doing ANYTHING. In fact, I used this tactic only till transitioning to the third phase, and have accumulated about 70k powder imps. This is enough for the third and fourth phase combined! In the third phase, interlock flashbang him while Ionae slowly chips his health away. In the last phase, he's completely harmless due to the thick powder imp barrier. I feel so sorry for him. :P
Onto the final three priest absurd run, and I'll be done with this fantastic game for a long time.
ROD (2009-07-06)
" The last fight was harder than I thought. Though I've found the virtually perfect strategy once I survive the first stage. In the second stage, build up as much powder imp as you can while using the smoke to dodge the lightning. If the health is low, then kill off the bulb in the front, and then use interlocking flashbang to halt him from doing ANYTHING. In fact, I used this tactic only till transitioning to the third phase, and have accumulated about 70k powder imps. This is enough for the third and fourth phase combined! In the third phase, interlock flashbang him while Ionae slowly chips his health away. In the last phase, he's completely harmless due to the thick powder imp barrier. I feel so sorry for him. :P
Onto the final three priest absurd run, and I'll be done with this fantastic game for a long time."
This really sounds cool!
Powder Imps is one of my favourite skills but, as it doesn´t help agains indirect hits, I seldom used it after the 2nd Crone fight (on the absurd run).
The great exception was the Maw where I could sit back and watch two Imp caster and one Lucky shooter
defeating the spiders almost unscathed.
IMO your stragedy for the final fight fits nicely with the story - I can picture him during the last phase hacking effortlessly those imps like an angry little child ...I feel kinda sorry for him, too :)
iamyum-tse (2009-07-12)
The three-priest run is definitely the hardest combination I've tried. Already got frustrated when defeated by the first crone, which I normally breeze through. Passing through, the second crone was tougher. After leveling up and persisting, finally was able to rush the crone and defeated her. And then I died once in 3 theives+1 magician fight in Porte Vale. Persisting through that, the Cloud Child is my latest predicament. The low health and the lack of rapid chi regeneration drains the party down quickly and I don't have time to attack. I guess I could try max-aurora and max-sprite summon while sacrificing attack skill points. A three-priest party is just not suited for long lasting battles....
ROD (2009-07-12)
Sounds really challenging...I guess I know why I didn´t try this one yet, but now it´s tickling me
iamyum-tse (2009-07-21)
After some leveling up and persistence, I've managed to beat the cloud child and proceed to the mountain. However, my priest trio got stuck again (for quite some time) at the second fight in the ascent: the 3 chillsplinters. These beasts don't respect user order, damage me quite a bit, while it takes some time for me to beat one. By the time I take one down, my chil is more than half depleted. I am at level 56 now and have only brought down two chillsplinters by chance once. Once all of my chill is depleted, I'm screwed and healing just isn't fast enough. I guess I'm just not using the right strategy. Any help is appreciated.
ROD (2009-07-21)
Did you develop Sprite Summon?
That´s maybe a key skill since it seems necessary to persist during long battles with priests having chi and aurora instead of decent health and armour.
I also finally started this challenge and had great difficulties already in World 2s final fight, currently exploring the silent snow fields
iamyum-tse (2009-07-22)
I have developed it, but not fully. The difference in chi regeneration is going to be minor. The chi system is basically secondary health. At party level 56 and skill level 6, sprite summon regenerates chi at ~330 in 140 cycles. That's roughly 110 per action round. Keeping in mind that chi is reduced before armor and resistance is considered, 110 per round is insignificant. (One Chillspinter can easily damage one person for 500+ before resistance, or 600+ total if attacks all three party members) When chi is depleted, only then the effect of resistance and armor are visible. Unfortunately, the low health generally makes the priest busy healing, and at some point I lose the struggle.
The only viable strategy I see is rushing. Getting prepped when I can still take a few hits, and then hope to bring down one enemy fast. Once one falls, try to bring down another enemy before the first gets back up. With chillspinters, they change order while underground which makes it impossible to snipe.
I'll try leveling up more and use different strategies~
ROD (2009-07-22)
"The difference in chi regeneration is going to be minor. The chi system is basically secondary health. At party level 56 and skill level 6, sprite summon regenerates chi at ~330 in 140 cycles. That's roughly 110 per action round. Keeping in mind that chi is reduced before armor and resistance is considered, 110 per round is insignificant. "
But combined with Trick or Staggering Blow it might produce better results with the ethereal damage addition compensating partly the poor damage rates of those skills...but ok, the Splinters come with high ethereal resistance afair and unpredictable attack choices..hm, let´s see if I even get that far.
Good luck anyway :)
Mark Pay (2009-07-25)
This is an impressive effort folks! I only tested the game with 3 priests on Normal difficulty. I can imagine it being very difficult on Absurd.
Good luck! :D
ROD (2009-08-03)
Hohohoo...
My three absurd priests defeated the Cloud Child on first try! No "artificial" levelling up (though I visited all the areas and completed the Promenade)
I don´t like to go too deeply into maths when playing, more a try-and-error-guy, so I just state:
Summon Sprite and Staggering Blow is making the difference!
Chill Splinters, I´m on my way! :D
iamyum-tse (2009-08-03)
After much struggle and persistence, I've finally beated the 3 priest absurd challenge. Like any other character combinations, the priest trio have its tough times with some enemies while easily waded through others. Due to its relative inability to reduce physical damages and the inability to rapidly regenerate chi, long lasting physical battles makes the challenge difficult. One who plays this feels the difficulty even during the animal fending in world 2. Later memorable enemies include the crone, the city thieves+sorcerer, cloud child, chillspinter trio, spiders in the maw, and the final boss. It's my first time dying during the final form of the final boss.
Techniques I find helpful in these situations:
(1) If you have a breather, cast sprite summon. However, keep in mind that it is not as effective as heal.
(2) If you have a breather, cast aurora. But also keep in mind that it is not as effective as heal (because priests are naturally resistant to magic and aurora is subtracted before resistance).
(3) Take down an enemy, or two, to reduce the attacking force. Sometimes offence can be the best defence.
(4) Try not to let your comrades KO. That'll substantially reduce your healing power. Use trick to reduce damage to help survive a blow and delay its next attack.
(5) Resist temptation to rush.
Overall this was a fun, difficult, and achievable challenge. :lol: Good luck to all who're trying. I can finally put this game down for a very long time. :wink:
iamyum-tse (2009-08-03)
Post collision! You must be using a more effective defensive strategy than I do. I'll be interested to hear your strategies!
mziagruo (2009-08-03)
The key to survive in absurd is a defensive strategy e am plaing with ferwin mericious and enshadu and I am using ferwin to atack and enshadu and mericious to heal/aurora but I can't kill Ick Tellot!
ROD (2009-08-03)
Congratulation and applause iamyum-tse 8) :D
"One who plays this feels the difficulty even during the animal fending in world 2"
right, seemed the hardest part to me until World 6 and I guess it´s also because Sprite Summon is hardly available yet
"Later memorable enemies include the crone, the city thieves+sorcerer, cloud child,..."
I was more than surprised to find those actually easier with Priests than with Knights or Musketeers only (apart from Lucky Shooting the city gang), though I suspect I may not have used the best strategies then.
The Crone used to give me a lot of pain, especially the second form, with the Priests it was both first try.
"(5) Resist temptation to rush."
Yes, definetely, that´s the key I think.
But I´m not sure if heal is more effective than aurora/sprite. My thought was: with Priests, health is low anyway so I don´t rely on that but on the other defensive issues, chi and aurora.
Aurora seems reliable as it not only affects the whole party including the caster but also can be built up endlessly unlike health.
And chi seems pretty reliable because (though having no resistance itself) its shelter is absolute (that was bad English I guess, sorry tired....) and if you have three pools of chi it takes rather a lot of time until non-magic attacks take damage at all! And this time can be stretched by sprite summon, staggering blow and trick (or taking down an enemy, as you say).
Damn and Bless are needed to make the own attacks efficient enough.
My strategy was built up among these thoughts and I´m anxious how far it will get me...
"Overall this was a fun, difficult, and achievable challenge. Laughing"
Agree - the balancing is extremely well done IMHO :D
EDIT:
ok, here´s a full report of my Cloud Child battle:
Phase 1:
Task: surviving multiple magic and single concussive attacks while bringing down the special blue chi shield. Orders: Aurora spamming by Enshadu, Wrath by Mericious, Staggering Blow by Pyan (cave - be sure to use enemy cool down time for attacks)
Phase 2:
Task: the shield is down and you have a ridiculous short time window to harm your healthy, well-armoured but momentarily harmless opponent.
Orders: Enshadu Damns (then back to Aurora), the others Strike (concussive armour is lowest)
Switch back to Phase 1
I didn´t count but repeat at least 8 times.
Meric. and Pyan perform Sprite Summon every 2nd to 3rd round (at beginning of Phase 2). This will also shorten next Phase 1 considerably due to the full ethereal bonus !
I admit it was very close at the end - in the final Phase 2 party chi was down completely and aurora very low and Enshadu had to help with strike cause there was clearly no way to survive the next round.
But that´s the way we like it, isn´t it? 8)
But there was also room for mistakes: I started with Enshadu performing Sprite Summon instead of Aurora which was wasted, Pyan got hurt a lot already by an early magic ball attack and had to be healed. And my first attempts during Phase 2 included Bless which also didn´t proof to be more efficient.
----------
Oh, and up till now consequently I went for all the chi-boosting items, mostly ignoring (non-magical) armour and health items.
Mark Pay (2009-08-04)
Congratulations iamyum-tse!
I'm still really enjoying this thread. Thanks to everyone for posting their strategies. It's interesting to hear about your chi-strong defense ROD.
Mark Pay (2009-08-04)
Congratulations iamyum-tse!
I'm still really enjoying this thread. Thanks to everyone for posting their strategies. It's interesting to hear about your chi-strong defense ROD.
ROD (2009-08-15)
Puuh, I was getting rather euphoric as my absurd-three-priest-chi-pushing and-sprite-summon-strategy brought me smoothly through areas I used to have great difficulties with the other homogenic teams (e.g. the chill splinter area, the animated aludge area) but now I´m stuck at the Maw :(
I´m trying combination of Trick, Sprite, Heal along with some Staggering Blow but attacks are coming too frequently I´m not getting past the last two red spiders. Right now I´m too proud to return for lvl up fights but very open for any suggestions...
EDIT: It finally worked without additonal Lvl. by optimizing item distribution and sticking to the don´t-rush-rule (i.e. take your time for a summon sprite), but for this fight a healer was needed and some armour rings would have been more than useful (shame I didn´t get them earlier :( )
Now I´m out of refund points and the Ship is waiting...
iamyum-tse (2009-08-24)
Congrats on the fine strategy that sucessfully guided through difficult areas!!
The Maw is indeed a difficult fight for the priest trio. For other absurd parties, I've always aimed at having 3 red spiders in the end and take them out one at a time. For the priest party, this didn't work out with the frequent attacks like you mentioned (and after numerous failure attempts). What worked for me was take out one spider-chain (blue-green-red) completely in the beginning, try to reduce the ther two spider chains to red. 60 seconds breathing time wasn't enough to accomplish this, but it was close. I repeated this until I get 2 red + 1 newly resurrected chain. I took out the last red spider with single digit time left on the resurrection clock :)
Brickman's Full-Game Walkthrough*
Brickman
Brickman (2008-08-28)
*in progress
Ahem: SPOILER ALERT!
Q: Why are you doing this? Isn't it a lot of work?
A: Well, why not? Someone has to.
Q: Why not just a boss guide?
A: I'm gonna let you in on a little secret: at least on the harder difficulties, the regular enemy battles are harder than the bosses. Even the final boss is a pansy next to chapter 8's random encounters. Actually, this is especially true at the end of the game, since the author, to paraphrase his own words, "toned down chapter 9 because you can't levelgrind there and it'd suck if you got to the end and were stuck".
Q: So why start at the beginning? Don't you have confidence that I can figure out the first few chapters by myself?
A: Maybe on normal, but play on hard or absurd and you'll be amazed at how much resistance even chapter two puts up. Besides, it's easier to go in order, and I'm gonna be writing this as I do my absurd run.
Q: Ok, so why are you mostly skipping chapter 1?
A: Read the previous answer. Chapter one really is little more than a tutorial, and even on absurd the most you need to do is find a non-piercing skill for each party member for the slimes and rotate the party to soak up damage.
Q: But I really need help with part X, not the early stuff.
A: Ask, and I may or may not feel like skipping ahead to it, depending on my mood.
Q: What about a skills guide?
A: I'll let someone else do that. Actually, they already have. All I'll say is: Pick a variety of skills, because they're ALL gonna be useless at some point or another (especially aim high and swordfaith; though useful, if you use them, be ready for entire areas, including the game's hardest chapter, without them available), and make sure you've got something that'll let you pack two turns of damage into one attack because there are enemies with ridiculous soak in a few places. And pick skills you like, obviously.
Q: Is this guide assuming a priest, knight and sharpshooter party?
A: Yes. While two priests and a sharpshooter was much easier in the first game, because the priests had the primary healing skills AND all had offense as good as other classes, in this game the classes are much more balanced, and if you add a second priest you'll find yourself having trouble hurting monsters who aren't in the front row (or hurting all monsters on screen) and possibly also with charging your attacks (knights are the best at this, sharpshooters come in second, and while bless is nice if you're already doing damage I don't think it'll get you past the 700 damage soaking Faith Armors). I will sometimes suggest things for other parties, but not usually.
Q: What level would you recommend for area X?
A: Recommend for what? A challenge? An easy time getting through? Personally, I think the game's fine without level grinding if you do every area at least once and do every available round of the games in chapter 4. That said, doing a second or third run through certain areas late in the game is probably helpful, and I admit to doing so during my hard run (and probably will on my absurd run). That said, whenever the path splits, I will recommend which area should be done first.
Q: Which characters do you recommend?
A: This is an interesting question. For the most part party member selection has less of a gameplay effect than it did in TSE1, where each person had bonuses to two skills and penalties to two others. Here, the knights are all the same, but each priest and sharpshooter is missing one skill. Also, if you're playing Mericious there's an extra boss fight in chapter 6 which rewards you with some powerful items for him (though it's not a terribly easy fight), if you play Ferwin you'll have some interesting effects I'd rather not spoil in chapter 7 which overall are probably a small hindrance, Kaltos gets an extra not-very-important sword mid-chapter-7, Denever starts with a ring only he can wear that grants 24% ethereal resistance, and throughout specific party members will get status effects (generally, the first person gets angry which favors offensive skills, the second gets nervous which favors defense, and the third usually doesn't get any). With the possible exception of Mericious, that's not very important though. What is important is the missing skills. For sharpshooters, Ionae is the best, since explosive shell is almost always unnecessary, while Charlotte's lack of aim high is tolerable and Grace's missing powder imps are a huge problem. Similarly, you probably won't miss staggering blow for Mericious, Enshadu's lack of trick only comes up once or twice and PyanPau's lack of damn makes certain areas much harder. Since you can't have Mericious and Ionae, I'd suggest either Mericious, Charlotte and Denever or Ionae, Ferwin and Enshadu. Of course, that's only if you want things as easy as possible. Each character has a unique story, so it's rewarding to play them all through, and if you do so and increase the difficulty each time it makes sense to save the best parties for your last runs.
Chatper 1:
There really, truly is nothing difficult in this chapter, even on absurd. The only part that even requires something resembling strategy is that you will want to find each character either a non-piercing offensive skill or a defensive skill to use in the slime part, and rotate constantly. Easy. Sink any skill points you gain into skills you'll be using in the future. If you can't (only half your skills are available at the start of the game, and you can only invest points up to a quarter of your level) put them in health or just sit on them.
Chapter 2:
Ah, a store. The first of many. Now, don't worry too much about penny-pinching--you don't wanna throw away your money on incremental upgrades, but you can afford to spend some since money scales up as the game progresses. I suggest spending only on relatively "unique" items until near the end of the game. For instance, the sharpshooter's vest here is not a bad choice, and I usually get the ring of defelection. The party heal talisman's a tossup; you'll get better eventually, but not for a few chapters, If you get it, give it to your fighter, because he's the best able to heal himself and thus needs the boost the least (it heals everyone ELSE). What you should NOT do is buy any red rings of health or any rings of magic resistance; you'll find more rings later, and those rings are the epitome of worthless.
Now, on to the plains! Whoever's in the first party slot is weakened for this chapter, which is annoying especially if you wanted him to be your damage-taker, but there's nothing you can do about it. There's three enemies in this area: Grass Jackals (big dogs), Razorwyts (colorful birds) and Parmins (elephants). You should let your priest take hits from the parmins and maybe the jackals, but never the razorwyts, because part of their melee damage is magical (their feather throwing attack is not magical at all; however, it counts as several hits, which means that the benefits of armor apply to it three times. Because the chi sheild prevents the priest's armor from having any effect, someone else should take these hits). Also, the razorwyts have a decent chance to dodge, so if you're so lucky as to already have black bullet, use it on them (it is your best attack against dodgers since the poison can't be blocked). Anyways, use whatever attacks you want, either focusing on the whole group (area attacks) or the guy in front. Whenever the parmin's in front, you're gonna want to hit him with slay, wrath and aimed shot, and maybe black bullet. If you're itching for someone to use damn on, it's him. Be careful about killing parmins--whenever one dies, anyone too close to him is hurt significantly. This is usually the enemies, but if he dies while charging it'll be you--especially do NOT finish him off with trick.
Anyways, after a bit you'll reach the aulder mausoleum, which houses your first boss: Aulder's Reach. Save first. Honestly, this fight's only really bad if you've got Mericious as your priest, because he can't heal yet; hopefully your fighter can either recover or brace. If not, you're gonna need smokescreen. Anyways, he'll just keep attacking whoever's in front at first; he hits hard, but you can control it and he's a bit slow. Whenever he curls up into a ball, pause everyone's attacks because he's nigh-invincible. Just let your energy charge up, and maybe heal your party a bit. He uses this as a chance to heal, which is annoying but tolerable because he doesn't heal very much. When he comes out he'll use an attack that hits the whole party for decent physical damage (for this reason, do not let your priest's health get low in this fight, and if someone else's is heal while he's hiding), but you can pay him back with all that attack energy you just saved up. Eventually he'll die. Once he does, DO NOT SPEND YOUR SKILL POINTS UNTIL AFTER WALKING TO THE FAR RIGHT EDGE OF THIS AREA. Your middle party member gains two skills upon beating him, but your other two will gain skill points at the end of a conversation upon seeing a sign at the right edge of this area. And those are gonna be the skills you need for the next area, coincidentally enough. Don't forget to open the treasure chest, by the way (like you were going to).
More to come. Also, better quality to come (I hope; once I catch up with my party I'll be able to make the guide more accurate about shops and enemies and stats and stuff).
Edit: updated with enemy names, a bit more to the FAQ, and a bit more to the boss strategy.
Nillo (2008-08-28)
I found Chapter 2 pretty easy on Absurd actually, with the help of a little emergent gameplay.
You know the first area with monsters in it? The first monster group in that area has only two enemies in it, which makes it easy to defeat even without any micromanagement. So if you repeatedly enter the area, set the speed to max and kill it, you'll gain about 5 levels in no time. This trick works in a few other places as well, like the first snowy area before the Count (I forget what number the chapter is).
In other news, it was very bad planning on my part to leave the one party that doesn't have Powder Imps for the final difficulty level. Blah.
Brickman (2008-08-28)
Edit: Added second half of chapter three and all of chapter four.
Same here with the powder imps. Anyways, I make a point of not powerleveling, although I did stretch those rules near the end of my hard run. I certainly wouldn't consider doing it this early in the game. Besides, there's no point writing a guide whose solution to every, or even any, problem is "powerlevel".
Anyways, the guide:
After beating Aulder's Reach and assigning skill points, the path splits. The lower path is considerably easier, but has enemies who can only be hurt by magic attacks, which is the reason for the upper path. However, you just learned some magic attacks and if you were wise you just spent skill points on them, so you should take that path first. Note that because both paths contain treasure chests and there is a finite ammount of money in the game it is wise to do both, but go down first.
The new area adds two enemies to the existing animals. The first type of ghost you'll see, Phantasm, does a melee attack which does magical damage (which, at this point in the game, primarily means that your priest's chi sheild will not absorb it, although if you invested in the "chosen" skill he will take slightly reduced damage compared to his allies). The second new type, the Poltergeist, hurls rocks. Both can be hurt by only magic damage, which means swordfaith, wrath, and lucky shot. The animals can still be hurt as normal. If you're using all three magic attacks, you may want to target the ghost in back with your swordfaith, so that both fall at about the same time (as your sharpshooter's magic bullet is more effective if only used while there's three enemies). In the middle of this area is some gold and a minor ring or two; equip them on whoever you feel like.
Once you've tackled the ghost town, you should go back and save before making a run through the Tall Grasses (note that you can always return to any area you've unlocked, so backtracking to save does not make you replay an area; there's one exception to this in the entire game and it's not even a required area). If you are playing on absurd, or possibly hard, you may not want to do this whole area, as it is arguably harder than most of the next chapter and obviously less profitable from a levelgrinding perspective. In that case, you'll still want to fight your way to the middle of the area, where a chest with some more credits is waiting for you. Anyways, in addition to the animals from before, you now have to deal with Burbundles and Poisonous Burbundles. The regular ones do ordinary melee attacks and are generally stronger than the jackals but not quite as powerful as the elephant, but will heal themselves instead of attacking when injured, which is frustrating. It's especially frustrating when they stand in front of the poison burbundles; these enemies will sit for a while without attacking, then with a hiss poison everything onscreen that isn't a burbundle (including the other enemies) for significant ethereal damage. At this point the only character with any ethereal resistance at all is your priest, and while it is a significant ammount of resistance this damage also ignores your sheild and eats at your pathetic hit points instead, which means he will still be the first to fall. Your first priority is taking out the poisonous ones before they can act (or before they can act twice). If it is in front this is easy, but if not you should use swordfaith and aim high if you have them (and if you only have one of them, thunderstrike or lucky shot to back it up). If you have no attacks that can directly target them, you might as well concentrate on taking out your opponents in sequence rather than area attacks. The poison burbundles are surprisingly vulnerable to black bullet, and the regular ones are somewhat vulnerable.
After completing (or at least getting the items from) both areas, move on to South Point Bastion. After a cuscene, you will be required to defend against a parmin and two grass jackals for 80 seconds (I checked and this number is the same on all difficulty levels). The timer says 83 but they all run away when the trumpet blares at three seconds left. Unless you are on easy, if you kill them they will come back much faster than the 24 seconds displayed under their corpse and will be regenerated at full health (I believe it depends on the difficulty level; it's not very long on harder ones), so it might be wise to just defend all the way, but since that's not much fun and may involve one character just standing around you're probably going to want to take out the grass jackals a few times. Never kill them all, though, as they'll all instantly regenerate if you do. Anyways, I won't presume to know which defensive skills you've invested skill points in, but they're all pretty effective here except aurora and trick; as I said, if you go full-defense you'll find yourself generating more healing than you have damage to heal, even on absurd.
Once you've done that, you have access to fort longreach. There's two shops and a savepoint. The amulet of party heal's a good buy, as is the fortunate sash and, depending on your skill selection, any of the three scriptures. If you feel like upgrading anyone's weapon at this point, I won't stop you; the weapons in the next chapter aren't that good (except the staff, which actually is a bit better than this one but more expensive too). Those two "Big" weapons you're probably eyeing right now would have been unaffordable if you'd collected every penny up to this point, not bought a single item and sold your whole inventory; you'll get another chance at them near the end of the game. Once you're done shopping, move on to the airfield and catch your plane.
Chapter 3
Yeah, you didn't really think it'd be that easy, did you? Nope. Anyways, the silent snowfields hold some odd enemies, but statistically they're just not tough enough to do much. If you have aim high (aka you're not using charlotte), you should take out the Southstars first, backing it up with thunderstrike. Sadly, they're immune to magic, so swordfaith and lucky shot won't work. If aim high is out, you should just concentrate on whoever's in front like normal. The Flumpus enemies (the ice pillow things) are fairly unique in that they can heal themselves effectively without spenidng a turn doing so, which means anything but a concentrated attack on them has no effect at all. Watch out for the Nordlefly--when he attacks he won't retreat again until he takes damage, instead continuing to bite you every few seconds until you can attack him; he could get in two or three bites in the time it takes to recharge an attack's worth of energy. Because of this, you should always keep one attack in reserve. Don't use it too early; you have to hit him after he's made his first bite, not while he's charging, or it won't work (I, err, forget whether or not trick works). Anyways, the Southstar does magic damage every once in a while and the others do physical damage, so keep your priest away from the stars. There's still not enough magic damage flying around for aurora to really be worth it.
Once you clear the snowfield it's time for chapter three proper. Almost. First you've got to kill a couple Demonites. These imps have a great dodge chance, so black bullet is the way to go, even with their ethereal resistance. Otherwise, use whatever attacks you want and let the law of averages see you through. Don't forget your defensive skills. From this point on, the rest of the chapter takes place in an "enclosed space", which means swordfaith and aim high are unusable, which is a shame because swordfaith would be perfect for this area. Once you kill the imps, again, DON'T SPEND YOUR SKILLPOINTS. Don't spend them until after you've gone to the bowbuffer, talked to the foreman and had the conversation about the briefcase upon trying to leave the area, because again you get new skills you could spend those points on. There's a shop in the underport area and a shop in the bowbuffer area; the dragonslayer's harm is a tempting offer, the ring of strength and/or bererker ring (I forget which if not both were bought here) are worth buying, the imp bottle may be worth it (especially if your sharpshooter is grace, who can't make them herself), and if you haven't upgraded your sash yet either of the available ones may be worth it (note that it is ok to have two sashes; say, one that boosts magic damage for lucky shot and one that boosts regular damage for everything else). By the time you enter the chapter itself, some of your party members may have status effects; Mericious will be angry, Charlotte and Edward will be nervous (but not, I believe, PyanPau). Check for yourself. Ignoring these doesn't hurt you too bad, but if you slant your actions towards offense for angry characters and defense for nervous characters it certainly won't hurt; especially try to avoid support skills when angry if feasible (though charge comes out about even). Anyways, after stocking up you should head to the main canalway for some action.
The Chaots will usually create a skull symbol on top of another enemy, which means that the next time that enemy attacks they do extra damage and steal health. Powder imps will stop the healing, but for some strange reason brace doesn't even reduce it (it does do a decent job against the boosted attack itself, though). They will also occasionally shoot two magic projectiles at you. These are the first of many enemies you'll face with chi sheilds just like yours, which presents two options: Either do a lot of piercing and concussive damage to them, especially by using skills like hack and thunderstrike that capitalize on their pathetic armor (chi sheild means that armor doesn't manifest at all, and even once it's gone they always have weak armor), or just ignore the sheild entirely with ethereal and magic attacks; the downside to that approach is that most enemies with a chi sheild have a tremendous magic resistance, though they run the gamut from 0 to 100% ethereal resistance. There's little point doing both, since a half-depleted sheild means absolutely nothing and a fully depleted sheild means you shouldn't bother putting up with their magic resistance, but black bullet is an exception because its initial damage takes advantage of the lack of armor while the poison takes advantage of the lack of HP. In this case, magic is probably the best option, as their magic resistance is relatively low and their ethereal resistance is nearly nonexistant.
The Batrocs are standard tanks; they do decent concussive damage and have enough armor that hack is ineffective, but are quite weak to magic. They will also sometimes, when injured, curl up in their shell and heal some; oddly they will ALL do this even if only one needs to. While doing so they're more or less invulnerable. They're also immune to ethereal all the time, so don't try it. The lightshows have a pretty decent dodge rate, although not as good as the demonites', so black bullet is again effective (they also have 0 ethereal advantage, conveniently enough). They're effectively immune to piercing damage, and whoever gets hit by their attack will become poisoned (again, this will have less effect on your priest; because you can make sure it doesn't happen twice, though, it's probably not a bad idea to let him take one of these hits). Powder imps, fortunately, are immune to poison, so if you block with one of those the imps will only take the impact damage but will stop the poison for free. The demonites are also back, same as before. Note that the demonites are the only enemy in this entire area who actually count as undead, and nobody counts as large.
Knights should generally stick to slay for the batrocs, thunderstrike or hack for the chaots and demonites and thunderstrike for the lightshows, or alternately use defensive skills. Everything in the sharpshooter's lineup is ok, but black bullet and powder imps take center stage. Wrath similarly is the only priest attack worth using, along with healing, sprite summon and maybe wrath on the chaots or blessing on one of your allies.
At this point, the path splits, and you can proceed to Weir 21 or the Cathedral of Edges. The former has a bunch of regular battles, the latter is a boss fight. This boss is actually a bit tricky, unlike the previous ones. Both areas will reward you with a few minor items and a level or two, but completing weir 21 will give you the eager effect, which boosts all your abilities to 110% effectiveness and overwrites your previous emotional state. For this reason, and because the boss is harder, I'd recommend doing weir 21 first.
There are two new enemies in this area, and both look tougher than they are. The gaegleesh randomly select a party member when combat starts and will continually drain his or her health. Though logically this should be ethereal damage, it affects your priest just as fast as anyone else; bad luck if it's him. You can't prevent this damage, but it shouldn't take much effort to keep healing it. They will also occasionally heal all other monsters (I'm unsure of whether or not they heal themselves, because once vulnerable I killed them faster than they use this attack). The gaegleesh has a very, ahem, "modest" chi sheild, and worse magic resistance than the chaots, though their ethereal resistance is decent. You can kill them with either physical or magic attacks, it doesn't really matter; there's not as much hurry to pick them off as the game leads you to believe unless they've targeted your mage, and they fall easily once they become the closest enemy. It's not like your primary back-row targeting skills are available anyways. The other new enemy is the thunderhulk. His armor is a bit lower but otherwise this guy is generally bigger than the batrocs, doing more damage and having more health. His magic weakness is just as pronounced. His second ability, rather than the batroc's healing, is to produce a shockwave which deals some magic damage to the whole party. If you're really suffering at the hands of the gaegleesh this'll finish you off, but otherwise it's not that bad. Batrocs and lightshows are also back. If you're keeping score, this entire area is weak to magic damage--lucky shot and wrath should be effective, along with strike if the gaegleesh is in front and aimed shot or black bullet as appropriate. Your fighter should probably use charged slay if the batroc or thunderhulk is in front, hack if the gaegleesh is in front, thunderstrike if the lightshow is in front or the enemy you were hurting flees to the back, or healing more or less anytime.
Before entering the cathedral of edges, give your sharpshooter the ring of health you just found and, if you bought it, the ring of deflection. Equip her with the iron vest if you have it too. The crone has two attacks. The primary one, defined as the one which is much more effective and much more annoying, is to jump up off the screen and come down on top of whoever she perceives as "weakest"; rotating your party won't change the target. This will usually be whoever has the least health, which will usually be your sharpshooter, but if you can get your knight's health down to roughly the same she'll recognize the dodge chance and attack him. I think; it worked for me anyways. You want her attacking your fighter, because your fighter has brace, which means he can survive forever against this attack without needing to heal (risking going above the sharpshooter's health). If you can't get her to do that, she'll just keep pummeling your sharpshooter and all you can do is heal with your priest and hope she can dodge, since this attack deals more than one heal spell's worth of damage and you'll work up a nasty damage multiplier. Eventually your sharpshooter will die, unless maybe you use smokescreen. Her other attack is to shoot two magic beams which hit whoever is in front, presumably because otherwise this would be a very boring battle. If you want, you could cast aurora or powder imps to protect against this, but it's not necessary. She will also occasionally summon a red rune on one of your guys by making a second red rune on herself; I have no clue what this does, but it does not heal her, hurt you or indicate who she will attack. Anyways, anyone not occupied with protecting against the dive attack should attack her whenever possible. Be sure to pause your attackers until right after she acts, though, because if you attack while she's diving your attack is wasted (especially annoying for melee attacks). She is undead, large and has enough armor to warrant not using hack. She's not too easy, but she isn't too hard either.
Once both tasks are done, stop by the shops one last time and procede to Templeson Bridge for the last battle of this chapter. The eager effect puts you in prime condition, and you'll now be out of the enclosed space that was stopping swordfaith. Even better, you get an ally for this fight: Ariene Taylor, a sharpshooter who'll stand behind you and provide extra firepower. The crone's second form is nothing like her first. She has three abilities now: First, she will use a laser that hurts everyone with magic damage (including Taylot). Your priest will want to occupy himself almost entirely with casting aurora to counter this, only healing if someone's low on health, because otherwise it'll flatten him. Sadly, that won't protect Taylor; even with her dodge rate she'll almost certainly fall at least once, but she gets back up quickly. The second attack is to shoot three balls into the air which will then come down on top of a random party member (or ariene), dealing concussive damage. This attack is the only reason you'll want to use heal rather than aurora at all. Finally, she'll summon three sheild orbs around her. Each one takes one hit to destroy (hack counts as two, all other attacks are one), and she is immune to everything until they've all been destroyed (or more specifically, a second AFTER they're all destroyed--hack won't hurt with the second blow and you shouldn't attack too early). When she does this, you should let your fighter use hack (even if you have no points in it) to take out two orbs and let Ariene hit the third because her attacks aren't as powerful as yours and are thus better to waste; if she's down, you should instead let your sharpshooter use flashbang for the last orb (again, even if you have no points in it). Otherwise, slay, swordfaith, wrath, strike and aimed shot all do excellent damage against the crone, who is both undead and large. If all else fails and you lose your priest, your knight can survive almost indefinitely against the crone with recover (brace is sort of lousy) by himself, and there's always smokescreen, so you can wait out the recovery time. The crone has a little bit of regeration, but it's nothing compared to your own healing. During this fight, powder imps and trick have absolutely no effect, nor the amulets which cast them.
Chapter 4
Ah, Porto Vale. Happiness, sunshine, carnival games, shops with good items and plenty of money to spend on them. And character development. Can't forget that. Your eager status from the end of the previous chapter will carry you through the entirety of this one, which is nice.
Anyways, penny lane has three shopkeepers and the promenade has a circus with several attractions you can win money from. The shops have lots of great items. Preacher's vestments is a must, along with paladin's heart and armguard, unless you really want a defensive fighter in which case you might want the wall and the kite sheild. Simaron's strength, either staff and the rifle are also good buys, but really there's almost nothing in this area that wouldn't fit well in at least some parties.
The promenade has three challenges. Nearest the right end is a test-your-strength machine. You pay 5 credits and get 150 if you win (and some experience). It gets stronger after each win, but stops being available after five. To beat it, just combine all your support skills--an enpowdered, charged, blessed slay or swordfaith against a damned beatometer ought to do it. Overcharge your energy and bless the sharpshooter if you need to; you've got infinite time to make one attack. 725 easy coins. On the far left is the sparkometer, aka test your endurance. Same rules and rewards as before, except instead of hitting it as hard as you can you survive a set ammount of time against its attacks. Thing is, it's not that strong and you can generate a lot of defensive effort when you're not worried about attacking at all. It does both magic and physical damage, so aurora is effective but so are chi sheilds. It makes direct attacks against the guy in front, so powder imps work and you can rotate injured people in back to complete safety. Smokescreen works, brace works (though they don't work well together), heal works, recover works, armor works, fortify works. If it helps, do this after buying any new armor from the shops. 725 more coins.
Finally, there's Urtat Underval. There's already a guide to fighting him on this forum, but suffice it to say, his defense is massive. You WILL need charged attacks or enpowdered bludgeoning attacks to kill him, and bless or damn couldn't hurt, and you may want to use overdrive too if he doesn't charge up while you're waiting. Black bullet also has a small effect; I usually shoot it at him right before unleashing my beefed up attack to take advantage of his damage multiplier. However, Urtat uses recover a lot, especially when low on health, so you could fight him for an hour with poison as your only means of damage and never break through. You need charged attacks (or to attack while he's charging--the bonus is only a quarter of the bonus if you charged, but then, you're getting it added on for free).
For his part, Urtat has a small variety of attacks. He'll usually run up and smack the guy in front, but he'll also sometimes use swordfaith on the weakest party member (aurora is recommended to protect your priest) and sometimes he'll lean foward and then run forward and slash at the whole party. He will also sometimes charge--just like your knights, his next attack will be more powerful but he takes equally increased damage until then. If possible, always attack when he charges (though if you reach maximum overcharge before then attack anyways). He'll also sometimes use fortify, raising his armor even higher--do not ever attack him while this is up. Finally, as mentioned, he loves to use recover to heal himself. Defending against his attacks is much easier than hurting him, but don't get too cocky anyways. If you can best him you'll be rewarded with only 300 coins and a boss's worth of XP, but it's a fun challenge anyways and good practice for your second encounter, where the reward is much better. Still, if you're stuck skip it, or put it off until after everything else (advancing the plot on both the briefcase and keeper fronts gives you a sizable ammount of XP, and each of the other games is worth about a level). For some reason I found Urtat EASIER on my absurd run than my others despite accidentally doing it at a lower level; his defensive stats are almost exactly the same as before but my party had skills better tailored to fighting against tough armor and I had the strategy down pat. Still, I almost have to wonder if he secretly scales up...
Anyways, once you're done with the carnival, talk to the guy outside the keeper's old place on penny lane and visit the admiralty house. After that, wrap up your shopping and head to the west docks. Here you'll get what, if one were generous, one might call a boss fight of sorts; three enemies you don't see anywhere else in the game and a named unique enemy. That's right, four enemies--great time for area of effect attacks. The three in front are vicious--they have mediocre armor (though better against magic) but do wicked damage when they attack, dealing two hits per charge, and all have a 20% chance to dodge everything. The guy in back is a priest. He will first cast damn on whoever's in front of your party (combines nicely with the double-striking warriors), then casts wrath on whoever's in front until the damn wears off, at which point he starts over. No, he doesn't care if the damned party member stays in front. Anyways, because he's easier to drop, you should probably focus on offing him first. He has a chi sheild, but his magic resistance is still not enough to stop you from easily crushing him with lucky shot and swordfaith (if you're noticing a pattern, don't worry--their magic resistance will get better as we go along). Once he's gone, try and take out the warriors as best you can before he regenerates, but try not to die first! Smokescreen may save your life here. Anything goes against them--black bullet for the dodge, hack for the low armor, thunderstrike or lucky shot for the low armor, slay/aimed shot/aim high/strike/trick for plain damage output. Note that if you use powder imps, and the imps can only survive the first strike, you'll block the second for free, so they're not a bad idea either. Eventually they'll fall, and you'll gain an entirely unwarranted ammount of experience (like, 5 levels' worth) with which to enter the next chapter by continuing to the left. You'll need it. . .
Mark Pay (2008-08-29)
This is a really good guide Brickman. Thanks for taking the time to make it. I couldn't have written one much better myself.
I think I'll 'sticky' this topic once the guide gets closer to completion, if that would be okay with you.
Brickman (2008-08-31)
This bit took a while, because I must have thrown myself at that first battle of Penny Lane at least a dozen times before giving up and killing Urtat and the rest of his area first. Damn poison.
edit: Added first part of chapter 6.
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Chapter 5
Alright, lets be honest. The game hasn't been very hard so far. Sure, you may've had to try the crone once or twice before beating her, and the demons and animals may have made you restart a few times, but it's been nothing you couldn't figure out with the haphazard application of whatever skills you felt like using. Well, it's about to get Hard, with a capital H, and this chapter marks the beginning of that. Instead of every enemy having a unique trick, as before, now every enemy has a unique trick which makes them hard. Anyways, you've got emotional states to deal with again: the second party slot member will be depressed, getting a penalty to all skills, your third slot will be nervous (bonus to defense, penalty to offense), and your first slot will be nervous or angry depending on which person it is. These will last for the whole chapter.
The battles in the seabunker are predetermined rather than random (actually, many if not most of the battles in this chapter are). First you'll face a tool shambler and a rifle shambler. The tool shambler will shamble forward and swing twice for concussive damage, and the rifle shambler will use explosive shell for concussive damage against the guy in front and half to the guy behind him. Both are undead, and though their armor's lousy they're a little resistant to piercing and a bit more to ethereal, so adjust appropriately if possible (strike and wrath work very well if your priest isn't busy with healing). The tool shambler's not too different from what you've seen before (mostly his dual attack means brace and trick won't be very effective), but the rifle shambler requires some planning, because you can't just let the person of your choice get hit--not only can only one person be completely safe, but for any given pair of people getting hit you can't decide which will take full damage and which will take half. However, there are several ways of "cheating" him out of the second target's damage. The easiest is to use powder imps against him, as powder imps appear far enough in front of you that the splash damage is wasted. As a bonus, as in previous chapters, powder imps can sometimes cheat the tool shamblers out of their second attack and foil the poison attacks in Penny Lane. Alternatively, if you time your attacks to make a melee attack just before he fires, the charging attacker will be too far in front of his allies for the splash damage to hit anyone. If you leave your melee attacker in front and play on turtle speed you can usually pull this off by attacking between when he starts to fire and when the damage is applied, but it won't be very reliable; ideally you're going to want to develop a feel for how long it is between attacks and already be out there by the time he gives you any visual or audio cues. Also, if you are misfortunate enough to lose a party member, keeping that one in the middle will cause only one person to take damage, but due to the unchangable party order this may mean putting someone you don't want in front. One final nasty feature of all types of shambler is that, when killed, they have a ridiculously short regeneration timer--only ten seconds, rather than the 24 or so you're used to. They only take a single swordfaith or strike to kill (your milage may vary with attacks which don't do extra damage to undead), but keeping them down requires you to constantly toss attacks at them, distracting you from those remaining. Keep an eye on the timers; it's still better to be facing two attacking enemies at a time than three, so if one's about to return and you have the energy for an attack consider waiting a few seconds and using it on the shambler (and especially, if you are using area of effect attacks, wait until your third target comes back before unleashing it). Multi-target skills may not be a bad idea when facing shamblers, since killing one quickly isn't as useful as killing them all eventually; enpowdered thunderstrike is quite an effective tactic for almost this entire chapter.
The second battle has, in addition to the two shamblers, a mourmodon. This enemy, especially in a chapter full of quickly regenerating comrades, seems scientifically calculated to be as annoying as possible to try and kill, but in reality he's only really a problem if you don't understand how he works. He has zero armor, but he has humongous resistances to everything--even on normal he soaks more than half of all damage dealt to him of every single type, and it goes up with difficulty level. But that's not the bad part. No, the bad part is that if you deal too much damage to him too fast, he'll become "angry", which makes his attacks much stronger and also raises all of his resistances substatially. And he has several levels of anger too, the worst being nigh-invulnerable. And what will set him off is left to guesswork. And meanwhile, while you're waiting for him to cool off and become non-angry again the shamblers are regenerating on you. And his anger's on a continuous scale, so attacking just after he cools him off will set him off again. Also, it's set off by damage dealt, not number of attacks, so there's no cheating, not even with black bullet. There's probably several "best" ways of handling him, but one I'd recommend is to use area of effect attacks right from the start of the battle. Empowdered thunderstrike is especially effective, as it will also do a better job of finishing off everyone who isn't a mourmodon than two separate attacks (which invoke armor twice) and almost everyone in this area is vulnerable to concussive. Even without points in enpowder this was enough to kill reviving shamblers in one round on absurd, while lucky shot and thunderstrike was not, and you'll be doing just enough damage that you'll have the mourmodon mad by the time you've finished off everyone behind him. By spreading out the damage to this individual enemy over time you prevent him from getting too angry at any point, and save yourself waiting time later. At the very least, if you some damage to him at the beginning and then kill everyone else, it'll take you that much less time to kill him later on and he'll have forgotten the initial attack by that point. When it comes time to attack him directly, he is large but strongly resistant to piercing, so slay and aimed shot come out only slightly ahead, hack more or less even. Use black bullet at your own risk--he's somewhat weak to it, but once it's on you can't control the poison damage and won't be able to calm him down until it stops if it sets him off. Smokescreen may also be useful, as if you're going to have periods of waiting during which you make no attacks you might as well be protected. The third battle in the seabunker (and the last before you can save) has two mourmodons and only one shambler.
At this point, there are three areas you could enter. Each has at least some items in it, and each is difficult. Admiralty house is the shortest and a dead end--there are only two battles there, and only the first one must be fought to get the place's items, but you'll be doing it under an enclosed ceiling. There's little reason not to do it first. After that, The Promenade is arguably easier if approached from the right, so you might want to do Penny Lane first and then loop back (however, doing so means that you'll be facing the optional boss last rather than second; that said, he is much easier from the right). The main difference is that Penny lane is full of nasty poisonous enemies, while the Promenade has more cloud spawns and shamblers but opens with a rematch against Urtat Underval, with help. Both are hard, but I somehow found Urtat easier on my absurd run while Penny Lane's first battle was a brick wall; the reverse was true on my hard run, however, so your results may vary. Both have great items in them, but you have to fight for it. I'll write the guides as if you approach both from the left however. Only once you've gotten the items from all three should you face the boss at Dragon's Gate. Regardless of the order you pick, however, stop by admiralty house to make use of the save point outside.
Admiralty house adds a new enemy to your lineup: the cloud spawn. He is deadly offensively, with two magical attacks: Half the time he will strike the person in back with lightning, and half the time he will shoot three balls of energy at the person in front. The lightning attack has absolutely no warning, so keep whoever you want that to hit in back and rotate the party to respond to any other attacks from the cloud spawn or anyone else. Aurora is HIGHLY recommended whenever these enemies are present. Their magic resistance is pretty good, but won't completely block you out, so physical or magic attacks are both viable (but don't bother mixing them). They are pretty weak to ethereal though. However, since swordfaith is unavailable against this one and he's in the back you're going to have to use physical, or to be precise with enpowdered thunderstrikes. Just keep doing that while your priest stacks auroras and occasionally heals, while rotating your party carefully, and this battle won't be too bad. Our reward is some credits, a rifle with bonuses to dodge and lucky shot and a belt that gives small bonuses to powder imps, enpowder, smokescreen and armor--quite timely, wouldn't you say? You don't really have to fight the other group in here, but you'll probably feel like it anyways. Now, armed with your new sharpshooter equipment (or not), it's on to Penny Lane or the Promenade.
Penny lane adds two more enemies, and thematically they fit each other beautifully. The foul growth adds poison to the next melee attack of one of its allies, and does so very fast--it'll usually be able to get both of them inbetween their attacks, and thus inbetween yours. Even worse, it will occasionally poison your entire party, for what seems to be the same effect (this may or may not only occur when the growth runs out of enemies to add poison to; it's hard to tell). It has a lot of health and a bit of resistance to damage, but nearly nonexistant armor. This poison effect cannot be dodged, but luckily, powder imps will negate it on any attack they block. Note again that all poison counts as ethereal damage and thus a priest with points in chosen has high resistance to it, though it cuts past the chi sheild; since the foul growth does have a poison attack that doesn't hit the front row and it's hard to pin a number on the poison you should treat his health as a precious commodity. Bizarrely, trick will prevent the poison from being inflicted but will leave the poison on the attacker; this is fairly meaningless if the attacker is a tool shambler, though (and may be unwise if the bit about the second attack occuring when it can't poison anyone else is true). The foul growth would be nothing without its allies, however, and those allies, aside from the mourmodons and cloud spawn, are pokran shamblers. These annoying undead dogs attack frequently and quickly, and make up for a lack of armor with a small ammount of dodge. Black bullet should be, technically speaking, rather effective against them, but the reality is that you do not have time to wait around for it to work here. Hack is extremely effective against them, especially if you use empowder on it first, as are multitarget attacks, and you might want to use black bullet at anyways. The dogs share the ridiculously short recovery time of the humanoid shamblers, just to make things harder on you.
After grabbing the free treasure chest, your first fight is against a foul growth flanked by two pokran shamblers. By the time area of effect attacks would kill anything you'll be dead twice over, so you'll want to focus either on killing the foul growth with swordfaith and aim high or killing the dog in front, then wailing on the foul growth until he returns. Either way, you will need AT LEAST one party member dedicated to defensive skills to make it through alive; Powder imps are ideal but party heal, a heavily leveled-up recover, or anything else could work. On absurd I found this battle almost impossible with any tactics, but eventually empowdered hack saw me through.
The rest of the area's not quite as bad, especially since in order to see it you have to be strong enough to have survived the first fight. one of the battles has two mourmodons and a foul growth, but if you focus most of your attacks on the growth you'll find that mourmodons are far less aggressive than pokran shamblers and this battle's much easier. In the middle is a valuable staff and a nice amulet, both great prizes.
If you choose the Promenade first, your first battle will pit you against two circus freaks. These guys are extremely slow, only attacking very occasionally, but hit for absurd damage (over a thousand on absurd, over 700 on hard) and they regenerate as quickly as the shamblers. However, they take a few moments to wind up before attacking, and if you attack during that time you'll stun them and counter their attack; as such, with a bit of care you can easily defeat them without them having the chance to make a single attack. Trick and brace would also be effective against them if you want; fortify and strong armor probably wouldn't. They're weak to magic and undead, so swordfaith and wrath work well. I'd think twice about using area of effect attacks; they have a delay on them that's longer than the window of opportunity for stunning the freaks. You're better off stunning them with swordfaith, aim high and/or explosive shell. Once you've beaten them and grabbed the free treasure chest, you can continue on to Urtat Underval, now a hulking zombie. He isn't any stronger himself, possibly even weaker, but he gets a circus freak to stand in front of him, who adds extra attacks and will prevent you from using attacks besides swordfaith and aim high unless you kill it or Urtat is in the middle of an attack (which rules out hitting him while he's charged). Unless you waited until after killing the seabunker thugs before doing it you should be half a dozen levels higher than last time you fought him, at least, so the extra muscle's only fair. If, as the guide recommended, you approach him from the right, the circus freak will be behind him, and you can use whatever skills you want against Urtat; however, you won't be able to interrupt the freak except with aim high, swordfaith, explosive shell, thunderstrike or lucky shot. Upon beating him, you will recieve a true reward: the Ghost Steel and the Paladin's Breast. I never really liked Ghost Steel, but Paladin's Breast is quite good. You may want to double back to the save point at this point; Urtat won't reappear, and he sometimes takes quite a while to finish off. If you do, you'll find the first battle strangely has a random enemy added to it and the second (with Urtat) is gone. Anyways, the remainder of this area is cloud children, shamblers, mourmodons and freaks; nothing too unusual.
Once you've killed everyone and collected the items in every area, procede to dragon gate. Actually, you should probably stop by even earlier for the save point and the magic protection ring, but now you're actually gonna fight here. The boss you're up against is a fully grown cloud child, and he's extremely fun but not very hard at all. At least, if your priest has points in aurora he's not that hard. You'll basically want to keep casting aurora for more or less the entire battle, only switching to heal if you really need to, because the vast majority of the cloud child's offense is magical. If you don't have aurora, you're going to need a lot of healing, for all members of your party, or at the very least a very good smokescreen. Foritfy should be quite effective if you're not using aurora, though I believe that aurora completely nullifies fortify if you try to use both. It has three attacks: It will shoot out three plasma balls that deal magical damage to the person in front, hurl a rock at the person in front for concussive damage, and call down a storm of lightning that hits everyone in your party once and hits the two with the least health (including their aurora) twice. Through careful shifting of party order and constant use of aurora, you should be able to completely protect yourself from the two magical attacks (be sure to constantly check your aurora's strength by hovering your mouse over each character), and though the concussive attack does decent damage, it should be quite managable since it's watered down with magical ones. Be sure to hold your attacks until right after the cloud child attacks, because if you attack while it's summoning lightning the attack is wasted.
Anyways, that's its offense. Its defense is the fun part though. What looks like a chi sheild on further inspection isn't anything of the sort. While the sheild's up, its actual health bar is untouchable and all damage is applied to the sheild, except ethereal which is completely blocked. However, while it is up the cloud child also has zero armor and zero resistance. The sheild does regenerate, but not enough to stop you. Enpowdered hack is objectively THE most effective attack (capable of doing upwards of 1100 damage per round), though if you don't have points in one or both anything can be used as a substitute (the cloud child is a large creature, so slay and aimed shot get bonuses). If it's only got a tiny bit left and you don't want to waste an attack, for some reason if you deal the last hit with black bullet the poison damage will still be applied to its actual health. Alternatively, storing up an extra attack's worth of energy right before finishing the sheild is never a bad idea, regeneration or no. Once the sheild falls, it will be inactive and the cloud child will be unable to perform any attacks until the sheild regenerates all the way back to its full starting value, allowing you to damage the cloud child itself with impunity. Though it has nothing on Urtat, the child has very good armor (especially on harder difficulties), such that you're gonna want to use assist skills here for sure; he's weak to concussive though. Depending on if you saved up extra energy before finishing the sheild, there is enough time during this portion for two or possibly three moves; my recommendation is to use charge and black bullet first, then use enpowder and slay second. If there's time for a third, it'll probably be ripe for another black bullet. Alternatively, since it's weak to concussive, if your party's health isn't in dire need of two turns' worth of priest spells an enpowdered strike would be quite effective, and can be used every round. There's nothing wrong with damn or bless either, if your priest's wanting for things to do. Anyways, once the sheild's completely back to full the cloud child will stand up again and resume attacking until you can knock it back down to earth. Repeat until you win, then continue on to the aid station.
Now that you're at the aid station, you get some conversations, can do a little shopping and then can move on to the next chapter. Talk to everyone, they have interesting things to say. Sneaky Pete has some items for sale, but be careful about your money, because there's another merchant right at the beginning of the next chapter, and you can't go backwards (how annoying). I'd actually recommend saving, checking Pete's stock, then going to the next chapter, checking its stock, then loading again to do your shopping and continue on properly. Anyways, from Pete the only item which caught my eye was Ghorlemange, though the rifle might not be a bad idea. The seller in the next chapter has a ton of stuff that's worth buying though. Once you're done, you can move on to chapter 6.
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Chapter 6
This chapter opens with some character-developing cutscenes, then some situation-developing cutscenes once you start moving. After that, stop by the shop. This shop's full of great stuff; the sharpshooter's jacket, either staff, either tome and the amulet of party healing are not bad buys, but the jacket and the amulet are the most unique and thus most important. If you have mericious with you, be aware that you're about to get two powerful staffs (one offense, one defense) and an offensive tome, so hold off on any purchases for him.
Now, if you don't have Mericious in your party skip this paragraph. If you do. . . stop reading this until you finish the cutscene, I don't want to spoil it. Ready? Alright. The inquisitors are pretty tough, mostly because they combine an absurd ammount of healing with a good offense. First round, Thanes will cast sprite summon on himself and Serenuth will damn the party member in front. That sprite summon seems to last forever, for some reason, but occasionally he'll spend a round doing what I can only assume is renewing it; damn will be recast as soon as the first wears off, regardless of whether or not the cursed player is in front. After this, Thanes will continually rush forward and strike you for a good deal of damage, both concussive and ethereal, while Selenuth will cast wrath. At some point Thanes will almost surely cast trick, so try not to use any melee attacks on him after that. What makes it hard though is that they will both alyways switch to healing the other if it is needed, with ridiculous efficiency, and thanes' chi sheild (the one in front) regenerates at far more than the usual speed, enough that you may be temped to damage him magically. Since their magic resistance and armor is good, however, I'd recommend casting damn on whoever you want to attack if that's your choice, and I personally found it far more effective to just blast the chi sheild with enpowdered hack and then whittle him down with aim high and thunderstrike while mericious keeps me healed. Thanes WILL move to the back when hurt, but swordfaith and lucky shot don't care and wrath and black bullet can be used while he's charging at you, and the same goes for any physical attacks you choose to use. It's a hard fight no matter who you try to off first, but do your best. Beating them has a huge reward, however: Four powerful unique items. You can choose which you do and don't like, but keep in mind that the "poison" ability of gharl's foul tongue poisons EVERYONE, friend and foe, but it isn't very strong poison.
Anyways, now that you've left Littlehampton, with or without a fight, its time for the mountain. The first battle will be against two enemies: a "Blunderbuss" (why not call it a yeti, I do not know) and an iceeni. The blunderbuss has pretty good armor, weak against magic and ethereal, and can heal himself or run up and punch you. Nothing special. The Iceeni, however, is annoying--it will alternatingly freeze one party member and shoot two bolts of magic forwards. I have no idea how the AI works on the Iceeni, but it seems remarkably good at figuring out who's capable of dealing the most damage to it and freezing that person. When you face multiple Iceeni, the second will just always use the magic attack because only one person can be frozen at a time. The Iceeni also seem to have a party heal ability, but they only use it when there's more than one of them and the other is wounded (it'll still heal the third enemy though, even beyond its starting health I believe), and the only time I'm aware of that you have to face that is the third battle of Frostmaw Rink. The frozen character cannot act, won't regenerate energy and cannot be moved when rotating the party (which results in some rather goofy visuals, as the other two party members still can; who takes damage if two people occupy the same space is impossible to accurately predict). They have decent defense against magic, but not enough to stop you, especially if you cast damn on them first. They're also rather vulnerable to ethereal if you can get them in front, and their sheild isn't too big if you want to crush it instead.
As you move on, you'll encounter chillspinters. These guys are a real pain. They have good armor, though it's slightly weak against piercing (well someone in this game had to be), but their attacks are brutal and ignore party order. They will either dissapear underground and come up directly under the party member of their choice (it is usually the weakest one, but they will occasionally pick everyone) or they'll dip halfway into the snow and then charge forward, hitting all three party members for slightly less damage. Frustratingly, more than one can attack a given character at the same time. They are invincible during both attacks, so hold your attacks until you know you can connect (this makes it hard to use area attacks, if you even wanted to given their armor). Smokescreen is a lifesaver against chillsplinters, and fortify should prove effective as well, but you have to damage them somehow, and that'll take a while. Damn and hack seem to go together pretty well though.
Once you fight your way to the end, pop by the Bitten Breeding Fields to verify that the bridge is locked, then head over to the christoff place for a nice friendly boss fight. Count Christoff is really not hard at all with a good strategy. His main attacks are to freeze a party member seemingly at random, to charge forwards and slash at the person in front for what is MOSTLY piercing damage but seems to include a bit of absolute (if so, that means the attack cannot be dodged) which is added to his own health, or to drain life from the party member with the greatest health and add it to his (dealing absolute damage). Both life draining attacks are more effective the more health you have, but they can still finish you off. Very occasionally he'll turn into a cloud of bats, disappear for a few seconds and then charge across the screen, hitting and poisoning all party members, but this isn't very strong and you can retaliate as soon as he gets back since it's long enough to charge up for a full attack. During the entire fight, Christoff LOSES health over time and has pathetic armor and undead status.
The easiest way to fight him by far is to use your knight as a meat sheild. Stick the knight in front and keep using brace to screw up his attacks, while using recover whenever you get a breather to ensure that your knight has the most health and thus that the life draining attacks always hit him (as he's braced, it won't be very effective). This not only ruins his offense, it also prevents him from getting any decent healilng done. Meanwhile, let your other two party members wail on him. Enpowdered strike capitalizes nicely on his undead status, but anything works. Powder imps would probably not be a bad skill to use if you don't want to use the strategy I just described, though smokescreen won't do much. If your knight ever needs a breather, your priest should be able to take one or two hits from his melee attack easily thanks to the chi sheild. If you use this strategy, you'll find the count almost pathetic as his huge health bar drops away at as-yet-unheard-of speed. As a reward for beating him you'll get two interesting items. The amulet's quite useful, especially later on when you start facing enemies who are extremely hard to damage, because it deals absolute damage which ignores both dodge and armor. The ring is useful if one of your characters is making melee attacks near-exclusively in any given area, but oddly I had trouble finding good places to use it in the later parts of the game during my first two runs.
Brickman (2008-09-22)
Sorry I put the guide on hold; I just got Bioshock and for some reason both it and TSE are attractive when I'm in the same state of mind (tactical real-time but slow-paced combat with planning as a key; at least that's how I play it). Of course, because of the startup and load times, I'll only play it when I have a good block of time at my disposal, and TSE takes slightly less. And look at that: I'm going back to school, so huge blocks of time should be decreasing in frequency. Guess what that means I'll be playing more vs less.
Anyways, the guide:
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The inhabitants of the crypt are a bit less difficult than the ice monsters outside, but still aren't too easy. The main problem here is that you're back in an enclosed space (taking away swordfaith just in time to slaughter some undead, again and proving that the author is quite vindictive). Also, being undead, they all have faitly low respawn times (15 seconds or so), although not as bad as the shamblers. The hardest enemy, or at least the hardest enemy on the harder difficulty levels, is Deep Mass. Deep Mass is another of the "No armor but massive resistance" enemies; they're quite resistant to piercing (and thus hack) but thunderstrike, enpowder, black bullet, spirit summon or any other non-piercing attack is quite effective, especially those that hit multiple enemies or hit one multiple times. And ESPECIALLY the ethereal ones. He can perform a very powerful, 3-hit physical attack against the weakest party member, but whenever he's hurt he will instead activate a very strong regeneration ability instead. It may be wise to get him to that point as quickly as you possibly can on higher difficulty levels; in fact, focusing on getting (and keeping) these guys down to the "wounded" threshold as fast as possible via thunderstrike, magic bullet and enpowder was the way I got through the crypt on absurd. Nobody in the crypt has even half-decent armor against magic or concussive, so area attacks may be used with reckless abandon. Strong armor and fortify should help a bit with them as well, considering the three-hit attack. Because of this guy I do not recommend using your priest as a tank in this area; he will be slaughtered if the Deep Mass decides he's the easiest target.
The Vampyre Child enemies are similar to the boss you just fought; they slowly lose health over time but when they attack they steal some. They're undead and while slightly resistant to piercing and ethereal, they have weak armor so nothing in your arsenal will really have a hard time damaging them. They make two attacks when they charge, so brace will be fully consumed in stopping them, and more importantly brace does not appear to reduce their rate of healing, but they do a lot of damage so you still might try it; powder imps however DO stop the monster from healing at all, and as a bonus if they only survive the first strike they'll block the second for free. So use powder imps. The vampites seem to deal both physical and some other kind of damage, so chi sheilds will take most but not all of the heat, but it's apparently not absolute because they CAN be dodged (or at least I dodged one once while writing this guide). I can't really guess whether or not their attacks vary in strength depending on your health. Finally, the Piecemeals are very, very weak to concussive and resistant to piercing, and nearly immune to ethereal; magic has medium effectiveness. They're also undead. In case you haven't noticed the pattern yet, strike is a pretty good move for this whole level. Anyways, they're only ability is a melee attack, but said attack inflicts poison on the victim, so be careful and use powder imps if you can.
Midway through the crypt you'll find some money, some powerful defense-oriented armor (Titan's Rockplate) and a sword (the ominously-named Early Grave). Hold on to that sword; you might not need it, but if you find yourself stuck later on in the game by being unable to deal enough damage it could turn out to be just what you need. The armor is your choice. One battle later, you'll find the key. If Kaltos is in your party, you'll also find an additional sword, the Black Death, and there's some kind of cutscene attached to it if you keep it weilded long enough, but I've yet to investigate that. Anyways, once you grab the key continue to the right to exit the crypt. Before going on to bitten breeding fields, stop by Littlehampton and talk to the guy who told you about the count; he'll give you some money as a reward. There's no reason not to accept it; I played through my first run without doing so (didn't realize there was one) and it elicits no surprise effects later on and no changes to the story. There's certainly not a morality award coming later on.
The Bitten Breeding Fields is like the Southern Ascent, whose enemies it inherits, only it also contains two new enemies. The Night Gales are immune to everything except magical damage (which kills them VERY fast), so you MUST use swordfaith, wrath and/or magic bullet. They attack by flying off the top of the screen, then making two passes at a party member using logic I can only guess at in their target selection, but they'll USUALLY hit a weak party member and won't always hit the same guy twice. They'll hit twice before returning, doing magic damage. Be sure to hold your attacks so that you never waste any while the Night Gale is offscreen. The other new enemy is the blue bitten. He is immune to ethereal and resistant to concussive damage, and marginally weaker to piercing than magic, but has good armor all around. He has two actions: He'll either attack the weakest party member with a magical snow attack from above, or he'll summon an ice sheild around himself. This sheild will absorb the next attack that hits him and then shatter (flashbang will not still have its stun effect; haven't tested staggering blow because I had Mericious during the run I made this guide), causing him to take no damage. Use skills which do more than one hit or hit more than one enemy to break it; hack will still deal damage with the second swing, and thunderstrike, magic bullet and explosive shell are also effective. Damn won't work because it has no effect on 100% resistances, but I like to cast it anyways due to his armor (especially since you're likely to be using attacks like lucky shot and hack in this area which are weak to armor and benefit from damn). Anyways, between those two and the iceeni, more than half the damage being dealt here is magic, so if you have aurora it will be quite effective. Since it takes the bitten a full turn to summon its sheild, if you can smash it without wasting a full turn you will be at an advantage every time he uses it. The last battle in this area will be against three Night Gales, which can be quite tough since you can't direct any attacks away from your priest; try using smokescreen to buy time for aura.
And finally, we have Frostmaw Rink. This is the point of no return, so be sure you're ready and that you've gotten your reward from Littlehampton. And you'll need all the readiness you can get, because this level's TOUGH. First you'll battle a group of three chillsplinters. This is extremely hard and depending on your party can take forever, because chillsplinters are nasty and, as with the previous fight, you can't control where any of their attacks go. Worse, these guys are actually hard to kill, unlike the Night Gales. Using smokescreen is virtually required for this fight along with anything which can boost it (you may even want to bless the user, and certainly use any equipment that helps with it). Otherwise strategies may vary, and you can focus on them one at a time or try to take them out in rapid succession by weakening the second before killing the first, but you need something that's capable of dealing a lot of damage through armor and which preferably doesn't involve your musketeer, who'll be busy on smokescreen. The strategy that got me through on absurd was to stall a little with smokescreen to build up some energy/overdrive and then unleash a damn+hack+enpowder combo on each chillsplinter in turn, with the priest saving any energy he didn't need for damn to heal. It helped that, having mericious, I had his unique equipment which gives massive bonuses to damn, but I was doing so much damage while taking so little that I'm sure it would have worked with Enshadu too (PyanPau, lacking damn, would need a different strategy; probably one involving more smokescreen, slay or swordfaith, probably charge and possibly the Early Grave from the crypt).
As soon as you kill those three, there will be a short cutscene, followed by an avalanche. You now have a time limit for the rest of this area (note that going to the items/skills menu pauses it, so tweak away). You get some back after every battle, about 20 seconds, as you run from the avalanche, but you have to be fairly quick and play offensively. It's filled with the same enemies as the previous area, who are vulnerable to the same strategies, but try not to use any more defense than strictly necessary (ideally none) and always remember you're on the clock. Pirority #1 is ALWAYS to kill the Iceeni, because if you don't they can and will freeze you, wasting valuable time; damn plus swordfaith plus magic bullet can take one down in a hurry, and is almost a mandatory combo. Night Gales come next, as they can disappear as targets for valuable seconds at a time and shouldn't be left for last. Equipping items with healing abilities may stop you from having to spend time healing, which is nice, as is extra health and armor. The good news is, since you get time back, if you can beat the first battle in really good time you can almost ignore it for the rest.
The first battle is an iceeni and two blunderbusses. This battle is extremely hard, especially with the time limit. Remember that even when damned, slay, aimed shot and black bullet are the strongest attacks against the blunderbuss. You more-or-less do not have any time at all to waste healing this battle so make every hit count. Don't make the mistake of trying to use trick on the blunderbusses unless you KNOW they aren't going to heal. Then comes an Iceeni, a Night Gale and a Blunderbuss; slightly easier. You may have to waste a round on aurora if the Night Gale attacks your priest. The third, two Iceeni flanking a Blunderbuss, will make you tear your hair out because of the Iceeni's party heal ability. Try your best to smash one at a time, then beat on the Blunderbuss. Final battle is the same as the second with a different order in the enemy ranks; iceeni first, then night gale, then blunderbuss. I'm at a loss to imagine beating this area without damn; perhaps bless would be a substitute? I don't know, it seems unfeasible. Anyways, during this part of the game the iceeni more-or-less consistently froze my musketeer, for what it's worth.
Congratulations! You've beaten chapter 6. One of the scientists in the Institute has some gear for sale, but just like Sneaky Pete, there's two more merchants waiting at the beginning of the next chapter, with no battles inbetween you. Save, examine his wears, write down anything you might want to buy, then skip to the next chapter and compare his items to the two merchants there. Then reload and do it again for real. Everything in the Institute could be useful, though I warn you that the gunbelt will periodically hurt the user (not a lot, and partially compensated by the armor bonus when compared to a no-defense belt, but it can interfere with a carefully-laid-out strategy) and unless you use magic bullet near-exclusively the other merchant's rifles are better. Actually, the scriptures except the first are kinda iffy. The armor-seller to your left in the next chapter has two fairly-but-not-too-useful swords, a good defensive sheild (tower sheild), a decent self-defensive staff and two excellent armors: the Juggernaut, which greatly boosts thunderstrike, slightly boosts hack (especially enpowdered hack) and has great armor values; and the Warplate, which greatly boosts fortify, adds significant piercing damage to all your attacks (which helps all but thunderstrike and swordfaith) and has excellent armor values. I'll warn you that most of chapter 8 will be in enclosed spaces and the first two thirds of chapter nine doesn't use swordfaith much either, so you may not want to invest in Azoth. To your right, the hunting rifle is a great catch if you like flashbang and Calivero is a must for any party; there's also a great yet cheap defensive gunbelt and two defensive light armors (the athlete's garb could probably more useful except in boss fights, although it's also more expensive). I'd highly recommend against rouletta; there's very few opportunities left where magic bullet will be seeing more use than other attacks, because the next two chapters contain some enemies who are immune or at least too greatly resistant to magic; its heaviest use was in the chapter you just beat. Other belts and other purchases will probably serve you better. Don't forget to sell excess items as well; stores to do so at are in limited supply, and you will run out and have to drop stuff. In fact, after leaving Huntingden there's only three shopkeepers left in the game. I'd suggest not even bothering to sell rings of health or anything else worth under 50 gold; just dropping them is easier.
ROD (2008-09-22)
Great job, fun to read - thank you !!
I´m not through, yet...but little comment on the Crone (1st appearence): the red runes seeem to be a curse affecting skill performance (so best pause character till the rune vanishes)
Brickman (2008-09-23)
Thanks. I'll have to check for myself, and that's not high on my list of priorities, but if you can verify it again for me I'll stick it in. Check with recover to avoid needing a calculator; record how much you can heal with or without the crone's curse on you (I want to know the percentage drop), then check if difficulty level affects it.
Anyways, new chapter, new post. This chapter's long and nonlinear, but I think I'll survive. So far this is the easiest I've ever gotten through Misty Marsh, even easier than my normal run; empowdered hack/thunderstrike helps a LOT.
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Chapter 7
Alright, now that your shopping's done (I'll count it as chapter 6), it's off to the jungle. If you have Ferwin, there's an extra cutscene and an interesting mixed blessing/curse: Ferwin gets a status effect which knocks a quarter off the effectiveness of all his skills and shaves off a little armor while it's going, but you also get a bonus party member for the whole chapter. Honestly, since her attacks aren't THAT strong and she can't be directly controlled, and aside from a good dodge rate she's pretty fragile to boo, this is NOT a good deal at all, but you'll have to cope. Now, this area's the least linear in the game; you get to choose, to a small degree, what you'll face and how much. You have to beat two out of three possible areas to unlock both the Maw and the part with mimics; you then have to beat the mimics. You then have to beat two more areas (including those you've already done, and including the mimics) of your choice collecting seeds. Actually, probably slightly less, but once you're halfway through you may as well. Then you can go to the maw and end the chapter. Actually, if you really wanted you could gather seeds while unlocking the maw, and only have to beat four areas total rather than five. Each area has different enemies and a different environmental effect; the enemies are set up to take advantage of said effects, with one exception. Writing this guide is tough since it entails knowing where everything is, which entails beating an area on my absurd run that I would normally skip. Fun. One more note before we start: In this chapter, all enemies have natural regeneration that's always on. It's not enough to foil an effort to kill somebody, but whenever you are forced to play defense your enemies will get some significant healing in, and you need to focus on one goal at a time because dealing a little bit of damage to an enemy won't accomplish anything if you don't follow up right away. That doesn't have to mean one enemy at a time though, as multiple fungal growth and animated sludge enemies can be efficiently fought with area attacks; just don't expect to accomplish much against whoever else is present while doing those area attacks.
Anyways, first choice is misty heights vs thorley's thicket. I'll go over misty heights first, even though I usually skip it or at least save it for last (If you have Grace, though, it might be easier than Flittertop Canopy for accessing the Maw). That's partly because of the enemies being nasty, and partly because this is the only area with a genuinely malicious environmental effect. This area is under dense fog, which gives EVERYONE (except, I think, the extra party member with Ferwin) a 10% dodge bonus and has a 20% chance of swallowing any single-target ranged attack whole (that's everything for the sharpshooter except magic bullet and including explosive shell, as well as swordfaith and wrath), and of course no enemies use such attacks. Try and avoid those attacks, but it's not impossible to use them (unless you spend the whole area on defensive and support skills your sharpshooter has to).
The first enemies you'll encounter, approaching from the right (aka the town side) are an Opal Swarm and a fungal growth. The Opal Swarm is a pain in the butt: He disappears the first instant he's attacked, making him impossible to hit again, and he waits to reappear until right before his next attack (his return is announced by an annoying but informative buzzing sound. That attack can't be stopped, though if you try he'll disappear right after. He does two hits per attack and attacks often, so armor and fortify are good and brace is worthless. Trick, interestingly, will make him vulnerable for a fraction of a second after he hits while he sees stars, but you need to have already initiated the next attack by the time he hits for it to work. This trick requires very, very precise timing with the pause button. Flashbang, more perplexingly, has no such effect. Anyways, he's strong against piercing attacks but weak against concussive; more incentive still to use that trick; overall, combining trick with a timely attack from one or both of your other party members brings this guy down in no time. Logic and pattern recognition from the entire rest of the game would suggest this guy SHOULD be immune to ethereal to avoid logical quirks with black bullet, but he's not; I think he only takes damage while he's onscreen though. Anyways, single, hard-hitting attacks are the only way to kill the swarm.
The other guy is the Fungal Bloom. These guys are unique in that they share health; if more than one is present, and one of them gets injured, the other(s) will respond by instantly giving some of their health to him until all are even; the same net ammount exists, but it's evenly distributed. A single attack can kill one before this ability kicks in though, and poison is still tied to whoever got hit by black bullet even though it drains all the growths' health evenly. They've got nearly no armor but resist magical damage quite well; I like to use thunderstrike or empowdered hack on them instead. They have only one attack, in which they make a spike come out of the ground under two adjacent party members; front or back is random. That means the middle guy always gets hit (Ferwin parties excepted). Each growth also regenerates constantly and quickly, so with three growths that's triple the regeneration (sort of). The area also contains wild burbundles, which are just melee tanks; they're weak to poison and have mediocre armor and are slightly resistant to concussive, but there's nothing else interesting about them.
Anyways, first battle is a swarm in front of a growth. Not too bad. Next comes three growths. Your ability to direct enemy attacks is limited, and none of your enemies will fall until they're all nearly dead, but it's survivable if you capitalize on their low armor with a constant stream of enpowdered thunderstrikes (or thunderstrikes and black bullets, or. . . well, anything involving the word "thunderstrike", or at the very least "hack"). Next up is a burbundle and two growths; if you're gonna use thunderstrike and/or lucky shot you ought to damn the burbundle first. Finally, there'll be a burbundle, a growth and a swarm; no harder than the others. Pound your way through for a save point and access to the Flittertop Canopy and The Maw. By the way, DO NOT go to the Maw until the end of the chapter; if you go before seeing Mama Saga, you'll have to sit through the mamoth of a fight that is the Maw's spiders twice because your party will just decide it's a dead end.
Thorley's Thicket is, of all the areas in chapter 7, the most "normal". The area's effect is dank bog, which makes everyone move slower when making melee attacks; since it doesn't affect energy regeneration this is almost meaningless, and if anything it helps you by making it easier to direct attacks or hit back-row enemies.
The enemies are also mostly new. The Plated Gair, aka armored snake thing, has excellent armor, though he's weak to ethereal and a bit weak to magic. He will make a normal melee attack, but will also sometimes charge, as per the skill; when he does attacks against him do more damage but so does his next one. He will also, when wounded, retreat into his shell and regenerate some and becomes invincible; just ignore him until he comes back out. He is large and has armor so slay and aimed shot are quite effective, along with swordfaith and wrath, and damn should help with him as well, but no matter what he takes a good bit of effort to kill thanks to the healing shell move.
The Animated Sludge is immune to ethereal and has absurd piercing resistance, but has no armor OR resistance to concussive or magical attacks. He has two abilities: He will either create (or enhance, if it already exists) a "sludge barrier", effectively a small extra enemy with no attacks but who gets in the way (you don't have to kill it to end combat though), or hit all party members with a poisonous concussive attack. Lucky shot is quite good against him, as it picks up extra damage every enemy it travels through (including sludge barriers), and thunderstrike works too, but be aware that those attacks are not going to scratch the Plated Gairs and are unadvisable against Opal Swarms. I usually don't bother directly attacking the barriers at all, just the creator, and area attacks take care of them anyways.
One last nasty enemy here is the Muegin. This ameoboid monster will rush forward and latch onto the party member in front, and will not stop stealing their health until he is dislodged by an attack. Not every attack will dislodge the Muegin, but every attack has a chance of doing so; melee attacks may be more effective and attacks by the afflicted person may be less, but it's hard to be sure. If one of these is present you should pick at least one party member to always keep an action readied, and move him out of the front whenever the Muegin attacks (The dank bog effect gives you even more time). Note that the attacker must be behind the party member the Muegin attaches itself to, or he'll just hit one of the other enemies. If you're both quick and lucky you can reduce his attack's effect to relatively little. His armor and resistances are all mediocre, and he is extremely weak to piercing (which, conveniently, is what most melee attacks do) and least susceptible to magic. Hack is probably the best skill by far to use on him, but you ought to be prepared to have your priest use strike if that fails.
First fight is a Gair and a Sludge. After that I think it may be random, but at least once I got a Gair and two Sludges, then Two sludges and an Opal Swarm, and finally two gairs and a sludge. Thunderstrike and lucky bullet, used wisely, will see you through, though that third battle may be more of an "empowdered thunderstrike" deal. It's all healing for the priest (unless you want to damn the gairs), especially if you have Ferwin and his delicate friend, as the animated sludge hits the whole party with its attacks. The last battle I just listed hardest, because the gairs are difficult to kill, but it's not impossible.
Mark Pay (2008-09-24)
It's great to see you continuing this guide Brickman!
Count Cristoff and the Vampyre Children all deal ethereal damage in addition to piercing. I can't remember how far I went on coding it with the Children, but for the Count at least it should be linked to the amount they heal, and so no health at all is gained if you dodge it.
Night Gales deal a mix of magic and ethereal damage. Blue Bittens should always gain the effects from Flashbang and Stunning Blow when hit - the ice shield simply gives them damage immunity. Let me know if this is not the case.
The Crone's red rune was supposed to debuff attack skills ( or be an anti-Bless ). I forgot to make it clear what it does and now even I have partly forgotten. Not a very good piece of game design. :(
Plated Gairs are not quite invincible when they curl up, just very resistant, except to Black Bullet, which finishes them off quite quickly in this state.
I am learning some interesting things by reading this too, and it's fun. :) Let me know if I can help you out in any way.
I picked up Bioshock too last month, now that it is half-price or less. I've really been enjoying it, even though the internet has completely spoiled the plot for me. But at the moment, when I have time spare, I only seem to be in the mood for Team Fortress 2, Company of Heroes or Civ4.
ROD (2008-09-24)
the Crone´s runes:
hard to figure out exactly without spending hours (or so...) I could reproduce -23% with healing (without override), on attack skills it seemed to be slightly less (if I didn´t mess up with override/multiplyer).
Could only try on hard (next time I won´t lock...)
Brickman (2008-09-24)
Well now I have to ask what flashbang actually DOES. Because I just tested your claim, and while it did produce the ring of stars by a freak of timing before the sheild even finished its shattering a new one was up. Does it slow their rate of energy regeneration, or is it supposed to prevent them from using skills?
Mark Pay (2008-09-24)
All creatures have an energy pool that refills at a rate of 1 per clock cycle, and all skills require a certain amount of energy to use. Flashbang subtracts energy when it hits a target ( currently 7x the number of foes )
I just checked the numbers for the Blue Bittens - the shield recast costs 17 energy, whilst their attack costs 37. It is possible for them to be shielded at ~36 energy, about make an attack, when you hit them with Flashbang. Flashbang breaks their shield and subtracts 21 energy, leaving them with 15 energy. 2 clock cycles later ( or possibly 1, depending on the code ordering ), they can recast their shield.
Brickman (2008-09-24)
I didn't even realize that the sheild was cheaper than the attack. I wrote the guide and beat the area assuming it wasn't. Are there any other creatures/bosses with one or more substantially cheaper moves?
Mark Pay (2008-09-24)
Shara's instant res skill I think. Most monsters decide their next skill immediately after using the previous one. There are only a few cases ( mostly Heal and Recover ) where they will react immediately to a change in their situation by changing their next skill )
Flashbang used to affect monster skill cooldown, a stat which player characters also have, and so was more like a 'stun' effect. But I removed that variable to simplify the monster code. The Blue Bittens are probably one of the few areas where this shows.
SuperEgg (2009-01-09)
The Crone's Runes:
Unless my memory's messed up then the Crone's runes are de-bless's. In combat I recall moving the pointer over my rune'd character to see the level 8 levels lower than the rest of the party on normal.
Brickman (2010-01-10)
More guide! Also, I'll be going back to correct the previous post as I learn more about chapter 7; I know I at least forgot one enemy and may've made more mistakes. I'm really confused about how the Muegin works, and I'm not going to be able to give any better details without intervention from Mark.
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Flittertop Canopy is next, and is probably one of the easier areas in this chapter. The global effect here, Hungry Earth, is again not harmful and if anything gives you an advantage against the area's new enemies; it makes anyone on either side take longer to revive when KO'd. It is painful if you die, so defense is a high priority, but aside from the Candessas any enemies you take down are staying down. In addition to the Opal Swarms and Muegins from before the area has two new enemies: Candessas and Burning Blossoms. Candessa's aren't very tough. They start with practically no armor and no resistances, but after giving you enough time for one round of attacks (possibly more on lower difficulties) he'll retreat into a cocoon, giving him some (but still not very much). They'll remain that way for a few rounds, after which they charge forward for a devastating attack. This deals damage in the thousands to the first person and half to the person behind them; it deals less the more wounded the Candessa is. For perspective, on absurd mode a Candessa with about 700 health did about 1700 damage before armor adjustments to the guy in front, a Candessa with about 1000 health dealt about 2600 damage before armor adjustments, and a Candessa at its full 1700 health did over 4000 damage. Obviously, damage is FAR lower in the lower difficulty levels. This sounds bad, but all it takes to thwart it is a single application of powder imps; failing that (either by having Grace as your sharpshooter or if the battle drags on long enough that the Candessa revives and your imps are far in the negative), brace and/or smokescreen will help; using mostly smokescreen in a party with no access to imps I had far less trouble in Flittertop Canopy than in Misty Marshes or Thorley's Thickey. Interestingly, trick seems to reduce the splash damage as well as the main impact (because it is delivered by a melee attack) and is NOT consumed because the user doesn't ever strike the foe; however, 75% of a Candessa's attack is still crippling. In a pinch, remember that just like the explosive shell used by the shamblers before, there is a maximum range on the splash effect; if he hits someone who is executing a melee attack or if the person in the middle party slot is unconscious only one person gets hurt. After attacking it'll take about 17 seconds to revive including the special level effect, and unlike most enemies it will revive with full health.
Burning Blossoms are worse. They start closed and with enough armor to be practically invincible. They attack very slowly, by opening up and launching a fireball which will hit the entire party for strong concussive damage. After that, they'll briefly remain open (long enough for one rounds of attacks from you, at least on absurd), a state in which they have almost no protection against piercing or concussive damage and only moderate protection from magic and ethereal damage. This is a good time to attack them, especially with moves like empowdered hack, so try to keep an action ready for both your sharpshooter and your knight when you think he's about to attack. Before attacking they'll briefly emit smoke as a warning. Don't use black bullet on him; poison damage applied while he's closed uses his closed resistance rather than his open resistance, which is just enough to cancel out natural enemy regeneration.
From the left (Maw side), the first battle is against a Burning Blossom in front of a Candessa, then there's a fight with one of each and one other random creature. After that you'll be rewarded with some money, a decent light armor and good handy priest talisman. There's two more fights before the end of the area.
The last area you'll have to traverse, in a sense, is the Beaten Path, which has no terrain effect and is slightly shorter than the other areas. This is also my favorite area in the whole chapter by far, and also the easiest. The main attraction here is Forest Mimics, who are simply a blast to fight. They will start out aligned with one of the tree damage types (ethereal they're always immune to for simplicity's sake) which defines their attack and gives them immunity to attacks of that damage type. Piercing-aligned mimics will use a melee attack (probably the nicest attack; it's easiest on brace and lets you use trick), concussive mimics will throw two rocks at the person in front (which is probably the most damaging attack overall, unless you use fortify or dedicated your knight to having high armor, and thwarts brace; it's relatively tame if your armor's high enough though) and magic types will hit someone at random with lightning (note that if you have Ferwin this attack is capable of one-shotting the guest party member, at least on absurd difficulty; however, even though the icon won't appear over her Aurora will affect her too, and a single application will let her survive this attack). That means that there's at least some use for every type of defense but none will keep you completely safe; since nothing except for magic-type mimics deal magic damage, however, aurora is ill-advised unless you're sure there will be several lightning attacks (such as if you have one or possibly two magic mimics in the back of the enemy ranks).
The mimics will switch types as they are damaged to try to match the attacks you use. Each mimic counts the damage dealt to itself from each damage type, and when that number gets high enough it'll switch types and reset all the counters. So hitting one with a single attack won't change it, but several attacks or one sufficiently powerful charged attack will. In order to kill mimics you need to vary your attacks greatly; ideally every party member should be able to deal good damage of two different types. Keep in mind which type you would prefer to deal with and try to convert them to that type; even a weak and unleveled attack can be useful if it changes them to a more useful type. The mimics have moderate armor (enough that charged attacks and damn are effective but not necessary) which is slightly weaker against magic.
The first battle is two mimics. Then there's one more battle that throws in a plated Garr before you reach a group of treasure chests containing gold, a magic-resistance ring and a good priest staff (though it won't do you much good until chapter 8), then one more before the end.
Once you reach the end of the Beaten Path, you can finally enter Mama Saga's home and speak with her. NOT. Instead you are given a fetch quest which requires you to find and collect five blue flowers. To be fair to Mark, unless you count digging the key out of the crypt this is the only genuine fetch quest in the entire game. The first flower you'll encounter as you leave to make sure you know what they look like. The others are in the areas you just completed. I believe there's two per area, so you will need to reconquer two of those areas, more-or-less. Of course, you could go partway in, grab a flower, and retreat to a savepoint rather than traverse the entire area. There are more flowers than you need, so you can choose which areas you want to reconquer.
Brickman (2010-01-13)
After finding five seeds and bringing them to Mama Saga (or more specifically, after the ensuing cutscene), you will be rewarded with about 2 levels' worth of experience and sent to the Maw. Stop by town first to sell any items you've got left to sell and buy any items you still want, and go there.
The Maw consists of one battle, which I'd say is only not considered a boss fight because there's nothing to hang a unique name on. There's three spiders, and while they're each rather standard enemies on their own, they hide a dark secret: Each one of them is actually three spiders. Whenever you kill one, it'll be gone for a second or so and immediately be replaced by a spider with marginally better stats and somewhat stronger attacks (going blue->green->red); after killing it three times, it'll stay down and a longer-than-usual-but-not-nearly-long-enough respawn countdown timer will appear. The trick, though, is that if you kill one but can't kill the others before its timer reaches zero, it'll respawn as a fresh blue spider with full health, starting you all over. The ONLY way to win this battle is to finish them off all in succession, and with three health bars each they've got about the health of a weak boss between them. Luckily they have extremely poor armor (but a good resistance to magic and ethereal; don't let that stop you from using poison though), so area attacks work great. A combination of empowdered thunderstrikes and black bullets (they attack extremely frequently so poisoning the one in back is easy) is probably the best offense, with other attacks being effective but mostly unnecessary. Just make sure to try to damage them roughly equally, or failing that when one gets to red try to play catchup on the other two.
Offensively the spiders attack very frequently but don't hit especially hard. Fortify and smokescreen are extremely effective, the latter especially if you're dealing most of your damage with poison. Brace is junk. The green spiders do some poison damage as well as their piercing and the red ones do a considerable amount of extra piercing damage; it's probably not worth renewing fortify once you get to the red ones. A combination of fortify, smokescreen and priest's heal, along with good armor, made the battle pretty easy on absurd, and much shorter than I remembered it.
Once you've killed them, save for the hell of it (or not) and proceed left for the end of the chapter.
----
Chapter 8:
Welcome to what is, in my opinion, the hardest chapter in the game! Enemies here are extremely tough, every last one of them, and you're operating under the enclosed space effect (no swordfaith or aimed shot) for most of it. Near the end you'll even get that nasty depressed status effect from back in chapter 5. Have fun with this.
The first area has a variety of nasty enemies and, yes, enclosed space. Thunderstrike and black bullet are the key to victory (hope you bought Juggernaut!), and you may want to break out the explosive shells as well, because everything here crumbles against concussive damage. The Martyr Fish is one to be careful about; you can think of him as a preview of things to come. He has very low armor against physical damage he reflects a percentage of all damage he's dealt back at the party member in front. Fortunately he does so in the form of magic damage; it can be dodged and is affected by armor and resistance. Also, as far as I can tell, he does not reflect the ethereal damage from black bullet, despite taking quite a bit of it; that attack is thus highly recommended. He'll always hit the guy in front so be careful about melee attackers and their health. He's also extremely resistant to magic (enough that you should, and has moderate protection from ethereal. In addition to reflecting, he'll also occasionally zap you with lightning of his own accord. This guy deals a relatively high ammount of damage on your timetable and it's all magic, so abusing aurora is a very good idea.
The Jester Fish is another enemy who's a pain to damage--he has crappy armor as well, but immunity to magic and a whopping 70% dodge. The only attacks which gets around this dodging defense are black bullet (against which he has a moderately good resistance--but with his low health total, that's not nearly enough) and the life-draining effect of the soul couple. With his cruddy armor, though, hack and thunderstrike aren't bad moves and if they all have the same chance of failure all other attacks are in a way equally effective (though trick at least ensures you don't waste the turn). Consider just throwing up smokescreen to let the poison do its work. The Jester uses a melee attack which chooses its damage type at random (from all four of the normal ones and absolute); the attack might be caught by a chi shield but might not. Note that since the guide says somewhere that absolute damage is undodgable 1/5 of his attacks may be as well, depending on when the type is chosen.
Sunken slaves are melee enemies (who walk VERY slowly when attacking for some reason). They have extremely high resistance to piercing and near-immunity to ethereal. Their magical resistance is moderate as well, but they've got neither resistance nor soak protecting them against concussive and the undead tag; the pirest's strike and the knight's thunderstrike will put a serious hurt on him, and the priest's wrath does bonus damage to counteract the resistance and is effective too. Like the vampires from chapter 6 his health is slowly but constantly draining, but he doesn't gain any back from hitting you. They do hit pretty hard though; brace isn't a bad idea when you see one coming. Like the shamblers from way back in chapter 5 they take only ten seconds to revive; put them down again with a solid attack before they have a chance to attack. Uncharged thunderstrike won't do it.
Misguiding Light is another magic attacker, so yes, keep going with aurora. He also has a chi shield. He's extremely resistant to piercing (again) but has low resistance to concussive (again) once you beat down the shield. His magic resistance is too high for attacking directly but low enough that if not for the fact that attacking magically here is impractical (with swordfaith gone) damn plus magic damage would be a good option; if you've got two priests or your magic bullet somehow does a lot of damage, you may want to go for it anyways. He's also immune to poison. His attack is to shoot three magic projectiles; they move slow but eventually hit whoever's in front. When low on health, he'll turn red and try to do a suicide attack; powder imps seem like a good match for this attack, or you could just finish him off quickly. Unlike Candessas, this attack inexplicably is not affected by trick; if you're keeping score at home that's Inconsistency: 3, Munchkining: 78. It also only hurts one person.
Note that unlike the previous chapter, where everyone had rapid natural regeneration, nobody in this chapter except the boss has regeneration or any form of self-healing (chi excluded), and one of them has natural degeneration.
After fighting two battles you'll find some treasure. Priest's hand is pretty good and quite timely with its bonus to aurora; ambassador's ring is great for a priest and decent for certain builds of tanking fighter, robes of state is good for sharpshooters or priests (though priests still wearing the preacher's vestments from Porto Vale may want to hold off switching until at least the end of this area for the aurora bonus) and redemption verse is good for anyone who uses their priest for offense (and in this concussive-weak area, you might want to consider that temporarily). There's two more battles until the end of the area. Somehow despite expectations I found this area pretty easy on my absurd run; I guess I just had my focus on the right skills.
Second area gets rid of that enclosed space effect, but it'll be back later. Sadly there's one battle vs two enemies inbetween you and a save point, because this is the endgame and the author's allowed to get mean. First of those enemies is the Void Blinker. He has pretty average armor, good against concussive, in contrast to the enemies from before; you can attack him as normal, though skills like damn and enpowder aren't wasted. He'll occasionally teleport over to your side and hit the person with the least health+chi for a good ammount of damage; this is probably your sharpshooter. Same rules as with the crone: equip her with any health restoring or boosting items and possibly equip the knight with something that lowers his health (cough Early Grave cough), and try if you can to get the knight's health below hers (but still in a range where he can survive the attack), though since this guy's not alone that won't win you the battle outright. Unlike with the crone you might actually be able to get her health above his at the start of the battle, depending on how heavily you've invested in each. As with the crone, be careful with the timing of your attacks, though he attacks rather infrequently so don't be too paranoid. I wouldn't hold on to them too long, though because of:
Avatar Athelloth. He has a chi shield too and deals some magic damage too (though it's not the majority); awful lot of those round here. Unlike the lights, though, he's quite vulnerable to black bullet. Otherwise, his magic resistance is pretty high but if you cast damn and then attack with nothing but magic it'll come out about the same as if you'd used pure physical attacks; pick one or the other. As with most chi-shielders, if you want to attack physically enpowdered hack is objectively better than any alternative. He has two attacks--he'll hit the whole party for what I think is absolute damage (not a lot, but enough to chip away at your priest) or he'll stick a rune on someone which will after a few seconds turn red and explode for magic damage. The more energy the victim has, the more damage he'll take; to some extent there's nothing you can do about this, but if you're holding an action you should execute it now. On absurd mode this did something 970 (before armor) to someone who had one attack's worth of energy almost immediately after it hit and it seems to be linear.
Mark Pay (2010-01-13)
It's great to see you back writing the guide Brickman!
I'll try and quickly help with some of the technical uncertainties ( not much time tonight, darn overtime )
- You're correct about Mimics - they count the amount of each damage type they receive and when it exceeds a set threshold, they change their resistace and the damage counters all reset to zero.
- The larger spiders do deal more damage. The green spiders inflict poison and the red spiders do more piercing damage. They have slightly more health and armour too.
- The Martyr Fish immediately deals back a percentage of the damage he was last hit with. It should be for all attacks not just melee, unless there's a bug ( though melee is the most dangerous because damage from other character's attacks may rebound onto your melee character )
- The Avatar Athelloth energy burn does indeed scale linearly with energy, with a set base value added on.
Thanks again for the brilliant guide. :D I very much enjoy reading it.
Brickman (2010-01-25)
There's now two ways to go; the Upper Levels are necessary to progress the plot and has a powerful armor at the end, and the Storage Room contains at its end a shopkeeper with some powerful (if double-edged) equipment that you'll definitely want. At least a little of that equipment would give you an advantage in the Upper Levels, while the main effect of the armor from the Upper Levels is a boost to charge which won't do you a ton of good in Storage Room, so you may want to do the lower path first. Besides, there's new enemies you may have trouble with in Upper Levels but nothing you haven't seen yet in Storage Room. It is possible to do either one first, but for the purpose of the guide I advanced the plot first, mostly because I felt like it.
After finishing Adjanti Heartroom, the next stop is the Upper Level. This level is not fun. That Dense Mist effect is back, meaning all attacks have a 10% chance of missing and single-target ranged attacks have an additional 20% (meaning most of your sharpshooter's fare and swordfaith, and of course none of what the enemies use). If you encounter a group of the earlier enemies that's yet another point in favor of enpowder, hack and thunderstrike. There's two new enemies as well. The Crystal Contagion has natural regeneration (ok, so I lied earlier), good resistances to everything but virtually no armor, and uses magic projectiles. The main thing that makes him interesting is that he has three forms depending on how much health he has; normally he makes two attacks at once, but when he's wounded beyond a certain point he'll curl up and trade one of those attacks for some extra damage resistance, and if you let him regenerate too much health while hiding behind his allies he'll become bloated and make three attacks at once in exchange for some of his resistance. So if you don't kill him first try to keep him about where he started; if he's in front black bullet should do the trick, if not send an occasional area attack or aim high his way.
The other enemy (and a great choice of people to hide behind) is the Principle Armor. This guy is, quite simply, the game's strongest tank. On normal he has 750 soak against piercing 700 against anything else; on absurd he makes it up to 832 soak vs piercing and 777 soak against concussive and magic. He also has 18% resistance against piercing (19 on abusrd) and 5/8% vs concussive and magic respectively. He also has about 90% ethereal resistance, so don't bother with poison. When he attacks he hits twice for a lot of melee damage. The only way of damaging Principle armor is with support skills; charge, damn, enpowder and/or bless are vital. His piercing resistance and armor is stronger than his others but since he is a large creature aimed shot and slay come out even anyways; however, since aimed shot has a 20% chance of being eaten by the Dense Mist effect, it still loses. My recommendation is charged slay, but if you can't do that for whatever reason you can try enpowdered trick, along with perhaps some blessing or damning. Don't forget the Early Grave sword you got from the crypt; an extra 25% bonus to charge along with a very high base damage is just what you need for this area. I was able to do, on absurd, At least when you bring one down he stays down for a long time. Also wear any equipment with "drain life" effects; that's absolute damage, so it'll work fine (though you can't rely on it to bring him down by itself).
After three random battles you'll find a powerful knight armor (which you should equip right now because it has a bonus to charge) and the controls to restore power to the ship; one more battle will greet you on the way back. The Engineering Breach will now be open; don't go there until after Storage Level though.
butt latke (2010-02-22)
Brickman, thanks for the excellent walkthrough, but in spite of it I'm stuck at the beginning of Chapter 5 :oops:
"The second battle has, in addition to the two shamblers, a mourmodon. [...] There's probably several "best" ways of handling him, but one I'd recommend is to use area of effect attacks right from the start of the battle. Empowdered thunderstrike is especially effective, as it will also do a better job of finishing off everyone who isn't a mourmodon than two separate attacks (which invoke armor twice) and almost everyone in this area is vulnerable to concussive. Even without points in enpowder this was enough to kill reviving shamblers in one round on absurd, while lucky shot and thunderstrike was not, and you'll be doing just enough damage that you'll have the mourmodon mad by the time you've finished off everyone behind him."
Has this been made obsolete due to a patch or what? On normal, with my dudes at lvl 46 and bless+charge+enpowder+thunderstrike maxed out, shamblers still take at least 2 strikes to take out -- by which time my guys have taken a lot of damage while busy buffing and the mourmodon is pissed. I've only gotten past this first mourmodon fight once, just to be creamed by the next. :(
monsoonasiian (2010-02-22)
Wats ur team all i do is thunder and lucky shot and heal with priest just attack together when the mourmodon about finish attacking, repeat. Thats how i cleared that level. shouldn't be ashamed we all hit these roadblocks i couldn't get pass start of world 3 lol :D .
butt latke (2010-02-23)
Thanks -- you're right, they go down easy with thunderstrike+lucky shot :D
monsoonasiian (2010-02-23)
:P gd to hear gd luck with the other lvls, if u hit another roadblock don't hesitate to post.
DesertDweller (2010-02-27)
Just wanted to pop in and thank Brickman for an excellent guide. This really helped and offered some great tips for all the enemies and situations I had trouble with.
And a big thanks to Mark Pay for making such a great game. Really, this is a gem, especially the complicated history that each character has. That alone was such a great thing to see in a (now) freeware game.
DesertDweller (2010-04-06)
Hate to double post but can I get verification for this?
"The Jester uses a melee attack which chooses its damage type at random (from all four of the normal ones and absolute); the attack might be caught by a chi shield but might not. Note that since the guide says somewhere that absolute damage is undodgable 1/5 of his attacks may be as well, depending on when the type is chosen. "
This makes it seem like the melee attack is chosen randomly each time. I'm playing on Absurd in Ch. 8, and doing quite well normally, but I got stuck on a set where I was met with two Jester Fish and an Avatar Alleloth thingy. I'm used to the Avatar using dealing nothing but Absolute damage, nothing a little healing from my two priests can't fix, but the Jester Fish were both just plain crazy, dealing seemingly nothing but absolute damage. Each time they went in for 700+ damage apiece stealing it directly with no dodging at all even with Grace at 60-something dodge percent (and I heard the dodge effect was weighted to make the first couple attacks follow what the trend should be and not be all hits or misses)
The two Jester Fish made at least 10 attacks total, and I quickly went from black bullet, double wrath attack mode to all out health and smokescreen against these devastating fish, but they still dealt absolute damage. I don't think I dodged once that time and quickly fell. (once the jester fish got onto my priests, they were goners)
So Mark can you explain what type of damage is dealt by the Jester Fish?
Mark Pay (2010-04-06)
Hi DesertDweller,
It is random, so there's a 1/5 chance of each attack dealing Absolute damage. You must have just been very unlucky!
translation suggestion...
tatogame
tatogame (2008-10-06)
Hi to everybody! I've just bought TSE2 and i'm waiting BMT confirmations e-mail.
I love the spirit engine 1 and i waited long TSE2 and now finally comes :mrgreen:
But how about translations in another languages?
I remember a topic in tse1 forum that ask a similar questions ("how about translations in italian" and a response "yes, good idea, but i ts1 i can't translate text,maybe in tse2....")
I think that translating this software in another languages can approach a lot of people at this game (a lot of my friend, for example :P )
I know enough english to read in-text game (but not to talk xD ) but thousand people prefer plays only in hometalks language
bye and thank you for make this fantastic game!
PS
i'm italian, sorry for poor english :P
Mark Pay (2008-10-06)
Hi tatogame. :D
I have an external text editor for the game which I can make available. Almost all the text should be editable with a few exceptions where I have used bitmap graphics on the in-game menus.
The problem at the moment is finding bi-lingual people interested in making a translation. With so much text in the game, I can't afford to pay a professional translator. I will have to rely on volunteers, and since the game is not very popular yet, I think you are the first customer to request a translation.
I very much want to make translations available, so if anyone feels like undertaking this rather lengthy task for any language, I will do my best to help them.
Nillo (2008-10-06)
Heh. I'm bilingual and can speak both Swedish and English, but making a Swedish translation would be pretty pointless - everyone here can read English just as well (if not better). Plus I think the English language is better suited for writing in a fantasy setting.
tatogame (2008-10-07)
Now i'm post a messages in some italian forums... perhaps someone came here to help :wink:
edit: an information, how much text there are to translate? (eg: 500K?)
Mark Pay (2008-10-07)
I find it difficult to estimate. At a guess - 10000 sentences?
EDIT - 500K characters seems like reasonable guess.
GiB (2008-10-07)
I can translate the game in Bulgarian.But Im not very sure now long it'll take.Probably 6 months?I dont know.
tatogame (2008-10-14)
I've founded some people who wants translate TSE in italian, what i do now? Can you give me the "spirit-text editors software"? :P
Mark Pay (2008-10-15)
Hi tatogame. I have put online a cut-down version of the editor, which should allow access to the various text files in the game:
http://thespiritengine.com/Files/TSE2Misc/ArrayEditorScriptFull.exe
It needs to be placed in the install directory.
Please remember to make a backup of your installer or main directory before editing, and keep it in case it is needed for future patches.
Some of the conversation text has become very jumbled up in the order of storage. Some has been cut and is no longer used.
You can get a preview of the text as it appears in the game by placing your mouse over a text box and holding F5
tatogame (2008-10-28)
We started TSE translation!
Now we have finished all charpter 1 and some of "data" text :)
We will release Italian-Demo-Version Soon.
But... a question...I don't understand all TSE file/folder structure (game use /current and /base when new game starts?) and we have some difficulty to edit some text; so, where we can find Skill (with skill's description) and Items Text?
Bunch of screens!
http://img78.imageshack.us/img78/4881/tseita1qc6.th.jpg
http://img78.imageshack.us/images/thpix.gif
http://img256.imageshack.us/img256/3443/tseita3ud5.th.jpg
http://img256.imageshack.us/images/thpix.gif
http://img82.imageshack.us/img82/6083/tseita2xg9.th.jpg
http://img82.imageshack.us/images/thpix.gif
Mark Pay (2008-10-29)
That's great! :D
I have uploaded a version of the editor with the inventory and skill editors, which only save text for now.
http://www.thespiritengine.com/Files/TSE2Misc/ArrayEditorScriptFullest.exe
Regarding the file structures:
Some files are stored with some light encryption and are decrypted at runtime. A temporary copy of these files is made to avoid damaging the originals if the program crashes during decryption.
In \Data, the \Base folder holds the encrypted original files, and the \Current folder holds the copies and any unencryped files.
( except for 104, where the copies are placed in a subdirectory specified in game.ini - but that's not important, because you only need to work with the originals)
In \Script, \Stored are the encrypted original files and \Current are the copies and unencrypted files.
If you need any more information, let me know.
tatogame (2008-11-11)
Updates: 8)
We have finished chapter 1 dialogues and ALL /Data text (items, skills and some extras)
Only one problem...In the editor we can't find "Fortitude" text (not description!) in skills DB... (If it is a cnc array i can edit manually, simple tell me which files or patch editor :P )
When we will complete first 2 chapters we can release a Translate/demo version/patch (but you MUST release it in homepage too!)... A christmas gift? :roll:
(If someone wants beta version i can send a zipped text packages)
Mark Pay (2008-11-11)
I looked for 'Fortitude' and unfortunately I have forgotten to put it in an external file. :( I can make this editable in a future patch, but for now it is too small an issue alone to make a patch for.
I will certainly put up the translation on the main page once it is available! :D Let me know how you progress.
GiB (2008-12-02)
I finally bought the game this Sunday and when I started translation, I found out there is not cyrilic support.Is it possible to make one or make something like custom font?
Mark Pay (2008-12-02)
Hi GiB. I've been looking more into this problem, and it appears that most parts of MMF2 do not support Cyrillic or other non-latin character sets.
I don't know exactly what character set they do use - it is larger than basic ASCII but much smaller than Unicode.
Unfortunately this restricted character set extends down to the array object used to store script textual data. It appears that MMF3 is due to support Unicode, but that may not be available for years. :(
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=82648&Searchpage=1&Main=11822&Words=unicode&Search=true#Post82648
The text-display objects cannot have their font changed at runtime. It might be possible to use a windows font that 'fakes' Cyrillic character support, but an entirely separate binary would unfortunately need to be built for this, which would take some time and cause incompatabilities with any patches beyond 1.04 if they are needed.
I would be willing to try this if you are fully committed to making the complete translation and believe there would be an audience for it, because it will take me some time also. Most people who offer to work on either of the two games are, I think, quickly scared off by the large workload involved. :(
GiB (2008-12-02)
"
I would be willing to try this if you are fully committed to making the complete translation"
I am fully committed to make it, but the full translation won't come in short terms, because I'm going to translate it alone.I hope this isn't a big problem.
Mark Pay (2008-12-03)
Okay. :) Do you have a suitable windows font that could provide the necessary Cyrillic characters as a replacement for the standard latin ones?
( Kind of like how Wingdings replaces them with symbols )
I've not tried anything like this before. Hopefully there are some tools available to help you make the translation from a true Cyrillic character space to a 'fake' one like this.
GiB (2008-12-03)
Do you mean font that contains characters like `~';":/.,?><!@#$%^&*()\, or special cyrillic font?Answer to both questions: yes.
Mark Pay (2008-12-03)
I was thinking of something like the first cyrillic truetype font on this page:
http://www.angelfire.com/pop/top4/fonts/
I can type in latin characters from my keyboard, and this font displays cyrillic characters instead.
GiB (2008-12-04)
Alright.When it'll be ready?
Mark Pay (2008-12-04)
I only gave that font as an example. It isn't a true Cyrillic font and I don't know how it might map to input from your keyboard. Are you able to type everything you need using it?
GiB (2008-12-04)
Yes, I am.
Mark Pay (2008-12-04)
Okay. I will try and put together a version of the game and editor using that font for the first chapter, as a test, by the end of this weekend. If that works, we can look at converting the rest.
GiB (2008-12-08)
How is the work going?
Mark Pay (2008-12-08)
Not quite there yet unfortunately, I had some other work to do over the weekend. Could you PM me with your email address so that I can arrange getting the updated version to you?
Mark Pay (2008-12-17)
A note to myself: Alessandro, who is working on the Italian translation, has helped me out with a list of text areas requiring external reference. I'll be looking to change these for a 1.05 patch.
"- First screen: the word "Version" remains untranslated.
- Start Game:
1. "Party Name" remains untranslated.
2. "Character One/Two/Three" remain untranslated.
3. Both the buttons "Continue" and "Start" at the end of the character and difficulty screens remain untranslated.
- Continue Game: "Save 1/2/3..." and "Empty Slot" remain untranslated.
- Change Options:
1. The text in the title bar is both translated and untranslated. I mean, the white word in the foreground is still in English but the shadow in the background is translated into Italian.
2. "Music Volume" and "Sound Volume" remain untranslated, although in the Additional Text section they are already translated into Italian.
3. In the Keys section, the whole text remains in English. (Apart from that, I have noticed that the tutorial says you can toggle the menu on by clicking the Spacebar instead of the keys 1, 2, 3 or 4. However, the command has no mapping, so the key for "Menu Toggle" seems to be "none").
- Chapter Start: at the right bottom corner of the map there is a "Continue" button. I thought it was the same as the one in the dialogues, but it seems it doesn't want to be translated into Italian...
- Characters' Menu:
1. The fourth file is the "Party" one. It is not translated into Italian, but this is a minor issue since Italian also uses the word "party" when talking about an RPG or an MMORPG (although the proper Italian translation is "gruppo").
2. Under the characters' files, there is another row of files reporting "Skill Stats", "Skill Chains", "Inventory" and "Journal". These remain all untranslated.
3. Skill Stats: every character is described as a "Level x Knight/Musketeer/Priest". The first issue is that "Level" remains in English (although I have translated the #159 string); the second one is a word switch issue, since Italian has a different order for saying this (that would be a sort of "Knight/Musketeer/Priest, Level x").
4. "Fortitude" is the only skill I wasn't able to translate because there is no entry for translating it. You have already spoken with Tatogame about it.
5. In the "Black Bullet" skill description, I have translated the last "Ethereal Damage" (the one after the amount of "Initial Damage") but the order of the words remains the English one. This is probably due to the fact that "Ethereal" and "Damage" occurring here belong to two different strings (#92 and 130, if I remember correctly). I suggest you should replace them with an unique string, the #134 one: this may solve the problem.
6. Inventory: some objects give the character using or wearing them a "Piercing/Concussive/etc. Bonus". Italian prefers saying the equivalent of the English "Bonus to Piercing/Concussive/etc.". Thus, another word switch issue.
7. Journal: "Entry Number 1" remains untranslated.
8. Party: "Party Info" and "Party Chains" remain untranslated, and so do the difficulty levels at the bottom of the menu.
- Tutorial: all keys are in English. This is probably caused by the Keys issue in the Change Options menu at the start.
- In Battle:
1. When creating a Smokescreen or summoning a Powder Imps, their names remain in English although I have translated the relative skills.
2. In the «Quick Skill» menu, under the characters, all Skill Chains are translated into Italian apart from "Party Chain".
- Mini-Map: "Visited!" and "Unvisited" remain untranslated.
- When having a conversation with someone, the NPC's name remains in English, although it has been already translated.
- Purchasing Items: in the Purchase menu, "Credits", "Item Value", "Credits after Purchase" and "Unaffordable" remain untranslated.
- When pressing Escape, at the right top corner of the screen appears the string "Exit to Menu?" and then the options Yes/No. They remain all untranslated.
- When boarding on the flight towards Porto Vale, after meeting Jaques Zerau there is a fade-out with the caption "Several hours later...". The caption remains untranslated.
- Credits: there are some sections which remain untranslated (for instance, who you and Josh would like to thank, and something like that)."
Spolygmar (2008-12-22)
OK, here I am! Good afternoon to the whole TSE-2 community!
First I'd like to introduce myself: my name is Alessandro and I'm currently translating this marvellous game into Italian.
Looking back to the in-game text, I have noticed another issue, this time regarding enemy creatures. The question I'd like to ask Mark is, shall I translate the enemies' names, too? Because if the answer is yes, their names should be translatable.
At this moment, unfortunately, they are not.
Thanks for your reply.
Mark Pay (2008-12-23)
Hi Alessandro. :D Thanks again for your help with the translation issues.
I finally started work on 1.05 yesterday. I shall aim to make the monster names translatable too.
Spolygmar (2008-12-28)
I've carried out the testing and it seems that the great majority of the issues I mentioned before have been resolved. Just two other little things:
- Options menu: "Music Volume" and "Sound Effects Volume" still remain in English. I've even tried to translate the related additional text from Italian back to English and then again into Italian, but looks like there's no way out. The text strings I'm referring to are #202 and #204: it seems that they are not linked to the actual text in the box...
- Continue Game: "Save 1", "Save 2" etc. all remain in English. Maybe I am wrong, but I can't remember having seen a text string called "Save": there's just a "Save Text" at #253, but I think it refers to something else.
I have just another question for you: do I have to translate the text in all of the images? Of course, the menu images must be all translated, there's no question. But I have noticed that some of the text reported in some of the images also occurs in the dialogues (for instance, the not-so-welcoming sign at the entrance of Underport is also mentioned in the dialogue at 302.set, ID 0), and all dialogues are already being translated into Italian.
That's all for the moment. Thank you for your reply.
Mark Pay (2008-12-28)
That is good news Alessandro. Thanks for your help.
I'd thought that the 'Sound/Music Effects' text had been properly referenced, but I think I know now what might be missing. It should be an easy fix.
The Save slot names are taken from the directory names in the file system. This allows the user to add their own directories/save slots. Since I want to keep this system, the only way to translate these would be to rename the directories.
It is not a requirement to translate any of the background images. If they are not found in the directory, the game will keep the originals.
pierrebai (2008-12-31)
I intend to buy the game in a short while and will try to provide a French translation when I finish it. (I don't want to spoil it by translating it too soon!)
Mark Pay (2008-12-31)
Salut pierrebai. :D That is great to hear. Please do not hesitate to let me know if you need any help.
Work on the full translation support for version 1.05 is going well, especially with Alessandro's help. I am aiming to have it ready for mid-January.
Spolygmar (2009-01-14)
First post here in the New Year!
And a post with great news, too: I have just finished editing all of the main images in the game!
I have already sent Mark the Italian version of the images via e-mail. They will probably need some adjustments, but I can say the job is nearly done.
Hope these will be good news for everyone!
Mark Pay (2009-01-15)
Alessandro has done great work on the image translations and testing. I'm going to start testing what I hope is the final v1.05 patch now myself. Once that is done I can also release the final image set.
Spolygmar (2009-01-22)
Last question about a minor issue!
I just ended the game (for the second time) at Normal, Unlocked in slightly more than 15 hours. Now, the Total Game Time clock says 15:3:9. I suggest adding a 0 (zero) when minutes and seconds are under 10, for more readability. In this case, the clock would say 15:03:09.
Another little question: was it your choice not to insert Summon Spirit and Enpowder in the final Skill Usage stats?
Nillo (2009-01-22)
The skills are only visible on the Skill Usage screen if you've used them at least once. Did you use Summon Spirit or Enpowder during your game?
Spolygmar (2009-01-22)
Ok, thank you for your reply, Nillo!
I was just asking if their absence was due to a bug or to something else, just to report the thing to Mark in case of a bug since I am testing the game as well.
If you tell me this is just because I have never used them, I believe in what you say. I'm sure I have never used Summon Spirit; Enpowder was used instead, but I think it was just a Special Quality of some piece of inventory.
Ok, in case I'll try to use them when fighting against Batiste.
Thank you again!
Mark Pay (2009-01-23)
Thanks Alessandro. :D The timer formatting had bugged me too, but the stats screen was a recent addition before release and I didn't want to take small risks in changing the display.
It is correct that unused (character, not item) skills are not displayed on this screen.
Spolygmar (2009-03-11)
OK, let's revive this thread!
I have been quite busy for some time, but I'm glad to announce that the Italian translation of Chapter 3 is almost finished.
Just the BowBuffer dialogues and the quest file still have to be translated, but all other files are ready.
Just a question: why is the file 308.set empty?
Mark Pay (2009-03-11)
That's great news Alessandro. :D
308.set is actually used for Silent Snowfields, the first level of Chapter 3. However, since this level was added late in development, it is is numbered as the last level of the chapter. This level contains no dialogue.
Phenomen (2010-03-18)
Game map notes (city \ kingdom \ place names) are images, not translatable strings, right? So can you make map like... "external" image (so translators could edit \ redraw it)? There is no difference for latin-based languages (English, German, Italian, Spanish etc) in places names, but latin words looks weird in my cyrillic-based (Russian) translation.
//added: oh, I find sources in Italian translation :]
Collecting suggestions for TSE-3
Mark Pay
Mark Pay (2009-03-17)
I've got what I think are some potentially exciting ideas for a third game in the 'Spirit Engine' series. They would involve some major changes, so before I think about going any further I wanted to get some expert opinions from the people who matter most. :)
I'm hoping to hear what you all might like to see in a sequel. All thoughts are welcome, no matter how obvious or odd.
The most immediate questions are:
What did you dislike in the first two games that you would like to see changed, improved or removed in a sequel?
What did you enjoy in the first two games that you think must be kept in any sequels?
Do you have any other ideas for things you'd like to see added or changed in a sequel?
There was a similar thread many years ago on the Natomic forums, collecting suggestions for TSE-2, many of which were used.
Thanks in advance for your thoughts! :D
GiB (2009-03-17)
I knew you'll start working on TSE-3.It was just a matter of time.
So, here are my suggestions:
1 - Make sidequests.A lot of them.There were few in TSE-1 and no at all in TSE-2.TSE-2 was very straight-forward and that was a bit boring - after you finish it, you know what hapens during the gameplay. Consider making exclusive choices - if the player completes one sidequest, this affects the story and he can't complete another one.In this way the replay value will be increased.
2 - I would like more variety of characters.May be 12 instead of 9.And more unique skills for them - this also will increase the replay value.
3 - I believe the graphic style of TSE-2 is the best choice for TSE-3.If you can improve it a bit, it'll be OK, but I think it's perfect.
Amemait (2009-03-17)
I have but two requests:
1) Keep the current speech-bar; it's very easy on the eyes.
2) Keep Josh Whelchel!
ADmiral-tse (2009-03-18)
What a nice thread! :)
Here's my 2 cents:
1) Use an easy-to-port environment please! Wine is often unreliable and/or slow. It is no satisfying replacement for a true Linux binary. Likewise, you might also get Mac users who would love to see your game work natively on their systems.
2) Having an accessible scripting engine and documentation for users to create their own levels, characters, monsters and skills would greatly extend the lifespan of the product :)
3) I think 9 characters is enough. For more variety, you could include different character classes in different slots. From combining the 4 character classes of TSE 1 and 2, the character grid could look like this:
R P M (Slot 1)
R P K (Slot 2)
R K M (Slot 3)
so there would be no knight in slot 1, no mage in slot 2 and no priest in slot 3. And no matter which party you choose, you'll be missing some skill from the character class you didn't get at some point sooner or later in the game... :lol:
4) Sidequests: I think the number of optional / side quests in TSE-1 was good. I also care mostly about the main storyline. You must definiately keep up the writing style and storytelling! Even if it's hard work, it has really paid off so far :)
5) Thoughts on the battle system and difficulty: I'm sure you have plenty of ideas here already. ;)
The TSE-2 system was really great, but there is still room for improvement! I think you should try increasing the effects of different skills on each other, make them more intertwined (I lack the english vocabulary to describe this better :? ). That way, it will be more worthwhile to use skill chains instead of single skills.
Also, you could potentially turn the battles more into a puzzle game on the highest difficulties, where for a given group of enemies there is only one combination of skills to use that will get the player through. For this to work, the enemies could choose attacks more at random on lower difficulties and become completely predetermined at "absurd".
Mark Pay (2009-03-21)
Thanks for the suggestions everybody. :D Please keep them coming.
I've been thinking of taking a very different approach to the narrative. I want to try a considerable degree of procedural generation for creatures, locations and missions. On top of that foundation I was thinking of having two modes. First a 'story' mode with three preset characters and a concise, short-story narrative. Second a 'freeplay' mode where players can create three characters and play themselves without any preset narrative.
I know that the previous narrative format has been popular so I am hesitant to suggest changes. But I don't want to remake TSE-2 with a different story and then try to add even more content.
I'm also considering removing classes entirely and having skills based on items held. Which would complicate skill chains quite a bit! But it would make more sense for the setting I have in mind. I really don't know whether to abandon skill chains entirely. :/
Sir Palamides (2009-03-27)
the dialogues could be a bit shorter....I mean not the length of the whole dialogues, I mean the length of text that one character says. sometimes it's like one page of text you have to read, and you read it because you want to know whats going on, but that decreases the game speed. just keep the blocks of text shorter...
allthough it was way better in TSE2 compared to TSE
second idea is to have the dialogues synchronised. take some people of the community, make a contest and then use the best voice as a voice for a character.
could be a problem with disk space though, if you want quality samples...
Jimbob (2009-03-28)
All I can say is... you crazy glutton for punishment :P
Well, I could probably say a little more... but I'll think on it...
Trackersoft (2009-03-28)
Hello...
1. It would be nice if you make rain. Do not make night because it would be bad i think...
2. It would be great if the mage have skill that makes him get into a blocking shield "ManaShield". The shield will go off only when the mp is low. The blocks are 100% but the mp goes low fast. This skill is really good for defenses!
3. It would be brilliant if you make a scene where "A war is going on". Animate the pictures of the characters when they speak and in the main menu when you chose them. Do not describe the characters life. When they meet they will speak along the way about them. :roll:
Trackersoft (2009-03-28)
Hey i almost forgot... It will be really nice if there is a shaolin monk character like PyanPau but have the iron thing skills XD. :lol:
monsoonasiian (2009-03-29)
Wow i've been waiting for this hehe i got so much i'm going to be adding all day. I think there should be a xp bar out side so u can see the progress of your team in a simple bar still having numbers indicating how much exp u got and how much exp u need to lvl. You should be able to open up a map after reaching the end of a lvl, choosing where you want to go instead of being forced to move on but still giving info about where you have to go so people don't get stuck. Also you should be able to go back to pass lvls, lets say one quest asks u to go back to a former lvl to give information to someone. Try adding something like a clock which changes the time of day like morning, midday, afternoon and night. Each time of day has a different effect on your party like morning kinda tired lunch at there peak afternoon drops a bit but not much night they get a lil tired. To fix there tiredness maybe enter a inn or drink a coffee something like that, its very extensive just a thought. Another thought is seasons i always liked the thought of walking through brown leaves in autumn. Armor which can be seen on the party, if you buy new armor and put it on a party member you will actually see them wearing it. I liked the idea in TSE how peter, Clare, Chelementis,and Samuel had their own solo fights which was exciting, sorry about the spelling on Chelementis its probably wrong forgive me. everyone should have their own signature move that they learn by doing a quest or achieving at a certain lvl. Make the environment react to some of the spells like lets say you use a wind move around leaves it makes the winds blow something like that. In TSE2 i didn't really understand how the armor worked with all the spells i'm sorry if i'm being offensive but what i'm saying is just make it a lil simpler like Special Attack, Normal Attack, Special Armor, Normal Armor. While we talk about armor each class should have specific armor like cloth, leather, mail....uh Wow sorry about that just a thought. Quests should be obtained u go quest around if you like every quest gives money or armor trinkets or weapons. Trackersofts idea about Rain is a great, snow would be good, and some times after a lil rain a rainbow just becasue its kool. I think there should be a lil remote area like Taz Tez place the Vareena enclave, some sort of alien or non human creatures who u can help. I recently finish watching scrapped princess which is an Anime, i liked the idea of a little girl being able to destory the world, and having a a older brother and sister who were willing to protect her till the end, I think there should be something like this a mysterous little girl who is hated by all but seeks refugee in this group of strangers and she changes the world for the good. Thats all i got for the moment but i'll be adding more when i can think of more ideas.
Mark Pay (2009-03-29)
Thanks for the ideas guys! Please keep 'em coming. :D
I definately want to try something with a day/night cycle and variable weather. It'd fit quite well with the theme I'm thinking of.
Hey Jim! Good to see you. :D Yes, I am displaying a serious masochistic streak here. :lol:
ADmiral-tse (2009-03-29)
Hi again,
with two finished games in the TSE series, there are certain features which define a TSE game. Things like the skill chains, battle system, party level up, map select screen & sidescrolling areas, story progression in chapters etc.
If you plan to throw some or most of these concepts out the window for your next game, maybe you should consider calling it something else.
It's not that I wouldn't want a third Spirit Engine, but the concepts are established now and with that come some expectations for a game with that name :)
Please think about it :)
DBAce9Aura (2009-03-29)
Here are my thoughts on TSE-3:
*You can keep the three chars in a row thing, but have the characters divided up into combat styles (Buffery, Fisticuffs, etc.) rather than classes (Knight, Mage, etc.) to encourage more flexibility.
*You can also keep the "no classic elements allowed" damage types. Those were pretty exciting (especially in what little of TSE-2 I've actually played).
*Make buffs/curses more exciting: Yes, I enjoyed the TSE-2 demo (even though I had no desire to pay for the full thing), but the buffs/curses drew too much from the classic "Power/Defense/Speed Up/Down" category. Please come up with something less conventional. Healing/Regeneration abilities can stay.
Mark Pay (2009-03-30)
I understand your concerns ADmiral. I think there will be more than enough elements carried from the first two games for it to earn the label.
If I proceed with development, much may change as I experiment, and I will certainly keep this in mind. I'm aware that people are fond of certain aspects of the existing games and this thread is as much to find out what those are as to collect new ideas.
GiB (2009-03-31)
Here are some other ideas:
1)Make equivalents of Rick Brutal and Jaques Zerau in TSE-3.The game will be much funier in this way.
2)There will be freeplay mode, right?What about some other modes:
Survival - after you kill one creature, a stronger one comes in its place, then even stronger one and so on until you die(like those spiders in the maw).Then you can add your score in a highscore table.
Multiplayer - you can fight with other players and see how strong you are.
Level editor - I've always want to make my own levels. With level editor the players can share different levels across the net, even whole campaigns. It'll be very exciting to make one.
Tiavals (2009-04-01)
Well, frankly, I didn't like the first game too much. It was far too hard and tedious to me. I couldn't even get past the graveyard part of the game, no matter how many times I tried, yet I could easily play TSE2 on Hard. The dialogue was pretty poor in the first one as well.
As for the second game, the only things I didn't find excellent were the combat and the linearity of the game(including the problems that arise from it, such as the dialogue being more or less identical most of the game even with different characters).
So, making the combat more interesting would be the most important thing assuming you won't lose your excellent writing skills(both for the story and the dialogue). Less meaningless, non-plot related battles would be nice(I would use "random encounter" but they were fixed encounters, so...).
Really, what needs to be definately kept is the idea of multiple characters that can be chosen in the beginning, that affect the story. What I would like is that they would have more impact on the main story as well, and not just their own dialogues and personal stories. But seeing as how that would be a huge amount of work, I'm content with just them affecting dialogue(though it would be better if it were affected more than it is in TSE2).
But seeing that you wouldn't want to make such a game again makes me very sad, since TSE2 is one of the very, very few games to do this excellent form of storytelling and such a loss is a great one.
Stepping away from the base characters classes sounds fine, but an item based system sounds pretty poor to me. I would think that if each character had their own personal class, that would be for the best. And then, it shouldn't be that the characters are modeled after one purpose(buffer, blaster, tank, etc) because that is just irritating. Each character should pretty much have a means to do all of these roles, though they should be very varied between the characters.
And a non-story based way of playing? Seems like a really bad idea, at least from my point of view. The main draw of TSE2 was by far the story and the dialogue, and if you take those things away, what remains?
Jimbob (2009-04-01)
I think the combat system was its other major draw Tiavals to be honest, there is not another system quite like it, and it felt very fresh to me for that exact reason. It wasn't perfect, but the array of tactics it allowed you to use was far more involved than other RPG games of this ilk. A simple refinement I could suggest (that irks me in every single game in this genre) would be on levelling up on just skills and not hit points, just having enemies require different tactics and have hit points relate to armour and general physical ability.
I definitely agree on the story argument though. There is still a lot to be said for the linear plotline, and there is still a lot to be done with it.
One thing I can possibly think of is staying with a party, but having character development that relates to the path that you choose or certain simple decisions you take (i.e. you actually CHOOSE whether to open the briefcase or not, and the consequence makes Ionae/Kaltos sulk and less interested in the team, yet there is less urgency, allowing to possibly explore other areas of Underpass. Yet the overall plot is not changed). Admittedly the task of creating these paths manually is an absurd chore, so perhaps something more procedural is required. Although I'm sure getting a procedural generator to work as you like would require just as much head scratching and brain racking...
An item based skill system also kinda worries me, but I do like the Fallout system of having innate abilities, but being able to use (almost) anything. Only you end up being rubbish if you're shooting a rocket launcher and you've spent all your life picking pockets...
I dunno, a bit of an unaimed ramble there, maybe some things to think about.
Mark Pay (2009-04-02)
Those are some great posts, thanks. I'm pretty happy with the way the narrative worked in TSE-2, but between editing the dialogues and implementing the cutscenes, it accounted for a large amount of development time. Perhaps over 40%? I don't want the next game to take 5 years in development. Although I can make up time with improved experience and increased workflow, I think something has to be sacrificed. Scaling back the narrative will help tremendously and give me time to experiment with other gameplay elements. And as I said, I don't want to remake the game I spent the last 5 years on with a new story! I can always return to the traditional format for later titles if this does not work out.
I am still undecided on the exact form of the narrative though. I may be able to delay any firm decisions until much later in development.
The item-based system I was considering would allow you to create your own classes between fights. e.g. Load a character up with a pistol, medical kit and two defensive spellbooks for a support character, or load them up with a rifle, grenades, a sabre and armour for an offensive character. Innate traits would be used for character development, as in Jimbob's Fallout example.
Unfortunately ( or perhaps not ) this would make skill chains problematic, since you couldn' t guarantee that a character would have any particular item-based skill during a fight.
ROD (2009-04-02)
I´ll have to do small but frequent posts:
combat system:
I was more than happy with that in both games. I love those tactical fights.
especially timing (smokescreen, alternating enemy stats)or parts like Arachnid lane: not neccessarily the fact that it´s timed but forcing the player to a new challenge (somwhere in world two when the battles start getting boring because you think you have an omnipotent strategy)
I never used those skill chains....
I liked not having to buy or find healing potions and ammunition
I liked both: characters differ in being able to perform certain skills (TSE1 - I was disapointed there were none in TSE2) and the story-dependent character stats ("eager effect", being poisoned etc)
ROD (2009-04-03)
Maybe an important point:
The universe you created is kind of crazy like...having knights along with "cowboy women" and vampires and aliens and medieval battlefields (or was it early 20th century?). This goes for both titles.
Sounding weird it seems to work out very well. The way you´re "painting" it, I´m believing it:D
Anyway I´d love to visit it again in a third place.
(I recently read a novel by Jasper Fforde for the first time, and it reminded me a little of TSE - it´s a strange, mad, impossible kind of world but yet so easy to believe in and enjoyable to follow a story in, everything could happen next...)
the stories:
Great plots, both!
I liked TSE 1 even better. That story is flawless to me ("deus ex machina" - was that an inspiration for the name "spirit ENGINE"...)
Some things I disliked in TSE2 concerning story:
Too much killing of children and and too much warfare sceneries.
I understand that the plot required both, and it´s still good, but well,that was a slight drawback for me.(maybe having kids makes one a bit delicate..)
Though I have no problem with the Poe/Stoker/Lovecraft kind of things...or the killing of a third of a cities population - that´s okay (that was awesome...)
well, writing difficult things in english is hard being tired...I´ll return I guess...
Cereal Toucher (2009-04-05)
Whoa. So, you're already thinking of making a 3rd one? Just to make sure, from what little bits of info on what I heard about the end part of TS2, there's suppose to be a bunch of loose ends and a sorta grim if not really grim ending, unlike in the first one where everyone lives happily ever after.
Also, does TS2 have something to do with the first one, or is it a completely different world? What was the plot of the first one? Also, what's TS2 about?
Mark Pay (2009-04-07)
Cereal Toucher - TSE-1, TSE-2 and ( hopefully ) TSE-3 will have enitrely unconnected plots.
ROD - Thanks for the feedback. There's some great stuff in there to give me cause for thought.
- I agree that mixing up sources to create a world is fun and effective ( if it works ). I will definately keep this in mind.
- Yes, the name of the first game was a reference to that.
- I'm very interested in your statement about the killing of children. Not being a parent myself, my own instinctive response is not as strong. Of course it is meant to be a terrible thing in the story, but if some players are finding any elements too unpleasant I will have to consider their inclusion.
- It's reassuring to hear that you never used Skill chains. :)
- No plans for stock management at this point.
I want to delve into Lovecraftian themes for the third game. I love him so much as an author. Right now I'm basically thinking of a 19th century version of Ghostbusters, with monster-hunting and research the driving goal. But I'm going to focus on the engine first, and give myself more time to think about the plot and setting.
ROD (2009-04-07)
"
I want to delve into Lovecraftian themes for the third game. I love him so much as an author. Right now I'm basically thinking of a 19th century version of Ghostbusters, with monster-hunting and research the driving goal."
That sounds great!
Imho the parts of TSE1+2 connected with these themes were the strongest and most convincing including the music.
speaking of that, I guess (hope!) Josh will stay with you..?
and another little remark:
I loved the parts were the music was used very sparingly, contributing all the more to the athmosphere, for example in world 8 (the ship). So sometimes I experimented and turned the music down in the option menu for some battles during the Tameless Traverse level - it was kind of cool, fighting in the deep jungle, no music, only battlesounds. It has a big effect, this sudden gap if you are used to having a lot of music (and vice versa), so this might be something to consider...
just in case: don´t get me wrong - I absolutely agree with all the enthusiastic voices concerning TSE - music. EVERY other indie game (and several commercial ones) sooner or later I played without music (often even sound when not separated), and Josh´s tunes are the great exceptions. That´s important. In good games, you get stuck from time to time - good music helps to prevent frustration (it did). Great composing, great arrangements (if I hear some of these again for a third time I won´t mind at all, on the contrary ! :-))
Speaking of getting stuck: I´m also still not tired of watching the underground "landscapes". I mean the bottom area of the screen. Kind of TSE-trademark, isn´t it?
concerning the "children affair":
It´s the opening scene, just formed your party and you´re out at night in a forest to find and save two lost children pursued by a bunch of mystic killers.
Having saved the first one I didn´t expect to witness the murdering of her brother. That was pretty hard. Maybe it would have been less so the other way round (first the murder then the saving) but I do think I would have liked the story more if the ones killed by the Keepers were grown-ups.It´s like you wrote: the "instinctive reponse" changes with being parent (though I don´t know how many parents are playing this game...)
offtopic
Could you give me a suggestion for a Lovecraft novel?
I know only one (where the protagonist searches his dreams for the "unknown Kadath" - don´t know the English title) but read it several times and liked it a lot - what next?
Mark Pay (2009-04-08)
I'll definately be keeping the underground landscapes! I don't like the common practise in many indie platformers of fading to black. I did a quick mockup of an angled-down view with no underground, but I think that'll be too much work to implement. That space is needed to overlay the GUI onto anyway.
I'm really hoping that Josh will be interested in working on the soundtrack if the game gets that far. We've talked a bit about coding issues. All of this may be some time into the future anyway. It could never be the same without him!
The Dream Quest of Unknown Kadath is fantastic. It's a little different to the fiction Lovecraft is best known for, but very special.
I believe that Lovecraft's work is now in the public domain. Whilst it's nice to have the collections in book format, his short fiction is also available online here: http://www.dagonbytes.com/thelibrary/lovecraft/
My personal favourites are:
Dreams in the Witch-House
The Colour Out of Space
The Dunwich Horror
The Haunter Of The Dark
Also commonly popular/ considered classics are:
At the Mountains of Madness
The Call of Cthulhu
The Case of Charles Dexter Ward
Pickman's Model
The Rats in the Walls
The Shadow Over Innsmouth
The Whisperer in Darkness
I also find enjoyable:
The Shunned House ( mainly for the uncharacteristically awesome array of equipment the protagonist uses )
Herbert West: Reanimator ( good fun )
The Cats of Ulthar ( as a cat-lover ;) )
There's something worth reading in all of his fiction. I can't speak for his poetry or correspondance though.
Tiavals (2009-04-09)
Oh, I must comment on something I forgot that I liked a lot: The variance of the battlefield.
It was the best part of the combat engine that many of the battlefields(mostly in the jungle) had unique terrain that affected the choice of attacks and such you might want to use(the mist that affected ranged attacks, mud that slowed you down, the hungering earth effect, some places being inside so you can't use Swordfaith and such). A most splendid way to give more meaning and fun to a battle, making it bearable to fight meaningless encounters(which I generally despise greatly). Frankly, especially the jungle had far too many encounters.
It would probably be a bit too much work, but I would like to see this extended to virtually every battle in the game. A plot-based fight in an inn? The chairs and tables have an effect on movement and defense. A battle on a ship's deck? The swaying of the boat makes it hard for balance and the warriors may fall down. Such things affect the battle somewhat, but not terribly so, and as I already mentioned, makes them much more exciting and interesting, which is a very important thing.
Mark Pay (2009-04-09)
I'm definately looking to include a terrain system including cover and fights on hills. A retreat option too, to let you fall back to better ground. And area effects like weather and hopefully some wierder stuff.
ROD (2009-04-10)
Thank you a lot for the Lovecraft compilation and the link (of course I prefer having the books, but it´s great being able to browse a little...)!
I will get the Cats of Ulthar (they play a role in Dream Quest too) and start browsing this site a little more...
thanks again
Rogue (2009-04-12)
I would suggest adding verticality to areas. Climbing up ladders, jagged rocks, and stairs in the background (like those in Castlevania) would really add depth to areas. You could also make doors in the background that you can enter that lead to other areas. Adding branching paths to areas would add an element of exploration to the mix. More out of combat interaction might flesh out the game a little as well. There should still be plenty of linear areas where you do nothing but walk across, fight monsters and pick up treasure though. Just make sure the combat is fun.
Not everyone may use skill chains, but I do and I would miss them if they were gone. I pretty much set all the skill chains to be one attack in the first Spirit Engine, but I found them quite useful in the second Spirit Engine, particularly the party chains. My main enemy killing strategy pretty much involved changing everyones attack every turn, which is pretty awkward and tedious without the use of skill chains. I also like being able to click one button when I want my entire party to heal up and use defensive skills. You could consider just having party chains. About half way through the game I pretty much always have my knight charge before an attack, so I use skill chains for him. But that could be handled with party chains as well.
I don't think it would be too much of a problem to implement skill chains in a way that would work with what you're planning. You could make it so that if a character can't use a skill because they don't have an item equipped, the slots in a chain that are set to use that skill become free slots, which get set to whatever skill you select from the radial menu when that slot comes up in battle. I also think it might be cool if you could record your party's actions into a chain in battle, so you can make chains during a battle without the need to break up the action with a menu. I don't think that you should encourage people to be changing their parties drastically too often anyways.
I must say that I'm really fond of games where you select your classes at the beginning and play through the rest of the game using those classes. It's one of the things I loved about the previous Spirit Engines, particularly the second one. It's a very fun way of varying the gameplay across different playthroughs. In an all knights playthrough, I would enjoy using different swords, shields and armor that I wouldn't have bothered with in a regular playthrough, and I get to sell light armor, guns, staffs, etc without wondering if they might be useful later. It's also a good challenge coping with the limitations of a single class party and it's cool when you get to enjoy their strengths on occasion. It's fun specializing different team members for different purposes within the boundaries of their class's abilities as well. Although under your current planned setup I could decide not to use certain items for a challenge, limiting myself over the course of the game doesn't sound as fun for me as setting the limitations at the beginning of the game.
I do however encourage experimentation as I don't want this to be "The Spirit Engine 2.1" either. Perhaps you could have items determine what skills they can use, but have class restrictions on what items can be equipped?
I also don't want to wait 5 years for it to be finished. You could stand to have less dialogue in general. If you keep the same graphical style as the previous game you could reuse some of the graphics, and maybe put some of those unused graphics to use.
A-Red (2009-04-20)
I may be a crazy feminist, but the class/gender barriers irk me a little. Assuming you will still have nine characters and one woman for every two men, I'd like to suggest that you mix them into each class instead of making them all mages in every game. It isn't as though there's anything in your metaphysics that requires magic to be cast by women--I'm thinking of Felran and The Grandfather.
A few other minor things--I've only played TSE1, so I hope this isn't all moot by now.
-I hated paying to save my game. I nearly had to give up on the game in the final dungeon stretch because I needed to level up to progress, and I was losing gold faster than I was gaining experience.
-I found it frustrating that the same enemies gave less gold and experience as I leveled up.
-I hope that area spells like Rock Rain no longer depend on position, and no longer inexplicably miss from time to time.
As for what I liked...well, everything else. Please don't change the combat system too much--I love how much I had to think about how to approach different battles.
Mark Pay (2009-04-23)
Again, thanks for the thoughts folks. They're all very useful. The engine is in an early stage and I'm very easy to influence right now, so please keep them coming. ;)
"I would suggest adding verticality to areas. Climbing up ladders, jagged rocks, and stairs in the background (like those in Castlevania) would really add depth to areas. You could also make doors in the background that you can enter that lead to other areas. Adding branching paths to areas would add an element of exploration to the mix. More out of combat interaction might flesh out the game a little as well. There should still be plenty of linear areas where you do nothing but walk across, fight monsters and pick up treasure though. Just make sure the combat is fun. "
Jumping and ladders were originally in TSE-1, but they didn't work very well, so I took them out. I'm strongly considering the doors / multiple paths idea.
"Not everyone may use skill chains, but I do and I would miss them if they were gone. I pretty much set all the skill chains to be one attack in the first Spirit Engine, but I found them quite useful in the second Spirit Engine, particularly the party chains. My main enemy killing strategy pretty much involved changing everyones attack every turn, which is pretty awkward and tedious without the use of skill chains. I also like being able to click one button when I want my entire party to heal up and use defensive skills. You could consider just having party chains. About half way through the game I pretty much always have my knight charge before an attack, so I use skill chains for him. But that could be handled with party chains as well.
I don't think it would be too much of a problem to implement skill chains in a way that would work with what you're planning. You could make it so that if a character can't use a skill because they don't have an item equipped, the slots in a chain that are set to use that skill become free slots, which get set to whatever skill you select from the radial menu when that slot comes up in battle. I also think it might be cool if you could record your party's actions into a chain in battle, so you can make chains during a battle without the need to break up the action with a menu. I don't think that you should encourage people to be changing their parties drastically too often anyways.
"
Hey, some very interesting ideas here, thanks!
Party-chains-only seems like the best way to go, simplifying the original split between individual and party. You could already use the party chains in TSE-2 for 1, 2 and 3 character chains.
"
I must say that I'm really fond of games where you select your classes at the beginning and play through the rest of the game using those classes. It's one of the things I loved about the previous Spirit Engines, particularly the second one. It's a very fun way of varying the gameplay across different playthroughs. In an all knights playthrough, I would enjoy using different swords, shields and armor that I wouldn't have bothered with in a regular playthrough, and I get to sell light armor, guns, staffs, etc without wondering if they might be useful later. It's also a good challenge coping with the limitations of a single class party and it's cool when you get to enjoy their strengths on occasion. It's fun specializing different team members for different purposes within the boundaries of their class's abilities as well. Although under your current planned setup I could decide not to use certain items for a challenge, limiting myself over the course of the game doesn't sound as fun for me as setting the limitations at the beginning of the game.
I do however encourage experimentation as I don't want this to be "The Spirit Engine 2.1" either. Perhaps you could have items determine what skills they can use, but have class restrictions on what items can be equipped?
"
I'm leaning heavily towards completely free item choice. I'll have to see how it all works out. Given that I'm aiming to get some randomisation on monster abilities, I don't want a situation where the player becomes stuck if they are restricted from using a necessary item.
"
I may be a crazy feminist, but the class/gender barriers irk me a little. Assuming you will still have nine characters and one woman for every two men, I'd like to suggest that you mix them into each class instead of making them all mages in every game. It isn't as though there's anything in your metaphysics that requires magic to be cast by women--I'm thinking of Felran and The Grandfather.
"
The class barriers in the first game were only there to reduce the work required on the character sprites. Each class has one body type with some minor colour differences. In the second game I didn't realise the convention was unecessary until it was too late and I had done the character designs. There should be no need to have gender divisions in the future.
"-I hated paying to save my game. I nearly had to give up on the game in the final dungeon stretch because I needed to level up to progress, and I was losing gold faster than I was gaining experience."
Gone in TSE-2, never to return. :D
"-I found it frustrating that the same enemies gave less gold and experience as I leveled up."
This is the same in TSE-2. I really want to find a way to discourage heavy 'power-levelling' as a solution to difficult game situations. Hopefully the difficulty levels in the second game help with this.
"-I hope that area spells like Rock Rain no longer depend on position, and no longer inexplicably miss from time to time. "
The code ought to be as much improved as it was between the first and second games. That is to say - a lot!
DBAce9Aura (2009-04-27)
@Mark Pay: I know you really wouldn't want this to exist in TSE at all, but here it goes anyway.
Elemental: It's a "one size fits all" damage category. What it covers is pretty self-explanatory (attacks based around fire, ice, etc.). The hook to it is its versitality (fire attacks work wonders against undead enemies, while some other elemental attack would work against large enemies).
alspal (2009-05-02)
please limit/remove enemies that heal them selves or respawn! argh
Arran_Dengate (2009-05-05)
I loved the combat engine in TSE2, but I found that individual skill chains weren't needed (especially on higher difficulty levels) - only the party chains were really helpful. I think with a bit of change to the interface, choosing individual skills could be easy enough that skill chains wouldn't help anyway.
(For example, the interface in Sonny
was pretty good this way. Prepare for a godawful plot, though.)
The chi system, and the various bizarre abilities of opponents, were great fun.
I liked the damage multiplier, but felt that it wasn't explored to the full extent - for example, skills that freeze the multiplier at the current level for a round, or double the current level, would be interesting.
Plot was fantastic in TSE2, but I can certainly understand why it took so much effort!
kfedex (2009-06-09)
My biggest problem with the game is that nobody else plays it. The game is great. The music is amazing. But when I'm like, dude, I just beat The Spirit Engine 2, everyone is like, What?
My advice. Get out it there so I can actually talk with my buddies about it. If you can't do it yourself, you might want to find someone who can, if for no other reason than to get more money in your wallet for all the effort you put in.
Enojek (2009-06-14)
1) I suggest the use of skill trees. So when organising your skill set you can decide between two or more groups of skills. For example: Different elements of magic, different types of magic (support, attack) tanking skills and possibly even summoning skills. I <3 SUMMONERS!!!
2) It would also be a good idea for each character to have an innate special skill or property unique to that character.
3)Buyable pets or hired mercenaries to fight along side you, I know the previous TSEs have the occassional guest but having a lil' buddy on a more permanent basis would be awesome.
4)I like the idea of sidequests, so I think it would be great to include job agencies or guilds that give regular missions.
5)Everybody loves some good old fashioned secret areas and easter eggs, they could be unlockable via sidequests or reaching a certain level or status.
6)More variety in weapons, like axes, maces, wands, bows etc.
The only reason I suggest so many changes is because The Spirit Engine has proved it has so much potential and is a solid, innovative series. It could easily accommodate change and retain its depth of storyline and concepts.
Keep up the impossibly, fantastic work! :shock:
Mark Pay (2009-06-14)
As always, thanks for the great input. :D
Enojek - There was originally going to be a pet in TSE-2, from the plains of Chapter 2. He was cut pretty early on though, to keep things simple. I am strongly considering mercs for TSE-3.
kfedex - I know, I know. :( I really don't like marketing, TSE-2 is a hard sell and most of the portals offer bad deals. I should be doing more though.
I've got TSE-3 on hold for the moment whilst I work on something else and figure out what to do with the combat system. Adding certain types of complexity to it has not helped with the playability, so I need a rethink.
Moonbiter (2009-06-29)
First, congradulations for your titanic feat. I think I can safely say that what you have created here is the best Jrpg ever made. The only other that comes close is Mother 3. And while the afore mentioned wins out (narrowly) in story, TES2 is by far the better game. The way you pared the genre down to it's pure essentials, story and tactical combat, is simply sublime. The icing on the cake being that the tactical combat requires actual tactics, every encounter a perfectly considered gem. Danmn, now I'm gushing.
Onto my thoughts on what you could do with TES3. Skill chains as they are now are essentially fine, except there doesn't seem to be any reason to use them over the grand flexability of just slecting individual sills from moment to moment. I think the best solution would be to add effects to the final skill in a chain based on the skills that precede it. The chain would have to be completed for the effects to count. As an example.
Generic Piercing Attack->Party Heal->Generic Multiple Target Concussive Attack.
This could change the Multi target attack's type to piercing and add a small life drain effect. As a balancer a slight speed penealty to every skill in a chain could also be applied
The key concept here is that you could still use the fast and loose play by the seat of your pants style of choosing the skills to use form moment to moment, or give up that flexibility for ridgid calculated plans thought out ahead of time.
These would ideally be equally viable, taken over the game as a whole giving players more of a choice in how they approach combat.
Mark Pay (2009-06-30)
Thanks Moonbiter. I really like the way you're thinking. Definately something to seriously consider.
DBAce9Aura (2009-07-01)
Here's an idea that would likely be on everybody's "Must Have Features for TSE-3" list. But instead of limiting this idea to just this game, I gonna suggest this for the entire RPG genre in general.
*Level Up/Gain EXP during battle: Part of what I like about leveling up during battles is that you don't have to wait until after the battle is over to earn EXP. Another plus to this system (this applies to you, Mark Pay) is that the developer(s) don't have to assign EXP values for enemies, saving them a lot of work. Successfully using an attack/support/etc skill rewards the character with EXP, just like in those Tactical RPGs.
So what do you think?
monsoonasiian (2009-07-07)
I think that the story should be really dark and sinister, make sure to have lots of twists. I really liked the idea of the sword trying to convince Kaltos to kill his friends and travel to the spirals. I like the idea of the spirals its mysterious and i am glad we never went there, it was better kept a secret.
What I did not like about Spirit engine 2 was how the boss encounters were easier then some random encounters, the bosses were quite easy to reach as well, which made it less of a journey and left me kinda unrewarded.
The Spirit engine bosses were a little more exciting like Taz Tez, Grenal, Cross bone, and Nemu the Demon, I also found the Huge robot after finishing the arcane library was very kool, would have been nice to fight it.
I did like Vsing Urtat very refreshing, I thought In world 7 there should have been a boss fight where you vs an ancient tree or a forest spirit. The Ghost fights in The ship was very nice a good way of explaining what they feared the most.
It would be cool to have journals or tomes which provide information about the story, people or locations, I like to read about the story and understand the game, also meaning less dialogue for people to read and if their interested they're s something for them to read. The tomes should be found on bosses book shelves or on tables.
One more thing Josh must be kept, each world had its own voice through music it kept me excited, I had many different emotions going through the game like a sense of relief when i reached dragon gate, after escaping the the dank hell hole, all that cheerful music was very comforting. I was some what down after portavale was destroyed and the music did the job. Make sure to have Josh working with you Mark He is a very good composer. :P
Keep up the good work guys. :D :D
alspal (2009-07-08)
"I think that the story should be really dark and sinister..."
oh please, I hope not. Unless it's done well..
monsoonasiian (2009-07-10)
I get where your coming from but the way Mark does it makes me so excited and wanting more :D
Withnail (2009-07-15)
I really enjoyed TSE-2 - it's one of the best games (indie or otherwise) I've played recently. Thank you for putting in the time and effort of making it!
One thing I loved about this version and would love to see in the future was the interaction between the characters and the narrative. As far as I know, the way that TSE handles this by grouping the characters by personality/worldview is unique, and it's one of the strongest elements of the game.
I especially love the way that certain groups of characters interact with each other and with the storyline - like how Kaltos/Charlotte fall in love, Mericious/PyanPau bond over theological debate, and having Grace in the party makes Batiste's anger personal.
I liked the more "epic" storyline of TSE-2, but if you're moving towards a more "short story" format for TSE-3, I would definitely suggest to keep the level of character interaction and character-specific dialogues as the previous version, because that was one of the strongest if not the strongest element of TSE-2.
Moving towards a short-story format might actually help a lot with this - it seemed to me that a lot of the parts that made the specific characters and their interactions unique (the dialogues when they first meet, the stay at the inn, the fight with ick thelloth, the character-specific subplots and unique dialogues, and the ending) might also work on a more "compressed" time-frame, since they were very spread apart in TSE-2.
My last idea for character interaction (and you might already have done this in TSE-2 - I've just played through with the Kaltos/Charlotte/Enshadu party everyone loves and with Mericious/PyanPau/Grace) would be to have two "personalities" develop unique relationships/interactions (like the ones between PyanPau/Mericious and Kaltos/Charlotte) and the third personality develop an individual storyline. This would let every playthrough be unique while cutting the writing time down to something more manageable.
That's my two cents. Once again, thanks a lot for making this great game!
Mark Pay (2009-07-21)
"*Level Up/Gain EXP during battle: Part of what I like about leveling up during battles is that you don't have to wait until after the battle is over to earn EXP. Another plus to this system (this applies to you, Mark Pay) is that the developer(s) don't have to assign EXP values for enemies, saving them a lot of work. Successfully using an attack/support/etc skill rewards the character with EXP, just like in those Tactical RPGs."
XP from activation is too easy to abuse by leaving the party spamming a skills in a battle they cannot lose.
Thank-you monsoonasiian and Withnail for your ideas! It's wonderful to hear that you've been enjoying the game.
The low-key boss fights have come up quite a bit as a criticism. I think I tended to approach each fight as a boss fight, and 'boss' encounters in TSE-2 ended up defined more by their direct relation to the narrative than their difficulty and length.
I'd definately like to include more optional narrative. I'm glad you liked the character-specific interactions Withnail. I really liked writing them and would have been happy to include more in the game given time. I'll definately keep this in mind in the future.
ROD (2009-07-21)
Minor issue: though there´s so much wonderful music in TSE2 something is missing (at least I´m missing it): a musical theme. There have been two in TSE, at starting title and at the main menue screen.
Bluegrass (2009-08-11)
A sequel is in the works? Oh happy day!!!
As for suggestions, well, I'd like to see some more randomness, although a suggestion to make it so doesn't come to mind right now (that have not been already said, like alternate paths and so forth).
A personal favorite feature of mine is when character growth is reflected in their appearance and stats (like, say, Breath of Fire II/III when Ryu grows up). But I'm not sure if that would add much to the game...
Oh, I know! Make it so that however you specialize your character, his appearance/gear selection changes! (e.g. if you make your knight a heavy damage dealer he'll carry a beefy claymore, if you make him a tank he becomes a slow, armored turtle. Or if you make your musketeer a dodger he turns into a gunslinging cowboy, if you, instead, jack up his aimed shot he becomes a sniper (of course, easy respecs should be, again, in order))...
Too much work?
reggie999 (2009-08-11)
oh finally a sequel!
By the way, I heard that all the characters from TSE2 supposed to have a special end game story which shows all the char's life five years later but somehow, due to time constraint, the special char's endgame story didn't make it in the final product. I was sadly disappointed when I heard about this. :cry:
I would to like to know more of my favorite chars (Iona, Endusu and Ferwin) after five years later.
So here is my suggestion, how about letting some or all the chars from TSE2 making a special cameo appearance in the next sequel and some of them will temporarily join your team as a fourth team member
:D
Daft19 (2009-09-19)
I think it would be interseting to have more character classes than there are party slots. So instead of having 3 classes and 3 party slots there would be 4 classes and 3 slots. This way you would always miss out on one class making party selection play a greater role in the game.
Dareloth (2009-10-01)
Hooray for a third spirit engine :)
Loved the first two games, so I'm really looking forward to this.
So id like to throw in my two cents here, giving some feedback on Spirit Engine 1 + 2. Perhaps it helps with part 3.
The skill chain system is great, and should definitely be maintained.
I personally liked Tse 1 more than the second game though, because the battles felt more balanced and challenging.
It was also a lot harder to decide which skills to pick - which was a good thing in my opinion.
I played the game several times, trying to find a perfect built for the party, and could not get to an absolute conclusion.
In Tse 2 however, it was a lot easier to find out the best strategy for each fight - boring.
Another problem with Tse 2 is that in battle most of the time all actions happen in the same instant, which i found confusing - made it hard to understand everything that had just happened.
I prefered the Tse 1 system with different cooldowns, so that the characters were striking at different times. I would like the differences in cooldown length to be even stronger.
Also i liked the story of tse 1 more because it was more funny, and the locations were more diverse and surprising(roaming ancient tombs in the desert, then suddenly fighting robots in a skyscraper).
"please limit/remove enemies that heal them selves or respawn! argh"
Please don't. :)
I want more hard stuff, like enemys that resurrect other enemies, bosses that transform three times before ultimately dying...
For Tse 3 I'd wish for more strategically demanding battles, stronger items with item based skills needed for party combos...
Oh and a free battle mode would be great. Just one city with some shops, and a battle arena in the middle of the city.
Best wishes to you and good luck with the development.
And please don't release anything before it's really done :)
Tiavals (2009-10-25)
Oh, there's one more thing I've forgotten to say which came upon me as I was replaying the game yet again.
The weather.
The fact that it's really Autumn and the leaves are falling in the wind, and at times it's raining snow gently, is a great way to add immersion and atmosphere to the game. It would be most grand if such things would be in TSE3 as well.
Little things surely, but very important things that make the game so very enjoyable.
Grubber (2009-11-02)
Well, when I finished it for the first time, only thing I felt that should of been improved, was the size and style of the bosses. The final boss, and most other bosses, were rather small. Cloud child was awsome, because he was massive, and had crazy splashing attacks. In TSE-1, the devil boss you fight in Pensalvanyai was amazing, want more bosse like him,
AlphaPrey (2009-11-02)
Just reading through the thread and recaping some points... :shock:
"like, say, Breath of Fire II/III when Ryu grows up"
BoF 1,2 and 3 all great games! Anyway...
"how about letting some or all the chars from TSE2 making a special cameo appearance in the next sequel "
Cameo appearances from both games would be great.
(imagining a Peter arguing in the background of a scene, waving around his rifle)
"So instead of having 3 classes and 3 party slots there would be 4 classes and 3 slots
"
This was something I also thought of, right from the first game, as a kind of "you won't complete/understand/unlock/discover the game fully in one play. Also, another consideration is to create be some hold-overs from the last campaign that could aid the player in his second campaign. (Different modes, styles)
"Oh and a free battle mode would be great. Just one city with some shops, and a battle arena in the middle of the city."
A type of survival mode would be awesome, and if you could make it somehow not a level-based tactic, but rather needing skill and tactics to survive, it would be even better. An (online?) score system could even be set up.
"only thing I felt that should of been improved, was the size and style of the bosses"
I totally agree to this comment. I feel that there should be more epic boss fights, with huge bosses, as you often do near the end of the game, like the gunship in TSE1 or the Worlds Eye in TSE2. Perhaps big bosses could be fought in the start or middle of the game only to fight them again at the end?
Hopefully I gave some thing of value to the Topic. :wink:
xegnma (2010-10-23)
"kfedex - I know, I know. :( I really don't like marketing, TSE-2 is a hard sell and most of the portals offer bad deals. I should be doing more though."
I think I may have a solution for that...but it will require some collaboration in code development...check out my post from this earlier topic.
The Spirit Engine 2 is going freeware
AlphaPrey (2014-08-21)
5 years later, I've decided to replay the series. It's been difficult, MMF constantly crashes at several points. But the fun is definitely still there. I would buy the third game without a moments hesitation if it came to Steam. Much worse games have come through greenlight, I'm sure you could blast through.
This post has close to 50,000 views, so I'd say there's quite some interest in a sequel. Now I'm just waiting for the answer.
AlphaPrey (2019-01-07)
5 more years later, I still think of The Spirit Engine time to time. The story, the music, the world, the characters. Thanks for making such a great and impactful game Mark! :D
devastator-tse (2019-01-07)
So do I, albeit daily! :D I have the patience of a sage--we believe in you, Mark :D
Also AlphaPrey, are you on any social media / direct messaging services (e.g. Twitter, Discord etc)? I do speedruns of both TSEs on YouTube under 'Aquellex'
Mark Pay (2019-01-13)
Thanks guys! I still dream of getting back into game development some time. Maybe once the mortgage is paid off and I can semi-retire to have more free time again. :D
I've tried going back to MMF/Fusion a few times, but I can't stand the event editor any more. I'd like to find a games maker with the level/graphics editor of MMF but a proper scripting language (like say python) at the back end. Sounds like GameMaker Studio is close to what I want, so I might check it out.
Best wishes to you all!